* 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
* hasAtLeastMotivationToAttack now takes uses City.neighboringCities
* Changed attack pathing to use Astar
* Made the base force higher
* Declare war checks for total population instead of number of cities
* MotivationToAttackAutomation takes into account denunciation
* Set up DeclareWarTargetAutomation.kt
* Added logic for Civs to try and gang up on other Civs
* Added logic for civs to try and join an ally civ in their war and to declare war directly
* Added declineJoinWarOffer flag
* Reduced the likelyhood of declaring war a little
* Civs don't try to join wars against city-states
* Removed calculating targets with 0 motivation
* Relative production is not calculated against city-states
* Improved getAttackPathsModifier to only calculate the best path per city
* Refactored filter statements
* AI now tries to execute planned wars by default
* Culture Civs can now declare war, AI can declare multiple wars
* AI won't gift gold to city-states that it wants to attack
* Changed motivation from combat
* Changed AI aggression towards city-states
* Civs don't want to sign a DOF with the only nearby major civ as much
* City.neighboringCities filters out cities that are not visible
* Fixed some conditionals in tryJoinWar
* Fixed some war plan types breaking instead of continuing
* Civs are more likely to sign open borders if they haven't seen their cities
* Changed far away cities to have less of a value
* Fixed neighboringCities and getNeighboringCivilizations
* Other fixes
* Reduced motivation to attack from relative strength
* Added more to motivation to attack
* Added extra friendship modifiers
* Moved war evaluation to WarPlanEvaluator
* Added comments and re-named preparingWarPlan
* AI Team wars require neutral relations to send
* Added a team war notification
* Added evaluation of join war trades
* Tweaked MotivationToAttackAutomation
* Improved peace deal offers
* AI peace deals wait until 10 turns after declaring war
* Made the AI declare war a little less
* AI builds more military units
* AI keeps at least 2 great generals to not build citadels with
* AI TeamWar is more specialized for fighting stronger Civs
* Removed extra line
* Added more comments
* Improved unit tryPrepare logic
* Minor respelling and style improvements
* Changed MotivationToAttackAutomation HashMap to be a list
* Added a heuristic for the Astar search
* TeamWarPlan focuses more on relative force and fighting stronger civs
* MotivationToAttackAutomation takes into account planned wars and can target stronger civs
* Added logic for AI's to request other civs to join their war
* Fixed some WarDeclaration TradeEvaluation logic and reduced costs
* Added some extra safety against extreme force values in DeclareWarPlanEvaluator
* 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
* Added an option to disable move by long press
* Moved setting check to tileGroup.onActivation and changed it to check for longTapMove
* Added translation
* Bump version and create initial changelog entry
* Create Zulu.properties (#11634)
zulu language translation for unciv, very early, will continue transcribing.
* Updates + Fixes to Belarusian, Russian, Italian (#11633)
* Updates + Fixes to Belarusian
Even more content
* Russian Update
* Revert "Russian Update"
This reverts commit 0b44358510.
* Italian + Russian + BelarusianUpdate
Update for Belarusian
* Update Indonesian.properties (#11632)
Corrected the mistranslation.
* Add a few translations to Ukrainian (#11629)
Co-authored-by: Kostiantyn Ko <mormat.iam@gmail.com>
---------
Co-authored-by: yairm210 <yairm210@users.noreply.github.com>
Co-authored-by: graycloud0 <151023736+graycloud0@users.noreply.github.com>
Co-authored-by: GameBoyNoob <94763659+GameBoyNoob@users.noreply.github.com>
Co-authored-by: X2003 <158255876+Xenia2003@users.noreply.github.com>
Co-authored-by: Kostiantyn Ko <test9@mormat.name>
Co-authored-by: Kostiantyn Ko <mormat.iam@gmail.com>
* Some UI architecture changes
* Some UI architecture changes - merge Kdoc update from another PR
* Remove experimental status of the key bindings UI
* Minor update to keyboard tutorials
* Minor readability linting: A few color names instead of hex codes
* Fix links from Options not working when called from MainMenuScreen
* Added coup success calculation
* Added a coup button
* Added a coup button functionality
* Improved coup chance calculation
* Added coup effects
* Fixed random value being too high
* Fixed percent chance roll
* Hid enemy spy factor from the chance text
* Added coup notifications
* Added translations
* Updated a notification
* Style changes
* Put some text onto multiple lines
* Fixed "failed staged" notification
* Added missing translation
* Finished fixing merge conflicts
* Added AI to city-state coups
* Coup notifications are now sent to the spectators as well
* Changed spy rank modifier to be additive
* Added city-state Elections
* Added Elections notifications
* Removed temporary rigging elections in Spy.kt
* Modified votes from influence a little
* Fixed rigging election turns
* Fixed elections
* Randomised city-state election days
* Refactored geCapital
* Refactored election random to use randomWeighted
* Fixed getSkillModifier being private
* Updated translations and fixed a notification for election rigging
* 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