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Updated template.properties (#4377)
* Updated translation file * Made tests happy * Removed unused, athematic unit filter * Added submarine unit translation
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@ -25,7 +25,6 @@ Choose a free great person =
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Get [unitName] =
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Hydro Plant =
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+1 population in each city =
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[buildingName] obsoleted =
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# Diplomacy,Trade,Nations
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@ -245,10 +244,7 @@ Max Coast extension =
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Biome areas extension =
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Water level =
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Reset to default =
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Show experimental world wrap for maps =
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HIGHLY EXPERIMENTAL - YOU HAVE BEEN WARNED! =
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Enable portrait orientation =
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Online Multiplayer =
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World Size =
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@ -390,6 +386,10 @@ Show tile yields =
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Continuous rendering =
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When disabled, saves battery life but certain animations will be suspended =
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Order trade offers by amount =
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Show experimental world wrap for maps =
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HIGHLY EXPERIMENTAL - YOU HAVE BEEN WARNED! =
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HIGHLY EXPERIMENTAL - UPDATES WILL BREAK SAVES! =
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Enable portrait orientation =
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Generate translation files =
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Translation files are generated successfully. =
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Locate mod errors =
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@ -686,27 +686,33 @@ Base happiness =
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Occupied City =
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Buildings =
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# For the "when constructing [military units]" translation
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Military =
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military units =
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melee units =
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mounted units =
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naval units =
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ranged units =
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# For the All "newly-trained [relevant] units in this city receive the [] promotion" translation. Relevant as in 'units that can receive'
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relevant =
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non-air =
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# For '[stats] from [Water] tiles in this city'
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# terrainFilters (so for uniques like: "[stats] from [terrainFilter] tiles")
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All =
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Water =
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# For [stats] from [Water resource] tiles in this city
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Water resource =
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Land =
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Coastal =
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River =
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Open terrain =
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Rough terrain =
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Foreign Land =
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Foreign =
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Friendly Land =
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Friendly =
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Water resource =
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Bonus resource =
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Luxury resource =
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Strategic resource =
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Fresh water =
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non-fresh water =
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Coastal =
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Bonus resource =
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Strategic resource =
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Luxury resource =
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# improvementFilters
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All =
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All Road =
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Great Improvement =
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Great =
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Wonders =
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Base values =
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@ -893,14 +899,9 @@ Unlocked at =
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Gain 2 free technologies =
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All policies adopted =
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# Technologies
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Mass Media =
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# Terrains
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Impassable =
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Fresh water =
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Rare feature =
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# Resources
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@ -915,40 +916,55 @@ Strategic =
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Bonus =
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Luxury =
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# Unit types
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# Unit types
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City =
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Civilian =
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land units =
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water units =
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air units =
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Barbarian =
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WaterCivilian =
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Melee =
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WaterMelee =
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Ranged =
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Scout =
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Mounted =
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Armor =
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Siege =
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WaterCivilian =
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WaterMelee =
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WaterRanged =
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WaterSubmarine =
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Mounted =
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Siege =
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Armor =
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City =
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Missile =
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WaterAircraftCarrier =
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# Units
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Fighter =
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Bomber =
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AtomicBomber =
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Missile =
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# Unit filters and other unit related things
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Composite Bowman =
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Foreign Land =
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Friendly Land =
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Air =
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air units =
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All =
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Barbarian =
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Barbarians =
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Embarked =
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Land =
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Wounded =
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Marine =
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Mobile SAM =
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Paratrooper =
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Helicopter Gunship =
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Atomic Bomb =
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land units =
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Military =
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# Deprecated since 3.15.2, but should still be translated until it is officially removed
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military water =
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non-air =
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Nuclear Weapon =
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Submarine =
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submarine units =
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Unbuildable =
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Water =
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water units =
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wounded units =
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Wounded =
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# For the All "newly-trained [relevant] units in this city receive the [] promotion" translation. Relevant as in 'units that can receive'
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relevant =
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# Promotions
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@ -1024,6 +1040,8 @@ in this city =
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in all cities =
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in all coastal cities =
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in capital =
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in all non-occupied cities =
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in all cities with a world wonder =
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in all cities connected to capital =
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in all cities with a garrison =
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@ -232,12 +232,8 @@ open class TileInfo {
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for (unique in cityWideUniques + civWideUniques + religionUniques) {
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val tileType = unique.params[1]
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if (tileType == improvement) continue // This is added to the calculation in getImprovementStats. we don't want to add it twice
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if (matchesTerrainFilter(tileType, observingCiv)
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|| tileType == "Strategic resource" && hasViewableResource(observingCiv) && getTileResource().resourceType == ResourceType.Strategic
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|| tileType == "Luxury resource" && hasViewableResource(observingCiv) && getTileResource().resourceType == ResourceType.Luxury
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|| tileType == "Bonus resource" && hasViewableResource(observingCiv) && getTileResource().resourceType == ResourceType.Bonus
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|| tileType == "Water resource" && isWater && hasViewableResource(observingCiv)
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) stats.add(unique.stats)
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if (matchesTerrainFilter(tileType, observingCiv))
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stats.add(unique.stats)
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}
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}
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@ -412,10 +408,14 @@ open class TileInfo {
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"Foreign Land", "Foreign" -> observingCiv != null && !isFriendlyTerritory(observingCiv)
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"Friendly Land", "Friendly" -> observingCiv != null && isFriendlyTerritory(observingCiv)
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resource -> observingCiv != null && hasViewableResource(observingCiv)
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"Water resource" -> isWater && observingCiv != null && hasViewableResource(observingCiv)
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else -> {
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if (terrainFeatures.contains(filter)) return true
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if (hasUnique(filter)) return true
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if (resource != null && getTileResource().resourceType.name + " resource" == filter) return true
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// Checks 'luxury resource', 'strategic resource' and 'bonus resource' - only those that are visible of course
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if (observingCiv != null && hasViewableResource(observingCiv)
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&& getTileResource().resourceType.name + " resource" == filter)
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return true
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return false
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}
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}
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@ -249,7 +249,7 @@ class BaseUnit : INamed, IConstruction {
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"Land", "land units" -> unitType.isLandUnit()
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"Civilian" -> unitType.isCivilian()
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"Military", "military units" -> unitType.isMilitary()
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"Water", "water units", "Water units" -> unitType.isWaterUnit()
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"Water", "water units" -> unitType.isWaterUnit()
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"Air", "air units" -> unitType.isAirUnit()
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"non-air" -> !unitType.isAirUnit() && !unitType.isMissile()
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"Missile" -> unitType.isMissile()
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@ -139,7 +139,7 @@ class OptionsPopup(val previousScreen:CameraStageBaseScreen) : Popup(previousScr
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settings.showExperimentalWorldWrap) {
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settings.showExperimentalWorldWrap = it
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}
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addYesNoRow("{Enable experimental religion in start games}\n{HIHGLY EXPERIMENTAL - UPDATES WILL BREAK SAVES!}".tr(),
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addYesNoRow("{Enable experimental religion in start games}\n{HIGHLY EXPERIMENTAL - UPDATES WILL BREAK SAVES!}".tr(),
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settings.showExperimentalReligion) {
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settings.showExperimentalReligion = it
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}
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