Commit Graph

1114 Commits

Author SHA1 Message Date
884c7b7bb8 Fixed : Trying to move into border of uncountered civs caused crash. 2019-04-27 20:54:58 +03:00
68c2763ea7 Code cleanup 2019-04-25 10:37:46 +03:00
931f485a8e Kotlin'D Counter class, apparently it's been Java this whole time and I didn't even notice 2019-04-25 10:28:46 +03:00
aea2e3efcf AIs no longer exchange techs below Prince difficulty 2019-04-24 22:13:37 +03:00
d8c238bf97 Added a popup for people who try to create a game and fail 2019-04-24 21:14:53 +03:00
143d4422e8 When purchasing a building, the buildings list (on the left) is immediately updated to reflect that 2019-04-24 21:03:33 +03:00
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
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
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!
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
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
Adjust AI parameters.
2019-04-17 15:02:28 +03:00
54fc81fda7 Merge pull request #655 from Am-per-Sand/piety
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
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
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
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
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