diff --git a/core/src/com/unciv/ui/tilegroups/TileGroup.kt b/core/src/com/unciv/ui/tilegroups/TileGroup.kt index 079b085b69..4197c9f7a3 100644 --- a/core/src/com/unciv/ui/tilegroups/TileGroup.kt +++ b/core/src/com/unciv/ui/tilegroups/TileGroup.kt @@ -9,8 +9,8 @@ import com.badlogic.gdx.scenes.scene2d.Touchable import com.badlogic.gdx.scenes.scene2d.ui.Image import com.badlogic.gdx.utils.Align import com.unciv.UncivGame -import com.unciv.logic.map.HexMath import com.unciv.logic.civilization.Civilization +import com.unciv.logic.map.HexMath import com.unciv.logic.map.tile.RoadStatus import com.unciv.logic.map.tile.Tile import com.unciv.models.helpers.MapArrowType @@ -667,7 +667,10 @@ open class TileGroup( currentImage?.remove() return null } else { - if (currentImage != null) return currentImage + if (currentImage != null) { + currentImage.toFront() // So when e.g. founding cities the other tile images don't hide the river + return currentImage + } if (!ImageGetter.imageExists(imageName)) return null // Old "Default" tileset gets no rivers. val newImage = ImageGetter.getImage(imageName) baseLayerGroup.addActor(newImage) diff --git a/core/src/com/unciv/ui/worldscreen/unit/UnitActions.kt b/core/src/com/unciv/ui/worldscreen/unit/UnitActions.kt index 6162417316..44cb6dd244 100644 --- a/core/src/com/unciv/ui/worldscreen/unit/UnitActions.kt +++ b/core/src/com/unciv/ui/worldscreen/unit/UnitActions.kt @@ -184,8 +184,7 @@ object UnitActions { // Spain should still be able to build Conquistadors in a one city challenge - but can't settle them if (unit.civInfo.isOneCityChallenger() && unit.civInfo.hasEverOwnedOriginalCapital == true) return null - if (unit.currentMovement <= 0 || - !tile.canBeSettled()) + if (unit.currentMovement <= 0 || !tile.canBeSettled()) return UnitAction(UnitActionType.FoundCity, action = null) val foundAction = { diff --git a/docs/Modders/uniques.md b/docs/Modders/uniques.md index 560d4baf1a..084455b178 100644 --- a/docs/Modders/uniques.md +++ b/docs/Modders/uniques.md @@ -1528,11 +1528,6 @@ Simple unique parameters are explained by mouseover. Complex parameters are expl Applicable to: Improvement -??? example "Costs [amount] gold per turn when in your territory" - Example: "Costs [3] gold per turn when in your territory" - - Applicable to: Improvement - ??? example "Adjacent enemy units ending their turn take [amount] damage" Example: "Adjacent enemy units ending their turn take [3] damage"