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Korean UA activates on buildings added from buying and on national wonders
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@ -301,9 +301,6 @@ class CityConstructions {
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else
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else
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civ.addNotification("[${construction.name}] has been built in a faraway land", null, Color.BROWN)
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civ.addNotification("[${construction.name}] has been built in a faraway land", null, Color.BROWN)
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}
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}
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if(construction.science > 0 && cityInfo.civInfo.hasUnique("Receive a tech boost when scientific buildings/wonders are built in capital")){
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cityInfo.civInfo.tech.addScience(cityInfo.civInfo.tech.scienceOfLast8Turns.sum() / 8)
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}
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} else
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} else
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cityInfo.civInfo.addNotification("[${construction.name}] has been built in [" + cityInfo.name + "]", cityInfo.location, Color.BROWN)
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cityInfo.civInfo.addNotification("[${construction.name}] has been built in [" + cityInfo.name + "]", cityInfo.location, Color.BROWN)
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}
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}
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@ -378,6 +378,10 @@ class Building : NamedStats(), IConstruction {
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if ("Enemy land units must spend 1 extra movement point when inside your territory (obsolete upon Dynamite)" in uniques)
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if ("Enemy land units must spend 1 extra movement point when inside your territory (obsolete upon Dynamite)" in uniques)
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civInfo.updateHasActiveGreatWall()
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civInfo.updateHasActiveGreatWall()
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// Korean unique - apparently gives the same as the research agreement
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if (science > 0 && civInfo.hasUnique("Receive a tech boost when scientific buildings/wonders are built in capital"))
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civInfo.tech.addScience(civInfo.tech.scienceOfLast8Turns.sum() / 8)
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cityConstructions.cityInfo.cityStats.update() // new building, new stats
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cityConstructions.cityInfo.cityStats.update() // new building, new stats
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civInfo.updateDetailedCivResources() // this building/unit could be a resource-requiring one
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civInfo.updateDetailedCivResources() // this building/unit could be a resource-requiring one
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civInfo.transients().updateCitiesConnectedToCapital(false) // could be a connecting building, like a harbor
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civInfo.transients().updateCitiesConnectedToCapital(false) // could be a connecting building, like a harbor
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