private void Start() { com = GetComponent <Community>(); com.totalWealth = startWealth; for (int i = 0; i < cList.Count; i++) { CommunityCulture cc = cList[i]; Culture cult = cc.cCult; cc.cPop *= startPop; cc.cWealth *= startWealth; cc.cMarriage *= startPop; if (com.residentCultures.Contains(cult) == false) { com.residentCultures.Add(cult); } float cPop = cList[i].cPop; for (int a = 0; a < cPop; a++) { GameObject citizen = Instantiate(prefab); citizen.transform.SetParent(civPool.transform); Citizen c = citizen.GetComponent <Citizen>(); c.culture = cult; c.home = gameObject; com.citizens.Add(c); c.education = Random.Range(1, cc.education); cc.citList.Add(c); c.cultureDiscr = cultureDiscr; c.religiousDiscr = religiousDiscr; c.religiousity = Random.Range(cc.faithMin, cc.faithMax); c.Basics(); c.Randomizer(); } float total = 0; float partnerSearch = cc.cMarriage; for (int b = 0; b < cc.citList.Count; b++) { Citizen c = cc.citList[b]; c.wealthPart = Random.Range(0, cc.cWKey); total += c.wealthPart; c.age = Random.Range(18, cc.cAge); if (partnerSearch > 0) { c.onSearch = true; partnerSearch -= 1; } } for (int b = 0; b < cc.citList.Count; b++) { Citizen c = cc.citList[b]; c.wealthPart /= total; c.wealth += c.wealthPart * cc.cWealth; } } for (int c = 0; c < com.citizens.Count; c++) { Citizen cit = com.citizens[c]; if (cit.onSearch) { Debug.Log("Searching!"); cit.SearchPartner(); } cit.power = cit.wealthPart * com.citizens.Count; } }