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XML:
You could make remove xml entries for black market items and their dependencies. They are in sabotage.xml and black-market.xml depending how much you want to strip them from the game or if you want the sabotages to be around for some other acquisition type.
C#:
-You could disable sabotages by setting the NO_SABOTAGE game option
-This will hide the black market UI:
AppGlobals.GameHUDHelpers.SetVisible(HUDElement.BLACK_MARKET, false);
-You could extend GameServer and override the function doBlackMarkets which makes items available.
But yes, as you saied "simple and economic model" is what I am trying to achieve at first then add more layers.
I will test removing some of the game options first.
<zType>GAMEOPTION_NO_SABOTAGE</zType>
<Name>TEXT_GAMEOPTION_NO_SABOTAGE</Name>
<Description>TEXT_GAMEOPTION_NO_SABOTAGE_DESC</Description
<LobbyToggleOutput>TEXT_GAMEOPTION_NO_SABOTAGE_LOBBYTOGGLE</LobbyToggleOutput>
<bDefaultValueSP>0</bDefaultValueSP>
<bDefaultValueCampaign>0</bDefaultValueCampaign>
<bDefaultValueMP>0</bDefaultValueMP>
<bDefaultValueQM>0</bDefaultValueQM>
<bMultiPlayerOption>1</bMultiPlayerOption>
<bSinglePlayerOption>1</bSinglePlayerOption>
<bCampaignOption>0</bCampaignOption>
<bPriorityOption>0</bPriorityOption>
<bRequiresDLCMaps>0</bRequiresDLCMaps>
<bRequiresDLCCeres>0</bRequiresDLCCeres>
Which of these fields (or somewhere else) modifies that?
When I am developing my mod I need to restrict some game options at first.