* Fix promotions being available when they shouldn't
* Move unreachable code to the bottom
* Remove unnecessary comment
* Details for adopted nodes technically shouldn't be overriden
* Add back in unreachable before we do checks
* Just realized we're back to square one. Here's an actual fix
* Improved Nuke AI
* AI can only nuke visible tiles now
* Removed an extra space
* Removed commented changes from another feature in testing
* Removed commented changes from another feature in testing again
* AI now doesn't calculate the value of nuking a tile while at peace
* Removed extra change related to attacking cities.
* Improved AI chooseAttackTarget
* Added extra import statement
* Restructured chooseAttackTarget to use .maxByOrNull
* Refactored getUnitAttackValue
* Standardised attack valuing in BattleHelper
* address unnecessary ruleset checks
* Add missing imports
* Fix units not getting the ability uses set if it the city has your own religion
* Remove unnecessary cityConstructions check
* Remove more cases of unnecessary ruleset checks
* Research agreements can now be offered when both civilizations combined have enough gold.
* Moved a OfferColumnsTable constructor parameter.
* Fixed the ordering of an argument in TradeTable.
* Added an extra comment to OffersListScroll.
* Refactored research pact trade balancing when offered.
* Research agreement cost now uses the highest era from both participants.
* Minor UI tweaks - mainly duplicate icons on ResourcesOverviewTab and EspionageOverviewScreen
* Bugfix and expand NotificationActions
* Switch NotificationAction migration to Phase IV
* Tweak a few Notifications to have more useful actions
* Remove one `run {}`
* Better predictability of clicks on Notifications pulled out of history
* Unit creation notifications can now select the unit
* Linting
* ClearBarbarianCamp quest Notification shows map location first
* More Linting
* Hide City-state call for help from aggressor
* Added an Any Civ starting location brush.
* Fixed the Remove starting locations brush from being too long.
* Civs without a specific starting location given to them now use the spectator starting locations before finding a free tile.
* Removed spectator from civilizations to give a starting location.
* Added comments
* Removed accidentally added import statements.
* Added new display text to template.properties
* Replaced an inline when statement with an if statement.
* Fixed not having a space after a translation.
* Moved finding a starting location to a new function.
* Fixed GameStarter.getCivStartingLocation to return a null if it couldn't find a tile to start on.
* Bump version and create initial changelog entry
* Update Simplified_Chinese (#9938)
* Update Italian.properties (Defensive Pacts) (#9924)
* Update French.properties (#9922)
* Update Spanish.properties (#9921)
* Update Spanish.properties
* Reword
* Add missing equal sign
Co-authored-by: TommasoPetrolito <tommasouni@gmail.com>
---------
Co-authored-by: TommasoPetrolito <tommasouni@gmail.com>
* Update Brazilian_Portuguese.properties (#9919)
* Update Brazilian_Portuguese.properties
* Update Brazilian_Portuguese.properties
* Update Korean.properties (#9948)
New unciv & github user here.
I found Korean translation stopped on February and thought this would help a little bit.
It still has untranslated lines and some may be incorrect, but better than never? :)
---------
Co-authored-by: yairm210 <yairm210@users.noreply.github.com>
Co-authored-by: chr_56 <30681738+chr56@users.noreply.github.com>
Co-authored-by: TommasoPetrolito <tommasouni@gmail.com>
Co-authored-by: Ouaz <Ouaz@users.noreply.github.com>
Co-authored-by: Caballero Arepa <78449553+Caballero-Arepa@users.noreply.github.com>
Co-authored-by: Vitor Gabriel <59321138+Ranbut@users.noreply.github.com>
Co-authored-by: DoosanBears82 <142787703+DoosanBears82@users.noreply.github.com>
* Added owner civ and city to the ImprovementPicker screen with translation
* Switched tileOwnerText from var to val
* Changed unowned tile message and city name link to city screen
* Diplomatic Vote tweak: Defensively make sure Spectator can't vote
* Diplomatic Vote tweak: Fix votesNeededForDiplomaticVictory formula and base count
* Victory Screen Illustrations page
* Fix WorldReligion victory disclosing random player count
* Victory screen icons and Victory types get their separately moddable path
* Merge fix and nicer wiki text
* VictoryScreenIllustrations debug run
* Fix Image sizing and some polishing
* Fix white squares on some Victory Screen Cultural milestone buttons
* Add option to enable/disable unit upgrades for automated units
* Add automated unit upgrade String to template.properties
* Change check for isPlayer to isHuman when performing upgrades for automated units
* Added warning to improvement picker buttons for improvements out of range for population to work
City population can not work tiles farther than 3 tiles from the city center. The improvement picker did not warn that improvements providing stat increases would not be workable, so the improvement might be worthless. The ImprovementPicker screen will now warn on the improvement button if the improvement provides a stat increase, but is farther than 3 tiles from the owning city center. The warning happens for all improvements that increase the tile stats, including Luxury and Strategic resource improvements. The warning does not disallow building the improvement.
* Changed methods for finding positive stat increases and added translation for warning text
* Condensed conditional for warning text in ImprovementPicker
* Additional unit tests
* Missing import
* Changing stuff solely to avoid an import
* Example of the test, in different orders
* New PromotionTree test
* Add functions to make PromotionTree easier to work with
* Changing values to be lateinit variables
* Defensive Pacts can now be offered.
* Signing a defensive pact now makes the Civs join all defensive wars. Any future defensive wars will force the other civ to join.
* Removed Popup Alert Defensive Pact.
* Defensive pact and Research pact now are only on the trade screen.
* AI now offers defensive pacts.
* Added AI evaluating sending and receiving Defensive Pact offers.
* Reverted some temporary changes
* Reduced the chance an AI offers a defensive pact
* Starting an offensive war now cancels all Defensive Pacts with other civilisations.
* Removed extra requirements before an AI will sign or offer a defensive pact.
* Added Defensive Pacts to the Civilopedia.
* Fixed the AI counter offering with treaties.
* Fixed a test using the old method of checking if a civ is at war.
* Fixed a previous refactor error.
* Deleted commented out Research Agreement button code.
* Fixed some spelling errors and remnant debugging code.
* Removed signing a defensive pact brings both Civ's into each others previous defensive wars.
* Refactored setFriendshipBasedModifier to look better
* Starting an offensive war now removes the defensive pact form both sides.
* Reverted changes to DiplomaticStatus
* Removed extra technology check to sign a defensive pact.
* Removed DiplomacyManager.isAtWar() completely.
* Moved setting defensivePact flags from TradeLogic.transferTrade() to DiplomacyManager.signDefensivePact.
* Changed diplomatic modifiers related to Defensive Pacts to be less extreme.
* Fixed canceling Defensive Pacts when declaring war and notifying other Civs.
* Updated the Defensive Pact entry in the Civilopedia and fixed some spelling.
* Fixed Defensive Pact behavior while attacking and defending.
* Changed a variable to a more readable name.
* Improved readability of setFriendshipBasedModifier().
* Moved the important onWarDeclared functionality to their own functions.
* Added a notification for the attacking Civ when a Civ joins war through a Defensive Pact.
* Refactored setDefensivePactBasedModifier() to be more readable.
* Increased DeclinedDefensivePact time.
* Deleted old commented code that removed the research agreement button.
* Fixed having reverting changes errors in UnitMovementTests.
* Refactored breaking treaties when declaring war.
* Removed unnecessary semicolons.