Tweak prices
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@@ -229,17 +229,17 @@ void getBuildingCost(BuildingType type, i32 cost[RES_COUNT]) {
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}
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switch (type) {
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case BUILDING_ARCHERY_RANGE:
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cost[RES_WOOD] = 400;
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cost[RES_FOOD] = 400;
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cost[RES_GOLD] = 200;
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cost[RES_WOOD] = 40;
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cost[RES_FOOD] = 40;
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cost[RES_GOLD] = 20;
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break;
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case BUILDING_BARRACKS:
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cost[RES_WOOD] = 200;
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cost[RES_FOOD] = 400;
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cost[RES_GOLD] = 500;
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cost[RES_WOOD] = 20;
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cost[RES_FOOD] = 40;
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cost[RES_GOLD] = 50;
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break;
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case BUILDING_GRANARY:
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cost[RES_WOOD] = 80;
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cost[RES_WOOD] = 40;
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break;
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case BUILDING_HOUSE_01:
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case BUILDING_HOUSE_02:
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@@ -253,21 +253,21 @@ void getBuildingCost(BuildingType type, i32 cost[RES_COUNT]) {
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cost[RES_WOOD] = 50;
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break;
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case BUILDING_MARKET:
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cost[RES_WOOD] = 200;
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cost[RES_FOOD] = 200;
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cost[RES_GOLD] = 200;
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cost[RES_WOOD] = 20;
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cost[RES_FOOD] = 20;
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cost[RES_GOLD] = 20;
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break;
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case BUILDING_MILL:
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cost[RES_WOOD] = 200;
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cost[RES_GOLD] = 50;
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break;
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case BUILDING_WAREHOUSE:
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cost[RES_WOOD] = 100;
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cost[RES_WOOD] = 60;
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break;
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case BUILDING_TOWER:
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cost[RES_WOOD] = 400;
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cost[RES_WOOD] = 200;
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cost[RES_FOOD] = 100;
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cost[RES_GOLD] = 500;
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cost[RES_GOLD] = 100;
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break;
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case BUILDING_NONE:
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case BUILDING_KEEP:
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@@ -177,15 +177,15 @@ void getEntityCost(EntityType type, i32 cost[RES_COUNT]) {
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}
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switch (type) {
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case ENTITY_WORKER:
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cost[RES_FOOD] = 50;
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cost[RES_FOOD] = 20;
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break;
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case ENTITY_SOLDIER:
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cost[RES_FOOD] = 50;
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cost[RES_GOLD] = 50;
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cost[RES_FOOD] = 10;
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cost[RES_GOLD] = 20;
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break;
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case ENTITY_WARRIOR:
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cost[RES_FOOD] = 200;
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cost[RES_GOLD] = 100;
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cost[RES_FOOD] = 20;
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cost[RES_GOLD] = 50;
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break;
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default:;
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}
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