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Resolved #2723 - resource-specific improvement bonuses are *in addition to* the regular improvement bonuses, and not instead.
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@ -253,11 +253,9 @@ open class TileInfo {
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}
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fun getImprovementStats(improvement: TileImprovement, observingCiv: CivilizationInfo, city: CityInfo?): Stats {
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val stats =
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if (hasViewableResource(observingCiv) && getTileResource().improvement == improvement.name)
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getTileResource().improvementStats!!.clone() // resource-specific improvement
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else
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improvement.clone() // basic improvement
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val stats = improvement.clone()
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if (hasViewableResource(observingCiv) && getTileResource().improvement == improvement.name)
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stats.add(getTileResource().improvementStats!!.clone()) // resource-specific improvement
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if (improvement.improvingTech != null && observingCiv.tech.isResearched(improvement.improvingTech!!)) stats.add(improvement.improvingTechStats!!) // eg Chemistry for mines
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if (improvement.name == "Trading post" && city != null
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