public void goToNextYear() { paused = true; taxChanged = false; cameraMove.moveDown(); statsUI.setActive(false); resourceUI.setActive(false); tradesLeft = originalTrades; canvas.GetComponent <ConfirmSaleMenu>().warningText.SetActive(false); canvas.GetComponent <ConfirmSaleMenu>().noGoldText.SetActive(false); canvas.GetComponent <ConfirmSaleMenu>().resetTradeSliders(); // just incase. ^ canvas.GetComponent <Transition>().fadeOut(); float oldGold = gold; float soldierCost = (soldierCount * soldierExpense); if (ownsBarracks) { soldierCost = ((soldierCost / 100) * 90); } yearlyExpenses += soldierCost; generateGoodPrices(); resourceUI.updateResources(); resourceUI.updateResourceText(); yearlyExpenses += resourceUI.loadGoodsExpenses(); gold -= yearlyExpenses; gold += calculateTaxReturns(); updateHappiness(); if (plague) { soldierStrength += ((soldierStrength / 100) * 10); plague = false; } if (drought) { soldierStrength += ((soldierStrength / 100) * 50); drought = false; } if (gold < 0) { happiness -= 15; } if (isAtWar) { happiness -= Random.Range(5, 10); } if (happiness < 0) { happiness = 0; } population += (int)(happiness / happinessPopulationModifier * populationModifier); if (happiness <= 5) { population -= ((population / 100) * Random.Range(10, 20)); // lose 15% of your population } GetComponent <Raiding>().setButtonInteractable(); canvas.GetComponent <YearlyUI>().updateUI(oldGold); checkRelations(); year++; if (year >= gracePeriodYear) { gracePeriod = true; } StartCoroutine(showUI()); secondsBetweenYears = originalSeconds; DataHandler.save(this); }