* Unique units abilities that should be inherited by upgrades
* Unique units abilities that should be inherited by upgrades - xlt
* Unique units abilities that should be inherited by upgrades - wiki
* 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
* 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>
* 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