Simplified "on [seacost]" and "on [tile next to fresh water]" to "next to [Coast]" and "next to [Fresh water]"
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4 changed files with 13 additions and 19 deletions
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@ -94,7 +94,7 @@
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"cost": 75,
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"food": 2,
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"production": 1,
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"uniques": ["[+2 Food] from [Lakes] tiles in this city", "Must be on [tile adjacent to source of fresh water]"],
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"uniques": ["[+2 Food] from [Lakes] tiles in this city", "Must be next to [Fresh water]"],
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"hurryCostModifier": 25,
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"maintenance": 1,
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"percentStatBonus": {"food": 15},
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@ -149,7 +149,7 @@
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"gold": 5,
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"greatPersonPoints": {"gold": 1},
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"isWonder": true,
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"uniques": ["Must be on [seacoast]", "[+1 Gold] from [Water] tiles in this city"],
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"uniques": ["Must be next to [Coast]", "[+1 Gold] from [Water] tiles in this city"],
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"requiredTech": "Iron Working",
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"quote": "'Why man, he doth bestride the narrow world like a colossus, and we petty men walk under his huge legs, and peep about to find ourselves dishonorable graves.' - William Shakespeare, Julius Caesar"
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},
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@ -189,7 +189,7 @@
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"hurryCostModifier": 25,
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"maintenance": 1,
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"resourceBonusStats": {"food": 1},
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"uniques": ["Must be on [seacoast]", "[+1 Food] from [Ocean] tiles in this city", "[+1 Food] from [Coast] tiles in this city"],
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"uniques": ["Must be next to [Coast]", "[+1 Food] from [Ocean] tiles in this city", "[+1 Food] from [Coast] tiles in this city"],
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"requiredTech": "Optics"
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},
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{
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@ -198,7 +198,7 @@
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"greatPersonPoints": {"gold": 1},
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"isWonder": true,
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"providesFreeBuilding": "Lighthouse",
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"uniques": ["Must be on [seacoast]", "All military naval units receive +1 movement and +1 sight"],
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"uniques": ["Must be next to [Coast]", "All military naval units receive +1 movement and +1 sight"],
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"requiredTech": "Optics",
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"quote": "'They that go down to the sea in ships, that do business in great waters; these see the works of the Lord, and his wonders in the deep.' - The Bible, Psalms 107:23-24"
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},
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@ -353,7 +353,7 @@
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{
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"name": "Garden",
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"cost": 120,
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"uniques": ["+[25]% great person generation in this city", "Must be on [tile adjacent to source of fresh water]"],
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"uniques": ["+[25]% great person generation in this city", "Must be next to [Fresh water]"],
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"hurryCostModifier": 25,
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"maintenance": 1,
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"requiredTech": "Theology"
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@ -445,7 +445,7 @@
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"maintenance": 2,
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"hurryCostModifier": 25,
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"uniques": ["[+1 Production] from [Water resource] tiles in this city",
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"Connects trade routes over water","Must be on [seacoast]"],
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"Connects trade routes over water","Must be next to [Coast]"],
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"requiredTech": "Compass"
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},
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{
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@ -677,7 +677,7 @@
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"maintenance": 2,
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"requiredBuilding": "Harbor",
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"uniques": ["[+1 Production, +1 Gold] from [Water resource] tiles in this city",
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"Must be on [seacoast]", "+[15]% production when building [naval units] in this city"],
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"Must be next to [Coast]", "+[15]% production when building [naval units] in this city"],
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"requiredTech": "Navigation"
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},
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{
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@ -901,7 +901,7 @@
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"isWonder": true,
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"greatPersonPoints": {"culture": 2},
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"percentStatBonus": {"culture": 50},
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"uniques": ["Free Social Policy","Must be on [seacoast]"],
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"uniques": ["Free Social Policy","Must be next to [Coast]"],
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"requiredTech": "Ecology",
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"quote": "'Those who lose dreaming are lost.' - Australian Aboriginal saying"
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},
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@ -633,11 +633,8 @@ Water =
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# For [stats] from [Water resource] tiles in this city
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Water resource =
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River =
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fresh water =
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Fresh water =
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non-fresh water =
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# For Must be on []
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seacoast =
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tile adjacent to source of fresh water =
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Wonders =
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Base values =
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@ -27,8 +27,7 @@ open class TileInfo {
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// This will be called often - farm can be built on Hill and tundra if adjacent to fresh water
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// and farms on adjacent to fresh water tiles will have +1 additional Food after researching Civil Service
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@delegate:Transient
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val isAdjacentToFreshwater: Boolean by lazy { isAdjacentToRiver() || neighbors.any { it.getBaseTerrain().uniques.contains("Fresh water")
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|| it.terrainFeature != null && it.getTerrainFeature()!!.uniques.contains("Fresh water") }}
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val isAdjacentToFreshwater: Boolean by lazy { fitsUniqueFilter("Fresh water") || neighbors.any { it.fitsUniqueFilter("Fresh water") } }
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var militaryUnit: MapUnit? = null
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var civilianUnit: MapUnit? = null
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@ -310,9 +309,7 @@ open class TileInfo {
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fun fitsUniqueFilter(filter:String): Boolean {
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return filter == baseTerrain
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|| filter == "River" && isAdjacentToRiver()
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|| filter == "seacoast" && isCoastalTile()
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|| filter == "tile adjacent to source of fresh water" && isAdjacentToFreshwater
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|| (filter == "River" || filter == "Fresh water") && isAdjacentToRiver()
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|| filter == terrainFeature
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|| baseTerrainObject.uniques.contains(filter)
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|| terrainFeature != null && getTerrainFeature()!!.uniques.contains(filter)
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@ -252,9 +252,9 @@ class Building : NamedStats(), IConstruction {
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if (cityCenter.baseTerrain == Constants.plains) return unique.text
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"Must not be on hill" -> // Deprecated as of 3.10.8 . Use "Must not be on [Hill]" instead
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if (cityCenter.baseTerrain == Constants.hill) return unique.text
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"Can only be built in coastal cities" -> // Deprecated as of 3.10.8 . Use "Must be on [seacoast]" instead
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"Can only be built in coastal cities" -> // Deprecated as of 3.10.8 . Use "Must be next to [Coast]" instead
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if (!cityCenter.isCoastalTile()) return unique.text
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"Must border a source of fresh water" -> // Deprecated as of 3.10.8 . Use "Must be on [tile adjacent to source of fresh water]" instead
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"Must border a source of fresh water" -> // Deprecated as of 3.10.8 . Use "Must be next to [Fresh water]" instead
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if (!cityCenter.isAdjacentToFreshwater) return unique.text
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}
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