private void SetupGame()
        {
            Info_Player.SetupAllArmy();
            int playerid = 0;

            foreach (CommanderType com in CurrentGame.Commanders)
            {
                Info_Player player = new Info_Player();
                {
                    player.Commander     = com;
                    player.CommanderPath = Program.PATH_COMMANDER[com.ModelID];
                }
                player.Initialise();
                CurrentPlayers.Add(player);

                // Load their armies
                if (player.Commander.Armies != null)
                {
                    foreach (ArmyType armytype in player.Commander.Armies)
                    {
                        Entity_PlayerArmy army = new Entity_PlayerArmy();
                        {
                            army.Player = playerid;
                            army.MoveToSystem(Galaxy.GetSystemByID(armytype.SystemPosition));
                        }
                        player.Armies.Add(army);
                        Scene.Instance.Add(army);
                    }
                }

                // NOTE: Depends on player being in the CurrentPlayers list first
                // Load the owned systems from the json into the galaxy map
                if (player.Commander.OwnedSystems != null)
                {
                    foreach (int systemid in player.Commander.OwnedSystems)
                    {
                        Entity_StarSystem system = Galaxy.GetSystemByID(systemid);
                        system.SetOwner(playerid);
                    }
                }

                playerid++;
            }

            // Temp testing
            RewardSelection();
        }
 private void FinishCards()
 {
     Info_Player.EndSetupArmy(Program.PATH_PA + "media/pa/units/");
 }
 private void ApplyCards(Info_Player player, List <string> commandercards, List <string> cards)
 {
     player.AddCommanderCards(commandercards);
     player.AddArmyCards(cards);
 }