* Add missing translation template
* city screen label: Ellipsize city name if too long
* Reintroduce priority buttons in queue entries when queue is expanded
* Horizontal queue space optimized for Small Portrait Screens, so that city stats stay visible
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Co-authored-by: mrimvo <6030346+mrimvo@users.noreply.github.com>
* 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
* optimized city screen for smart phone
- moved "buy" button to city info table
- removed "add to queue" button
- expand icon changed to android defaults
- CityStatsTable: big scrollable area, expandable
* made CityStatsTable collapsible
* Extracted BuyButtonFactory and re-added buy button close to construction queue
* optimized city screen construction queue for space and optimized for cramped portrait
- moved priority buttons under the queue
- queue is collapsible and shows preview
- when expanded, the queue takes available space
- collapse stats on cramped portrait
- collapsed stats show 2 lines of resources in cramped portrait to reduce width, right aligned
- raze button moved close to city button in cramped portrait
* allow selection in queue preview
* Use Table.setEnabled() on priority buttons
* Fix update after deleting entry from queue
* Add reasoning for vertical space distribution of the left handed tables in the city screen. Minor fix for queue buttons.
* Fixed click event propagation
* Replace max() with coerceAtLeast()
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Co-authored-by: M. Rittweger <m.rittweger@mvolution.de>
Co-authored-by: mrimvo <6030346+mrimvo@users.noreply.github.com>
* Allow for city level stockpiles to actually function
* Disallow civs to gain citywide stockpiles from gainStockpiledResource
* Give the correct resource amount from city.getAvailableResourceAmount
* Make getReserve for cities explicit for tileResources
* Remove city function for adding stockpiles via a string
* Remove civ function for adding stockpiles via a string