* Split off reuses of CityStateIcons/Cultured to allow modding separately
* Reposition floating tutorials in case the TopBar moved its buttons
* Event definition, art and basic support
* Split off Event rendering from AlertPopup
* Support Event presentation modes and replace hardcoded floating tutorials
* "Meet another civilization" art - can't find any better
* Tweak TranslationFileWriter and some polishing
* Changed the spy level cap to be a mod constant
* Spy rank shows with more stars
* Reverted some temporary debug changes
* Changed Promotes all spies to accept an amount
* Change Promotes all spies [amount] time(s) to have parenthesis around the s
* Fixed problem with merging
* Minor linting
* More linting
* Consistent naming city/location, cache city on Spy (tile visibility perf)
* Empower SpyAction enum (minor perf)
* NotificationAction for Espionage, shorthand on the Spy instance
* Fix National Intelligence Agency giving one extra Spy level
* Fix "Move Spies" NextTurnButton prompt appearing every turn when spies are in Surveillance
* Fix failed tech theft rewarding tech anyway (and open spy kill chance when theft ordered but nothing to steal)
* Finally refactor SmallButtonStyle as standalone component
* Fix unable to assign spies for counter-intelligence
* Shorten establish-network phase for domestic spy placement
* Refactor and prettify MoveToCityButton, reuse as pointer who is to move (and some tiny changes)
* Decorate Spy icons by rank and show those in the hideout too
* Make city name labels in Espionage screen clickable
* Umm... duplicate targets behave same as single targets
* Spy mechanics - no establish network before counter-intelligence, commenting
* Oops, those lines do not belong in this branch anyway
* 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
* Added configurable natural wonder discovery stats
* Shortened the code
* Updated the base rulesets with new unique
* Updated the El Dorado unique
* Applied the suggestions
* Reintroduced the implementation for deprecated uniques
* Changed tile.naturalWonder to naturalWonder
* 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
* Remove Transform requirement checks
* Add back in requirement for OnlyAvailable
New BuildableOnly unique
* Instead of a new unique, expand CanOnlyBeBuiltInCertainCities to instead take conditionals
* Rename to notMetRejections and copy to BaseUnit
Add CanOnlyBeBuiltInSpecificCities to constructionRejectionReasonType
* Setup CanOnlyBeBuiltInCertainCities as depreciated (renamed CanOnlyBeBuiltInCertainCities_dep)
* Redirect Depreciation
* Quick Camel Case rename
* Function renaming and moving Unique to general Construction Uniques
* spelling
* Move Unique. Update Error message
* version
* 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"
* Add modified nation descriptions
Original descriptions reworded and a bit shortened.
* Fix Greece description
* Add modified nation descriptions (vanilla)
* Improvements to Nation descriptions
Fixes and improvements by Yairm
* Improvements to Nations descriptions (vanilla)
Fixes and improvements by Yairm
* Improve startIntroPart2 for all nations
Also add fixes/improvements by Yairm.
* Improve startIntroPart2 for all nations (vanilla)
Also add fixes/improvements by Yairm.
* Add unique to allow for generalized great generals
* Don't add compatibility for rulesets with conditional generals
* Add to rulesets
* add in pre Kotlin 9 parenthesis
* whoops missed a parenthesis
* I guess pre Kotlin 9 parenthesis was unnecessary, whoops
* Add back old variables to clone function
* Move the list of all potential generals to Ruleset
* Move list of unit construction rejections to IConstruction
* flip !any{} to none{}
* Fix imports
* Typo