* Add a field for global unit uniques
* Whoops
* docs
* Fix this check only ever being done once
* Revert
* Add ruleset uniques when adding rulesets together
* Add ruleset to unitTypes for tests in case it's relevant
* My suggested changes: Implement a separate rulesetMap for units, remove any additional checks to the type where unnecessary
* Remove unit type code, update ruleset info by setter rather than by lazy
* Type information is needed before we set the ruleset here
* So should unique information
* Settler settle best tile when not escort and dangerous Tiles instead of running away
Settler unit will now settle on best tile in dangerous Tiles without escort instead of running away.
* Update WorkerAutomation.kt
* Update SpecificUnitAutomation.kt
* Update WorkerAutomation.kt
* Update SpecificUnitAutomation.kt
* Now city states get mad when you steal their Lands
* new version
* change to getDiplomacyManagerOrMeet
* added text to template.properties and changed AlertPopup.kt
* Update template.properties
* with period at the end :b
* add flag now
* Made Option to declare war when a city state is bullied unavailable
* added option to change the Maximum Autosave turns stored
* remove print
* change letter
* should fix issue with building test
* update with changes
* Added UniqueType.FoundPuppetCity
with "Founds a new puppet city" in "uniques" of an unit in Units.json.
Making it so you can now settle a puppet city.
* Allow building improvements on terrains that only allow some improvements when it has multiple uniques
* Whoops, accidentally disallowed all improvements
* Show "x units due" on Big Button
* Add setting for cycling with Next unit button (default true)
* Fix template.properties
* Use the term 'idle' when cycling
* Improve code structure
---------
Co-authored-by: M. Rittweger <m.rittweger@mvolution.de>
* Settler settle best tile when not escort and dangerous Tiles instead of running away
Settler unit will now settle on best tile in dangerous Tiles without escort instead of running away.
* Update WorkerAutomation.kt
* Update SpecificUnitAutomation.kt
* Update WorkerAutomation.kt
* Update SpecificUnitAutomation.kt
* Now city states get mad when you steal their Lands
* new version
* change to getDiplomacyManagerOrMeet
* added text to template.properties and changed AlertPopup.kt
* Update template.properties
* with period at the end :b
* add flag now
* Made Option to declare war when a city state is bullied unavailable
* added option to change the Maximum Autosave turns stored
* remove print
* change letter
* should fix issue with building test
* update with changes
* Constructions table: avoid vertical movement of lower table
* Make headerIcon private
---------
Co-authored-by: M. Rittweger <m.rittweger@mvolution.de>
* Add close button (x) to BattleTable
* Tweak city screen
* Fixed addRoundCloseButton() signature
---------
Co-authored-by: M. Rittweger <m.rittweger@mvolution.de>
* Improved precision of map pinching, was inaccurate
* Consolidated zoom() callback with pinch() to simplify. Added comments on the math.
---------
Co-authored-by: M. Rittweger <m.rittweger@mvolution.de>
I propose to not slow down growth if we're growing well, we need the trade route gold (players have been complaining quite a bit recently about AI bleeding gold on Warlord and lower).