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Added annex/puppet/liberate/raze explanations on the popup where you choose between them
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@ -1831,17 +1831,37 @@
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French:"Annexer"
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Simplified_Chinese:"吞并"
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Russian:"Аннексировать"
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},
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"Annexed cities become part of your regular empire.":{
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}
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"Their citizens generate 2x the unhappiness, unless you build a courthouse.":{
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}
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"Puppet City":{
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"Puppet":{
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Italian:"Riduci a Stato Fantoccio"
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Simplified_Chinese:"傀儡城市"
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}
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"Puppeted cities do not increase your tech or policy cost, but their citizens generate 1.5x the regular unhappiness.":{
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}
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"You have no control over the the production of puppeted cities.":{
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}
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"Puppeted cities also generate 25% less Gold and Science.":{
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}
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"A puppeted city can be annexed at any time.":{
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}
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"Liberate":{
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Italian:"Libera"
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Simplified_Chinese:"解放"
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}
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"Liberating a city returns it to its original owner, giving you a massive relationship boost with them!":{
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}
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"Raze":{
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Italian:"Distruggi"
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@ -1850,6 +1870,12 @@
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Russian:"Разорить"
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}
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"Razing the city annexes it, and starts razing the city to the ground.":{
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}
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"The population will gradually dwindle until the city is destroyed.":{
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}
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////// When you cross a City-State border
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@ -21,8 +21,8 @@ android {
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applicationId "com.unciv.app"
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minSdkVersion 14
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targetSdkVersion 29
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versionCode 308
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versionName "3.1.5"
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versionCode 309
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versionName "3.1.6"
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}
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// Had to add this crap for Travis to build, it wanted to sign the app
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@ -60,8 +60,10 @@ class AlertPopup(val worldScreen: WorldScreen, val popupAlert: PopupAlert): Popu
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}
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AlertType.CityConquered -> {
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val city = worldScreen.gameInfo.civilizations.flatMap { it.cities }.first { it.name == popupAlert.value}
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addGoodSizedLabel("What would you like to do with the city?").row()
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addGoodSizedLabel("What would you like to do with the city?")
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.apply { this.actor.setFontSize(24) }.padBottom(20f).row()
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val conqueringCiv = worldScreen.gameInfo.currentPlayerCiv
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if (city.foundingCiv != ""
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&& city.civInfo.civName != city.foundingCiv // can't liberate if the city actually belongs to those guys
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&& conqueringCiv.civName != city.foundingCiv) { // or belongs originally to us
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@ -70,25 +72,40 @@ class AlertPopup(val worldScreen: WorldScreen, val popupAlert: PopupAlert): Popu
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worldScreen.shouldUpdate=true
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close()
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}).row()
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addGoodSizedLabel("Liberating a city returns it to its original owner, giving you a massive relationship boost with them!")
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addSeparator()
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}
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add(TextButton("Annex".tr(), skin).onClick {
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city.puppetCity(conqueringCiv)
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city.annexCity()
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worldScreen.shouldUpdate=true
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close()
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}).row()
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add(TextButton("Puppet City".tr(), skin).onClick {
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addGoodSizedLabel("Annexed cities become part of your regular empire.").row()
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addGoodSizedLabel("Their citizens generate 2x the unhappiness, unless you build a courthouse.").row()
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addSeparator()
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add(TextButton("Puppet".tr(), skin).onClick {
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city.puppetCity(conqueringCiv)
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worldScreen.shouldUpdate=true
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close()
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}).row()
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addGoodSizedLabel("Puppeted cities do not increase your tech or policy cost, but their citizens generate 1.5x the regular unhappiness.").row()
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addGoodSizedLabel("You have no control over the the production of puppeted cities.").row()
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addGoodSizedLabel("Puppeted cities also generate 25% less Gold and Science.").row()
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addGoodSizedLabel("A puppeted city can be annexed at any time.").row()
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addSeparator()
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add(TextButton("Raze".tr(), skin).onClick {
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city.puppetCity(conqueringCiv)
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city.annexCity()
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city.isBeingRazed = true
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worldScreen.shouldUpdate=true
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close()
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})
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}).row()
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addGoodSizedLabel("Razing the city annexes it, and starts razing the city to the ground.").row()
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addGoodSizedLabel("The population will gradually dwindle until the city is destroyed.").row()
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}
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AlertType.BorderConflict -> {
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val civInfo = worldScreen.gameInfo.getCivilization(popupAlert.value)
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