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docs: Resource unique documentation
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@ -594,9 +594,15 @@ enum class UniqueType(
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CannotBeTraded("Cannot be traded", UniqueTarget.Resource),
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NotShownOnWorldScreen("Not shown on world screen", UniqueTarget.Resource, flags = UniqueFlag.setOfHiddenToUsers),
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ResourceWeighting("Generated with weight [amount]", UniqueTarget.Resource, flags = UniqueFlag.setOfHiddenToUsers),
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MinorDepositWeighting("Minor deposits generated with weight [amount]", UniqueTarget.Resource, flags = UniqueFlag.setOfHiddenToUsers),
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LuxuryWeightingForCityStates("Generated near City States with weight [amount]", UniqueTarget.Resource, flags = UniqueFlag.setOfHiddenToUsers),
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ResourceWeighting("Generated with weight [amount]", UniqueTarget.Resource, flags = UniqueFlag.setOfHiddenToUsers,
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docDescription = "The probability for this resource to be chosen is (this resource weight) / (sum weight of all eligible resources). " +
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"Resources without a unique are given weight `1`"),
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MinorDepositWeighting("Minor deposits generated with weight [amount]", UniqueTarget.Resource, flags = UniqueFlag.setOfHiddenToUsers,
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docDescription = "The probability for this resource to be chosen is (this resource weight) / (sum weight of all eligible resources). " +
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"Resources without a unique are not generated as minor deposits."),
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LuxuryWeightingForCityStates("Generated near City States with weight [amount]", UniqueTarget.Resource, flags = UniqueFlag.setOfHiddenToUsers,
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docDescription = "The probability for this resource to be chosen is (this resource weight) / (sum weight of all eligible resources). " +
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"Only assignable to luxuries, resources without a unique are given weight `1`"),
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LuxurySpecialPlacement("Special placement during map generation", UniqueTarget.Resource, flags = UniqueFlag.setOfHiddenToUsers),
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ResourceFrequency("Generated on every [amount] tiles", UniqueTarget.Resource, flags = UniqueFlag.setOfHiddenToUsers),
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StrategicBalanceResource("Guaranteed with Strategic Balance resource option", UniqueTarget.Resource),
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