/// <summary> /// Another civilization joins this one. /// Mostly just records the merger with this civ's history. /// </summary> /// <param name="otherCivName"></param> public void JoinOurCivilization(string otherCivName) { string record = RandomName.Pluralize(GetFullName()) + " have assimilated the " + otherCivName + " Civilization."; History.addRecord(record, isLogged: true); }
public void DissolvePopulation() { Patricians.Members = 0; string record = "The " + RandomName.Pluralize(GetFullName()) + " have disbanded."; History.addRecord(record); }
/// <summary> /// Merge this civ into another one. /// This civ will lose its identity and take on the identity of the /// civ they join. /// </summary> /// <param name="otherCivName"></param> public void JoinOtherCivilization(string otherCivName) { string record = RandomName.Pluralize(GetFullName()) + " have been assimilated into the " + otherCivName + " Civilization."; CulturalIdentity = otherCivName; History.addRecord(record, isLogged: false); }
public void InitializeAsRandomPop(int tier) { var ancestryGen = AncestryIndex.Instance; ancestryGen.LoadAllSources(); BaseAncestry = ancestryGen.GetRandomAncestry(tier); Members = _dice.RandomNumber(BaseAncestry.MinAppearing, BaseAncestry.MaxAppearing); if (Members < 1) { Members = 1; } string record = Members + " " + RandomName.Pluralize(BaseAncestry.Name) + " have entered the world."; History.addRecord(record); }
public string GetPluralName() { return(RandomName.Pluralize(GetFullName())); }