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First, your suggestion that a simple comparison of the forces should determine the outcome of the battle is completely historically accurate. Most battles are determined by the relative strengths of the forces going into the conflict. In the rare event of a weaker side winning, due to good fortune or good generalship, it will be spoken about more often, ...


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While I don't know for sure what these two games do, this is how I would do it: Have a Canvas set up with a child GameObject (which can be a prefab) holding all Game Over UI elements. This starts as disabled In the UI GameObject have a script which listens to OnEnable and fills out the relevant info (stats etc) Have a Game Controller that controls the ...


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If I would implement it in Unity I'd do a dedicated scene with a GUI to show whatever is needed. So in the main scene I would have some script not destroyed on load of a new scene (with DontDestryOnLoad(GameObject go) method) which have all the infos you want to display at the Game Over stage. You could also handle it in a whole scene with variables to ...



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