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Modding: "Cannot be traded" unique accepts Civ conditionals
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@ -403,7 +403,7 @@ class Civilization : IsPartOfGameInfoSerialization {
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for (resourceSupply in detailedCivResources) {
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if (resourceSupply.resource.isStockpiled()) continue
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if (resourceSupply.resource.hasUnique(UniqueType.CannotBeTraded)) continue
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if (resourceSupply.resource.hasUnique(UniqueType.CannotBeTraded, StateForConditionals(this))) continue
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// If we got it from another trade or from a CS, preserve the origin
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if (resourceSupply.isCityStateOrTradeOrigin()) {
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newResourceSupplyList.add(resourceSupply.copy())
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@ -292,7 +292,7 @@ class CivInfoTransientCache(val civInfo: Civilization) {
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resourceBonusPercentage += unique.params[0].toFloat() / 100
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for (cityStateAlly in civInfo.getKnownCivs().filter { it.getAllyCiv() == civInfo.civName }) {
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for (resourceSupply in cityStateAlly.cityStateFunctions.getCityStateResourcesForAlly()) {
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if (resourceSupply.resource.hasUnique(UniqueType.CannotBeTraded)) continue
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if (resourceSupply.resource.hasUnique(UniqueType.CannotBeTraded, StateForConditionals(civInfo))) continue
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val newAmount = (resourceSupply.amount * resourceBonusPercentage).toInt()
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cityStateProvidedResources.add(resourceSupply.copy(amount = newAmount))
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}
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