public virtual void Reverse(WS_Tile tile, int upgradeLevel) { }
public override void Reverse(WS_Tile tile, int upgradeLevel) { tile.techBonus -= Mathf.Pow(tile.infrastructureLevels[(int)InfrastructureType.TECHNOLOGY], 2) * 0.025f; }
public override float Chance(WS_Tile tile) { return((1.0f / tile.religion.influenceMul) * 2.0f); }
public void setTile(WS_Tile _tile) // set world pointer { tile = _tile; }
public override float Chance(WS_Tile tile) { return((tile.unrest + tile.unrestCultural + tile.unrestReligious) * 0.05f); }
public override float Chance(WS_Tile tile) { return((tile.population / 500.0f) - tile.sanitation); }
public override float Chance(WS_Tile tile) { return((tile.population - tile.foodUnits) * 0.01f); }
public virtual float Chance(WS_Tile tile) { return(0.0f); }
public override void Reverse(WS_Tile tile, int upgradeLevel) { tile.tradingbonus -= Mathf.Pow(tile.infrastructureLevels[(int)InfrastructureType.COMMERCE], 2) * 0.01f; }
public override void Apply(WS_Tile tile, int upgradeLevel) { tile.armyBonus += Mathf.Pow(tile.infrastructureLevels[(int)InfrastructureType.CONSTRUCTION], 2) * 0.05f; }
public override float Chance(WS_Tile tile) { return(1.0f / (tile.prosperity / tile.population)); }
public override float Chance(WS_Tile tile) { return((1 / tile.armyBonus) + (1 / tile.government.armyProfessionalism) * 2.0f); }
public float Cost(WS_Tile tile, int upgradeLevel) { return(((tile.population / 1000.0f) * 0.5f) * (baseCost * upgradeLevel)); }
public override void Reverse(WS_Tile tile, int upgradeLevel) { tile.unrest += Mathf.Pow(tile.infrastructureLevels[(int)InfrastructureType.UNREST], 2) * 0.002f; }
public override void Reverse(WS_Tile tile, int upgradeLevel) { tile.religionBonus -= Mathf.Pow(tile.infrastructureLevels[(int)InfrastructureType.RELIGION], 2) * 0.05f; }
public override float Chance(WS_Tile tile) { return((1.0f / tile.culture.influenceMul) * 2.0f); }
public override void Reverse(WS_Tile tile, int upgradeLevel) { tile.constructionBonus -= Mathf.Pow(tile.infrastructureLevels[(int)InfrastructureType.CONSTRUCTION], 2) * 0.02f; }
public override void Reverse(WS_Tile tile, int upgradeLevel) { tile.cultureBonus -= Mathf.Pow(tile.infrastructureLevels[(int)InfrastructureType.CULTURE], 2) * 0.05f; }
public override void Reverse(WS_Tile tile, int upgradeLevel) { tile.sanitation -= Mathf.Pow(tile.infrastructureLevels[(int)InfrastructureType.SANITATION], 2) * 5.0f; }
public virtual void Apply(WS_Tile tile, int upgradeLevel) { }
public override void Reverse(WS_Tile tile, int upgradeLevel) { tile.foodEfficiency -= Mathf.Pow(tile.infrastructureLevels[(int)InfrastructureType.FOOD], 2) * 0.01f; }
public override float Chance(WS_Tile tile) { return((tile.availableTech.Count / (tile.researchedTech.Count + 3.0f)) * 0.5f); }
public override float Chance(WS_Tile tile) { return(0.1f); }
public override void Reverse(WS_Tile tile, int upgradeLevel) { tile.healthcare -= Mathf.Pow(tile.infrastructureLevels[(int)InfrastructureType.HEALTHCARE], 2) * 0.003f; }