Sometimes it is useful to create slight variations of the same base card, with only minor differences based on the current game state.
By introducing dynamic parts of certain cards, we could allow some cards to change their appearance depending on the game state.
This could technically be implemented using content-utils instead of adding it to the core game, but would create duplicated data in the scenarios.
So the tradeoff basically stands between increasing the core game engine complexity and increasing the content-utils complexity while also increasing scenario data export size
Sometimes it is useful to create slight variations of the same base card, with only minor differences based on the current game state.
By introducing dynamic parts of certain cards, we could allow some cards to change their appearance depending on the game state.
This could technically be implemented using content-utils instead of adding it to the core game, but would create duplicated data in the scenarios.
So the tradeoff basically stands between increasing the core game engine complexity and increasing the content-utils complexity while also increasing scenario data export size