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chore: renamed MoveImmediatelyOnceBought -> CanMoveImmediatelyOnceBought
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@ -414,7 +414,7 @@ enum class UniqueType(
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NoMovementToPillage("No movement cost to pillage", UniqueTarget.Unit, UniqueTarget.Global),
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CanMoveAfterAttacking("Can move after attacking", UniqueTarget.Unit),
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TransferMovement("Transfer Movement to [mapUnitFilter]", UniqueTarget.Unit),
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MoveImmediatelyOnceBought("Can move immediately once bought", UniqueTarget.Unit),
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CanMoveImmediatelyOnceBought("Can move immediately once bought", UniqueTarget.Unit),
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// Healing
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HealsOutsideFriendlyTerritory("May heal outside of friendly territory", UniqueTarget.Unit, UniqueTarget.Global),
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@ -319,7 +319,7 @@ class BaseUnit : RulesetObject(), INonPerpetualConstruction {
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?: return false // couldn't place the unit, so there's actually no unit =(
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//movement penalty
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if (boughtWith != null && !civInfo.gameInfo.gameParameters.godMode && !unit.hasUnique(UniqueType.MoveImmediatelyOnceBought))
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if (boughtWith != null && !civInfo.gameInfo.gameParameters.godMode && !unit.hasUnique(UniqueType.CanMoveImmediatelyOnceBought))
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unit.currentMovement = 0f
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addConstructionBonuses(unit, cityConstructions)
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