Code:

General AI bug fixes and performance improvements Fix for high seas AI naval performance Smaller fixes for tactical and homeland AI Adjustments to AI diplo logic Fixes for deal AI logic in some situations Improvements to AI selection criteria in some situations Github issue cleanup UI adjustments for happiness system Balance Happiness Added a new happiness mechanic for buildings: local urbanization reduction Two new types: local and 'global' (i.e. a wonder that reduces urbanization unhappiness in all cities) What it does: allows cities to work x # of specialists without incurring the urbanization unhappiness penalty Specialists are fun, but a little too rare right now. This will help. Current buildings using this mechanic (value in parentheses is # of unhappiness-free specialists provided) Throne Room (2) Garden/Candi (1) Workshop (1) National College (1) The Guilds (1 each) Wind/Nuclear/Solar/Hydro Plants (2) Factory (2) Artistry: Refinement - moved 10% Culture from GA to Cultural Exchange; 2 Specialists now no longer generate unhappiness from urbanization in all cities Will help artistry civs 'jump start' GP generation a little more quickly Units Cruiser- now 1 range (was 2) Ironclad - CS bumped by 5 Buildings All 'plants' now mutually exclusive in a city (except coal) Civs Dutch Polder - can be built on marshes now as well Bullying Now uses pathfinding to just unit distance, instead of 'radar'