public void SetInitialEmpireTurn()
{
foreach (Empire empire in _empires)
{
//Reset fleet movement and stuff
empire.FleetManager.ResetFleetMovements();
}
empireIter = 0;
//If first player isn't human, find the next one
for (int i = 0; i < _empires.Count; i++)
{
if (_empires[i].Type != PlayerType.HUMAN)
{
_empires[i].HandleAIEmpire();
}
else
{
currentEmpire = _empires[i];
empireIter = i;
break;
}
}
}