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Oligarchy policy now works as intended
More translation stuff
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4bbffe318b
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@ -18,7 +18,7 @@
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},
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{
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name:"Oligarchy",
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description:"Improves garrisons in cities - useless at this time, change to what?",
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description:"Units in cities cost no maintainance",
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row:1,
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column:5
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},
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@ -783,7 +783,7 @@
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"Desert":{
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Italian:"Deserto"
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Russian:"Пустынный"
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Russian:"Пустыня"
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French:"Désert"
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Romanian:"Deşert"
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German:"Wüste"
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@ -799,7 +799,7 @@
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"Hill":{
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Italian:"Collina"
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Russian:"Bозвышенность"
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Russian:"Холм"
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French:"Colline"
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German:"Hügel"
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}
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@ -104,7 +104,7 @@ class CityStats {
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unhappinessFromCitizens -= cityInfo.population.getNumberOfSpecialists() * 0.5f
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if (civInfo.buildingUniques.contains("Unhappiness from population decreased by 10%"))
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unhappinessFromCitizens *= 0.9f
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if (civInfo.policies.isAdopted("Aristocracy"))
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if (civInfo.policies.isAdopted("Meritocracy"))
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unhappinessFromCitizens *= 0.95f
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happinessList["Population"]=-unhappinessFromCitizens
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@ -72,7 +72,9 @@ class CivilizationInfo {
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private fun getUnitUpkeep(): Int {
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val baseUnitCost = 0.5f
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val freeUnits = 3
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val totalPaidUnits = max(0,getCivUnits().count()-freeUnits)
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var unitsToPayFor = getCivUnits()
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if(policies.isAdopted("Oligarchy")) unitsToPayFor = unitsToPayFor.filterNot { it.getTile().isCityCenter() }
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val totalPaidUnits = max(0,unitsToPayFor.count()-freeUnits)
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val gameProgress = gameInfo.turns/400f // as game progresses maintainance cost rises
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val cost = baseUnitCost*totalPaidUnits*(1+gameProgress)
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val finalCost = cost.pow(1+gameProgress/3) // Why 3? No reason.
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@ -108,7 +108,7 @@ class Building : NamedStats(), IConstruction{
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stringBuilder.appendln("Requires a $requiredBuildingInAllCities to be built in all cities")
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if (providesFreeBuilding != null)
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stringBuilder.appendln("Provides a free $providesFreeBuilding in this city")
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if(baseDescription!=null) stringBuilder.appendln(baseDescription)
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if(unique!=null) stringBuilder.appendln(unique!!.tr())
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if (stats.toString() != "")
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stringBuilder.appendln(stats)
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if (this.percentStatBonus != null) {
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@ -127,7 +127,7 @@ class Building : NamedStats(), IConstruction{
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}
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if (resourceBonusStats != null) {
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val resources = GameBasics.TileResources.values.filter { name == it.building }.joinToString { it.name.tr() }
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stringBuilder.appendln("$resources {provide} $resourceBonusStats")
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stringBuilder.appendln("$resources {provide} $resourceBonusStats".tr())
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}
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if(cityStrength!=0) stringBuilder.appendln("{City strength} +".tr() + cityStrength)
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@ -86,8 +86,8 @@ class Unit : INamed, IConstruction, ICivilopedia {
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if (unbuildable) return false
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if (requiredTech!=null && !civInfo.tech.isResearched(requiredTech!!)) return false
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if (obsoleteTech!=null && civInfo.tech.isResearched(obsoleteTech!!)) return false
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if(uniqueTo!=null && uniqueTo!=civInfo.civName) return false
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if(GameBasics.Units.values.any { it.uniqueTo==civInfo.civName && it.replaces==name }) return false
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if (uniqueTo!=null && uniqueTo!=civInfo.civName) return false
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if (GameBasics.Units.values.any { it.uniqueTo==civInfo.civName && it.replaces==name }) return false
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if (requiredResource!=null && !civInfo.getCivResources().keys.any { it.name == requiredResource }) return false
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return true
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}
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@ -102,4 +102,4 @@ class Unit : INamed, IConstruction, ICivilopedia {
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}
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override fun toString(): String = name
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} // for json parsing, we need to have a default constructor
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}
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