Original Post
A friend and I are working on a simple game somewhat akin to the Civilization series of games. We are talking about how agreements between tribes/nations occurs. I put forth an idea where the user creates agreements based on a system that is similar to the trigger based system that starcraft uses. You have a condition and action. I need some input on this design from the GameDev community because I feel like this system is prone to holes. They are just not apparent. For example, here is a simple agreement between two parties: Agreement 1 (Horses for Gold, 10 turns): - [Condition] For the duration of our $Peace. - [Action] $PartyB gives $PartyA 100 gold per turn. - [Action] $PartyA gives $PartyB 10 horses per turn. - [Condition] If $AnyParty dissolves this agreement. - [Action] Agreement is dissolved. - [Action] $AnyParty pays 100 gold. - [Condition] When duration reaches 10 turns. - [Action] Agreement is dissolved. Agreement 2 (Peace): - [Condition] If $AnyParty Attacks $AnyParty or it's allies. - [Action] $Peace is dissolved. By dissolving Peace, any agreements that rely on peace are also dissolved by default. However, I'm still flushing this out and I'm wondering if there are any scenarios that do not fit into a Condition/Action scenario. Any input on this system would be appreciated. Examples of things that break it are preferred. Thanks.