mirror of
https://github.com/yairm210/Unciv.git
synced 2025-07-05 07:49:17 +07:00
Added Privateer unit; updated Coastal Raider promotion (#4301)
* Added privateer unit * Privateers can now capture other naval units * Updated Coastal Raider promotion to include the gold gained from damaging cities * Added missing translatable notification * Implemented requested changes * Implemented requested changes _but better_ * Forgot to update a variable name
This commit is contained in:
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android/ImagesToPackSeparately/UnitIcons/Privateer.png
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android/ImagesToPackSeparately/UnitIcons/Privateer.png
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@ -564,170 +564,177 @@ Pikeman
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orig: 100, 100
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offset: 0, 0
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index: -1
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Rifleman
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Privateer
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rotate: false
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xy: 1300, 868
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size: 100, 100
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orig: 100, 100
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offset: 0, 0
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index: -1
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Rocket Artillery
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Rifleman
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rotate: false
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xy: 544, 4
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size: 100, 100
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orig: 100, 100
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offset: 0, 0
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index: -1
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Samurai
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Rocket Artillery
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rotate: false
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xy: 652, 112
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size: 100, 100
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orig: 100, 100
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offset: 0, 0
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index: -1
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Scout
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Samurai
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rotate: false
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xy: 760, 226
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size: 100, 100
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orig: 100, 100
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offset: 0, 0
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index: -1
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Settler
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Scout
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rotate: false
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xy: 868, 328
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size: 100, 100
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orig: 100, 100
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offset: 0, 0
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index: -1
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Ship of the Line
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Settler
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rotate: false
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xy: 976, 436
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size: 100, 100
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orig: 100, 100
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offset: 0, 0
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index: -1
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Sipahi
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Ship of the Line
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rotate: false
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xy: 1084, 544
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size: 100, 100
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orig: 100, 100
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offset: 0, 0
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index: -1
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Slinger
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Sipahi
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rotate: false
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xy: 1192, 653
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size: 100, 100
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orig: 100, 100
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offset: 0, 0
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index: -1
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Spearman
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Slinger
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rotate: false
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xy: 1300, 760
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size: 100, 100
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orig: 100, 100
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offset: 0, 0
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index: -1
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Stealth Bomber
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Spearman
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rotate: false
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xy: 1408, 868
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size: 100, 100
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orig: 100, 100
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offset: 0, 0
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index: -1
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Submarine
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Stealth Bomber
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rotate: false
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xy: 652, 4
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size: 100, 100
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orig: 100, 100
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offset: 0, 0
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index: -1
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Swordsman
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Submarine
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rotate: false
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xy: 760, 118
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size: 100, 100
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orig: 100, 100
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offset: 0, 0
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index: -1
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Tank
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Swordsman
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rotate: false
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xy: 868, 220
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size: 100, 100
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orig: 100, 100
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offset: 0, 0
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index: -1
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Tercio
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Tank
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rotate: false
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xy: 976, 328
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size: 100, 100
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orig: 100, 100
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offset: 0, 0
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index: -1
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Trebuchet
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Tercio
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rotate: false
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xy: 1084, 436
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size: 100, 100
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orig: 100, 100
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offset: 0, 0
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index: -1
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Triplane
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Trebuchet
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rotate: false
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xy: 1192, 545
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size: 100, 100
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orig: 100, 100
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offset: 0, 0
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index: -1
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Triplane
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rotate: false
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xy: 1300, 652
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size: 100, 100
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orig: 100, 100
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offset: 0, 0
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index: -1
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Trireme
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rotate: false
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xy: 1300, 651
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xy: 1408, 759
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size: 100, 101
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orig: 100, 101
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offset: 0, 0
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index: -1
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Turtle Ship
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rotate: false
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xy: 1408, 760
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xy: 1516, 868
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size: 100, 100
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orig: 100, 100
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offset: 0, 0
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index: -1
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War Chariot
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rotate: false
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xy: 1516, 868
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xy: 760, 10
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size: 100, 100
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orig: 100, 100
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offset: 0, 0
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index: -1
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War Elephant
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rotate: false
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xy: 760, 10
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xy: 868, 112
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size: 100, 100
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orig: 100, 100
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offset: 0, 0
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index: -1
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Warrior
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rotate: false
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xy: 868, 112
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xy: 976, 220
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size: 100, 100
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orig: 100, 100
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offset: 0, 0
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index: -1
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Work Boats
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rotate: false
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xy: 976, 220
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xy: 1084, 328
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size: 100, 100
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orig: 100, 100
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offset: 0, 0
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index: -1
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Worker
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rotate: false
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xy: 1084, 328
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xy: 1192, 437
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size: 100, 100
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orig: 100, 100
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offset: 0, 0
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index: -1
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Zero
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rotate: false
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xy: 1192, 437
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xy: 1300, 544
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size: 100, 100
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orig: 100, 100
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offset: 0, 0
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@ -213,19 +213,19 @@
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{
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"name": "Coastal Raider I",
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"effect": "+[15]% Strength vs [City]",
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"uniques": ["+[20]% Strength vs [City]", "Earn [33]% of the damage done to [City] units as [Gold]"],
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"unitTypes": ["WaterMelee"]
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},
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{
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"name": "Coastal Raider II",
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"prerequisites": ["Coastal Raider I"],
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"effect": "+[15]% Strength vs [City]",
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"uniques": ["+[20]% Strength vs [City]", "Earn [33]% of the damage done to [City] units as [Gold]"],
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"unitTypes": ["WaterMelee"]
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},
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{
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"name": "Coastal Raider III",
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"prerequisites": ["Coastal Raider II"],
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"effect": "+[15]% Strength vs [City]",
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"uniques": ["+[20]% Strength vs [City]", "Earn [33]% of the damage done to [City] units as [Gold]"],
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"unitTypes": ["WaterMelee"]
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},
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@ -151,7 +151,7 @@
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"strength": 10,
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"cost": 45,
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"requiredTech": "Sailing",
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"uniques": ["Cannot enter ocean tiles",],
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"uniques": ["Cannot enter ocean tiles"],
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"upgradesTo": "Caravel",
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"obsoleteTech": "Astronomy",
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"attackSound": "nonmetalhit"
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@ -790,6 +790,17 @@
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"uniques": ["+[50]% Strength vs [Mounted]"],
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"attackSound": "shot"
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},
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{
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"name": "Privateer",
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"unitType": "WaterMelee",
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"movement": 5,
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"strength": 25,
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"cost": 150,
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"requiredTech": "Navigation",
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"upgradesTo": "Destroyer",
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"promotions": ["Coastal Raider I"],
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"uniques": ["May capture killed [Water] units"]
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},
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{
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"name": "Frigate",
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"unitType": "WaterRanged",
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@ -1057,7 +1068,7 @@
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"cost": 375,
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"requiredResource": "Oil",
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"requiredTech": "Electronics",
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"uniques": ["Ranged attacks may be performed over obstacles"],
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"uniques": ["Ranged attacks may be performed over obstacles"]
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// Does not actually upgrade to Missile Cruisers
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},
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{
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@ -446,6 +446,8 @@ A(n) [nukeType] exploded in our territory! =
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After being hit by our [nukeType], [civName] has declared war on us!
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The civilization of [civName] has been destroyed! =
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The City-State of [name] has been destroyed! =
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Your [ourUnit] captured an enemy [theirUnit]! =
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Your [ourUnit] plundered [amount] [Stat] from [theirUnit] =
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We have captured a barbarian encampment and recovered [goldAmount] gold! =
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A barbarian [unitType] has joined us! =
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We have found survivors in the ruins - population added to [cityName] =
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@ -12,7 +12,6 @@ import com.unciv.models.AttackableTile
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import com.unciv.models.ruleset.Unique
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import com.unciv.models.ruleset.unit.UnitType
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import com.unciv.models.stats.Stat
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import com.unciv.models.translations.tr
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import java.util.*
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import kotlin.math.max
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@ -72,20 +71,16 @@ object Battle {
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if (!defender.isDefeated() && defender is MapUnitCombatant && defender.unit.action == Constants.unitActionExplore)
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defender.unit.action = null
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// we're a melee unit and we destroyed\captured an enemy unit
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postBattleMoveToAttackedTile(attacker, defender, attackedTile)
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reduceAttackerMovementPointsAndAttacks(attacker, defender)
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if (!isAlreadyDefeatedCity) postBattleAddXp(attacker, defender)
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// Add culture when defeating a barbarian when Honor policy is adopted, gold from enemy killed when honor is complete
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// or any enemy military unit with Sacrificial captives unique (can be either attacker or defender!)
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// or check if unit is captured by the attacker (prize ships unique)
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if (defender.isDefeated() && defender is MapUnitCombatant && !defender.getUnitType().isCivilian()) {
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tryEarnFromKilling(attacker, defender)
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tryCaptureUnit(attacker, defender)
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tryHealAfterKilling(attacker)
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} else if (attacker.isDefeated() && attacker is MapUnitCombatant && !attacker.getUnitType().isCivilian()) {
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tryEarnFromKilling(defender, attacker)
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tryCaptureUnit(defender, attacker)
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tryHealAfterKilling(defender)
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}
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@ -95,6 +90,14 @@ object Battle {
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else if (attacker.unit.isMoving())
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attacker.unit.action = null
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}
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// we're a melee unit and we destroyed\captured an enemy unit
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// Should be called after tryCaptureUnit(), as that might spawn a unit on the tile we go to
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postBattleMoveToAttackedTile(attacker, defender, attackedTile)
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reduceAttackerMovementPointsAndAttacks(attacker, defender)
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if (!isAlreadyDefeatedCity) postBattleAddXp(attacker, defender)
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}
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private fun tryEarnFromKilling(civUnit: ICombatant, defeatedUnit: MapUnitCombatant) {
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@ -125,33 +128,79 @@ object Battle {
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} catch (ex: Exception) {
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} // parameter is not a stat
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}
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}
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private fun tryCaptureUnit(attacker: ICombatant, defender: ICombatant) {
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// https://forums.civfanatics.com/threads/prize-ships-for-land-units.650196/
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// https://civilization.fandom.com/wiki/Module:Data/Civ5/GK/Defines
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if (!defender.isDefeated()) return
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if (attacker !is MapUnitCombatant) return
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if (defender is MapUnitCombatant && !defender.getUnitType().isMilitary()) return
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if (attacker.unit.getMatchingUniques("May capture killed [] units").none { defender.matchesCategory(it.params[0]) }) return
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var captureChance = 10 + attacker.getAttackingStrength().toFloat() / defender.getDefendingStrength().toFloat() * 40
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if (captureChance > 80) captureChance = 80f
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if (100 * Random().nextFloat() > captureChance) return
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val newUnit = attacker.getCivInfo().placeUnitNearTile(defender.getTile().position, defender.getName())
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if (newUnit == null) return // silently fail
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attacker.getCivInfo().addNotification("Your [${attacker.getName()}] captured an enemy [${defender.getName()}]", newUnit.getTile().position, NotificationIcon.War)
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newUnit.currentMovement = 0f
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newUnit.health = 50
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}
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private fun takeDamage(attacker: ICombatant, defender: ICombatant) {
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var damageToDefender = BattleDamage.calculateDamageToDefender(attacker, attacker.getTile(), defender)
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var damageToAttacker = BattleDamage.calculateDamageToAttacker(attacker, attacker.getTile(), defender)
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var potentialDamageToDefender = BattleDamage.calculateDamageToDefender(attacker, attacker.getTile(), defender)
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var potentialDamageToAttacker = BattleDamage.calculateDamageToAttacker(attacker, attacker.getTile(), defender)
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var damageToAttacker = attacker.getHealth() // These variables names don't make any sense as of yet ...
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var damageToDefender = defender.getHealth()
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if (defender.getUnitType().isCivilian() && attacker.isMelee()) {
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captureCivilianUnit(attacker, defender as MapUnitCombatant)
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} else if (attacker.isRanged()) {
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defender.takeDamage(damageToDefender) // straight up
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defender.takeDamage(potentialDamageToDefender) // straight up
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} else {
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//melee attack is complicated, because either side may defeat the other midway
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//so...for each round, we randomize who gets the attack in. Seems to be a good way to work for now.
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while (damageToDefender + damageToAttacker > 0) {
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if (Random().nextInt(damageToDefender + damageToAttacker) < damageToDefender) {
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damageToDefender--
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while (potentialDamageToDefender + potentialDamageToAttacker > 0) {
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if (Random().nextInt(potentialDamageToDefender + potentialDamageToAttacker) < potentialDamageToDefender) {
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potentialDamageToDefender--
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defender.takeDamage(1)
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if (defender.isDefeated()) break
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} else {
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damageToAttacker--
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potentialDamageToAttacker--
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attacker.takeDamage(1)
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if (attacker.isDefeated()) break
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}
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}
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}
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damageToAttacker -= attacker.getHealth() // ... but from here on they are accurate
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damageToDefender -= defender.getHealth()
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if (attacker is MapUnitCombatant) {
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for (unique in attacker.unit.getMatchingUniques("Earn []% of the damage done to [] units as []"))
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if (defender.matchesCategory(unique.params[1])) {
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val resourcesPlundered =
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(unique.params[0].toFloat() / 100f * damageToDefender).toInt()
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attacker.getCivInfo().addStat(Stat.valueOf(unique.params[2]), resourcesPlundered)
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attacker.getCivInfo()
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.addNotification(
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"Your [${attacker.getName()}] plundered [${resourcesPlundered}] [${unique.params[2]}] from [${defender.getName()}]",
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defender.getTile().position,
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NotificationIcon.War
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)
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}
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}
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if (defender is MapUnitCombatant) {
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for (unique in defender.unit.getMatchingUniques("Earn []% of the damage done to [] units as []"))
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if (attacker.matchesCategory(unique.params[1]))
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defender.getCivInfo().addStat(Stat.valueOf(unique.params[2]), (unique.params[0].toFloat() / 100f * damageToAttacker).toInt())
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}
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}
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@ -411,7 +460,7 @@ object Battle {
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// Declare war on the owners of all hit tiles
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for (hitCiv in hitTiles.mapNotNull { it.getOwner() }.distinct()) {
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hitCiv.addNotification("A(n) [${attacker.getName()}] exploded in our territory!".tr(), targetTile.position, NotificationIcon.War)
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hitCiv.addNotification("A(n) [${attacker.getName()}] exploded in our territory!", targetTile.position, NotificationIcon.War)
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tryDeclareWar(hitCiv)
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}
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@ -74,6 +74,7 @@ Unless otherwise specified, all the following are from [the Noun Project](https:
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* [Black powder musket](https://thenounproject.com/term/black-powder-musket/1202078/) By Jarem Fyre for Minuteman
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* [Rapier](https://thenounproject.com/search/?q=musketeer&i=819822) By Hamish for Musketeer
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* [Ship](https://thenounproject.com/term/ship/1293899/) By Orin Zuu for Frigate
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* [Pirate](https://thenounproject.com/search/?q=pirate&i=2349496) by Berkah Icon for Privateer
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* [Ship](https://thenounproject.com/search/?q=ship&i=800131) By Mungang Kim for Ship of the Line
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* [Lance](https://thenounproject.com/search/?q=Lance&i=440122) By parkjisun for Lancer
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* [Sword](https://thenounproject.com/search/?q=saber&i=1174742) By Daniela Baptista for Sipahi
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