Testing Decision Mods

The integration of mod events and decisions is basically done. All the code needed is in (without counting subsequent code fixes). Though to confirm everything works as expected I need to do a lot of testing, so that was most of the work done this weekend.

To facilitate things, I started writing test automation to exercise individual parts of the simulation, which is something I never did in previous versions of the game. And to get those tests to work I need to create some mock versions of factions and polities, which requires just a bit of extra work.

I believe I'll be done with testing this particular decision next week. Which means I'll move into replacing the rest of the hardcoded decisions with mods in the weeks thereafter. Some will require additional code to get them to work, but hopefully it won't take nearly as much time as with the split clan decision to do so. With that, I'll be able to finally declare this particular feature to be complete.