Resolved #8378 - can pick a policy with enough culture even if you have no cities

This commit is contained in:
Yair Morgenstern
2023-01-19 12:16:30 +02:00
parent 32772c7f73
commit 4267816880
2 changed files with 3 additions and 5 deletions

View File

@ -166,8 +166,6 @@ class PolicyManager : IsPartOfGameInfoSerialization {
}
fun canAdoptPolicy(): Boolean {
if (civInfo.cities.isEmpty()) return false
if (freePolicies == 0 && storedCulture < getCultureNeededForNextPolicy()) return false
//Return true if there is a policy to adopt, else return false

View File

@ -363,11 +363,11 @@ class WorldScreenTopBar(val worldScreen: WorldScreen) : Table() {
private fun getCultureText(civInfo: CivilizationInfo, nextTurnStats: Stats): String {
var cultureString = rateLabel(nextTurnStats.culture)
if (nextTurnStats.culture == 0f) return cultureString // when you start the game, you're not producing any culture
//if (nextTurnStats.culture == 0f) return cultureString // when you start the game, you're not producing any culture
val turnsToNextPolicy = (civInfo.policies.getCultureNeededForNextPolicy() - civInfo.policies.storedCulture) / nextTurnStats.culture
cultureString += if (nextTurnStats.culture < 0) " ()"
else if (turnsToNextPolicy <= 0f) " (!)"
cultureString += if (turnsToNextPolicy <= 0f) " (!)"
else if (nextTurnStats.culture <= 0) " ()"
else " (" + ceil(turnsToNextPolicy).toInt() + ")"
return cultureString
}