Broken version
generating regions and tiles properly
Slight changes, can scroll the entire map, background is blue to crudely
simulate water

Map generation now several orders of magnitude faster, despite still
depending on randomness.
Edited the minimap to work properly based off of tiles and not
territories.  Reworked minimap render to be based off of lines and not
rectangles, increasing performance significantly.
Added click functionality to the minimap
Changed the minimap, now all lines are created and then rendered instead
of being recreated each render
Creation of procedurally generated territories and cities
Creation of borders and tool tips (not very functional tips yet)

Major changes to organization of the program overall involving the
WorldState, World, Tile, and Territory classes

Creation of OffsetLine class to ease consequences of Offsets on
rendering the borders of territories
Added flags to signify ownership territory castles, colored borders
according to which faction owns the territory

Adjusted the tooltip, added line returns, now displays tile type
Fixed a bug involving extra territoryview buttons displaying longer than
they should

Changed formatting and added comments in WorldState

Refactored somem logic and created "determineMouseTileLocation" method

Changed margin when created borders to eliminate space between the
borders

Created Coordinates class in preparation for implementation of Draggable
interface, added this to Menu and ToolTip and changed the classes
accordingly

implementing draggable to menu and tooltip

refactored button creation in menu class
Changed fonts to a more appropriate open source font

Began the territory state view including rendering a small portion of
the map surrounding the base within this view

Button to enter territory state only is created if the territory belongs
to the player

Created a Leader class for future use
Changed the tile rendering algorithm, now only draws the tiles closest
to the screen based off of the offsets instead of testing each one for
intersecting the screen.  This lead to a 47% increase in FPS compared to
the old method.
Added a new sword shaped cursor

updated TO-DO list

Fixed a bug where dragging a territory menu not belonging to a player
created a button to enter the territory
Began handling armies in a shallow manner, many errors to fix

Created a rectangle representing the maximum size of the territory,
testing against this before rendering lead to ~ 40% fps increase

Fixed an issue involving buttons on the popupmenu rendering at full
opacity even while being dragged
Reorganized dragging and refactored it into its own method

Changed bug with dragging halting once the mouse is out of the dragging
box

Now when an army (and soon unit) is being dragged it will render a
rectangle around the Tile beneath it
Added naive and somewhat broken pathfinding based somewhat off of
potential fields.

Displays the unit's chosen path when that unit is the selected unit

Displays some information on the hud when a unit is selected
Fixed one small bug involving clicking on a new territory base not
reseting the popup menu to involve the clicked on territory
Implemented what so far seems to be a functioning version of the A*
pathfinding algorithm.

Creation of a Node class which assists in the evaluation of A*
Right clicking on entities now displays entitiy relevant information on
the tooltip.

Expanded tool tip window size

Added abstract method in entity to generate tool tip
Added feature that displays the number of turns it will take a unit to
move a given distance through different colors

Fixed the problem of a unit's path being in reverse order