Cleanup: don't recompile when yields were changed in another mod
Speedboost: autothreshold no longer calculates thresholds for virtual yields
Plotgroups: copied Civ4BTS plotgroups

It's not called yet and does nothing. Savegames are currently unmodified.
Plotgroups: inline and just-in-time array
Plotgroups: city cache
Plotgroups: removed CvPlot::updatePlotGroupBonus()
Plotgroups: enabled enemy detection
Plotgroups: plots can add/remove bonus resources in the plotgroup they are in
Plotgroups: removed bonus yield code (precompiler flags)
Plotgroups: added python plotgroup class
Plotgroups: plotgroup spreads across plots. (not correctly yet)
[SAVE] Plotgroups: road connections work

Disabled code for all connections except roads.
Road connectoins are now fully functioning (limited testing)
Fixed saving/loading plotgroups.
[SAVE] Plotgroups: fixed loading old savegames+post load function

The tradeoff is that the savegames made with last commit can no longer be loaded.

Added postLoadGameFixes() to set up gamedata after a savegame is loaded.
Cleanup: CvPlayer.h no longer includes CvUnitAI.h
Plotgroups: cache cities in plotgroups (in CvPlayer)
Plotgroups: fix/workaround for crashes
Plotgroups: redesigned add/remove plot detection
Plotgroups: cleanup, improved speed and more python

Removed all calls to plotgroup update, which were triggered by events, which will not change plotgroups (like plottype changes).
Reduced checks when deleting a plotgroup, which has lost connection with a city.

Added python isConnectedTo() and added list of cities in import/export window
Own cities to the left and foreign cities to the right
Cache count of units in plots split by players
Plotgroups: fixed cities without plotgroups

All cities existing before turn 1 didn't get a plotgroup. Now postLoadGameFixes() is called once the game start to correct this issue as well as the other issues that function deals with.