* Add Gold Growth and Production Growth Focus
New Manual Focus doesn't reallocate population
* Use Stat Names (and symbols) for focus
* Missing reassign code
* Clean up table for efficiency
* Table v2
* minor translation changes
* COMPATIBILITY
* v3 table
* Minor fixups
* Add Gold Growth and Production Growth Focus
New Manual Focus doesn't reallocate population
* Use Stat Names (and symbols) for focus
* Missing reassign code
* Clean up table for efficiency
* Table v2
* minor translation changes
* COMPATIBILITY
* v3 table
* Minor fixups
* Update to master code
Remove duplicating Food yield multiply
* Revert Compatibility Version
---------
Co-authored-by: itanasi <44038014+itanasi@users.noreply.github.com>
* AI prioritises gifting gold to city-states with more influence invested
* AI only gives smaller city-state gold gifts if it already has influence
* AI prioritises gifting gold to city-states with the investment quest
* Only UseGoldAutomation includes valuing if the city-state has a quest
* WorkerAutomation now uses UnitAutomations's getDangerous tiles
* getPriority now values the current unit tile
* getPriority now values if the tile is worked instead of if it provides a yield
* getPriority prioritises clearing fallout
* getPriority prioritises new resources
* Fixed error in WorkerAutomationTest
* FindTileToWork now uses tilesToAvoid instead of checking for enemies itself
* Workers prioritise their own tile first
* Began reworking tile priority
* Changed getBasePriority() to account for tile damage
* findTileToWork now groups tiles and finds the best tile from the top group
* Fixed method calling findTileToWork()
* Workers don't build roads if their GPT is below 20
* Workers have multiple stages of wanting to connect cities
* Workers prioritise best tiles based on closeness
* Changed stuff
* Fixed a situation where a worker would be on a tile without improving it
* Reduced city connection priority
* Worker prioritises improving closer tiles more
* Worker prioritises improvements that are closer to being finished
* Reverted changes that broke tryConnectingCities more (it is already a little broken)
* Improved repair priority
* Added cityDistanceWant to tryConnectingCities
* Created a partial Test
* Finished first test
* Fixed a merge issue
* Fixed tileHasWorkToDo not accounting for base improvement values
* Added a failing test
* CityPopulationManager now assigns population to tiles in a predictable way for the Worker BasePriority tileProvidesYield
* Added an extra test with two cities and no roads
* Fixed Test creating new workers which ends up failing the test
* Test no longer research and have unnecessary research
* Test no longer include city center tiles as improvements built
* Added a failing test and removed a tryConnectCity filter
* Workers now improve tiles with unseeable resources on them
* Added a resource test
* Fixed should build roads in turns test
* Added an extra test
* tryConnectingCities takes into account the improvement priority
* Separated the improvement stat bonus from the base priority for tryConnectCities
* getBasePriority() now ranks a tile based on its base stats
* replaced mostUnderdevelopedCity with closestUnderDevelopedCity
* changed build road distances wanted
* getImprovementRanking now accounts for resources
* tilePriority now uses a float instead of an int
* Fixed float to int conversion in SpecificUnitAutomation
* Added a test for pillaging
* AI now does not offer a defensive pact/open border/research agreement if there is a pending counter offer with it
* Moved searching for a pending trade offer to a new function
* xpForNewUnits is not used anymore
* Adding links to json files
* Redid some tables (TODO)
* Deprecate cannotBeBuiltWith
* Update 2-Civilization-related-JSON-files.md
Standardised uniques link and description
Miscellaneous changes to grammar to be consistent
* First round of amendment
Fixed up some links
Made grammar more consistent
Removed deprecated `effect` from ModOptions.json
Added CityStateTypes.json
* Second round of amendment
Made grammar more consistent
Changed `Optional` header to `Default`
Removed tabs from json code
Changed all stats to a `<stats>`
* Undid accidental replacement
* Undid accidental replacement
* Made list more consistent
* Rewrote policy branch and turns in eras.json
* Third round of amendment
Split stats
Fixed a couple of stuff idk tbh
* Added stats
* Added nationFilter
* Final amendment
* Adding markdown table format based on suggestion
* Fixed errors/suggestions based on reviews
changed building.cost default to be -1
added footnotes for improvements instead of list
removed faith from unit.hurryCostModifier
removed assosciation of nationFilter with civFilter
initialize() calls useImmersiveMode() internally, which would override the system ui visibility we manually set, leading to setting effectively being ignored on startup
Also, we can use LibGDX's builting function, which is more future-proof :)
* Bump version and create initial changelog entry
* Update Spanish.properties (#10780)
* Even more translations of Malay.properties (#10778)
I plan to finish the UI section this week. Honestly, going through and skimming a bit I've seen things I've never seen in game.
* Update Brazilian_Portuguese.properties (#10775)
* Some German translations (#10772)
* Update French.properties (#10768)
* Update Italian.properties (#10767)
---------
Co-authored-by: yairm210 <yairm210@users.noreply.github.com>
Co-authored-by: Caballero Arepa <78449553+Caballero-Arepa@users.noreply.github.com>
Co-authored-by: Mikhail <151419244+MetaFBMI@users.noreply.github.com>
Co-authored-by: Vitor Gabriel <59321138+Ranbut@users.noreply.github.com>
Co-authored-by: SomeTroglodyte <63000004+SomeTroglodyte@users.noreply.github.com>
Co-authored-by: Ouaz <Ouaz@users.noreply.github.com>
Co-authored-by: Giuseppe D'Addio <41149920+Smashfanful@users.noreply.github.com>
* Added a new AutoPlay until end button
* Added the new AutoPlay until victory setting to translation
* Reverted some comment fixes to hopefully not have a merge conflict
* Mod compatibility - update declarations
* Mod compatibility - logic and UI changes
* Mod compatibility - flag some invalid use patterns
* RulesetValidator - lint until Studio shuts up
* Fix isBaseRuleset test in ModRequires validation
---------
Co-authored-by: Yair Morgenstern <yairm210@hotmail.com>
* Add Gold Growth and Production Growth Focus
New Manual Focus doesn't reallocate population
* Use Stat Names (and symbols) for focus
* Missing reassign code
* Clean up table for efficiency
* Table v2
* minor translation changes
* COMPATIBILITY
* v3 table
* Minor fixups
* Refactor Battle damage shadowed Label into reusable WidgetGroup
* Make Politics Overview "Grid header" fixed and some linting
* Add a Legend popup explaining line colors in the Politics Overview Diagram: Click inside
* Missing translation template
* Final decision on background didn't make it in properly
* Remove unused png - those are now in the Construction atlas
* Smaller background image
* Color and shadow choices
* Redo atlas to include both 10505 and this
* Reorganize - restore meaning to existing regions, sort fields into regions, treat warnings
* Reorganize - double-check pure/side-effect regions and move inappropriate placements