* Ruleset-validate some Unique amounts to be positive
* Add TechAction for tech gained from Ruins
* Allow PolicyPickerScreen to highlight a Policy
* Add the 'PolicyAction' NotificationAction
* Use the new PolicyAction
* Prepare Leader Voices: Framework
* Leader Voices: Hooks and corresponding text field comments
* Leader Voices: wiki
* Leader Voices: oops, comments
* Decouple voice play calls to make global modification easier
* Move voices to own folder and give them a separate volume setting
* Oops, template needed too
* Oops, wiki needed too
* River yields moddable and Civilopedia entry
* Improve text and better fresh water explanations
* Map editor exclusion as Unique, for River and previously hardcoded Improvements
* Map editor brush to Civilopedia link, starting locations cleaned
* Some SeventhM input applied
* Reword River/Lakes/Oasis civilopediaText and comments again
* Added Human and AI filters, separated civFilter from nationFilter (very similar and yet slightly different)
* Changed "Human" and "AI" to "Human player" and "AI player"
* Fix "AskForAssistance" Quest notification untranslatable
* Extend DiplomacyAction to allow showing the TradeTable of the other civ
* Make "trade ends" notifications clickable
* Make entries in Trade page of Empire Overview clickable
* Highlight selected civ in DiplomacyScreen, moddable
* A little proactive comment
* RekMod-inspired: StatPercentFromReligionFollowers does work on FounderBelief target
* RekMod-inspired: Make StatPercentFromReligionFollowers check correct Religion
* RekMod-inspired: Prep: flags on ImprovementBuildingProblem
* RekMod-inspired: Don't offer e.g. Kampong Ayer to non-Brunei Workboats
* Update "filtering Uniques" documentation
* Verbose exception for the original RekMod's Civilian crash
* Make ConstructImprovementInstantly validation gameInfo-agnostic
* Helpers to encapsulate repetitive Conditional test patterns, eliminating ruleset(), all ruleset access guarded
* Make ConditionalFirstCivToResearch actually work on Policies - ???
* Linting
* Revert params accessor helpers and reduce ConditionalFirstCivToResearch to tech only
* Implement ConditionalFirstCivToAdopt for nicer symmetry
* Added two new Conditional Uniques
These are:
- <when above [amount] gold>
- <when below [amount] gold>
* Added Remove Building unique
It has two parameters: buildingFilter and cityFilter
* Minor example update
* Applied the corrections proposed by SomeTroglodyte
* Update uniques.md
* Slightly changed an unique text
Removed "in" word from the unique
* Updated the Stat Conditional to support more stats
Now supports more stockpileable Stats
- Gold
- Faith
- Culture
- Science
* Added the game speed-adjusted conditionals
Now there are 5 uniques in my pull request
* Integrated the Stat and Resource Conditionals
Requested by @yairm210
* Applied the suggestions of @yairm210
* Applied the suggestions of @yairm210 again
I hope my PR is ready to merge
* Display Pixel Unit Art in Civilopedia
* Pixel Unit Art in Civilopedia - Setting UI
* Change FormattedLine.extraImage sizing to apply to longer coordinate
* Pixel Unit Art in Civilopedia - better centering using 'crop to content'
* Giant refactoring - get rid of old religion style actions!!!
* Added special promotion to replace Great Mosque of Djenne ability
* removed double promotion added my mistake
* Added AI recognition of cities with bonus spread religion charges
* Added "disallowed for pantheon" filtering to new unit actions
* merge unit action changes with religion action changes
* Use new invokeUnitAction function for simplicity
* revert inquisitor unique change used for tests
* separate modifier side effects from old-style side effects
* Use canUSe shorthand for clarity