Implement culture groups for civilizations#917
Implement culture groups for civilizations#917stavrosfa wants to merge 2 commits intoC7-Game:Developmentfrom
Conversation
| public Gender leaderGender; | ||
|
|
||
| [JsonIgnore] | ||
| public CultureGroup cultureGroup { get; private set; } |
There was a problem hiding this comment.
What uses are there for the culture group? Is it just potential trade/reputation schemes and culturally linked start?
Just wondering if the extra de/serialization machinery is worth it vs just using cultureGroupKey in game logic, together with the game knowing what culture groups there are.
There was a problem hiding this comment.
The short answer is textures. Check the PediaIcons.txt, there are building textures that are generic (mostly Great Wonders), but also culture and era specific.
The cultureGroupKey is used because we might want to add more fields/info in the CultureGroup iteself, and we wouldn't want to be copy pasting the same information across many civs. It simply a reference, we do the same with experienceLevel on the (EDIT) MapUnit or uniqueUnit currently in Civilization.
I hope that covers your question
As the title says.
All .biq and .sav files seem to have hardcoded the 6 culture group values, but on our end should be fairly easily expandable.
Right now these don't really have any effect in the game, but when we start loading culture specific building textures for example, we will start seeing some meaningfull changes.