public Form1() { InitializeComponent(); //ConnectionString = ConfigurationManager.ConnectionStrings[@"Data Source=(LocalDB)\MSSQLLocalDB;AttachDbFilename=|DataDirectory|\CivilizationDB.mdf;Integrated Security=True"].ConnectionString; //Civ Basics CivilizationEthnicity.Items.Add("African"); CivilizationEthnicity.Items.Add("Asian"); CivilizationEthnicity.Items.Add("European"); CivilizationEthnicity.Items.Add("Mediterranean"); CivilizationEthnicity.Items.Add("South American"); //Civilizations CivilizationsList.Add("America"); CivilizationsList.Add("Arabia"); CivilizationsList.Add("Australia"); CivilizationsList.Add("Aztec"); CivilizationsList.Add("Brazil"); CivilizationsList.Add("Canada"); CivilizationsList.Add("China"); CivilizationsList.Add("Cree"); CivilizationsList.Add("Egypt"); CivilizationsList.Add("England"); CivilizationsList.Add("France"); CivilizationsList.Add("Georgia"); CivilizationsList.Add("Germany"); CivilizationsList.Add("Greece"); CivilizationsList.Add("Hungary"); CivilizationsList.Add("Inca"); CivilizationsList.Add("India"); CivilizationsList.Add("Indonesia"); CivilizationsList.Add("Japan"); CivilizationsList.Add("Khmer"); CivilizationsList.Add("Kongo"); CivilizationsList.Add("Korea"); CivilizationsList.Add("Macedon"); CivilizationsList.Add("Mali"); CivilizationsList.Add("Maori"); CivilizationsList.Add("Mapuche"); CivilizationsList.Add("Mongolia"); CivilizationsList.Add("Netherlands"); CivilizationsList.Add("Norway"); CivilizationsList.Add("Nubia"); CivilizationsList.Add("Ottoman"); CivilizationsList.Add("Persia"); CivilizationsList.Add("Phoenicia"); CivilizationsList.Add("Poland"); CivilizationsList.Add("Rome"); CivilizationsList.Add("Russia"); CivilizationsList.Add("Scotland"); CivilizationsList.Add("Scythia"); CivilizationsList.Add("Spain"); CivilizationsList.Add("Sumeria"); CivilizationsList.Add("Sweden"); CivilizationsList.Add("Zulu"); Civilizations = CivilizationsList.ToArray(); LeaderCivilization2.Items.Add(""); LeaderCivilization2.Enabled = false; LeaderCivilization3.Items.Add(""); LeaderCivilization3.Enabled = false; foreach (var civ in Civilizations) { LeaderCivilization1.Items.Add(civ); LeaderCivilization2.Items.Add(civ); LeaderCivilization3.Items.Add(civ); } //Civ Start Biases CivilizationStartBiasMinor.Enabled = false; CivilizationStartBiasMain.Items.Add("Feature"); CivilizationStartBiasMain.Items.Add("Resource"); CivilizationStartBiasMain.Items.Add("Rivers"); CivilizationStartBiasMain.Items.Add("Terrain"); FeaturesList.Add("Floodplains"); FeaturesList.Add("Floddplains Grassland"); FeaturesList.Add("Floddplains Plains"); FeaturesList.Add("Forest"); FeaturesList.Add("Geothermal Fissure"); FeaturesList.Add("Jungle"); FeaturesList.Add("Marsh"); FeaturesList.Add("Oasis"); FeaturesList.Add("Volcano"); Features = FeaturesList.ToArray(); ResourcesList.Add("Bananas"); ResourcesList.Add("Cattle"); ResourcesList.Add("Copper"); ResourcesList.Add("Deer"); ResourcesList.Add("Rice"); ResourcesList.Add("Sheep"); ResourcesList.Add("Stone"); ResourcesList.Add("Wheat"); ResourcesList.Add("Citrus"); ResourcesList.Add("Cocoa"); ResourcesList.Add("Coffee"); ResourcesList.Add("Cotton"); ResourcesList.Add("Diamonds"); ResourcesList.Add("Dyes"); ResourcesList.Add("Furs"); ResourcesList.Add("Gypsum"); ResourcesList.Add("Incense"); ResourcesList.Add("Ivory"); ResourcesList.Add("Jade"); ResourcesList.Add("Marble"); ResourcesList.Add("Mercury"); ResourcesList.Add("Pearls"); ResourcesList.Add("Salt"); ResourcesList.Add("Silk"); ResourcesList.Add("Silver"); ResourcesList.Add("Spices"); ResourcesList.Add("Sugar"); ResourcesList.Add("Tea"); ResourcesList.Add("Tobacco"); ResourcesList.Add("Truffles"); ResourcesList.Add("Whales"); ResourcesList.Add("Wine"); ResourcesList.Add("Aluminum"); ResourcesList.Add("Coal"); ResourcesList.Add("Horses"); ResourcesList.Add("Iron"); ResourcesList.Add("Niter"); ResourcesList.Add("Oil"); ResourcesList.Add("Uranium"); ResourcesList.Add("Amber"); ResourcesList.Add("Olives"); Resources = ResourcesList.ToArray(); TerrainsList.Add("Grass"); TerrainsList.Add("Grass Hills"); TerrainsList.Add("Grass Mountain"); TerrainsList.Add("Plains"); TerrainsList.Add("Plains Hills"); TerrainsList.Add("Plains Mountain"); TerrainsList.Add("Desert"); TerrainsList.Add("Desert Hills"); TerrainsList.Add("Desert Mountain"); TerrainsList.Add("Tundra"); TerrainsList.Add("Tundra Hills"); TerrainsList.Add("Tundra Mountain"); TerrainsList.Add("Snow"); TerrainsList.Add("Snow Hills"); TerrainsList.Add("Snow Mountain"); TerrainsList.Add("Coast"); TerrainsList.Add("Ocean"); Terrains = TerrainsList.ToArray(); }