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Resolved #8435 - rivers remain visible after founding city
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@ -9,8 +9,8 @@ import com.badlogic.gdx.scenes.scene2d.Touchable
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import com.badlogic.gdx.scenes.scene2d.ui.Image
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import com.badlogic.gdx.utils.Align
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import com.unciv.UncivGame
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import com.unciv.logic.map.HexMath
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import com.unciv.logic.civilization.Civilization
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import com.unciv.logic.map.HexMath
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import com.unciv.logic.map.tile.RoadStatus
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import com.unciv.logic.map.tile.Tile
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import com.unciv.models.helpers.MapArrowType
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@ -667,7 +667,10 @@ open class TileGroup(
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currentImage?.remove()
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return null
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} else {
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if (currentImage != null) return currentImage
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if (currentImage != null) {
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currentImage.toFront() // So when e.g. founding cities the other tile images don't hide the river
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return currentImage
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}
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if (!ImageGetter.imageExists(imageName)) return null // Old "Default" tileset gets no rivers.
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val newImage = ImageGetter.getImage(imageName)
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baseLayerGroup.addActor(newImage)
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@ -184,8 +184,7 @@ object UnitActions {
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// Spain should still be able to build Conquistadors in a one city challenge - but can't settle them
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if (unit.civInfo.isOneCityChallenger() && unit.civInfo.hasEverOwnedOriginalCapital == true) return null
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if (unit.currentMovement <= 0 ||
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!tile.canBeSettled())
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if (unit.currentMovement <= 0 || !tile.canBeSettled())
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return UnitAction(UnitActionType.FoundCity, action = null)
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val foundAction = {
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@ -1528,11 +1528,6 @@ Simple unique parameters are explained by mouseover. Complex parameters are expl
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Applicable to: Improvement
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??? example "Costs [amount] gold per turn when in your territory"
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Example: "Costs [3] gold per turn when in your territory"
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Applicable to: Improvement
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??? example "Adjacent enemy units ending their turn take [amount] damage"
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Example: "Adjacent enemy units ending their turn take [3] damage"
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