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Add notification when a civ is resurrected through liberation (#7276)
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@ -848,6 +848,9 @@ Your [unitName] lost its faith after spending too long inside enemy territory! =
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You have unlocked [ability] =
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A new b'ak'tun has just begun! =
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A Great Person joins you! =
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[civ1] has liberated [civ2] =
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[civ] has liberated an unknown civilization =
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An unknown civilization has liberated [civ] =
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# World Screen UI
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@ -205,7 +205,22 @@ class CityInfoConquestFunctions(val city: CityInfo){
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conquerCity(conqueringCiv, oldCiv, foundingCiv)
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if (foundingCiv.cities.size == 1) cityConstructions.addBuilding(capitalCityIndicator()) // Resurrection!
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if (foundingCiv.cities.size == 1) {
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// Resurrection!
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cityConstructions.addBuilding(capitalCityIndicator())
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for (civ in civInfo.gameInfo.civilizations) {
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if (civ == foundingCiv || civ == conqueringCiv) continue // don't need to notify these civs
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when {
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civ.knows(conqueringCiv) && civ.knows(foundingCiv) ->
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civ.addNotification("[$conqueringCiv] has liberated [$foundingCiv]", foundingCiv.civName, NotificationIcon.Diplomacy, conqueringCiv.civName)
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civ.knows(conqueringCiv) && !civ.knows(foundingCiv) ->
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civ.addNotification("[$conqueringCiv] has liberated an unknown civilization", NotificationIcon.Diplomacy, conqueringCiv.civName)
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!civ.knows(conqueringCiv) && civ.knows(foundingCiv) ->
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civ.addNotification("An unknown civilization has liberated [$foundingCiv]", NotificationIcon.Diplomacy, foundingCiv.civName)
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else -> continue
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}
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}
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}
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isPuppet = false
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cityStats.update()
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