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group the first three settlements together (should enable them to survive by trade)
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@ -521,10 +521,10 @@ mod tests {
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Good::Terrain(BiomeKind::Grassland),
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100.0_f32,
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)]);
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// add_settlement(&mut env, "Mountain", 19.0, &[(
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// Good::Terrain(BiomeKind::Mountain),
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// 100.0_f32,
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// )]);
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add_settlement(&mut env, "Mountain", 19.0, &[(
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Good::Terrain(BiomeKind::Mountain),
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100.0_f32,
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)]);
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// add_settlement(&mut env, "Desert", 19.0, &[(
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// Good::Terrain(BiomeKind::Desert),
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// 100.0_f32,
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@ -540,10 +540,10 @@ mod tests {
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(Good::Terrain(BiomeKind::Forest), 100.0_f32),
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(Good::Terrain(BiomeKind::Mountain), 10.0_f32),
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]);
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add_settlement(&mut env, "Mountain", 19.0, &[
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(Good::Terrain(BiomeKind::Mountain), 100.0_f32),
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// (Good::CaveAccess, 100.0_f32),
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]);
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// add_settlement(&mut env, "Mountain", 19.0, &[
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// (Good::Terrain(BiomeKind::Mountain), 100.0_f32),
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// // (Good::CaveAccess, 100.0_f32),
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// ]);
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// connect to neighbors
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for i in 1..(env.index.sites.ids().count() as u64 - 1) {
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let previous = env.index.sites.recreate_id(i - 1);
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