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Population is assigned/unassigned in cities by clicking on the tile, not just the population symbol
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@ -21,34 +21,22 @@
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CityEntered: [
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[
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"Welcome to your first city!",
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"As of now, you only have 1 population,",
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" but this will grow when you amass enough surplus food"
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"As of now, you only have 1 population, but this will grow when you amass enough surplus food",
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"Similarly, your city's borders grow when you amass enough culture,",
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" which is not generated by tiles but rather by buildings."
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],
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[
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"Similarly, your city's borders grow when you",
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" amass enough culture, which is not generated",
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" by tiles but rather by buildings."
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"Each population in your city can work a single tile, providing the city with that tile's yields.",
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"Population can be assigned and unassigned by clicking on the tiles - ",
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" but of course, you can only assign population if you have idle population to spare!"
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],
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[
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"Each population in your city can work",
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" a single tile, providing the city with that tile's yields.",
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],
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[
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"Population can be assigned and unassigned",
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" by clicking on the green population symbols on the tiles - ",
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" but of course, you can only assign population",
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" if you have idle population to spare!"
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],
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[
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"The center tile off a city is always worked,",
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" and doesn't require population,",
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"The center tile of a city is always worked, and doesn't require population,",
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" but it cannot be improved by tile improvements."
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],
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[
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"The city's production always goes towards the",
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" current construction - you can pick the city's",
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" construction by clicking on the construction",
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" button on the bottom-left"
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"The city's production always goes towards the current construction - ",
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"you can pick the city's construction by clicking on the construction button on the bottom-left"
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]
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],
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@ -71,11 +59,9 @@
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" more construction options, improvements, and abilities"
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],
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[
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"Most technologies are dependent on",
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" other technologies being researched - ",
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"Most technologies are dependent on other technologies being researched - ",
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" but you can choose a technology to aspire to,",
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" and your civilization will research the",
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" necessary technologies to get there"
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" and your civilization will research the necessary technologies to get there"
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]
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],
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@ -83,18 +69,15 @@
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CityFounded : [
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[
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"You have founded a city!",
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"Cities are the lifeblood of your empire,",
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" providing gold and science empire-wide,",
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"Cities are the lifeblood of your empire, providing gold and science empire-wide,",
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" which are displayed on the top bar."
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],
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[
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"Science is used to research technologies.",
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"You can enter the technology screen by clicking",
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" on the button on the top-left, underneath the bar",
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"You can enter the technology screen by clicking on the button on the top-left, underneath the bar",
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],
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[
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"You can click the city name to enter",
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" the city screen to assign population,",
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"You can click the city name to enter the city screen to assign population,",
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" choose production, and see information on the city"
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]
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],
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@ -102,15 +85,14 @@
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NewGame: [
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[
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"Hello, and welcome to Unciv!",
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"Civilization games can be complex, so we'll",
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" be guiding you along your first journey.",
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"Civilization games can be complex, so we'll be guiding you along your first journey.",
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"Before we begin, let's review some basic game concepts."
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],
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[
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"You start out with two units -",
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"You start out with a few units -",
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" a Settler - who can found a city,",
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" and a scout, for exploring the area.",
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" Click on a tile to assign orders the unit!"
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"Click on a tile to assign orders the unit!"
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]
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],
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@ -204,7 +204,7 @@ class CityScreen(internal val city: CityInfo) : CameraStageBaseScreen() {
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}
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else if (!tileInfo.isCityCenter() && tileGroup.populationImage==null) { // workable
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tileGroup.addPopulationIcon()
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tileGroup.populationImage!!.onClick {
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tileGroup.onClick {
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if (!tileInfo.isWorked() && city.population.getFreePopulation() > 0)
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city.workedTiles.add(tileInfo.position)
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else if (tileInfo.isWorked()) city.workedTiles.remove(tileInfo.position)
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