F_Smith:
I'm not trying to be snide, but what exactly is this supposed to accomplish?
You have jammed most of the game into item 4... by the apparent decision that every time people of any sort interact in any way it should be #4. I'm sure it makes some sense in the way that you look at programming, but I don't see how this type of organization will achieve anything useful.
I personally think the existing 'functional' area organization works much better than what you propose. What's your reasoning for how your proposal would help?


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). F_Smith has adopted component modeling and I couldn't agree more (from a laymans point of view). To what depth the components should be modeled is a result of what the smallest entity is that could influence game play. The entire game is really based on interactions between two distinct ressources: physical surroundings (the map with geographical ressources) and the people living there (population) guided by some rules (the models) and a context (the civ). It has been decided that the basic unit of territory is the square (there could be options for playing the game at the province-level like Risk, but the default game is square-based). Since ownership of territory is based on the square, population must also be modeled at the square level. If all people were alike, this would be the lowest level of modeling, but all people are not alike: It has been decided that people differ along ethnic boundaries so we have to track Ethnic Groups at the square level. Somewhere I saw a suggestion (probably LGJ - he's really into detail
) that people should be modelled occupying different parts of a square. If this was adopted we would have to model EGs at the square-location level!
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