DELTA 14142 4003 20444
SVN  ´+Ä4ƒ®h …t €ƒ G  „:ˆ@€ ;x€{ €B  ’S€d 1•;€L @™  V—j² 2˜d² .š:­ _•; ‚œf² ^Ÿ‚ ‚/¯|‚ :²-€  M¹7ˆ JÉ6ª ¶$¤ #·n¤ E¹<€W >»_€O A½l¤ ¿X¤ ‚6Á‚ jÃW€, 
Åu€ƒ| ‚É €ƒ9 ‚Íw‚ 9Ð½ MÑ|€u ?Ó>‚ =Ô‚ lÖ>€‚J „Ö|€U ^é$€` ƒ1ÞA† ‡7ár ŠQë$Œ xõ~€c ‡jöf€l 1ÿ)€B e€n¬ h€^ n‚r€‚9 …d€ƒX ‚7†{€k G  ‚ŠQ€L ƒO9… ƒQ‘‘ ]”Tª Bˆ ¼ †A—W€‚ ˆ}žC€? [¨h„  ©H€Q ‚,«;‹ G  „N®:€| '³math.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>

/* utility */
#include "fcintl.h"
#include "log.h"
#include "support.h"

/* common */
#include "city.h"
#include "game.h"
#include "map.h"
#include "specialist.h"
#include "unitlist.h"

/* agents */
#include "cma_fec.h"

/* client */
#include "citydlg_common.h" /* city_production_cost_str() */
#include "options.h"

#include "cityrepdata.h"

city_name(pcity);
}

static const char *cr_entry_size(const struct city *pcity,
				 const void *data)
{
  static char buf[8];
  fcfc_snprintf(buf, sizeof(buf), "%s",
              (city_celebrating(pcity) ? "*"
               : (city_unhappy(pcity) ? "Xfc_snprintf(buf, sizeof(buf), "%s",
              (city_celebrating(pcity) ? Q_("?city_state:Celebrating")
               : (city_unhappy(pcity) ? Q_("?city_state:Disorder")
                  : fc_snprintf(buf, sizeof(buf), "%d/%d/%d/%d",
              pcity->feel[CITIZEN_HAPPY][FEELING_FINAL],
              pcity->feel[CITIZEN_CONTENT][FEELING_FINAL],
              pcity->feel[CITIZEN_UNHAPPY][FEELING_FINAL],
        fc_snprintf(buf, sizeof(buf), "%2d",
              pcity->feel[CITIZEN_HAPPYfc_snprintf(buf, sizeof(buf), "%2d",
             fc_snprintf(buf, sizeof(buf), "%2d",
             fc_snprintf(buf, sizeof(buf), "%2d",
        fc_snprintf(buf, sizeof(buf), "%2d",
             fcfcfc_snprintf(buf, sizeof(buf), "%d/%d/%d",
              pcity->surplus[O_FOOD],
              pcity->surplus[O_SHIELD],
        foodplus8];
  fc_snprintf(buf, sizeof(buf), "%3d",fc_snprintf(buf, sizeof(buf), "%3d",fc_snprintf(buf, sizeof(buf), "%3d",fc_snprintf(buf, sizeof(buf), "%3d/%d/%d",
              goldie, pcity->prod[O_LUXURY],fc_snprintf(buf, sizeof(buf), "+%d", pcity->surplus[O_GOLD]);
  } else {
    fcfc_snprintf(buf, sizeof(buf), "%3d",fc_snprintf(buf, sizeof(buf), "%3d",fcfc_snprintf(buffer, sizeof(buffer), "%4d", turns);
  }
  fc_snprintf(buf, sizeof(buf), "%s (%d/%d)",
              buffer, pcity->food_stock, city_granary_size(pcity->size)fc_snprintf(buf, sizeof(buf), "%3d", pcity->pollution);
  return buf;
}

static const char *cr_entry_trade_routes(const struct city *pcity,
                                         const void *data)
{
  static char buf[16];
  int num = 0, value = 0, i;

  for (i = 0; i < NUM_TRADE_ROUTES; i++) {
    if (0 != pcity->trade[i]) {
      num++;
      value += pcity->trade_value[i];
    }
  }

  if (0 == num) {
    sz_strlcpy(buf, "0");
  } else {
    fc_snprintf(buf, sizeof(buf), "%d (+%d)", num, value);
  }
  if (city_production_has_flag(pcity, IF_GOLD)) {
    fc_snprintf(buf, sizeof(buf), "%s (%d)%s",
                city_production_name_translation(pcity),
                MAX(0, pcity->surplus[O_SHIELD]), from_worklist);
  } else {
    fc_snprintf(buf, sizeof(buf), "%s (%d/%s)%s",
                city_production_name_translation(pcity),
                pcity->shield_stock,
                city_production_cost_str(pcity),
                fcfc_snprintf(bufone, sizeof(bufone), "---");
  } else {
    fcfc_snprintf(buftwo, sizeof(buftwo), "--");
  } else {
    fc_snprintf(buftwo, sizeof(buftwo), "%3d", turns);
  }
  fcfcfcplague_risk(const struct city *pcity,
                                        const void *data)
{
  static char buf[8];
  if (!game.info.illness_on) {
    fc_snprintf(buf, sizeof(buf), " -.-");
  } else {
    fc_snprintf(buf, sizeof(buf), "%4.1f",
                (float)city_illness_calc(pcity, NULL, NULL, NULL, NULL)/10.0);
  }{ TRUE, -15, 0, NULL,  N_("?city:Name"), N_("City Name"),
    NULL, FUNC_TAG(cityname  { TRUE,  -8, 1, NULL,  N_("State"),   N_("Celebrating/Peace/Disorder"),
    NULL, FUNC_TAG(hstate_verbose) },
  { FALSE,  1, 1, NULL,  NULL,          N_("Concise *=Celebrating, X=Disorder"),
    NULL, FUNC_TAG(hstate_conci?city:trade_routes 4, 1, N_("?plague risk [short]:Pla"), N_("(%)"), N_("Plague risk"),
    NULL, FUNC_TAG(plague_riskThis deals with ruleset-depedent
  columns and pre-translates the fields (to make things easier on
  the GUIsp_explanation[SP_MAX][128];
  static char sp_explanations[SP_MAX*
                   + specialist_count() + 1fc_snprintf(sp_explanations, sizeof(sp_explanations),
              "%s", _("Specialists: "));fc_snprintf(sp_explanation[i], sizeof(sp_explanation[i]),
                _("Specialists: %s"), specialist_plural_translation(s));
    cat_snprintf(sp_explanations, sizeof(sp_explanations),
                 "%s%s", (i == 0) ? "" : ", ",
                 specialist_plural_translation(s));
    p->explanation = sp_  
  /* Summary column for all specialists. */
  {
    static char sp_summary[128];
    p->show = FALSE;
    p->width = MAX(7, specialist_count()*2-1);
    p->space = 1;
    p->title1 = _("Special");
    fc_snprintf(sp_summary, sizeof(sp_summary),
                "%s", specialists_abbreviation_string());
    p->title2 = sp_summary;
    p->explanation = sp_explanations;
    p->data = NULL;
    p->func = cr_entry_specialists;
    p->tagname = "specialists";
    p++;
  }fc_assert(NUM_CREPORT_COLS == ARRAY_SIZE(base_city_report_specs)
            + specialist_count() + 1);
}

numeric and string fields, then we compare
  lexicographically.  Two numericfloatnumeric_value = 0float because we happen to use
  strtof).
****/
static void init_datum_number(struct datum *dat, floatif (a->numeric_value == b->numeric_value) {
        return 0;
      } else if (a->numeric_value < b->numeric_value) {
        return -1;
      } else if (a->numeric_value > b->numeric_value) {
        return +1;
      } else {
        return 0; /* shrug */
      }float value;

    value = strtof(str, &endptr);
    if(endptr == str || !isfinite(value)) {
      /* that wasn't a sensible number; go on */
      str++;
    } else {
      /* that was a numbnumbd);
      }

      init_datum_number(&d, value);
      datum_vector_append(data, d);
  }
}

if (str1 == str2) {
    return 0;
  } else if (NULL == str1) {
    return 1;
  } else if (NULL == str2) {
    return -1;
  }ENDREP
DELTA 18308 18873 1842
SVN  ‚êa‚ð_!‚h ‡u Š ‚¶Z‡g€‚8 F‚À[ ‹"‚½$¦ ¢@‚È!specialistspecialist(const struct help_item *pitem,
				   char *title)
{
  char buf[8192];
  struct specialist *pspec = specialist_by_translated_name(title);

  if (!pspec) {
    strcat(buf, pitem->text);
  } else {
    helptext_specialist(buf, sizeof(buf), client.conn.playing, pitem->text,
                        pspecSPECIALIST:
    help_update_specialistENDREP
DELTA 18308 31748 1086
SVN  ‚­k‚³v!‚y ‰I Š ýM‰;€‚I B‚‰9 Šr‚…k¦ 3‚8specialistspecialist(const struct help_item *pitem,
				   char *title)
{
  char buf[4096];
  struct specialist *pspecialist = specialist_by_translated_name(title);

  if (!pspecialist) {
    strcat(buf, pitem->text);
  } else {
    helptext_specialist(buf, sizeof(buf), client.conn.playing, pitem->text,
                        pspecialisSPECIALIST:
    help_update_specialistENDREP
DELTA 18314 20697 9926
SVN  …•^…¡Kk„e ~ © ÷@Ž† ×…Z€x Ùb£ "ÛŠ \Ü3 Ù_ KÞ. ‚¦2ßy€ C‚ƒ¥ Eƒâ?€L N„‰z« k„Šo€H =„Œ)ž P‚¶  )„†5Specialists", "Governments", "Ruleset",
 pluralSPECIALIST:
            specialist_type_iterate(sp) {
              struct specialist *pspec = specialist_by_number(sp);specialist_plural_translation(pspecspecialists_iterate(govs************
  Append misc dynamic text for specialists.
  Assumes effects are described in the help text.

  pplayer may be NULL***********/
void helptext_specialist      const char *user_text, struct specialist *pspec)
{
  bool reqs = FALSEpspec->helptext) {
    strvec_iterate(pspecRequirements for this specialist. */
  requirement_vector_iterate(&pspecCATLSTR(buf, bufsz, user_text)ENDREP
DELTA 18237 7130 753
SVN  ’]“r = € ƒ1,specialist(char *buf, size_t bufsz, struct player *pplayer,
                         const char *user_text, struct specialist *pspecENDREP
DELTA 17061 0 1337
SVN  ‘‘@g ‡ €g ‰C‡K HELP_BASE,
                      HELP_SPECIALIST, HELP_GOVERNMENT, HELP_RULESET,
                     ENDREP
DELTA 18325 0 3617
SVN  †  †    †   †  ÙmÚ(4 ‡ ‡ S‡­ ÑˆXplural_PACKET_STRVEC_EXTRACT(s->helptext, p->helptexENDREP
DELTA 18325 5828 3972
SVN  ‚Þu‚ß' ïB ‡ ïB  îðYplural_  STRING helptext[MAX_LEN_PACKETENDREP
DELTA 18279 30468 6464
SVN  ‚ç‚æZTQ } ” ¬ 1 I ‘m ‚?“ •R –i ‚j˜ *šz ‚œ) ‚ižC „	¡1 ÝJ¥? Ó<ƒ½ ‚Övadvance_by_rule_nameplural_translation(psource->value.specialist),
              ENDREP
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SVN  ´"¸Q"i M €h JŠ@€H b›#ª „œ.‰ .n† ’$¡~**
  Return the specialist type with the given (translated, plural) name.
  Returns NULL if none match.
**/
struct specialist *specialist_by_translated_name(const char *name)
{strcmp(specialist_plural_translation(sp), , plural)pluralENDREP
DELTA 10472 27438 990
SVN  ,”Š? …^ €‚0 i‡f€‡} EŠ’ H‹d/* utility */
#include "shared.h"

/* common */
#include "fc_types.h"
#include "name_translation.h"
#include "requirements.h"

struct specialist {
  int item_number;
  struct name_translation name;
  struct name_translation abbreviation;

  struct requirement_vector reqs;

  struct strvec *helptext;
};
default_specialist;

/* General specialist accessor functions. */
Specialist_type_id specialist_count(void);
Specialist_type_id specialist_index(const struct specialist *sp);
Specialist_type_id specialist_number(const struct specialist *sp);

struct specialist *specialist_by_number(const Specialist_type_id id);
struct specialist *specialist_by_rule_name(const char *name);
struct specialist *specialist_by_translated_name(const char *name);

const char *specialist_rule_name(const struct specialist *sp);
const char *specialist_plural_translation(const struct specialist *sp);
const char *specialist_abbreviation_translation(const struct specialist *sp);

/* Ancillary routines */
const char *specialists_abbreviation_string(void);
const char *specialists_string(const int *specialists);

int get_specialist_output(const struct city *pcity,
			  Specialist_type_id sp, Output_type_id otype);

/* Initialization and iteration */
void specialists_init(void);
void specialists_free(void);

/* usually an index to arrays */specialist_count()ENDREP
DELTA 18325 9829 1075
SVN  ¬"²U'‰X † ˆ K†~€‚l |‰m€o R‹0€x iŒ0€‚} |Ž&(plural)this is used when renaming a specialist
;                 after a ruleset has been released. (The original specialist
;                 names in the default ruleset were not designed to be
;                 user-visible.)
; short_name    = one-character "short name" used (for instance) in cityrep;
;                 should be first character/abbrevation of "name" helptext      = optional help text string; should escape all raw newlines
;                 so that xgettext parsing works
;
; */ <-- avoid gettext warnings

[specialist_elvis]
name            = _("Entertainers")
rule_name       = "elvis"helptext        = _("\
Each entertainer produces two luxury points for their city per turn. \
See the section on Happiness for the effects of luxury points.\
")

[specialist_scientist]
name            = _("Scientists")
rule_name       = "scientist"helptext        = _("\
Each scientist adds two points to your empire's research output \
per turn.\
")

[specialist_taxman]
name            = _("Taxmen")
rule_name       = "taxman"
short_name	= _("?Taxman:T")
reqs		=
    { "type", "name", "range"
      "MinSize", "5", "City"
    }
helptext        = _("\
Each tax collector produces two extra gold for your treasury \
per turn.\
")ENDREP
DELTA 11857 847 2051
SVN  ¥²U;d ƒ9 Ÿ ƒƒ6€„X {‡)€„W LŠu€4 fŠ[€c ƒ‹@€ƒ% BŽ€9 X¡ “7‘V/* <-- avoid gettext warnings
;          = translatable (plural) name as seen by user
; rule_name     = (optional) name for savegames, rulesets etc; if not
;                 present, 'name' is used. Since the name used in savegames
;                 must not change, this is used when renaming a specialist
;                 after a ruleset has been released. (The original specialist
;                 names in the default ruleset were not designed to be
;                 user-visible.)
; short_name    = one-character "short name" used (for instance) in cityrep;
;                 should be first character/abbrevation of "name"; helptext      = optional help text string; should escape all raw newlines
;                 so that xgettext parsing works
;
; */ <-- avoid gettext warnings

[specialist_elvis]
name            = _("Entertainers")
rule_name       = "elvis"
short_name	= _("?Elvis:E")
reqs		=
    { "type", "name", "range"
; Nothing
    }
helptext        = _("\
Each entertainer produces two luxury points for their city per turn. \
See the section on Happiness for the effects of luxury points.\
")

[specialist_scientist]
name            = _("Scientists")
rule_name       = "scientist"
short_name	= _("?Scientist:Shelptext        = _("\
Each scientist adds two points to your empire's research output \
per turn.\
")

[specialist_taxman]
name            = _("Taxmen")
rule_name       = "taxman"helptext        = _("\
Each tax collector produces two extra gold for your treasury \
per turn.\
") /* <-- avoid gettext warnings
;
; City styles define the way cities are drawn
;
; name          = translatable name as seen by user
; rule_name     = (optional) name for savegames, rulesets etc; if not
;                 present, 'name' is used. Since the name used in savegames
;                 must not change, use this when renaming a city style after a
;                 ruleset has been released.
; graphic                  more info on city tiles
; oceanic_graphic      = group of tiles to use for oceanic cities. If this
;                        is omitted, same graphics as for land cities is used;
; */ <-- avoid gettext warningsENDREP
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SVN  ¬²V-ˆv † ˆ K†~€‚l |‰m€o R‹0€x VŒ0€6 S.€e žŽ (plural)this is used when renaming a specialist
;                 after a ruleset has been released. (The original specialist
;                 names in the default ruleset were not designed to be
;                 user-visible.)
; short_name    = one-character "short name" used (for instance) in cityrep;
;                 should be first character/abbrevation of "name" helptext      = optional help text string; should escape all raw newlines
;                 so that xgettext parsing works
;
; */ <-- avoid gettext warnings

[specialist_elvis]
name            = _("Entertainers")
rule_name       = "elvis"helptext        = _("\
Each entertainer produces two luxury points for their city per turn. \
See the section on Happiness for the effects of luxury points.\
")

[specialist_scientist]
name            = _("Scientists")
rule_name       = "scientist"helptext        = _("\
Each scientist adds three points to your empire's research output \
per turn.\
")

[specialist_taxman]
name            = _("Taxmen")
rule_name       = "taxman"helptext        = _("\
Each tax collector produces three extra gold for your treasury \
per turn.\
")ENDREP
DELTA 17319 56181 2204
SVN  §³<;Ž- „ Ÿ ƒ„€„X {ˆ€p R‰0€x VŠ0€6 S‹.€e ƒ6Œ €ƒ „f¡ “)“r/* <-- avoid gettext warnings
;          = translatable (plural) name as seen by user
; rule_name     = (optional) name for savegames, rulesets etc; if not
;                 present, 'name' is used. Since the name used in savegames
;                 must not change, this is used when renaming a specialist
;                 after a ruleset has been released. (The original specialist
;                 names in the default ruleset were not designed to be
;                 user-visible.)
; short_name    = one-character "short name" used (for instance) in cityrep;
;                 should be first character/abbrevation of "name"; helptext      = optional help text string; should escape all raw newlines
;                 so that xgettext parsing works
;
; */ <-- avoid gettext warnings

[specialist_elvis]
name            = _("Entertainers")
rule_name       = "elvis"helptext        = _("\
Each entertainer produces two luxury points for their city per turn. \
See the section on Happiness for the effects of luxury points.\
")

[specialist_scientist]
name            = _("Scientists")
rule_name       = "scientist"helptext        = _("\
Each scientist adds three points to your empire's research output \
per turn.\
")

[specialist_taxman]
name            = _("Taxmen")
rule_name       = "taxman"helptext        = _("\
Each tax collector produces three extra gold for your treasury \
per turn.\
") /* <-- avoid gettext warnings
;
; City styles define the way cities are drawn
;
; name          = translatable name as seen by user
; rule_name     = (optional) name for savegames, rulesets etc; if not
;                 present, 'name' is used. Since the name used in savegames
;                 must not change, use this when renaming a city style after a
;                 ruleset has been released.;
; */ <-- avoid gettext warningsENDREP
DELTA 18113 7968 5164
SVN  †o†-•r ¸ €, Ï¹€H …ž “'’ t¦€e §%§€ ¤TÏ tù€x …Rü9€† Šb‚‚€‚U ’a‚: ‚¢`€n …v‚£o Ó ‚©m€‚u €1‚ÿ€5 ÀN„€C€} „n„Â%‡ ‚.„Ç‡ „ÉI‡ x„ÊN‡ ƒ„ËJ€U ‚S„Ï0 ½j„Òpecialists that \
contribute to your civilization in other ways.  Especially at the \
start of the game, care should be taken to ensure that the citizens \
are employed so , \
sometimes known as \"bases\"; see the following sections for detailsgen_bases]
generate = "  Bases, _("\
Bases can also extend national borders. See the help on Terrain \
Alterations for more detailsthere may be \
ways to make local adjustments, such as assigning citizens as \
entertainers in the default ruleset). See the section on Happiness \
them into a specialist (see the \
section on Specialists for more details); this can be seen in the \
row of citizen icons. You can click another tile to assign the citizen \
to work it, or click on the specialist icon to change their specialist \
specialists]
name = _(" Specialists")
text = _("\
The first citizens of each city usually work the land, each toiling to \
yield up the resources of one terrain tile. However, there may be \
other specialist roles citizens can assume; in fact, taking another \
role is the only way they can stop working. A city may outgrow the \
land available for it to work, in which case some citizens must become \
specialists.\
"), _("\
All specialists enjoy enough privilege to remain perpetually content -- \
they do not contribute to unhappiness or to celebration. See the \
section on Happiness for more details.\
"), _("\
This section describes the available specialist roles, their effects, \
and their requirements, if any.\
")

[help_gen_specialists]
generate = "  Specialists"specialists enjoy enough privilege to remain perpetually \
content (see the section on Specialists). Thus one solution to the \
problem of an unhappy citizen is simply to assign that citizen to \
the role of a specialist. But if cities are ever to work more than \
four terrain tiles at once, the problem of morale must be confronted \
more E Luxury \
points may also be produced by other means, such as entertainer \
specialists in the default rulesetsuitable basefield, \
bases on tiles can improve the recovery rate (for instance, fortresses \
in the default ruleset have this effect); units must stay on the tile \
for a whole turn to get this recovery bonus. Wonders can also boost \
recovery (such as the United Nations in the default ruleset). Damaged \
units in Sentry mode will wake up when they have regained all of their \
hit , \
in the default ruleset, from scientist specialists (see the Specialists \
section). While it is possible to change which advance you are \
currently researching, by default all pecialists, if appropriate. And the governor has another ability: \
whenever possible, it keeps your cities content.\
"), _(""), _(""), _(""), _(""), _(""), _("\
Use 'Game' --> 'Save Settings' to store your presets \
permanently.\
"), _("ENDREP
DELTA 1711 9689 800
SVN  ‰p²U¯S¦ z&Š ‚*€¯#; Modifying this file:
; You should norulesetdir9"

; /* <-- avoid gettext warnings
;
; A specialist is a city citizen who is not a tile worker.  Usually the
; player can control what specialist each citizen is, so long as the
; requirements for that specialist are met.
;
; Below are the entries for the specialists, one per specialist type.
; The tag name (in [specialist_*]) doesn't matter so long as it's unique.
; For each specialist the following fields may be set:
;
; 
; name          = translatable (plural) name as seen by user
; rule_name     = (optional) name for savegames, rulesets etc; if not
;                 present, 'name' is used. Since the name used in savegames
;                 must not change, this is used when renaming a specialist
;                 after a ruleset has been released. (The original specialist
;                 names in the default ruleset were not designed to be
;                 user-visible.)
; short_name    = one-character "short name" used (for instance) in cityrep;
;                 should be first character/abbrevation of "name"
; reqs		= requirements to have the specialist pick (see
;		  effects.ruleset and README.effects for help on requirements)
; helptext      = optional help text string; should escape all raw newlines
;                 so that xgettext parsing works
;
; */ <-- avoid gettext warnings

[specialist_elvis]
name            = _("Entertainers")
rule_name       = "elvis"
short_name	= _("?Elvis:E")
reqs		=
    { "type", "name", "range"
; Nothing
    }
helptext        = _("\
Each entertainer produces two luxury points for their city per turn. \
See the section on Happiness for the effects of luxury points.\
")

[specialist_scientist]
name            = _("Scientists")
rule_name       = "scientist"
short_name	= _("?Scientist:S")
reqs		=
    { "type", "name", "range"
; Nothing
    }
helptext        = _("\
Each scientist adds three points to your empire's research output \
per turn.\
")

[specialist_taxman]
name            = _("Taxmen")
rule_name       = "taxman"
short_name	= _("?Taxman:T")
reqs		=
    { "type", "name", "range"
; Nothing
    }
helptext        = _("\
Each tax collector produces three extra gold for your treasury \
per turn.\
")

[parameters]
add_to_size_limit  = 8		; cities >= this cannot be added to.
angry_citizens = 1              ; set to zero to disable angry citizens
celebrate_size_limit = 3        ; cities >= can celebrate

changable_tax = 1		; set to zero to disallow changing of tax rates
;forced_science = 0		; set these fields when changeable_tax is turned off
;forced_luxury = 100
;forced_gold = 0

vision_reveal_tiles = 1		; civ1 & 2 default zero

; /* <-- avoid gettext warnings
;
; City styles define the way cities are drawn
;
; name          = translatable name as seen by user
; rule_name     = (optional) name for savegames, rulesets etc; if not
;                 present, 'name' is used. Since the name used in savegames
;                 must not change, use this when renaming a city style after a
;                 ruleset has been released.
; graphic              = group of tiles to use, see cities spec for
;                        more info on city tiles
; oceanic_graphic      = group of tiles to use for oceanic cities. If this
;                        is omitted, same graphics as for land cities is used
; citizens_graphic     = group of citizens tiles to use, see citizens/small
;                        spec for more info on citizens tiles
; reqs        = requirements for this city style (see README.effects)
; replaced_by = which style replaced this one
;
; */ <-- avoid gettext warnings

[citystyle_european]
name        = _("?citystyle:European")
graphic     = "city.european"
graphic_alt = "-"
citizens_graphic     = "ancient"
citizens_graphic_alt = "generic"
; No reqs
replaced_by = "Industrial"

[citystyle_classical]
name        = _("?citystyle:Classical")
graphic     = "city.classical"
graphic_alt = "-"
citizens_graphic     = "ancient"
citizens_graphic_alt = "generic"
; No reqs
replaced_by = "Industrial"

[citystyle_tropical]
name        = _("?citystyle:Tropical")
graphic     = "city.tropical"
graphic_alt = "city.european"
citizens_graphic     = "ancient"
citizens_graphic_alt = "generic"
; No reqs
replaced_by = "Industrial"

[citystyle_asian]
name        = _("?citystyle:Asian")
graphic     = "city.asian"
graphic_alt = "city.classical"
citizens_graphic     = "ancient"
citizens_graphic_alt = "generic"
; No reqs
replaced_by = "Industrial"

[citystyle_babylonian]
name        = _("?citystyle:Babylonian")
graphic     = "city.babylonian"
graphic_alt = "city.classical"
citizens_graphic     = "ancient"
citizens_graphic_alt = "generic"
; No reqs
replaced_by = "Industrial"

[citystyle_celtic]
name        = _("?citystyle:Celtic")
graphic     = "city.celtic"
graphic_alt = "city.european"
citizens_graphic     = "ancient"
citizens_graphic_alt = "generic"
; No reqs
replaced_by = "Industrial"

[citystyle_industrial]
name        = _("?citystyle:Industrial")
graphic     = "city.industrial"
graphic_alt = "-"
citizens_graphic     = "industrial"
citizens_graphic_alt = "generic"
reqs = { "type", "name", "range"
         "tech", "Railroad", "Player"
       }
replaced_by = "ElectricAge"

[citystyle_electric]
name        = _("?citystyle:ElectricAge")
graphic     = "city.electricage"
graphic_alt = "city.modern"
citizens_graphic     = "electricage"
citizens_graphic_alt = "generic"
reqs = { "type", "name", "range"
         "tech", "Automobile", "Player"
       }
replaced_by = "Modern"

[citystyle_modern]
name        = _("?citystyle:Modern")
graphic     = "city.modern"
graphic_alt = "-"
citizens_graphic     = "modern"
citizens_graphic_alt = "generic"
reqs = { "type", "name", "range"
         "tech", "Rocketry", "Player"
       }
replaced_by = "PostModern"

[citystyle_postmodern]
name        = _("?citystyle:PostModern")
graphic     = "city.postmodern"
graphic_alt = "-"
citizens_graphic     = "postmodern"
citizens_graphic_alt = "generic"
reqs = { "type", "name", "range"
         "tech", "Superconductors", "Player"
       }
replaced_by = "-"
ENDREP
DELTA 18325 97876 23
SVN  ‡W‡Y
 †% ‚ 2†%.2ENDREP
DELTA 18325 97925 6438
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cityhand.c
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cityhand.h
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civserver.c
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civserver.h
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console.h
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ruleset.h
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ENDREP
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aicore
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game.h
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END
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canvas.c
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canvas.h
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chatline.c
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chatline.h
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choice_dialog.h
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citydlg.h
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cityrep.c
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cityrep.h
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colors.h
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connectdlg.h
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dialogs.h
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diplodlg.h
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editgui.c
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editgui.h
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graphics.h
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happiness.h
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rc2c
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2lo.5en.t18325-1 modify true false /trunk/fc_version

jx.5ck.t18325-1 modify true false /trunk/data/default/cities.ruleset

af.5ck.t18325-1 modify true false /trunk/client/gui-xaw/helpdlg.c

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h1.5ck.t18325-1 modify true false /trunk/client/helpdata.c

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jx.5es.t18325-1 modify true false /trunk/data/multiplayer/cities.ruleset

i3.5ck.t18325-1 modify true false /trunk/client/helpdata.h

2wq.5ck.t18325-1 modify true false /trunk/common/requirements.c


60623 60774
