* Let spectator see civ groups in VictoryScreen
* Display defeated players normally for charts. Otherwise it's difficult to see which line belongs to them.
* Don't show a 0 for defeated civs.
* Delete dead code.
* Show the civ icon on the last data point within the chart, not next to it and simplify some computations with now obsolete paddings.
* Support negative values in the chart
* Remove TODO for negative values
* Show wonders in tech tree with a blue color and also show which wonders have already been built for technologies not yet researched with a red circle around them.
* Only show red circle.
The issue was caused by Latin-Civs Mixed Militias being considered workers in ConstructionAutomation.addWorkerChoice() but not beign counted as one in ConstructionAutomation.workers. Now, any unit that can build improvements counts as a worker in it. In addition, the AI simulates military units that can found city, build improvements or are religious as civilians in peacetime and as soldiers in wartime.
* Resource stockpiles!
* toString extension including sign (+/-)
* Trigger uniques to provide/consume stockpiled resources
* Fixed build
* Display 'per turn' for stockpiled resources that are consumed per turn
* "Costs [amount] [resource]" works!
* Stockpile unique costs are displayed in construction button
* Added unique to prevert certain resources from being traded
* VictoryScreen with Charts by WhoIsJohannes
* VictoryScreen with Charts by WhoIsJohannes - atlas
* VictoryScreen with Charts by WhoIsJohannes - lost icon attribution
I need this quite often when deciding whether to build something such as "Library" (get 1 research for each 2 population -> "Oh, wait, what's the population of this city?")
Longer term I want to check how hard it would be to show the effects of something more directly e.g. for the social policy picker screen. E.g. "Gain one happiness for each city with a garrison" or "Empire produces double the amount of resources" or "1 extra happiness for each walls, castle, arsenal etc.", would be nice to see directly to how much happiness, resources that translates to make a better decision.
This happened to me in a game, unfortunately I don't have the save since it's one round ago in a multiplayer game, but I'm pretty sure this is the part of the code causing the problem.
* Don't do anything crazy if military is inferior and never give away more than 10% (ceil) of your cities in any case.
* Don't coerce types implicitly.
* Comment weird distance to capital logic and invert -- => +
* Maximum give away 20% of cities instead of 10%