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Caesar III: Scenario Design
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Caesar IV Heaven » Forums » Caesar III: Scenario Design » C3 Desirability Calculator
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Topic Subject:C3 Desirability Calculator
guane2009
Pleb
posted 03-19-18 18:45 ET (US)         
Have you been annoyed, like me, because that Luxury Palace keeps devolving for lack of desirability?

Many times to me. I was wondering how to measure desirability to find out which is the best tile of that palace to make an improvement on it maybe adding a garden or a statue near by. My first action was to jump to that wonderful Excel file provided by Philon here.

Once you create the macro as per Philon's instructions it is a matter to know where to paste (ctrl-D) each desirability mapping into your layout. When you have four or three houses and two or three non-house structures to copy/paste it is not so difficult.

If you want to calculate desirability for your entire loop then you may be dealing with about 40 houses and so 20 service buildings and that would be a very hard task to do it with Philon's spreadsheet. Every time you want to ctrl-D a desirabiity mapping you better save first because each paste can't be undone.

In the meantime, I am still watching that stupid palace devolving for lack of desirability...duh!

What if somehow I design my next loop but before I fire C3 I were able to calculate the entire loop desirability on each and every tile? Humn...that would be nice.

Welcome to C3 Desirability Calculator

It took me a couple of days in my free time to think about a solution. My first question was how to provide my layout as input to my application. Succendly the bulb was on: Housing Block Generator.

That is it. Take that bunch of letters/symbols as seen in the glyply main window and feed them to my application.

Next question was about the output. Again, same idea as with glyphy, an html file which is easy to see in any web browser. Nowadays almost every body has access to a browser.

I am going to use as a demo one of the loops created by Brugle in his wonderful Happy Massilia, the loop to the far left near the fighting when you load the saved game. I hope Brugle doesn't mind using his loop for this demo .

Here is the representation for the glyphy if you want to use in the glyphy (it is almost 100% accurate as seen in the saved game, I like oracles a lot):


#########################
#HHHHHHHHHHHHHHHHG#
#HHHHHHHHHHHHHHHHG#
##HH##########HH@@#
##HH#HHHHHHHH#HH@@#
#HHD#HHHHHHHH#HHHH#
#HHF#HHGGGHHF#HHHH#
#GHH#HH!!!HHG##HHG#
#GHH#SS!!!HHHH#HHG#
#GHH#SS!!!HHHH#EHH#
#GHH#HHHH!!!HH#PHH#
#GHH#HHHH!!!HH#bbG#
#GHH##HHG!!!ff#bbG#
#HHHH#HHG!!!ff#SSG#
#HHHH#BHH!!!MM#SSG#
#@@HH#FHH!!!MM#00G#
#@@HH#HHMMMMMM#00G#
#@@HH#HHMMMMMM#xxG#
#@@HH##########xxG#
#GHHHHHHLLHH((XXXG#
#GHHHHHHLLHH((XXXG#
##############XXX##

Once this design is processed by the glyphy the loop looks like:


Legend

Now, let's feed the same input to my application and see what output would come out:





























121616121212121212121818191921232830302925191816 6 6 2 0
18262622222426262626323231293030363736383123222010 6 2 0
222838323236383636364244433938263235343627171614 6 4 2 0
202034282530312727273336363132181521252819 7 6 6 0 0 0 0
212137333039393434354044453638211420242820 7 6 6 0 0 0 0
212539374149484243434853564953353428242820 7 6 6 0 0 0 0
202438343744413031324046535054393729252819 7 6 6 0 0 0 0
212239343743401820214045495150414027262820 7 6 6 0 0 0 0
242542364855543132345458667064575631313321 7 6 6 0 0 0 0
323350445563613637355658657065615936333623 8 8 6 0 0 0 0
323353496268696058425151727875746643374024 8 8 6 0 0 0 0
373856537076787065414343646964585434313519 2 2 0 0 0 0 0
343551507071787160373737576261565534333619 2 2 0 0 0 0 0
333748487572817258343433536161656438363820 2 2 0 0 0 0 0
303443427068767056292928546260646438373921 2 2 0 0 0 0 0
292522295957665642141616425150595939384022 2 2 0 0 0 0 0
292522296160706253373638465251585941384022 2 2 0 0 0 0 0
312724295956696356413941485350566042393921 2 2 0 0 0 0 0
332926284542514639242323283236434842383820 2 2 0 0 0 0 0
374042355052615950374040454336394441373819 2 2 0 0 0 0 0
374246395250585651384242444030323938343416 2 2 0 0 0 0 0
303437313230363534222221191514162229262712 2 2 0 0 0 0 0
2832373437353937372525262420171719242018 9 2 2 0 0 0 0 0
1315202024242727271920212017151512141110 4 0 0 0 0 0 0 0
6 6 6 6 7 7 7 7 7 1 2 3 3 3 2 2 2 2 2 2 1 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0


(There are some important colors missing above which are defined in my stylesheet css that would make more sense once I explain some details later.)

That is what I want to see, each and every tile of the loop with the desirability effects from each of the houses and buildings in the loop. As a loop designer, I would observe the blue areas where my houses are located to ping point where the critical areas for evolving are located and make improvement accordingly.

Once the application is uploaded and approved to be displayed in the Utilities Programs I would clarify its usage not explained so far.
Just uploaded. Waiting for approval.

[This message has been edited by guane2009 (edited 03-19-2018 @ 08:44 PM).]

AuthorReplies:
user3
Pleb
posted 03-20-18 05:54 ET (US)     1 / 4       
I'm sure some will find another app useful, but the premise
Have you been annoyed, like me, because that Luxury Palace keeps devolving for lack of desirability?
might not be the best reason.

I preferred to not depend on 'Filler Gardens' to evolve housing.

How is your app going to prevent this deevolution mistake?
guane2009
Pleb
posted 03-20-18 18:47 ET (US)     2 / 4       
Here is the output in full color:desirability.html

As you can see, the picture reveals an overlay of the design where the blue tiles correspond to housing. Those are the tiles of interest for evolving the houses. The yellow areas correspond to those biggest desirability enhancers such as oracles, statues and governor's palaces. The Orange areas are medium enhancers such as libraries, forums, theaters, ... The red areas are bad structures for desirability such as granaries, warehouses, others. There is a table of legends with more details.

The tool has taken into account the luxury palace desirability bug reported by Brugle here.

The tool also calculates desirability for a warehouse, fort and hippodrome as described here in reply #35.

The command to launch the application is as follows:

java - jar C3DesirabilityCalc_.jar -in your_input_file -out your_html_output

Both parameters for filenames are optional but if you specify, for example, -in then it must be followed by a filename. Same for -out. Filenames can have a path.

There are two default filenames for the input and output files, namely, desirability.txt and desirability.html, respectively. In this case the command can be simply:

java - jar C3DesirabilityCalc_.jar

At the bottom of the output there is a link 'legend' that when clicked would show the legends.

Not all structures in the ghyphy have a symbol and some structures that generate the same desirability have many symbols. For example, a small temple has five models, one for each god so 0,1,2,3 or 4 are valid codes. The tool would understand any of the codes as shown in the picture above in the Notes table. Same idea for triumphal arch, gatehouses and large temples.

The structures without a corresponding symbol in the glyphy are shown in the Notes table as well.

The tool is now available under Utility Programs.

Please report here any bugs and/or comments.

Ah, by the way, this is a design tool for those C3 fans who like designing a city before putting the first piece of road. The tool will not have any effect whatsoever on the actual game functioning.

thanks.

[This message has been edited by guane2009 (edited 03-21-2018 @ 10:08 PM).]

Brugle
HG Alumnus
posted 03-20-18 20:22 ET (US)     3 / 4       
The tool also calculates desirability for a warehouse, fort and hippodrome as described here in reply #38.
I think you mean reply #35.
guane2009
Pleb
posted 03-21-18 20:27 ET (US)     4 / 4       
I think you mean reply #35.

You're right. I meant reply 35/38. Fixed.

[This message has been edited by guane2009 (edited 03-21-2018 @ 10:08 PM).]

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