Corrected a problem which caused XML comments to break in some places.

There were several places in the XML loading process which tried to jump
to a child node without first skipping the comments. Because of this,
XML comments inside 'array' XML elements would cause the XML to fail to
load.
Removed the temporary compatibilty hack for the 'disorganized' promotion

When the new promotion was added, I made some ad-hoc changes to the way
save games are loaded so that the new promotion didn't break old save
games.

This change was always intended to be temporary, and I've now removed
it. Hence, the next version of K-Mod will no longer be able to load save
games from before the promotion was added.

The temporary compatibility hack worked fine for K-Mod itself, but it
could cause problems for other mods which have different xml and so on.
In general, the DLL should not have to worry about the number of
promotions in the xml. The compatibility fix was just a kludge. Perhaps
in some later version I'll try to improve the save game format so that
such kludges are unnecessary.
Fixed a bug which caused the declare war move popup to appear twice.

When the player agrees to declare war, the war declaration and the move
command are both issued as net commands. Since the declare war popup is
now triggered when the net command is being sent - this makes the popup
trigger again before the war declaration is executed.

To fix this, I'm using the MOVE_DECLARE_WAR flag to indicate that we
shouldn't check for the popup. It's an ugly fix, and I'm sorry about
that.
Fixed a possible crash triggered by human vassals in multiplayer games

The BUG scoreboard previously assumed that if a vassal was visible on
the scoreboard, then the master must also be visible. This assumption
fails when an unmet human player becomes a vassal. In some cases this
caused the game to crash.
Made some insignificant tweaks to worker AI for airbases and canals.

There was a bug on the final line of CvPlayerAI::AI_getPlotCanalValue
which effectively cancelled out the rest of the function. I've fixed
that bug, but I've also explicitly disabled the effect of canal value in
CvUnitAI::AI_workerMove anyway, because I don't think it's currently a
smart evaluation.

Also, I've tweaked AI_getPlotCanalValue and AI_getPlotAirbaseValue so
that the evaluation is not canceled by best-builds which do not affect
plot improvement.
Some functionality and style adjustments to CvUnitAI::AI_workerMove

Fixed a problem in CvUnitAI::AI_workerMove which sometimes caused AI
confusion around cities which only need one worker.

Adjusted the order of some conditions in AI_workerMove.

Flattened some code in AI_workerMove to make it more easy to read.
Fixed the 'expected events per turn' text key not being used.

In the environmental advisor screen, this hard coded English text was
still being used instead of TXT_KEY_ENVIRONMENT_EXPECTED_EVENTS.
Added Spanish translation for BUG & K-Mod text, by Rual.

A few things which already had Spanish text have also been tweaked.

Thanks to Rual for this translation.
[http://forums.civfanatics.com/showpost.php?p=12315113&postcount=1911]
Fixed another bug in the bbai danger cache, and made it more flexible.

In the bbai code, 'ActivePlayerNoDangerCache' was being set true if
there was no danger found regardless of the range being checked; and yet
this cache was being used for iRange <= DANGER_RANGE. This is a bug. For
example, the NoDangeCache might be set true after confirming that there
is no danger for iRange == 1, and then that cache could be used to
declare the plot safe for iRange == 4 regardless of what enemies might
be in that extended range.

The obvious way to fix this bug is to only set the cache to true if
iRange >= DANGER_RANGE, but I figure this would essentially remove any
performance gains from the cache - so instead I've rewritten it to be a
flexible safe range.

ActivePlayerNoDangerCache has been replaced with
ActivePlayerSafeRangeCache which signals the maximum range that is known
to be safe.
Disabled the bbai shortcut for telling vassals to prepare for war.

This feature currently doesn't work in multiplayer games, and there is
no way to access the feature without memorizing the shortcut. I've
decided that the feature should be disabled until these two problems are
fixed. (Previously this was only disabled in multiplayer games.)
Added CvTeamAI::AI_refuseWar, to check if war would be acceptable.

AI_refuseWar returns true if the team would refuse to be bribed into the
war and would refuse to consider the war by normal means.

These are the same conditions that I used previously in AI_vassalTrade,
and now AI_vassalTrade makes use of this new method instead.
AI war evaluations can now handle defensive evaluations.

If we're already at war ('we' meaning *this in CvTeamAI), or if the
warplan is WARPLAN_ATTACKED or WARPLAN_ATTACKED_RECENT, then
AI_startWarVal and AI_warCommitmentCost will assume that we won't be the
ones declaring war and thus defensive pacts and diplomatic penalties are
not counted.

Removed the obsolete code for previous AI_startWarVal implementation.
Fixed a few minor problems in CvPlayerAI::AI_eventValue

The veto against war events is now uses AI_refuseWar rather than the
blunt attitude and power evaluation used previously; and AI_startWarVal
is now used to evaluate wars if they are not refused.

Fixed a bug in the original code which undervalued the cost of giving
away bonuses.
Fixed a rare and minor bug in CvPlayerAI::AI_foundValue_bulk

The yield from the city plot was not being counted when founding inside
the fat cross of another city - which is possible if the two cities are
not in the same area.
Fixed two rare pathfinding bugs.

The non-uniform path code had a two minor mistakes.

Firstly, the possibility of a non-uniform cost was being ignored on the
first step of each turn (apparently I was intending to turn that into a
special case, for efficiency, but I never got around to it).

Secondly, when forward-propagating changes on a path, the path cost was
being recalculated before the parent node was updated, and so in the
path was inaccurate when tracing backwards to calculate the non-uniform
cost of the path.

These two bug only affected a sub-set of the cases that were already
affected by the original bug that the non-uniform stuff was meant to fix
anyway - so they were really very rare.
Reduced the tech value of air units and reduced the conquest multiplier

Jet fighters in particular were being overvalued. So I've removed the
special air value bonus that I'd put it when I first started changing
those values, and I've increased the value of collateral damage (ie
bombers) to compensate.

Also the value multiplier applied when using conquest or domination
victory strategies has been reduced. I've noticed that in the end game,
leading AI teams are very often using conquest 2 or higher even if their
best chance of victory is by some other means - and thus unit tech value
multiplier was directing all AI's onto war techs even when they should
be researching space techs. My change here is just minor, but hopefully
its in the right direction!
Health change from power is now included in building mouse-over text.

The standard +2 unhealthiness from power is now shown in the mouseover
text for all buildings which produce power. Previously, only the special
'dirty power' unhealthiness was shown.

Mouse-over text for buildings that provide power now includes power health
Changed the danger interrupt condition for workers.

Originally, workers would stop if there was any danger within two steps.
Awhile back I changed this so that danger was ignored if the worker's
command was issued while the worker was already in danger. But recently
I've found that this produces some unintuitive outcomes which may cause
players to have their workers captured. I've now changed the condition
so that if the command is issued while in danger, the worker will still
be interrupted if there is danger within 1 step - but not 2 steps.

If this new version is later found to not be satisfactory, I guess I'll
have to change it again so that there are three different modes for the
workers - interrupt for 2 steps, for 1 step, or not at all - depending
on ... stuff.
Increased cost of quechuas, from 15 hammers to 20.
This is version 1.41.

Updated the changelog.