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Move units out of cities when liberating
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@ -153,9 +153,7 @@ object BattleDamage {
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if (defender is CityCombatant &&
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if (defender is CityCombatant &&
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attacker.getCivInfo().containsBuildingUnique("+15% Combat Strength for all units when attacking Cities"))
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attacker.getCivInfo().containsBuildingUnique("+15% Combat Strength for all units when attacking Cities"))
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modifiers["Statue of Zeus"] = 0.15f
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modifiers["Statue of Zeus"] = 0.15f
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}
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} else if (attacker is CityCombatant) {
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else if (attacker is CityCombatant) {
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if (policies.hasEffect("Units in cities cost no Maintenance, garrisoned city +50% attacking strength")
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if (policies.hasEffect("Units in cities cost no Maintenance, garrisoned city +50% attacking strength")
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&& attacker.city.getCenterTile().militaryUnit != null)
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&& attacker.city.getCenterTile().militaryUnit != null)
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modifiers["Oligarchy"] = 0.5f
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modifiers["Oligarchy"] = 0.5f
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@ -450,6 +450,12 @@ class CityInfo {
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if(foundingCiv.cities.size == 1) cityConstructions.addBuilding("Palace") // Resurrection!
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if(foundingCiv.cities.size == 1) cityConstructions.addBuilding("Palace") // Resurrection!
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isPuppet = false
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isPuppet = false
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cityStats.update()
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cityStats.update()
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// Move units out of the city when liberated
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for(unit in getTiles().flatMap { it.getUnits() }.toList())
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if(!unit.movement.canPassThrough(unit.currentTile))
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unit.movement.teleportToClosestMoveableTile()
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UncivGame.Current.worldScreen.shouldUpdate=true
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UncivGame.Current.worldScreen.shouldUpdate=true
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}
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}
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