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update
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51a3e24912
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@ -426,7 +426,7 @@ BuildingIcons/Paper Maker
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index: -1
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BuildingIcons/Pentagon
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rotate: false
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xy: 2144, 514
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xy: 308, 503
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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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@ -860,21 +860,21 @@ ImprovementIcons/Quarry
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index: -1
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ImprovementIcons/Railroad
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rotate: false
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xy: 1532, 412
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xy: 1634, 412
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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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TileSets/Default/Railroad
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rotate: false
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xy: 1532, 412
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xy: 1634, 412
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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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TileSets/FantasyHex/Railroad
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rotate: false
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xy: 1532, 412
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xy: 1634, 412
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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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@ -1098,7 +1098,7 @@ OtherIcons/MenuIcon
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index: -1
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OtherIcons/Pentagon
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rotate: false
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xy: 308, 503
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xy: 2144, 514
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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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@ -2169,7 +2169,7 @@ TechIcons/Radio
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index: -1
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TechIcons/Railroad
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rotate: false
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xy: 1634, 412
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xy: 1532, 412
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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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Before Width: | Height: | Size: 1008 KiB After Width: | Height: | Size: 1008 KiB |
@ -49,9 +49,9 @@ class CityCombatant(val city: CityInfo) : ICombatant {
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// Industrial - 32.4, Modern - 51, Atomic - 72.5, All - 118.3
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// 100% of the way through the game provides an extra 50.00
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// Garrisoned unit gives up to 20% of strength to city, in original game strengh of unit has nothing to do with health, health only is related to damage.
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// Garrisoned unit gives up to 20% of strength to city, health-dependant
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if(cityTile.militaryUnit!=null)
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strength += cityTile.militaryUnit!!.baseUnit().strength / 5f
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strength += cityTile.militaryUnit!!.baseUnit().strength * (cityTile.militaryUnit!!.health / 100f) * 0.2f
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var buildingsStrength = city.cityConstructions.getBuiltBuildings().sumBy{ it.cityStrength }.toFloat()
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if(getCivInfo().containsBuildingUnique("Defensive buildings in all cities are 25% more effective"))
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