* RiverDirections is now namespaced to RiverGenerator with some pertinent helpers
* Autocomplete of RiverDirections is now handled in the default autocomplete
* Allow display of possible autocompletions for empty "start"
* Brighten that autocomplete possibilities message
* Fix a missed spot
* Improve removepromotion autocomplete
* Replace and credit "Link" icon
* UnitActionIcons/Escort is a black version of "Link"
* Reprioritize UnitGroup "action" badge to prefer showing what Workers build over escorting
* Fix apparent bug removing starting locations
* Remove StartingLocation legacy support (when they were TileImprovements)
* Starting locations get a "usage" controlling new game "select players"
* Maps get a description map creators can use to pass info to their users
* Fix bad fix from last PR preventing then map preview of the initial selection to show in some cases
* Wrap all those setProgrammaticChangeEvents calls
* Fix None/Normal discrepancy
* Added OneTimeSpiesLevelUp, OneTimeGainSpy, SpyEffectiveness, EnemySpyEffectiveness and HiddenWithoutEspionage Uniques
* Spy effectiveness affects stealing tech and rigging elections
* Fixed HiddenWithoutEspionage
* Added Constabulary and Police Station
* Added cityFilter to SpyEffectiveness
* Added national Intelligence agency
* Added Great Firewall
* Fixed great firewall having a float value
* EspionageManager addSpy now returns Spy instead of name
* Added some simple espionage tests
* Fixed OneTimeSpiesLevelUp still wanting parameter
* Spy efficiency occurs after skill modifier
* Added another test
* Added Police State spy efficiency reduction unique
* Fixed "Hidden when espionage is disabled" wording
* Fixed "effectiveness" wording
* Changed "enemy spy effectiveness" unique to use negative matters
* Spy effectiveness only affect tech steal rate
* Changed "Gain an extra spy" and "Promotes all spies" uniques
* Removed Police State comment that is no longer accurate
* Changed spy effectiveness to be multiplicative
* Offer custom map mod/ruleset and name as master/child SelectBoxes
* Let map Preview class (partial parse) include starting locations
* Implement button to use map-selected nations
* Show a LoadingImage while the maps are still loading
* Fix merge errors
* Usability improvements
* More out-of-sync fixes and improvements
* Template
* Civs with a spy set up can view some foreign city information
* Spying Civs can only see city tiles that they are aware of
* Refactored EspionageManager getCitiesWithOurSpies
Co-authored-by: Yair Morgenstern <yairm210@hotmail.com>
* Removed extra parenthesis
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Co-authored-by: Yair Morgenstern <yairm210@hotmail.com>
* Enable AI civilian unit to handle other triggerable uniques
* Automation of AI Great Writer
* Automation of AI with GainFreeBuildings unique
* Stop AI unit to blinkly invoke the first action anymore
* Minor lint and optimize addWorkBoatChoice
* Moddable findTileWorthImproving search distance
* Don't count bonus resources outside any city work range as worth improving
* Look for existing work boat in a fixed radius instead of city-owned tiles, depending on work boat speed
* Some UnitMovement readability
* Work boat construction and automation code synergies
* Fix new game portrait mode geometry
* Allow updating ModCheckboxTable state from upstream
* Bubble a few notifications between NewGameScreen elements so changes can propagate better
* AI now improves luxury resources outside of city work range
* Strategic resources will now be built on as well outside of city working range
* Renamed a helper method
* Added some spaces after type declaration
* Allow AI to consider building stats more accurately
* Adjust AI value of happiness
* Move happiness valuing to the building evaluation
* Consider carry over food uniques
* Just realized I messed up my math. Yes I know about the divide by zero error