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Re-added && attacker.getCivInfo().isCityState and remove space in UnitAutomation.kt
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@ -67,8 +67,7 @@ object UnitAutomation {
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if (unit.civ.isHuman() && tryUpgradeUnit(unit)) return
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if (unit.civ.isHuman() && tryUpgradeUnit(unit)) return
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//This allows for military units with certain civilian abilities to behave as civilians in peace and soldiers in war
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//This allows for military units with certain civilian abilities to behave as civilians in peace and soldiers in war
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if ((unit.hasUnique(UniqueType.BuildImprovements) ||
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if ((unit.hasUnique(UniqueType.BuildImprovements) || unit.hasUnique(UniqueType.FoundCity) ||
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unit.hasUnique(UniqueType.FoundCity) ||
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unit.hasUnique(UniqueType.ReligiousUnit) || unit.hasUnique(UniqueType.CreateWaterImprovements))
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unit.hasUnique(UniqueType.ReligiousUnit) || unit.hasUnique(UniqueType.CreateWaterImprovements))
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&& !unit.civ.isAtWar()){
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&& !unit.civ.isAtWar()){
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CivilianUnitAutomation.automateCivilianUnit(unit, getDangerousTiles(unit))
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CivilianUnitAutomation.automateCivilianUnit(unit, getDangerousTiles(unit))
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@ -146,7 +146,7 @@ object BattleUnitCapture {
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wasDestroyedInstead = true
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wasDestroyedInstead = true
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}
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}
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// City states can never capture settlers at all
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// City states can never capture settlers at all
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capturedUnit.hasUnique(UniqueType.FoundCity, GameContext.IgnoreConditionals) -> {
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capturedUnit.hasUnique(UniqueType.FoundCity, GameContext.IgnoreConditionals) && attacker.getCivInfo().isCityState -> {
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capturedUnit.destroy()
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capturedUnit.destroy()
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wasDestroyedInstead = true
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wasDestroyedInstead = true
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}
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}
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