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feat: add diagnostic tracing for auto-end turn checks and re-check on…
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#107:
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fix: correct auto-end turn logic to block on cities with queued produ…
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#106:
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feat: display city trade routes UI and derive trade income from routes
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#105:
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add animations
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#104:
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feat: add Civ1 trade routes with caravan delivery and per-turn city c…
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#103:
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fix: gate hospital behind engineering tech and prioritize it for AI
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#102:
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feat: notify player when units are disbanded due to upkeep deficit
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#101:
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fix: prevent unit id collisions by using monotonic counters and sync …
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#100:
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extract minimap rendering into dedicated MiniMapRenderer
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#99:
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Updated Readme and TODO List
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#98:
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Track all image types with Git LFS
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#97:
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update TODO with game statistics and replay feature plans
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#96:
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replace outdated diplomacy plan with concise todo notes
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#95:
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fix tech exchange failing on Set-based technology objects
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When we switched from any to spesific types, a lot was demaged....fix…
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#93:
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fix settler purchase destroying size-1 city and tighten unit targetin…
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#92:
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make barbarian-held cities a real faction and unstick blocked AI units
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#91:
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fix bug where settler is always selected on auto turn
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#90:
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fix end turn confirmation window
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#89:
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add different variations for most features
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#88:
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fix: use direct GameEngine imports and remove redundant type imports
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#87:
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fix: improve TypeScript type safety with direct imports and type fixes
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#86:
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fix: improve TypeScript type safety and use direct GameEngine imports
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#85:
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feat: add population/health indicators, prune data stores, and tune A…
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#84:
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feat: improved combat animations, Civ1 settler mechanics, AI pathfind…
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