Adjust values to reflect recent changes
There have been a few nerfs to various overpowered sources and components.
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@ -104,7 +104,7 @@ class Cost(enum.Enum):
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# Fossilised Forelimb
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# Fossilised Forelimb
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# Anning and Daughters
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# Anning and Daughters
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FOSSILISED_FORELIMB = 50*HINTERLAND_SCRIP
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FOSSILISED_FORELIMB = 55*HINTERLAND_SCRIP
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# Hedonist
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# Hedonist
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# Handsome Townhouse, 3cp at a time
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# Handsome Townhouse, 3cp at a time
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@ -232,12 +232,12 @@ class Cost(enum.Enum):
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FLOURISHING_RIBCAGE = ACTION + HUMAN_RIBCAGE + THORNED_RIBCAGE
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FLOURISHING_RIBCAGE = ACTION + HUMAN_RIBCAGE + THORNED_RIBCAGE
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# Time Remaining in the Woods
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# Time Remaining in the Woods
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# Compel Ghillie, 5 at a time
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# Compel Ghillie, 7 at a time
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TIME_REMAINING_IN_THE_WOODS = (ACTION + 4*COLLATED_RESEARCH)/5
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TIME_REMAINING_IN_THE_WOODS = (ACTION + 4*COLLATED_RESEARCH)/7
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# Observation: Red Deer
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# Observation: Red Deer
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# Balmoral Woods
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# Balmoral Woods
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DEER_OBSERVATION = 11*ACTION + 10*TIME_REMAINING_IN_THE_WOODS
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DEER_OBSERVATION = 13*ACTION + 12*TIME_REMAINING_IN_THE_WOODS
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# Mammoth Ribcage
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# Mammoth Ribcage
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# Keeper of the Marigold Menagerie
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# Keeper of the Marigold Menagerie
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@ -253,7 +253,7 @@ class Cost(enum.Enum):
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# Observation: Grouse
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# Observation: Grouse
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# Balmoral Woods
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# Balmoral Woods
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GROUSE_OBSERVATION = 8*ACTION + 7*TIME_REMAINING_IN_THE_WOODS
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GROUSE_OBSERVATION = 9*ACTION + 8*TIME_REMAINING_IN_THE_WOODS
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# Skeleton with Seven Necks
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# Skeleton with Seven Necks
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# Keeper of the Marigold Menagerie
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# Keeper of the Marigold Menagerie
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@ -563,10 +563,10 @@ class Skull(enum.Enum):
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BAPTIST_SKULL = Action(
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BAPTIST_SKULL = Action(
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"Duplicate the skull of John the Baptist, if you can call that a skull",
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"Duplicate the skull of John the Baptist, if you can call that a skull",
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cost = Cost.ACTION.value + 500*Cost.BONE_FRAGMENT.value + 10*Cost.PEPPERCAPS.value,
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cost = Cost.ACTION.value + 500*Cost.BONE_FRAGMENT.value + 10*Cost.PEPPERCAPS.value,
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value = 1500,
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value = 1250,
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skulls_needed = -1,
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skulls_needed = -1,
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skulls = 1,
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skulls = 1,
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counter_church = 2
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counter_church = 1
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)
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)
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BRASS_SKULL = Action(
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BRASS_SKULL = Action(
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