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Question by Tisreece · Jan 25, 2021 at 06:12 PM · c#referencingstrategy

Where to store province/tile information for a strategy game?

Hi guys, I'm kind of new to Unity so please be patient, but I do have a lot of experience in the Unreal Engine and its blueprinting.

Basically, I'm trying to make a grand strategy game, or at least try my hand at it for a bit of practice and I'm trying to do something similar to what is being asked here: https://answers.unity.com/questions/1435461/how-to-create-provinces-and-borders-on-2d-game.html and here: https://answers.unity.com/questions/289506/how-to-do-a-selectable-map.html?childToView=289625#answer-289625

Except, I'm less asking about how to reference a province/tile, but more where I am exactly storing this information? In the Unreal Engine, for example, I would probably have an actor that is a province, and each province be a child of that master blueprint, in Unity terms I guess, each province would be an instance of the master province?

I'm not entirely sure how this would work in Unity though, would I need an Empty Game Object, assign a script to it, turn it into a prefab and have each prefab assigned to an RGB value? This way it's an object in the game doing all that it is supposed to be doing at the tick of the month, but also stores the information for if the player requests it by clicking, and allows me to edit it in editor.

I know I've kind of answered my own question a bit, but I'm just asking mostly if an Empty Game Object is what I think it is, and a prefab does what I think it does? Additionally, I'm guessing to reference this information by clicking, I would need a Dictionary of each province, with the string being the key and the prefab object reference being the value?

Thanks in advance, I know my Unity terminology is pretty poor, but that's why I'm doing this to learn a bit more, it'll take a while to stop thinking of everything in Unreal terms.

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