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Added building trigger with city filter
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@ -442,10 +442,17 @@ class CityConstructions : IsPartOfGameInfoSerialization {
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}
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}
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}
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}
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if (construction is Building)
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if (construction is Building){
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for (unique in cityInfo.civInfo.getTriggeredUniques(UniqueType.TriggerUponConstructingBuilding, StateForConditionals(cityInfo.civInfo, cityInfo)))
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for (unique in cityInfo.civInfo.getTriggeredUniques(UniqueType.TriggerUponConstructingBuilding, StateForConditionals(cityInfo.civInfo, cityInfo)))
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if (unique.conditionals.any {it.type == UniqueType.TriggerUponConstructingBuilding && construction.matchesFilter(it.params[0])})
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if (unique.conditionals.any {it.type == UniqueType.TriggerUponConstructingBuilding && construction.matchesFilter(it.params[0])})
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UniqueTriggerActivation.triggerCivwideUnique(unique, cityInfo.civInfo, cityInfo)
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UniqueTriggerActivation.triggerCivwideUnique(unique, cityInfo.civInfo, cityInfo)
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for (unique in cityInfo.civInfo.getTriggeredUniques(UniqueType.TriggerUponConstructingBuildingCityFilter, StateForConditionals(cityInfo.civInfo, cityInfo)))
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if (unique.conditionals.any {it.type == UniqueType.TriggerUponConstructingBuildingCityFilter
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&& construction.matchesFilter(it.params[0])
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&& cityInfo.matchesFilter(it.params[1])})
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UniqueTriggerActivation.triggerCivwideUnique(unique, cityInfo.civInfo, cityInfo)
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}
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}
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}
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fun addBuilding(buildingName: String) {
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fun addBuilding(buildingName: String) {
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@ -706,10 +706,12 @@ enum class UniqueType(val text: String, vararg targets: UniqueTarget, val flags:
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TriggerUponEnteringGoldenAge("upon entering a Golden Age", UniqueTarget.TriggerCondition),
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TriggerUponEnteringGoldenAge("upon entering a Golden Age", UniqueTarget.TriggerCondition),
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TriggerUponConqueringCity("upon conquering a city", UniqueTarget.TriggerCondition),
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TriggerUponConqueringCity("upon conquering a city", UniqueTarget.TriggerCondition),
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TriggerUponConstructingBuilding("upon constructing [buildingFilter]", UniqueTarget.TriggerCondition),
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TriggerUponConstructingBuilding("upon constructing [buildingFilter]", UniqueTarget.TriggerCondition),
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// Not auto cityfiltered, since 'in all cities' can be read 'only if it's in all cities'
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TriggerUponConstructingBuildingCityFilter("upon constructing [buildingFilter] [cityFilter]", UniqueTarget.TriggerCondition),
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TriggerUponFoundingPantheon("upon founding a Pantheon", UniqueTarget.TriggerCondition),
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TriggerUponFoundingPantheon("upon founding a Pantheon", UniqueTarget.TriggerCondition),
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TriggerUponFoundingReligion("upon founding a Religion", UniqueTarget.TriggerCondition),
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TriggerUponFoundingReligion("upon founding a Religion", UniqueTarget.TriggerCondition),
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TriggerUponEnhancingReligion("upon enahncing a Religion", UniqueTarget.TriggerCondition),
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TriggerUponEnhancingReligion("upon enhancing a Religion", UniqueTarget.TriggerCondition),
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//endregion
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//endregion
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