public virtual List <PlayerAnswer> Resolve(List <PlayerAnswer> answers) { if (type != EventType.CRISIS) { foreach (PlayerAnswer ans in answers) { Debug.Log("Player influence max: " + ans.player.influence.MaxValue); ans.player.influence += Answer.AdaptedStatChanges(ans.answer.statChanges) / STATUS_CHANGE_SCALE; World.Instance.groups += Answer.AdaptedStatChanges(ans.answer.popChanges) / World.Instance.popMax; List <Player> players = new List <Player>(FindObjectsOfType <Player>()); foreach (Player p in players) { if (p != ans.player) { p.influence += Answer.AdaptedStatChanges(ans.answer.rivalStatChanges) / STATUS_CHANGE_SCALE; } } } Player.NormalizeInfluences(); return(new List <PlayerAnswer>(answers)); } else { //FIXME: implement to get resolution of the crisis return(null); } }