* Generalize the concept of founding religions in preparation of enhancing
* Implemented enhancing religions
* Added all enhancer beliefs (mostly correctly, mostly tested)
* You can now found a religion without a pantheon, requiring you to choose a pantheon as well
* Parameterized 'enhance religion' action, fixed tests
* Implemented requested changes & simplified beliefContainer a lot
* Fixed rename
* Updated code to include features added in the meantime
* Merge branch 'master' into enhanceReligions
Co-authored-by: Yair Morgenstern <yairm210@hotmail.com>
* Civilopedia Phase X - Show Policies
* Civilopedia Phase X - Show City States
* Civilopedia - Loop-driven init and Cleanup
* Civilopedia - City States
* Civilopedia Phase X - Remove spurious comments
* can now raze non-original capitals at capture
* clearer code, equal for AI, get gold and reduce pop when liberating
* fix conflict??
* fix conflict????
* restore whitespace
* restore whitespace
Co-authored-by: Yair Morgenstern <yairm210@hotmail.com>
* Ancient Ruins, Civilopedia and Translations
- TranslationFileWriter can process Ruins.json
- Hide Religion / Civilopedia uniques hardcoded String moved to Constants
- Civilopedia display of Ruins pulls actual json rewards in code
- Manually curated rewards description removed
* Ancient Ruins, Civilopedia and Translations
- Old rewards descriptions moved to names, color
- Code now recreates old output closely
- civilopediaText allowed additionally
- TranslationFileWriter tweaked accordingly
* Ancient Ruins, Civilopedia and Translations - fix stargazers
Instead of forcing reflection to depend on latest kotlin version, I have a feeling the dependency is due to older mockito depending on older reflection.
* Removed the civ introduction trade option
Left in the minimum amount of code to ensure that saves with a pending
introduction trade do not break (any such pending trades are cancelled).
The left-in introduction trade code can be fully removed in a later
version.
* Added back civ introduction trades as a mod option
Also made the gold value of introducation trades moddable.
* Made civ introduction trade invalid if receiver already knows the civ
This prevents players from sending two AI civs introduction trades for
each other in the same turn and profiting from both. This therefore
fixes#4272.
* Applied requested changes
* Removed a spurious space
* Made water oil wells require the Refrigeration tech
Oil wells can now only be created on water with the refrigeration
technology.
This is not the ideal solution: it would be preferable to support
multiple improvements for a single resource, to add offshore platforms
as a separate improvement for coastal oil that requires refrigeration
and to disable building oil wells on coast. Allowing multiple
improvements for a resource would however be a much more significant
refactor.
* Added back "terrainsCanBeBuiltOn": ["Coast"]
* Unit action constants and worker unique cleanup
* Replace unit action constants with enum properties - patch1
* Replace unit action constants with enum properties - patch2
* CityScreen Buy button rework
- e.g. "Buy" for Missionary
- Info pane staying even when building no longer offered
- Purchase Prompt a little prettier
* Urgent Fix - noMods switch default
* CityScreen Buy button rework - patch1