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Great mod, this ruins it.
-- Honor training unit gain Science
function UnitGainScience(iPlayer, iCity, iUnit, bGold, bFaith)
local player = Players[iPlayer]
local pUnit = player:GetUnitByID(iUnit)
local policyID = GameInfoTypes["POLICY_MILITARY_CASTE"]
if (player:HasPolicy(policyID) and pUnit:IsCombatUnit()) then
-- print("New unit built!")
local team = Teams[player:GetTeam()]
local teamTechs = team:GetTeamTechs()
local currentTech = player:GetCurrentResearch()
local researchProgress = teamTechs:GetResearchProgress(currentTech)
local pUnitStrength = pUnit:GetBaseCombatStrength()
local adjustedBonus = pUnitStrength*1
-- Give the Science
teamTechs:SetResearchProgress(currentTech, researchProgress + adjustedBonus)
-- Send a notification to the player
-- if player:IsHuman()then
-- local text = Locale.ConvertTextKey("TXT_KEY_SP_POLICY_SCIENCE_FROM_UNIT", tostring(adjustedBonus), pUnit:GetName())
-- player:AddNotification(NotificationTypes.NOTIFICATION_GENERIC, text, text)
-- end
end
end
GameEvents.CityTrained.Add(UnitGainScience)
Delete the whole thing. It will break the Military Caste social policy, and might affect trade routes, but many people have reported that they've not experienced crashes after doing this. Hope it helps you until there's an official fix.
Mods I have on:
DLL Various mod components
all 4 Super Power mods
Quick turns (as recommended)
More Great Works (as recommended)
Move Capital (as recommended)
Info Addict (as recommended)