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Salararius
Postmaster
Joined: 26 Sep 2011 Location: USA Status: Offline Points: 519 |
Posted: 12 Sep 2012 at 03:08 |
Wow, neat ideas in here. I especially like the sov grid. Much nicer than the array I used in Excel. Got me so interested I started messing around with Google docs and ended up with a different take on the entire thing. Not sure if it's helpful or not but I'll share it too as a way to say thank you.
Sal
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Albatross
Postmaster General
Joined: 11 May 2011 Status: Offline Points: 1118 |
Posted: 12 Sep 2012 at 12:02 |
mCrow have this one (just a screenshot attached) - it's missing the tax slider, but gives a reasonably good feel for the food-generating potential of a square.
Uniquely, this one:
- Assesses the likelihood that a town on the map will want to claim food sov, and makes a 'contention heat map'.
- Makes 'Farmstead build level' suggestions, based on requirements.
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JimJams
Forum Warrior
Joined: 20 Sep 2011 Location: Italy Status: Offline Points: 496 |
Posted: 12 Sep 2012 at 22:01 |
Salararius wrote:
Wow, neat ideas in here. I especially like the sov grid. Much nicer than the array I used in Excel. Got me so interested I started messing around with Google docs and ended up with a different take on the entire thing. Not sure if it's helpful or not but I'll share it too as a way to say thank you.
Sal
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I really appreciate it Salararius, and I like some of the approach, especially the buildings tables.
I am about to start a new version to fit some more things and adjust the sheet, I will probably use some of your approach :-)
Thanks !
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JimJams
Forum Warrior
Joined: 20 Sep 2011 Location: Italy Status: Offline Points: 496 |
Posted: 12 Sep 2012 at 22:03 |
Albatross wrote:
mCrow have this one (just a screenshot attached) - it's missing the tax slider, but gives a reasonably good feel for the food-generating potential of a square.
Uniquely, this one:
- Assesses the likelihood that a town on the map will want to claim food sov, and makes a 'contention heat map'.
- Makes 'Farmstead build level' suggestions, based on requirements.
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Look as a nice tool to address sovereignty decisions.
I would like to have a private talk with you about it, will send IGM.
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Salararius
Postmaster
Joined: 26 Sep 2011 Location: USA Status: Offline Points: 519 |
Posted: 13 Sep 2012 at 15:03 |
I realized that I could easily add production rates and basic resources usage (from production) pretty easily. I added that so you can now see how many spears, cows, etc... your cities will be capable of producing.
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Bonaparta
Postmaster
Joined: 03 Nov 2011 Location: Milky Way Status: Offline Points: 541 |
Posted: 13 Sep 2012 at 15:15 |
JimJams, could you implement advanced resource production cost into your city planer like it is here:
Especially food costs for cows and horses can effect city size.
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Rill
Postmaster General
Player Council - Geographer
Joined: 17 Jun 2011 Location: California Status: Offline Points: 6903 |
Posted: 13 Sep 2012 at 18:42 |
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import food to produce cows and horses. it will more than pay for itself if you sell a percentage. I don't think that should be a factor in city planning, personally
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