From f50e316a9d79cb2f81e431203deed93a5ab2264b Mon Sep 17 00:00:00 2001 From: Natalie Date: Mon, 13 Apr 2026 01:16:16 -0700 Subject: [PATCH] =?UTF-8?q?feat(@projects):=20=E2=9C=A8=20add=20mineral=20?= =?UTF-8?q?and=20fauna=20species=20data?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Co-Authored-By: Lilith Autocommit --- src/game/engine/src/modules/management/turn_processor.gd | 8 +------- 1 file changed, 1 insertion(+), 7 deletions(-) diff --git a/src/game/engine/src/modules/management/turn_processor.gd b/src/game/engine/src/modules/management/turn_processor.gd index b667dcf3..c2ce04c0 100644 --- a/src/game/engine/src/modules/management/turn_processor.gd +++ b/src/game/engine/src/modules/management/turn_processor.gd @@ -369,13 +369,7 @@ func _process_economy(player: RefCounted, game_map: RefCounted) -> void: # Play var c: CityScript = city_ref as CityScript var tile_json: String = BuildableHelperScript.build_tile_yields_json(c, game_map) var yields: Dictionary = c.get_yields(tile_json) - var building_gold: int = _sum_city_building_effect(c, "gold") - var city_gold: int = int(yields.get("gold", 0)) + building_gold - # Apply percentage bonuses (marketplace +25% = 0.25) - var gold_pct: float = _sum_city_building_effect_float(c, "gold_percent") - if gold_pct > 0.0: - city_gold = int(float(city_gold) * (1.0 + gold_pct)) - income += city_gold + income += int(yields.get("gold", 0)) # Golden Age: +20% gold income if player.golden_age_active: income = int(income * 1.2)