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- function Irkalla_ReturnBestInfantryUnit( city )
- local plyID = city:GetOwner()
- local teamTechs = plyID:GetTeam()
- if teamTechs:HasTech( GameInfo.Techs.TECH_NUCLEAR_FUSION.ID ) then -- Should I be shot for this giant if/then bullshit? Fuck, this thing is ugly.
- return GameInfo.Units.UNIT_MECH.ID -- Giant Death Robot
- elseif teamTechs:HasTech( GameInfo.Techs.TECH_MOBILE_TACTICS ) then
- return GameInfo.Units.UNIT_MECHANIZED_INFANTRY.ID
- elseif teamTechs:HasTech( GameInfo.Techs.TECH_PLASTIC.ID ) then
- return GameInfo.Units.UNIT_INFANTRY.ID
- elseif teamTechs:HasTech( GameInfo.Techs.TECH_REPLACEABLE_PARTS.ID ) then
- return GameInfo.Units.UNIT_GREAT_WAR_INFANTRY.ID
- elseif teamTechs:HasTech( GameInfo.Techs.TECH_RIFLING.ID ) then
- return GameInfo.Units.UNIT_RIFLEMAN.ID
- elseif teamTechs:HasTech( GameInfo.Techs.TECH_GUNPOWDER.ID ) then
- return GameInfo.Units.UNIT_MUSKETMAN.ID
- elseif teamTechs:HasTech( GameInfo.Techs.TECH_STEEL.ID ) then
- return GameInfo.Units.UNIT_LONGSWORDSMAN.ID
- elseif teamTechs:HasTech( GameInfo.Techs.TECH_CIVIL_SERVICE.ID ) then
- return GameInfo.Units.UNIT_PIKEMAN.ID
- elseif teamTechs:HasTech( GameInfo.Techs.TECH_IRON_WORKING.ID ) then
- return GameInfo.Units.UNIT_SWORDSMAN.ID
- elseif teamTechs:HasTech( GameInfo.Techs.TECH_BRONZE_WORKING.ID ) then
- return GameInfo.Units.UNIT_SPARTAN_PHALANX.ID -- May one get modded units like this?
- else
- return GameInfo.Units.UNIT_WARRIOR.ID
- end
- GameEvents.SetPopulation.Add( function( iX, iY, oldPop, iNewPop )
- local plot = Map.GetPlot( iX, iY )
- local city = plot:GetPlotCity()
- local plyID = city:GetOwner()
- local unit_MostCurrent = nil
- local trait = GameInfo.Traits[PlyID].UnitPerCapitalGrowths
- local unitAIType = GameInfo.UnitAITypes.UNITAI_DEFENSE.ID
- if ( trait > 0 && -- Gotta be a better way then this if/then bollocks
- ( math.floor( iNewPop ) % trait ) == 0 ) then
- if city:IsCapital() then
- if iNewPop > oldPop then
- freeUnit = Irkalla_ReturnBestInfantryUnit( city )
- plyID:AddFreeUnit( freeUnit, unitAIType )
- end
- end
- end
- end )
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