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Add "Improvement" as an improvement filter (#9906)
* Add "Improvement" as an improvement filter * Update docs, change from non road improvement to all improvement
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@ -26,7 +26,7 @@ class TileImprovement : RulesetStatsObject() {
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override fun getUniqueTarget() = UniqueTarget.Improvement
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val shortcutKey: Char? = null
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// This is the base cost. A cost of 0 means created instead of buildable.
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val turnsToBuild: Int = -1
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var turnsToBuild: Int = -1
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fun getTurnsToBuild(civInfo: Civilization, unit: MapUnit): Int {
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@ -89,6 +89,7 @@ class TileImprovement : RulesetStatsObject() {
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return when (filter) {
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name -> true
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"All" -> true
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"Improvement" -> true // For situations involing tileFilter
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"All Road" -> isRoad()
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"Great Improvement", "Great" -> isGreatImprovement()
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in uniqueMap -> true
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@ -93,6 +93,7 @@ cityFilters allow us to choose the range of cities affected by this unique:
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- `in non-enemy foreign cities` - In all cities owned by civs other than you that you are not at war with
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- `in foreign cities`
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- `in annexed cities`
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- `in puppeted cities`
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- `in holy cities`
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- `in City-State cities`
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- `in cities following this religion` - Should only be used in pantheon/follower uniques for religions
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@ -192,9 +193,10 @@ So for instance, the unique "[stats] from [tileFilter] tiles [cityFilter]" can m
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## tileFilter
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Any of:
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- [terrainFilter](#terrainfilter) for this tile
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- [improvementFilter](#improvementfilter) for this tile
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- `unimproved' if no improvement exists
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- [terrainFilter](#terrainfilter) for this tile
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- [improvementFilter](#improvementfilter) for this tile
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- `Improvement` for all improvements
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- `unimproved` if no improvement exists
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## terrainQuality
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