JSHint run-through

I ran these two files through the JSHint static analysis tool on
Notepad++. I checked these options under 'Warn': 'About == null', 'About
unsafe comparisons', and 'When blocks omit {}'; I unchecked these
options under 'Warn': 'About unsafe for..in', 'About functions inside
loops', and 'When code is not in strict mode'; I added "maxerr: 9999" to
the Additional Options field; and I left the rest of the settings as
default.
Other than that, I ignored the warnings involving functions within
loops, bad for-in variables, and iteration variables-- or variables
within their own block-- already being defined.

Some of the fixes also pertain to our current Coding Standards, so I
guess I could say this is also partially a code review.
Bug fix!~

Was renaming something in the code and missed a spot. Fixed it now.
Fixes #15. Closes #15.
virtually intelligent players

if by "virtually" we mean "not at all", lol

anywho, VI now pays attention to CPUIntelligence, though it's more of at
this point an "aggressiveness" multiplier than actual intelligence. Will
fix in future

VI can now close alerts at the beginning of its turn, though it's a
clumsy implementation that makes some noise.. egh

VI can now select different product categories
Created button to display stats on every page not fully implemented

User will be able look at player stats on any page as long as logged on
Finish up Login page
no dual product makins
Small fixes

Removed the old "Get Stats" button on the Game Over page, and made some
fixes related to triggered events and patenting
Comparison fix and Saving method change

I fixed some comparisons in the PopulateScoreBoard method.
I also made the game save at the beginning of each turn instead of every
second. This will help ease on memory usage and prevent CPU actions from
doubling over each other on load or in case of accidental refresh.
Reformat

I hit "JSFormat" in Notepad++ for this file and this happened. Looks a
lot nicer.
Also removed some unnecessary comments.
Logic changes

Fixed a bug that didn't increment a player when a new round started, and
moved the game-saving logic to a different spot, so saving only occurs
after there are no random/triggered events to iterate.
Bug fix!!~

Something I changed here caused a unit test to fail. That's no longer a
problem.
Added code to get stats from parse

Should retrieve stats for players from parse not connected to stats pop
box yet
Random Event Refactoring

Random Events are now objects instead of primitive arrays of data. This
improves the readability of the related code.
Random Events and logic change

Code tells the game that there's a loadable game only AFTER a game's
been saved.
Also ten more random events.
AssetDestruction Random Event

Fixed it again so that it works on multiple players.
Another AssetDestruction Fix

It no longer attempts to remove products that have already been removed.
Did something with the title and gameboard operations
Merge branch 'master' of https://github.com/fhqwhgads7/TeamE
Now then

To remove a couple of slashes
index.html

A simple file in the root directory that redirects to the starting page.
I put it here for deployment experimentation, and now I have a good idea
of how we can deploy our game.