Yair Morgenstern
46bd65e45a
Bugfix - cities with maintenance but no gold production now display gold breakdown
2019-06-25 23:14:13 +03:00
Yair Morgenstern
c517dd9d64
Added the Ottomans! #703
2019-06-25 23:00:55 +03:00
Yair Morgenstern
e1dda58f58
Options table was getting too long - now scrolls nicely
2019-06-25 21:22:16 +03:00
Yair Morgenstern
c3efc10ea8
Fixed bug where gifts from AIs to city-states were interpreted as gifts from human player to city-states
2019-06-24 21:53:31 +03:00
Am-per-Sand
b2c7595fcc
add Ó Í chars in Fonts.kt
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pt: Ópera de Sydney Índia
2019-06-24 19:58:21 +03:00
Yair Morgenstern
fd20207980
Resolved #893 - Trade screen does not reset after a trade and must be closed to update - for realz this time
2019-06-24 19:40:28 +03:00
Yair Morgenstern
7e50f70bd5
Resolved #899 - Added setting to disable city auto-picking construction
2019-06-24 19:35:45 +03:00
Yair Morgenstern
477a4889b3
Resolved #893 - trade table doesn't reset after trade
2019-06-24 06:52:46 +03:00
Yair Morgenstern
3b9ab43bbe
Resolved #898 - added option to disable tutorials
2019-06-24 06:43:51 +03:00
Yair Morgenstern
d9bd0fa6b8
Resolved #897 - split initial tutorial, which was too long, into several parts
2019-06-24 06:37:45 +03:00
Yair Morgenstern
c0f569c826
Bugfix - AIs no longer try to gain influence wth city-states they haven't met yet
2019-06-23 22:44:04 +03:00
Yair Morgenstern
7d17265032
Added initial setup of WorldScreen in worldscreen creation, so it doesn't take too long in the render, hopefully
2019-06-21 14:29:55 +03:00
Yair Morgenstern
d4ead7bbf2
City-states no longer get policies
2019-06-21 14:06:08 +03:00
Yair Morgenstern
ee1aa61221
Fixed Hanse special ability
2019-06-21 14:01:33 +03:00
Yair Morgenstern
b7f7bb3b2e
Barbarians guarding encampments noww fortify
2019-06-21 12:55:34 +03:00
Yair Morgenstern
6d3ef94941
Update civ resources when selling a building and destroying a unit
2019-06-20 23:08:30 +03:00
Yair Morgenstern
e0f72af06d
Added Caching for civ Resources, Stats and city Happiness information for massive performance improvements in some late games
2019-06-20 23:03:28 +03:00
Yair Morgenstern
5cf05cd7d9
AI now saves up money to use for purchasing city-state influence
2019-06-20 20:40:23 +03:00
Yair Morgenstern
2b3de8b78f
Undiscovered civs aren't revealed in Overview by their icons
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Irrelevant Overviews are disabled
2019-06-19 20:52:26 +03:00
Yair Morgenstern
7958c795dd
Fixed Coast start bias
2019-06-19 20:22:38 +03:00
Yair Morgenstern
a1e1b91b9a
Added Civ icon to cities
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Improved City Connection icon
2019-06-19 20:13:32 +03:00
Yair Morgenstern
a6d1cdc398
Unified civ display in Overview and Victory screens
2019-06-19 19:20:25 +03:00
Yair Morgenstern
227f6627be
Resolved #883 - Added Civilization icons
2019-06-19 18:43:25 +03:00
Yair Morgenstern
27c83f1792
Resolved #880 - Notifications for end-of-trade no longer activate after instant trade
2019-06-19 17:48:26 +03:00
Yair Morgenstern
b0e43ace59
Resolved #885 - units disbanding on your tiles yields gold even when not on city center
2019-06-19 17:40:52 +03:00
Yair Morgenstern
b2afc838a6
Resolved #533 - Added nation-dependant start location biases
2019-06-17 12:51:57 +03:00
Yair Morgenstern
853a325876
Added German nation - #703
2019-06-17 11:20:15 +03:00
Yair Morgenstern
3f3dd0193e
Resolved #251 - Choose specific victory conditions on new game
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Victory screen no longer 'reveals' civs you haven't met
2019-06-16 19:51:12 +03:00
david.enrique
0ab0f2e7bb
Increment of index in one line
2019-06-15 22:38:02 +03:00
david.enrique
56ff436f94
Add victory type choice on new game screen
2019-06-15 22:38:02 +03:00
Yair Morgenstern
120ae8b253
Resources sorted and no bonus resources in Resource Overview
2019-06-15 22:30:07 +03:00
Yair Morgenstern
19334bcdec
Added resource drilldown table to overview
2019-06-14 15:03:53 +03:00
Yair Morgenstern
22f44d328b
Building resource requirements now appear in Civilopedia
2019-06-14 14:59:36 +03:00
Yair Morgenstern
5943d1e12e
Apollo Program is now a NATIONAL wonder, so multiple civs can compete for Science Victory
2019-06-13 22:10:52 +03:00
Yair Morgenstern
d49b33f0c7
Resolved #872 - Added Immersive mode, for users whose navigation bar is a virtual, not physical one
2019-06-13 17:28:23 +03:00
Yair Morgenstern
ab1a1be170
Special construction set by the user (Gold, Science etc) are not auto-changed when a better alternative exists
2019-06-13 16:58:56 +03:00
Yair Morgenstern
00153ab456
Culture-oriented AI much more predisposed to peace agreements
2019-06-13 14:38:31 +03:00
Yair Morgenstern
b8e5b34489
AIs don't make water military units in areas where they can't fight anyone
2019-06-13 14:37:04 +03:00
Yair Morgenstern
b0ef219c84
AIs no longer double-pick the same policy...
2019-06-13 14:36:18 +03:00
Yair Morgenstern
8974e02290
Show victory screen when AI wins
2019-06-13 14:35:55 +03:00
Yair Morgenstern
45080744b7
Years of peace modifier no longer rises while at war (whoops!)
2019-06-13 13:23:54 +03:00
Yair Morgenstern
6618bed1ab
AI now utilizes special constructions (Nothing, Gold, Science) when no better options are available
2019-06-13 13:19:23 +03:00
Yair Morgenstern
816196520e
Culture-focused civs don't declare war
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Chosen free great person is victory-type-dependant
2019-06-13 13:18:20 +03:00
Yair Morgenstern
ea5f649d87
Added global victory status to victory status screen, so you can see how bad the AI is at actually winning... -_-
2019-06-13 12:47:40 +03:00
Yair Morgenstern
29f2474b13
AI now chooses policies according to preferred victory type - should drastically ncrease the sucess chance of the AI to win a cultural victory!
2019-06-13 12:00:53 +03:00
Yair Morgenstern
dda38c5cd1
Better construction picking AI
2019-06-12 23:18:34 +03:00
Yair Morgenstern
e1884768fd
Added priority to wonders by type
2019-06-12 22:34:39 +03:00
Yair Morgenstern
b7be0e7934
Each Civ now has a preferred victory type, and makes construction choices based on said type
2019-06-12 22:01:37 +03:00
Yair Morgenstern
3e770db86d
Can now add and remove improvements in the map editor!
2019-06-10 18:36:25 +03:00
Yair Morgenstern
89f689bcc9
Performance improvements
2019-06-10 17:31:07 +03:00
Yair Morgenstern
bd0b61b909
AI tries to clear barbarian encampments with its idle military units
2019-06-10 17:30:37 +03:00
Yair Morgenstern
f8cf9392fb
AIs demand of each other not to settle near them, and they respond accordingly
2019-06-10 16:44:06 +03:00
Yair Morgenstern
96ee91cb08
Added diplomatic reprecissions for demands that the other civs is unwilling to fulfil
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Removed WeAgreedNotToSettleNearThem flag - was reverse copy of AgreedNotToSettleNearUs
2019-06-10 16:19:04 +03:00
Yair Morgenstern
d5a0894f75
Added diplomatic reprecissions for demands that the other civs is unwilling to fulfil
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Removed WeAgreedNotToSettleNearThem flag - was reverse copy of AgreedNotToSettleNearUs
2019-06-10 16:18:59 +03:00
Yair Morgenstern
5ed9a5912b
Resolved #856 - Cities created in your own territory get their own land and are no longer "ghost cities"
2019-06-09 23:15:03 +03:00
Yair Morgenstern
2a71d9e122
Resolved #866 - City-states can no longer get Ancient Ruin bonuses
2019-06-09 23:00:59 +03:00
Yair Morgenstern
84bcfe2d39
Added "Community" tab in the menu, with links to the Github and Discord
2019-06-07 15:55:48 +03:00
Yair Morgenstern
fc41de7a83
Unexplored tiles now dark gray - less oppresive in the main map and possible to tell apart from city-state areas in the minimap
2019-06-07 15:23:17 +03:00
Yair Morgenstern
f713d266db
Implemented "Don't settle cities near us", which goes both ways - a good basis for further demands ( #831 )
2019-06-07 13:04:18 +03:00
Yair Morgenstern
99d7b0ea1a
Fixed edge-case bug when units try to be created but aren't, and then get assigned an Alhambra promotion, triggering viewableTile update
2019-06-05 23:49:38 +03:00
Yair Morgenstern
e8bdb8a2e4
Added initial logic for promising not to settle cities near other civs - not yet activated
2019-06-05 23:21:17 +03:00
Yair Morgenstern
ab450808b2
Can no longer pass the turn when popups have not been dealt with
2019-06-05 23:18:03 +03:00
Yair Morgenstern
827a6f7871
Fixed bug where injured units would try to heal by pillaging barbarian encampments
2019-06-05 23:14:52 +03:00
Yair Morgenstern
5b884c0ecf
Resolved #854 - promotion buttons show description also for non-pickable promotions
2019-06-04 22:45:43 +03:00
Yair Morgenstern
8c53244427
Don't try to pillage improvement to heal if you're a civilian unit
2019-06-04 22:35:17 +03:00
Yair Morgenstern
60f1859fdc
Can now select all tile types n map editor, even on smaller resolutions
2019-06-03 22:17:23 +03:00
Yair Morgenstern
527288b886
Fixed crash in new diplomatic relations and unified DiplomacyManager.getModifier()
2019-06-03 22:06:35 +03:00
Yair Morgenstern
f49662b22e
Resolved #836 - bug where ranged units could shoot above forests+jungles
2019-06-03 20:50:58 +03:00
Am-per-Sand
6f29fe9e76
include À ì in Fonts.kt
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#428
2019-06-03 20:32:45 +03:00
Yair Morgenstern
09079bd76f
Resolved #839 - Set up takes 1 movement point
2019-06-03 20:26:05 +03:00
Yair Morgenstern
cf37122304
Translation organization
2019-06-02 23:31:16 +03:00
Yair Morgenstern
0916720f86
Cannot declare friendship after denounce and vice versa
2019-06-02 19:47:49 +03:00
Yair Morgenstern
88422524ac
Barbarian encampments don't show red on unexplored tiles
2019-06-01 23:42:30 +03:00
Yair Morgenstern
36da3359db
Added denunceation
2019-06-01 23:20:02 +03:00
Yair Morgenstern
f60ebbb7e1
Civs clearing an encampment now get gold
2019-06-01 22:47:41 +03:00
Yair Morgenstern
8040cb01b9
Resolved #830 - city-states no longer offer trades
2019-06-01 22:27:38 +03:00
Yair Morgenstern
4b4f5e77b8
Resolved #646 - Barbarians now spawn from Encampments!
2019-05-31 17:36:19 +03:00
Yair Morgenstern
b068e6f88f
Minor translation changes
2019-05-30 19:57:27 +03:00
Yair Morgenstern
16d8c16dfe
Each unit now saves its viewable tiles, which gives in certain situations a whopping 10% performance improvement! Whoa!
2019-05-29 22:58:20 +03:00
Yair Morgenstern
b9cf40487f
Performance improvements for Next Turn
2019-05-29 22:10:32 +03:00
Yair Morgenstern
d733df207f
Fixed bug that prevented the "next turn" button from being pressed when the game didn't autosave,
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meaning players who picked turns between autosaves manually were screwed
2019-05-29 21:44:42 +03:00
Yair Morgenstern
2060bcfa0a
Resolved #821 - Civ-wide stats are now affected by percent bonuses
2019-05-29 21:12:10 +03:00
Yair Morgenstern
3fbcc019e3
There were somes things that were in the translations files but weren't translated in-game
2019-05-28 23:43:18 +03:00
Yair Morgenstern
d0cb10abbe
Hopefully fixed a recurring bug in tryHeadTowardsEnemyCity
2019-05-28 23:13:08 +03:00
Yair Morgenstern
b6512535fb
Fixed bug in GetProductionCost that was probably caused by the construction changing while the city button was rendering
2019-05-28 23:09:47 +03:00
Yair Morgenstern
2066978ca0
Legion no longer construct roads on water tiles - #811
2019-05-27 19:55:43 +03:00
Yair Morgenstern
a204333410
Added countdown to relationship change with city states
2019-05-26 18:52:32 +03:00
Yair Morgenstern
1bb62ad681
Civs respond according to neutral/hate and respond properly after peace
2019-05-26 18:32:19 +03:00
Yair Morgenstern
f78f9c2fad
Resolved #803 - Heal Instantly didn't update health in unit icon
2019-05-26 16:16:42 +03:00
Yair Morgenstern
408dfcfc7e
Final touches to City States, and they're ready to roll!
2019-05-26 16:10:09 +03:00
Yair Morgenstern
e70e052515
Resolved #804 - bigger Diplomacy and Next Turn buttons for easier click
2019-05-26 15:07:15 +03:00
Yair Morgenstern
9352243eb4
Fixed switching unit selection bug - #804
2019-05-26 14:46:45 +03:00
Yair Morgenstern
3640874b35
Dispose previous altas when replacing it to avoid OutOfMemory exceptions
2019-05-24 14:33:59 +03:00
Yair Morgenstern
125bb1270e
Tech button no longer displays buildings replaced by Civ unique buiildings
2019-05-24 14:25:46 +03:00
Yair Morgenstern
25fc1b3c71
Last fixes for Indian nation!
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Checks for specific buildings now work for all civ-unique buildings as well
2019-05-24 13:59:00 +03:00
Yair Morgenstern
7e6b102f27
Merge branch 'roadOnLongClick'
2019-05-23 22:21:46 +03:00
Amper-sandd
af19d8a1b0
add Indian assets ( #800 )
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* War Elephant icon
* Mughal Fort icon
* credits for Indian unique icons
* bonuses for Castle apply to Mughal Fort too
* getCityHappiness() complies with the Indian unique
* getCityHappiness() complies with the Indian
missing bracket 🙄
2019-05-23 21:50:46 +03:00
martin
6bd06474bd
improved overview city screen
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- dynamic layout
- cities and units sorted by name
- jump-to buttons for cities
- rounded values in statistics
2019-05-23 16:25:47 +03:00
martin
c3f700ddc6
notifications with LocationAction don't select units, but only the tile
2019-05-23 16:25:08 +03:00
martin
b49270e690
moving city button with absolute coordinates to prevent it from wandering around ( #794 )
2019-05-23 16:25:08 +03:00
martin
eb3ba51396
allow siege units to move when set up ( #797 )
2019-05-23 16:25:08 +03:00
martin
c31f6bc7dd
show context menu entry only if roads are researched
2019-05-23 07:57:34 +03:00
martin
73c273985f
worker moves on working on road even when the path is blocked by other civilian units. Player will receive messages about those occasions.
2019-05-23 07:57:34 +03:00
martin
d676c18aec
adding MapUnitAction.name(), a user-readable name for actions. Eg "Moving" instead of "moveTo x,y"
2019-05-23 07:57:34 +03:00
martin
4330508d2e
using StringAction for string-encoded actions used throughout the app
2019-05-23 07:57:34 +03:00
Yair Morgenstern
29647896ce
We no longer "downgrade" tiles from Railroad to Road when we try to build a Road somewhere
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Fixed error where if intermediate tiles were full (o e.g. other workers) it would try to "jump" to a tile that was out of its reach
2019-05-22 22:55:24 +03:00
martin
98803f0454
implementing BuildLongRoadAction
2019-05-22 22:23:03 +03:00
martin
a8c3b3755b
adding MapUnitAction, which is compatible to MapUnit.action
2019-05-22 22:23:03 +03:00
martin
86eda6208a
show long-press context menu (move here, Construct road this way)
2019-05-22 22:23:03 +03:00
Yair Morgenstern
ea9c9da48d
Added missing notification translations ( #792 )
2019-05-22 22:07:50 +03:00
martin
c8c3370cb9
show "rough terrain" property in Civilopedia
2019-05-22 21:57:14 +03:00
martin
0e1a7f44c4
fixed enemy city buttons not to be clickable. simplifies tile selection when attacking
2019-05-22 21:57:14 +03:00
martin
d3f7a73cf3
allow siege units to go sleeping even when set up
2019-05-22 21:57:14 +03:00
sulai
b5138b6527
auto save on dispose ( #774 )
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* auto save on dispose
* auto save: clone game info outside the save-game thread
* keep autosaves for the last 10 turns
2019-05-21 08:18:34 +03:00
Yair Morgenstern
fd4123e15f
City state icon in city button now visible and colored according to city-state color
2019-05-20 22:22:16 +03:00
sulai
f905fa8068
Single tap pickers for improvements and promotion ( #765 )
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* single tap picker (improvements, policies and promotions), tbd: split button
* improvement and promotion pickers: using split buttons featuring a question mark. allows single-tap choice.
* improvement picker and promotion picker: show "pick now" to the right of the button
2019-05-20 20:38:50 +03:00
Yair Morgenstern
bec3c2a224
City button moved back before units
2019-05-20 20:37:25 +03:00
Yair Morgenstern
d08e9fe525
Units are now selectable again - #750
2019-05-20 20:22:24 +03:00
sulai
fdf95317f0
units support single-tap move ( #750 )
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* implemented single tap move
- units stay selected after move (to go on moving)
- and they are de-selectable by taping them again (to abort moving)
* unit movement: mark the reachable spots clearly to avoid accidental movement
* unit action: when an exclusive decision is made, deselect unit
* clicking on the unit information in the UnitTable will show that unit + minor fixes
* siege units won't show movement hints when set up, while packing up does not cost any movement points
* workers: highlight button when constructing an improvement, won't sleep then
* fixed units not being de-selected when clicking the UnitTable or "next unit" button
* zooming forwards clicks on to the map, so we need to deselect units in that case
* clean up branch
* added "Move units with a single tap" to options menu
2019-05-20 20:08:59 +03:00
Yair Morgenstern
3cfe3a7f73
Resolved #787 - when selecting bombardable enemy unit with no military unit selected, bombarding city is automatically selected
2019-05-20 20:06:08 +03:00
Yair Morgenstern
a54f68528f
Resolved #782 - Wonders are no longer built twice under "race conditions"
2019-05-20 19:48:18 +03:00
sulai
95a3a65c34
Ui improvements ( #779 )
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* Notifications scroll: keep scrolling position on game update if it's still the same list
* tech picker shows current/recent technology centered on the screen
* using NotificationAction interface to attach various actions to Notifications
* tech notifications: center on tech that was discovered
2019-05-20 16:31:04 +03:00
sulai
db6e2faff8
CityButton: render units in front ( #784 )
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* CityButton: render units in front
* First click on single button: move down. Second click: open city screen.
2019-05-20 16:17:27 +03:00
Yair Morgenstern
4a97d3ea18
Fixes to city button - now allows for units to be selected in the city ( #771 )
2019-05-19 22:58:24 +03:00
Yair Morgenstern
5c4be33418
Resolved #596 - unit retains focus when moved to tile with another unit already in it, if it has movement points left
2019-05-19 22:31:16 +03:00
Yair Morgenstern
20450250bd
Resolved #778 - AI construction would generate too many workers late-game
2019-05-18 23:30:52 +03:00
Brian Gainor
081ed9dc4a
Check terrain requirements for buildings first
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If a city isn't next to a mountain, it shouldn't show Observatory with
"Needs a Library".
2019-05-18 23:22:51 +03:00
sulai
73e397c2c2
Improved city button ( #771 )
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* improved CityButton
* keep city button out of the way if a unit on the city tile is selected
* fixed city button to be clickable always. however this hides units behind it
* added click area for city buttons in an own layer, so the units render in front and the city button click area handles the clicks
* city button: simplified code
2019-05-18 23:09:02 +03:00
Yair Morgenstern
054b3b000d
Resolved #752 - Added big friendship penalty for betraying declaration of friendship
2019-05-17 15:00:24 +03:00
Yair Morgenstern
0e54a1b91c
City button now looks normal when being razed or in resistance - before the health bar positioning ade the entire button totally out of whack
2019-05-17 14:26:07 +03:00
Yair Morgenstern
c98a6fc4d7
Resolved #758 - water melee units can now take cities (apparently this is a Vanilla vs G&K difference, I'll go with the G&K because it causes more interesting gameplay options)
2019-05-17 14:15:52 +03:00
Yair Morgenstern
862c714b47
Added city-state icon to diplomacy screen, so you know who's a city state and who's a major civ at a glance
2019-05-17 13:03:59 +03:00
Yair Morgenstern
2e16a96c4d
Can no longer gift city states with gold you don't have
2019-05-16 22:08:45 +03:00
martin
5e97d32898
keep city button out of the way if a unit on the city tile is selected
2019-05-16 19:42:34 +03:00
martin
e8a9157a65
improved CityButton
2019-05-16 19:42:34 +03:00
sulai
9ce7959d32
more ui improvements ( #757 )
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* unit action: when an exclusive decision is made, deselect unit
* clicking on the unit information in the UnitTable will show that unit + minor fixes
* siege units won't show movement hints when set up, while packing up does not cost any movement points
* workers: highlight button when constructing an improvement, won't sleep then
* fixed broken saved game
* show messages if exploring is done or WorkerAutomation is done
* Revert "siege units won't show movement hints when set up, while packing up does not cost any movement points"
This reverts commit b805993a
2019-05-16 17:54:58 +03:00
Yair Morgenstern
59e30529c4
Resolved #753 - can no longer pillage tiles of allied civs (that's an act of war)
2019-05-14 20:47:21 +03:00
martin
157e6e81a8
don't flood the player with similar messages about spotted enemies. instead cycle through units by clicking the message multiple times.
2019-05-14 17:07:01 +03:00
martin
c11915c978
highlight unit action buttons to show their current action (sleep, fortify, set up)
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- works especially well for fortification, will not show that state in the unitTable any more where it caused a layout problem
- in case of set up it's now very clear if a unit is set up or not
2019-05-14 17:07:01 +03:00
martin
1c3b44af16
idle unit buttons: set due=false and select the right unit in case of 2 units per tile
2019-05-14 17:07:01 +03:00
martin
462dc26460
made on-map windows touchable, so you can't "touch through" them on the map
2019-05-14 17:07:01 +03:00
Yair Morgenstern
48af218795
Strategic resources cost more in trade from a civ who's at war and can use them for units
2019-05-13 22:23:30 +03:00
martin
12f1b41784
fixed next turn button by updating it on main thread
2019-05-13 17:17:27 +03:00
martin
eaa0a9dbad
when a unit is selected, use the ? button to read about it in the Civilopedia
2019-05-13 17:17:27 +03:00
martin
0ce55feb39
added a ? to the unit panel in the lower left and fixed jumping ui elements there
2019-05-13 17:17:27 +03:00
martin
dcb7daaabd
minor ui fixes
2019-05-13 17:17:27 +03:00
etourdot
995ebb5cf8
#742 : fix options screen bug when language changed
2019-05-13 17:09:11 +03:00
Yair Morgenstern
c9bd56da95
Resolved #732 - don't change peace negotiation deals depending on how much you dislike the enemy
2019-05-12 22:29:22 +03:00
Yair Morgenstern
a9a1962cec
Continuation of #738 - readability, and solves case where 2 civs have unique buildings to the same base building (say Royal Library and Paper Maker)
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#729 - AddCultureBuilding now adds civ-specific building (e.g. Burial Tomb), not just checks to see if it's built
2019-05-12 22:24:11 +03:00
Yair Morgenstern
42a0e2e771
Continuation of d2541e6
, to better fit coding standards (everything worked fine)
...
I reallly like the way you did this, so I'm making it enabled by default =D
2019-05-12 19:29:02 +03:00