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Added Ironclad unit
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android/Images/UnitIcons/Ironclad.png
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android/Images/UnitIcons/Ironclad.png
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@ -350,6 +350,17 @@
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uniques:["Bonus vs City 200%","No defensive terrain bonus","Must set up to ranged attack","Limited Visibility","Indirect Fire"],
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uniques:["Bonus vs City 200%","No defensive terrain bonus","Must set up to ranged attack","Limited Visibility","Indirect Fire"],
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hurryCostModifier:20
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hurryCostModifier:20
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},
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},
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{
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name:"Ironclad",
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unitType:"WaterMelee",
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movement:3,
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strength:45,
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cost: 250,
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requiredTech:"Steam Power",
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requiredResource:"Coal",
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uniques:["Bonus vs City 33%","Double movement in coast"],
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hurryCostModifier:20
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},
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/* Great people */
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/* Great people */
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@ -180,6 +180,8 @@ class CivilizationInfo {
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// we don't modify the iterator as we're using it
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// we don't modify the iterator as we're using it
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for (city in cities) civResources.add(city.getCityResources())
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for (city in cities) civResources.add(city.getCityResources())
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for (dip in diplomacy.values) civResources.add(dip.resourcesFromTrade())
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for (dip in diplomacy.values) civResources.add(dip.resourcesFromTrade())
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for(resource in getCivUnits().map { it.baseUnit.requiredResource }.filterNotNull().map { GameBasics.TileResources[it] })
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civResources.add(resource,-1)
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return civResources
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return civResources
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}
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}
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@ -25,6 +25,9 @@ class UnitMovementAlgorithms(val unit:MapUnit) {
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&& (to.baseTerrain == "Hill" || to.terrainFeature == "Forest" || to.terrainFeature == "Jungle"))
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&& (to.baseTerrain == "Hill" || to.terrainFeature == "Forest" || to.terrainFeature == "Jungle"))
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return 4f
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return 4f
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if(unit.hasUnique("Double movement in coast") && to.baseTerrain=="Coast")
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return 1/2f
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return to.lastTerrain.movementCost.toFloat() // no road
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return to.lastTerrain.movementCost.toFloat() // no road
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}
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}
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