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Fix population math #12435

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SeventhM
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@SeventhM SeventhM commented Nov 9, 2024

Fix 92fd488

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SeventhM commented Nov 9, 2024

Not sure I want to debug these failures tbh. They are oddly consistent, but Idk what this change has to do with it. E.g. the worker one failed because the worker decided "nah, I'd rather work the tile next to me instead"

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yairm210 commented Nov 9, 2024

These tests are based the cities having zero population.
This change cancels that, which means the tests need to be redone for 1-pop circumstances

@yairm210 yairm210 closed this in 2cfe78a Nov 9, 2024
@SeventhM SeventhM deleted the Fix-math-error branch November 9, 2024 22:07
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With these later changes, I can't raze a city. After multiple turn at size 1 and 'razing', the city is still there.
I could open another bug, but I think this is related.

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Ngl, kinda expected that to become an issue. Probably should have a separate function or something just for that

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Version 4.14.5 (Build 1068) still can't raze a city. Long test to do, hehe, turn 49 before I capture a city and try to raze it.
Only been playing since feb. 2024 and now playing through Android Studio (Desktop).

@yairm210 yairm210 mentioned this pull request Nov 11, 2024
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Interestingly, this raised the point that nukes already did the coercion to not have zero pop - but when we solved that problem we didn't yet have triggers so it wasn't generic'd

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3 participants