The Hausa's "British Artillery Engineers" technology is bugged

There’s a bug that prevents the cost of Heavy Cannons from being split into Influence and Coins if you research the “Improved Cannon Trade” technology first and then the “British Artillery Engineers” technology (British Alliance). This happens because the technology that assigns the Influence cost for Heavy Cannons is the same one that allows them to be produced in the Palace (DEAllegianceBritishArtillery). This can be fixed by assigning the Influence cost of Heavy Cannons in the base technology that changes the Influence cost for African civilization units (DEAfricanInfluenceCosts), in the same way it’s done with African Falconets, Culverins, and Mortars. It would be very simple to fix; for example, in the “DEAfricanInfluenceCosts” technology, the cost of Heavy Cannons should look something like this:

<tech name="DEAfricanInfluenceCosts" type="Normal">
(...)
      <effect type="Data" amount="1.00" subtype="CalculateInfluenceCost" calctype="1" relativity="Override">
        <target type="ProtoUnit">Cannon</target>
      </effect>
      <effect type="Data" amount="0.00" subtype="Cost" resource="Gold" relativity="Override">
        <target type="ProtoUnit">Cannon</target>
      </effect>
      <effect type="Data" amount="0.00" subtype="Cost" resource="Wood" relativity="Override">
        <target type="ProtoUnit">Cannon</target>
      </effect>

Or like this:

<tech name="DEAfricanInfluenceCosts" type="Normal">
(...)
      <effect type="Data" amount="0.00" subtype="Cost" resource="Gold" relativity="Override">
        <target type="ProtoUnit">Cannon</target>
      </effect>
      <effect type="Data" amount="0.00" subtype="Cost" resource="Wood" relativity="Override">
        <target type="ProtoUnit">Cannon</target>
      </effect>
      <effect type="Data" amount="800.00" subtype="Cost" resource="Influence" relativity="Override">
        <target type="ProtoUnit">Cannon</target>
      </effect>

And the “DEAllegianceBritishArtillery” tech should end up looking something like this:

<tech name="DEAllegianceBritishArtillery" type="Normal">
    <dbid>8277</dbid>
    <displaynameid>103086</displaynameid>
    <cost resourcetype="Influence">1500.0000</cost>
    <researchpoints>15.0000</researchpoints>
    <status>UNOBTAINABLE</status>
    <icon>resources\images\icons\techs\africans\alliances\british_artillery_engineers.png</icon>
    <rollovertextid>103426</rollovertextid>
    <flag>CountsTowardMilitaryScore</flag>
    <prereqs>
      <techstatus status="Active">Imperialize</techstatus>
    </prereqs>
    <effects>
      <effect type="Data" amount="1.00" subtype="Enable" relativity="Absolute">
        <target type="ProtoUnit">Cannon</target>
      </effect>
      <effect type="CommandAdd" proto="Cannon" page="0" column="5">
        <target type="ProtoUnit">dePalace</target>
      </effect>
    </effects>
  </tech>

(I’m giving these examples only so that developers don’t have to waste time looking for the bugs or thinking about how to fix them)

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