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Fix construction cost.
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@ -162,7 +162,8 @@ class Building : NamedStats(), IConstruction{
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// https://forums.civfanatics.com/threads/rush-buying-formula.393892/
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var cost = Math.pow((30 * getProductionCost(adoptedPolicies)).toDouble(), 0.75) * (1 + hurryCostModifier / 100)
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if (adoptedPolicies.contains("Mercantilism")) cost *= 0.75
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if (adoptedPolicies.contains("Patronage")) cost *= 0.5
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if (adoptedPolicies.contains("Patronage")
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&& listOf("Monument", "Temple", "Opera House", "Museum").contains(name) ) cost *= 0.5
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return (cost / 10).toInt() * 10
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}
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@ -91,6 +91,7 @@ class BaseUnit : INamed, IConstruction, ICivilopedia {
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override fun getGoldCost(adoptedPolicies: HashSet<String>): Int {
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var cost = getBaseGoldCost()
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if(adoptedPolicies.contains("Mercantilism")) cost *= 0.75
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if(adoptedPolicies.contains("Militarism")) cost *= 0.66f
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return (cost / 10).toInt() * 10 // rounded down o nearest ten
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}
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