Add Craftsmanship miracle; update production calculations and unlock logic
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@@ -17,9 +17,14 @@ public class GameLogic
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var faithMultiplier = state.ActiveBuffs
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.Where(b => b.TargetStat == Stat.FaithPerFollower)
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.Aggregate(1.0f, (acc, buff) => acc * buff.Multiplier);
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var productionMultiplier = state.ActiveBuffs
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var productionFollowerMultiplier = state.ActiveBuffs
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.Where(b => b.TargetStat == Stat.ProductionPerFollower)
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.Aggregate(1.0f, (acc, buff) => acc * buff.Multiplier);
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var productionFlatMultiplier = state.ActiveBuffs
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.Where(b => b.TargetStat == Stat.ProductionPerSecond)
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.Aggregate(1.0f, (acc, buff) => acc * buff.Multiplier);
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var followerMultiplier = state.ActiveBuffs
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.Where(b => b.TargetStat == Stat.FollowersPerSecond)
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.Aggregate(1.0f, (acc, buff) => acc * buff.Multiplier);
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@@ -28,12 +33,16 @@ public class GameLogic
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.Aggregate(1.0f, (acc, buff) => acc * buff.Multiplier);
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var faithPerSecond = state.Get(Stat.Followers) * state.Get(Stat.FaithPerFollower) * faithMultiplier;
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var productionPerSecond = state.Get(Stat.ProductionPerSecond) * productionMultiplier;
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var productionFromFollowers = state.Get(Stat.Followers) * state.Get(Stat.ProductionPerFollower) * productionFollowerMultiplier;
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var productionFromIndustry = state.Get(Stat.ProductionPerSecond) * productionFlatMultiplier;
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var totalProductionPerSecond = productionFromFollowers + productionFromIndustry;
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var followersPerSecond = state.Get(Stat.FollowersPerSecond) * followerMultiplier;
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var corruptionPerSecond = state.Get(Stat.CorruptionPerSecond) * corruptionMultiplier;
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state.Modify(Stat.Faith, faithPerSecond * delta);
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state.Modify(Stat.Production, productionPerSecond * delta);
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state.Modify(Stat.Production, totalProductionPerSecond * delta);
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state.Modify(Stat.Corruption, corruptionPerSecond * delta);
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state.Modify(Stat.Followers, followersPerSecond * delta);
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