Fixed a couple of corporation spread AI problems.

Fixed a bug in the executive AI which caused them to evaluate corporations for themselves rather than for the player they are spreading to.
The AI will now take into account the cost of removing an old corp when spreading a new corp.
Adjusted some of the weights used for automated cities in AI_bestUnit.
Fixed the subset options for BUG religious advisor.

Previously, the "show [only] founded religions" and "show [only] player
religions" BUG options did not work correctly, due to a mistake in a
previous bugfix I'd made.
The starting site will now always be recommended on the first turn.
Fixed some bugs which caused concealed names in replays.

Added new functions CvPlayer::getReplayName and CvTeam::getReplay name.
These functions basically just bypass the "has seen" check.

Changed several calls to addReplayMessage to use the new name functions
rather than the normal functions.
Restructured code and added new functions to CvPlayer & CvTeam.

Replaced most of CvTeam::canDeclareWar with a single call to CvTeam::canEventuallyDeclareWar.
CvPlayerAI::AI_getHappinessWeight & AI_getHealthWeight are now public.
Moved the bulk of CvPlayerAI::AI_deduceCitySite to CvTeamAI.
AI_militaryWeight now allows a nullptr argument, for which it will sum over all areas.
Added new functions, CvPlayerAI::AI_getNumPrimaryAreaCitySites, CvTeamAI::AI_haveSeenCities, CvTeamAI::AI_hasSharedPrimaryArea.
Added new function, CvCityAI::AI_highestTeamCloseness.
Restructured the code in CvTeamAI::AI_doWar.

Also, blocked AI_doWar from considering new warplans against teams for which
it didn't know any city locations.
Redesigned and rewrote CvTeamAI::AI_isLandTarget.

The new version of CvTeamAI::AI_isLandTarget will now return true iff
the target team shares has a primary area in common with the this team
and there is a usable land path connecting at least one pair of cities
on that area.

I've also tidied up some comments and code in various places.
Made some changes to the effects of the "dagger" strategy.

The dagger strategy will now strongly encourage the AI to build units
more often, and have a significantly higher unit spending limit.

Also, increased the war weariness threshold in AI_acceptSurrender.
First draft of my rewrite of the AI war evaluation routines.

Added new functions: CvTeamAI::AI_warSpoilsValue, AI_warCommitmentCost,
and AI_warDiplomacyCost. These functions are used to evaluate various
aspects of war. Spoils value is an estimate of what could be gained by
winning the war. Commitment cost is an estimate of how much resources
would need to be devoted toward the war. Diplomacy cost is an estimate
of how much a DoW would hurt the player's diplomatic standings.

CvTeamAI::AI_startWarVal now relies solely on these 3 new functions.
CvTeamAI::AI_endWarVal is currently unchanged, but I will probably later
rework it to use the new functions as well.
Added debug support for power and #-of-cities on the scoreboard.
Fixed a bug in the iFoodBonus count in CvGame::normalizeAddFoodBonuses.

This bug essentially negated my bugfix for the plains cow problem.

Previously, I was using CvPlot::calculateMaxYield to determine which
land bonuses should count as high food plots. But I discovered today
that calculateMaxYield does not work as I expected.

I've rewritten the section in CvGame::normalizeAddFoodBonuses to avoid
using CvPlot::calculateMaxYield. And also, I've commented out the code
for CvPlot::calculateMaxYield so that it isn't mistakenly used in the
future before it is fixed.
Made major changes to AI_warSpoilsValue and AI_warCommitmentCost.

Added new function: CvTeamAI::AI_estimateTotalYieldRate, which uses the
history graph data to estimate the current team yield rate for the type
specified by the argument.

Rewrote sections of CvTeamAI::AI_warSpoilsValue and
CvTeamAI::AI_warCommitmentCost so that their results scale more
similarly to the true commerce value. (Taking into account commerce
multipliers and population caps and so forth.)
Updated the changelog & minor things. This is v1.31.

Disabled the defence damage part of AI_targetCityValue. That should be covered elsewhere.
Updated the changelog.
This is version 1.31.