cagito 2014-09-30 |  | GC Economic Simulator |  | Well, we all know Exule has some nice info involving the formulas and General how to`s etc.
So I decided to take it one step further. I made an economic simulator.
It`s quite basic and plain right now. Which is not an issue. That can always be changed later on. In any case, I would like some feedback from those of you that play gc. I would you people to try it out and see if there is anything that can be added to this, or taken away.
Or even just whether you like it or not.
You don`t have to download anything to use it. It`s written in Javascript.
Just visit the linkbelow and you can try it for yourself. Thanks
http://jsfiddle.net/cagito/o11p2e3p/embedded/result/ |
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cagito 99+ day(s) ago | Also note the quick econ buttons are hidden by default.
You can turn them on and off in the options area. |
cagito 99+ day(s) ago | Added some quick Econ buttons to the sim.
Each button distributes the land accordingly. It is only per colony, So when doing agri or a combined agri colonies that cannot support food production are not altered (Eg. Barren, Icy, Gas, Dead, Large) So you may have land left over from these colonies.
They include:
Tax
Industry
Commercial
Agriculture
Tax + Ind (Makes enough goods to support the pop on each colony)
Tax + Agri (Makes enough food to support the pop on each colony)
Tax + Agri + Ind (Makes enough food and goods to support the pop on each colony) |
cagito 99+ day(s) ago | Well for some reason the formula i had for plunder values was wrong. That was corrected.
Tweaked some of the formulas such as tax, maintenance etc.
Also corrected the tax formula for collective so it is now correct.
I think that is all fornow. |
cagito 99+ day(s) ago | Also added in a production view.
It shows all the production values for the individual colonies.
Any bug, problems, feedback etc please either post here or pm me GC RT @ cagito |
cagito 99+ day(s) ago | The copy/paste Feature is done.
Copy colony information from the colony infrastructure page. The page that lists housing, industry, mining land and such.
The only thing now is to decide where to actually put it. For now the box is in the options page. It really doesn`t belong there. As it isn`t an option. lol |
cagito 99+ day(s) ago | Currently working on a copy/paste feature.
Currently it is in the options area. But you can copy and paste the info from the colonies, the infrastructure page, and it will populate some of the data.
It is still a work in progress, and is currently a little sloppy :) |
cagito 99+ day(s) ago | Added more options and information to the simulator
Added total power rating
Average land used
Total plunder value of all colonies
Plunder value of each colony (mouse over the X that removes the colony and the individual colony`s plunder value will pop up in the tooltip)
Added options to turn off all of those listed above. |
cagito 99+ day(s) ago | Also added
Ability to load previously saved colony set up. (whether saving is on or off.)
Ability to delete individual colonies from the list. (by click the X button next to the colony, to the right of its mineral name.) |
cagito 99+ day(s) ago | Recent Update
Added red color to some of the negative numbers
Added in a bunch of options to remove stuff from view
Added in saving of the colonies (can be turned off/on in the options)
It also currently saves the infrastructure. (may add an option for it to turn on/off) |
cagito 99+ day(s) ago | Fixed a couple things.
Also added a new feature. When making a new colony, the simulator will duplicate the last colony on the list, the one furthest down in the colony list. I thought this might help speed up colony set up in general.
Can Change this later to be able to be turned on or off if need be. I can also add in a feature to pre-select what type of colony will be created when you press the create button.
Should be working pretty good, and buttons are not covered by text so you can click them as your supposed to be able to.
Enjoy. |
cagito 99+ day(s) ago | Another update. Now if you don`t purchase RM or make enough it will not make all Goods it can.
Let me know if you find any bugs. The math should be pretty accurate based off of data from in game. If it is off by more than a marginal amount please let me know and i will review it to see if i can increase accuracy.
Enjoy :) |
cagito 99+ day(s) ago | Fix a display issue that likely made it nearly unusable. Should be no overlapping text now. Before text overlapped the create colony and CLR buttons. |
cagito 99+ day(s) ago | New things added:
Fleet upkeep, for obvious reasons.
Added in an option for selling minerals on the market and at what price. Especially good for miners or those with enough planets to produce lots of minerals or of several different types.
I`ve tested everything for accuracy as best I could.
The only thing that resets everything is click the CLR button. Anything else is only changed by you changing it. Changing race will not clear anything at all. Also remember you should probably CLR things after changing races since some have different colony limits.
Enjoy |
cagito 99+ day(s) ago | Also, fixed it so that if you delete whats in any box. Aka leave it blank. It just reverts to 0. So it wont mess up any calculations like it did before. It used to say NaN when a box was left blank. Not any more :D |
cagito 99+ day(s) ago | I`ve updated the simulator. It now has the option to sell/buy needed or surplus goods, food, and RM.
It automatically calculates the increase in income and shows you the new income based on selling surplus or buying what is short.
You can choose to sell/buy each of them separately as well as what value.
I may in the future separate the buying from the selling. As you cannot choose to buy food that is short but not sell surplus. If you buy food that is short, it will sell any food that is extra unless you turn it off (for example if you add another colony and you are now making more food than is needed).
The errors that some seem to be experiencing I myself have not been able to reproduce so i do not know the cause of those errors. But, I see no errors on the console or any errors in operations. But I cannot anticipate nor test every possible conceivable situation.
So if you find any errors please contact me cagito Gc Rt and please provide any and all details possible. Meaning colony info you entered, infra entered, race selected etc. So that i may be able to copy your set up exactly in order to reproduce errors.
Thanks |
cagito 99+ day(s) ago | I`m not getting any errors wingnut :( http://prntscr.com/4rv8jm
Is that all your doing? or do you have anything assigned anywhere?
Also, I`m using chrome. I have not tested it on FF or IE etc. |
wingnut 99+ day(s) ago | when I create a colony, change the planet class to infected c3, create another colony, and try to change the class to infected c3 again I get an error. I can change it to other classes and it works fine, but every time I change the second colony to infected c3 it resets everything. |
cagito 99+ day(s) ago | wingnut, and anyone else, if you are having issues, such as unexpected resets or otherwise PM me in gc rt. If possible screenshots would help me to see what`s going on. As exact data entry would help me reproduce any errors. As I have no issues changing any planets and having them reset wingnut. And by reset do you mean clear out or reset to defaults?
And yesh i tried to include every peice of info. I will be changing the layout and enabling hiding of infor you don`t want to or don`t need to see. But this is preliminary stuff. I call this an alpha/beta stage program really. This is by no mean a complete nor finished version by any sense of the word. |
wingnut 99+ day(s) ago | This is very slick! Nice layout and lots of information. Good design. My clusters did clear after I tried to change the planet type of my second cluster though. |
cagito 99+ day(s) ago | I know it`s been done before and all that... But i want to go beyond what the others have done. :P |