CityStateFunctions

class CityStateFunctions(civInfo: CivilizationInfo)

Class containing city-state-specific functions

Constructors

CityStateFunctions
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fun CityStateFunctions(civInfo: CivilizationInfo)

Functions

addProtectorCiv
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fun addProtectorCiv(otherCiv: CivilizationInfo)
askForUnitGifts
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fun askForUnitGifts(attacker: CivilizationInfo)

Asks all met majors that haven't yet declared wor on attacker to at least give some units

canBeMarriedBy
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fun canBeMarriedBy(otherCiv: CivilizationInfo): Boolean
canGiveStat
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fun canGiveStat(statType: Stat): Boolean
cityStateAttacked
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fun cityStateAttacked(attacker: CivilizationInfo)

A city state was attacked. What are its protectors going to do about it??? Also checks for Wary

cityStateBullied
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private fun cityStateBullied(bully: CivilizationInfo)

A city state was bullied. What are its protectors going to do about it???

cityStateDestroyed
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fun cityStateDestroyed(attacker: CivilizationInfo)

A city state was destroyed. Its protectors are going to be upset!

diplomaticMarriage
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fun diplomaticMarriage(otherCiv: CivilizationInfo)
equals
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open operator fun equals(other: Any?): Boolean
getDiplomaticMarriageCost
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fun getDiplomaticMarriageCost(): Int
getFreeTechForCityState
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fun getFreeTechForCityState()
getNumThreateningBarbarians
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fun getNumThreateningBarbarians(): Int
getProtectorCivs
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fun getProtectorCivs(): List<CivilizationInfo>
getTributeModifiers
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fun getTributeModifiers(demandingCiv: CivilizationInfo, demandingWorker: Boolean = false, requireWholeList: Boolean = false): HashMap<String, Int>
getTributeWillingness
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fun getTributeWillingness(demandingCiv: CivilizationInfo, demandingWorker: Boolean = false): Int
giveGreatPersonToPatron
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fun giveGreatPersonToPatron(receivingCiv: CivilizationInfo)

Gain a random great person from the city state

giveMilitaryUnitToPatron
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fun giveMilitaryUnitToPatron(receivingCiv: CivilizationInfo)
goldGainedByTribute
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fun goldGainedByTribute(): Int
hashCode
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open fun hashCode(): Int
influenceGainedByGift
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fun influenceGainedByGift(donorCiv: CivilizationInfo, giftAmount: Int): Int
initCityState
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fun initCityState(ruleset: Ruleset, startingEra: String, unusedMajorCivs: Collection<String>): Boolean

Attempts to initialize the city state, returning true if successful.

otherCivCanPledgeProtection
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fun otherCivCanPledgeProtection(otherCiv: CivilizationInfo): Boolean
otherCivCanWithdrawProtection
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fun otherCivCanWithdrawProtection(otherCiv: CivilizationInfo): Boolean
receiveGoldGift
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fun receiveGoldGift(donorCiv: CivilizationInfo, giftAmount: Int)
removeProtectorCiv
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fun removeProtectorCiv(otherCiv: CivilizationInfo, forced: Boolean = false)
threateningBarbarianKilledBy
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fun threateningBarbarianKilledBy(otherCiv: CivilizationInfo)
toString
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open fun toString(): String
tributeGold
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fun tributeGold(demandingCiv: CivilizationInfo)
tributeWorker
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fun tributeWorker(demandingCiv: CivilizationInfo)
updateAllyCivForCityState
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fun updateAllyCivForCityState()
fun updateDiplomaticRelationshipForCityState()

Properties

civInfo
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val civInfo: CivilizationInfo

Sources

jvm source
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