This thread is a continuation of some issues discussed in Countdown to D5. Since I feel that a full resolution of the issues will not involve D5 I thought it better to have a separate thread.
From Mark:
In general I agree with the simplified structure that Mark proposed. On the other hand, it doesn't answer the main problem I had. This is that there is no mechanism for a province (or even any part of it) to change hands permanently.
It is my view that, for D5, we leave it the way it is now.
I have modified the AI so that a conquering army will always leave a garrison, no production will take place, and the mini scenarios we have provided do not really need anything more complicated. This, in turn, means that we don't need to fix it just yet.
Personally, I would add the extra command level between Province and map square and call it "District". These districts could change hands quite readily, and I can easily imagine a method of doing so.
One of the difficulties we have is a more general one of command structure versus physical existence which I will comment on in a later post, since it has wider implpications.
I would add the other layer now, so it wouldn't be a future.
Cheers
From Mark:
1. The econ hierarchy now works Directly using the govt hierarchy. I made those changes a few weeks ago with the GovernmentEntity change we went over. I may be missing your meaning here... since at present the only linkage is that each GovernementEntity has an Economy object associated with it. It may be done poorly in the new fashion, but I agree the old econ parallel hierarchy should be history, and from now on economy objects should attached directly to, and derived from the Civilization, Province, or MapSquare they're associated with
2. I don't have time or brainpower to work on the code tonite, so I will just ship it off to you. I brought back Civ.addTerritory for my own uses, and also modified Province.setControllingCiv and MapSquare.setControllingCiv. It seemed to work, but I think its probably best to just refactor the ownership hierarchy. One thing I am sure of, is that adding a square should be done at the civ level, because the civ will need to choose which province (or a new one) it wants to put the square in. This will become important when we go to a fully-populated map as opposed to the cities-in-a-void we have now.
I have modified the AI so that a conquering army will always leave a garrison, no production will take place, and the mini scenarios we have provided do not really need anything more complicated. This, in turn, means that we don't need to fix it just yet.
I wanted to mention a further fact that's relevant to my post above. I have thought that it would be useful for the player and AI to have an intermediate level between province and the whole civ. Such Regions would be groups of provinces, and would allow for management of economic and governmental concerns at a level more detailed than the civ, but not down to the province level. One quick example would be to divide your civ's provinces into the core of the civilization, and the marches. Or core, border, and recent conquests could be a three-way division. (Border being long-held provinces but that were on the border with a likely enemy. This could allow higher levels of defense spending in the border region without needing to change commands for all the provinces in it.
One of the difficulties we have is a more general one of command structure versus physical existence which I will comment on in a later post, since it has wider implpications.
The possible future inclusion of such a feature is IMO a further reason to try and use the GovernmentEntity hierarchy more in refactoring the code. That way if we do go the regions route it would be trivial to stick in another layer in the future. Yes, Gary, I know you hate coding with 'futures' in mind .
Cheers
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