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Returned deprecated StrengthBonusVsCityStates to work for the usual transitional period
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@ -109,6 +109,12 @@ object BattleDamage {
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if (strengthMalus != null) {
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if (strengthMalus != null) {
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modifiers.add("Adjacent enemy units", strengthMalus.params[0].toInt())
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modifiers.add("Adjacent enemy units", strengthMalus.params[0].toInt())
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}
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}
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// e.g., Mongolia - https://civilization.fandom.com/wiki/Mongolian_(Civ5)
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if (enemy.getCivInfo().isCityState()
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&& civInfo.hasUnique(UniqueType.StrengthBonusVsCityStates)
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)
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modifiers["vs [City-States]"] = 30
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}
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}
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private fun addResourceLackingMalus(combatant: MapUnitCombatant, modifiers: Counter<String>) {
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private fun addResourceLackingMalus(combatant: MapUnitCombatant, modifiers: Counter<String>) {
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@ -344,7 +344,7 @@ enum class UniqueType(
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Strength("[relativeAmount]% Strength", UniqueTarget.Unit, UniqueTarget.Global),
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Strength("[relativeAmount]% Strength", UniqueTarget.Unit, UniqueTarget.Global),
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StrengthNearCapital("[relativeAmount]% Strength decreasing with distance from the capital", UniqueTarget.Unit, UniqueTarget.Global),
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StrengthNearCapital("[relativeAmount]% Strength decreasing with distance from the capital", UniqueTarget.Unit, UniqueTarget.Global),
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FlankAttackBonus("[relativeAmount]% to Flank Attack bonuses", UniqueTarget.Unit, UniqueTarget.Global),
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FlankAttackBonus("[relativeAmount]% to Flank Attack bonuses", UniqueTarget.Unit, UniqueTarget.Global),
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@Deprecated("as of 4.9.0",ReplaceWith("[+30]% Strength <vs [City-States]>"), DeprecationLevel.ERROR)
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@Deprecated("as of 4.10.3", ReplaceWith("[+30]% Strength <vs [City-States]>"))
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StrengthBonusVsCityStates("+30% Strength when fighting City-State units and cities", UniqueTarget.Global),
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StrengthBonusVsCityStates("+30% Strength when fighting City-State units and cities", UniqueTarget.Global),
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StrengthForAdjacentEnemies("[relativeAmount]% Strength for enemy [combatantFilter] units in adjacent [tileFilter] tiles", UniqueTarget.Unit),
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StrengthForAdjacentEnemies("[relativeAmount]% Strength for enemy [combatantFilter] units in adjacent [tileFilter] tiles", UniqueTarget.Unit),
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StrengthWhenStacked("[relativeAmount]% Strength when stacked with [mapUnitFilter]", UniqueTarget.Unit), // candidate for conditional!
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StrengthWhenStacked("[relativeAmount]% Strength when stacked with [mapUnitFilter]", UniqueTarget.Unit), // candidate for conditional!
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@ -152,7 +152,9 @@ A filter determining a part of the population of a city. It can be any of the fo
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Can be any of:
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Can be any of:
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- [mapUnitFilter](#mapunitfilter), for unit combatants
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- [mapUnitFilter](#mapunitfilter), for unit combatants
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- "City", "All", or [civFilter](#civfilter), for city combatants
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- `City`, `All`, or [civFilter](#civfilter), for city combatants
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Since mapUnitFilter contains civFilter, that means civFilter can be applied to combatantFilter for both units and cities.
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## regionType
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## regionType
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