Tweaked the value of free buildings in AI_buildingValue.
Renamed iTargetCities to iCitiesTarget in a few places.
Fixed some bugs in the border danger cache from the BBAI mod. These bugs caused the AI to think certain plots were in danger, indefinitely, regardless of whether it was true. This sometimes caused automated workers and work boats to avoid particular areas for no apparent reason.
Renamed the danger cache functions and variables to be less inane.
Added a new movement flag, MOVE_HAS_STEPPED, which set after the group takes the first step of their mission. This flag is used to fix a problem which caused the special pathfinding AI to not apply correctly for multi-step commands from human players. (The unit did not always follow the path displayed on-screen.)
When ordered to attack an adjacent plot, human controlled groups will now move their directly instead of trying to find the shortest path. (Previously, they would sometimes want to step off their origin plot so that they could enter the target plot by road, and thus save some movement points. Unfortunately, this meant it was sometimes impossible for players to use the plot they wanted to attack from.)
When an AI attack stack arrives at a city that they can't capture / pillage / choke, they will now just wait outside rather than resorting to AI_solveBlockageProblem.
Tweaked the AI for barbarian attack stacks (basically, they won't quite walk as far to get to a city).
Fixed a flaw in Lead From Behind which caused cargo-carrying units to be chosen at the best defender more often than they should.
(The protection afforded to cargo-carrying units was proportional to their odds of winning the battle; so if they were almost certain to lose then their cargo did not affect their defence score.)
Added the -Og compiler option to the release and profile builds. ("global optimisations")
Removed some unused xml (which was commented out).
AI_assaultGoTo will now automatically order an amphibious landing if the end turn plot is 1 step from the target.
Renamed a couple of things.
Updated the changelog.
This is version 1.24.
Replaced CvUnit::canCargoAllMove with CvSelectionGroup::canCargoAllMove. (As far as I can tell, every time canCargoAllMove is changed, we're interested in the whole group, not just the single unit cargo.)
Moved the canCargoAllMove checks out of AI_assaultSeaTransport and AI_assaultSeaReinforce, and into AI_assaultGoTo. This allows the transports to start multi-turn journeys without waiting for their cargo.
Changed the weight of civic upkeep in AI_civicValue to use AI_commerceWeight(gold) rather than 0.8.
The AI will now use their culture slider more freely if they don't need any more research.
The field-of-view settings will now only persist if Remember Field Of View is set.
Added a new argument, bAssumeVisible, to CvUnit::canMoveInto and its sister functions.
 - Previously, canMoveInto checked plot visibility for human players but not for AI players. Now it will check visibility iff !bAssumeVisible.
Added a new movement flag, MOVE_ASSUME_VISIBLE. This flag is set when the next step towards the target plot would take us backwards. When it is set, bAssumeVisible is used. (Note: bAssumeVisible is always used for AI players regardless of this flag.)
These changes fix the problem of human units forgetting that the path to their destination is blocked by an enemy unit as they lose sight of the enemy unit.

Deleted some obsolete code.
Increased the range of guided missiles from 4 to 5.
Fixed a minor problem in the separation of escorts in AI_assaultSeaMove
Fixed an inaccurate assert.
Adjusted the text and format of the unit cost mouse-over in the finacial advisor screen.
Costs returned by getGoldPerMilitaryUnit and getGoldPerUnit are now in units of 1/100 gold.
Changed the xml, and supporting code in the dll and save format, and game text, to accomodate the new factor of 100 in the support costs.
Military Unit cost (from pacifism) is no longer multiplied by the handicap modifier for unit cost. Neither is "extra cost" for units (currently unused).
The "handicap cost" is no longer shown on the unit cost mouse-over text. Instead, it is included in the unit cost.
Changed the pacifism cost from +1 gold per military unit to +0.5 gold per military unit. (Note, the new cost is independant of difficulty level, whereas the previous cost was actually between 0.2 $/unit and 1 $/unit depending on difficulty. 0.5 gold / unit matches the previous cost on Nobel.)
Rewrote the unit costs section of AI_civicValue so that it uses actual costs and figures rather than arbitrary numbers.
Also changed the value of the worker rate modifier in AI_civicValue.
The total-espionage-point based modifiers to spy intercept chance and espionage mission cost are now scaled based on the population of the teams involve. This will give small civilizations a slightly better chance to successfully spy on large civs.
Rewrote several sections of AI_civicValue, including the parts about production bonuses and experience, and everything to do with religion.
Inertia against religion switching is now increased when at war and when researching a tech with a first discoverer bonus.
Reformatted some of the debug text.
Fixed a minor problem in CvSelectionGroup::splitGroup which sometimes resulted in AI groups led by a unit type which isn't meant to lead a group.
Replaced AI_makeForceSeparate with AI_setForceSeparate, for greater flexibility in how force separate is used.