New generic function to dismiss worker
Start trader timer only if resource is valid
Added global directive
Add piety bonus instead of hard-coded 10
Reduce bandits slaughter and sacking chances
Reduce invaders desecrate chance
Ensure multiple looters leave
Added mob fight bar
New function to get mob type for attackers
Split data into manageable files
Zombies can be killed by enemies
Removed barracks as a prereq. Added standard as a prereq for army stuff
Changed some effect text
Added game message when doing iconoclasm
Resources can be fractional, so we don't count less than 1
Corrected use of labourer modes
Correct check for low item
Moved delete button to bottom of tab
Correct logic for checking if civ is dead
Change combat mods for advanced upgrades
Use plater raiding party for base loot
Decrease base loot when plundering
Add population to raid news
Don't allow slaughter of more than current population
Don't allow sacking of more than current available
Use sackMax when desecrating
Ensure invaders leave when nothing to attack
Renamed function
Adjust morale if more than 1 citizen
New function to update altars
Force desecration of graveyards and altars
Don't send mob if already under attack
Cannot store piety without temples
Effect text changes
More fiddling with Fatigue values
Increase limit bonus for theism upgrades
Ensure stylesheet gets reloaded
Remove arbitrary increase of invaders
Ensure attackers leave if targets invalid
Use local vars to ensure consistency
Reduce number of attackers if population is 0
Increase numbers leaving for fatigue
New function to resources total
Remove text from game log messages
Always let some attackers leave after doing something
Allow desecration of Altars
Include number of altars in mob logic
Reduce Fatigue figures
New functions to get current altar and total number of altars
Display number of Altars on Deity tab
New function for sentence case of log messages
Update altars total
Correct format for singular date and time
Do not show numbers in game events
Change prereqs of palisades and battlements
Output playing time instead of in-game date/time
Delete unused code and comments
Check for graves below 0
Don't calculate if resources at limit
Add buildings to start of sackable so that dwellings get sacked last
Randomise number of extra invaders
Reduce amount of land gained from conquest
Reduce amount of resources lost when over limit
Increase labourer mods because Wonders take tooooooooo long to build
Change number of invaders because num passed in
Randomise enemy population between min and max population
Use the correct method to kill a unit
Allow enemies to attack even if population is all gone
If population all gone, use resources etc to decide size of mob
Use functions to calculate bonuses
Change prereqs on some Objects
If resources are over limit, let amount degrade slowly
We can't make more resources than we can store
Check for more than or equal to 1 resource for looting because resources can be fractional
Class for game date
Table cell sizes
Use method to get random building
Logic checks
Output game date in game log
Use global app object
Update game date in game loop
New functions for game date and playing time
New global app object
Use const or let instead of var
Added loop counter for game date and playing time
Added in-game date
Increase odds of bandit sacking
Normal citizens have defence against slaughter
Change effectText for some objects
Change some messages
Change plague chance
Plague infects proportion of healthy citizens
Burying doesn't cost Piety
Single function for checking plague spread
Use let instead of var for local variables
Moved various functions to correct file
Use function to get piety bonus
Fixed bug when trying to send troops back when not enough barracks/stables
Changed starve target to get patients first, then workers
Increase chance of plague
Increase number of homeless dying
Added countdown for glory
Added desecration of graveyards
Fiddled with attackers properties
Update pest control counter
Rename method for consistency
Check for resources less than 0
Quick return out of functions if calculations not needed
Change doPlague odds
Check piety before calculating
Burying costs piety
Change corpse Plague odds
Use spans for morale icons
Increase number of attackers
Increase number if invaders
Gain between 25 and 50% of land on raids
Randomise game log messages
Use local variable for doMobs limit
Change costs for some objects
Method to show correct moral icon
Added a fight bar to the Conquest tab
Added classes for the fight bar
Update fight bar during combat
Show/hide fight bar as needed
Reduce initial amount of land to 100
Fix migrate code for potions
New method to update new fight bar
Change attack frequency to be between 5 and 10 minutes
Better attempt at forcing attacks the larger the civilization
Bandits attack tribe less
Change limit calculation for some Objects
Use functions for some calculations of some properties
Change effectText of some Objects
Remove some stupid prereqs
Change some efficiency
New function for piety bonus
Show info icon if Neverclick achievement is possible
New images for morale
Rearranged Trade tab
Padding changes
Sick colour
Invader background
Style for morale elements
Refactor code to be more readable
Change cost of some Objects
Ensure trader doesn't ask for too little
Hide/show morale icons as needed
Change condition for Wonder flag
Use better function for getting resources
Change condition for capturing siege engines
Change calculation for resource limit
Changed effect text for some Objects
Changed prereqs for some Objects
Rearranged upgrades
Changed cost for some Objects
Changed efficiency for some Objects
New function to get tradeable resources
Renamed to getLootableResource
Changed methods for jobs
Code to handle new upgrades
Changed default Deity name
Use new function to get random tradeable resource
Ensure trader request reasonable amount
Labourers can be more efficient with upgrades
Increment version for new upgrades
Added info element to all tabs
Rearranged Trade tab
Calculate limit for Piety
Changed cost for graveyard
Changed cost for some upgrades
Changed prereqs for upgrades
Changed name of some upgrades
Added theism upgrades
Added science related upgrades
Use function to get efficiency
Hide/display info icon on various tabs
Added two columns on the Upgrades tab
Added two columns on the Trade tab
Background colour of info icon
Background image for Achievements
Title for Upgrade pane
Re-ordered upgrades
Changed prereqs for some upgrades
Added effectText for Achievements
Show 30 game messages
Show effectText as tooltip for Achievements
Added Info element
Use new upgrades: advanced weapons, armour, shields, ramparts, battlements
Use new upgrades: basic armour, advanced weapons, armour, shields, ramparts, battlements
Rearranged order and prereqs of upgrades
New method to get farmer mods
Migration code for new upgrades
Show info alert if upgrade is available
Increment version
Moved Resources tab
Use object property for Max targets
Added new upgrades: carpentry, warehouse, storehouse and storeroom
Changed some prereqs
Added new Max properties
Added migration code for carpentry
Generic method to update objects with an update method
Updated version
Added Potions
Moved corpses and piety
Changed random amounts for raiders
Added potion resource
Added limit on potions
Added Reaping upgrade
Changed cost of Trade upgrades
Changed cost of Cavalry
Used reaping upgrade for woodcutters
Apothecaries make potions
Healers use potions to cure
Increment version
Added potions
Use Reaping upgrade
Add Apothecaries to game loop
Added Resource tab
Move system events log to Settings tab
Added new upgrade for Corn Exchange
Fiddled with css padding for cols
Bandits don't loot and slaughter as much
Use new property to decide when to stop killing
Use function to get random lootable resource
Use new property to decide when to stop looting
Use new property to decide when to stop sacking
Use new property to decide when to stop conquering
Reduce frequency of bandits for small civ sizes
Added new building type: palace
Added new upgrade for trading: corn exchange
Changed xxxFatigue property name to xxxStop
Moved global arrays to correct file
New method to random resource
Added palace to pop limit
Migration code for corn exchange upgrade
Use corn exchange upgrade to allow traders to change resource costs
Include new javascript files
Move component related code to same file
Changed mansion cost
Use enums for some object property values
Added more enums
Fixed trading price migrate bug
Output message to sysLog
Move function to correct file
Use enums
Move UI related code to same file
Moved utility functions to same file
Added Tribe civSize
Moved related coded into relevant files
Include new javascript files
Use enums for some object property values
Moved functions to new files
Added new style class
Use lootable array to get trade material
Simply set new trade amount to 10% of what trader requested
Comment out checks on basic resources
Increase limit on stop condition for getRandomPatient
Fixed herbs .net count
Check for valid job and don't just return
Increase number of plague victims
Lower chances of corpse decaying
Ensure something is looted
Changed Province to City State
Fixed coupe of logic bugs
Changed odds for attackers doing stuff
Ensure something is sacked or slaughtered in multi functions
Moved empty graves next to corpses
Use different widths for resource columns
New width classes
More font-size fiddling
Increased piety storage
Changed method to getResourceRowText
New method to reset trade amounts
Change morale delta when doing slaughter
Added classes for max numbers
Font sizes for number classes
Added limits for special resources
Changed requirements for stockpiles
Added resource stock piles
Display limits for resources
Updated version number
Added fatigue, exhaustion and conquer for some enemy units
Move isUnderAttack function
Added sackableTotal to landTotals
Renamed some functions
Add getRandomBuilding to return a building based on its proportions
Fixed bug when paying for loot that resulted in incorrect land totals
Smaller chance of corpses decaying
Barbarians can sack and slaughter multiples
sackMulti uses new getRandomBuilding function
Trade prices randomly go up or down after trader visit
Some homeless will die every loop
Corpses will either rot, be eaten or scavenged
Wolves will eat corpses before killing
Not all slaughter targets are valid, so kill count incorrect
Improved sack functions
Added 1.4.x to title
freeLand added to stop annoying UI jump when calculating havePrereqs in updatePurchaseRow
Don't add a symbol if resources are 0
Prettify to 1 decimal place
Added method to get random worker, healthy or not
Corpses spread plague if there are no sick
Get random worker for slaughter
Moved landBar above tabs because land is also used up by altars
Added function to update trade amounts
Prettify resources to 2 decimal places
Add userTraded flag to trader object to indicate if user bought something
Lose piety for having temples but no clerics
Some citizens randomly recover from plague
Change requirements for temple and cleric
Calculate ill and healthy correctly
Check for totalSick in doPlague and return if none
Plague kills a random number of citizens
Plague spreads to a random number of citizens
Only healthy citizens catch plague
A random number of corpses will decay
Changed requirements for Buildings: tannery, smithy, apothecary, temple
Added requirements for Units: tanner, blacksmith, healer, cleric
Added specific functions for enemy units onWin method
Fiddled with fatigue numbers
Rearrange jobList for starveTarget
Added method to randomly kill off any homeless. Homeless occur when the population is greater than the total supported by dwellings
Added specific functions for enemy units
Added method for slaughtering multiple citizens
Added method for sacking multiple buildings
Added method for attackers to conquer free land
Added the doHomeless method to the main game loop
Include new script files
Added new spans for resource costs
Added "use strict" directive
Added new names to CivObj prototype
Added new methods for tradeAmount
Added tradeAmount properties
Changed piety requirement for altars
Removed subtype: special from totalSick because they weren't being included in the living population count
Fiddled with fatigue numbers for Barbarians and Invaders
Added new method to detect if under attack
Method to set initial trade price
Changed the number that starve to be random 1% of living
Remembered to smite the Invaders
Moved all trade functions to new file
Moved all migrate functions to new file
Update the trade buttons as needed
New method to get total number by job type
Steal a random amount of resources
Use sackFatigue property of mob
Improved dismissWorkers function
Improved doMobs function
Moved all UI functions to new file
Call dismissWorkers in main game loop
Include player name in head title
Made cols style wider
Removed padding and margin on landBar
Moved totalSick to end of player units to stop the annoying UI jump
Added new enemy unit: Invader
Added alert on population tab when under attack
Added some sysLog messages
Added Town and City. Changed Metropolis to City State
Added enum for mobTypes
Added some sysLog messages
Added some gameLog messages
Land plundered now a random amount
Added method to dismiss workers when a building is destroyed. Otherwise we could have, for example, tanners but no tanneries.
Added method for Invaders
Change doMobs method so that wolves do not attack large settlements and Invaders do not attack small ones.
Code to handle new buttons' display
New sysLog method for system events e.g. autosave
Rearranged index page
Added 10k and 100k buttons
Added Population tab.
Added System Events tab.
Added Settings tab
Split the Events list into system events and game events
Added new styles for columns, new buttons, syslogtable
Added update code for new 10k and 100k buttons
Change colour of landBar if getting close to full