Town Population Tests

Currently working on optimising the character code.  I want to populate large towns and have big battles, but the character code is pretty complex so I have to try to spread out the code updates in such a way that it doesn’t destabalise anything. For some reason, the biggest CPU hog, and the thing that takes up most of my time trying to get right, is simply the movement system.  I would have thought it would be the ambitious AI or something, but no.

Town population tests

Every building I put down is assigned a faction, and then a particular division of that faction.  So if a building is owned by the towns general faction “Dead cat”, I can then assign it to the civilians, or the police, or the military, and it will populate that building automatically with the right NPCs and squads.  Then they set out wandering about doing their thing automatically and I don’t have to worry about them anymore.

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