EmperorPinguin
086ba8c165
Don't auto-replace holy sites ( #12296 )
...
* AI behaviour changes
* Update Automation.kt
* Update Automation.kt
* Update Automation.kt
* Update Automation.kt
* Update Automation.kt
* Update ConstructionAutomation.kt
* Update Automation.kt
* Reverting some changes
* Changes
* revert changes
* revert changes
* revert changes
* revert changes
* Update CityLocationTileRanker.kt
* Citizen assignment for stat conversion
* Update CityLocationTileRanker.kt
* Reduce AI settling
* Avoid AI building units when in negative Supply
* Update CityLocationTileRanker.kt
* Update CityLocationTileRanker.kt
* Update CityLocationTileRanker.kt
* Update ConstructionAutomation.kt
* Update build.gradle.kts
* Update gradle-wrapper.properties
* Update CityLocationTileRanker.kt
* Update CityLocationTileRanker.kt
* Update ConstructionAutomation.kt
* Update CityLocationTileRanker.kt
* AI changes for humans
* Fix puppet focus
* Update Automation.kt
* Puppet focus
* Update Automation.kt
* Update Automation.kt
* Update Automation.kt
* Update Automation.kt
* Update Automation.kt
* Update Automation.kt
* Update Automation.kt
* Update Automation.kt
* Update Automation.kt
* Update Stats.kt
* Update CityTurnManager.kt
* Remove specialist science modifier
* Update ReligionAutomation.kt
* Update ReligionAutomation.kt
* Update ReligionAutomation.kt
* Update CivilianUnitAutomation.kt
* Update ReligionAutomation.kt
* Worker prioritization
Workers are valuable in expand cities.
* Update ConstructionAutomation.kt
Food always important, it's rarely good to skip e.g. granary if we're on 6 pop.
* Update ConstructionAutomation.kt
Should achieve about the same with less lines of code.
* Update Automation.kt
* Update ConstructionAutomation.kt
* Update Policies.json
* Update Policies.json
* Update Policies.json
* Update ConstructionAutomation.kt
* Update Policies.json
* Update ReligionAutomation.kt
* Update ReligionAutomation.kt
* Update ReligionAutomation.kt
* Update ReligionAutomation.kt
* Rename Crop Yield to Growth
* Update worker usage
* Update UnitAutomation.kt
* Tutorials update
* Update Tutorials.json
* Fix spelling error
* Update Tutorials.json
* Update Tutorials.json
* Update Tutorials.json
* Update Tutorials.json
* Update Tutorials.json
* Update Tutorials.json
* Update Tutorials.json
* Update Tutorials.json
* AI tech and policy choices
* Update Techs.json
* Update Policies.json
* Update ConstructionAutomation.kt
* Update UnitPromotions.json
* Update
* Update Policies.json
* Update Tutorials.json
* ReligionAutomation bugfix
* Update ReligionAutomation.kt
* Update ReligionAutomation.kt
* Update ReligionAutomation.kt
* Update ReligionAutomation.kt
* Update ReligionAutomation.kt
* Update ReligionAutomation.kt
* Update ReligionAutomation.kt
* Update AI city settling and science game
* Update ReligionAutomation.kt
* Maybe revert this now the belief picking has improved
* Update ReligionAutomation.kt
* Remove some if-statements
* Update Automation.kt
* Update Automation.kt
* Update ConsoleLauncher.kt
* Update
* Update Automation.kt
* Update TileImprovements.json
2024-10-15 21:24:21 +03:00
EmperorPinguin
6f4d8fd7b5
Improve AI city settling, science game, and belief picking ( #12256 )
...
* AI behaviour changes
* Update Automation.kt
* Update Automation.kt
* Update Automation.kt
* Update Automation.kt
* Update Automation.kt
* Update ConstructionAutomation.kt
* Update Automation.kt
* Reverting some changes
* Changes
* revert changes
* revert changes
* revert changes
* revert changes
* Update CityLocationTileRanker.kt
* Citizen assignment for stat conversion
* Update CityLocationTileRanker.kt
* Reduce AI settling
* Avoid AI building units when in negative Supply
* Update CityLocationTileRanker.kt
* Update CityLocationTileRanker.kt
* Update CityLocationTileRanker.kt
* Update ConstructionAutomation.kt
* Update build.gradle.kts
* Update gradle-wrapper.properties
* Update CityLocationTileRanker.kt
* Update CityLocationTileRanker.kt
* Update ConstructionAutomation.kt
* Update CityLocationTileRanker.kt
* AI changes for humans
* Fix puppet focus
* Update Automation.kt
* Puppet focus
* Update Automation.kt
* Update Automation.kt
* Update Automation.kt
* Update Automation.kt
* Update Automation.kt
* Update Automation.kt
* Update Automation.kt
* Update Automation.kt
* Update Automation.kt
* Update Stats.kt
* Update CityTurnManager.kt
* Remove specialist science modifier
* Update ReligionAutomation.kt
* Update ReligionAutomation.kt
* Update ReligionAutomation.kt
* Update CivilianUnitAutomation.kt
* Update ReligionAutomation.kt
* Worker prioritization
Workers are valuable in expand cities.
* Update ConstructionAutomation.kt
Food always important, it's rarely good to skip e.g. granary if we're on 6 pop.
* Update ConstructionAutomation.kt
Should achieve about the same with less lines of code.
* Update Automation.kt
* Update ConstructionAutomation.kt
* Update Policies.json
* Update Policies.json
* Update Policies.json
* Update ConstructionAutomation.kt
* Update Policies.json
* Update ReligionAutomation.kt
* Update ReligionAutomation.kt
* Update ReligionAutomation.kt
* Update ReligionAutomation.kt
* Rename Crop Yield to Growth
* Update worker usage
* Update UnitAutomation.kt
* Tutorials update
* Update Tutorials.json
* Fix spelling error
* Update Tutorials.json
* Update Tutorials.json
* Update Tutorials.json
* Update Tutorials.json
* Update Tutorials.json
* Update Tutorials.json
* Update Tutorials.json
* Update Tutorials.json
* AI tech and policy choices
* Update Techs.json
* Update Policies.json
* Update ConstructionAutomation.kt
* Update UnitPromotions.json
* Update
* Update Policies.json
* Update Tutorials.json
* ReligionAutomation bugfix
* Update ReligionAutomation.kt
* Update ReligionAutomation.kt
* Update ReligionAutomation.kt
* Update ReligionAutomation.kt
* Update ReligionAutomation.kt
* Update ReligionAutomation.kt
* Update ReligionAutomation.kt
* Update AI city settling and science game
* Update ReligionAutomation.kt
* Maybe revert this now the belief picking has improved
* Update ReligionAutomation.kt
2024-10-06 16:46:46 +03:00
EmperorPinguin
41eab84051
Improve AI tech and policy choices ( #12234 )
...
* AI behaviour changes
* Update Automation.kt
* Update Automation.kt
* Update Automation.kt
* Update Automation.kt
* Update Automation.kt
* Update ConstructionAutomation.kt
* Update Automation.kt
* Reverting some changes
* Changes
* revert changes
* revert changes
* revert changes
* revert changes
* Update CityLocationTileRanker.kt
* Citizen assignment for stat conversion
* Update CityLocationTileRanker.kt
* Reduce AI settling
* Avoid AI building units when in negative Supply
* Update CityLocationTileRanker.kt
* Update CityLocationTileRanker.kt
* Update CityLocationTileRanker.kt
* Update ConstructionAutomation.kt
* Update build.gradle.kts
* Update gradle-wrapper.properties
* Update CityLocationTileRanker.kt
* Update CityLocationTileRanker.kt
* Update ConstructionAutomation.kt
* Update CityLocationTileRanker.kt
* AI changes for humans
* Fix puppet focus
* Update Automation.kt
* Puppet focus
* Update Automation.kt
* Update Automation.kt
* Update Automation.kt
* Update Automation.kt
* Update Automation.kt
* Update Automation.kt
* Update Automation.kt
* Update Automation.kt
* Update Automation.kt
* Update Stats.kt
* Update CityTurnManager.kt
* Remove specialist science modifier
* Update ReligionAutomation.kt
* Update ReligionAutomation.kt
* Update ReligionAutomation.kt
* Update CivilianUnitAutomation.kt
* Update ReligionAutomation.kt
* Worker prioritization
Workers are valuable in expand cities.
* Update ConstructionAutomation.kt
Food always important, it's rarely good to skip e.g. granary if we're on 6 pop.
* Update ConstructionAutomation.kt
Should achieve about the same with less lines of code.
* Update Automation.kt
* Update ConstructionAutomation.kt
* Update Policies.json
* Update Policies.json
* Update Policies.json
* Update ConstructionAutomation.kt
* Update Policies.json
* Update ReligionAutomation.kt
* Update ReligionAutomation.kt
* Update ReligionAutomation.kt
* Update ReligionAutomation.kt
* Rename Crop Yield to Growth
* Update worker usage
* Update UnitAutomation.kt
* Tutorials update
* Update Tutorials.json
* Fix spelling error
* Update Tutorials.json
* Update Tutorials.json
* Update Tutorials.json
* Update Tutorials.json
* Update Tutorials.json
* Update Tutorials.json
* Update Tutorials.json
* Update Tutorials.json
* AI tech and policy choices
* Update Techs.json
* Update Policies.json
* Update ConstructionAutomation.kt
* Update UnitPromotions.json
* Update
* Update Policies.json
* Update Tutorials.json
* ReligionAutomation bugfix
* Update ReligionAutomation.kt
* Update ReligionAutomation.kt
* Update ReligionAutomation.kt
* Update ReligionAutomation.kt
* Update ReligionAutomation.kt
* Update ReligionAutomation.kt
* Update ReligionAutomation.kt
2024-09-25 20:46:07 +03:00
yairm210
327d880b11
Added Barbarian image variants for AbsoluteUnits by Pelo
2024-09-09 10:33:17 +03:00
yairm210
84efb797a3
Make event choices ruleset objects, with standard "uniques" field
2024-09-05 21:00:30 +03:00
yairm210
f6efdd105f
All unit trigger uniques start with a targetting parameter
2024-08-22 01:21:38 +03:00
yairm210
4d39c80c93
Allowed specifying custom colors for unit promotions
2024-08-19 16:24:45 +03:00
EmperorPinguin
1a6d2279f5
AI changes ( #12109 )
...
* AI behaviour changes
* Update Automation.kt
* Update Automation.kt
* Update Automation.kt
* Update Automation.kt
* Update Automation.kt
* Update ConstructionAutomation.kt
* Update Automation.kt
* Reverting some changes
* Changes
* revert changes
* revert changes
* revert changes
* revert changes
* Update CityLocationTileRanker.kt
* Citizen assignment for stat conversion
* Update CityLocationTileRanker.kt
* Reduce AI settling
* Avoid AI building units when in negative Supply
* Update CityLocationTileRanker.kt
* Update CityLocationTileRanker.kt
* Update CityLocationTileRanker.kt
* Update ConstructionAutomation.kt
* Update build.gradle.kts
* Update gradle-wrapper.properties
* Update CityLocationTileRanker.kt
* Update CityLocationTileRanker.kt
* Update ConstructionAutomation.kt
* Update CityLocationTileRanker.kt
* AI changes for humans
* Fix puppet focus
* Update Automation.kt
* Puppet focus
* Update Automation.kt
* Update Automation.kt
* Update Automation.kt
* Update Automation.kt
* Update Automation.kt
* Update Automation.kt
* Update Automation.kt
* Update Automation.kt
* Update Automation.kt
* Update Stats.kt
* Update CityTurnManager.kt
* Remove specialist science modifier
* Update ReligionAutomation.kt
* Update ReligionAutomation.kt
* Update ReligionAutomation.kt
* Update CivilianUnitAutomation.kt
* Update ReligionAutomation.kt
* Worker prioritization
Workers are valuable in expand cities.
* Update ConstructionAutomation.kt
Food always important, it's rarely good to skip e.g. granary if we're on 6 pop.
* Update ConstructionAutomation.kt
Should achieve about the same with less lines of code.
* Update Automation.kt
* Update ConstructionAutomation.kt
* Update Policies.json
* Update Policies.json
* Update Policies.json
* Update ConstructionAutomation.kt
* Update Policies.json
* Update ReligionAutomation.kt
* Update ReligionAutomation.kt
* Update ReligionAutomation.kt
* Update ReligionAutomation.kt
* Rename Crop Yield to Growth
2024-08-17 21:40:20 +03:00
SomeTroglodyte
5ad68bb14d
Deprecate NaturalWonderConvertNeighborsExcept
( #12098 )
2024-08-14 09:48:43 +03:00
yairm210
1122195e14
Improvement Unique converted to trigger - "Gain control over [tileFilter] tiles in a [amount]-tile radius"
2024-07-29 11:57:20 +03:00
aaronjfeingold
34f614c54b
Correct spelling of 'Svannah' to 'Savannah' across project. ( #12018 )
2024-07-27 23:41:46 +03:00
Oskar Niesen
7d69945c57
Make AI difficulty changable ( #11996 )
...
* Added AIDifficultyLevel to the difficulty object
* Fixed difficulty levels not showing in the cyclopedia screen
2024-07-21 10:01:15 +03:00
yairm210
147fdb24fa
"choose tech" tutorial hidden until player has founded a city
2024-07-18 17:43:49 +03:00
SpacedOutChicken
81130a541e
Remove old "will be replaced by automated units" unique ( #11932 )
...
* Remove "will be replaced" old unique
* Update TileImprovements.json
2024-07-09 17:24:58 +03:00
SpacedOutChicken
aeea13bb71
Update uniques for withdrawing before melee combat ( #11904 )
...
* - Turn Privateer's unique ability into a promotion
- Add promotion to Privateer and Sea Beggar
* Update uniques for withdrawing before melee combat
2024-07-03 15:08:49 +03:00
yairm210
c42170a4b8
Fix base rulesets
2024-06-26 09:35:40 +03:00
yairm210
095c4faed6
Countables for Cities, Units, Buildings allow filters
2024-06-25 23:56:01 +03:00
yairm210
d640ed9557
Revert "Better countables - phase 1"
...
This reverts commit 7165c62573
.
2024-06-25 23:44:10 +03:00
yairm210
7165c62573
Better countables - phase 1
2024-06-25 23:43:11 +03:00
yairm210
2093761e2d
Resolved #11829 - "after [amount] turns" -> "after turn number [amount]"
2024-06-25 16:01:57 +03:00
Yair Morgenstern
0f683b1725
Resolves #11758 - fix typos in new tutorials
2024-06-24 23:36:37 +03:00
SpacedOutChicken
dc9bf45009
- Turn Privateer's unique ability into a promotion ( #11761 )
...
- Add promotion to Privateer and Sea Beggar
2024-06-19 17:13:15 +03:00
Yair Morgenstern
79be14e291
Resolved #11082 - Added "Will not be replaced by automated units" unique
2024-06-17 23:12:50 +03:00
Yair Morgenstern
0a357e3598
Resolved #11758
2024-06-15 23:14:51 +03:00
Oskar Niesen
2b8c965d6b
Personality implementation ( #11729 )
...
* Add Personalities.json
* Personality tags
* Askia, Attila, Augustus Personalities
* Bismark & Boudica
* Added parsed personalities
* Linked Personalities to their nation
* Tweaked some personalities
* Added the declareWar Personality
* Fixed some misnaming
---------
Co-authored-by: Caballero Arepa <78449553+Caballero-Arepa@users.noreply.github.com>
2024-06-15 22:02:51 +03:00
SomeTroglodyte
d39c7a97bf
Use Events for the floating "Tutorials" ( #11717 )
...
* Split off reuses of CityStateIcons/Cultured to allow modding separately
* Reposition floating tutorials in case the TopBar moved its buttons
* Event definition, art and basic support
* Split off Event rendering from AlertPopup
* Support Event presentation modes and replace hardcoded floating tutorials
* "Meet another civilization" art - can't find any better
* Tweak TranslationFileWriter and some polishing
2024-06-10 22:22:18 +03:00
yairm210
c89b2666c9
Specific uniques to generic trigger: "upon expending a [mapUnitFilter] unit"
2024-06-10 17:35:23 +03:00
Yair Morgenstern
68e29e9c53
"(modified by game speed)" modifier ( #11696 )
...
* "(modified by game speed)" modifier
* Added missing flags
* Fixed G&K ruleset
2024-06-08 21:58:52 +03:00
Oskar Niesen
ba0c5cfbae
Spy max rank can be modded ( #11650 )
...
* Changed the spy level cap to be a mod constant
* Spy rank shows with more stars
* Reverted some temporary debug changes
* Changed Promotes all spies to accept an amount
* Change Promotes all spies [amount] time(s) to have parenthesis around the s
* Fixed problem with merging
2024-06-04 18:03:48 +03:00
yairm210
5739afe173
Resolved #11643 - Mamalahoe Kawanai -> Kanawai Mamalahoe
2024-05-27 14:09:06 +03:00
SomeTroglodyte
c5df845611
Fix bug in ModConstants handling ( #11645 )
...
* Fix a few unhelpful mod checker warnings
* Fix a problems with ModConstants and unit tests for them
* Minor linting
2024-05-27 12:30:51 +03:00
yairm210
0aa70668cc
Barbarian water units no longer pillage
2024-05-16 07:06:21 +03:00
Skekdog
50274a42ad
Corrected Coast yields to give 1 Food and 1 Gold ( #11583 )
...
* Coast also yields 1 Gold
* Coast also yields 1 Gold and 1 Food in Vanilla
2024-05-14 10:59:18 +03:00
SomeTroglodyte
628bd71830
Spy UI improvements ( #11570 )
...
* Minor linting
* More linting
* Consistent naming city/location, cache city on Spy (tile visibility perf)
* Empower SpyAction enum (minor perf)
* NotificationAction for Espionage, shorthand on the Spy instance
* Fix National Intelligence Agency giving one extra Spy level
* Fix "Move Spies" NextTurnButton prompt appearing every turn when spies are in Surveillance
* Fix failed tech theft rewarding tech anyway (and open spy kill chance when theft ordered but nothing to steal)
* Finally refactor SmallButtonStyle as standalone component
* Fix unable to assign spies for counter-intelligence
* Shorten establish-network phase for domestic spy placement
* Refactor and prettify MoveToCityButton, reuse as pointer who is to move (and some tiny changes)
* Decorate Spy icons by rank and show those in the hideout too
* Make city name labels in Espionage screen clickable
* Umm... duplicate targets behave same as single targets
* Spy mechanics - no establish network before counter-intelligence, commenting
* Oops, those lines do not belong in this branch anyway
2024-05-11 21:36:07 +03:00
Oskar Niesen
4aa75896e1
Add missing espionage uniques ( #11559 )
...
* Added "New spies start with [1] level(s)" unique
* Added England extra spy unique
* Fixed SpyStartingLevel target
* Added addspy notification
2024-05-04 21:04:17 +03:00
Oskar Niesen
ef9965e218
Espionage Uniques, Buildings and Policy ( #11401 )
...
* Added OneTimeSpiesLevelUp, OneTimeGainSpy, SpyEffectiveness, EnemySpyEffectiveness and HiddenWithoutEspionage Uniques
* Spy effectiveness affects stealing tech and rigging elections
* Fixed HiddenWithoutEspionage
* Added Constabulary and Police Station
* Added cityFilter to SpyEffectiveness
* Added national Intelligence agency
* Added Great Firewall
* Fixed great firewall having a float value
* EspionageManager addSpy now returns Spy instead of name
* Added some simple espionage tests
* Fixed OneTimeSpiesLevelUp still wanting parameter
* Spy efficiency occurs after skill modifier
* Added another test
* Added Police State spy efficiency reduction unique
* Fixed "Hidden when espionage is disabled" wording
* Fixed "effectiveness" wording
* Changed "enemy spy effectiveness" unique to use negative matters
* Spy effectiveness only affect tech steal rate
* Changed "Gain an extra spy" and "Promotes all spies" uniques
* Removed Police State comment that is no longer accurate
* Changed spy effectiveness to be multiplicative
2024-04-09 23:12:21 +03:00
yairm210
8bd8ed683f
Fix deprecated conditionals, caught by new mod checker
2024-04-07 12:43:38 +03:00
PLynx
0caf0cb4fa
Add configurable natural wonder discovery stat bonuses ( #11249 )
...
* Added configurable natural wonder discovery stats
* Shortened the code
* Updated the base rulesets with new unique
* Updated the El Dorado unique
* Applied the suggestions
* Reintroduced the implementation for deprecated uniques
* Changed tile.naturalWonder to naturalWonder
2024-04-04 23:39:31 +03:00
ravignir
8b246f17ff
fix misimplemented Dromon ( #11366 )
...
Dromons in civ5 have +50% strength vs Water units not +50% vs Wounded units
2024-03-30 22:55:10 +03:00
Jeremy Woo
bd71ba683f
Fixed uniques of marble ( #11353 )
2024-03-25 23:20:22 +02:00
Caballero Arepa
b678f697a5
Remove comments of the terrain colors, and enhance tundra color ( #11320 )
...
* Vanilla Vanilla
* Remove terrain color comment
And improve tundra color
2024-03-17 23:12:50 +02:00
Jeremy Woo
928f0df01f
Added multi filter support for BuildingFilter !! ( #11319 )
...
* Fixed policies do not grant production bonus to wonders
* Added multi-filter and tech filter for buildingFilter
* Rectification of the uniques of monument to the gods and marbles
* Fixed mod checker issued warnings regarding the techFilter in Unit and Building Filters.
* Edit Unique-parameters.md
* Undo 'Fixed policies do not grant production bonus to Wonders
2024-03-17 23:12:40 +02:00
itanasi
e9c3350ec5
Expand CanOnlyBeBuiltInCertainCities to include Units and convert to use Conditionals ( #11274 )
...
* Remove Transform requirement checks
* Add back in requirement for OnlyAvailable
New BuildableOnly unique
* Instead of a new unique, expand CanOnlyBeBuiltInCertainCities to instead take conditionals
* Rename to notMetRejections and copy to BaseUnit
Add CanOnlyBeBuiltInSpecificCities to constructionRejectionReasonType
* Setup CanOnlyBeBuiltInCertainCities as depreciated (renamed CanOnlyBeBuiltInCertainCities_dep)
* Redirect Depreciation
* Quick Camel Case rename
* Function renaming and moving Unique to general Construction Uniques
* spelling
* Move Unique. Update Error message
* version
2024-03-13 23:12:10 +02:00
Yair Morgenstern
27d63f00f4
Added 'city addbuilding', 'city removebuilding' console commands
2024-02-27 13:22:10 +02:00
SeventhM
5730d1b80a
Conditional for building in amount of cities ( #11101 )
...
* Conditional for building in amount of cities
* fix order of operations
* Deprecate old require in amount cities uniques
* import
* Fix referring to the unique instead of the conditional
* Fix yield message
* I have no clue how this isn't imported, but I'mma assume this translates fine anyways
* Rename text for unique
* revert unique text
* Whoops
* Remove unnecessary puppet check
* Move additional description to it own function
* Split missing city text into its own function
* Move ToDo comment
* flip to be easier to read
* Move onlyAvailable rejections to its own function to be easier to work with
* Add in the word "of"
2024-02-17 21:41:05 +02:00
Yair Morgenstern
0be8fa8e39
Fixed unhappiness effect when at 0 happiness
2024-02-09 12:14:17 +02:00
Yair Morgenstern
8aab8f71e4
Replaced special "hidden after generating a Great Prophet" with a more multi-purpose conditional
2024-01-25 22:49:34 +02:00
SeventhM
cc8a0ab9eb
Fix build errors ( #11000 )
...
* Fix build errors
* [+30%]%
* Apparently I need to specify cities or units
* Screw it, add "vs [combatantFilter]"
* Accidental listing twice
* case
2024-01-25 09:05:08 +02:00
Ouaz
d69b458481
Add modified nation descriptions ( #8261 )
...
* Add modified nation descriptions
Original descriptions reworded and a bit shortened.
* Fix Greece description
* Add modified nation descriptions (vanilla)
* Improvements to Nation descriptions
Fixes and improvements by Yairm
* Improvements to Nations descriptions (vanilla)
Fixes and improvements by Yairm
* Improve startIntroPart2 for all nations
Also add fixes/improvements by Yairm.
* Improve startIntroPart2 for all nations (vanilla)
Also add fixes/improvements by Yairm.
2024-01-14 09:05:09 +02:00
SeventhM
665b5aa87c
Add unique to allow for generalized great generals ( #10828 )
...
* Add unique to allow for generalized great generals
* Don't add compatibility for rulesets with conditional generals
* Add to rulesets
* add in pre Kotlin 9 parenthesis
* whoops missed a parenthesis
* I guess pre Kotlin 9 parenthesis was unnecessary, whoops
* Add back old variables to clone function
* Move the list of all potential generals to Ruleset
* Move list of unit construction rejections to IConstruction
* flip !any{} to none{}
* Fix imports
* Typo
2024-01-04 09:03:14 +02:00