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Added Hoplite (Greek unique unit) and Rome's unique ability
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@ -20,6 +20,7 @@ All the following are from [the Noun Project](https://thenounproject.com) licenc
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* [Greek Trireme](https://thenounproject.com/search/?q=ancient%20boat&i=1626303) By Zachary McCune for Trireme
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* [Greek Trireme](https://thenounproject.com/search/?q=ancient%20boat&i=1626303) By Zachary McCune for Trireme
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* [Chariot](https://thenounproject.com/search/?q=Chariot&i=1189930) By Andrew Doane for Chariot Archer
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* [Chariot](https://thenounproject.com/search/?q=Chariot&i=1189930) By Andrew Doane for Chariot Archer
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* [Spear](https://thenounproject.com/search/?q=Spear&i=11432) By Stephen Copinger for Spearman
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* [Spear](https://thenounproject.com/search/?q=Spear&i=11432) By Stephen Copinger for Spearman
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* [Greek shield](https://thenounproject.com/search/?q=hoplite&i=440135) for Hoplite
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### Classical Era
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### Classical Era
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BIN
android/Images/UnitIcons/Hoplite.png
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android/Images/UnitIcons/Hoplite.png
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@ -61,6 +61,7 @@
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name:"Rome",
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name:"Rome",
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mainColor:[ 53,0,87],
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mainColor:[ 53,0,87],
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secondaryColor:[238,201,9],
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secondaryColor:[238,201,9],
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unique:"+25% Production towards any buildings that already exist in the Capital",
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cities:["Rome","Antium","Cumae","Neapolis","Ravenna","Arretium","Mediolanum","Arpinum","Circei","Setia",
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cities:["Rome","Antium","Cumae","Neapolis","Ravenna","Arretium","Mediolanum","Arpinum","Circei","Setia",
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"Satricum","Ardea","Ostia","Velitrae","Viroconium","Tarentum","Brundisium","Caesaraugusta","Caesarea","Palmyra",
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"Satricum","Ardea","Ostia","Velitrae","Viroconium","Tarentum","Brundisium","Caesaraugusta","Caesarea","Palmyra",
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"Signia","Aquileia","Clusium","Sutrium","Cremona","Placentia","Hispalis","Artaxata","Aurelianorum","Nicopolis"]
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"Signia","Aquileia","Clusium","Sutrium","Cremona","Placentia","Hispalis","Artaxata","Aurelianorum","Nicopolis"]
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@ -3354,6 +3354,9 @@
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Simplified_Chinese:"替代"
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Simplified_Chinese:"替代"
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}
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}
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"National ability":{ // the unique ability that each nation has
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}
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"Babylon":{
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"Babylon":{
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Italian:"Babilonia"
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Italian:"Babilonia"
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Russian:"Вавилон"
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Russian:"Вавилон"
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@ -3412,24 +3415,30 @@
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Simplified_Chinese:"法兰西"
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Simplified_Chinese:"法兰西"
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Portuguese:"França"
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Portuguese:"França"
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}
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}
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"Russia":{
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"Russia":{
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Simplified_Chinese:"俄罗斯"
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Simplified_Chinese:"俄罗斯"
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}
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}
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"Strategic Resources provide +1 Production, and Horses, Iron and Uranium Resources provide double quantity":{
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"Strategic Resources provide +1 Production, and Horses, Iron and Uranium Resources provide double quantity":{
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Simplified_Chinese:"所有战略资源+1生产力, 并且马 铁和铀 提供双份"
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Simplified_Chinese:"所有战略资源+1生产力, 并且马 铁和铀 提供双份"
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}
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}
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"Rome":{
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"Rome":{
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Simplified_Chinese:"罗马"
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Simplified_Chinese:"罗马"
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}
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}
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"+25% Production towards any buildings that already exist in the Capital":{}
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"Arabia":{
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"Arabia":{
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Simplified_Chinese:"阿拉伯"
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Simplified_Chinese:"阿拉伯"
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}
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}
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"America":{
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"America":{
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Simplified_Chinese:"美国"
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Simplified_Chinese:"美国"
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}
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}
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"All land military units have +1 sight, 50% discount when purchasing tiles":{
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"All land military units have +1 sight, 50% discount when purchasing tiles":{
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Simplified_Chinese:"所有陆军 +1 视野, 购买地块打五折"
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Simplified_Chinese:"所有陆军 +1 视野, 购买地块打五折"
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}
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}
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"Barbarians":{
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"Barbarians":{
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Simplified_Chinese:"蛮族"
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Simplified_Chinese:"蛮族"
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}
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}
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@ -4827,9 +4836,11 @@
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Simplified_Chinese:"战车射手"
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Simplified_Chinese:"战车射手"
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Portuguese:"Arqueiro de Biga"
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Portuguese:"Arqueiro de Biga"
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}
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}
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"War Chariot":{
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"War Chariot":{ // Egypt unique
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Simplified_Chinese:"埃及战车"
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Simplified_Chinese:"埃及战车"
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} // Egypt unique
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}
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"Spearman":{
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"Spearman":{
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Italian:"Lanciere"
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Italian:"Lanciere"
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Russian:"Копейщик"
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Russian:"Копейщик"
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@ -5044,7 +5055,9 @@
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}
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}
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"Cossack":{
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"Cossack":{
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Simplified_Chinese:"哥萨克骑兵"
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Simplified_Chinese:"哥萨克骑兵"
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Russian:"Казаки:} // Russia unique
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Russian:"Казаки"
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} // Russia unique
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"Artillery":{
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"Artillery":{
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Italian:"Artiglieria"
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Italian:"Artiglieria"
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Russian:"Артиллерия"
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Russian:"Артиллерия"
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@ -109,6 +109,20 @@
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uniques:["Bonus vs Mounted 50%"],
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uniques:["Bonus vs Mounted 50%"],
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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:"Hoplite",
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replaces:"Spearman",
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uniqueTo:"Greece",
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unitType:"Melee",
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movement:2,
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strength:13,
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cost: 56,
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requiredTech:"Bronze Working",
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obsoleteTech:"Civil Service",
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upgradesTo: "Pikeman",
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uniques:["Bonus vs Mounted 50%"],
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hurryCostModifier:20
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},
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/* Classical Era */
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/* Classical Era */
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@ -21,7 +21,7 @@ class UnCivGame : Game() {
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val viewEntireMapForDebug = false
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val viewEntireMapForDebug = false
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// For when you need to test something in an advanced game and don't have time to faff around
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// For when you need to test something in an advanced game and don't have time to faff around
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val superchagedForDebug = false
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val superchargedForDebug = true
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lateinit var worldScreen: WorldScreen
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lateinit var worldScreen: WorldScreen
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@ -104,6 +104,19 @@ class CityStats {
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return stats
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return stats
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}
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}
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private fun getStatPercentBonusesFromNationUnique(): Stats {
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val stats = Stats()
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val civUnique = cityInfo.civInfo.getNation().unique
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if(civUnique=="+25% Production towards any buildings that already exist in the Capital"
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&& cityInfo.cityConstructions.getCurrentConstruction() is Building
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&& cityInfo.civInfo.getCapital().cityConstructions.builtBuildings
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.contains(cityInfo.cityConstructions.currentConstruction))
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stats.production+=25f
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return stats
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}
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private fun getGrowthBonusFromPolicies(): Float {
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private fun getGrowthBonusFromPolicies(): Float {
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var bonus = 0f
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var bonus = 0f
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@ -277,8 +290,9 @@ class CityStats {
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newStatPercentBonusList["Marble"]=getStatPercentBonusesFromMarble()
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newStatPercentBonusList["Marble"]=getStatPercentBonusesFromMarble()
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newStatPercentBonusList["Computers"]=getStatPercentBonusesFromComputers()
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newStatPercentBonusList["Computers"]=getStatPercentBonusesFromComputers()
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newStatPercentBonusList["Difficulty"]=getStatPercentBonusesFromDifficulty()
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newStatPercentBonusList["Difficulty"]=getStatPercentBonusesFromDifficulty()
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newStatPercentBonusList["National ability"]=getStatPercentBonusesFromNationUnique()
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if(UnCivGame.Current.superchagedForDebug) {
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if(UnCivGame.Current.superchargedForDebug) {
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val stats = Stats()
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val stats = Stats()
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for(stat in Stat.values()) stats.add(stat,10000f)
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for(stat in Stat.values()) stats.add(stat,10000f)
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newStatPercentBonusList["Supercharged"] = stats
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newStatPercentBonusList["Supercharged"] = stats
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@ -34,6 +34,10 @@ class TechButton(techName:String, val techManager: TechManager) : Table(CameraSt
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val techEnabledIcons = Table()
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val techEnabledIcons = Table()
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techEnabledIcons.defaults().pad(5f)
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techEnabledIcons.defaults().pad(5f)
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val units = GameBasics.Units.values.filter { it.requiredTech==techName }
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.filter { it.uniqueTo==null || it.uniqueTo==techManager.civInfo.civName }
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for(unit in GameBasics.Units.values.filter { it.requiredTech==techName
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for(unit in GameBasics.Units.values.filter { it.requiredTech==techName
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&& (it.uniqueTo==null || it.uniqueTo==techManager.civInfo.civName) })
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&& (it.uniqueTo==null || it.uniqueTo==techManager.civInfo.civName) })
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techEnabledIcons.add(ImageGetter.getConstructionImage(unit.name).surroundWithCircle(30f))
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techEnabledIcons.add(ImageGetter.getConstructionImage(unit.name).surroundWithCircle(30f))
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