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CORP: rework (#428)
* corp overhaul: Corp production quality now depends on materials * corp overhaul: Product price can be set separately for each city * corp overhaul: export uses relatives * corp overhaul: ignore energy in quality * corp overhaul: getProduct() is city dependant * corp overhaul: bulkbuy available from start * corp overhaul: add multibuy for leveled upgrads * corp overhaul: changes to UI * corp overhaul: base quality 1, reqmat changes * corp overhaul: puchased material quality is 1 * corp overhaul: get rid of the text box from ta2 * corp overhaul: sold shares limitations * corp overhaul: coffee -> tea, training -> intern * corp overhaul: smartsupply has multiple options * corp overhaul: restart, literature, investore, ui * corp overhaul: nerf advertising * corp overhaul: bunch of stuff
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@@ -373,7 +373,7 @@ const corporation = {
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sellProduct: RamCostConstants.Corporation,
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discontinueProduct: RamCostConstants.Corporation,
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setSmartSupply: RamCostConstants.Corporation,
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setSmartSupplyUseLeftovers: RamCostConstants.Corporation,
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setSmartSupplyOption: RamCostConstants.Corporation,
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buyMaterial: RamCostConstants.Corporation,
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bulkPurchase: RamCostConstants.Corporation,
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getWarehouse: RamCostConstants.Corporation,
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@@ -395,7 +395,7 @@ const corporation = {
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hireEmployee: RamCostConstants.Corporation,
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upgradeOfficeSize: RamCostConstants.Corporation,
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throwParty: RamCostConstants.Corporation,
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buyCoffee: RamCostConstants.Corporation,
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buyTea: RamCostConstants.Corporation,
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hireAdVert: RamCostConstants.Corporation,
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research: RamCostConstants.Corporation,
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getOffice: RamCostConstants.Corporation,
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