B A N E wrote:I've read thru the docs more than once, did I miss something?
According to http://tanascius.circus-maximus.com//help.html
This is the only part of the tool which will change your gamedata. To stop the utility from doing so you can use the FCode '!xx' (x can by anything) on planets and ships.
At first you should select which jobs you want to have done. 'tax natives' and 'tax colonists' should be clear - check them and my tool will take care of your taxlevels. Normally the tool will use some kind of a growthtaxing method, but by using the '$xx' FCode on a planet the happiness will be dropped to about 70, before the taxrate is reset to 0 for one turn (in which you population can grow). By using this FCode you will get a bit more money within the next turns, but on the long run you will lose money because your natives will grow only a little bit. There is a second special FCode for natives - '$$x'. Then the happiness will be dropped slowly to 40%, which means that your natives won`t grow anymore. But you will get a lot of money for some turns. At the beginning of a game enable 'use the quick taxing method', then every planet will be treated like FCode '$xx' set. This might help you to get a lot of money in the first few turns as quick as possible.
What about special races? The tool does know about the economic (dis)advantages of The Fed, The Lizards, The Borg, The Tholians, Insectoids, Bovinoids, Avians and Amorphous and acts accordingly. Hissers belonging to you will also be taken into the calculation.
Because of some addons that generate happiness increase (like Ahost/Abhost) the "Hxx" fc was implemented in the tool. The "xx" is the amount of happiness the natives get per turn from the addon (for abhost, if you have a theme park and a stadium on the planet, you would set "H30"). This friendly code is also handy, if you got allied hissers above your planets - just set the right fc (eg for 3 hissers set "H15") and the tool will tax the natives accordingly.
Enable 'Build structures', then you can set a general 'building order':
You can exactly specify when and how many structures are supposed to be built. In the text box 'building order' the different inputs can be set. "f" is for factories, "m" for mines and "d" is for defense posts - those letters are combined with up to three digit numbers, "max" (maximal) and "sug" (suggested). An example: "f55 d15 fsug mmax dsug" means that the program will build 55 factories first, then 15 DP, "suggested" factories, maximal mines and "suggested" DP.
The value for "suggested" will be calculated by the tool. In order to enable the programm to calcultate this value for the mines, one should enter the number of turns in which the whole mineral content of this type on the planet should be digged out for every type of mineral.
For factories, the tool will calculate the "suggested" value from the type of natives on the planet - for DP it will evalute the economic importance (huge deposits of minerals and good natives will result in more DP) of the planet.