Civ is properly destroyed when liberating the last city of the civ
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1 changed files with 7 additions and 6 deletions
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@ -392,7 +392,6 @@ class CityInfo {
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moveToCiv(conqueringCiv)
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Battle.destroyIfDefeated(oldCiv, conqueringCiv)
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if(population.population>1) population.population -= 1 + population.population/4 // so from 2-4 population, remove 1, from 5-8, remove 2, etc.
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reassignPopulation()
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@ -439,25 +438,27 @@ class CityInfo {
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}
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val oldCiv = civInfo
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diplomaticRepercussionsForLiberatingCity(conqueringCiv)
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val foundingCiv = civInfo.gameInfo.civilizations.first { it.civName == foundingCiv }
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moveToCiv(foundingCiv)
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health = getMaxHealth() / 2 // I think that cities recover to half health when conquered?
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Battle.destroyIfDefeated(oldCiv, conqueringCiv)
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health = getMaxHealth() / 2 // I think that cities recover to half health when conquered?
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reassignPopulation()
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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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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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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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private fun diplomaticRepercussionsForLiberatingCity(conqueringCiv: CivilizationInfo) {
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