Revision 40A


 * added various selectable game-start loadouts to the starting screen
 * added "Prisoner" character type
 * added "Ravenous Herd" event
 * added "Foreign Invasion" event
 * added option to disable tutorials to loadout screen
 * coconut palms will provide some lumber when removed
 * cleanup of stockpile handling code performed; prevents duplicate entries being put in the stockpile list
 * stockpile handling code optimization performed: do an early out from the job handling code once one goods job has been successfully evaluated
 * Bandits/Fishpeople/Foreigners now have proper tooltips which describe their state as neutral, hostile, or friendly
 * bandits now walk from edge of map to set up camp rather than teleporting in
 * bandit camp size now corresponds to number of bandits in gang
 * bandit gang selection for bandit attack event improved
 * bandit stealing logic made less dumb
 * player can now directly order a mineralogical survey
 * increased materials range on gabions
 * polished the ui a bit
 * performed animal job cleanup pass (should eliminate some instances of... weird behavior)
 * all characters gained by prestige favours are now temporary and will depart after a certain number of days.
 * balance, prestige favours: prisoner favour now comes with a manager to oversee the prisoners.
 * balance, prestige favours: artisan favour now comes with high starting skills.
 * balance, prestige favours: most commodity-granting favours removed
 * balance, prestige favours: food favour now grants food amount based on current population
 * balance: Lower-class and middle-class immigration are now separate events. Lower-class will continue to be sent by the empire every few days. Middle-class overseers will come when you reach commodity production milestones.
 * balance: all starting guns are now pistols
 * balance: radar favour made to be more consistently useful
 * balance: musket is now cheaper
 * balance: pistol -> revolver upgrade is now cheaper
 * balance: bandits give gifts less often
 * balance: obeliskians made tougher
 * balance: naturalist will prioritize mineralogical surveys & survey search range increased
 * balance: made fishpeople slightly less enthusiastic about destroying your crops
 * balance: made colonists made less enthusiastic about Fishpeople hassling outside of civilization
 * balance: made humanoid combatants less enthusiastic about shooting fleeing targets
 * workshop missing overseer can now be given a reason other than "death"
 * balance: removed a ton of surface nodes, put in a bunch of hidden ore that requires surveying & underground mining
 * balance: foreign troops stand up to combat better now
 * FIXED: slowdown in work crews panel when colony has a high population
 * FIXED: Naturalist will no longer avoid workshop duty if assigned to a workshop
 * FIXED: temptools no longer show up in commodity window
 * FIXED: flax to cloth said it took more flax than it did
 * FIXED: fishpeople hassling requires being in civilization
 * FIXED: various typos
 * FIXED: sleeping people can no longer object to your policies
 * FIXED: dead bandits can no longer be harvested by fishpeople for infinite longpork
 * FIXED: possible scripterror from foreigner corpses
 * FIXED: broken modules should no longer be usable in workshops
 * FIXED: scripterror when Upper Class Sympathy event fired
 * FIXED: gabion deconstruction now displays a progress bar
 * FIXED: first character in your list will not always be the person upset about illegal goods (and various other events will now also pick a character at random correctly)
 * FIXED: right-clicking to create a shortcut on Steam now actually creates a shortcut with the correct icon
 * FIXED: characters will no longer discover they are distant relatives of themselves
 * FIXED: characters will not make friends with themselves, either
 * FIXED: about 20 instances of "receive" are now spelled correctly