Commit Graph

633 Commits

Author SHA1 Message Date
c3cdae12d4 Tutorials are now defined per language! 2018-08-04 23:57:53 +03:00
7983901435 Info on translation percentage in language picker screen 2018-08-04 21:50:56 +03:00
ec0ebc73f0 Expanded translation for new game screen and overview screen 2018-08-04 21:36:08 +03:00
5b26974752 AI picks a random tech from those with the lowest cost
AI civs trade luxury resources wiith each other when they have spares
2018-08-03 15:21:41 +03:00
f0a56b5e84 Units are moved to movable tiles when an enemy city expands its territory to the unit's tile
Diplomacy button is not shown unless you have other civs you can diplomatize with
2018-08-03 14:47:25 +03:00
215310b413 Diplomacy screen, declaring war, no entering frienly enemy territory 2018-08-02 21:21:30 +03:00
bf9e06445c All diplomacy now done from a separate screen 2018-08-02 14:59:53 +03:00
023c4cd1c6 Trade now almost entirely separate from Trade Screen, so the Trade screen can become a Diplomacy screen! 2018-08-01 22:41:23 +03:00
04c0c87d7c Trade table separated into a distict entity, allows us to put the trade into other screens 2018-08-01 13:00:06 +03:00
d8daf6dc88 Separated trade logic from UI display 2018-08-01 09:00:06 +03:00
d8bb0eb9e5 Can now trade Peace Treaty! Which leads to actual fukken peace! 2018-07-31 17:48:57 +03:00
fa8e8a148d Can now trade technologies!
AI assessment of luxury resources improved
2018-07-30 21:34:31 +03:00
82c42e8528 Trade classes re now separate files 2018-07-30 13:30:13 +03:00
8b259a3db3 Added ai unhappiness modifier to difficulty 2018-07-27 10:03:44 +03:00
1689005fef Tutorials saved between turns
No notification for "discovering" barbarians
2018-07-27 00:07:32 +03:00
041f904f6c Added language picker screen 2018-07-26 23:46:14 +03:00
f6f9433c41 Fixed concurrent iterator change problems 2018-07-26 23:17:18 +03:00
592b716e81 Removed the 1/63 chance that on a small map you couldn't have many civs 2018-07-26 23:16:56 +03:00
03f0b2a1f9 Added getBackground helper function 2018-07-26 23:15:33 +03:00
1cba56c947 Tutorials shown are now per-device (in the game settings) rather than per-game
Game settings are now saved as a proper class, found how to ignore unknown properties in json! =)
2018-07-26 13:15:38 +03:00
efef41541c Razed cities do not grow 2018-07-25 23:05:21 +03:00
06c68302ce Added difficulty settings! 2018-07-25 22:56:25 +03:00
7af1a89913 You can no longer see city connection status of enemy cities 2018-07-24 18:25:36 +03:00
b4614fc1f5 Railroad now looks like a railroad and visible on tundra 2018-07-24 18:22:39 +03:00
18a8f9f0d5 Fixed bug where units on hills thought they could attack further away units 2018-07-23 20:04:33 +03:00
a3eda1fd52 Fixed bug that caused barbarians to not do anything 2018-07-20 16:04:38 +03:00
9c23c8f551 Civs start at least 3 tiles away from edge of board 2018-07-20 15:58:03 +03:00
a33a161fdb Unique units can now be upgraded to (e.g. archer to longbowman) - Thanks Am-per-sand! 2018-07-20 15:57:44 +03:00
ea20201c1b Renamed Unit to BaseUnit so it wouldn't conflict with Kotlin's Unit cllass 2018-07-20 12:13:37 +03:00
0d261e88bf Added list of units to empire overview 2018-07-19 13:29:52 +03:00
d8ac537535 Cut down saved game size when copying text to the clipboard by 85% using gzip 2018-07-18 23:13:58 +03:00
a2530b5480 Player no longer always starts in the middle of the map 2018-07-18 18:45:37 +03:00
606a375467 World screen centers on capital instead of zero position 2018-07-18 18:41:15 +03:00
e6a95452b4 If a unit's upgrade is obsolete, then we try to upgrade to the next non-obsolete unit in line in the upgrade succession tree 2018-07-18 17:58:38 +03:00
a86460b345 Ranged units cannot indirect attack (e.g. if a hill is in the way) 2018-07-18 17:52:13 +03:00
5ee0c47e22 If a unit can be promoted twice, the promotion picker remains open after you pick the first promotion 2018-07-18 13:26:29 +03:00
23a9886de7 Expanded unit civilopedia description 2018-07-17 23:14:58 +03:00
12c925f79c Apollo program status correctly displayed in victory screen - you can now actually win a scientific victory! 2018-07-17 23:07:17 +03:00
b5d198adcd AI examines city construction each turn, in case there's something better to build 2018-07-17 23:05:55 +03:00
9e50051c61 When out of gold, units disband at a rate dependant on your deficit 2018-07-17 23:05:08 +03:00
5fed13eb76 Tiles with gold are now ranked higher if civ is in a bad financial situation 2018-07-17 13:13:23 +03:00
a7ddc07880 Changed city construction automation - should help the AI not constantly go broke 2018-07-17 12:53:43 +03:00
7ec95fefd9 No tile will now be in 2 cities simultaneously
Cities can't "take over" tiles neighboring to a city
2018-07-16 23:50:35 +03:00
bc404d9b17 Fixed bug that preclude building spaceship parts 2018-07-16 19:57:27 +03:00
e40bc91156 City cannot starve below 0 population
Starvation notifications when a city generates negative food, not only when population decreases
2018-07-16 18:31:32 +03:00
2cd3347cec Barbarians will not spawn in tiles that any civilization can currently see 2018-07-16 12:36:33 +03:00
ce7cb2ce17 Tiles outside the 3rd ring of a city can no longer be "worked" in the screen (before they could be chosen but didn't provide yields) 2018-07-16 09:43:36 +03:00
43ef42be5f When removing a terrain (e.g. Forest) whose improvement depends on it (e.g. Lumber mill), the improvement is removed 2018-07-16 09:17:42 +03:00
6ca586c3b1 Can no longer accept "empty" trades 2018-07-16 09:16:53 +03:00
da3d749547 When unable to support units, they disband one by one instead of all at the same time 2018-07-15 19:51:27 +03:00