* 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
* xpForNewUnits is not used anymore
* Adding links to json files
* Redid some tables (TODO)
* Deprecate cannotBeBuiltWith
* Update 2-Civilization-related-JSON-files.md
Standardised uniques link and description
Miscellaneous changes to grammar to be consistent
* First round of amendment
Fixed up some links
Made grammar more consistent
Removed deprecated `effect` from ModOptions.json
Added CityStateTypes.json
* Second round of amendment
Made grammar more consistent
Changed `Optional` header to `Default`
Removed tabs from json code
Changed all stats to a `<stats>`
* Undid accidental replacement
* Undid accidental replacement
* Made list more consistent
* Rewrote policy branch and turns in eras.json
* Third round of amendment
Split stats
Fixed a couple of stuff idk tbh
* Added stats
* Added nationFilter
* Final amendment
* Adding markdown table format based on suggestion
* Fixed errors/suggestions based on reviews
changed building.cost default to be -1
added footnotes for improvements instead of list
removed faith from unit.hurryCostModifier
removed assosciation of nationFilter with civFilter