* Print stacktraces in more cases when crashing, useful for debugging
* Conditionalized no oceans before astronomy unique
* Cannot be built on tile before tech conditionalized
* Added "Cannot build unitFilter units" unique
* Fixed tests failing
* Merge branch master into some-uniques
* Fixed typo
* Apparently I made the same mistake twice
* Globalized unique
* Fixed an infinite loop where foreign legion upgraded to the unit it replaced
* Changed the wrong variable
* Maybe it is useful to also change its unlock tech
* Whoops, should only be for non-null values
* Add new UniqueType.NoMaintenance to support Guided Missile
* revert gradle
Add UnitMaintenanceDiscount
Rename UnitMaintenanceDiscount->UnitMaintenanceDiscountGlobal
Rework maintenance equation to account for overlapping reductions
Add maintenance variable to MapUnit
* Add square brackets in string (apparently didn't check in?)
More robust uniques check code so not assuming only one matching unique
Use toPercent()
* Proper toPercent() math
Co-authored-by: temurakami <spellman23@gmail.com>
* start position normalization
* assignLuxuries
* City states placement
* city state normalization
* don't consider tiny islands
* also modify the other json since they are duplicated now
* 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
* Copied files for Gods & Kings folder
* Added G&K and unified with mods in dropdown
* Split the baseruleset from the mods list in game parameters
* Mod links are checked again when selecting a mod
* The new map editor screen now also uses the base ruleset
* Updated the ruleset change dialog in the map editor; Fixed a crash
* Refactored some code and fixed some bugs
* 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>
* Added support for conditionals to some more uniques
* Implemented a new conditional
* Added the new conditional to the translations file
* Fixed tests
* Implemented requested changes
* Moved uniques to their own folder
* Added support for conditionals to most of the uniques in the current enum
* Deprecation > removal, of course
* Fixed tests & added `.removeConditionals` before checking for placeholders
* Implementation of conditionals, but better than before
* Updated the unique while I was at it
* Fixed bug where conditionals would never apply
* Capitalization
* Minor code cleaning
* Better documentation & variable names
* Changed translation strategy
* Added missing import?
* Add Carthage
* Implement uniques
* performance improvement, better elephant
* AI avoids taking too much damage from mountains
* more performance
* better AI
* can't settle cities on mountains
* AI improvement
* AI improvement
* revisions, damagePerTurn in Terrains.json
* terrain damage stored as unique in json, damage also works for terrain features
* don't change game.png
* Implemented Unit Supply
Unit Supply is a soft cap to number of units. If the number of units of a civilization exceeds the total supply, a production malus (capped at 70%) is applied.
* Warning icon & message for supply deficit
* Implemented Unit Supply - atlas merge
* Unit Supply: Malus->Penalty, lint, sumOf
* Unit Supply: Fresh atlas
Co-authored-by: r3versi <fluo392@gmail.com>
* Adding religous city states to unciv!
* Adding religous city states to unciv!
* Adding religous city states to unciv!
* Adding religous city states to unciv!
* Adding religous city states to unciv!
* Adding religous city states to unciv!
* Adding religous city states to unciv!
* Adding religous city states to unciv!
* Adding religous city states to unciv!
* Adding religous city states to unciv!
* Adding religous city states to unciv!
* Adding religous city states to unciv!
* Adding religous city states to unciv!
* Adding religous city states to unciv!
* Adding religous city states to unciv!
* Adding religous city states to unciv!
* Adding religous city states to unciv!
* Adding religous city states to unciv!
* Adding religous city states to unciv!
* Adding religous city states to unciv!
* Adding religous city states to unciv!
* Adding religous city states to unciv!
* Adding religous city states to unciv!
* Adding religous city states to unciv!
* Adding religous city states to unciv!
* Adding religous city states to unciv!
* Adding religous city states to unciv!
* Adding religous city states to unciv!
* Adding religous city states to unciv!
* Adding religous city states to unciv!
* Adding religous city states to unciv!
* Adding religous city states to unciv!
* Refactored free buildings from civ.policies to civ.constructions
* Made CN tower function like in the base game
* Fixed random buildings being marked culture buildings
* Pick unique unit for militaristic CS
* Provide unique unit when able
* refactor some code
* remove debug
* template.properties
* fix failing build
* Add variance to spawning rate, add ≈ to string, better formatting.
* Improved redability
* From the industrial era onwards, religion goes into 'second phase'
* Fixed tests
* Fixed formula for buying great prophets starting from the industrial era
* Added `getMatchingUniques`, `hasUnique` to `IHasUniques`, cleaned up some code
* Fix compilation errors
* 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>
* 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
* 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"]
* city-state bonuses graded depending on friend or ally
* siam militaristic UP, cleaned up presentation
* fix strings
* move city state modifiers to json
* city-state bonuses graded depending on friend or ally
* siam militaristic UP, cleaned up presentation
* fix strings
* move city state modifiers to json
* Restructure eras.json
* reduce indentation in DiplomacyManager.kt
* Add fallback values in cas of missing json definitions
* review edits
* fix conflicts???
Co-authored-by: Yair Morgenstern <yairm210@hotmail.com>
Helicopters are implemented as land units, so the anti-air units (land
anti-air and fighters) did not yet have this bonus.
Also corrected the damage bonus of triplanes and removed a redundant
"6 tiles in every direction always visible" unique.
* Implemented Zone of Control
* Implemented "move after attacking" ZoC exception
Units that can move after attacking are not affected by zone of control
if they move because of defeating a unit.
* Implemented all missing special ZoC cases
As described in:
https://forums.civfanatics.com/resources/understanding-the-zone-of-control-vanilla.25582/
* Slightly optimized ZoC logic
* Modified the "possible optimization" comment
Added the knowledge gained from SomeTroglodyte's tests.
* Added "Ignores Zone of Control" unique
Implemented the unique and gave it to the Helicopter Gunship.
* Implemented religious pressure: cities now can have more than one religion in them and religions spread between nearby cities over time.
* Implemented proposed changes
* Implemented requested changes & minor changes I forgot to include last time
* All pantheons not founded by you are now removed when you gain a new city (found this somewhere in the source code of the original, don't know if it's documented anywhere online)
* Ruins now have their own file
* Added religious rewards
* Added an option for only enabling rewards after a certain amount of turns
* You can now weigh rewards making some more likely than others
* Cleaned up some code
* Make new changes compatible with old mods
* Implemented proposed changes
* Implemented requested changes
* Implemented requested changes
will this break a hypothetical save where someone is now researching a tech and has all required techs for now but not the new to be added requirement?
* Added missionairy units, which can spread religion and bought with faith
* Forgot an include, minor additions
* Forgot credit for the missionary image
* Large refactor, enabling buying with almost all stats, split IConstruction into IConstruction & INonPerpetualConstruction
* Does this fix the tests
* Fixed accidentally removing all trailing spaces in template.properties
* Thanks to someTroglodyte for paying more attention than I do :)
* Implemented requested changes
* Fixed large amount of question marks
* Missing space, of course
* Fixed function name change
* Fixed merge problems
Co-authored-by: Yair Morgenstern <yairm210@hotmail.com>
- Deserts are a little bit more common (but now have higher chance of being stripes)
- Slightly reduced range of Tundra.
- Slightly reduced amount of Snow.
- Grasslands can now appear next to desert tiles and huge plains areas are much less likely.
* Added globalization tech
* Added united nations and backbone for diplomatic victory
* You can now vote with the united nations every 20 * gameSpeed turns, and the results will be displayed the turn after
* You can now win with diplomacy
* AI will now vote in the united nations
* Added the amount of turns till the next diplomatic vote in the diplomacy overview
* Added translatable strings
* Implemented most of the requested changes (rest coming soon)
* Implemented further requested changes
* Split off unitTypes to its own json, only containing the domain it can travel in for now
* Updated translationFileWriter to handle this file correctly
* Updated promotions file
* Implemented requested changes
* Units without a sprite use the sprite of a first unit with the same type
* Implemented proposed changes
* Fix Hagia Sophia and CN Tower not giving civ 5 bonuses
i got the information about Hagia Sophia from @ravignir and CN Tower from civ wiki. i will also add faith to buildings that give faith in G&K but will do it as a commit, that so that it would be easily revertable if faith doesnt just get ignored when religion is disabled
* Create Buildings.json
* Delete Fix Hagia Sophia and CN Tower not giving the bonuses it gave in civ 5
This should make the map look more like a civ5 map:
here is a spreadsheet i've created and used to make these changes: https://drive.google.com/file/d/18uacHvZlh4FoM8xEVH4J9jaAmtHomutr/view?usp=sharing
What it does:
- makes center of a map mostly Grassland with some bits of Plains
- next biome is Desert and Plains with a rare patches of Grasslands.
- next biome is again Grasslands and Plains (in about equal proportions)
- final biome is Tundra that turns into Snow towards poles.
- makes the whole map look less stripy.
It looks kind of messy, but i tried to make it as compact as i could.