So what things are yet to be implemented? I just re-read the Temporum thread and there is talk of an Anubis Statuette I know nothing about. Also, I don't think I've seen Information Age appear at all, and you already mentioned that you haven't implemented Police State because of what would happen with the AI.
A quick look through this list... I don't think I've seen:
- Age of Cults
- Age of Cybernetics
- Alien Contact (should be about as simple as Age of Toys?)
- Bureaucracy
- Industrial Revolution
- Information Age
- Inquisition
- Nuclear Wasteland
- Police State
- Warm Globe
- Anubis Statuette
Here's a suggestion for a simplistic AI tweak for when Police State is present:
- if on Police State
--- if want to play cards
------if an Age IV card below lets you play cards (Icy Wasteland, Communist Utopia if less than 12 coins), go there
------else visit Police State
--- else go to Age IV (random, but always avoid Mere Anarchy)
- else always change the timeline to make Police State unreal, if possible (optional, but may help if you have AI would get slowed down by it more than the human player)
I believe you correctly got the full list there. Anubis Statuette is the only player card I haven't implemented yet. It's the most complicated, and quite possibly the most powerful, player card. It gives you $2 and then lets you visit any Zone that you haven't yet visited... real or unreal.
The only issue with Police State is that any Zone that offers any choice needs special AI rules. And I still have to add those special rules for ALL Time IV cards before I can ever allow the AI to visit Time IV.
Other zones:
Inquisition - pretty easy, should have it done this week. The AI can check if one of the attack options wouldn't hurt it; in which case it will do that one. Otherwise it will lose money.
Bureaucracy - 2 things don't currently exist that need to be created for this zone... the ability to retreat a crown instead of advancing it; and the ability for players to interact with the crowns when it isn't their turn. Definitely doable, though.
Information Age - Ugh, you can probably imagine why this is difficult. Both for this and Anubis Statuette, I need to start keeping a list of all visited zones each turn.
Age of Cybernetics - Need an interface for choosing both the card from your hand and the in-play card to copy. After that it's pretty easy to copy the effect (I can just change one card into another when it gets played that way)... but the hard part is if that card is Investments or Treasure Map... then when it's discarded, I need to know that it wasn't a "real" Investments or Treasure Map so that it can revert back to its own self in the discard pile.
Alien Contact - You're right, pretty easy. Should be done this week.
Warm Globe - The only tricky part is the ability for a player to do something when it isn't their turn. I already had to implement this for Rats and Plague, but that code is bad.. I mean really bad. I need to figure a better way to have each player do something one at a time.
Industrial Revolution - sounds easy, but has a tricky issue. When I play a card, that card's own "on play" instructions say what to do with that card when it's done.. usually to move to the discard pile. Well now that it's in the discard pile, the Lose Track rule applies! Industrial Revolution can't find that card to put it back into your hand, because it's already been played, and is either sitting in the discard, or in play if it was a perpetual, or even in your hand if it was a Bag of Loot. Will require some thought.
Age of Cults - this probably is actually a little easier than it sounds. Again the biggest issue is just like Warm Globe; a way for each player to do something before the game can move on.
Nuclear Wasteland... an easier version of Information Age. I basically need to go back to the "move" step, while making only the earlier Times active.
I'm curious what people would rather see first: More Zone cards; the ability to pick your Zones to play with; slightly better AI (much better AI would come later either way); or other things?