473bb17eba
Allow city to acuqire nearby tiles from friendly cities.
2018-12-04 12:57:29 +08:00
c12906f63b
Removed old StatExplainer code
2018-12-03 17:42:41 +02:00
6cb965f0ad
Can no longer choose Great War Infantry as free gp.
2018-12-03 22:48:37 +08:00
53bac34b42
Added Gatling Gun unit
...
Cannon upgrades to Artillery
2018-12-03 16:00:29 +02:00
23e55495d4
Merge pull request #297 from ninjatao/fix_city_button_color
...
City button changes color after been conquered.
2018-12-03 15:27:34 +02:00
a769678e63
City button changes color after been conquered.
2018-12-03 19:26:35 +08:00
b3b2cbe23c
Organized trade table
2018-12-03 13:08:34 +02:00
1e17df4b1e
Travis update, using 'android:components' instead of 'install' for base installations
2018-12-03 10:17:06 +02:00
4f0f163c00
Difficulty affects all AI yields now, which should widen the difficulty range - easy difficulties are now easier, and hard ones are harder
2018-12-03 09:57:27 +02:00
24b27a791f
Added Replacable Parts tech and Great War Infantry
...
Musketman now upgrades to Rifleman
Solved more rare concurrency problems
2018-12-02 23:05:05 +02:00
28ae533acc
Added Landship, the first Armor unit!
...
Added promotions for Armor units
2018-12-02 15:46:45 +02:00
1301b1181a
City stats details in city screen moved from table to right-side scroller
2018-12-02 10:35:05 +02:00
cd28358289
Fixed bug where you could convince AI to declare war on defeated civs - kudos ninjatao!
2018-12-01 22:40:14 +02:00
8ec63f2e94
Re-added language picker, hope it won't generate negative reviews again =\
2018-12-01 22:22:30 +02:00
ec65268099
AI now uses Great People properly
...
Fixed bug where loading a game with a free policy would freeze everything
2018-12-01 22:16:26 +02:00
8c3282ddce
Ruins no longer give researched techs - kudos philn3v!
...
Can no longer see over mountains
2018-11-30 10:21:44 +02:00
ce9d68e375
Hopefully the yield in the city screen looks better now
...
Added mountains
2018-11-28 23:05:14 +02:00
c807ee5098
Solved ANR problems related to moving units long distances across the map
2018-11-28 18:59:18 +02:00
44be2b6d67
Cities now unassign speciallists when razed/starve and don't go into "negative population" - thanks am-per-sand!
2018-11-28 18:30:33 +02:00
87c3d18ac7
City specialists now stay through game restarts
2018-11-28 18:25:09 +02:00
defeb7431b
Buildings requiring nearnby resources now say so - thanks zivvel!
...
Promotion bonuses no longer override unit-specific ones, but are added - thanks ninjatao!
2018-11-28 17:54:00 +02:00
43ec085b89
Fixed "no resources on coast" - thanks ninjatao!
2018-11-28 17:32:49 +02:00
de4c042dd5
Buildings that provide free buildings (e.g. The Great Library) now deal with civ uniques (e.g. Paper Maker)
2018-11-27 23:50:08 +02:00
324176d098
Performance: Added transient builtBuildingObjects list in cittyConstructions, so we won't have to get the list every time we want to calculate, well, loads of stuff
2018-11-27 23:31:40 +02:00
ea68a70823
Solved concurrent modification problems from TechManager.researchedTechnologies and civInfo.exploredTiles
2018-11-27 22:48:41 +02:00
6096bde9cd
Changed Forest icon
...
Narrowed hexagon edges
2018-11-27 21:51:52 +02:00
2cd7e5dc88
Added "declare war on X" to available trades
...
Organized trades by type
2018-11-27 19:10:27 +02:00
24ccd630da
Can now select as many enemy civs as there are civilizations to assign to them
...
Can now start the game with "Huge" maps, because "Large" wasn't big enough for everyone apparently -_-
2018-11-26 19:50:58 +02:00
556c10109d
Performance improvements in both getCivUnits and canPassThrough of tile
...
Fixed no embarkation & policy pick bug
2018-11-24 22:48:42 +02:00
6c9297abc2
Performance improvement - added baseTerrain transient in tileInfo
2018-11-24 21:58:39 +02:00
347d329233
Moved map toggle icons near the minimap
2018-11-24 21:47:09 +02:00
5577022bd7
Added unit icons to battle table
2018-11-24 21:15:22 +02:00
254d415968
Organized minimap UI
2018-11-23 14:48:05 +02:00
5b66f8f0f7
Organized Unit Table UI
2018-11-23 14:36:22 +02:00
c71f320731
Units now unsleep after moving
2018-11-23 10:06:16 +02:00
e16ea5c803
Performance: Added Transient list of researched technologies
2018-11-21 20:02:12 +02:00
d7ddd85c32
Performance: Viewable tiles are now a transient list in civInfo
2018-11-21 19:16:06 +02:00
bf4d9b609d
Dev: when getting tile stats, we only check the gold-per-turn of the viewing civ if its current gold is negative
2018-11-21 18:45:02 +02:00
71d99dce51
Improved Next Turn performance
...
Dev: in tryGarrisonUnit, we now run canReach only when absolutely neccesary
Dev: Center tile of CityInfo cached, we access it a lot and it never really changes
2018-11-21 18:07:05 +02:00
edada1182b
Changed date notations to BC and AD, as per original Civ
2018-11-21 16:40:27 +02:00
49603f8852
Fixed bug where resource-requiring buildings could be built without the resource
2018-11-21 16:34:11 +02:00
2ab4e406aa
Fixed bug where auto-assigned population in cities could work tiles outside of 3-tile range
2018-11-21 16:31:14 +02:00
fad7df055b
It's now much easier to enter a city by clicking on the city button
2018-11-21 16:15:46 +02:00
9590d9890b
Solved bug where AI work boats would try to create Fishing Boats on Oil in coast (thanks Pierre Wall!)
2018-11-21 15:33:12 +02:00
1929118732
Policy picker no longer jumps up if you manually picked the policy when you got enough points
...
Buildings that increase XP now display so in construction picker screen
2018-11-21 15:19:33 +02:00
17c98f9f46
Fixed Embarkation tutorial
2018-11-21 15:10:15 +02:00
eaa1287653
Added icons to city buildings
2018-11-19 23:04:45 +02:00
1b5bd472cb
Unit icons no longer look like they're trying to escape their borders
2018-11-19 22:53:07 +02:00
8a7719e634
Unviewable resources no longer affect improvement yield (e.g. mine on unviewable coal)
...
Resource-requiring units no longer get a penalty when civ is breaking even on that resource
2018-11-19 20:44:26 +02:00
9d27e22952
Every unit enabled by a tech gets its own line now
2018-11-19 20:07:29 +02:00