Leaders with growth flavour will now aim for slightly more populous cities.
Corporation speculation when choosing civics is now more weighted than before, but it is now only done by leaders with either growth or science flavour.
Changed the way trade routes and free specialists are evaluated in AI_civicValue.
Slightly increased the value of area-based free specialists in AI_buildingValue.
Removed CvPlayer::countPotentialForeignTradeCities and CvPlayer::countPotentialForeignTradeCitiesConnected.
Added a new function with their combined functionalty: CvPlayerAI::AI_countPotentialForeignTradeCities.
This new function does not count connections if the foreign civ does not allow foreign trade routes.
Added some more smartness to the trade-route section of AI_civicValue.
The AI will now consider the effects of vassals, and colonies, and one-way trade routes. Also, AI leaders with gold flavour will be optimistic about future free trade.
Moved the corporations section of AI_techValue so that it is still counted when other civs have the tech already!
In AI_tech value, the random value of first-discoverer bonuses is now scaled based on how many other civs are able to research the tech. Some extra value is given base on leader flavour. (This applies to religions, free great people, and free techs.)
Decreased the AI's tendency to switch civics.
Made some changes to religion value and overseas trade value in AI_techValue. (Astronomy will be significantly less attractive, and early religions will be slightly less attractive for non-religious flavour leaders.)
Fixed a problem which sometimes caused the AI to switch to organized religion when it had no religion.
Increased the state religion inertia.
Specialists are now only tallied in AI_civicValue if the civic actually has a specialist commerce change.
Made some further changes to AI_techValue for overseas trade and for faster road movement.
The AI value of evasion on nuke units now scales depending on who has the ability to shoot down the nukes. (evasion is worthless if no one is trying to hit them anyway.)
Tweaked the AI value of the Manhattan Project, again.
Improved the behaviour of AI_handleStranded in the rare (bug) cases where the function is called when the unit is already on a boat.
Adjusted the cargo skip condition for AI units.
Fixed an original BtS problem which prevented vassals from building attack units if war was declared on them.
(The first part of AI_doWar is now called for human players and vassals. This allows vassals to update their war strategy from "attacked recent" to "attacked".)
AI_afterAttack will no longer take control of stacks larger than 2 units, even if the group leader has attacked already.
AI_afterAttack will now attempt to capture undefended cities and workers. (This allows the AI to use the "chop & drop" strategy with gunships and paratroopers.)
Fixed a minor problem in AI_stackAttackCity which sometimes resulting in attack orders that could only be executed on the following turn.
canMoveOrAttack into is no longer a DllExport function; and it now has an additional argument. (hopefully this doesn't cause problems.)
Made some AI adjustments for fighter-planes, particularly in AI_airStrike.
Deleted some obsolete code.
Removed function CvPlot::countAirInterceptorsActive.
Made some changes to when AI_setChooseProductionDirty is used for human players.
 - pushing a build order to a city will call AI_setChooseProductionDirty(false)
 - events which set AI_setChooseProductionDirty(true) for non-human cities will now also do so for automated human cities. (eg. city growth, or buildings destroyed by espionage)
Added a button for accessing the BUG Options screen in the in-game main menu, and in the non-BUG options screen (only when in-game).
Rewrote some of the code for handling the in-game main menu, because the original code had woefully poor style.
Tightened the conditions used to decide whether an attack stack should reposition before the city attack. (Previously it would always reposition if the city had > 50% defence, even if there were no defenders!)
Changed the default unit AI of berserkers from 'counter' to 'attack city'.
Removed some unnecessary python code.
Rewrote 'finalImprovementUpgrade' (because I didn't like the original BtS implementation.)
When a plot's best-build is an improvement that connects the bonus, other builds with connect the bonus will no longer be marked as recommended.
When a peace deal is signed, units are now only bumped after the trade is completed. This fixes several problems, for example, if the peace deal involves a city gift, the new owner of the city will not have their units bumped out of that city.
In vassal trade deals, the vassal's units will now be bumped out of the master's land. (previously they were not bumped until the following turn.)
Removed some bbai comments. (They were making it harder for me to read the code.)