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type: Task
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status: Working On
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Keep collecting data
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- [[Terrain Data]]
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- [[Province Improvement Data]]
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- Province Improvement Data (add to basic then delete this line)
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- [[Resource Node Data]]
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- [[Magic Material Data]]
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- [[Governor Data]]
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- Building Data
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- [[Common Building Data]]
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- Tome Data
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- Research Data
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- Culture Data
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- Unit Data
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-
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---
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type: Task
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status: TODO
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type: Task
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status: TODO
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I need to know how the gold cost works for rushing.
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I am assuming rushing buildings is important for a build order.
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type: Task
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status: TODO
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---
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Seems like a lofty goal. Need to parse the serialized game file. Maybe easy? Do research.
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type: Task
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status: Done
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@@ -0,0 +1,4 @@
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---
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type: Task
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status: TODO
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@@ -0,0 +1,7 @@
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---
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type: Task
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status: TODO
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---
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PostgresSQL
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@@ -0,0 +1,13 @@
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---
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type: Task
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status: Done
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---
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Generate a home page with three sections.
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- Calculators
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- References
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- Learning
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These three sections will have future subpages that will be added in the future. Organize the data into C# data files, and consume data to render the links on the home page. Make a nice rectangular frame around those links, and specific the section.
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---
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type: Task
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status: TODO
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---
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The calculator should work backwards from plans. Like if I choose to make an Estate Hall, the calculator should know that means a Store House and Granary need to exist in the build timeline. I don't need the user to manually fill in those two buildings.
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Intent Queues:
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- Building
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- Unit
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- Scout
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- Build City
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- Attack
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- Cast Enchantment Spell
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So ideally this can all lead to an attack intent, based upon many other intents in a queue. Assuming someone is going for a domination victory, which is probably the most standard and easy victory.
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