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chore: rename "experience" with "XP" for unified naming
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@ -313,7 +313,8 @@ class ConstructionAutomation(val cityConstructions: CityConstructions) {
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value += warModifier * building.cityHealth.toFloat() / city.getMaxHealth() * personality.inverseModifierFocus(PersonalityValue.Aggressive, .3f)
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value += warModifier * building.cityHealth.toFloat() / city.getMaxHealth() * personality.inverseModifierFocus(PersonalityValue.Aggressive, .3f)
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value += warModifier * building.cityStrength.toFloat() / (city.getStrength() + 3) * personality.inverseModifierFocus(PersonalityValue.Aggressive, .3f) // The + 3 here is to reduce the priority of building walls immedietly
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value += warModifier * building.cityStrength.toFloat() / (city.getStrength() + 3) * personality.inverseModifierFocus(PersonalityValue.Aggressive, .3f) // The + 3 here is to reduce the priority of building walls immedietly
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for (experienceUnique in building.getMatchingUniques(UniqueType.UnitStartingExperience, cityState)) {
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for (experienceUnique in building.getMatchingUniques(UniqueType.UnitStartingExperience, cityState)
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+ building.getMatchingUniques(UniqueType.UnitStartingExperienceOld, cityState)) {
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var modifier = experienceUnique.params[1].toFloat() / 5
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var modifier = experienceUnique.params[1].toFloat() / 5
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modifier *= if (cityIsOverAverageProduction) 1f else 0.2f // You shouldn't be cranking out units anytime soon
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modifier *= if (cityIsOverAverageProduction) 1f else 0.2f // You shouldn't be cranking out units anytime soon
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modifier *= personality.modifierFocus(PersonalityValue.Military, 0.3f)
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modifier *= personality.modifierFocus(PersonalityValue.Military, 0.3f)
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@ -183,7 +183,10 @@ enum class UniqueType(
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EnemyUnitsSpendExtraMovement("Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory", UniqueTarget.Global),
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EnemyUnitsSpendExtraMovement("Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory", UniqueTarget.Global),
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/// Unit Abilities
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/// Unit Abilities
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UnitStartingExperience("New [baseUnitFilter] units start with [amount] Experience [cityFilter]", UniqueTarget.Global, UniqueTarget.FollowerBelief),
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UnitStartingExperience("New [baseUnitFilter] units start with [amount] XP [cityFilter]", UniqueTarget.Global, UniqueTarget.FollowerBelief),
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@Deprecated("As of 4.15.11", ReplaceWith("New [baseUnitFilter] units start with [amount] XP [cityFilter]"))
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UnitStartingExperienceOld("New [baseUnitFilter] units start with [amount] Experience [cityFilter]", UniqueTarget.Global, UniqueTarget.FollowerBelief),
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UnitStartingPromotions("All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion", UniqueTarget.Global, UniqueTarget.FollowerBelief),
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UnitStartingPromotions("All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion", UniqueTarget.Global, UniqueTarget.FollowerBelief),
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// Todo: Lowercase the 'U' of 'Units' in this unique
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// Todo: Lowercase the 'U' of 'Units' in this unique
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CityHealingUnits("[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing", UniqueTarget.Global, UniqueTarget.FollowerBelief),
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CityHealingUnits("[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing", UniqueTarget.Global, UniqueTarget.FollowerBelief),
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@ -374,7 +374,7 @@ class BaseUnit : RulesetObject(), INonPerpetualConstruction {
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var XP = 0
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var XP = 0
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for (unique in
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for (unique in
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cityConstructions.city.getMatchingUniques(UniqueType.UnitStartingExperience)
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(cityConstructions.city.getMatchingUniques(UniqueType.UnitStartingExperience) + cityConstructions.city.getMatchingUniques(UniqueType.UnitStartingExperienceOld))
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.filter { cityConstructions.city.matchesFilter(it.params[2]) }
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.filter { cityConstructions.city.matchesFilter(it.params[2]) }
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) {
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) {
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if (unit.matchesFilter(unique.params[0]))
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if (unit.matchesFilter(unique.params[0]))
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