Beta 52D


 * added a number of new military techs
 * added weekly upkeep notification alert
 * farm harvests are now output in stacks rather than individually
 * foraging collects stacks rather than single units (as applicable)
 * doors can now be properly dismantled
 * can now send order to groups of surface nodes to mine just clay or just stone or just sand
 * "Chop Tree" job will place output stack into chopper's hands & will return to stockpile if available
 * "Mine Surface Node" jobs will place output of up to 3 items in miner's hands & will return to stockpile if available (job time increased to compensate for faster extraction speed)
 * new experimental loadout, for funzies
 * decreased priority of idling when off-shift
 * the population counter now correctly reflects your starting pop in all loadouts
 * reduced map size and dealt with The Consequences Of These Actions
 * "I have altered the tooltips on population capacity. Pray I don't alter them further."
 * balance: starter crops all yield faster harvests (the proportion of crops over time is the same)
 * balance: time it takes to chop tree and mine surface node have been changed
 * balance: added one MC and one LC character to all loadouts
 * balance: max science points for lab now determined by Overseer science skill level
 * balance: made some QoL bonus/malus changes
 * FIXED: replays not saving work orders for workshops, causing determinism break
 * FIXED: save game crash after starting new game, quitting, starting new game again
 * FIXED: event arc director point gains
 * FIXED: when farms are removed they will be correctly deleted from Offices list
 * FIXED (52C): offices operating w/ unmet upkeep
 * FIXED (52C): various edge cases involving Upkeep calculation
 * FIXED: "Designate Building" command now correctly cleans up after itself after selecting/deselecting multiple buildings in the same session, after drawing

Hotfixed

 * balance: added upkeep trunks to starting loadout supplies
 * balance: added upkeep trunks to traders' potential goods
 * FIXED 52D: The "Alone" loadout now disables 'safety' events designed to bail you out at low population counts
 * FIXED 52D: eerie spectres
 * FIXED 52D: Stalwart Supply loadout no longer attempts to autoassign a worker to the NCO
 * FIXED 52D: loadout_food
 * FIXED 52D: mad carpenter
 * FIXED 52D: airship crash
 * FIXED 52D: quag cult
 * FIXED: forest meat rides again