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Added "crash early crash often" to guiding principles
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@ -12,7 +12,7 @@ Examples:
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There is a fine line here between "exploitable" and "no fun" regarding trade - regular players may refuse any trade you offer them on principle.
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We don't want that from the AI, which leaves us slightly open to exploits, but that's a trade-off we make knowingly.
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## Modding philosophy - minimal amount of objects, maximum amount of interactions
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## Modding philosophy - minimal objects, maximum interactions
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As a new modder it's easy to get lost in the sheer number of uniques.
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@ -24,3 +24,11 @@ Examples:
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- Conditions should be Conditionals, so they can be applied to all uniques
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- Triggered uniques and unique triggers - all combinations
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- Unit Action modifiers, rather than special attributes for specific unit actions
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## Crash early, crash often
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A crash stacktrace is halfway to a solution - a game save which reliably produces it is 90% there.
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Whenever an unexpected situation occurs - the game has reached an incorrect state - we should crash, to allow the problem to be fixed as soon as possible.
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Persisting with an incorrect state makes the eventual resulting problems further from the cause, and complicates debugging.
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