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Added Medic, Medic II promotions - #698
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android/Images/UnitPromotionIcons/Medic_(Civ5).png
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android/Images/UnitPromotionIcons/Medic_(Civ5).png
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android/Images/UnitPromotionIcons/Medic_II_(Civ5).png
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android/Images/UnitPromotionIcons/Medic_II_(Civ5).png
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@ -3084,129 +3084,143 @@ UnitPromotionIcons/March_(Civ5)
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orig: 20, 20
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offset: 0, 0
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index: -1
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UnitPromotionIcons/Mobility_(Civ5)
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UnitPromotionIcons/Medic_(Civ5)
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rotate: false
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xy: 2020, 590
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size: 20, 20
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orig: 20, 20
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offset: 0, 0
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index: -1
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UnitPromotionIcons/Range_(Civ5)
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UnitPromotionIcons/Medic_II_(Civ5)
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rotate: false
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xy: 2020, 590
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size: 20, 20
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orig: 20, 20
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offset: 0, 0
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index: -1
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UnitPromotionIcons/Mobility_(Civ5)
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rotate: false
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xy: 2020, 568
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size: 20, 20
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orig: 20, 20
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offset: 0, 0
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index: -1
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UnitPromotionIcons/Scouting_III_(Civ5)
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UnitPromotionIcons/Range_(Civ5)
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rotate: false
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xy: 2020, 546
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size: 20, 20
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orig: 20, 20
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offset: 0, 0
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index: -1
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UnitPromotionIcons/Scouting_II_(Civ5)
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UnitPromotionIcons/Scouting_III_(Civ5)
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rotate: false
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xy: 2020, 524
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size: 20, 20
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orig: 20, 20
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offset: 0, 0
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index: -1
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UnitPromotionIcons/Scouting_I_(Civ5)
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UnitPromotionIcons/Scouting_II_(Civ5)
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rotate: false
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xy: 1356, 8
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size: 20, 20
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orig: 20, 20
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offset: 0, 0
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index: -1
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UnitPromotionIcons/Sentry_(Civ5)
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UnitPromotionIcons/Scouting_I_(Civ5)
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rotate: false
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xy: 1378, 8
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size: 20, 20
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orig: 20, 20
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offset: 0, 0
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index: -1
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UnitPromotionIcons/Shock_III_(Civ5)
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UnitPromotionIcons/Sentry_(Civ5)
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rotate: false
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xy: 1400, 8
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size: 20, 20
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orig: 20, 20
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offset: 0, 0
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index: -1
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UnitPromotionIcons/Shock_II_(Civ5)
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UnitPromotionIcons/Shock_III_(Civ5)
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rotate: false
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xy: 1422, 8
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size: 20, 20
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orig: 20, 20
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offset: 0, 0
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index: -1
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UnitPromotionIcons/Shock_I_(Civ5)
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UnitPromotionIcons/Shock_II_(Civ5)
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rotate: false
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xy: 1750, 295
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size: 20, 20
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orig: 20, 20
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offset: 0, 0
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index: -1
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UnitPromotionIcons/Siege_(Civ5)
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UnitPromotionIcons/Shock_I_(Civ5)
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rotate: false
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xy: 1750, 273
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size: 20, 20
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orig: 20, 20
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offset: 0, 0
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index: -1
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UnitPromotionIcons/Targeting_III_(Civ5)
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UnitPromotionIcons/Siege_(Civ5)
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rotate: false
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xy: 1750, 251
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size: 20, 20
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orig: 20, 20
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offset: 0, 0
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index: -1
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UnitPromotionIcons/Targeting_II_(Civ5)
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UnitPromotionIcons/Targeting_III_(Civ5)
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rotate: false
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xy: 2000, 1046
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size: 20, 20
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orig: 20, 20
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offset: 0, 0
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index: -1
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UnitPromotionIcons/Targeting_I_(Civ5)
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UnitPromotionIcons/Targeting_II_(Civ5)
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rotate: false
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xy: 442, 752
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size: 20, 20
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orig: 20, 20
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offset: 0, 0
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index: -1
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UnitPromotionIcons/Volley_(Civ5)
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UnitPromotionIcons/Targeting_I_(Civ5)
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rotate: false
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xy: 1562, 117
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size: 20, 20
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orig: 20, 20
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offset: 0, 0
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index: -1
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UnitPromotionIcons/Wolfpack_III_(Civ5)
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UnitPromotionIcons/Volley_(Civ5)
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rotate: false
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xy: 1562, 95
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size: 20, 20
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orig: 20, 20
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offset: 0, 0
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index: -1
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UnitPromotionIcons/Wolfpack_II_(Civ5)
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UnitPromotionIcons/Wolfpack_III_(Civ5)
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rotate: false
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xy: 1562, 73
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size: 20, 20
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orig: 20, 20
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offset: 0, 0
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index: -1
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UnitPromotionIcons/Wolfpack_I_(Civ5)
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UnitPromotionIcons/Wolfpack_II_(Civ5)
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rotate: false
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xy: 1562, 51
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size: 20, 20
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orig: 20, 20
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offset: 0, 0
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index: -1
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UnitPromotionIcons/Woodsman_(Civ5)
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UnitPromotionIcons/Wolfpack_I_(Civ5)
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rotate: false
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xy: 1562, 29
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size: 20, 20
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orig: 20, 20
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offset: 0, 0
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index: -1
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UnitPromotionIcons/Woodsman_(Civ5)
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rotate: false
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xy: 1968, 450
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size: 20, 20
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orig: 20, 20
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offset: 0, 0
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index: -1
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Before Width: | Height: | Size: 990 KiB After Width: | Height: | Size: 991 KiB |
@ -8790,31 +8790,7 @@
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Russian:"Бонус против раненых 33%"
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Simplified_Chinese:"对战受伤单位时+33%战斗力"
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}
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//Shouldn't it be just "Bonus vs city [percentage]" ?
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"Bonus vs City 50%":{
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Simplified_Chinese:"攻击城市时+50%战斗力"
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French:"Bonus contre les villes +50%"
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}
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"Bonus vs City 15%":{
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Simplified_Chinese:"攻击城市时+15%战斗力"
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French:"Bonus contre les villes +15%"
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}
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"Bonus vs City 200%":{
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Simplified_Chinese:"攻击城市时+200%战斗力"
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French:"Bonus contre les villes +200%"
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}
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"Bonus vs City 30%":{
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Simplified_Chinese:"攻击城市时+30%战斗力"
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French:"Bonus contre les villes +30%"
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}
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"Bonus vs City 33%":{
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Simplified_Chinese:"攻击城市时+33%战斗力"
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French:"Bonus contre les villes +33%"
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}
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"Penalty vs City 33%":{
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Simplified_Chinese:"攻击城市时-33%战斗力"
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French:"Pénalité contre les villes -33%"
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}
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"wounded units":{
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Italian:"unità ferite"
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French:"unités blessés"
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@ -8969,18 +8945,6 @@
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Russian:"Бонус против водных юнитов +15%"
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Simplified_Chinese:"对战海军单位时+15%战斗力"
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}
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"Bonus vs Mounted 50%":{
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Simplified_Chinese:"对战骑乘单位时+50%战斗力"
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French:"Bonus contre les unités montées +50%"
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}
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"Bonus vs Mounted 33%":{
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Simplified_Chinese:"对战骑乘单位时+33%战斗力"
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French:"Bonus contre les unités montées +33%"
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}
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"Bonus vs Armor 100%":{
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Simplified_Chinese:"对战装甲单位时+100%战斗力"
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French:"Bonus contre les unités montées +100%"
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}
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"Coastal Raider I":{
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Italian:"Incursione costiera I"
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German:"Küstenräuber I"
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@ -280,6 +280,19 @@
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effect:"Double movement rate through Forest and Jungle",
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unitTypes:["Melee"]
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}
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{
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name:"Medic",
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prerequisites:["Shock I", "Drill I", "Scouting II"],
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effect:"This unit and all others in adjacent tiles heal 5 additional HP per turn",
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unitTypes:["Melee","Mounted","Scout"]
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}
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{
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name:"Medic II",
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prerequisites:["Medic"],
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effect:"This unit and all others in adjacent tiles heal 5 additional HP. This unit heals 5 additional HP outside of friendly territory.",
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unitTypes:["Melee","Mounted","Scout"]
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}
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]
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@ -21,8 +21,8 @@ android {
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applicationId "com.unciv.app"
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minSdkVersion 14
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targetSdkVersion 28
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versionCode 237
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versionName "2.16.1"
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versionCode 238
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versionName "2.16.2"
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}
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// Had to add this crap for Travis to build, it wanted to sign the app
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@ -258,6 +258,13 @@ class MapUnit {
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return true
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}
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fun adjacentHealingBonus():Int{
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var healingBonus = 0
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if(hasUnique("This unit and all others in adjacent tiles heal 5 additional HP per turn")) healingBonus +=5
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if(hasUnique("This unit and all others in adjacent tiles heal 5 additional HP. This unit heals 5 additional HP outside of friendly territory.")) healingBonus +=5
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return healingBonus
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}
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//endregion
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//region state-changing functions
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@ -336,17 +343,23 @@ class MapUnit {
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}
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private fun heal(){
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if(isEmbarked()) return // embarked units can't heal
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health += rankTileForHealing(getTile())
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val adjacentUnits = currentTile.getTilesInDistance(1).flatMap { it.getUnits() }
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if(adjacentUnits.isNotEmpty())
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health += adjacentUnits.map { it.adjacentHealingBonus() }.max()!!
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if(health>100) health=100
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}
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fun rankTileForHealing(tileInfo:TileInfo): Int {
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if(isEmbarked()) return 0 // embarked units can't heal
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return when{
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tileInfo.getOwner() == null -> 10 // no man's land (neutral)
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tileInfo.isCityCenter() -> 20
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!civInfo.isAtWarWith(tileInfo.getOwner()!!) -> 15 // home or allied territory
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else -> 5 // enemy territory
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else -> { // enemy territory
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if(hasUnique("This unit and all others in adjacent tiles heal 5 additional HP. This unit heals 5 additional HP outside of friendly territory.")) 10
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else 5
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}
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}
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}
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