Beta 52E

Major changes

 * added 2x speed button
 * added harvest stamp commands to collect resources from the map
 * fixed module placement limits (can't place modules in invalid buildings or on top of one another)
 * various UI and mechanics related to upkeep improved, bugs fixed, balancing done
 * civilians can now fight

Full changelog for Beta 52E

 * added new buttons for spawn points
 * added currently selected highlighting to lists of offices/housing, changed visual style slightly.
 * new emotion value display added to characters
 * added 2x simulation button! HOLY VORPULON
 * reduced # of points on world; optimized world gen a bit
 * added embarkation button icon biome detection code
 * players cannot place modules into inappropriate buildings (Blueprints where you can place a module will show as blue. Blueprints where you cannot place a module will show up as red.)
 * removed "chop down", "mine surface node", "forage", "clear terrain" and replaced them with assignment stamping tools
 * added Upkeep display to workshops
 * modules disabled by lack of upkeep will no longer lose production queues
 * housing population cap increase system added: houses will now increase population cap per appropriate social class as you add amenities, look for details in the UI
 * various improvements added to ranged and melee attack logic
 * did work crew selection box improvements (shows skill level, number of labourers assigned to crew)
 * improved FYI alert UI style
 * added disturbance counter.
 * removed starting NCO
 * removed field promotions
 * added civilian combat AI
 * reduced animals spawned at start of game (they were crowding things)
 * rebalanced off-shift social jobs to hopefully make things more interesting
 * added new event for reaching the 150 char population cap
 * added Rare Painting module to game. Placing these in your houses increases their population capacity. (it can be acquired from various events and traders)
 * added new trait: Light Sleeper. Can only sleep in beds.
 * added new trait: Heavy Sleeper. isn't woken by preaching/gunfire/etc.
 * traits: Adaptable trait now gives bonus to skillgain of best 3 skills
 * traits: Brutish trait gives a bonus to melee damage
 * traits: Materialistic colonists are harder to please with house quality
 * traits: Reclusive colonists don't make friends on spawn
 * traits: Scholarly trait gives bonus to science skillgain and penalty to all others
 * traits: Xenophobic overseers can cause diplomatic incidents if you assign them to a foreign office
 * traits: Patriotic overseers give a bonus to empire diplomacy point gain
 * traits: epiceureans learn cooking skill faster
 * traits: removed Voracious trait
 * traits: Hale and Hearty trait grants a bonus to HP
 * added new trait: Jack of All Trades. Gets a bonus to leveling skills that are below lv3
 * added new trait: Highly focused. Gets a bonus to learning their best skill and a penalty to all others
 * added new trait: Woodtouch, Stonesense, Ironborn. Gives boni to Carpentry, Ceramics, Metalworking skillgain respectively. Ironborn grants a small melee damage bonus.
 * added new trait: Oblivious Worker. Gains no benefit or penalty from workplace quality
 * balance: added clay to Tropical Dry Forest
 * balance: upkeep timers are tracker per-building rather than globally
 * balance: Novice and Artisan upkeep trunk recipes now give 2 trunks for 1 resource
 * FIXED: various jobs could be performed while carrying commodities now require they be dropped (eg. hunting, repairing buildings)
 * FIXED: beetles eating longpork will no longer transform it into charred meat
 * FIXED: colonists will no longer drink booze that doesn't belong to them
 * FIXED: crashed airship ending scripterror (in certain cases)
 * FIXED 52D: items stuck to hands due to job interrupts
 * FIXED 52D: gridAddItem error, for real
 * FIXED 52D: grimoire scripterror when no vicar present
 * FIXED: grammar error in the airship crash event
 * FIXED: Scrap Iron can now be smelted into iron bars
 * FIXED: players cannot place modules on top of other modules
 * FIXED: productionWindow not initialized after save/load and may contain garbage
 * FIXED: various typos
 * FIXED: house demolish button
 * FIXED: colonists no longer only wander into the woods when afraid
 * FIXED:mining surface nodes took more than twice as long as intended
 * FIXED: removed some unpathable cliffs in temperate swamp