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Starting techs no longer hardcoded - this means that mods can have their own tech trees starting wherever
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@ -8,9 +8,9 @@
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{
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"name": "Agriculture",
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"row": 5,
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"quote": "'Where tillage begins, other arts follow. The farmers therefore are the founders of human civilization.' - Daniel Webster"
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"quote": "'Where tillage begins, other arts follow. The farmers therefore are the founders of human civilization.' - Daniel Webster",
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"uniques": ["Starting tech"]
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}
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]
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},
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{
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@ -42,7 +42,7 @@ object GameStarter {
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civInfo.tech.addTechnology(tech)
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for (tech in ruleset.technologies.values
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.filter { it.era() < newGameParameters.startingEra })
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.filter { ruleset.getEraNumber(it.era()) < ruleset.getEraNumber(newGameParameters.startingEra) })
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if (!civInfo.tech.isResearched(tech.name))
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civInfo.tech.addTechnology(tech.name)
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@ -70,6 +70,8 @@ object GameStarter {
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else availableCivNames.pop()
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val playerCiv = CivilizationInfo(nationName)
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for(tech in ruleset.technologies.values.filter { it.uniques.contains("Starting tech") })
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playerCiv.tech.techsResearched.add(tech.name) // can't be .addTechnology because the civInfo isn't assigned yet
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playerCiv.playerType = player.playerType
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playerCiv.playerId = player.playerId
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gameInfo.civilizations.add(playerCiv)
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@ -83,7 +83,6 @@ class CivilizationInfo {
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constructor(civName: String) {
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this.civName = civName
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tech.techsResearched.add("Agriculture") // can't be .addTechnology because the civInfo isn't assigned yet
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}
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fun clone(): CivilizationInfo {
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