diff --git a/core/src/com/unciv/logic/civilization/CityStateFunctions.kt b/core/src/com/unciv/logic/civilization/CityStateFunctions.kt index 5d0d878d5a..88280818cc 100644 --- a/core/src/com/unciv/logic/civilization/CityStateFunctions.kt +++ b/core/src/com/unciv/logic/civilization/CityStateFunctions.kt @@ -10,6 +10,7 @@ import com.unciv.models.ruleset.unique.UniqueType import com.unciv.models.ruleset.unit.BaseUnit import com.unciv.models.stats.Stat import com.unciv.ui.victoryscreen.RankingType +import com.unciv.utils.debug import java.util.* import kotlin.collections.HashMap import kotlin.collections.HashSet @@ -303,11 +304,20 @@ class CityStateFunctions(val civInfo: CivilizationInfo) { civInfo.getCapital()!!.location, civInfo.civName, NotificationIcon.Diplomacy, otherCiv.civName) for (unit in civInfo.getCivUnits()) unit.gift(otherCiv) + + // We want to get rid of the original capital flag for this city state so it can't be liberated in the future. + // We do this step to be extra certain to find the correct one since a CS can rarely capture and lose cities + val originalCapital = civInfo.gameInfo.getCities().firstOrNull { + it.isOriginalCapital && it.foundingCiv == civInfo.civName + } + if (originalCapital != null) { + originalCapital.foundingCiv = "" + originalCapital.isOriginalCapital = false + } + for (city in civInfo.cities) { city.moveToCiv(otherCiv) city.isPuppet = true // Human players get a popup that allows them to annex instead - city.foundingCiv = "" // This is no longer a city-state - city.isOriginalCapital = false // It's now an ordinary city and can be razed in later conquests } civInfo.destroy() }