* Mayan Long-Count unlock: Match translation template and existing translations to actual notification
* A TFW run adds another empty line at the end...
* Properly Calculate Population based on Food Conversion to Prod
Trigger properly when Queue is changed
* Remove triggers
* Missed a trigger
* Add triggers in CityConstructionsTable so we can call cityScreen.update()
* Properly Calculate Population based on Food Conversion to Prod
Trigger properly when Queue is changed
* Remove triggers
* Missed a trigger
* Add triggers in CityConstructionsTable so we can call cityScreen.update()
* Minor style cleanups
* Properly Calculate Population based on Food Conversion to Prod
Trigger properly when Queue is changed
* Remove triggers
* Missed a trigger
* Properly Calculate Population based on Food Conversion to Prod
Trigger properly when Queue is changed
* Remove triggers
* Missed a trigger
* Minor style cleanups
* GreatPersonPointsBreakdown class and logic use
* Minor comment
* Fix untrue wiki claim that civilopediaText color accepts names
* GreatPersonPointsBreakdown UI available by clicking in the CityStatsTable GPP section
* Two separate assembly lines for two different products of the factory
* One more code-deduplication
* Fix rounding - rounds *up* on x.5
* Clearer display code (but output unchanged)
* Minor comment clarification
* Documentation for Personality json
* whoops, bad link
* Fix inaccurate "double focus" comment
* Fix accidental copy-paste error
* Edit priority text to maybe be clearer
* Properly Calculate Population based on Food Conversion to Prod
Trigger properly when Queue is changed
* Remove triggers
* Missed a trigger
* Add triggers in CityConstructionsTable so we can call cityScreen.update()
* Properly Calculate Population based on Food Conversion to Prod
Trigger properly when Queue is changed
* Remove triggers
* Missed a trigger
* Add triggers in CityConstructionsTable so we can call cityScreen.update()
* 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
* Conditional for building in amount of cities
* fix order of operations
* Deprecate old require in amount cities uniques
* import
* Fix referring to the unique instead of the conditional
* Fix yield message
* I have no clue how this isn't imported, but I'mma assume this translates fine anyways
* Rename text for unique
* revert unique text
* Whoops
* Remove unnecessary puppet check
* Move additional description to it own function
* Split missing city text into its own function
* Move ToDo comment
* flip to be easier to read
* Move onlyAvailable rejections to its own function to be easier to work with
* Add in the word "of"
* Allow tests to discard console output selectively, by default collect and discard unless result is failure
* Fix debug change and a little source clarification
* Barebones implementation
* Personality Policy branch
* Initial addtions to Victory.Focus based changes
* Have no focus or personality if human
* Add getter/setter for easier access to focuses
* Add scaled value to various areas
* Make getPersonality non null to simplify checks
* Forgot to add in changes to the base class
* Ugly code to add in Personality preferred victory type. Not sure how to make it cleaner
* Fix typo
* Early return Faith building choice
* Change set concatination to listOf
* fix missing equal sign
* vals for getPersonality
* Remove unnecessary parenthesis
* Early return the other buildings as well
* Some linting and renames
* Minor linting and fix folder-package mismatch
* Actually make AnimatedMenuPopup stay inside the stage in all directions (was done for bottom left only before)
* Proper keyboard bindings for AutoPlay and -menu
* Testing translations
* AutoPlay as widely used term
* Added getSpiesInCity method in EspionageManager
* Expanded stealing technology code
* Spies can now die and revive
* Added basic rigging elections
* Spies rigging elections can now be caught
* Added spy rank
* Players can now move spies to city-states
* Spies at a higher rank steal tech quicker
* EspionageAutomation now sends spies to city-states and to do counter intelligence
* Fixed some EspionageAutomation logic
* Fixed EspionageAutomation error
* Spy.location is now stored as a vector2
* Accounted for the only able to be one spy of a civ in each city
* Spies level up when successfully stealing tech.
* Increased tech steal rate by spy rank
* Increased influence gained by rigging elections
* Added a spy level cap
* Spies no longer get stuck on counter-intelligence action
* Spy automation no longer tries to rig elections in city states that it is at war with
* canMoveTo now checks if the city tile is visible
* Added espionage translations
* Changed automateSpySteal/Rig/Counter intelligence return types
* Simplifies automateSpies in EspionageAutomation
* Added blank lines before titles
* Improved spy being found and killed message phrasing
* Adapt Overview Politics diagram view to show a defeated player a little more intuitively
* Fix lines to defeated civ - each is drawn twice, one for each direction
* Defeated civ has no relations on the table view as well
* Fix captured civilian liberation in the had-to-be-teleported case
* Refactor captureOrConvertToWorker to return where the unit ended up, if at all - and harden the captureCivilianUnit else branch a bit
* Minor lint
* Reworked ThreatManager to be optimised for getTilesWithEnemyUnitsInDistance
* Refactored and added an exception
* doesTileHaveMilitaryEnemy now searches all military units on the tile and not just the unit in the military slot
* Fixed some errors
* Refactored getTilesWithEnemyUnitsInDistance to use a mutableIterator
* Added some more comments