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3.12.6
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@ -3,8 +3,8 @@ package com.unciv.build
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object BuildConfig {
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object BuildConfig {
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const val kotlinVersion = "1.3.71"
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const val kotlinVersion = "1.3.71"
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const val appName = "Unciv"
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const val appName = "Unciv"
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const val appCodeNumber = 516
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const val appCodeNumber = 517
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const val appVersion = "3.12.5"
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const val appVersion = "3.12.6"
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const val gdxVersion = "1.9.12"
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const val gdxVersion = "1.9.12"
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const val roboVMVersion = "2.3.1"
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const val roboVMVersion = "2.3.1"
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23
changelog.md
23
changelog.md
@ -1,3 +1,26 @@
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## 3.12.6
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Resolved #3483 - settlers require at least 2 population to construct, as per Civ V
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Set a max cap on unit maintenance - does not increase past the base turn limit
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Resolved #3472 - can purchase 'free' tiles in cities even with negative gold
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Resolved #3490 - fixed formatting problem in trade popup
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Resolved #3489 - City state influence is affected by war/peace with their enemies
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Resolved #3475 - capturing settlers moves us to the captured units' tile
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Better visual aircraft indicators
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Solved ANRs when loading big maps in editor screen
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By 9kgsofrice:
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- Modded buildings never lead cities to negative production
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- "happiness from garrison" effect was duplicated
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## 3.12.5
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## 3.12.5
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Resolved #3470 - popups now make the rest of the screen unclickable to avoid exploits
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Resolved #3470 - popups now make the rest of the screen unclickable to avoid exploits
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@ -248,17 +248,6 @@ class CityStats {
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return !cityInfo.containsBuildingUnique("Remove extra unhappiness from annexed cities")
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return !cityInfo.containsBuildingUnique("Remove extra unhappiness from annexed cities")
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}
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}
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fun getStatsOfSpecialist(stat: Stat): Stats {
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val stats = Stats()
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if (stat == Stat.Culture || stat == Stat.Science) stats.add(stat, 3f)
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else stats.add(stat, 2f) // science and gold specialists
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for (unique in cityInfo.civInfo.getMatchingUniques("[] from every specialist"))
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stats.add(unique.stats)
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return stats
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}
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fun getStatsOfSpecialist(specialistName: String): Stats {
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fun getStatsOfSpecialist(specialistName: String): Stats {
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val specialist = cityInfo.getRuleset().specialists[specialistName]
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val specialist = cityInfo.getRuleset().specialists[specialistName]
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if (specialist == null) return Stats()
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if (specialist == null) return Stats()
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@ -155,9 +155,11 @@ class ConstructionsTable(val cityScreen: CityScreen) : Table(CameraStageBaseScre
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buttonText,
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buttonText,
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building.getRejectionReason(cityConstructions)
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building.getRejectionReason(cityConstructions)
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)
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)
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if (building.isWonder) buildableWonders += productionTextButton
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when {
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else if (building.isNationalWonder) buildableNationalWonders += productionTextButton
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building.isWonder -> buildableWonders += productionTextButton
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else buildableBuildings += productionTextButton
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building.isNationalWonder -> buildableNationalWonders += productionTextButton
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else -> buildableBuildings += productionTextButton
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}
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}
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}
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for (specialConstruction in PerpetualConstruction.perpetualConstructionsMap.values
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for (specialConstruction in PerpetualConstruction.perpetualConstructionsMap.values
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