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Resolved #2951 - only ancient ruins improvements are removed around players' starting locations, and not other improvements
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@ -126,7 +126,7 @@ object GameStarter {
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if (tile.improvement != null && tile.improvement!!.startsWith("StartingLocation "))
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tile.improvement = null
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// set max starting movement for units loaded from map
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for(unit in tile.getUnits()) unit.currentMovement = unit.getMaxMovement().toFloat()
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for (unit in tile.getUnits()) unit.currentMovement = unit.getMaxMovement().toFloat()
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}
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@ -143,7 +143,8 @@ object GameStarter {
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for (civ in gameInfo.civilizations.filter { !it.isBarbarian() && !it.isSpectator() }) {
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val startingLocation = startingLocations[civ]!!
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for (tile in startingLocation.getTilesInDistance(3))
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tile.improvement = null // Remove ancient ruins in immediate vicinity
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if (tile.improvement == Constants.ancientRuins)
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tile.improvement = null // Remove ancient ruins in immediate vicinity
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fun placeNearStartingPosition(unitName: String) {
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civ.placeUnitNearTile(startingLocation.position, unitName)
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