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Remove city-state construction bonuses from difficulty
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@ -121,7 +121,7 @@ class Building : RulesetStatsObject(), INonPerpetualConstruction {
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if (civInfo.isCityState())
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productionCost *= 1.5f
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if (civInfo.isHuman()) {
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else if (civInfo.isHuman()) {
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if (!isWonder)
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productionCost *= civInfo.getDifficulty().buildingCostModifier
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} else {
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@ -259,7 +259,6 @@ class Building : RulesetStatsObject(), INonPerpetualConstruction {
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if (unique.type != UniqueType.OnlyAvailable && unique.type != UniqueType.CanOnlyBeBuiltWhen &&
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!unique.conditionalsApply(StateForConditionals(civ, cityConstructions.city))) continue
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@Suppress("NON_EXHAUSTIVE_WHEN")
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when (unique.type) {
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// for buildings that are created as side effects of other things, and not directly built,
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// or for buildings that can only be bought
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@ -22,12 +22,13 @@ class BaseUnitCost(val baseUnit: BaseUnit) {
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for (unique in baseUnit.getMatchingUniques(UniqueType.CostPercentageChange, stateForConditionals))
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productionCost *= unique.params[0].toPercent()
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if (civInfo.isCityState())
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productionCost *= 1.5f
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productionCost *= if (civInfo.isHuman())
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productionCost *= if (civInfo.isCityState())
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1.5f
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else if (civInfo.isHuman())
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civInfo.getDifficulty().unitCostModifier
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else
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civInfo.gameInfo.getDifficulty().aiUnitCostModifier
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productionCost *= civInfo.gameInfo.speed.productionCostModifier
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return productionCost.toInt()
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}
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