Some time in the next days I will have completed the code for the Outcome system so I wanted to give some information of how it will work (details about the XML will be added when the code is finished).
What it is used for:
You define a list of possible outcomes for each unit type in the XML that each have a relative chance, requirements and a result.
Depending on promotions the chances can also change.
When a unit is killed, one possible outcome is chosen from the list depending on the relative chances of all currently possible outcomes.
Some examples:
To get the same effect as now you would define three possible outcomes for each animal. One to get the subdued animal, one to get the respective bonus on the plot and one to get the food/hammers.
The hunter promotions increase the chances of the subdue outcome type (you only define that once in the outcome info XML including the message when that outcome happens).
You could also have some animal outcomes that give you great people points or beakers (meaning you got some new insights from killing the animal).
There could be an inquisition promotion that enables that unit to sometimes get an outcome that gives espionage points from certain units or an engineer promotion that enables you to get some tech from killed high tech units.
What it is used for:
- It replaces the current Python code for the result of killing animals like getting a subdued animal or some hammers or a bonus
- It will be used for new actions for subdued animals in a second step
- It can be used for other results from killing a unit like getting some espionage against an enemy if you kill one of his units
You define a list of possible outcomes for each unit type in the XML that each have a relative chance, requirements and a result.
Depending on promotions the chances can also change.
When a unit is killed, one possible outcome is chosen from the list depending on the relative chances of all currently possible outcomes.
Some examples:
To get the same effect as now you would define three possible outcomes for each animal. One to get the subdued animal, one to get the respective bonus on the plot and one to get the food/hammers.
The hunter promotions increase the chances of the subdue outcome type (you only define that once in the outcome info XML including the message when that outcome happens).
You could also have some animal outcomes that give you great people points or beakers (meaning you got some new insights from killing the animal).
There could be an inquisition promotion that enables that unit to sometimes get an outcome that gives espionage points from certain units or an engineer promotion that enables you to get some tech from killed high tech units.