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Resource Calculator Tool, made by myself.

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10 years ago
Jun 30, 2015, 11:50:17 PM
Greetings.







What this does:

It shows you under wich circumstances what type of planet produces most of a specific resource.



Under specific circumstances some Planets are better at producing a specific resource than they look.

For example: given the right improvements, a huge barren planet outclasses a huge arctic planet in science producion, however if the planet is small the arctic is better for science AND gives you more food, dust and industry than a barren planet due to it's higher population max.

Other example: playing as sowers, without having any technology purchased, from small-huge, a methane planet has more food output than a terran, ocean or jungle world!



Also: the tool saves your selection, so you don't have to enter it everytime you open the program.



However, there might be bugs, calculation errors or misspelled items. I uploaded a .exe and an executable .jar

The tool does NOT factor in:

  • System wide flat boni (e.g. the flat +10 industry from heavy isotope refineries)
  • Empire wide flat boni (e.g. the empire wide effect from redundant infrastructures)
  • Boni from strategic and luxury resources
  • Locust points



Note: the Tool assumes that all planets are at the population cap, so negative food numbers are possible.

Note2: I don't own the Disharmony DLC, as I'm a broke-*ss student. I took all the info about disharmony from the endless space wiki. Edit: Thanks to Jozrael I now own a copy of the dlc. Thanks Joz!



It would be great if you could give me feedback, bugreports and opinions. if there is something personal send me a mail: fabian.guenther.96@gmail.com I'll answer it asap.



Please note that I'm from Germany and english is not my native tongue, so please excuse my mistakes.



I'm currently working on:

  • Any bugs you find and report smiley: smile

    Edit: found one: approval is factored in even when playing the harmony smiley: neutral



Version 1.0.1:
  • Added Kitchen Chemists as faction trait
  • Fixed wrong exploitation data



Version 1.1.0:
  • Added approval

    -> Colonial rights now only apply when ecstatic is selected

    -> Redundant Infrastructure now only applys when ecstatic (+40%) or happy (+5%) is selected
  • Added influence
  • Removed the OK button from the tech window. It was obsolete as it did the same as the X button and I needed the space
  • Added united empire affinity
  • Added taxes

    -> Sophon affinity can now be calculated

    -> United empire affinity can now be calculated

    -> United empire uses it's own tax modifiers (just like in the game)
  • Fixed conversion only converting 25% instead of 33%
  • The textbox in the main window is now under the option panel, instead of beside (my screen was to small to show both windows :S )



Version 1.2.0
  • Added:

    - Advanced Dustgen Improvement

    - Low Impact Labs Improvement

    - Tech Crop Farms Improvement

    - Supra Quantic Computing Improvement

    - Advanced App Labs Improvement

    - Cryo Hygro Labs Improvement

    - Applied Astrolabs Improvement

    - Tolerant Facion Trait
  • When harmony affinity is selected, the taxrate is no longer factored in and the expected dust output is in brackets (is this correct english?:confusedsmiley: smile
  • Changed the combo box behavior when changing affinity or enabling/disabling the dlc. This will no longer deselect your affinity and conversion
  • Fixed some loading bugs that occured when a broken save file was read
  • Fixed a bug that sometimes made the affinity combo box show an affinity that was not selected
  • The tech window should not overlap the main window by default anymore
  • Reorganized some code, smoothed some formulas, nothing you should notice
  • The tech window is taller than 600p. If your monitor only has 800:600 resolution, you can not display the whole window. If you are affected by this, be sure to leave a comment and I'll do my best to fix this (smh). I'm just too lazy right now



NOTES:
  • When you are upgrading the version you will loose your save file
  • You can resize the main window to show more planets at once
  • Selecting a specific affinity renames the faction specific technologies
  • If a checkbox is grayed out, it will not be taken into account



Version 1.2

FIDS_Calculator_EXE.zip

FIDS_Calculator_JAR.zip
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10 years ago
Jul 1, 2015, 12:50:24 PM
By the Endless - this is amazing!

I'll be sure to drop by again once I've had a play around with it - share my experience with it smiley: approval
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10 years ago
Jul 1, 2015, 12:52:07 PM
SpaceTroll wrote:
What you did is impressive, Gulasch!! Thank you!



ST


Hiyouren wrote:
By the Endless - this is amazing!

I'll be sure to drop by again once I've had a play around with it - share my experience with it smiley: approval




Thanks!



Please Report any issues you find.

Also atm I'm not sure how the game handles Sower Affinity combined with Adaptive Industrial Systems. The Tool calculates industry first, then food like this:

((food/population * population)*(1+[%food_modifications])*(0.5_sowerAffinityMalus) + (Industry * 0.3_sowerAffinityBonus) - 2*population) *(2_permanentPerennials)

If ais is researched, this value is added to the industry production at the very end. However, I am not sure about this formula...



I'll start working on an Approval Slider and a Colony/Outpost Checkbox for now. I'll maybe add a Taxrate Slider and United Empire Affinity later on.
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10 years ago
Jul 2, 2015, 11:30:57 AM
WARNING: Disharmony calculations are wrong due to different exploitation effects. I'm currently working on fixing this.



EDIT: fixd
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10 years ago
Jul 2, 2015, 9:10:26 PM
Just uploaded the new Version, here is some copy/paste:

Version 1.1.0:
  • Added approval

    -> Colonial rights now only apply when ecstatic is selected

    -> Redundant Infrastructure now only applys when ecstatic (+40%) or happy (+5%) is selected
  • Added influence
  • Removed the OK button from the tech window. It was obsolete as it did the same as the X button and I needed the space
  • Added united empire affinity
  • Added taxes

    -> Sophon affinity can now be calculated

    -> United empire affinity can now be calculated

    -> United empire uses it's own tax modifiers (just like in the game)
  • Fixed conversion only converting 25% instead of 33%
  • The textbox in the main window is now under the option panel, instead of beside (my screen was to small to show both windows :S )



NOTES:
  • When you are upgrading the version you will loose your save file
  • You can resize the main window to show more planets at once
  • Selecting a specific affinity renames the faction specific technologies
  • If a checkbox is grayed out, it will not be taken into account





I also wanted to point out, that in the current pic

[CODE]Type & Exploit: F I D S sum pop

TUNDRA for INDUSTRY : 35 106 50 19 211 5

METHANE for INDUSTRY : 5 127 47 11 192 3

...[/CODE]

Tundra outclasses Everything else in Dust production. Believe it or not, this happened accidently. I just wanted to show of influence, approval and united empire affinity. smiley: wink
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10 years ago
Jul 9, 2015, 5:46:30 PM
Hey, I just uploaded a new version. Hope y'all like it. Please post any issues you discover. Here's the copy-pasta:

Version 1.2.0
  • Added:

    - Advanced Dustgen Improvement

    - Low Impact Labs Improvement

    - Tech Crop Farms Improvement

    - Supra Quantic Computing Improvement

    - Advanced App Labs Improvement

    - Cryo Hygro Labs Improvement

    - Applied Astrolabs Improvement

    - Tolerant Facion Trait
  • When harmony affinity is selected, the taxrate is no longer factored in and the expected dust output is in brackets (is this correct english?:confusedsmiley: smile
  • Changed the combo box behavior when changing affinity or enabling/disabling the dlc. This will no longer deselect your affinity and conversion
  • Fixed some loading bugs that occured when a broken save file was read
  • Fixed a bug that sometimes made the affinity combo box show an affinity that was not selected
  • The tech window should not overlap the main window by default anymore
  • Reorganized some code, smoothed some formulas, nothing you should notice
  • The tech window is taller than 600p. If your monitor only has 800:600 resolution, you can not display the whole window. If you are affected by this, be sure to leave a comment and I'll do my best to fix this (smh). I'm just too lazy right now
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9 years ago
Jan 4, 2016, 3:40:33 AM
Amazing tool! Wish I'd found it before I got got halfway through making a big mess of dynamic spreadsheet tables to try to figure out the same information for my own use hehe.



The only possible selfish request I might make is if you added a "Sum of Dust + Science only" to the "Sort by" dropdown option. I only ask because in many cases when I don't want the Star System to be building ships or anything, I don't really care what the Industry is, and once it is full I no longer care what the Food is. A Sum of Dust + Science only would be a great way to measure how much it is contributing to the Empire.

As an example, I'd rather have 10 systems each producing 500 Dust and 500 Science (total 5000 Dust and 5000 Science) than have 5 systems producing 700 Dust and 100 Science and 5 systems producing 100 Dust and 700 Science (total 4000 Dust and 4000 Science). (I just made those numbers up but you get the idea).



Regardless, just want to give you a big thanks for the use I'm getting out of this and let you know the apparent effort and polish that went into this is appreciated! smiley: smile



(Oh just as an FYI, on my Windows 8.1 laptop, the .exe wouldn't do anything other than start a 'waiting' icon, but the .jar works fine.)





EDIT:



Oh also, I may have come across an inconsistency for your tool. It seems that perhaps both the in-game & wiki description for the Magnetic Field Generators Science Star System Improvement is incorrect (I'm playing Disharmony, btw). While it states it is +5% Science per pop on the listed planets, I did a bit of testing tonight and am fairly confident it is in fact just +5% Science from the listed planet (not the system), with no per population effect.



Just letting you know since your tool appears to use the values based on the written description, giving much higher science yield than in-game. I set up the tool to match my in-game settings, and when my star system with a Huge Helium planet had no Magnetic Field Generators the Science output matched at 205 Science points. I added the Magnetic Field Generators improvement and while in-game the Science output of the planet only rose by +5% (+10 Science points), your tool predicts an increase of +35% (5% x 7 population) (+70 Science points).



2nd EDIT:



Also, just FYI at least for me the "Tolerant" setting in the "Techs, Traits, Exploitation, etc." window seems to be bugged; it appears to apply the -25% or -50% malus to ALL planets, not just the ones which are unselected at the bottom of the window.



Additionally, it appears that your tool calculates the Level 1 Dust Exploitation bonus for Desert planets at +3 Dust per Pop, when in-game it is actually +4 Dust per Pop, as well as Desert lvl 2 at +5 per Pop when it should be at + 6 per Pop, and Arid lvl2 at +6 per Pop when it should be at +5 per Pop. I haven't checked any others out, but my guess is that your tool may not be properly updating the Exploitation changes in Disharmony when the Disharmony box is checked.
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