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Culture-focused civs don't declare war
Chosen free great person is victory-type-dependant
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@ -298,6 +298,9 @@ class NextTurnAutomation{
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private fun declareWar(civInfo: CivilizationInfo) {
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private fun declareWar(civInfo: CivilizationInfo) {
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if (civInfo.isCityState()) return
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if (civInfo.isCityState()) return
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if(civInfo.getNation().preferredVictoryType==VictoryType.Cultural)
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return
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if (civInfo.cities.isNotEmpty() && civInfo.diplomacy.isNotEmpty()) {
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if (civInfo.cities.isNotEmpty() && civInfo.diplomacy.isNotEmpty()) {
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val ourMilitaryUnits = civInfo.getCivUnits().filter { !it.type.isCivilian() }.size
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val ourMilitaryUnits = civInfo.getCivUnits().filter { !it.type.isCivilian() }.size
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if (!civInfo.isAtWar() && civInfo.happiness > 0
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if (!civInfo.isAtWar() && civInfo.happiness > 0
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@ -3,6 +3,7 @@ package com.unciv.logic.civilization
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import com.unciv.Constants
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import com.unciv.Constants
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import com.unciv.models.gamebasics.GameBasics
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import com.unciv.models.gamebasics.GameBasics
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import com.unciv.models.gamebasics.Policy
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import com.unciv.models.gamebasics.Policy
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import com.unciv.models.gamebasics.VictoryType
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class PolicyManager {
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class PolicyManager {
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@ -76,7 +77,16 @@ class PolicyManager {
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"Free Religion" -> freePolicies++
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"Free Religion" -> freePolicies++
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"Liberty Complete" -> {
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"Liberty Complete" -> {
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if (civInfo.isPlayerCivilization()) civInfo.greatPeople.freeGreatPeople++
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if (civInfo.isPlayerCivilization()) civInfo.greatPeople.freeGreatPeople++
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else civInfo.addGreatPerson(GameBasics.Units.keys.filter { it.startsWith("Great") }.random())
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else {
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val preferredVictoryType = civInfo.getNation().preferredVictoryType
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val greatPerson = when(preferredVictoryType) {
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VictoryType.Cultural -> "Great Artist"
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VictoryType.Scientific -> "Great Scientist"
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VictoryType.Domination,VictoryType.Neutral ->
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GameBasics.Units.keys.filter { it.startsWith("Great") }.random()
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}
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civInfo.addGreatPerson(greatPerson)
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}
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}
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}
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}
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}
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