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DATA/SCRIPTS/AI/LANDMODE/TECHUPGRADEEMERGENCY.LUA
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DATA/SCRIPTS/AI/LANDMODE/TECHUPGRADEEMERGENCY.LUA
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--/////////////////////////////////////////////////////////////////////////////////////////////////
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-- (c) Galyana's Ultimate Empire at War Modifications
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--
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-- ****** *** *** ************ *** ***
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-- * * * * * * * *
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-- * * * * * * *
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-- * * * * * * *
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-- * * * * * **** * * *
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-- * * * ****** * * * *
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-- * **** * * * * * * * *** *
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-- * * * * * * * * * *
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-- * * * * * * * * * *
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-- * * * * * * * ** * * *
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-- ****** ****** ************ **** ** *******
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--/////////////////////////////////////////////////////////////////////////////////////////////////
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-- C O N F I D E N T I A L S O U R C E C O D E -- D O N O T D I S T R I B U T E
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--/////////////////////////////////////////////////////////////////////////////////////////////////
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--
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-- File: GUEaW/Data/Scripts/AI/LandMode/TechUpgradeEmergency.LUA
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--
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-- Original Editor: Giovanni Galyana
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--
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-- Final Edit By: Giovanni Galyana
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--
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-- Date: 2 October, 2022
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--
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-- Revisions: 3
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--
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--/////////////////////////////////////////////////////////////////////////////////////////////////
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-- This should go off whenever we hit the unit cap and have units in reserve
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-- Note that the generic unit building will also do tech upgrades if affordable
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require("pgevents")
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function Definitions()
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Category = "Tech_Upgrade_Emergency"
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IgnoreTarget = true
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TaskForce = {
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{
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"ReserveForce"
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,"RC_Level_Two_Tech_Upgrade | RC_Level_Three_Tech_Upgrade | RC_Level_Four_Tech_Upgrade = 0,1"
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,"EC_Level_Two_Tech_Upgrade | EC_Level_Three_Tech_Upgrade | EC_Level_Four_Tech_Upgrade = 0,1"
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,"UC_Level_Two_Tech_Upgrade | UC_Level_Three_Tech_Upgrade | UC_Level_Four_Tech_Upgrade = 0,1"
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,"HC_Level_Two_Tech_Upgrade | HC_Level_Three_Tech_Upgrade | HC_Level_Four_Tech_Upgrade = 0,1"
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,"PC_Level_Two_Tech_Upgrade | PC_Level_Three_Tech_Upgrade | PC_Level_Four_Tech_Upgrade = 0,1"
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}
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}
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RequiredCategories = {"Upgrade"}
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AllowFreeStoreUnits = false
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end
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function ReserveForce_Thread()
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BlockOnCommand(ReserveForce.Produce_Force())
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ReserveForce.Set_Plan_Result(true)
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ScriptExit()
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end
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