In AI_civicValue, increased the value of experience points for non-warmonger AI's who happen to be at war.
Plots with a best-build value of <= 1 will no longer be highlighted as recommended upgrade plots.
City governors will now choose to build processes (such as wealth) if they think it is more valuable than constructing a building.
Implemented new controls for the city build queue: ctrl+click moves the item up the list, shift+click moves it down, alt+click toggles the * (ie. repeat).
Added a new loading hint to mention the new controls. (The hint doesn't say what the buttons do, but it at least says they do -something-.)
This change involves lots of internal changes, and even some network protocol changes. Hopefully I didn't screw anything up.
Changed the functionality of double-clicking a stack of units, from grouping them all to waking them all.
Changed the corresponding tip to reflect the new functionality.
Fixed an original BtS bug which allowed players to wake or fortify units which they do not own by using the flyout menu.
Added new AI to evaluate and consider using a 'process' (eg. build wealth) instead of constructing a building. (This will probably need some adjustments in the near future.)
Fixed a minor unintentional change in the behaviour of the build queue.
Changed the conditioned used by the AI to wake units on transports.
Fixed a bug which caused the game to use the full AI_chooseProduction instead of AI_buildGovernorChooseProduction when toggling city automation.
Fixed a typo in one of the new hints.
Reduced the effect of "aggressive AI" on the AI's decision to use the crush strategy.
Strengthened the conditions for the double-click -> wake all command.
Fixed a minor python problem in CvInfoScreen.
Removed the espionage info from the contact-civ mouse-over text.
Added some missing mouse-over information in the foreign advisor screen.
Changed the format of the war weariness mouse-over information.
Added all of the missing text tags for the environmental advisor screen. (The text is still only in english, but at least it is now in the right format to be multi-lingual.)
Corrected the colour of non-english versions of TXT_KEY_BONUS_OBSOLETE.
Changed CvPlayerAI::AI_techUnitValue so that it doesn't only evaluate based on the default AI type of a unit, but also includes some value for units would surpass the current best unit of other AI types.
(This change is temporary. I'm about to rearrange the function again. This is just a kind of 'checkpoint'.)
Reworked AI_techUnitValue so that it scores military units based on offence and defence value, and does not double-count such values for different AI types.
Disabled a condition in the original BtS code which prevented city governors from considering units for any role other than their default AI type.
Increased the barbarian tech rate from 3% per turn, to 4% per turn.
The barbarians will no longer get any free research for the first half of their pre-spawn turns. (ie. the start of their research is delayed)
Tweaked CvSelectionGroup::continueMission_bulk to make rapid-unit-cycling even more rapid. (It will now cycle without waiting for the group to stop being busy.)
Refacted / tided some code in CvCity::doMeltdown and CvPlot::nukeExplosion. (The meltdown effect is now done in nukeExplosion, with the help of a new argument.)
Fixed some bugs and adjusted some numbers in the new version of AI_techUnitValue.
Added a couple of AI type flags to the xml, to help with the new AI_techUnitValue evaluation.
CvPlayer::changeAnarchyModifier and CvPlayer::changeGoldenAgeModifier will now apply their respective adjustments to the existing anarchy / golden age at the time the modifier is changed.
(eg. Mausoleum of Maussollos will increase the remaining length of the current golden age by 50%)
Fixed a minor bug in AI_yieldValue.
AI_techUnitValue will no longer always give 100% weight to the default AI. Instead, it gives min(100, 100 * new_value / old_value).
Rewrote CvUnit::collateralCombat to improve performance and readability, and to remove a potential OOS bug.
(The bug could be triggered if two or more of the random values assigned to units was the same. The rand range is 10000, so it's a pretty rare bug.)
Fixed a couple of problems with the evaluation of isNoNonStateReligionSpread in AI_civicValue.
Fixed an inaccurate assert.