New Armies Due Next Turn Calculation

I've made a modification to stocksr's latest Conquer Club - Roberts Mods greasemonkey script. It changes the way armies due next turn are calculated.
Explanation of the armies due next turn:
Armies due ((T + C) * (M + 1) + E)
T = Armies due for owning territories
C = Armies due for owning groups of territories (continent bonus)
M = missed turn multiplier (number of missed turns)
E = Expected Armies due for cashing in a set of cards
The E term assumes that a player will cash in a set as soon as one is formed. It calculates the number of armies based on the probability of having a card set when holding a given number of cards. In a flat rate game it uses the relative probabilies of having a particular color-combination to determine the average number of armies that would be due if a card set were cashed. For all card games it also includes an estimate of the average number of additional armies that would be due if the player owned the territory named on a card cashed.
While it is possible to exactly calculate the T, C, and M terms, the E term is just an estimate of the average number of armies that could be obtained if the player were able to cash in a set of cards in the next turn. It is based on statistical probabilities that vary depending on the number of cards held by the player. The armies due next turn also feed into the strength calculation. The calculations are explained in this thread:
http://www.conquerclub.com/forum/viewtopic.php?t=15620
If you are adventurous, you can give it a try. This is an unofficial beta version, if there are any problems please post them to this thread.
You need to be using Firefox and have previously installed greasemonkey before you can use this script.
You also need to disable any other Conquer Club script (for example, Conquer Club or Conquer Club - Roberts Mods) you may have been using. To disable these scripts right-click on the red smiling greasemonkey icon, and then left-click on Manage User Scripts... In the Manage User Scripts window click on any existing version of the Conquer Club script and click the Enabled box so that the script is no longer enabled. When you are done, all the Conquer Club scripts should be grayed out, then click OK. Now you are ready to get the new script from here:
http://www.mediamax.com/tahitiwahini/Ho ... ds.user.js
If you visit an existing game window you may have to hit refresh to see the results of the new script.
If you want to switch back to the script you had been using before, you must disable the Conquer Club - Roberts Mods With Tahiti Card Calculation and enable the previous Conquer Club script you had been using. To disable the new and enable the old, right-click on the red smiling greasemonkey icon, and then left-click on Manage User scripts... In the Manage User Scripts window click on Conquer Club - Roberts Mods With Tahiti Card Calculation, then click on the Enable box to disable (gray out) this script. Then click on the old Conquer Club script you had been using and click on the Enable box to enable that script. When only one Conquer Club script is enabled (not grayed out) then click OK.
If you visit an existing game window you may have to hit refresh to see the results of the script change.
Any feedback from using the new version of the script is welcome. Please post any comments or questions to this thread.
Good luck.
Explanation of the armies due next turn:
Armies due ((T + C) * (M + 1) + E)
T = Armies due for owning territories
C = Armies due for owning groups of territories (continent bonus)
M = missed turn multiplier (number of missed turns)
E = Expected Armies due for cashing in a set of cards
The E term assumes that a player will cash in a set as soon as one is formed. It calculates the number of armies based on the probability of having a card set when holding a given number of cards. In a flat rate game it uses the relative probabilies of having a particular color-combination to determine the average number of armies that would be due if a card set were cashed. For all card games it also includes an estimate of the average number of additional armies that would be due if the player owned the territory named on a card cashed.
While it is possible to exactly calculate the T, C, and M terms, the E term is just an estimate of the average number of armies that could be obtained if the player were able to cash in a set of cards in the next turn. It is based on statistical probabilities that vary depending on the number of cards held by the player. The armies due next turn also feed into the strength calculation. The calculations are explained in this thread:
http://www.conquerclub.com/forum/viewtopic.php?t=15620
If you are adventurous, you can give it a try. This is an unofficial beta version, if there are any problems please post them to this thread.
You need to be using Firefox and have previously installed greasemonkey before you can use this script.
You also need to disable any other Conquer Club script (for example, Conquer Club or Conquer Club - Roberts Mods) you may have been using. To disable these scripts right-click on the red smiling greasemonkey icon, and then left-click on Manage User Scripts... In the Manage User Scripts window click on any existing version of the Conquer Club script and click the Enabled box so that the script is no longer enabled. When you are done, all the Conquer Club scripts should be grayed out, then click OK. Now you are ready to get the new script from here:
http://www.mediamax.com/tahitiwahini/Ho ... ds.user.js
If you visit an existing game window you may have to hit refresh to see the results of the new script.
If you want to switch back to the script you had been using before, you must disable the Conquer Club - Roberts Mods With Tahiti Card Calculation and enable the previous Conquer Club script you had been using. To disable the new and enable the old, right-click on the red smiling greasemonkey icon, and then left-click on Manage User scripts... In the Manage User Scripts window click on Conquer Club - Roberts Mods With Tahiti Card Calculation, then click on the Enable box to disable (gray out) this script. Then click on the old Conquer Club script you had been using and click on the Enable box to enable that script. When only one Conquer Club script is enabled (not grayed out) then click OK.
If you visit an existing game window you may have to hit refresh to see the results of the script change.
Any feedback from using the new version of the script is welcome. Please post any comments or questions to this thread.
Good luck.