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Fix Issue where cityState Could settle with CanFoundPuppetCity unique
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@ -511,10 +511,12 @@ object NextTurnAutomation {
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if (civInfo.isAtWar()) return // don't train settlers when you could be training troops.
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if (civInfo.cities.none()) return
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if (civInfo.getHappiness() <= civInfo.cities.size) return
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// This is a tough one - if we don't ignore conditionals we could have units that can found only on certain tiles that are ignored
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// If we DO ignore conditionals we could get a unit that can only found if there's a certain tech, or something
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if (civInfo.units.getCivUnits().any { it.hasUnique(UniqueType.FoundCity, GameContext.IgnoreConditionals) }) return
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if (civInfo.units.getCivUnits().any { it.hasUnique(UniqueType.FoundCity, GameContext.IgnoreConditionals)}) return
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if (civInfo.cities.any {
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val currentConstruction = it.cityConstructions.getCurrentConstruction()
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currentConstruction is BaseUnit && currentConstruction.isCityFounder()
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@ -32,7 +32,12 @@ object CivilianUnitAutomation {
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.any { canUse(unit, it) }
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val hasSettlerUnique = hasSettlerAction(UniqueType.FoundCity) || hasSettlerAction(UniqueType.FoundPuppetCity)
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if (hasSettlerUnique)
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/*
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* allow citystate to build unit Military
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* that can settle but stop them from settling that unit
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*
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* */
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if (hasSettlerUnique && !(unit.civ.isCityState && unit.isMilitary()))
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return SpecificUnitAutomation.automateSettlerActions(unit, dangerousTiles)
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if (tryRunAwayIfNeccessary(unit)) return
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