* Tweaked the stat gamespeed conditional
Tweaked the stat gamespeed conditional to accept the resources
* Changed some names
* Fixed a double limit bug
* Added a frigate cannon fire volley sound with crashing
* Changed the frigate and ship of the line to use shipCannonVolley.mp3
* Added proper credits
* Renamed "Volly" to "Volley"
* Start on road connect feature.
* Rough UI and tile highlighting
- Highlight visible tiles for selected unit red
-- Maybe change this to all explored tiles
- Move action firing inside WorldMapHolder
- Set begin and end tiles
* Serialize Vector2 instead of Tile
* Add road icon
* Much better UI handling
- Tile highlights go away after choosing a tile
- Added restrictions to allowed tile destination choices.
- Explored
- Land
- Passable
- Added two-tap button
* Refactor part of `onTileClicked` for readability
* Band-aid fix null pointer error
* Add RoadConnection icon
* Tentatively working connect road feature
* AStar search implementation
* AStar connect road automation
* Fix worker getting stuck in city tiles
* Heuristic should be between tiles
* Add heuristic to road connect, remove maxSize limit
* Fix predicates
* Cancel automation when worker is force moved off path
* Change valid/highlighted tiles to be friendly or neutral
* Put log back the way it was
* Fix behavior when kicked off path
* Worker no longer wastes movement points
* Workers will progress multiple tiles at a time towards the next build destination.
* Respect civs with certain tiles as roads
* Refractor ForceAutomateRoadConnection -> AutomateRoadConnection
* Connect road UI button only shows for units with UniqueType.BuildImprovements
* Connect road UI button only show when road tech is unlocked
* Add wagon sound
* Fix destination icon, add KeyboardBinding to 'c'
* UI highlight connect road path tiles orange
* Downsample wagon.mp3
* Apply migration patch, idiomatic sequence processing
* Add notifications on success and failure
* Extract movement cost function to be reusable
* Refactor road pathfinding into MapPathing.kt
* Make pathing calls more general for future extendability
* Add UI road connection tile path preview
* Keep road path highlighting when routing to a city tile
* Adjust road pathing cost function
* Path includes pillaged roads
* Repair pillaged roads along path
* Valid road path tiles now include all passable tiles (open borders)
* Ruleset-validate some Unique amounts to be positive
* Add TechAction for tech gained from Ruins
* Allow PolicyPickerScreen to highlight a Policy
* Add the 'PolicyAction' NotificationAction
* Use the new PolicyAction
* Prepare Leader Voices: Framework
* Leader Voices: Hooks and corresponding text field comments
* Leader Voices: wiki
* Leader Voices: oops, comments
* Decouple voice play calls to make global modification easier
* Move voices to own folder and give them a separate volume setting
* Oops, template needed too
* Oops, wiki needed too
* River yields moddable and Civilopedia entry
* Improve text and better fresh water explanations
* Map editor exclusion as Unique, for River and previously hardcoded Improvements
* Map editor brush to Civilopedia link, starting locations cleaned
* Some SeventhM input applied
* Reword River/Lakes/Oasis civilopediaText and comments again
* Added Human and AI filters, separated civFilter from nationFilter (very similar and yet slightly different)
* Changed "Human" and "AI" to "Human player" and "AI player"
* Fix "AskForAssistance" Quest notification untranslatable
* Extend DiplomacyAction to allow showing the TradeTable of the other civ
* Make "trade ends" notifications clickable
* Make entries in Trade page of Empire Overview clickable
* Highlight selected civ in DiplomacyScreen, moddable
* A little proactive comment
* RekMod-inspired: StatPercentFromReligionFollowers does work on FounderBelief target
* RekMod-inspired: Make StatPercentFromReligionFollowers check correct Religion
* RekMod-inspired: Prep: flags on ImprovementBuildingProblem
* RekMod-inspired: Don't offer e.g. Kampong Ayer to non-Brunei Workboats
* Update "filtering Uniques" documentation
* Verbose exception for the original RekMod's Civilian crash
* Make ConstructImprovementInstantly validation gameInfo-agnostic
* Helpers to encapsulate repetitive Conditional test patterns, eliminating ruleset(), all ruleset access guarded
* Make ConditionalFirstCivToResearch actually work on Policies - ???
* Linting
* Revert params accessor helpers and reduce ConditionalFirstCivToResearch to tech only
* Implement ConditionalFirstCivToAdopt for nicer symmetry
* Added two new Conditional Uniques
These are:
- <when above [amount] gold>
- <when below [amount] gold>
* Added Remove Building unique
It has two parameters: buildingFilter and cityFilter
* Minor example update
* Applied the corrections proposed by SomeTroglodyte
* Update uniques.md
* Slightly changed an unique text
Removed "in" word from the unique
* Updated the Stat Conditional to support more stats
Now supports more stockpileable Stats
- Gold
- Faith
- Culture
- Science
* Added the game speed-adjusted conditionals
Now there are 5 uniques in my pull request
* Integrated the Stat and Resource Conditionals
Requested by @yairm210
* Applied the suggestions of @yairm210
* Applied the suggestions of @yairm210 again
I hope my PR is ready to merge
* Display Pixel Unit Art in Civilopedia
* Pixel Unit Art in Civilopedia - Setting UI
* Change FormattedLine.extraImage sizing to apply to longer coordinate
* Pixel Unit Art in Civilopedia - better centering using 'crop to content'
* More SortableGrid comments
* Fix City Overview header row
* CityOverviewTab minor lint
* Documentation for the 'Gdx Scene2D debug' option
* Lint - TabbedPager sort imports and some spaces