* Allow almost any mod zip download source
* Linting
* Add basic "Release page section" link capability, more linting
* Refactor: Move Github to logic
* Refactor: Split Github into files
* Refactor: centralizing all API knowledge
* Try bumping detekt version to fix false complaint
* Attempt to trick detekt to not complain about `it`
* Better overload-ambiguity-solving + detekt-compatible SAM use
Without this, when you get a mid-turn free tech like Oxford University,
the units in city queues are updated but the hammers aren't carried
over from the obsolete unit until the end of turn. This means that to
the player it shows 0 progress for all the new units in queue and
appears like the progress from obsolete units was lost which can be
disconcerting and makes strategizing during that turn difficult.
* Wiki: Remove texture atlas info from the Introduction, minor formatting changes
* Wiki: Add texture atlas info back in under Images-and-Audio, expanded (external tools, settings, encoding warning).
* On second thought...
* Double-check wording for 'game.png is no longer a special boy', ensure game atlas is merged into textureRegions only once
* Add unique to allow for generalized great generals
* Don't add compatibility for rulesets with conditional generals
* Add to rulesets
* add in pre Kotlin 9 parenthesis
* whoops missed a parenthesis
* I guess pre Kotlin 9 parenthesis was unnecessary, whoops
* Add back old variables to clone function
* Move the list of all potential generals to Ruleset
* Move list of unit construction rejections to IConstruction
* flip !any{} to none{}
* Fix imports
* Typo
* Add Gold Growth and Production Growth Focus
New Manual Focus doesn't reallocate population
* Use Stat Names (and symbols) for focus
* Missing reassign code
* Clean up table for efficiency
* Table v2
* minor translation changes
* COMPATIBILITY
* v3 table
* Minor fixups
* Add Gold Growth and Production Growth Focus
New Manual Focus doesn't reallocate population
* Use Stat Names (and symbols) for focus
* Missing reassign code
* Clean up table for efficiency
* Table v2
* minor translation changes
* COMPATIBILITY
* v3 table
* Minor fixups
* Update to master code
Remove duplicating Food yield multiply
* Revert Compatibility Version
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Co-authored-by: itanasi <44038014+itanasi@users.noreply.github.com>
* AI prioritises gifting gold to city-states with more influence invested
* AI only gives smaller city-state gold gifts if it already has influence
* AI prioritises gifting gold to city-states with the investment quest
* Only UseGoldAutomation includes valuing if the city-state has a quest
* WorkerAutomation now uses UnitAutomations's getDangerous tiles
* getPriority now values the current unit tile
* getPriority now values if the tile is worked instead of if it provides a yield
* getPriority prioritises clearing fallout
* getPriority prioritises new resources
* Fixed error in WorkerAutomationTest
* FindTileToWork now uses tilesToAvoid instead of checking for enemies itself
* Workers prioritise their own tile first
* Began reworking tile priority
* Changed getBasePriority() to account for tile damage
* findTileToWork now groups tiles and finds the best tile from the top group
* Fixed method calling findTileToWork()
* Workers don't build roads if their GPT is below 20
* Workers have multiple stages of wanting to connect cities
* Workers prioritise best tiles based on closeness
* Changed stuff
* Fixed a situation where a worker would be on a tile without improving it
* Reduced city connection priority
* Worker prioritises improving closer tiles more
* Worker prioritises improvements that are closer to being finished
* Reverted changes that broke tryConnectingCities more (it is already a little broken)
* Improved repair priority
* Added cityDistanceWant to tryConnectingCities
* Created a partial Test
* Finished first test
* Fixed a merge issue
* Fixed tileHasWorkToDo not accounting for base improvement values
* Added a failing test
* CityPopulationManager now assigns population to tiles in a predictable way for the Worker BasePriority tileProvidesYield
* Added an extra test with two cities and no roads
* Fixed Test creating new workers which ends up failing the test
* Test no longer research and have unnecessary research
* Test no longer include city center tiles as improvements built
* Added a failing test and removed a tryConnectCity filter
* Workers now improve tiles with unseeable resources on them
* Added a resource test
* Fixed should build roads in turns test
* Added an extra test
* tryConnectingCities takes into account the improvement priority
* Separated the improvement stat bonus from the base priority for tryConnectCities
* getBasePriority() now ranks a tile based on its base stats
* replaced mostUnderdevelopedCity with closestUnderDevelopedCity
* changed build road distances wanted
* getImprovementRanking now accounts for resources
* tilePriority now uses a float instead of an int
* Fixed float to int conversion in SpecificUnitAutomation
* Added a test for pillaging
* AI now does not offer a defensive pact/open border/research agreement if there is a pending counter offer with it
* Moved searching for a pending trade offer to a new function