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Solved the 'infinite warmongering penalty' bug
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@ -378,10 +378,12 @@ class CityInfo {
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conqueringCiv.addNotification("Received [$goldPlundered] Gold for capturing [$name]", centerTileInfo.position, Color.GOLD)
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conqueringCiv.addNotification("Received [$goldPlundered] Gold for capturing [$name]", centerTileInfo.position, Color.GOLD)
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val oldCiv = civInfo
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val oldCiv = civInfo
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// must be before moving the city to the conquering civ,
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// so the sum of population isn't 0 when conquering the last city of a civ
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diplomaticRepercussionsForConqueringCity(oldCiv, conqueringCiv)
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moveToCiv(conqueringCiv)
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moveToCiv(conqueringCiv)
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Battle.destroyIfDefeated(oldCiv, conqueringCiv)
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Battle.destroyIfDefeated(oldCiv, conqueringCiv)
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diplomaticRepercussionsForConqueringCity(oldCiv, conqueringCiv)
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if(population.population>1) population.population -= 1 + population.population/4 // so from 2-4 population, remove 1, from 5-8, remove 2, etc.
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if(population.population>1) population.population -= 1 + population.population/4 // so from 2-4 population, remove 1, from 5-8, remove 2, etc.
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reassignWorkers()
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reassignWorkers()
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@ -398,7 +400,8 @@ class CityInfo {
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private fun diplomaticRepercussionsForConqueringCity(oldCiv: CivilizationInfo, conqueringCiv: CivilizationInfo) {
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private fun diplomaticRepercussionsForConqueringCity(oldCiv: CivilizationInfo, conqueringCiv: CivilizationInfo) {
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val currentPopulation = population.population
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val currentPopulation = population.population
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val percentageOfCivPopulationInThatCity = currentPopulation * 100f / oldCiv.cities.sumBy { it.population.population }
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val percentageOfCivPopulationInThatCity = currentPopulation * 100f /
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oldCiv.cities.sumBy { it.population.population }
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val aggroGenerated = 10f + percentageOfCivPopulationInThatCity.roundToInt()
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val aggroGenerated = 10f + percentageOfCivPopulationInThatCity.roundToInt()
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// How can you conquer a city but not know the civ you conquered it from?!
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// How can you conquer a city but not know the civ you conquered it from?!
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