Alpha 47A


 * added new Laboratory system
 * Opium Poppy, Bamboo, and Coconut Palm are now locked by research at start of game
 * added some generic agricultural labour upgrade technologies
 * added grass, shrubbery, and flower planting for gardening enthusiasts
 * added boxed module recipes for the following: Chemistry Workbench, Fancy Bookshelf, Hanging pots, Stone Altar, Large Stone Altar, Wood Altar
 * added progress bar to Do Diplomatic Paperwork
 * updated the following tutorials to match current art/gameplay: Cooking, Job Filters, Staying Alive, Using Military
 * updated costs for constructing ceramics and chemistry workbenches
 * tables are now "Table and Chair Sets". You can't sit in them right now. This will be Improved.
 * Trade goods and forbidden items now have bright red/green outlines as well as their standard tinting.
 * NCOs of higher skill will now train militia footsoldiers significantly faster
 * balance: adjusted utility of burial so it (hopefully) doesn't conflict w/ farming duties
 * balance: increased baseline training time of militia to redcoats to encourage use of skilled NCOs
 * balance: assigning a soldier away from their barracks will reset their training points to zero; if you want trained soldiers, you must maintain a standing army
 * FIXED: Fishperson Steak and Long Pork are no longer cooked by the Basic Food recipe
 * FIXED: glass panes no longer built instantly
 * FIXED (probably): possible infinite loops when studying fishpeople/obeliskians
 * FIXED: forageables would rotate slightly when a job to interact with them was cancelled in a certain way
 * FIXED: Fishpeople envoys will never show up before first contact
 * FIXED: starting loadout airdrop crates will no longer land on each others' goods and possibly causing explosions, fire, and death
 * FIXED: triggering frontier justice via ministry investigation events will now correctly place frontier justice icons on target
 * FIXED: when soldiers are ordered to beat someone, they won't be frontier justiced due to hurting another colonist
 * FIXED: when colonists talk while holding very large items, they'll no longer swing them around crazily while gesticulating
 * FIXED: redcoats assigned away from a barracks can now be re-trained
 * FIXED: relations with various factions would be totally reset by incidental events that should have modified relations slightly
 * FIXED: possible infinite loop in foreign_office.go