* Drop AndroidTvLauncher - unused
* Additional memory info on Android CrashScreen
* Refactor getModsAndBaseRuleset - reduce clones and put base first
* Add Permanent audiovisual Mods to CrashScreen report
* Add a secret Debug option to intentionally crash Unciv
* Make "Secret" debug OptionsPopup page available on Android w/o physical keyboard
* Add AndroidTvLauncher back in
---------
Co-authored-by: Yair Morgenstern <yairm210@hotmail.com>
* Refactor: move UI functions from Building to BuildingDescriptions
* Move Nation "unique building" diff code to BuildingDescriptions, fix hidden ignore, equalize to how BaseUnitDescriptions.getDifferences works
* Fix translation errors for difference description "Lost ability"
* 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
* Let WorldScreenTopBarStats scale itself down when content exceeds available width
* Refactor scale mapper functionality into reusable ScalingTableWrapper
* Use ScalingTableWrapper on WorldScreenTopBarResources too
* Oops, they're now equal, but technically it should be prefWidth now, and the comment is moot
* 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
* Completely rewrote settler settle logic
* Added back original file to eligible locations
* Improved settling
* Fixed not finding cities in range
* Fixed settle AI not filtering impassible tiles.
* Fixed the possibility that there is no best tile within range.
* Fixed minimum city range being to low and causing an error
* Found the real fix for when there is no path to a tile to settle
* Adjusted tile ranking values
* Inverted sorting order to be from highest to lowest
* Fixed using tile instead of rankTile
* Fixed settle AI only looking at the current tile
* Changed behavior of settle AI at the start of the game
* Reduced the impact of being near a city
* Evaluation now assumes that a lighthouse is build while on a coast
* Settle highlight now sorts correctly
* Changed the weight of being near a city again
* Settle AI now prefers moving to the best tile when no viable tiles were in close distance
* Fixed an annoying bug where the settle does not value a city consistently for ranking
* Fixed a newer version of the unreachable tile error again
* Increased the distance to consider cities by one
* Tiles to settle now do not contain duplicate unique luxury resource values
* Increased coast tile value
* Removed only AI benefiting from ranking unexplored tiles
* Changed nearbyCities.any to a for loop
* Changed filter and sorting order
* Move rankTile to its own function
* Moved valuing tiles by distance to city to its own function
* Filtering tiles now creates a new map
* First settler no longer explores for a better location
* Removed bestTile rank from the return
* Changed BestTilesToFoundCity to return a separate class holding the return data
* Removed some trailing whitespace
* 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