* Conditional for building in amount of cities
* fix order of operations
* Deprecate old require in amount cities uniques
* import
* Fix referring to the unique instead of the conditional
* Fix yield message
* I have no clue how this isn't imported, but I'mma assume this translates fine anyways
* Rename text for unique
* revert unique text
* Whoops
* Remove unnecessary puppet check
* Move additional description to it own function
* Split missing city text into its own function
* Move ToDo comment
* flip to be easier to read
* Move onlyAvailable rejections to its own function to be easier to work with
* Add in the word "of"
* Add gain stat modified by speed and improvement speed by filter uniques
* Fix rulesets
* Remove nonfunctional leftover resource text
* Reword improvement unqiue as suggested
* Generalize Great Wall unique
* Update JSON entries
* And movement calculation too
* Rename other functions
* Cache movement penalty uniques
* Check destination tile instead of unit type
* Generalized trade route percent bonuses
* Unified two uniques using populationFilter; deprecated a deprecated uniq
* Made some renamings to improve clarity & fixed tests
* Fixed tests again
* Fixed typo
Instead of expanding the existing 'requires building' unique to units and adding limiters, it's both easier and more generalizable to add conditionals for cities with and without certain buildings to replace the uniques entirely
* Typed some uniques, etc.
* Missed a few square braces
* Missed a parameter
* Missed another parameter
* Made a conditional, spelling, added check to `isStatRelated`
Co-authored-by: Yair Morgenstern <yairm210@hotmail.com>
* Fixed tests checking for mod correctness
* Update G&K jsons to current vanilla versions
* First pass over buildings & beliefs
* First pass over nations
* First pass over eras.json
* Fully updated tech tree
* First pass over units
* Second pass over buildings -- fixed techs
* Fixed last prerequisites and row numbers of tech
* Went through the entire tech tree and moved things to their correct spot
* Fixed tests
* Added conditionals & enumified improvement stat uniques
* Enumified all the other uniques
* Fixed bug where improvemen stat icons didn't show up in tech tree & reviews
* The Maya - data and calendar
* The Maya - completed
* The Maya - notifications
* The Maya - favoredReligion
* The Maya - comments in GreatPersonManager
* The Maya - clickable notifications
* The Maya - templates
* The Maya - atlas
* The Maya - patch1
* AI evaluation of resources
* optimizations
* sell or disband when needed for space victory
* use for all constructions
* use in trade evaluations
* .requiresResource()
* The Celtic People Reboot
* Redid the Shamrock sword of the Pictish Warrior
* The Celtic People Reboot - one comment
Co-authored-by: Yair Morgenstern <yairm210@hotmail.com>
* Fixed great person gift formula, confusing boolean, "great person" filter
* Refactored getRejectionReason to return a hashSet of reasons instead of a random one
* Added Grand Temple and Great Mosque of Djenne buildings
* Added uniques for Grand Temple
* Added uniques for Mosque of Djenne, refactored ability uses system to count down isntead of up
* Json definition for nation, images
* Jsons, Hussar and Coffee House
* Diplomatic Marriage Button
* Implement Marriage
* AI Marriage
* template.properties
* Popups etc
* Strings
* reviews
* reviews pt 2
* 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>