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Resolved #3586 - Added 'Destroy' translation for capturing cities in one-city challenge
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@ -721,6 +721,8 @@ Liberating a city returns it to its original owner, giving you a massive relatio
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Raze =
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Raze =
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Razing the city annexes it, and starts razing the city to the ground. =
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Razing the city annexes it, and starts razing the city to the ground. =
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The population will gradually dwindle until the city is destroyed. =
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The population will gradually dwindle until the city is destroyed. =
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Destroy =
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Destroying the city instantly razes the city to the ground. =
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Remove your troops in our border immediately! =
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Remove your troops in our border immediately! =
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Sorry. =
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Sorry. =
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Never! =
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Never! =
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@ -75,8 +75,15 @@ class AlertPopup(val worldScreen: WorldScreen, val popupAlert: PopupAlert): Popu
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addSeparator()
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addSeparator()
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}
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}
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if (!conqueringCiv.isOneCityChallenger()) {
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if (conqueringCiv.isOneCityChallenger()) {
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add("Destroy".toTextButton().onClick {
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city.puppetCity(conqueringCiv)
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city.destroyCity()
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worldScreen.shouldUpdate = true
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close()
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}).row()
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addGoodSizedLabel("Destroying the city instantly razes the city to the ground.").row()
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} else {
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add("Annex".toTextButton().onClick {
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add("Annex".toTextButton().onClick {
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city.puppetCity(conqueringCiv)
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city.puppetCity(conqueringCiv)
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city.annexCity()
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city.annexCity()
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@ -111,15 +118,6 @@ class AlertPopup(val worldScreen: WorldScreen, val popupAlert: PopupAlert): Popu
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}).row()
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}).row()
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addGoodSizedLabel("Razing the city annexes it, and starts razing the city to the ground.").row()
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addGoodSizedLabel("Razing the city annexes it, and starts razing the city to the ground.").row()
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addGoodSizedLabel("The population will gradually dwindle until the city is destroyed.").row()
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addGoodSizedLabel("The population will gradually dwindle until the city is destroyed.").row()
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} else {
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add("Destroy".toTextButton().onClick {
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city.puppetCity(conqueringCiv)
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city.destroyCity()
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worldScreen.shouldUpdate = true
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close()
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}).row()
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addGoodSizedLabel("Destroying the city instantly razes the city to the ground.").row()
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}
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}
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}
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}
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AlertType.BorderConflict -> {
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AlertType.BorderConflict -> {
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