public ActionResult New(CivilizationTraitForm form)
        {
            Debug.WriteLine(string.Format("POST: Civilization Trait Controller: New - gameID={0}", GameState.GameID));
            var game = GameState.Game;

            DB_civilization_traits civilizationTrait = new DB_civilization_traits();

            civilizationTrait.game_id                    = game.Info.id;
            civilizationTrait.name                       = form.Name;
            civilizationTrait.description                = form.Description;
            civilizationTrait.influence_bonus            = form.InfluenceBonus;
            civilizationTrait.trade_bonus                = form.TradeBonus;
            civilizationTrait.apply_military             = form.ApplyMilitary;
            civilizationTrait.apply_units                = form.ApplyUnits;
            civilizationTrait.apply_ships                = form.ApplyShips;
            civilizationTrait.apply_infrastructure       = form.ApplyInfrastructure;
            civilizationTrait.science_bonus              = form.ScienceBonus;
            civilizationTrait.colonial_development_bonus = form.ColonialDevelopmentBonus;
            civilizationTrait.ship_construction_bonus    = form.ShipConstructionBonus;
            civilizationTrait.unit_training_bonus        = form.UnitTrainingBonus;
            Database.Session.Save(civilizationTrait);

            Database.Session.Flush();
            return(RedirectToRoute("Statistics"));
        }
        public ActionResult Edit(CivilizationTraitForm form)
        {
            Debug.WriteLine(string.Format("POST: Civilization Trait Controller: Edit - civilizationTraitID={0}", form.ID));
            var game = GameState.Game;

            var civilizationTrait = game.GameStatistics.CivilizationTraits.Find(x => x.id == form.ID);

            if (civilizationTrait.game_id == null || civilizationTrait.game_id != game.Info.id)
            {
                return(RedirectToRoute("game", new { gameID = game.Info.id }));
            }

            civilizationTrait.name                       = form.Name;
            civilizationTrait.description                = form.Description;
            civilizationTrait.influence_bonus            = form.InfluenceBonus;
            civilizationTrait.trade_bonus                = form.TradeBonus;
            civilizationTrait.apply_military             = form.ApplyMilitary;
            civilizationTrait.apply_units                = form.ApplyUnits;
            civilizationTrait.apply_ships                = form.ApplyShips;
            civilizationTrait.apply_infrastructure       = form.ApplyInfrastructure;
            civilizationTrait.science_bonus              = form.ScienceBonus;
            civilizationTrait.colonial_development_bonus = form.ColonialDevelopmentBonus;
            civilizationTrait.ship_construction_bonus    = form.ShipConstructionBonus;
            civilizationTrait.unit_training_bonus        = form.UnitTrainingBonus;
            Database.Session.Update(civilizationTrait);

            Database.Session.Flush();
            return(RedirectToRoute("Statistics"));
        }