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Fixes for minor bugs from the previous version
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@ -75,6 +75,8 @@ class QuestManager {
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return
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return
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}
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}
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if (civInfo.cities.none()) return // don't assign quests until we have a city
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seedGlobalQuestCountdown()
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seedGlobalQuestCountdown()
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seedIndividualQuestsCountdown()
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seedIndividualQuestsCountdown()
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@ -14,6 +14,8 @@ class SpecialistAllocationTable(val cityScreen: CityScreen): Table(CameraStageBa
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clear()
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clear()
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for ((specialistName, amount) in cityInfo.population.getMaxSpecialists()) {
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for ((specialistName, amount) in cityInfo.population.getMaxSpecialists()) {
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if (!cityInfo.getRuleset().specialists.containsKey(specialistName)) // specialist doesn't exist in this ruleset, probably a mod
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continue
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val newSpecialists = cityInfo.population.getNewSpecialists()
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val newSpecialists = cityInfo.population.getNewSpecialists()
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val assignedSpecialists = newSpecialists[specialistName]!!
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val assignedSpecialists = newSpecialists[specialistName]!!
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val maxSpecialists = cityInfo.population.getMaxSpecialists()[specialistName]!!
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val maxSpecialists = cityInfo.population.getMaxSpecialists()[specialistName]!!
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