﻿id	summary	reporter	owner	description	type	status	priority	milestone	component	resolution	keywords	cc	phab_field
39	Environmental Events	Stuart Walpole		" * Timed Events: Track elapsed time (see Simulation=>Time Elapsed) until event (target time specified in session configuration).
   * Examples: Season Cycle, Day/Night Cycle, Ceasefire

 * Random Events: Similar to timed events, but they can occur at random (frequency determined by things like climate settings and current season).
   * Examples: Weather.

 * Possible effects of event:
   * Set actors to this event group if they have it. (ie trees might have a Winter group where their textures are leafless and snow-covered, or an Autumn group where the leaves are red and golden.)

   * Seasons Document: http://www.wildfiregames.com/forum/index.php?showtopic=685

   * Change light settings to those specified by a lighting group used by the scenario. (eg Twilight, Dawn.)

   * Support for scripted conditional modifiers (perhaps handled through Tech system?). For example, to make Fields have a bonus to gathered resources in Spring and Summer, or units have reduced vision in darkness.

   * Climate effects (eg snow more prevalent in Winter, though it never snows in desert climate).

   * Conditions are affected by the map's climate settings. (For example, it never snows in a desert climate, and there are longer twilights in the northern hemisphere.)
"	task	new	Should Have	Environment Demo	Core engine				
