Allowing "overloading" of various game data... city improvements, terrain improvements, units, wonders, pop, advances by government
Concept:
Allow for "overloaded" data files, for city improvements, units, terrain improvements, wonders and so on.
You'd optionally specify altered data for that specific whatever under that specific government.
You'd implement this by having some linked list or other data structure, with the extended data in. They get referenced by the original structure, and if there is appropriate data (for the "owners" government,) then its passed back.
Issue: We'd have to ensure that all data was referenced as it related to an owner (like a specific unit or TI,) and then subsequently to the DB, and not directly to a default db value.
Benefit: A lot of modding flexibility. It would be very simple to make costs different for a specific group of units and buildings, say, under a particular government type. You could do tech tree divergence... and a whole bunch of tricks, without SLIC. Would allow for more personality in governments in general.
Concept:
Allow for "overloaded" data files, for city improvements, units, terrain improvements, wonders and so on.
You'd optionally specify altered data for that specific whatever under that specific government.
You'd implement this by having some linked list or other data structure, with the extended data in. They get referenced by the original structure, and if there is appropriate data (for the "owners" government,) then its passed back.
Issue: We'd have to ensure that all data was referenced as it related to an owner (like a specific unit or TI,) and then subsequently to the DB, and not directly to a default db value.
Benefit: A lot of modding flexibility. It would be very simple to make costs different for a specific group of units and buildings, say, under a particular government type. You could do tech tree divergence... and a whole bunch of tricks, without SLIC. Would allow for more personality in governments in general.
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