Ruleset
class Ruleset
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Types
RulesetError
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class RulesetError(text: String, errorSeverityToReport: Ruleset.RulesetErrorSeverity)
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RulesetErrorList
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RulesetErrorSeverity
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Functions
checkModLinks
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checkUniques
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fun checkUniques(uniqueContainer: IHasUniques, lines: Ruleset.RulesetErrorList, severityToReport: UniqueType.UniqueComplianceErrorSeverity)
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createHashmap
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private fun <T : INamed> createHashmap(items: Array<T>): LinkedHashMap<String, T>
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getSummary
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hasReligion
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load
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updateBuildingCosts
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fun updateBuildingCosts()
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Building costs are unique in that they are dependant on info in the technology part. This means that if you add a building in a mod, you want it to depend on the original tech values. Alternatively, if you edit a tech column's building costs, you want it to affect all buildings in that column. This deals with that
Properties
beliefs
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buildings
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difficulties
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eras
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jsonParser
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modOptions
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mods
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modWithReligionLoaded
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nations
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policies
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policyBranches
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quests
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ruinRewards
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specialists
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technologies
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terrains
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tileImprovements
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tileResources
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unitPromotions
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units
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unitTypes
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Sources
jvm source
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