Magellan Unity Population Details, Backstory Population Work-In-Progress

I worked on the design side to details a bit more about the society of the Magellan Unity, especially about how this faction consider the artificial intelligences and anything that touch the biotechnologies and transhumanism.
That was a necessary step to define the composition of the population of this faction and by incidence how it will define the ones of its expedition and related backstories.
This part is done and so I'm able to finally design and implement the data concerning the setup of the population for at least the first backstory (the Seeds of the Unity). the second one will follow.
The design part left to complete how the population will be set concern the categories (like the colonists, technicians and so on...) and I will finally implement the data into the XML file.

The last part of data is about the list of equipment, but the current and "old" one will not change; the data structure will not have any modification since it work OK as it is.

After that I will work on the second backstory, the Knowledge Hoppers, and it will finally done for this part.

You will see that, when this iteration will be released one day, the description of the Magellan Unity faction has undergone several changes including more information.

I haven't made any git commit since most of the work was design related.

Anyway that's all for now, thanks for your interest in this slow crawling project.

NB: edited, as usual I audit my bad English and typos after to have published the post...

A Note About The New Dynamic Population Setting for a New Game + Short Dev Plan

Before this iteration the population was hardcoded, ie I defined into the code how much Colonists and other categories of population will be present in a new game. Of course this was made for testing purposes and now all that doesn't exists anymore since the population will be set according to the data of a chosen expedition and backstory.

More, the amount of population will varies from one game to another, even if the player chose the same expedition and backtory. This variation will be ruled by a min/max range.
All these new data for the setting of a population are now fully implemented, I only need to populate the settings for the two backstories of the Magellan Unity and of course delete the part of code that hardcoded the population...

The categories of population will be set by design, ie there will not be any variations from a game to another as, for example, the proportion of Clones Workers. Only the total amount of it will varie (ie 20 Clones Worker for a Total Population of 200) in regard of the variation of the total population in the chosen expedition.
The setup of categories support of course the multiracial / multiethnics population framework.

In the end, the Line of Credit (if used), the population and the basic list of common core of technologies will be set dynamically.
In some way the equipment given to an expedition will be able to vary in volume, but not in nature, proportionally to the total population and according to a base variance.

So the short-term dev plan is:
  1. To complete the population setting step, and populate Magellan Unity (MUN) faction data
  2. To refactoring and update the equipment list.
  3. To complete the two  MUN backstories data and implement them
  4. To rework the interface to setup a new game, including all the changes in the expeditions and backstories
After that, I would be able to work again on the Colonization Phase System and complete its interface changes.

That's all again, stay tuned and continue to have a good Summer!