* City-level resources are...
- Not displayed in civ top bar
- Not considered civ-level resources (for trade, non-city conditionals, etc)
- Are explicitly treated in city conditionals
- ARE considered for constructing buildings requiring resource
- ARE NOT considered for construction units requiring resource
* getCityResources separates resources by origin so we need to sum them - kudos @SeventhM
* CR fixes
* Added new Civilization.getResourceAmount function
* More usages of civInfo.getResourceAmount()
* Don't add city resource table if it's empty
* Tighten mod check severity and selectivity for unit-producing triggered Uniques
* Prettify display of mod check results by suppressing dupes and hiding conditionals from tr()
* Extra confirmation to play with errors, colors, improved handling of mod checkboxes
* Tweaks to improved mod checking in new game
* Add `May not annex cities` unique, following same behaviour as Civ5 Venice. Hopefully this time I won't need to re-install windows.
* Add `May not annex cities` unique, following same behaviour as Civ5 Venice. Hopefully this time I won't need to re-install windows.
* Fix raze button being unavailable in city screen
* Fixed raze button being available in city screen, as per civ5
* Corrected indentation
* mayAnnex instead of canAnnex, hasUnique rather than getMatchingUniques
* AI will follow rules
* Replaced getMatchingUniques with hasUnique, for real this time
* Resource stockpiles!
* toString extension including sign (+/-)
* Trigger uniques to provide/consume stockpiled resources
* Fixed build
* Display 'per turn' for stockpiled resources that are consumed per turn
* "Costs [amount] [resource]" works!
* Stockpile unique costs are displayed in construction button
* Added unique to prevert certain resources from being traded
* Slight cleanup of TileStatFunctions
* Make City center minimum tile yields moddable
* Make City center minimum tile yields moddable - patch1
* Make City center minimum tile yields moddable - patch1