yeti_c wrote:"Territories" whilst OK to code - will produce a very large XML - see Conquerman - and thus slow any game down - especially with BOB running!
"Cultural acceptance" may be hard to code...
Also - it may not be very applicable for games where people have more than 1 city... (i.e. 2/3 player)
C.
Thanks for your comments, yeti_c
"Territories"... I knew it would be a very hard work to code, and I am OK with it. But I didn't new that it could slow down the game. I think I would like to try anyway, and, depending on the test results, keep that technology or remove it from the final product. In case that this (or any other) technology needs to be removed we can substitute it with an "advanced" technology.
That's how I thougt to code "Cultural Acceptance": As you know, each player has 2 starting territories: The capital and the Laboratory. The way the map has been designed, a particular laboratory can only be owned by a player or be neutral. From that initial setup, the only thing that can happen is that an enemy bombards the laboratory and turns it to a neutral territory. But player other than the original owner can ever own or reconquer a laboratory. For that reason, I want to use the laboratory to check "nationality".
Then, I have to create 7 different continents. The first continent contains only the country. The secons territory contains the country plus its matching lab. And the 5 other continents contain the country plus each one of the "cultural acceptance" technologies.
Hope that this explanation made sense.
The thing with 2 and 3 player games can be a bit more complicated. I will think about it and see if my method also works for that kind of games.
Thanks again for sharing your knowledge with us.