if city.getNumRealBuilding(gc.getInfoTypeForString('BUILDING_TRAINING_YARD')) > 0:
if isWorldUnitClass(unit.getUnitClassType()) == False:
if isNationalUnitClass(unit.getUnitClassType()) == False:
if unit.getUnitCombatType() != gc.getInfoTypeForString('UNITCOMBAT_SIEGE'):
if unit.getUnitCombatType() != gc.getInfoTypeForString('UNITCOMBAT_NAVAL'):
newUnit = pPlayer.initUnit(unit.getUnitType(), city.getX(), city.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
city.applyBuildEffects(newUnit)
if city.getNumRealBuilding(gc.getInfoTypeForString('BUILDING_SCULPTORS_STUDIO')) > 0:
if isWorldUnitClass(unit.getUnitClassType()) == False:
if isNationalUnitClass(unit.getUnitClassType()) == False:
if unit.getUnitCombatType() != gc.getInfoTypeForString('UNITCOMBAT_SIEGE'):
if unit.getUnitCombatType() != gc.getInfoTypeForString('UNITCOMBAT_NAVAL'):
newUnit = pPlayer.initUnit(unit.getUnitType(), city.getX(), city.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
city.applyBuildEffects(newUnit)
if city.getNumRealBuilding(gc.getInfoTypeForString('BUILDING_ARENA')) > 0:
if isWorldUnitClass(unit.getUnitClassType()) == False:
if isNationalUnitClass(unit.getUnitClassType()) == False:
if unit.getUnitCombatType() != gc.getInfoTypeForString('UNITCOMBAT_SIEGE'):
if unit.getUnitCombatType() != gc.getInfoTypeForString('UNITCOMBAT_NAVAL'):
newUnit = pPlayer.initUnit(unit.getUnitType(), city.getX(), city.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
city.applyBuildEffects(newUnit)
if city.getNumRealBuilding(gc.getInfoTypeForString('BUILDING_FORGE')) > 0:
if isWorldUnitClass(unit.getUnitClassType()) == False:
if isNationalUnitClass(unit.getUnitClassType()) == False:
if unit.getUnitCombatType() != gc.getInfoTypeForString('UNITCOMBAT_SIEGE'):
if unit.getUnitCombatType() != gc.getInfoTypeForString('UNITCOMBAT_NAVAL'):
newUnit = pPlayer.initUnit(unit.getUnitType(), city.getX(), city.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
city.applyBuildEffects(newUnit)
if city.getNumRealBuilding(gc.getInfoTypeForString('BUILDING_DWARVEN_SMITHY')) > 0:
if isWorldUnitClass(unit.getUnitClassType()) == False:
if isNationalUnitClass(unit.getUnitClassType()) == False:
if unit.getUnitCombatType() != gc.getInfoTypeForString('UNITCOMBAT_SIEGE'):
if unit.getUnitCombatType() != gc.getInfoTypeForString('UNITCOMBAT_NAVAL'):
newUnit = pPlayer.initUnit(unit.getUnitType(), city.getX(), city.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
city.applyBuildEffects(newUnit)
if city.getNumRealBuilding(gc.getInfoTypeForString('BUILDING_ARCHERY_RANGE')) > 0:
if isWorldUnitClass(unit.getUnitClassType()) == False:
if isNationalUnitClass(unit.getUnitClassType()) == False:
if unit.getUnitCombatType() != gc.getInfoTypeForString('UNITCOMBAT_SIEGE'):
if unit.getUnitCombatType() != gc.getInfoTypeForString('UNITCOMBAT_NAVAL'):
newUnit = pPlayer.initUnit(unit.getUnitType(), city.getX(), city.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
city.applyBuildEffects(newUnit)
if city.getNumRealBuilding(gc.getInfoTypeForString('BUILDING_STABLE')) > 0:
if isWorldUnitClass(unit.getUnitClassType()) == False:
if isNationalUnitClass(unit.getUnitClassType()) == False:
if unit.getUnitCombatType() != gc.getInfoTypeForString('UNITCOMBAT_SIEGE'):
if unit.getUnitCombatType() != gc.getInfoTypeForString('UNITCOMBAT_NAVAL'):
newUnit = pPlayer.initUnit(unit.getUnitType(), city.getX(), city.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
city.applyBuildEffects(newUnit)
if city.getNumRealBuilding(gc.getInfoTypeForString('BUILDING_STABLE')) > 0:
if isWorldUnitClass(unit.getUnitClassType()) == False:
if isNationalUnitClass(unit.getUnitClassType()) == False:
if unit.getUnitCombatType() != gc.getInfoTypeForString('UNITCOMBAT_SIEGE'):
if unit.getUnitCombatType() != gc.getInfoTypeForString('UNITCOMBAT_NAVAL'):
newUnit = pPlayer.initUnit(unit.getUnitType(), city.getX(), city.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
city.applyBuildEffects(newUnit)
if city.getNumRealBuilding(gc.getInfoTypeForString('BUILDINGCLASS_DEMONIC_CITIZENS')) > 0:
if isWorldUnitClass(unit.getUnitClassType()) == False:
if isNationalUnitClass(unit.getUnitClassType()) == False:
if unit.getUnitCombatType() != gc.getInfoTypeForString('UNITCOMBAT_SIEGE'):
if unit.getUnitCombatType() != gc.getInfoTypeForString('UNITCOMBAT_NAVAL'):
newUnit = pPlayer.initUnit(unit.getUnitType(), city.getX(), city.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
city.applyBuildEffects(newUnit)