@civ-clone/core-yield
A Yield is a key element in Civilization and can refer to anything from the Attack value of a Unit to, the Food returned for a Tile or the Unhappiness produced by a City.
Updated by @dom111
@civ-clone/core-world
The core building-blocks for the concepts of a World and Tile based environment, as well as a bucket for Tiles (Tileset) with some helper functions that are useful on such a …
Updated by @dom111
@civ-clone/core-player
The core elements of what a Player is, including the CurrentPlayerRegistry and PlayerActions.
Updated by @dom111
@civ-clone/core-data-object
A data exchange object for converting a subset of a class instances to plain JSON.
Updated by @dom111
@civ-clone/core-rule
This component contains the framework for Rules. These are comprised of Criterions and Effects with optional Prioritys.
Updated by @dom111
@civ-clone/base-unit-type-naval-transport
A NavalTransport implementation. Superclass for Trireme, Sail, Frigate and Transport.
Updated by @dom111
@civ-clone/core-registry
This component is used to create other registries that contain object data. This is a stub that contains all the shared methods that other classes will extend replacing the …
Updated by @dom111
@civ-clone/core-world-generator
The base Generator class (and WorldGeneratorRegistry) which provide a schema to allow world generation in any way so long as it meets the requirements set out in the interface.
Updated by @dom111