Hi, ya'll:
We need to begin the development discussion for the 'alpha' code of 'turn handlers'. So we start with the questions ---
What 'ends' a turn?
and
When a turn is 'over', what happens?
What 'ends' a turn?
I assume clicking on a 'end turn' button, for one thing. But we should allow many options for people to explore.
Should a turn also end automatically if/when all units have moved, ala SMAC? Time limits? A limit on the number of orders you can issue? Other ideas?
When a turn is 'over', what happens?
We need to make a list of all things that must be cycled/processed after a turn. Then we need to order/organize those things.
Preliminary thoughts, off the top of my head:
We need to begin the development discussion for the 'alpha' code of 'turn handlers'. So we start with the questions ---
What 'ends' a turn?
and
When a turn is 'over', what happens?
What 'ends' a turn?
I assume clicking on a 'end turn' button, for one thing. But we should allow many options for people to explore.
Should a turn also end automatically if/when all units have moved, ala SMAC? Time limits? A limit on the number of orders you can issue? Other ideas?
When a turn is 'over', what happens?
We need to make a list of all things that must be cycled/processed after a turn. Then we need to order/organize those things.
Preliminary thoughts, off the top of my head:
- [*]population turn handler:
- [*]births[*]deaths[*]consumption[*]movement[/list][*]ecology turn handler:
- [*]growth of plants[*]change in water levels[/list][*]govt turn handler:
- [*]policy changes[*]taxation[*]special orders[/list][/list]
This is mainly intended to be a starting point/example. We need to list and organize all turn logic in this manner, then decide what order they will be 'fired' in.
The floor is now open!
[This message has been edited by F_Smith (edited December 21, 2000).]
Comment