* Rename new capital when a civ survives losing their civ-named capital
* Linting
* Make "overflow" city founding names translatable
* Fix some unit tests relying on hardcoded Random() results
* AutoPlay now builds military units more
* AutoPlayEndTurn now launches in a new thread if there are more than 30 units/cities
* Moved AutoPlay to WorldScreen and added isAIOrAutoPlaying() to Civilization
* Fixed AI not wanting to pass through city-state tiles
* Added black space to the end of AutoPlay
* Partially fixed some NextTurnButton AutoPlay Behaviour
* AutoPlay now persists across next turn WorldScreens
* Made player's turn using AutoPlay run on a different thread
* Remove the extra isAutoPlaying variable
* AutoPlay class now manages all AutoPlay threads
* Made AutoPlayMilitary and AutoPlayCivilian both able to run on a new thread.
* Added more comments to AutoPlay
* Maybe finally fixed the problems?
* Expand Events to allow civilopediaText, fixing hidden uniques as side effect
* Fix ConditionalChance save scumming
* Fix ExtraImages not working within mods
* Missing documentation of the changes to Events
* Kdoc to clarify why helper returns nullable
* Lint getJavaClassByName: fix compiler warning and re-sort when
* FormattedLine now throws on problems with extraImage loading
* Fix Tutorial extraImage by removing auto and making it explicit
* Revert "FormattedLine now throws on problems with extraImage loading"
This reverts commit b5ab4084ee.
* Partially revert the revert, so bad extraImage fields are console-logged
* Fix Puppets building wonders
* Revert 'Disallow wonders from being selected in puppets, even when 'just' choosing best stat building'
* Simplify wonder logic to not check national wonders separately
* Whoops, world wonder and national wonders have different already built checks
* RiverDirections is now namespaced to RiverGenerator with some pertinent helpers
* Autocomplete of RiverDirections is now handled in the default autocomplete
* Allow display of possible autocompletions for empty "start"
* Brighten that autocomplete possibilities message
* Fix a missed spot
* Improve removepromotion autocomplete
* Replace and credit "Link" icon
* UnitActionIcons/Escort is a black version of "Link"
* Reprioritize UnitGroup "action" badge to prefer showing what Workers build over escorting
* Fix apparent bug removing starting locations
* Remove StartingLocation legacy support (when they were TileImprovements)
* Starting locations get a "usage" controlling new game "select players"
* Maps get a description map creators can use to pass info to their users
* Fix bad fix from last PR preventing then map preview of the initial selection to show in some cases
* Wrap all those setProgrammaticChangeEvents calls
* Fix None/Normal discrepancy
* Added OneTimeSpiesLevelUp, OneTimeGainSpy, SpyEffectiveness, EnemySpyEffectiveness and HiddenWithoutEspionage Uniques
* Spy effectiveness affects stealing tech and rigging elections
* Fixed HiddenWithoutEspionage
* Added Constabulary and Police Station
* Added cityFilter to SpyEffectiveness
* Added national Intelligence agency
* Added Great Firewall
* Fixed great firewall having a float value
* EspionageManager addSpy now returns Spy instead of name
* Added some simple espionage tests
* Fixed OneTimeSpiesLevelUp still wanting parameter
* Spy efficiency occurs after skill modifier
* Added another test
* Added Police State spy efficiency reduction unique
* Fixed "Hidden when espionage is disabled" wording
* Fixed "effectiveness" wording
* Changed "enemy spy effectiveness" unique to use negative matters
* Spy effectiveness only affect tech steal rate
* Changed "Gain an extra spy" and "Promotes all spies" uniques
* Removed Police State comment that is no longer accurate
* Changed spy effectiveness to be multiplicative
* Offer custom map mod/ruleset and name as master/child SelectBoxes
* Let map Preview class (partial parse) include starting locations
* Implement button to use map-selected nations
* Show a LoadingImage while the maps are still loading
* Fix merge errors
* Usability improvements
* More out-of-sync fixes and improvements
* Template
* Civs with a spy set up can view some foreign city information
* Spying Civs can only see city tiles that they are aware of
* Refactored EspionageManager getCitiesWithOurSpies
Co-authored-by: Yair Morgenstern <yairm210@hotmail.com>
* Removed extra parenthesis
---------
Co-authored-by: Yair Morgenstern <yairm210@hotmail.com>
* Enable AI civilian unit to handle other triggerable uniques
* Automation of AI Great Writer
* Automation of AI with GainFreeBuildings unique
* Stop AI unit to blinkly invoke the first action anymore