c3a00a0f5e
All trades are now cancelled when a civ is defeated
2019-04-24 20:48:32 +03:00
bda375f441
Declaring war now cancels all prior trade agreements
2019-04-24 12:15:30 +03:00
8a600ea07d
Moved hasOpenBorders to a transient bool for "next turn" performance reasons
2019-04-24 11:58:03 +03:00
07a8b97ed2
Open Borders is now only available with Civil Service, as per Civ V
2019-04-24 11:31:50 +03:00
c81c81fe8f
Resolved #525 - Added Open Borders agreement
2019-04-24 10:19:47 +03:00
21398c96a1
Building type check normalized.
2019-04-24 07:37:00 +03:00
cb951da53e
Fix negative turnsToNewPopulation while razing
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missing bracket, sorry I will never compile any programmes in my life, I will never learn Kotlin and will have a happy life. I wrote it by hand in the textarea on github.com 😎
2019-04-23 23:13:48 +03:00
42624f5bac
Fix negative turnsToNewPopulation while razing
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Now when razing, city's food storage is carried over from the stage when city's population was +1 larger and FoodToNextPopulation was respectively larger. If a player would like to stop razing, such city would spring up immediately growing next turn or further on. Another side effect is negative turnsToNewPopulation in the city screen.
The same surplus cut off could be done to production if a Great Engineer speeds wonder production the same way and if negative turnsToComplete is possible (but have not spotted this line yet).
2019-04-23 23:13:48 +03:00
0e8decfd07
AI won't propose peace for 10 turns after war has been declared
2019-04-23 18:34:20 +03:00
11db5524dd
AI now waits a certain number of turns between offering the same trade again - 20 turns for luxury exchange, 5 turns for peace
2019-04-23 18:02:07 +03:00
5bb598fb6f
AI now offers peace to the player - need to normalize its requests, since now it only offers gold so the offer is kind of flat if it doesn't have any.
2019-04-23 17:47:32 +03:00
5d8d7ca89b
AI can now offer you trades - this is a big step towards proper diplomacy relations!
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As of now they only offer luxury-to-luxury trades
2019-04-23 17:07:01 +03:00
720b3546eb
Fix national wonders 'building elsewhere' tip.
2019-04-23 14:37:52 +03:00
bd3a0da2e6
Fixed : Pillaging destroyed improvement even on land.
2019-04-22 11:48:12 +08:00
c3da6a5112
Treaties are now correctly added and removed from both sides of the table together
2019-04-21 21:08:36 +03:00
cefd50ea57
Trade table logic greatly simplified, now all trade displays are dependent only on the current trade in the TradeLogic - this paves the way for "inserting" trades into the trade table, which is required for AI-offered trades!
2019-04-20 22:44:18 +03:00
3afcd68a6b
Enable Piety when building Broadcast Tower
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someone wrote [it should work for Broadcast Towers](https://forums.civfanatics.com/resources/social-policy-piety-vanilla.25659/#1 ) as well.
2019-04-20 18:50:53 +02:00
c83a2ed73c
Continents shape improved.
2019-04-19 19:03:40 +08:00
babd29919a
MapGen added type Continents.
2019-04-19 18:46:43 +08:00
4576056b9f
Number of strategic resources now directly dependant on the number of settlable land tiles
2019-04-17 20:34:03 +03:00
9dabbb7946
Merge pull request #658 from ninjatao/AI_parameter
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Adjust AI parameters.
2019-04-17 15:02:28 +03:00
54fc81fda7
Merge pull request #655 from Am-per-Sand/piety
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Activate Piety bonus
2019-04-17 13:30:25 +03:00
c6c3ba1e67
Adjust AI parameters.
2019-04-17 18:21:09 +08:00
e3907e0fe1
forgot Broadcast Tower
2019-04-16 19:50:36 +02:00
35a0dee32f
Activate Piety bonus
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N.B.
The same condition may be found in `Building.kt`, so
- may be add a function `isCultural`
or
- add a property `cultural:true` or even `type:[military, cultural, productive, financial, scientific, wonder]` to `Buildings.json` and get rid of `isWonder` there
2019-04-16 19:45:19 +02:00
cbf0c52d2c
Barbarians no longer spawn on mountains and lakes (a bit silly)
2019-04-15 22:08:44 +03:00
1a6fe1a397
Merge branch 'dev/main' into BigBen
2019-04-15 19:59:03 +08:00
70241ac25b
Add Big Ben.
2019-04-15 19:46:15 +08:00
5d77ac8b84
Merge pull request #651 from ninjatao/fix_battletable
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Fix submarines battle table.
2019-04-15 10:56:53 +03:00
e63f9297b3
Fix submarines battle table.
2019-04-15 14:05:22 +08:00
bafd7b2a21
Merge pull request #650 from ninjatao/fix_conquer
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Fix unassigned population when capturing city.
2019-04-15 08:21:00 +03:00
67a763ef21
Fix unassigned population when capturing city.
2019-04-15 09:27:05 +08:00
089f8ac49f
"Map Editor" button now takes the current map to edit
2019-04-14 22:33:19 +03:00
8d91cb90dc
Solved another rare concurrency error
2019-04-14 22:18:40 +03:00
8bf09420e0
Resolved #647 - Starting locations should not be on tiny Islands
2019-04-14 22:13:55 +03:00
cd6806d07e
Removed our getRandom() extension, because it now comes built-in in Kotlin, yay!
2019-04-14 22:12:54 +03:00
0539890a4d
Added "No barbarians" starting option - part of #559
2019-04-13 22:49:17 +03:00
d86672b0c0
Organized new game screen functions
2019-04-12 16:59:56 +03:00
9bb4d988a3
Added Arabian unique - #563
2019-04-12 15:11:39 +03:00
c3bfed1bd1
Added Legion unique unit - #563
2019-04-12 14:30:53 +03:00
dc2f88765b
Added Foreign Legion unique unit - #563
2019-04-12 13:33:59 +03:00
646f430636
Added War Chariot unique unit - #563
2019-04-11 23:16:14 +03:00
2c638d46e6
Merge pull request #634 from ninjatao/population_assign
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Fix pop assignment when founding city.
2019-04-10 09:21:10 +03:00
c1fad81e18
Fix pop assignment when founding city.
2019-04-10 13:50:39 +08:00
6af749b77b
Added Walls of Babylon unique building
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Added Chu-Ko-Nu unique unit
2019-04-09 23:31:16 +03:00
9b9b21fe28
Resolved #579 - When picking a construction and buying it, chosen construction reverts to previously chosen construction
2019-04-09 22:38:47 +03:00
06b44140b8
Resolved #603 - Move unit icons back above city label
2019-04-09 16:49:24 +03:00
7fa24a8f17
Added Neuschwanstein wonder - part of #245
2019-04-09 16:27:12 +03:00
350963d182
Resolved #606 - Added "Annex or raze city" popup
2019-04-08 22:25:47 +03:00
6cd925cf78
Replaced "Diplomatic Incident" with more generic "Popup Alert"
2019-04-08 20:49:34 +03:00