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Merge branch 'master' of https://github.com/yairm210/UnCiv
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commit
b8c3bd402f
@ -671,7 +671,8 @@
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}
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}
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"Turtle Ship":{
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"Turtle Ship":{
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Spanish:"Nave tartaruga"
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Italian:"Nave tartaruga"
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Spanish:"Nave tartaruga"//Should be "Barco tortuga"
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Simplified_Chinese:"龟船"
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Simplified_Chinese:"龟船"
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Russian:"Кобуксон"
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Russian:"Кобуксон"
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}
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}
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@ -5,6 +5,7 @@ import com.unciv.logic.city.CityInfo
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import com.unciv.logic.civilization.CivilizationInfo
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import com.unciv.logic.civilization.CivilizationInfo
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import com.unciv.logic.map.BFS
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import com.unciv.logic.map.BFS
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import com.unciv.logic.map.TileInfo
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import com.unciv.logic.map.TileInfo
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import com.unciv.models.gamebasics.VictoryType
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import com.unciv.models.gamebasics.unit.BaseUnit
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import com.unciv.models.gamebasics.unit.BaseUnit
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import com.unciv.models.gamebasics.unit.UnitType
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import com.unciv.models.gamebasics.unit.UnitType
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import com.unciv.models.stats.Stats
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import com.unciv.models.stats.Stats
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@ -38,7 +39,7 @@ class Automation {
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rank += stats.gold / 5 // it's barely worth anything at this points
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rank += stats.gold / 5 // it's barely worth anything at this points
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}
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}
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else{
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else{
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if (stats.food <= 2) rank += (stats.food * 1.2f) //food get more value to keep city growing
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if (stats.food <= 2 || city.civInfo.getHappiness() > 5) rank += (stats.food * 1.2f) //food get more value to keep city growing
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else rank += (2.4f + (stats.food - 2) / 2) // 1.2 point for each food up to 2, from there on half a point
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else rank += (2.4f + (stats.food - 2) / 2) // 1.2 point for each food up to 2, from there on half a point
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if (city.civInfo.gold < 0 && city.civInfo.statsForNextTurn.gold <= 0) rank += stats.gold // we have a global problem
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if (city.civInfo.gold < 0 && city.civInfo.statsForNextTurn.gold <= 0) rank += stats.gold // we have a global problem
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@ -46,7 +47,12 @@ class Automation {
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rank += stats.production
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rank += stats.production
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rank += stats.science
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rank += stats.science
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rank += stats.culture
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if (city.tiles.size < 12 || city.civInfo.victoryType() == VictoryType.Cultural){
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rank += stats.culture
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}
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else{
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rank += stats.culture / 2
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}
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}
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}
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return rank
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return rank
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}
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}
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@ -228,7 +228,7 @@ class CityStats {
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if (policies.contains("Commerce Complete")) stats.gold += 1
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if (policies.contains("Commerce Complete")) stats.gold += 1
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if (policies.contains("Secularism")) stats.science += 2
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if (policies.contains("Secularism")) stats.science += 2
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if (cityInfo.containsBuildingUnique("+1 Production from specialists"))
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if (cityInfo.civInfo.containsBuildingUnique("+1 Production from specialists"))
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stats.production += 1
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stats.production += 1
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if(cityInfo.civInfo.nation.unique=="+2 Science for all specialists and Great Person tile improvements")
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if(cityInfo.civInfo.nation.unique=="+2 Science for all specialists and Great Person tile improvements")
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stats.science+=2
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stats.science+=2
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