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Tiles no longer change hands between civilizations (I was probably thinking of Civ IV because I tthough that was how the game worked =| )
"Mandate of heaven" no longer decreases your culture when your empire is unhappy
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@ -33,10 +33,8 @@ class CityExpansionManager {
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fun chooseNewTileToOwn(): TileInfo? {
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fun chooseNewTileToOwn(): TileInfo? {
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for (i in 2..5) {
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for (i in 2..5) {
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val tiles = cityInfo.getCenterTile().getTilesInDistance(i).filter {
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val tiles = cityInfo.getCenterTile().getTilesInDistance(i)
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it.getOwner() != cityInfo.civInfo
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.filter {it.getOwner() == null && it.neighbors.any { tile->tile.getOwner()==cityInfo.civInfo }}
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&& it.getTilesInDistance(1).none { tile->tile.isCityCenter() } // This SHOULD stop cities from grabbing tiles surrounding a city
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}
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if (tiles.isEmpty()) continue
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if (tiles.isEmpty()) continue
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val chosenTile = tiles.maxBy { Automation().rankTile(it,cityInfo.civInfo) }
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val chosenTile = tiles.maxBy { Automation().rankTile(it,cityInfo.civInfo) }
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return chosenTile
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return chosenTile
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@ -94,8 +94,11 @@ class CivilizationInfo {
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statMap["Unit upkeep"] = Stats().apply { gold=- getUnitUpkeep().toFloat()}
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statMap["Unit upkeep"] = Stats().apply { gold=- getUnitUpkeep().toFloat()}
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if (policies.isAdopted("Mandate Of Heaven")) {
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if (policies.isAdopted("Mandate Of Heaven")) {
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if (!statMap.containsKey("Policies")) statMap["Policies"] = Stats()
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val happiness = statMap.values.map { it.happiness }.sum()
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statMap["Policies"]!!.culture += statMap.values.map { it.happiness }.sum() / 2
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if(happiness>0) {
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if (!statMap.containsKey("Policies")) statMap["Policies"] = Stats()
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statMap["Policies"]!!.culture += happiness / 2
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}
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}
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}
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// negative gold hurts science
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// negative gold hurts science
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