ExpAI: make recruiting work with all keys of [damage] special

Previously there would be an error, and subsequently no recruiting, if
the multiply= key was not set.
Adjusted the size of the game map.
Design clean up.
Update changelog with AI changes
New base frame, animations and animation WML for the giant mudcrawler

Contains frames for SE ranged attack, melee attack, defense, and death.
N, S, NE animations to be done at a later date.
Tweaks to the timing and offset for a fine-tuned anim, courtesy of Bumbadadabum
Updated the Galician (gl) translation.
Merge pull request #25 from Gallaecio/gl

Updated the Galician (gl) translation.
[harm_unit]: moved support function bool() to the start of the tag

This change is needed to have the function available for the whole tag.
[harm_unit]: renamed bool() function to toboolean()
[harm_unit]: moved the harmer advancement check inside the for cycle/valid check
[harm_unit]: added fire_event keys to wml_actions.unstore_unit tables

Fix for bug #20836
[harm_unit]: added animate keys to wml_actions.unstore_unit tables
[harm_unit]: removed two accidental plus signs that broke the tag
Fixed a missing frame in Troll Hero unit
Fix the spelling in a comment.
Merge AI-demo and mainline experimental recruit logic

Slight speed improvement when close to unowned vilages. Correct score
for time of day damage estimates for encountering the enemy near end of
game.
Updated artwork for the hero/leader/loyal status icons

Reduced slightly the size of the icons so that the energy bars could be nudged back up
New artwork and TC ranges for team color-able icon bases and cursor hexes

The icon bases are meant for use with the terrain type icons and unit profile icons.
Team color-able hexes offer a flexible alternative to  single-color cursor components.
A set of color ranges specifically tailored for terrain type icons has been added to team-colors.cfg. Each color range is named after the base terrain type it corresponds to.
Recolor new hex cursors for yours/enemy/ally/empty