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Old April 12th, 2007, 03:15 PM
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Default Re: More dynamic/progressive PD

Quote:
Gandalf Parker said:
An interesting thing about this idea is that it gets around a thematic problem. PD should be made from local units, not national ones. But the problem was that the way PD is done, you have to develop huge arrays of what shows up for each level of PD. As it is now, thats done for each nation. To do it for each type of population would also be huge. But if PD was shifted to a queue as if you were purchasing new units then it would make PD more thematic. (It might also allow a new map command for setting the defence level of a province that is held by independents and Im always eager for more map commands).

It would involve dupicating the queue for a PD one, and maybe duplicating the formation/scripting screen (Im considering that optional). That might add to the games size but probably not cpu needs. Im not sure if it would involve 1500 arrays (max number of provinces). And Im not sure how much this system would involve processing thru all 1500 provinces each turn which extends hosting time.
If you were wanting to do the PD according to the local pop type, instead of doing 1500 arrays for a 1500 province map, you could do one array with 1500 entries, or an even more efficient way would be to do an array containing each pop type.

Have the game access the array according to the poptype. The parameters would be stored in the array according to the poptype, then sent to a method/function that would process the PD according to the parameters stored in the array and the amount of PD the player/AI has bought. I think this method would be very light on extra processing and achieve the effect of having truly local passive defense.
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