This critique summarizes the work done since the initial Simulating Tribal Warfare in the Movable Feast Machine introduction.
My personal goal for this milestone: demonstration of complex behavior. Including:
I might pull the following element parameters into the AbstractElement_Tribal class:
It's possible that units may share similar behavior and should therefore all inherit from the same Abstract base class. They could then override Kill Odds and Move/Kill Radius as appropriate.
This would make adding new units fairly easy, you could just subclass the overlying abstract class and override the Kill Odds and Move/Kill Radius. The Behavior function may not be needed to be overwritten for similar unit behavior with different strengths. However, this may not be the most interesting since you could just tweak the parameters for Infantry and have a similar effect.
Mines have a finite amount of Res that they can produce. After all the Res are exhausted they become destroyed.
From my abstract:
Using the Movable Feast Machine as an
Artificial Life development platform, this study analyzes the
interactions of hostile groups of populations in an environment
with limited resources.
I haven't really fulfilled the limited resources part of the abstract. Competition should emerge from a scarcity of resources, like it does in the real world.
This unit takes a number of steps and then creates a Mine, sacrificing itself. Note that all tribes could use the resources produced by this Mine.