That's all I can say, the code of the Unified Interface Management that concern the policies enforcement was a bit... messy.
I continuing to complete it and beside it I completed some part of required game system:
- the one concerning the player's faction status rule, that can limit how the player can enforce a policy and change of political, economical, health and spiritual system.
- the one concerning the headquarter presence. There are 3 types of headquarter: basic, secondary and primary/unique. The presence or not in a faction (either the player or an AI one) limit more or less what is possible to do at the faction and colony level. The policy enforcement is affected by it. Take a look at the screenshot below, cropped form the game design document, to have a glimpse of the details
In the future I'll implement additional game effect, like in case of the loss of a HQ, as destroyed by an enemy or a natural event.
In the UMI, with the policies enforcement, the player is informed by any problem concerning the HQ and the player's faction status.
So as you can see, the updates doesn't concern only the interface... small changes, big effects...
Normally I should have finished that tomorrow.