[Software] SGE Colony Managment Calculator V1.0
Moderators: Moleman, Kwijibo, Luna, Major
I just updated my spreadsheet:
http://starportcentral.110mb.com/progra ... ols2-2.xls
With any luck, the partial consumption averaging will work now. I haven't tested it in-game, as I don't have any colonies to test it on. Feedback would be nice XD
http://starportcentral.110mb.com/progra ... ols2-2.xls
With any luck, the partial consumption averaging will work now. I haven't tested it in-game, as I don't have any colonies to test it on. Feedback would be nice XD
Last edited by Turkey on Tue Sep 16, 2008 8:01 am, edited 2 times in total.
- invaderzim
- Posts: 216
- Joined: Wed Jul 09, 2008 3:36 pm
Just double click on the icon and it should open, if you have played the game a little it should be clear what input needs to be inserted where.invaderzim wrote:uh, can someone help please? i downloaded the program, but i dont really get how to use it. can someone please explain it to me?
The program was made so you could easily see when the population and morale of a colony would stabilise. The more input you provide, the more accurate the results will be (if the formulas the game uses haven't changed since I made this thing anyway )
Euh I hope that helps you, if it doesn't please try to state more precisely what you need help with.
Nightmare
they have.
i made this spreadsheet shortly after the last changes. it predicts population and morale almost perfectly acurately (the error is because it doesn't account for the partial consumption problem ingame). however it gets pollution wrong and i haven't finished resource production/consumption.
i wasn't going to post it until it was finished but meh it's been over a month since i worked on it last so here it is. please tell me what you think.
colony calculator v8.xls - 1.64MB
[edit] uhh i now put a lower limit on the morale so the pop does level off when trying to maintain 20k+ cols. also i think i found the pollution problem and will address it before the release of version 9.0. and turkey i might need to use your numbers for the resource bit if that's ok with you
i made this spreadsheet shortly after the last changes. it predicts population and morale almost perfectly acurately (the error is because it doesn't account for the partial consumption problem ingame). however it gets pollution wrong and i haven't finished resource production/consumption.
i wasn't going to post it until it was finished but meh it's been over a month since i worked on it last so here it is. please tell me what you think.
colony calculator v8.xls - 1.64MB
[edit] uhh i now put a lower limit on the morale so the pop does level off when trying to maintain 20k+ cols. also i think i found the pollution problem and will address it before the release of version 9.0. and turkey i might need to use your numbers for the resource bit if that's ok with you
yea i fixed pollution now but it's gonna be a few days (at least) until i get the resources worked out. for now if your colony has a positive production rate just put in a very large number (18+ digits). if it is declining then put in the actual amount.
tell me how accurately it works for you. also i don't think it works for classic or any irregular servers
tell me how accurately it works for you. also i don't think it works for classic or any irregular servers
Nice one, Milo.
For the resource consumption part:
bonus1 and bonus2 are the fraction of harvesting/consumption, to a maximum of 1, and
FullBonusFor1Resource is the amount of extra pop or morale that is given for supply of a single resource.
EG: A planet has a full supply of meds, but only harvests oil at half the rate it's being consumed. The bonus to be tacked onto the morale rate becomes:
1.92*(1+0.5+1*0.5)
For the resource consumption part:
WhereKiT wrote:FullBonusFor1Resource*(bonus1+bonus2+bonus1*bonus2)
bonus1 and bonus2 are the fraction of harvesting/consumption, to a maximum of 1, and
FullBonusFor1Resource is the amount of extra pop or morale that is given for supply of a single resource.
EG: A planet has a full supply of meds, but only harvests oil at half the rate it's being consumed. The bonus to be tacked onto the morale rate becomes:
1.92*(1+0.5+1*0.5)
yea i got that part already i and i have the resources being consumed correctly now i just need to have them produce at the correct rate.
and for anyone who was wondering cash is generated as follows
if under un protection base rate = 0.3
if not under un protection base rate = 1.2
growth rate = ((base rate*population*tax rate(e.g. 1-20)) + (cash reserves*(0.0005+(0.0002*research lvl))))
and for anyone who was wondering cash is generated as follows
if under un protection base rate = 0.3
if not under un protection base rate = 1.2
growth rate = ((base rate*population*tax rate(e.g. 1-20)) + (cash reserves*(0.0005+(0.0002*research lvl))))
Here is version 13
colony calculator v13.xls - 1.75MB
Ok, so now it should predict all of the following with almost perfect accuracy:
- population
- morale
- experience earned
- credit income
it also displays the final numbers for the population, exp earned and credits accumulated. (so you don't have to squint and make a rough estimate)
sorry but i broke the pollution even worse while doing this so i didn't include it in the graph. also i do not have the production rates for the paradise planet type so those calculations will be off.
turkey if you could tell me how to anchor rows on the spreadsheet such that when you scroll up and down they remain in place(like the top two rows in yours) that would be verymuch appriciated.
colony calculator v13.xls - 1.75MB
Ok, so now it should predict all of the following with almost perfect accuracy:
- population
- morale
- experience earned
- credit income
it also displays the final numbers for the population, exp earned and credits accumulated. (so you don't have to squint and make a rough estimate)
sorry but i broke the pollution even worse while doing this so i didn't include it in the graph. also i do not have the production rates for the paradise planet type so those calculations will be off.
turkey if you could tell me how to anchor rows on the spreadsheet such that when you scroll up and down they remain in place(like the top two rows in yours) that would be verymuch appriciated.
Last edited by milo on Mon Sep 08, 2008 9:13 pm, edited 1 time in total.
sorry i keep posting here so much but i have another update.
the latest version and all subsequent versions will be updated at this location.
http://starportcentral.110mb.com/software.htm
new features include:
- error report section (so you know if you have entered anything impossible)
- suggestions for workforce and solar cannon settings (both initially and after stabilization)
- the resource graph now has the 50k limit
- other minor tweaks
the latest version and all subsequent versions will be updated at this location.
http://starportcentral.110mb.com/software.htm
new features include:
- error report section (so you know if you have entered anything impossible)
- suggestions for workforce and solar cannon settings (both initially and after stabilization)
- the resource graph now has the 50k limit
- other minor tweaks
Separate the rows/columns you want into panes with this little do-hickey:milo wrote:turkey if you could tell me how to anchor rows on the spreadsheet such that when you scroll up and down they remain in place(like the top two rows in yours) that would be verymuch appriciated.
And then select Window -> Freeze Panes
On first impressions, your partial consumption still looks funky. But I certainly can't be effed checking it
milo wrote:and please feel free to edit and modify the spreadsheet as much as you want. i'd be thrilled if someone could get it to account for partial consumption correctly.
http://www.megaupload.com/?d=FZQGYT1H
Things changed:
-Partial consumption calculated using KiT's approximation.
-Military Tradition research makes a difference.
-Final morale (after 31 days) displayed on the front page.
-You forgot to divide by twelve for tax calculations. Fixed.
-Ditto with morale calculations. Fixed.
-Solar burst rate formula corrected (hint: It's not linear).
-Entertainment modifier didn't take construction workforce into account. Fixed.
I'm not sure how you've gone about recommending harvest settings, but it seems to be a bit strange now. The setting it recommended let the morale on my sample planet crash to -500 or so.
The recommended construction settings are sometimes non-zero, which I find very strange (anyone who builds entertainment is off their nut).
cool can't wait to see what difference it makesThings changed:
-Partial consumption calculated using KiT's approximation.
already integrated this into later versions (not yet released for the sake of not spamming the forums every 4 hours)-Military Tradition research makes a difference.
i thought i had that-Final morale (after 31 days) displayed on the front page.
-You forgot to divide by twelve for tax calculations. Fixed.
-Ditto with morale calculations. Fixed.
i know but since it is not a major aspect of this program i made a simplifying assumption since it is roughly linear-Solar burst rate formula corrected (hint: It's not linear).
yea the modifier on calc2 doesn't but it should have been incorporated in the calculator/morale rate column-Entertainment modifier didn't take construction workforce into account. Fixed.
yea lol i think the way i did it in version 22 is incomplete. what it was going to do is this:I'm not sure how you've gone about recommending harvest settings, but it seems to be a bit strange now. The setting it recommended let the morale on my sample planet crash to -500 or so. Shocked
The recommended construction settings are sometimes non-zero, which I find very strange (anyone who builds entertainment is off their nut).
- first it decides which resource is getting consumed the fastest (based on user-input settings)
- if it can allocate enough colonists to make the net production of that resource positive it calculates the colonists needed to do so and then calculates the workforce percentage from there
- if it can't allocate enough colonists to make the net production of that resource positive it moves to the one with the next highest consumption rate.
-if it still can't make the net production positive it repeats the process
-ditto for the fourth highest consumption rate
so if it can't make any of the resources production rates positive it sets harvesting workforce to 0 since there is no point fighting a losing battle
however when you have a bio2 it is not always necessary to keep all the production rates positive in order to maintain a 5k pop. so in this case it throws out the one with the highest consumption rate (provided that it could achieve a positive rate with it) and starts the above process with the second highest consumption resource.
the remaining workforce is allocated then to the military until it achieves it's max (5k colonists including the adjustment due to reasearches)
if there are remaining colonists and the total number of research discoveries are <10 then the extra colonists are placed in research workforce otherwise they are set to construction.
ok so i updated the download on my site to what i currently have.
again the site is
http://starportcentral.110mb.com/software.htm
however this still has some bugs which i hope to fix soon. it should have fixed most of the bugs turkey kindly pointed out. but now it seems that some things are more broke than they were at version 18. so if you are just using this as a predictive tool not an analytic one i would wait till after the weekend.
turkey, i streamlined the "decision" process for the workforce suggestions. take a look and it should be pretty easy to see how it works
lmao i can't beleive i've been using IF() statments to do MAX()/MIN() calculations.
again the site is
http://starportcentral.110mb.com/software.htm
however this still has some bugs which i hope to fix soon. it should have fixed most of the bugs turkey kindly pointed out. but now it seems that some things are more broke than they were at version 18. so if you are just using this as a predictive tool not an analytic one i would wait till after the weekend.
turkey, i streamlined the "decision" process for the workforce suggestions. take a look and it should be pretty easy to see how it works
lmao i can't beleive i've been using IF() statments to do MAX()/MIN() calculations.
hey everyone i just started programing a new colony calculator. this one will actually have a gui instead of being a spreadsheet in an effort to make it easier to use. however i will not be able to reproduce all those pretty graphs that excel makes. i'm pretty excided about this one even though i'm only about 6 hrs into an estimated 80 hours. expect to see a primative version in a couple weeks with updates starting weekly after that until i'm done
Nice one milo, good luckmilo wrote:hey everyone i just started programing a new colony calculator. this one will actually have a gui instead of being a spreadsheet in an effort to make it easier to use. however i will not be able to reproduce all those pretty graphs that excel makes. i'm pretty excided about this one even though i'm only about 6 hrs into an estimated 80 hours. expect to see a primative version in a couple weeks with updates starting weekly after that until i'm done
- Centaur/Choccy
- Posts: 20
- Joined: Fri May 22, 2009 12:47 pm
- Location: The Golden Age; 3 Years almost.
Re: [Software] SGE Colony Managment Calculator V1.0
Hey, just wondering how it's going so far Milo?
If you need any help with VB, you could possibly ask me, I took a college course on it a little while ago.
I tried to use the spreadsheet one but I didn't understand what was wanted in the "Resources" Columns..
Still, looks nice if I knew how to work it
If you need any help with VB, you could possibly ask me, I took a college course on it a little while ago.
I tried to use the spreadsheet one but I didn't understand what was wanted in the "Resources" Columns..
Still, looks nice if I knew how to work it
Re: [Software] SGE Colony Managment Calculator V1.0
Well, considering he last visited Feb 09, 2009... i think he's done making these
- Centaur/Choccy
- Posts: 20
- Joined: Fri May 22, 2009 12:47 pm
- Location: The Golden Age; 3 Years almost.
Re: [Software] SGE Colony Managment Calculator V1.0
Also the lastest refinery patch probably screwed up all his hard work, heh.