* Added "Consumes [amount] [resource]" for improvements
* It now also works for placeable improvements
* Made construction grayed out instead of disappear when no resources available
* Handle maps with invalid mapSize more gracefully
* Handle maps with invalid mapSize more gracefully - new game exception handling
* Handle maps with invalid mapSize more gracefully - moved version save init
* Fixed bug where moving a unit stopped automation
* Fixed bug where chosing an icon last in the religion screen would not enable the 'found religion' button
* Fixed bug where buying units with an increasing cost would deduct the wrong amount
* Fixed bug making it impossible to pick free techs
* penalties for attacking
* proper timers on penalties
* template.properties
* space
* Player can pick sides when protected civs attacked/bullied
Protect gives resting point 10 for influence
* correct string
* 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.
* Mod manager portrait mode
* Mod manager portrait and auto scroll
- MM switches to stacked expanders in portrait.
- Use AutoScrollPanes.
- Disable the enter/leave listener of AutoScrollPane in Pickers which disable the default ScrollPane to roll their own - helps all such pickers.
- No expander open/close persistence on purpose.
- PickerScreen a bit cleaned 'cuz I needed to understand something.
- Marked mods from the kill-list that are already installed.
- Button sync now OK when counterpart missing (deselects other column).
* Mod manager portrait - template
* Wrote an extensive tutorial documenting most of religion
* Fixed spelling and improved clarity
* Fixed typo (Thanks for noticing!)
* Reworded and split up tutorials, fixed grammer/spelling mistakes
* Added missing quote mark
* 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 all renamed units being called 'instanceName'
* Removed extreneous square brackets resulting in incorrect translations
* Fixed translation problems
* Proper demand tribute thresholds
* Proper calculation for Force rankings
* debug strings
* use new force ranking for AI threatAssessment
* use new force ranking for AI threatAssessment, pt 2
* Enforce the existence of an eras.json file for mods
* Merged `getEra()` and `getEraObject()`
* Hide mods we have deemed outdated
* Fixed compile errors that I didn't notice before
* Fixed unit tests
* Fixed a bug where moving a unit through ancient ruins spawning another unit would duplicate units
* Fixed a bug where automatically exploring units upgrading from ancient ruins would not upgrade
* Fixed a bug where city state influence could go lower than the minimum
If the last game you created used a mod that you later removed from the the device it could never be removed from the new game parameters
Caught exceptions from quickstart failing