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Arnelos is offline Arnelos
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Sep 2002
time: 00:35
  Old Post 03-05-2004 10:54
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Ministry of Intelligence - Organization Thread Got spare money?

I'm hereby willing to take up the task of organizing this ministry, on condition that the Consuls acccept this and that there will be a TEAM of individuals working on various aspects of this job. My role will be to organize the ministry and try to pull things together, not to do everything myself. Trying to do everything myself would not only be impossible with my other time commitments, but would be an insane waste of the broad analytical talent on this team.

After spending some time looking at the savegames that Kloreep posted for me and compiling a turnscore chart for this game (will be posted once I send the graph to someone to upload for me and attach to a post I'll create for the purpose), I sat down to plot out the various things I think will be needed to get this ministry to a point that it is providing all of the information which would be useful to the team when creating team policy.

What I ended up with is part to do list, part plan, and part list of assignments to be delegated to various members of the ministry (including whomever wants to join and help out):

Apolytonian Intelligence Ministry

To Do List:

  • Create a record of known events likely important to F11 and powergraph information (WF settings, when we noticed cities built, culture expansions, granary completions, etc.).

  • Record of all scores across game. - DONE (Arnelos)

  • Create a visual representation of both raw scores ("average" or "posted" scores) over time and so-called "turn-scores" over time. - DONE (Arnelos)

  • Record of all basic F11 data (from start of each turn), noting any changes of importance from previous turn(s). - Arnelos up to Turn 16 with this thusfar

  • Tweak WF settings and record altered F11 results for GNP on each turn. Create a record of various rank positions over time. DONE - ormuzd

  • Tweak WF settings and record altered F11 results for MFG on each turn. Create a record of various rank positions over time.DONE - ormuzd

  • Tweak WF settings and record altered F11 results for Productivity on each turn. Create a record of various rank positions over time.DONE - ormuzd

  • Tweak WF settings and record altered F11 results for Family Size and Population on each turn. Create a record of various rank positions over time.DONE - ormuzd

  • Study and provide game formulae for various F11 results.

  • Use knowledge of F11 formulae and F11 data to develop more advanced methods of processing and tracking F11 data (and what that data actually MEANS).

  • Count F8 culturegraph pixels for each turn of the game.

  • Determine a method for best interpreting culturegraph results (since results are RELATIVE, not ABSOLUTE values).

  • Count F8 powergraph pixels for each turn of the game.

  • Determine the formula for "power" in Civ3 and then determine a method for best interpreting powergraph results (taking into account that the powergraph is a RELATIVE rather than ABSOLUTE measure of "power").

  • Obtain Military Advisor formula from BigFurryMonster and perform any additionally necessary refinement.

  • Track Military Advisor data, F11 Military Service data, and known military forces to determine the size of oppoents' forces and the timing of expansions in various opponents' forces.

  • Create a master log of all above data (both raw and processed) and any analysis of above data BY PERTINENT TURN. Update this log as the game commences.

  • Ask Ambassadors for turn-by-turn (as close as can be approximated) log of major events determined by discussion with foreign powers... any other information gleaned through human intelligence (in many cases, we can just review the history of the "Ministry of Intelligence" thread). Add such information to the master log.

  • Finally, using the master log created, perform a long-term analysis of each opponent's likely actions, likely capabilities, likely intentions, and likely over-all strategies.

  • Provide completed analysis to team.

  • Maintain and update intelligence gathering schemes, both technical and human, and means for interpreting raw data and analyzing all collected and interpreted data.

  • Continue to provide periodic reports to the team.

Last edited by ormuzd on 07-05-2004 at 11:52

Arnelos is offline Arnelos
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Sep 2002
time: 00:35
  Old Post 03-05-2004 10:56
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Apolytonian Intelligence Ministry - Membership and Recruitment

Signed Up:

Arnelos

Shown Interest/Been Suggested:

orzmud
BigFurryMonster
donegeal
rush

MrWhereItsAt is offline MrWhereItsAt
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New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001
time: 17:35
  Old Post 03-05-2004 14:59
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Re: Ministry of Intelligence - Organization Thread Support Apolyton, buy Galactic Civilizations

quote:
Originally posted by Arnelos
  • Study and provide game formulae for various F11 results.



From a 'Nearly Ultimate Guide' to Civ3 strategies and formulae that I was doing for a while before running out of free time.

quote:
Originally posted by BamSpeedy (care of vmxa1)

Originally posted by Bamspeedy
Although the Demographics screen isn't really useful, many people are curious as to what those numbers really mean. Many people had theories and could figure out by themselves how some of them were figured.
Here is my analysis after extensive testing in the debug mode for PTW:

Approval rating: This one's easy. The percentage of your people that are happy. If every single person is happy, you have 100%. If everyone is content it is 50%. Edit: This can be misleading when you get specialists, because the specialists count as only content people. So even if everyone is happy or an entertainer, you won't have 100% approval rating if you have any specialists.

Population: Add up all the population you get from the city view from all your cities. Not population points, like size 1, 2 or 3, etc. but the 10,000 or 100,000 you see under the city name.

GNP: Total gold in all your cities before corruption takes a bite out of it.
1 gold= 1 million

Mfg. Goods: Total unwasted shields in all your cities.
1 shield = 1 megaton.

Land Area: # of tiles in your territory * 100.
1 Tile =100 square miles
Sea is included in this, but does not help in the territory part of your game score.

Literacy: % of your citizens who live in a city with a library, university, AND research lab. If every city has just a library you will have 33%, because they are missing the other 2 science buildings.

Edit: Or live in a city with 1 or more scientific Great Wonders (Great Library, Newtons, SETI, Theory of Evolution, Cure for Cancer, and Internet) Copernicus's does not count because despite it helps science, it isn't given the scientific flag. Having 1 of those wonders counts the same as if they had all the other improvements in the city. Two small wonders (apollo and Intelligence Agency) give you credit for having 50% science in that city. You also get 3% added to your literacy rate when you get the literature tech. No bonus when you get education. Great Library still helps your literacy rate even after it is obsolete.

Disease: % of the tiles in your territory that is floodplains or jungle.

Pollution: # of tiles that are currently polluted.

Life expectancy: % of your citizens who live in a city with a granary, aqueduct, AND hospital. Minimum is 20, maximum is 99.

Family Size: The average amount of excess food that each city is producing/2. If you have 1 city that is producing 4 extra food, that 4 food would feed 2 people, so your family size would be 2 children. Minimum is 1, hard to say exactly what the max would be. In most cases you won't see this above 2, maybe 3 or 4 if all your cities are extremely rich in food, experiencing a very fast growth period or just put down a alot of railroads on irrigated tiles.

Military Service: 10 years * # of military units / # of citizens. Military units are units with an attack and defense value, so workers, scouts and princesses don't count. Kings do. So at the start of a mass regicide game you will have a military service of 70 years because of the 7 military units *10 years divided by just your 1 citizen. 0 years if you have no army or you have just a few units, but thousands of population points.

Annual Income: The number of connected strategic/luxury resource types in your territory. The minimum value is 1 and you get a +1 bonus for your first trade route with another civ. Thanks DaveMcW

Productivity: The total amount of uncorrupted gold, unwasted shields, and excess food you are producing in all your cities

MrWhereItsAt is offline MrWhereItsAt
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Nov 2001
time: 17:35
  Old Post 03-05-2004 15:20
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Here are some figures. Got tired of doing this after a bit, so I have only done these three saves so far. It's something...

The below shows the values for Mfg Goods, GNP and Productivity for each of we 5 civs as determined by tweaking our wf at each year and observing the ranking in the F11 screen. If we are at Mfg Goods of 5 and a ranking of 2nd, then we are at 3rd with a Mfg Goods of 4, there is a civ with Mfg Goods of 5 (which becomes 2nd when our wf is changed). Note that several times the appearance of a ? in the rankings, which denotes that with our current pop and tiles, we cannot reach a higher value of GNP etc to see where these lucky civs with great trade/shields etc are in relation to us.

3000BC

Mfg Goods: 7, 5(Us), 4, 3, 3
GNP: ?(10+), 9(Us), 7, 8, 6
Productivity: ?(18+), ?(18+), 17(Us), 13, 12

2900BC

Mfg Goods: ?(7+), 6, 5(Us), 5, 3
GNP: ?(10+), 9(Us), 7, 8, 6
Productivity: ?(18+), ?(18+), 17(Us), 13, 12

2750BC

Mfg Goods: ?(8+), 7(Us), 7, 4, 2
GNP: ?(11+), 10(Us), 10, 6, 6
Productivity: ?(20+), ?(20+), 19(Us), 12, 10


I was unable to vary Life Expectancy or Family Size. Land Area/Population will only be able to be varied when we have the ability to disband cities/build new cities. Literacy and Disease only vary with the acquisition of techs or the building of Libraries and other educational facilities, none of which we have yet (besides, at 0% we can't go any lower!), or the construction/elimination of cities. No-one has any Pollution. Annual Income can only be tested if/when we are able to connect/disconnect lux.

I did neglect to disband military units to test Military Service, or vary Approval Rating (what little the latter would tell us). Would someone else like to do this?

BigFurryMonster is offline BigFurryMonster
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Feb 2002
time: 06:35
  Old Post 03-05-2004 18:56 Visit BigFurryMonster's homepage!
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This is a better (more exact) overview of the formulas. It's based on PTW, and not yet on C3C, so I don't know what the difference is.

Demographics Analysis

Formulas
from the Area X thread

These are the formulas that make up the Demographics Stats in the F11 screen:


  • Approval Rating (%)
    Rounddown (50% + ((Number of happy citizens) - (Number of unhappy citizens)) / (Total number of citizens) / 2 * 100%)

  • Population (# of people)
    Sum(i=1..N) {Pop in City(i)}

    Pop in City = {Sum (j=1..(City Size)) {j} + (Food in Storage) / (Storage Size)} * 10000

  • GNP (millions)
    1 million = 1 Commerce (before corruption)

  • Mfg. Goods (megatons)
    1 megaton = 1 shield (after corruption)

  • Land area (square miles)
    100 square miles = 1 territory tile (including sea tiles)

  • Literacy (%)
    (Citizens who live in a city with a Library + Citizens who live in a city with a University + Citizens who live in a city with a Research Lab) / 3 / (Total Number of Citizens) * 100% + (3% if Literature discovered)

    The following wonders count as Library, University and Research Lab: Great Library, Newton's, SETI Program, Theory of Evolution, Cure for Cancer, Internet.

    The following small wonders count as half a wonder: Apollo Program, Intelligence Agency.

  • Disease (%)
    (Number of Floodplains + Jungle in territory) / (Total Number of territory tiles) * 100%

  • Pollution (tons)
    1 ton = 1 polluted territory tile

  • Life Expectancy (# of years)
    20 + {(Citizens who live in a city with a Granary + Citizens who live in a city with a Aqueduct + Citizens who live in a city with a Hospital) / 3 / (Total Number of Citizens) * 80}

  • Family Size (# of children)
    Max {1, (Net Total Food) / (Number of Cities) / 2}

  • Military Service (# of years)
    (Number of Military Units with Attack > 0) / (Total Number of Citizens) * 10

  • Annual income (# per capita)
    1 + (Number of available Strategic and Luxury Resource Types) + (1 if you have a trade route)

  • Productivity (#)
    (Total Shields) - (Total Waste) + (Total Commerce) - (Total Corruption) + (Net Total Food)

BigFurryMonster is offline BigFurryMonster
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  Old Post 03-05-2004 18:59 Visit BigFurryMonster's homepage!
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quote:
Originally posted by MrWhereItsAt
I did neglect to disband military units to test Military Service, or vary Approval Rating (what little the latter would tell us). Would someone else like to do this?


We are not allowed to disband units during tests since it's an irreversible act.

Approval rating can be varied by creating specialists (entertainers) in cities.

conmcb25 is offline conmcb25

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Angmar
Aug 2002
time: 23:35
  Old Post 03-05-2004 20:45 Visit conmcb25<br><a href=/members><img src=/forums/images/inmate-icon.gif border=0></a><BR>'s homepage!
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And just a reminder to everyone, unless this stuff is posted at a public thread, this information stays with Apolyton FOREVER.

Thanks

ormuzd is offline ormuzd
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Jan 2003
time: 07:35
  Old Post 03-05-2004 22:46 Visit ormuzd's homepage!
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I have added myself for some of the statistical categories. I don;t have much expirience but I'll do what I can.
1. Fetch all data
2. Find the best format for storing the information
3. generte graphs

the first 10 turns (up to 3500 bc) completed

Last edited by ormuzd on 04-05-2004 at 00:23

MrWhereItsAt is offline MrWhereItsAt
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New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001
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  Old Post 04-05-2004 01:59
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quote:
Originally posted by conmcb25
And just a reminder to everyone, unless this stuff is posted at a public thread, this information stays with Apolyton FOREVER.

Thanks


Just remember though, a lot of it actually IS posted publically. Don't give it out to people from other teams, I guess, but don't get worried if someone else seems to know it - it's hardly classified.

ormuzd is offline ormuzd
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Jan 2003
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I have completed logging information. I have used excell for this purpose and I have added some aditional comments in the population sheet.
This is my first time making such things and I don't know how to exactly organize the data. Also it seems noone has made the rest of the tasks.

here is a link to the file. I'll appreciate any comments about it. Thanks

Log for population, GNP, Mfg, Family size and Production for the period 4000 - 2430 BC

MrWhereItsAt is offline MrWhereItsAt
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New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001
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  Old Post 08-05-2004 08:04
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Well done, ormuzd!

Arnelos is offline Arnelos
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  Old Post 08-05-2004 08:09
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Put an end to popups!

Nice work! Which reminds me, I should go to complete some of that other work...

btw, I really do need people to sign up for parts of this office. If people don't start signing up for stuff, I'm going to start volunteering people.

Arnelos is offline Arnelos
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I'm planning to update this once I get some PTW ISDG projects out the door. I'm also planning to start volunteering people for positions here.

conmcb25 is offline conmcb25

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Ok who knows th answer to this:

Does a curragh count towards military strenght? When the strenght of us compared to cDG is calculated in the military advisor screen???

Arnelos is offline Arnelos
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  Old Post 12-05-2004 12:23
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quote:
Originally posted by conmcb25
Ok who knows th answer to this:

Does a curragh count towards military strenght? When the strenght of us compared to cDG is calculated in the military advisor screen???


BFM is the resident expert on that subject.

BFM?

BigFurryMonster is offline BigFurryMonster
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Yes, it does. This is the formula for the strength of your total Army:

Army Assessment

Army Strength Formula
From: Area X, ISDG, Sep 28th, 2003 (based on PTW testing!)
Edited on May 24th 2004


The formula below seems to be precise for units with a Defense Value that is a multiple of 4. It is accurate to within 1% for units with a defense value greater than 2. For spearmen, it's within 5% accurate. For warriors, I cannot say.

The {} means: round down to 1 decimal.

Unit Strength =

(MAX (3 ; Hitpoints) / 3)
* (0.6 * Attack Value + 0.4 * {Defense Value * 1.25 if Fortified} + Bombard Strength Value / 15)
* (1.01 if UU and CivSpecificAbilitiesOn)

Army Strength =

Sum (Unit Strengths) * (Factor depending on ArmySupportCost)


No influence:


  • "Naval" ability
  • Movement value
  • Rate of Fire value
  • Bombard Range value
  • Terrain
  • Forts


Still needs testing:

  • Factor depending on ArmySupportCost


Now, if your Army Strength is equal to or more than 125% than that of an opponent's Army Strength, you'll be reported as 'Strong' to them. From the opponent's point of view, he has 80% or less of your Army Strength, and he'll be 'Weak' towards you. The middle range is considered 'Average'.

Example:

We have 50 points, an opponent has 40.
50 / 40 = 125%, so we'll be 'Strong'.
(note: 40 / 50 = 80% = 'Weak').

Last edited by BigFurryMonster on 24-05-2004 at 14:29

conmcb25 is offline conmcb25

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So for this early in the game you would plug in the values of the curragh and warriors for CDG and plug and chug correct?

Or more correctly plug in our values for our warriors, multiple by .8, because CDG is weak to us, and then you know the MAXIMUM amount of forces they have correct?

BigFurryMonster is offline BigFurryMonster
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quote:
Originally posted by conmcb25
So for this early in the game you would plug in the values of the curragh and warriors for CDG and plug and chug correct?

Or more correctly plug in our values for our warriors, multiple by .8, because CDG is weak to us, and then you know the MAXIMUM amount of forces they have correct?


Both are correct. You may need to make some assumptions about the exact composition of CDG's forces.

MrWhereItsAt is offline MrWhereItsAt
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New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001
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  Old Post 13-05-2004 17:24
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Re: Ministry of Intelligence - Organization Thread Get a bigger avatar today!

quote:
Originally posted by Arnelos
...Count F8 powergraph pixels for each turn of the game.



You've GOT to be kidding here...

Arnelos is offline Arnelos
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  Old Post 13-05-2004 18:32
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quote:
Originally posted by MrWhereItsAt
You've GOT to be kidding here...


No, I'm not. This is actually a very easy thing to do. It's called using a dragbox to select the area of the graph (at its base)... voila! you have the number of pixels.

Rinse and repeat for each turn of the game and record the results.

Not that hard at all, really.

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