User:DonQuich
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This page is a part of the Lua and UI Reference.
Plot:AddFeatureDummyModel(string dummyTag, string modelTag)
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Plot:Area()
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bool
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Plot:At(int x, int y)
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int
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Plot:CalculateBestNatureYield(YieldID yieldID, TeamID eTeam)
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int
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Plot:CalculateImprovementYieldChange(ImprovementID improvementID, YieldID yieldID, PlayerID ePlayer, bool optimal, RouteID assumeThisRouteID)
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int
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Plot:CalculateNatureYield(YieldID yieldID, TeamID eTeam, bool ignoreFeature)
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int
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Plot:CalculateTotalBestNatureYield(TeamID eTeam)
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int
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Plot:CalculateYield(YieldID yieldID, bool display)
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bool
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Plot:CanBuild(BuildActionID buildID, PlayerID ePlayer, bool testVisible)
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Plot:CanHaveFeature()
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bool
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Plot:CanHaveImprovement(ImprovementID improvementID, TeamID eTeam, bool potential)
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bool
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Plot:CanHaveResource(ResourceID resourceID, bool ignoreLatitude)
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Plot:CanSeePlot()
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bool
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Plot:ChangeBuildProgress(BuildActionID buildID, int change, TeamID eTeam)
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Plot:ChangeExtraMovePathCost(int change)
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Plot:ChangeImprovementDuration(int change)
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Plot:ChangeInvisibleVisibilityCount(TeamID eTeam, InvisibilityScopeID invisibleID, int change)
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Plot:ChangeNumResource(int change)
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Plot:ChangeOwnershipDuration(int change)
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Plot:ChangeUpgradeProgress(int change)
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Plot:ChangeVisibilityCount(TeamID eTeam, int change, InvisibilityScopeID seeInvisibleTypeID, bool informExplorationTracking, bool alwaysSeeInvisible)
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int
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Plot:CountNumAirUnits(TeamID ePlayer)
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int
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Plot:DefenseModifier(TeamID iDefendTeam, bool ignoreBuilding, bool help)
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Plot:Erase()
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Plot:GetActiveFogOfWarMode(<unknown>)
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int
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Plot:GetArea()
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Plot:GetBestDefender(PlayerID eOwner, PlayerID eAttackingPlayer, Unit attacker, bool testAtWar, bool testPotentialEnemy, bool testCanMove)
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int
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Plot:GetBuildProgress(BuildActionID buildID)
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int
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Plot:GetBuildTime(BuildActionID buildID)
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int
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Plot:GetBuildTurnsLeft(BuildActionID buildID, int nowExtra, int thenExtra)
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int
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Plot:GetBuildTurnsTotal(BuildActionID buildID)
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int
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Plot:GetCityRadiusCount()
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Plot:GetContinentArtType()
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'Determines continent for plot type.' | |
int
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Plot:GetExtraMovePathCost()
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int
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Plot:GetFeatureProduction(BuildActionID buildID, TeamID eTeam, City city)
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Plot:GetFeatureType()
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int
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Plot:GetFeatureVariety()
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int
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Plot:GetFoundValue(PlayerID eIndex)
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int
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Plot:GetImprovementDuration()
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ImprovementID
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Plot:GetImprovementType()
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Plot
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Plot:GetInlandCorner()
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int
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Plot:GetInvisibleVisibilityCount(TeamID eTeam, InvisibilityScopeID invisibleID)
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int
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Plot:GetLatitude()
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int
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Plot:GetNearestLandArea()
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Plot:GetNearestLandPlot()
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ResourceID
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Plot:GetNonObsoleteResourceType(TeamID eTeam)
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int
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Plot:GetNumDefenders(PlayerID ePlayer)
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int
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Plot:GetNumFriendlyUnitsOfType(Unit unit)
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int
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Plot:GetNumResource()
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int
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Plot:GetNumUnits()
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int
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Plot:GetNumVisibleEnemyDefenders(Unit unit)
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int
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Plot:GetNumVisiblePotentialEnemyDefenders(Unit unit)
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PlayerID
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Plot:GetOwner()
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int
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Plot:GetOwnershipDuration()
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int
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Plot:GetPlayerCityRadiusCount(PlayerID eIndex)
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Plot:GetPlotCity()
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Plot:GetPlotType()
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int
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Plot:GetReconCount()
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ResourceID
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Plot:GetResourceType(TeamID eTeam)
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ImprovementID
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Plot:GetRevealedImprovementType(TeamID eTeam, bool debug)
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PlayerID
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Plot:GetRevealedOwner(TeamID eTeam, bool debug)
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RouteID
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Plot:GetRevealedRouteType(TeamID eTeam, bool debug)
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TeamID
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Plot:GetRevealedTeam(TeamID eTeam, bool debug)
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int
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Plot:GetRiverCrossingCount()
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FlowDirectionID
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Plot:GetRiverEFlowDirection()
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FlowDirectionID
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Plot:GetRiverSEFlowDirection()
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FlowDirectionID
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Plot:GetRiverSWFlowDirection()
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RouteID
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Plot:GetRouteType()
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string
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Plot:GetScriptData()
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Plot:GetSelectedUnit()
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int
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Plot:GetTeam()
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Plot:GetTerrainType()
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Plot:GetUnit(int index)
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int
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Plot:GetUnitPower(PlayerID eOwner)
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int
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Plot:GetUpgradeProgress()
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int
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Plot:GetUpgradeTimeLeft(ImprovementID improvementID, PlayerID ePlayer)
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int
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Plot:GetVisibilityCount(TeamID eTeam)
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Plot:GetWorkingCity()
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Plot:GetWorkingCityOverride()
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int
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Plot:GetX()
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int
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Plot:GetY()
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int
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Plot:GetYield(YieldID yieldID)
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bool
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Plot:GetYieldWithBuild()
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Plot:HasBarbarianCamp()
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bool
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Plot:HasYield()
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bool
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Plot:IsActiveVisible(bool debug)
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bool
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Plot:IsAdjacentNonrevealed(TeamID eTeam)
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bool
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Plot:IsAdjacentNonvisible(TeamID eTeam)
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bool
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Plot:IsAdjacentOwned()
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bool
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Plot:IsAdjacentPlayer(PlayerID ePlayer, bool landOnly)
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bool
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Plot:IsAdjacentRevealed(TeamID eTeam)
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bool
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Plot:IsAdjacentTeam(TeamID eTeam, bool landOnly)
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bool
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Plot:IsAdjacentToArea(Area area)
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bool
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Plot:IsAdjacentToLand()
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bool
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Plot:IsAdjacentToShallowWater()
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bool
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Plot:IsAdjacentVisible(TeamID eTeam, bool debug)
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bool
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Plot:IsBarbarian()
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bool
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Plot:IsBeingWorked()
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bool
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Plot:IsBestAdjacentFound(PlayerID eIndex)
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Plot:IsBuildRemovesFeature()
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bool
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Plot:IsCity()
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int
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Plot:IsCityRadius()
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bool
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Plot:IsCoastalLand()
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bool
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Plot:IsEnemyCity(Unit unit)
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bool
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Plot:IsFighting()
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bool
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Plot:IsFlatlands()
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bool
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Plot:IsFreshWater()
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bool
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Plot:IsFriendlyCity(Unit unit, bool checkImprovement)
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bool
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Plot:IsFriendlyTerritory(PlayerID ePlayer)
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bool
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Plot:IsGoody()
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bool
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Plot:IsHills()
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bool
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Plot:IsImpassable()
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bool
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Plot:IsImprovementPillaged()
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bool
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Plot:IsInvisibleVisible(TeamID eTeam, InvisibilityScopeID invisibleID)
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bool
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Plot:IsLake()
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bool
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Plot:IsMountain()
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bool
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Plot:IsNEOfRiver()
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bool
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Plot:IsNone()
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bool
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Plot:IsNWOfRiver()
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bool
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Plot:IsOpenGround()
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bool
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Plot:IsOwned()
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bool
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Plot:IsOwnershipScore()
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bool
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Plot:IsPlayerCityRadius(PlayerID eIndex)
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bool
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Plot:IsPotentialCityWork()
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bool
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Plot:IsPotentialCityWorkForArea(Area area)
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Plot:IsResourceConnectedByImprovement()
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bool
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Plot:IsRevealed(TeamID eTeam, bool debug)
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bool
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Plot:IsRevealedBarbarian()
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bool
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Plot:IsRevealedGoody(TeamID eTeam)
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Plot:IsRiver()
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bool
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Plot:IsRiverConnection(DirectionID directionID)
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bool
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Plot:IsRiverCrossing(DirectionID directionID)
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Plot:IsRiverCrossingFlowClockwise()
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bool
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Plot:IsRiverCrossingToPlot(DirectionID directionID)
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bool
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Plot:IsRiverSide()
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bool
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Plot:IsRoughGround()
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bool
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Plot:IsRoute()
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Plot:IsRoutePillaged()
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bool
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Plot:IsStartingPlot()
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Plot:IsTradeRoute()
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bool
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Plot:IsUnit()
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bool
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Plot:IsValidDomainForAction(Unit unit)
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bool
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Plot:IsValidDomainForLocation(Unit unit)
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bool
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Plot:IsVisible(TeamID eTeam, bool debug)
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bool
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Plot:IsVisibleEnemyDefender(Unit unit)
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bool
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Plot:IsVisibleEnemyUnit(PlayerID ePlayer)
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bool
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Plot:IsVisibleOtherUnit(PlayerID ePlayer)
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bool
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Plot:IsVisibleToWatchingHuman()
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Plot:IsWater()
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bool
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Plot:IsWithinTeamCityRadius(TeamID eTeam, PlayerID eIgnorePlayer)
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bool
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Plot:IsWOfRiver()
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int
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Plot:MovementCost(Unit unit, Plot fromPlot)
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Plot:NukeExplosion(int range, Unit nukeUnit)
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string
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Plot:PickFeatureDummyTag(int mouseX, int mouseY)
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Plot:RemoveGoody()
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Plot:ResetFeatureModel()
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int
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Plot:SeeFromLevel(TeamID eTeam)
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int
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Plot:SeeThroughLevel()
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int
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Plot:SetArea()
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Plot:SetContinentArtType()
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Plot:SetFeatureDummyTexture(string dummyTag, string textureTag)
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Plot:SetFeatureDummyVisibility(string dummyTag, bool show)
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Plot:SetFeatureType()
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Plot:SetImprovementDuration(int newValue)
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Plot:SetImprovementPillaged(bool b)
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Plot:SetImprovementType(ImprovementID newValueID)
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Plot:SetNEOfRiver(bool newValue, FlowDirectionID riverDirID)
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Plot:SetNumResource(int num)
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Plot:SetNWOfRiver(bool newValue, FlowDirectionID riverDirID)
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Plot:SetOwner(PlayerID eNewValue, int acquiringCityID, bool checkUnits, bool updateResources)
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Plot:SetOwnershipDuration(int newValue)
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Plot:SetPlotType(PlotTypeID newValueID, bool recalculate, bool rebuildGraphics)
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Plot:SetResourceType(ResourceID newValueID, int numResource)
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Plot:SetRevealed(TeamID eTeam, bool newValue, bool terrainOnly, TeamID eFromTeam)
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Plot:SetRouteType(RouteID newValueID)
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Plot:SetScriptData(string szNewValue)
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Plot:SetStartingPlot(bool newValue)
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Plot:SetTerrainType(TerrainID type)
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Plot:SetUpgradeProgress(int newValue)
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Plot:SetWOfRiver(bool newValue, FlowDirectionID riverDirID)
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bool
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Plot:ShareAdjacentArea(Plot plot)
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Plot:UpdateFog()
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Plot:UpdateVisibility()
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Plot:WaterArea()
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