//init the faction without modifying the faction attributes public void Init(int factionID, FactionManager factionMgr, GameManager gameMgr) { this.ID = factionID; this.FactionMgr = factionMgr; FactionMgr.Init(gameMgr, ID, typeInfo ? typeInfo.GetLimits() : null, this); //init the faction manager component of this faction //depending on the faction type, add extra units/buildings (if there's actually any) to be created for each faction: if (playerControlled == true) //if this faction is player controlled: { if (typeInfo != null) //if this faction has a valid type. { gameMgr.PlacementMgr.AddBuildingRange(typeInfo.GetExtraBuildings()); //add the extra buildings so that this faction can use them. } } else if (IsNPCFaction() == true) //if this is not controlled by the local player but rather NPC. //Init the NPC Faction manager: { InitNPCMgr(gameMgr); } Lost = false; CustomEvents.OnFactionInit(this); }