Alpha 46A

Major changes

 * added Trade Depot & trader events
 * food has been reworked; characters now prefer food matching their class, many recipes are changed & new added. Certain foods function best as trade goods (ie. preserves, tinned food)
 * Foreign Office content for foreign nations added
 * added Vodka to the game

Details

 * implemented first iteration of Trade Depot.
 * cultists now have purple names
 * balance: made foreign office wipe diplomacy points when player changes factions (for obvious reasons)
 * added the following new recipes: Farmers' Stew, Berry Medley, Sausages, Tinned Meat
 * Preserved/Tinned goods are now more expensive to create, but function as superior trade goods. Their recipes have been updated accordingly.
 * all Pickled Funguses have been collected into a single recipe
 * all Berry Preserves have been collected into a single recipe
 * all Pies have been collected into a single recipe (& Pies are now more expensive to create, as owing to their high quality tier.)
 * all food recipes have been given qualities and module requirements as appropriate for their quality.
 * higher class characters will now prefer higher quality food.
 * added glass bottles to the ceramics workshop (They are used to make preserves.)
 * balance: exhaustion chance for foragables has been significantly lowered to allow players to experiment with the new recipes.
 * all items in the game have been given trade values and "tradeable/not tradeable" flags (The primary use of this at the moment is to disallow the trading of perishable foods. Relative values of trade goods are subject to adjustment.)
 * added vodka
 * added trade events & foreign office trader 'missions' for all foreign nations
 * Foreign faction relations and hostile/neutral/friendly states are now controlled via Foreign Office
 * added UC window module
 * be warned: crop fields will be entirely cleared if you change the crop type you're growing!
 * fixed misaligned text in credits dialog
 * improved checkbox art
 * balance: mining at default position now outputs sand + clay
 * FIXED: cloth production was instant
 * FIXED: occult feelings test didn't properly test feelings in context of cults, leading to reduced cult activity
 * FIXED: paperwork scripterror (when workcrew is unassigned from office)
 * FIXED: an item is only added to the commodity list if it is owned by a player.
 * FIXED: various other commodity list/trade good/forbidding-and-claiming-item interactions
 * FIXED: buildings flickering from exterior to interior views when you move over a static prop when they are highlighted