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small rewrite
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@ -342,7 +342,7 @@ function Public.quest_structure_entry_price_scale()
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end
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function Public.apply_crew_buffs_per_x(force)
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function Public.apply_crew_buffs_at_x(force)
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force.laboratory_productivity_bonus = Math.max(0, 7/100 * (Common.overworldx()/40) - (10*(Common.difficulty_scale()) - 5)) --difficulty causes lab productivity boosts to start later
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end
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@ -682,8 +682,9 @@ function Public.try_overworld_move_v2(vector) --islands stay, crowsnest moves
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-- other freebies:
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for i=1,vector.x do
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Common.give_items_to_crew(Balance.periodic_free_resources_per_x())
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Balance.apply_crew_buffs_per_x(memory.force)
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end
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Balance.apply_crew_buffs_at_x(memory.force)
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-- add some evo: (this will get reset upon arriving at a destination anyway, so this is just relevant for sea monsters and the like:)
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local extra_evo = Balance.base_evolution_leagues(memory.overworldx) - Balance.base_evolution_leagues(memory.overworldx - vector.x)
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