Technologies, auras (global ones in particular) and some cheats (e.g. i am too busy) have very similar effects: they modify existing template stats. However, they all use different systems.
This is largely inefficient and bad.revision centralises these effects in a modifications manager, which handles global (tech/global aura) modifiers, We should centralise those in a "modifiers manager"applied for all entities of a player, which any other component can call to add newand per-entity modifiers.
The current version:
-replaces technology modifiers with the modifications manager (functionality is on par), leaving the TechnologyManager.js component handle things that are actually related to technologies specifically (still need a little cleanup).
I will also work on moving Aura modifiers there, but that might be a little less trivial so for now I've left as is.
Ultimately, this will allow:
-temporary modifiers (i.e. temporary techs), including local modifiers, e.g. a unit ability to boost its own attack or whatever.
-Triggers that easily modify scenarios without mods, by adding new modifiers.
-Cleaner implementation ofis makes it easy for scripts to add modifiers, fewer bugs (in theory)enabling more advanced scenarios such as CBAs without having to rely on mods.