diff --git a/core/src/com/unciv/logic/automation/unit/UnitAutomation.kt b/core/src/com/unciv/logic/automation/unit/UnitAutomation.kt index c574c19ff6..5b253a5952 100644 --- a/core/src/com/unciv/logic/automation/unit/UnitAutomation.kt +++ b/core/src/com/unciv/logic/automation/unit/UnitAutomation.kt @@ -67,8 +67,7 @@ object UnitAutomation { if (unit.civ.isHuman() && tryUpgradeUnit(unit)) return //This allows for military units with certain civilian abilities to behave as civilians in peace and soldiers in war - if ((unit.hasUnique(UniqueType.BuildImprovements) || - unit.hasUnique(UniqueType.FoundCity) || + if ((unit.hasUnique(UniqueType.BuildImprovements) || unit.hasUnique(UniqueType.FoundCity) || unit.hasUnique(UniqueType.ReligiousUnit) || unit.hasUnique(UniqueType.CreateWaterImprovements)) && !unit.civ.isAtWar()){ CivilianUnitAutomation.automateCivilianUnit(unit, getDangerousTiles(unit)) diff --git a/core/src/com/unciv/logic/battle/BattleUnitCapture.kt b/core/src/com/unciv/logic/battle/BattleUnitCapture.kt index d7ea3355df..3234a0672c 100644 --- a/core/src/com/unciv/logic/battle/BattleUnitCapture.kt +++ b/core/src/com/unciv/logic/battle/BattleUnitCapture.kt @@ -146,7 +146,7 @@ object BattleUnitCapture { wasDestroyedInstead = true } // City states can never capture settlers at all - capturedUnit.hasUnique(UniqueType.FoundCity, GameContext.IgnoreConditionals) -> { + capturedUnit.hasUnique(UniqueType.FoundCity, GameContext.IgnoreConditionals) && attacker.getCivInfo().isCityState -> { capturedUnit.destroy() wasDestroyedInstead = true }