Jun 14th 2015, 22:48:05
:) ... i get that ... a good idea is the easy part ... but i am still happy to find another advocate
for myself, yes, there was once a time i did this kind of stuff professionally (i'm guessing, but probably some kind of scripting language like perl creating the guts of the game as wellas the UIs, both using embedded sql type database calls ) ... but my skills are 15 years dead cold ... conceivably, if someone gave me an implemented skeleton making example calls and also gave me remote access to a development environment, i could fire up and flesh the idea out ... i do kinda have the time and motivation, but it would take a substantial investment into me to get it rolling ... me starting from scratch is not realistic ...
continuing, i see at least 2 kinds of data that i am curious about
1) aggregated player data, i.e total turns used, total turns on hand, numbers of each kind of building and technology and so forth; this should be straghtforward using advisor page data for each player
2) world data,i.e. total turns used exploring, total land generated from explores, total land generated by ghost acres, total money taken out of game by commissions for each good, total number of each good bought and sold on private markets , and so forth; this kind of data might require code additions to meter each observed quantity
again, thanks for your interest
:)