Korean UA activates on buildings added from buying and on national wonders

This commit is contained in:
Yair Morgenstern 2020-12-16 14:09:02 +02:00
parent 30c12662d2
commit 05880376bb
2 changed files with 6 additions and 5 deletions

View File

@ -301,9 +301,6 @@ class CityConstructions {
else else
civ.addNotification("[${construction.name}] has been built in a faraway land", null, Color.BROWN) civ.addNotification("[${construction.name}] has been built in a faraway land", null, Color.BROWN)
} }
if(construction.science > 0 && cityInfo.civInfo.hasUnique("Receive a tech boost when scientific buildings/wonders are built in capital")){
cityInfo.civInfo.tech.addScience(cityInfo.civInfo.tech.scienceOfLast8Turns.sum() / 8)
}
} else } else
cityInfo.civInfo.addNotification("[${construction.name}] has been built in [" + cityInfo.name + "]", cityInfo.location, Color.BROWN) cityInfo.civInfo.addNotification("[${construction.name}] has been built in [" + cityInfo.name + "]", cityInfo.location, Color.BROWN)
} }

View File

@ -378,6 +378,10 @@ class Building : NamedStats(), IConstruction {
if ("Enemy land units must spend 1 extra movement point when inside your territory (obsolete upon Dynamite)" in uniques) if ("Enemy land units must spend 1 extra movement point when inside your territory (obsolete upon Dynamite)" in uniques)
civInfo.updateHasActiveGreatWall() civInfo.updateHasActiveGreatWall()
// Korean unique - apparently gives the same as the research agreement
if (science > 0 && civInfo.hasUnique("Receive a tech boost when scientific buildings/wonders are built in capital"))
civInfo.tech.addScience(civInfo.tech.scienceOfLast8Turns.sum() / 8)
cityConstructions.cityInfo.cityStats.update() // new building, new stats cityConstructions.cityInfo.cityStats.update() // new building, new stats
civInfo.updateDetailedCivResources() // this building/unit could be a resource-requiring one civInfo.updateDetailedCivResources() // this building/unit could be a resource-requiring one
civInfo.transients().updateCitiesConnectedToCapital(false) // could be a connecting building, like a harbor civInfo.transients().updateCitiesConnectedToCapital(false) // could be a connecting building, like a harbor