CityZonesView: avoid loading zone images multiple times
implement destroyZone
bugfix: avoid null pointer exception if selected zone is destroyed
CityDialog: replace generic examine-zone dialog
bugfix: city stock list
cleanup: eliminate some duplicate code
mob: allow mobs to 'gather resources'
region: dispatch notification when successfully gathering resources
InventoryDialog: use a custom table model to smoothly update quantities
InventoryDialog: use custom table model for mob's own inventory too
WorldView: show a 'gold' emblem if a region has gold stored in it
RegionProfile: extend to support emblems
implement concept of negative emblems

this allows a map to record the fact that there is NO gold at a particular
location, which will allow it remove that emblem from a map that says there
IS gold at that location.
protocol: allow editing of maps
WorldView: draw the emblems according to map, not just by heuristics
give access to Emblems dialog when a mob is selected
refactor: move some mob functionality out of Region and into MobServant
new building type: "TEMPLE"
commodity image: gold
CityServant: allow building costs to be paid later