static World() { var culture = new Culture("Ancient tribes", Color.yellow); allCultures.Add(culture); UncolonizedLand = new Country("Uncolonized lands", culture, culture.getColor(), null, 0f); allCountries.Add(UncolonizedLand); UncolonizedLand.government.SetValue(Government.Tribal); UncolonizedLand.economy.SetValue(Economy.NaturalEconomy); }
static World() { //Product.init(); // to avoid crash based on initialization order market = new Market(); var culture = new Culture("Ancient tribes", Color.yellow); allCultures.Add(culture); UncolonizedLand = new Country("Uncolonized lands", culture, culture.getColor(), null, 0f); allCountries.Add(UncolonizedLand); UncolonizedLand.government.setValue(Government.Tribal); UncolonizedLand.economy.setValue(Economy.NaturalEconomy); }
public static void CreateCountries() { var countryNameGenerator = new CountryNameGenerator(); var cultureNameGenerator = new CultureNameGenerator(); //int howMuchCountries =3; int howMuchCountries = allLandProvinces.Count / Options.ProvincesPerCountry; howMuchCountries += Rand.Get.Next(6); if (howMuchCountries < 8) { howMuchCountries = 8; } if (howMuchCountries > World.allLandProvinces.Count) { howMuchCountries = World.allLandProvinces.Count; } for (int i = 0; i < howMuchCountries; i++) { //Game.updateStatus("Making countries.." + i); Culture culture = new Culture(cultureNameGenerator.generateCultureName(), ColorExtensions.getRandomColor()); allCultures.Add(culture); Province province = AllProvinces.Where(x => x.Country == UncolonizedLand).Random(); Country country = new Country(countryNameGenerator.generateCountryName(), culture, culture.getColor(), province, 100f); allCountries.Add(country); //count.setBank(count.bank); country.GiveMoneyFromNoWhere(100); } Game.Player = allCountries[1]; // not wild Tribes, DONT touch that allCountries.Random().SetName("Zacharia"); //foreach (var pro in allProvinces) // if (pro.Country == null) // pro.InitialOwner(World.UncolonizedLand); }