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Resolved #8378 - can pick a policy with enough culture even if you have no cities
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@ -166,8 +166,6 @@ class PolicyManager : IsPartOfGameInfoSerialization {
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}
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fun canAdoptPolicy(): Boolean {
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if (civInfo.cities.isEmpty()) return false
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if (freePolicies == 0 && storedCulture < getCultureNeededForNextPolicy()) return false
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//Return true if there is a policy to adopt, else return false
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@ -363,11 +363,11 @@ class WorldScreenTopBar(val worldScreen: WorldScreen) : Table() {
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private fun getCultureText(civInfo: CivilizationInfo, nextTurnStats: Stats): String {
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var cultureString = rateLabel(nextTurnStats.culture)
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if (nextTurnStats.culture == 0f) return cultureString // when you start the game, you're not producing any culture
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//if (nextTurnStats.culture == 0f) return cultureString // when you start the game, you're not producing any culture
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val turnsToNextPolicy = (civInfo.policies.getCultureNeededForNextPolicy() - civInfo.policies.storedCulture) / nextTurnStats.culture
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cultureString += if (nextTurnStats.culture < 0) " (∞)"
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else if (turnsToNextPolicy <= 0f) " (!)"
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cultureString += if (turnsToNextPolicy <= 0f) " (!)"
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else if (nextTurnStats.culture <= 0) " (∞)"
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else " (" + ceil(turnsToNextPolicy).toInt() + ")"
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return cultureString
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}
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