* Fixed policies do not grant production bonus to wonders
* Added multi-filter and tech filter for buildingFilter
* Rectification of the uniques of monument to the gods and marbles
* Fixed mod checker issued warnings regarding the techFilter in Unit and Building Filters.
* Edit Unique-parameters.md
* Undo 'Fixed policies do not grant production bonus to Wonders
* Add variable Movement Cost
* Add new unique and support code
Modification invalidates the CanTransform
Still has debug
* Make UnitActionStatCost unique syntax
Remove debug code
Improve documentation
* Change text so we can add stockpiles later
* Rework into UnitActionModifier
* Clarifying comments
* rename
* remove bad imports
block if no City for Unit
* Add validation check to other UnitAction Uniques
* add requires and all movement
rework requirement check
* Simplify Transform code
* More efficiency. Add to TriggerUnique
* Allow by default Transform to use all movement
* Add variable Movement Cost
* Add new unique and support code
Modification invalidates the CanTransform
Still has debug
* Make UnitActionStatCost unique syntax
Remove debug code
Improve documentation
* Change text so we can add stockpiles later
* Rework into UnitActionModifier
* Clarifying comments
* rename
* remove bad imports
block if no City for Unit
* Add validation check to other UnitAction Uniques
* add requires and all movement
rework requirement check
* Simplify Transform code
* More efficiency. Add to TriggerUnique
* Allow by default Transform to use all movement
* Code cleanup
* Add variable Movement Cost
* Add new unique and support code
Modification invalidates the CanTransform
Still has debug
* Make UnitActionStatCost unique syntax
Remove debug code
Improve documentation
* Change text so we can add stockpiles later
* Rework into UnitActionModifier
* Clarifying comments
* rename
* remove bad imports
block if no City for Unit
* Add validation check to other UnitAction Uniques
* add requires and all movement
rework requirement check
* Simplify Transform code
* More efficiency. Add to TriggerUnique
* Allow by default Transform to use all movement
* Rework into UnitActionModifier
* remove bad imports
block if no City for Unit
* Code cleanup
* Added ConditionalWhenBetweenStatResource unique
* Currently the ConditionalBetweenHappiness function only applies to Happiness. Wouldn't it be more better if it could also be extended to other stats and resources. 😊
* Resolved the issue with ConditionalWhenAboveStatResource, ConditionalWhenBelowStatResource, and their modified speed versions not functioning properly on city-level stats (food & production).
This new unique has been tested using the following examples:
1. In GlobalUniques.json:
- "[+12]% [Gold] [in all cities] <when between [1] to [100] [Gold]>",
- "[+24]% [Gold] [in all cities] <when between [1] to [100] [Gold] (modified by game speed)>",
2. In Buildings.json:
- "[+12]% [Production] [in this city] <when between [1] to [5] [Production]>",
- "[+12]% [Food] [in this city] <when between [1] to [5] [Food]>",
* Update uniques.md
* Correct english mistake of the new unique
* Refactor checkResourceOrStatAmount function
* Unified all related functions into one
* Make source object available to RulesetErrorList.add
* Make ruleset available to RulesetErrorList
* Introduce UniqueTarget.MetaModifier - ModifierHiddenFromUsers won't stay alone
* There was no use of prefix without the unique name - fold
* Introduce UniqueTarget.MetaModifier - doc
* Pass context down even inside UniqueValidator, convenience factory for limited RulesetErrorList's
* Clean up RulesetErrorList.of factory
* Reorder parameters of RulesetErrorList.add
* Suppression Unique and implementation
* Remove logging
* Terraforming!
* comment
* whoops
* And better tests, that actually output text.
* SomeTrog caught this doc error :)
* Fix natural wonder placement, it better belongs with base terrain
Also, normalize tiles to ruleset after plonking a new terrain
* Out Of Cheese Error, Redo From Start
- Only terrains, no improvements - one problem at a time
- Fit new functional trigger format
- Respect occursOn
- Teleport units out of tiles if they can't pass through (nat wonders for example)
- No need for terrainFeature unique parameter
- Tested with "Turn this tile into a [Grand Mesa] tile <for [0] movement>", "Turn this tile into a [Forest] tile <for [0] movement>" uniques
* Don't allow city tiles to turn into water/wonders etc kudos @SomeTrog
* Documentation for Personality json
* whoops, bad link
* Fix inaccurate "double focus" comment
* Fix accidental copy-paste error
* Edit priority text to maybe be clearer
* Make source object available to RulesetErrorList.add
* Make ruleset available to RulesetErrorList
* Introduce UniqueTarget.MetaModifier - ModifierHiddenFromUsers won't stay alone
* There was no use of prefix without the unique name - fold
* Introduce UniqueTarget.MetaModifier - doc
* Pass context down even inside UniqueValidator, convenience factory for limited RulesetErrorList's
* Clean up RulesetErrorList.of factory
* Reorder parameters of RulesetErrorList.add
* Add additional cityFilters
* Maybe viewingCiv shouldn't be null
* Studio complains it is unnecessary now
* I'm doomed to forget imports
* Ignore this
* typo
* ModOptions reorder into regions, and bring back "internal" fields into the wiki
* Fix two cases of Mod Manager displaying out-of-sync states
* ModConstants and ModConstants.UnitUpgradeCost get equality contracts and a reflection-based shorter merge
* GithubAPI.kt more documentation