Fixed a bug which caused the sevopedia to not work correctly.

For some unknown reason there was a mistake in the code indentation in
SevoPediaUnit.py.
Made some adjustments to CvGameTextMgr::buildBuildingRequiresString

For buildings such as catherals which require a number of other
buildings nation-wide, the requirement count is now includes the number
of (catheral style) buildings currently under construction. This means
if a catheral cannot be added to the build queue of multiple cities due
to a lack of temples, the city screen will now accurately report the
number of temples required.

Also, in the civilopedia such requirement counts are now indepentent of
the what buildings the current player happens to have.

Cleaned up the style of some of the code to be more maintainable.
Removed some superfluous clearing of danger cache in CvPlot::setOwner.

The cache range was being used recursively by mistake.
Fixed the resetting of the UI pathfinder after a unit is promoted.

Previously it was resetting the wrong pathfinder, and thus had no
effect.
Changed the mod name in CvModName.py from "K-Mod" to "MMod".

This means BUG settings will now be saved the MMod directory.
Rescaled collateral damage protection of Drill promotions.

Collateral proetection on Drill I, II, III, IV, has be changed from
0, 20, 20, 20 to 15, 15, 15, 15 respectively.
Fixed a crash in the Hall of Fame screen from the original BtS code.

Previously the game would randomly crash when switching between
different filters in the Hall of Fame if there were a lot of replays.
For example, if there were lots of single player replays, and lots of
multiplayer replays, the game would often crash when switching between
single player view and multiplayer view.
Tweaked the group size adjustment used in AI_stackVsStack.
Added a lot more nuance to the AI's evaluation of gifted units.

Gifts of great people will now always result in +1 for "you gave us
help".

Gifts of military units are now evaluated based on the usefulness of the
gifted unit, and the AI player's current military needs. (In general,
units won't be worth very much if the AI is not at war; and they'll be
worth a lot if the AI is losing a war.)
Corrected the latin in one of Julius Caeser's quotes. (hopefully)

"Senatus populusque Romani saluto vos" has been changed to "Senatus
Populusque Romanus te salutant", under the guidence of Fluffy_Rabbit and
Yudishtira.
Fixed a mistake in the new diplomatic evaluation in AI_civicValue.

The other-player favourite civic bonus should only apply if the other
player is actually using their favourite civic. (I had forgotten to
check for this.)
Tweaked AI_warCommitmentCost for overseas wars and for late-game wars.

Changed the "total war" naval unit comparison so overseas wars are not
significantly cheaper than land wars.

Strengthen the condition on the doubling of the commitment cost for
space4 & culture4 so that it is only used when considering war with
someone who is not expected to beat us. (roughly.)
Rescaled and adjusted AI_warDiplomacyCost.

The previous version had some strange scaling based on population, which
had some counter-intuitive effects. (I'm not sure why I'd used that
scaling, and I'd even commented in the code that it was strange.) The
new scaling is based on the default number of players for the map size.

I've also made some adjustments to the weight. In general, the effect of
the team's "peace weight" has been dramatically reduced. (I did some
rough calculations and decided that the effect of peace weight was...
huge.)

I'd like some case data to get a sense of how well this function is
working, but I don't really want to test it right now...
Fixed a BtS pathfinding bug which caused inaccurate path turns.

Previously, if units with different speeds were grouped together moved with different movement costs, the pathfinder would fail to calculate the correct number of path turns. The most obvious example is when moving a group with mixed speeds along a railroad.

The bug was caused by the fact that the path nodes only store the lowest
moves value for the group, and so if the unit with more moves also has a
greater move cost, then the pathfinder will effectively be using the
lower moves with the higher movement cost.

I've fixed this by recalcuating the exact number of move for each unit
for the final turn of the path whenever there are mixed movement costs
involved. I expect this to have negligible speed inpact.

--

Also, I've changed CvSelectionGroup::maxMoves to be the minimum of the
group's max moves rather than the maximum. This seems far more sensible
to me.
Disabled some obsolete BtS code.

CvUnit::setXY was doing some stuff for adjustent water plots for naval
units. This stuff was meant to support an effect where naval units would
automatically block all adjustent water plots.

That rule is not used in the game, and so the code was just wasting
time.
Increased the deny factor in AI_warSpoilsValue in the late game.

The deny factor is now slightly higher against teams with higher score,
and it is higher when the enemy is doing a victory 4 strat.
Fixed an incorrect assert about globally limited units.

It was wrong in the original BtS code, as pointed out by sjodster.
This is version 1.39.

Updated the changelog.
Fixed a mistake in the recent pathfinder bug-fix.

The (supposed) fix for bug regarding groups moving on railroads had a
bug: the path cost was being calculated in the wrong direction.
Reversed the effect of bPrereqReligion for units and buildings.

Previously, if bPrereqReligion actually meant that a religion must _not_
be present in order to construct the building/unit. This is
counter-intuitive, and so I'd guess it was a mistake. bPrereqReligion
now means that a religion is required. (Thanks to sjodster for pointing
this out.)

Note: this change has no effect with the current xml, because
bPrereqReligion is zero for all units and buildings anyway.