First I'm sorry that I have never finished any announced projects in the past (I remember proposing 'Random Map Generator', 'Incremental Buying Automation', 'Oedo Year Alert', etc.) But this time I'm serious since I really see a good way for it to work!
First, I'm going to write a unitility program to KEEP AI FROM CHANGING YOUR CITY PRODUCTION.
Here's how it works: your city names can be as long as 15 characters, but you seldomly use all of them. Now, suppose you restrict your city name length to 10, then you have 4 positions to 'flag' your city information (the 11th place needs to be 00 so you only have 4 positions 12-15). The computer never bothers to clear the city names after a 00 so it is safe to do so. The program will copy the current production item of each city to the 15th position. Then, when your next turn comes, the production item recorded at the 15th position will be copied back to the city production byte. A flag will be set so this action will only take place once at the beginning of your turn.
Next, I'm going to expand the program to EFFECTIVELY GROUP YOUR CITIES TO PERFORM FUNCTIONS IN BATCHES.
Here's how it works: you go to the city screens and rename your cities to the 14th position, then rename them back if necessary (since some events depend on city names) so that the flags at positions 12-14 will be set. The Utility program then checks the flags to perform certain tasks for you. For example, suppose you want to hire all citizens as scientists in Moscow, Stalingrad, and 10 other cities. You go to each city and rename them so a flag 'a' is set at position 14. (Rename Moscow as Moscowaaaaaaaa, then rename it back to Moscow). Then run the utility program, and all the above cities will change all citizens to scientists (if city size >16 then the rest will be entertainers). Then you can do some adjustment of your own in each city. Similarly a flag 'b' at position 14 will hire all citizens as tax collectors; a flab '1' in position 13 will incremental buy a red guard for 100 golds automatically, and so on.
First, I'm going to write a unitility program to KEEP AI FROM CHANGING YOUR CITY PRODUCTION.
Here's how it works: your city names can be as long as 15 characters, but you seldomly use all of them. Now, suppose you restrict your city name length to 10, then you have 4 positions to 'flag' your city information (the 11th place needs to be 00 so you only have 4 positions 12-15). The computer never bothers to clear the city names after a 00 so it is safe to do so. The program will copy the current production item of each city to the 15th position. Then, when your next turn comes, the production item recorded at the 15th position will be copied back to the city production byte. A flag will be set so this action will only take place once at the beginning of your turn.
Next, I'm going to expand the program to EFFECTIVELY GROUP YOUR CITIES TO PERFORM FUNCTIONS IN BATCHES.
Here's how it works: you go to the city screens and rename your cities to the 14th position, then rename them back if necessary (since some events depend on city names) so that the flags at positions 12-14 will be set. The Utility program then checks the flags to perform certain tasks for you. For example, suppose you want to hire all citizens as scientists in Moscow, Stalingrad, and 10 other cities. You go to each city and rename them so a flag 'a' is set at position 14. (Rename Moscow as Moscowaaaaaaaa, then rename it back to Moscow). Then run the utility program, and all the above cities will change all citizens to scientists (if city size >16 then the rest will be entertainers). Then you can do some adjustment of your own in each city. Similarly a flag 'b' at position 14 will hire all citizens as tax collectors; a flab '1' in position 13 will incremental buy a red guard for 100 golds automatically, and so on.
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