* Do not show RulesetErrorSeverity.WarningOptionsOnly on new game screen
* Do not show RulesetErrorSeverity.WarningOptionsOnly on new game screen - fresh atlas
* Precursor to mod target check -
Define acceptable targets for each unique holder
* Warn for bad unique targets, and divide between different types of beliefs
* Moved the belief type logic into the class, rather than being external
* Added comment that getUniqueTarget is currently unneeded, but planned for future use
* World and Natural Wonders Overview
* World and Natural Wonders Overview - icon
* World and Natural Wonders Overview - groups and tuning
* World and Natural Wonders Overview - atlas
* World and Natural Wonders Overview - lint
* Music controller with fade-over and mod capabilities.
- Preparation for music following game situations
- Minimal in-game hooks for now
- Already allows mods providing music, will play randomly
* Music controller - template
* Added support for conditionals to some more uniques
* Implemented a new conditional
* Added the new conditional to the translations file
* Fixed tests
* Implemented requested changes
* Moved uniques to their own folder
* Added support for conditionals to most of the uniques in the current enum
* Deprecation > removal, of course
* Fixed tests & added `.removeConditionals` before checking for placeholders
* Fixed bug where great prophets gifted by city-states wouldn't have a religion
* Fixed bug where earning/buying great prophets whithout having founded a religion would result in great prophets of your pantheon, regardless of the religious state of the city
* Implementation of conditionals, but better than before
* Updated the unique while I was at it
* Fixed bug where conditionals would never apply
* Capitalization
* Minor code cleaning
* Better documentation & variable names
* Changed translation strategy
* Added missing import?
* Add Carthage
* Implement uniques
* performance improvement, better elephant
* AI avoids taking too much damage from mountains
* more performance
* better AI
* can't settle cities on mountains
* AI improvement
* AI improvement
* revisions, damagePerTurn in Terrains.json
* terrain damage stored as unique in json, damage also works for terrain features
* don't change game.png
* Added basic functionality for uniques enum
* Added unique type to Unique class for faster enum comparisons
* And Elvis operator for unknown parameter type
* Resolved#5162 - AI much less motivated to attack city-states
* Whoops, wrong branch
* New unique checks, with enum.
* Fixed Trog's comments
* Implemented Unit Supply
Unit Supply is a soft cap to number of units. If the number of units of a civilization exceeds the total supply, a production malus (capped at 70%) is applied.
* Warning icon & message for supply deficit
* Implemented Unit Supply - atlas merge
* Unit Supply: Malus->Penalty, lint, sumOf
* Unit Supply: Fresh atlas
Co-authored-by: r3versi <fluo392@gmail.com>
* Mod TranslationFileWriter re-work
* Mod TranslationFileWriter re-work - style and existing in base treatment
* Mod TranslationFileWriter re-work - style and existing in base treatment
* Mod manager portrait mode
* Mod manager portrait and auto scroll
- MM switches to stacked expanders in portrait.
- Use AutoScrollPanes.
- Disable the enter/leave listener of AutoScrollPane in Pickers which disable the default ScrollPane to roll their own - helps all such pickers.
- No expander open/close persistence on purpose.
- PickerScreen a bit cleaned 'cuz I needed to understand something.
- Marked mods from the kill-list that are already installed.
- Button sync now OK when counterpart missing (deselects other column).
* Mod Manager sorts and filters - WIP 1
* Mod Manager sorts and filters - WIP 2
* Mod Manager sorts and filters - WIP 2a
* Mod Manager sorts and filters - WIP 3
* Mod Manager sorts and filters - atlas
* Mod Manager sorts and filters - tip
* Added basic functionality for uniques enum
* Added unique type to Unique class for faster enum comparisons
* And Elvis operator for unknown parameter type
* Resolved#5162 - AI much less motivated to attack city-states
* Whoops, wrong branch
* Rates for natural influence change
* Minor civ wariness, proximity calculation
* CS can declare permanent war
* CS can in fact not declare permanent war
* adjustments, template.properties
* neater code
* fix failing test? .
* move proximity code, for reals fix failing check
* now?
* revisions
* BFS only once, better check for water map
* assign continents on pre-made maps as well
* now works on all pre-made maps
* Adding religous city states to unciv!
* Adding religous city states to unciv!
* Adding religous city states to unciv!
* Adding religous city states to unciv!
* Adding religous city states to unciv!
* Adding religous city states to unciv!
* Adding religous city states to unciv!
* Adding religous city states to unciv!
* Adding religous city states to unciv!
* Adding religous city states to unciv!
* Adding religous city states to unciv!
* Adding religous city states to unciv!
* Adding religous city states to unciv!
* Adding religous city states to unciv!
* Adding religous city states to unciv!
* Adding religous city states to unciv!
* Adding religous city states to unciv!
* Adding religous city states to unciv!
* Adding religous city states to unciv!
* Adding religous city states to unciv!
* Adding religous city states to unciv!
* Adding religous city states to unciv!
* Adding religous city states to unciv!
* Adding religous city states to unciv!
* Adding religous city states to unciv!
* Adding religous city states to unciv!
* Adding religous city states to unciv!
* Adding religous city states to unciv!
* Adding religous city states to unciv!
* Adding religous city states to unciv!
* Adding religous city states to unciv!
* Adding religous city states to unciv!
* Refactored free buildings from civ.policies to civ.constructions
* Made CN tower function like in the base game
* Fixed random buildings being marked culture buildings
* Added "Consumes [amount] [resource]" for improvements
* It now also works for placeable improvements
* Made construction grayed out instead of disappear when no resources available
* Handle maps with invalid mapSize more gracefully
* Handle maps with invalid mapSize more gracefully - new game exception handling
* Handle maps with invalid mapSize more gracefully - moved version save init
* Fixed bug where moving a unit stopped automation
* Fixed bug where chosing an icon last in the religion screen would not enable the 'found religion' button
* Fixed bug where buying units with an increasing cost would deduct the wrong amount
* Fixed bug making it impossible to pick free techs
* penalties for attacking
* proper timers on penalties
* template.properties
* space
* Player can pick sides when protected civs attacked/bullied
Protect gives resting point 10 for influence
* correct string
* Pick unique unit for militaristic CS
* Provide unique unit when able
* refactor some code
* remove debug
* template.properties
* fix failing build
* Add variance to spawning rate, add ≈ to string, better formatting.
* Mod manager portrait mode
* Mod manager portrait and auto scroll
- MM switches to stacked expanders in portrait.
- Use AutoScrollPanes.
- Disable the enter/leave listener of AutoScrollPane in Pickers which disable the default ScrollPane to roll their own - helps all such pickers.
- No expander open/close persistence on purpose.
- PickerScreen a bit cleaned 'cuz I needed to understand something.
- Marked mods from the kill-list that are already installed.
- Button sync now OK when counterpart missing (deselects other column).
* Mod manager portrait - template
* Wrote an extensive tutorial documenting most of religion
* Fixed spelling and improved clarity
* Fixed typo (Thanks for noticing!)
* Reworded and split up tutorials, fixed grammer/spelling mistakes
* Added missing quote mark
* Improved redability
* From the industrial era onwards, religion goes into 'second phase'
* Fixed tests
* Fixed formula for buying great prophets starting from the industrial era
* Added `getMatchingUniques`, `hasUnique` to `IHasUniques`, cleaned up some code
* Fix compilation errors
* Fixed all renamed units being called 'instanceName'
* Removed extreneous square brackets resulting in incorrect translations
* Fixed translation problems
* Proper demand tribute thresholds
* Proper calculation for Force rankings
* debug strings
* use new force ranking for AI threatAssessment
* use new force ranking for AI threatAssessment, pt 2
* Enforce the existence of an eras.json file for mods
* Merged `getEra()` and `getEraObject()`
* Hide mods we have deemed outdated
* Fixed compile errors that I didn't notice before
* Fixed unit tests
* Fixed a bug where moving a unit through ancient ruins spawning another unit would duplicate units
* Fixed a bug where automatically exploring units upgrading from ancient ruins would not upgrade
* Fixed a bug where city state influence could go lower than the minimum
If the last game you created used a mod that you later removed from the the device it could never be removed from the new game parameters
Caught exceptions from quickstart failing
* Implemented renaming of religions
* Made AskForText display error on invalid input, implemented recommended changes
* Almost forgot the translatable strings in the new popup
* Fixed great person gift formula, confusing boolean, "great person" filter
* Refactored getRejectionReason to return a hashSet of reasons instead of a random one
* Added Grand Temple and Great Mosque of Djenne buildings
* Added uniques for Grand Temple
* Added uniques for Mosque of Djenne, refactored ability uses system to count down isntead of up
* Json definition for nation, images
* Jsons, Hussar and Coffee House
* Diplomatic Marriage Button
* Implement Marriage
* AI Marriage
* template.properties
* Popups etc
* Strings
* reviews
* reviews pt 2
* Generalize the concept of founding religions in preparation of enhancing
* Implemented enhancing religions
* Added all enhancer beliefs (mostly correctly, mostly tested)
* You can now found a religion without a pantheon, requiring you to choose a pantheon as well
* Parameterized 'enhance religion' action, fixed tests
* Implemented requested changes & simplified beliefContainer a lot
* Fixed rename
* Updated code to include features added in the meantime
* Merge branch 'master' into enhanceReligions
Co-authored-by: Yair Morgenstern <yairm210@hotmail.com>
* Civilopedia Phase X - Show Policies
* Civilopedia Phase X - Show City States
* Civilopedia - Loop-driven init and Cleanup
* Civilopedia - City States
* Civilopedia Phase X - Remove spurious comments