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- Slightly improved tile ranking when determining next tile
- Now does not display unexplored tiles in city screen - cleaner view
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@ -16,7 +16,6 @@ public class CityExpansionManager{
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private void addNewTile(){
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cultureStored -= getCultureToNextTile();
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tilesClaimed++;
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Linq<Vector2> possibleNewTileVectors = new Linq<Vector2>();
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for (int i = 2; i <4 ; i++) {
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Linq<TileInfo> tiles = CivilizationInfo.current().tileMap.getTilesInDistance(cityInfo.cityLocation,i);
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@ -109,13 +109,14 @@ public class CityInfo {
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double rankTile(TileInfo tile){
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FullStats stats = tile.getTileStats(this);
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double rank=0;
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if(stats.food <2) rank+=stats.food;
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if(stats.food <= 2) rank+=stats.food;
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else rank += 2 + (stats.food -2)/2; // 1 point for each food up to 2, from there on half a point
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rank+=stats.gold /2;
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rank+=stats.production;
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rank+=stats.science;
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rank+=stats.culture;
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if(tile.improvement ==null) rank+=0.5; // improvement potential!
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if(tile.improvement == null) rank+=0.5; // improvement potential!
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if(tile.resource!=null) rank+=1;
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return rank;
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}
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@ -174,6 +174,7 @@ public class CityScreen extends CameraStageBaseScreen {
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Group allTiles = new Group();
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for(final TileInfo tileInfo : game.civInfo.tileMap.getTilesInDistance(cityInfo.cityLocation,5)){
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if(!tileInfo.explored) continue; // Don't even bother to display it.
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CityTileGroup group = new CityTileGroup(cityInfo, tileInfo);
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group.addListener(new ClickListener(){
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@Override
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