DELTA 22659 0 2730
SVN  ‚³m‚¸"bˆN „0 † †Z„6 Æ	‹y ŸUÒ<€‚ M‚¡u† d½~ HóE€= …ö €5 ƒlü	€8 ƒ‚€c€b m‚„€
 …A‚¡u“ „I‚§5“ ‡p‚«}Apr.23  - "AlwaysOnCityCenter" = City Center tiles always have this base type no
;                           matter about reqs.
;   - "AutoOnCityCenter"  = City Center tiles will automatically have this
;                           base type if the player can build it. 
;   , "negated"
      "Tech", "Construction", "Player", FALSE
      "TerrainClass", "Land", "Local", FALSE
      "UnitFlag", "Settlers", "Local", FALSE
      "CityTile", "Center", "Local", TRUE, "negated"
      "Tech", "Radio", "Player", FALSE
      "TerrainClass", "Land", "Local", FALSE
      "UnitFlag", "Airbase", "Local", FALSE
      "CityTile", "Center", "Local", TRUE, "negated"
      "Tech", "Radio", "Player", FALSE
      "TerrainClass", "Oceanic", "Local", FALSE
      "UnitFlag", "Airbase", "Local", FALSE
      "CityTile", "Center", "Local", TRUE, "negated"
      "TerrainClass", "Land", "Local", FALSE
      "CityTile", "Center", "Local", TRUE  - "AutoOnCityCenter"  = City Center tiles will automatically have this
;                           road type if the player can build it., "AutoOnCityCenter, "AutoOnCityCenterENDREP
DELTA 22283 1105 5426
SVN  …ò…ûwM* ¶r ” 6¶p€= ÌÄK› v‚J€q ‚‚®]€ƒO «r‚² N‚ß_€ ‹J‚áG€„x «‚íG€ ‚Úƒ˜m  bool river = FALSEroad_type_iterate(priver) {
    if (road_has_flag(priver, RF_RIVER)
        && tile_has_road(ptile, priver)) {
      river = TRUE;
      break;
    }
  } road_type_iterate_end;
  if (!river  bool new_roads, new_basesnew_roads = upgrade_city_roads(pcity);
    new_bases = upgrade_city_bases(pcity);

    if (new_roads || new_basesif (new_roads) {
        notify_player(ptaker, pcenter, E_CITY_TRANSFER, ftc_server,
                      _("Workers spontaneously gather and upgrade "
                        "%s roads."),
                      clink);
      }
      if (new_bases) {
        notify_player(ptaker, pcenter, E_CITY_TRANSFER, ftc_server,
                      _("Workers spontaneously gather and upgrade "
                        "%s bases."),
                      clink);
      }
  fc_allocate_mutex(&game.server.mutexes.city_list);
  idex_register_city(pcity);
  fc_release_mutex(&game.server.mutexes.city_listRemove any roads that don't belong in the city. */
  road_type_iterate(proad) {
    if (tile_has_road(ptile, proad)
        && !is_native_tile_to_road(proad, ptile)) {
      tile_remove_road(ptile, proad);
    }
  } road_type_iterate_end;
  /* Build any roads that the city should have. */
  upgrade_city_roads(pcity);

  /* Destroy any bases that don't belong in the city. */
  base_type_iterate(pbase) {
    if (tile_has_base(ptile, pbase)
        && !is_native_tile_to_base(pbase, ptile)) {
      destroy_base(ptile, pbase);
    }
  } base_type_iterate_end;

  /* Build any bases that the city should have. */
  upgrade_city_base
  fc_allocate_mutex(&game.server.mutexes.city_list);
  game_remove_city(pcity);
  fc_release_mutex(&game.server.mutexes.city_listENDREP
DELTA 22747 21503 55
SVN  ïHòx0„` Å  úvÅG€‚ ‚yÀ:€= žÄ&€
 MÀ: ‰Tâu“ ƒ ìH  - "AlwaysOnCityCenter" = City Center tiles always have this base type no
;                           matter about reqs.
;   - "AutoOnCityCenter"  = City Center tiles will automatically have this
;                           base type if the player can build it., "negated"
      "Tech", "Construction", "Player", FALSE
      "TerrainClass", "Land", "Local", FALSE
      "UnitFlag", "Settlers", "Local", FALSE
      "CityTile", "Center", "Local", TRUE  - "AutoOnCityCenter"  = City Center tiles will automatically have this
;                           road type if the player can build it., "AutoOnCityCenterENDREP
DELTA 22747 23263 36
SVN  ‚Š ‚Ž5† Äx  ŒXÅ<€‚ ‚yÒ€= „)Õ}€5 ž5Û€
 ŠùC“ †?‚ƒa  - "AlwaysOnCityCenter" = City Center tiles always have this base type no
;                           matter about reqs.
;   - "AutoOnCityCenter"  = City Center tiles will automatically have this
;                           base type if the player can build it., "negated"
      "Tech", "Construction", "Player", FALSE
      "TerrainClass", "Land", "Local", FALSE
      "UnitFlag", "Settlers", "Local", FALSE
      "CityTile", "Center", "Local", TRUE, "negated"
      "Tech", "Radio", "Player", FALSE
      "TerrainClass", "Land", "Local", FALSE
      "UnitFlag", "Airbase", "Local", FALSE
      "CityTile", "Center", "Local", TRUE  - "AutoOnCityCenter"  = City Center tiles will automatically have this
;                           road type if the player can build it., "AutoOnCityCenterENDREP
DELTA 21380 1332 1014
SVN  ÚhÚY-W ’ €h ^¶= ™z”u …h¯N mµ7 ƒ¶= ¡¹K L‡@™ K¦@€Vreturn are_reqs_active(NULL, NULL, NULL, ptile,
                         NULL, NULL, NULL, &pbase->reqs,
  Who owns bases on tile/
struct player *base_owner(const struct tile *ptile)
{
  return tile_owner(ptile);
}
ENDREP
DELTA 22624 0 118
SVN  ±6²K Œ	 €K ¥@‹vVALUE7 RF_AUTO_ON_CITY_CENTER
#define SPECENUM_VALUE7NAME "AutoOnCityCenterENDREP
DELTA 22667 5978 892
SVN  ¬¬xG b €G žO7bool upgrade_city_bases(struct city *pcity);
void upgrade_all_city_baseENDREP
DELTA 22481 62023 2673
SVN  ‚±‚²aaŽ „2 ‡ †Q†( Å,–L šWÜ2€‚ ‚÷€= …úx€5 …6‚€8 ƒ	‚‡%€b ”/‚ŠT€l ‡‚Ÿ<€‚A …A‚§“ „I‚¬C€ƒ) ƒ)’7Apr.23"  - "AlwaysOnCityCenter" = City Center tiles always have this base type no
;                           matter about reqs.
;   - "AutoOnCityCenter"  = City Center tiles will automatically have this
;                           base type if the player can build it., "negated"
      "Tech", "Construction", "Player", FALSE
      "TerrainClass", "Land", "Local", FALSE
      "UnitFlag", "Settlers", "Local", FALSE
      "CityTile", "Center", "Local", TRUE, "negated"
      "Tech", "Radio", "Player", FALSE
      "TerrainClass", "Land", "Local", FALSE
      "UnitFlag", "Airbase", "Local", FALSE
      "CityTile", "Center", "Local", TRUE, "negated"
      "Tech", "Radio", "Player", FALSE
      "TerrainClass", "Oceanic", "Local", FALSE
      "UnitFlag", "Airbase", "Local", FALSE
      "CityTile", "Center", "Local", TRUE, "negated"
      "TerrainClass", "Land", "Local", FALSE
      "CityTile", "Center", "Local", TRUE,
;                           and one river specials:
;                           "Road", "Railroad", "RiverRiver"             = Always flows from land tiles to ocean, automatically
;                           generated by map generator
;   - "Natural"           = Not infrastructure road
;   - "AutoOnCityCenter"  = City Center tiles will automatically have this
;                           road type if the player can build it., "AutoOnCityCenter, "AutoOnCityCenter"

[road_river]
name           = _("River")
graphic        = "river"
graphic_alt    = "-"
activity_gfx   = "unit.rail"
act_gfx_alt    = "unit.road"
buildable      = FALSE
pillageable    = FALSE
defense_bonus  = 50
move_cost      = 1
move_mode      = "Cardinal"
trade_incr_const = 1
compat_special = "River"
native_to      = "Land"
flags          = "River", "PreventsOtherRoads", "Natural"
helptext       = ENDREP
DELTA 22747 1229 6596
SVN  ê7ð?[ˆa —- €‚ ƒ—*€= ƒ;›-€A ƒŸ_€G £x€
 6—* „ ÂF¢ †8ÆD¢ …)Ìz¢ †Ò!“ …xØ4“ ŒÞ+  - "AlwaysOnCityCenter" = City Center tiles always have this base type no
;                           matter about reqs.
;   - "AutoOnCityCenter"  = City Center tiles will automatically have this
;                           base type if the player can build it., "negated"
      "Tech", "Strong Force", "Player", FALSE
      "TerrainClass", "Land", "Local", FALSE
      "UnitFlag", "Settlers", "Local", FALSE
      "CityTile", "Center", "Local", TRUE, "negated"
      "Tech", "Force Channeling", "Player", FALSE
      "TerrainClass", "Land", "Local", FALSE
      "UnitFlag", "Settlers", "Local", FALSE
      "CityTile", "Center", "Local", TRUE, "negated"
      "Tech", "Commercial Antigravity", "Player", FALSE
      "TerrainClass", "Land", "Local", FALSE
      "UnitFlag", "Settlers", "Local", FALSE
      "CityTile", "Center", "Local", TRUE  - "AutoOnCityCenter"  = City Center tiles will automatically have this
;                           road type if the player can build it.flags          = "AutoOnCityCenterflags          = "AutoOnCityCenterflags          = "AutoOnCityCenter, "AutoOnCityCenter, "AutoOnCityCenterENDREP
DELTA 21460 256733 38817
SVN  ‚¯‚¸	‚4‚ž€‚w @ƒ €‚0 R†s€l Sˆ5€ŒP Gð}€R Q¡=® N¢>€ H¤@€ƒ _¨*« _©6€„ K®?€f S°u€ JÄ{€Œj HÜ €ˆn HÜ €’t L¬w€‰K X5€‰9 X5€‰p X5€ˆj X5€‰ L¬w€‰ L¬w€‰8 X5€‰ L¬w€‰N X5€…J Q¡=® N¢> PÓ2€›7 Lðx€‚S S‚•y€N Iõ@€ I‚˜7€T U÷z€ƒe Qü<­ Hý<€‚t M‚€€™ S‚•y€N Eõ@€# I‚˜7€„ [‚š9€Š< H‚ |€t O‚£6€–8 N’|€
; Modifying this file:
; You should not modify this file except to make bugfixes or
; for other "maintenance".  If you want to make custom changes,
; you should create a new datadir subdirectory and copy this file
; into that directory, and then modify that copy.  Then use the
; command "rulesetdir <mysubdir>" in the server to have freeciv
; use your new customized file.

; than minor changes.

[datafile]
description="Civ2Civ3 tile_type data for Freeciv"
options="+Freeciv-ruleset-Devel-2013.Apr.23"

[control]
; Names for custom unit type flags.
;flags =
;  { "name", "helptxt"
;  }

[parameters]

; Percentage of "land" tiles required to be adjacent to a water tile before
ocean_reclaim_requirement = 30

; Percentage of "water" tiles required to be adjacent to a land tile before
land_channel_requirement = 10

; Bodies of water up to this size are considered freshwater lakes, if there is
; also terrain type(s) with flag "FreshWater" in the ruleset.
lake_max_size = 14

; How many native tiles first startunit must be able to reach.
; 0 to disable check.
min_start_native_area = 0

; There is no resources in the middle of the oceans, only near coast
ocean_resources = FALSE

; percent subtracted from food production if tile is polluted
pollution_food_penalty=50

; percent subtracted from shield production if tile is polluted
pollution_shield_penalty=50

; percent subtracted from trade production if tile is polluted
pollution_trade_penalty=50

; percent subtracted from food production if tile has fallout
fallout_food_penalty=50

; percent subtracted from shield production if tile has fallout
fallout_shield_penalty=50

; percent subtracted from trade production if tile has fallout
fallout_trade_penalty=50

; /* <-- avoid gettext warnings
;
; The individual terrain types, one per section.
; Roughly sorted by identifier.
; The actual tag used (the * in [terrain_*]) must be unique for each terrain,
; should contain the specific strings found in the nation city_name lists,
; and may be used in debug output when reading this file.
; Some have been chosen to avoid the city_name lists (_peaks, _water).
;
; Notes:
;
; name                 = translatable name as seen by user; if "unused", it is
;                        not used, but is included for conversion and/or the
;                        editor.
; rule_name            = (optional) name for savegames, rulesets etc; if not
;
;                        savegames must not change, use this when renaming a
;                        terrain after a ruleset has been released.
; graphic              = preferred graphic [tile_*] in tilespec.
;                        otherwise may be "-"
;                        must be unique for each terrain, and changing it will
;                        break savegame compatibility.
; class                = Terrain class terrain belongs to: "Land" or "Oceanic"
; movement_cost        = typically 1 to 3
; food                 = normal food production
; shield               = normal shield production
; trade                = normal trade production
; resources            = list of possible resources on this terrain
; road_food_incr_pct   = percent of road food increment applied
; road_shield_incr_pct = percent of road shield increment applied
; road_trade_incr_pct  = percent of road trade increment applied
;                        base definitions.
;                        road definitions.
; irrigation_result    = result of irrigation; one of:
;                        "no"  -- cannot irrigate
;                        "yes" -- can irrigate
;                        terrain section -- irrigation changes to that terrain
; irrigation_food_incr = increment to food if tile is irrigated
; irrigation_time      = time to irrigate; if 0, cannot irrigate
; mining_result        = result of mining; one of:
;                        "no"  -- cannot mine
;                        "yes" -- can mine
; mining_shield_incr   = increment to shields if tile is mined
; mining_time          = time to mine; if 0, cannot mine
; transform_result     = result of transformation; one of:
;                        "no"  -- cannot transform
; transform_time       = time to transform; if 0, cannot transform
; warmer_wetter_result = result of global warming for wet terrains; one of:
;                        "no"  -- no change; does not count for warming
;                        "yes" -- no change; counts for warming
;                        terrain section -- warming changes to that terrain
; warmer_drier_result  = result of global warming for dry terrains;
;                        see warmer_wetter_result
; cooler_wetter_result = result of nuclear winter for wet terrains;
;                        see warmer_wetter_result
; cooler_drier_result  = result of nuclear winter for dry terrains;
;                        see warmer_wetter_result
; native_to            = List of unit classes that can move here
; flags                = General flags for this terrain:
;   - NoBarbs          = Barbarians will not be spawned here.
;   - NoCities         = Cities may not be built or found on this terrain.
;   - NoPollution      = Pollution and Fallout will not be put on this
;                        terrain type.
;   - Starter          = Players will only be started on "Starter" terrain.
;   - CanHaveRiver     = Set to 1 if this terrain can have river on it (the
;                        actual chance of river generation is controlled
;                        separately).
;   - UnsafeCoast      = This terrain does not provide a safe voyage for
;                        F_TRIRIEME units.
;   - FreshWater       = This terrain is used for small bodies of water.
;                        If this becomes adjacent to non-FreshWater terrain,
;                        the whole contiguous FreshWater area will be flooded
;                        with the non-FreshWater terrain.
; property_*           = specific property % values used by mapgen.  Most
;                        terrains will have 0 for most values.
;  - mountainous       = degree to which this terrain is mountainous
;  - green             = how much life this terrain has
;  - foliage           = how much thick undergrowth the terrain has 
;  - temperate         = how "temperate" the terrain is (med temperature)
;  - cold              = how "cold" the terrain is (low temperature)
;  - frozen            = how "frozen" the terrain is (very low temperature)
;  - wet               = how "wet" the terrain is (moisture)
;  - dry               = how "dry" the terrain is (moisture)
;  - ocean_depth       = the depth of an ocean, as an average level
; color.r              = color of the terrain (red value)
; color.g              = color of the terrain (green value)
; color.b              = color of the terrain (blue value)
; helptext             = optional help text string; should escape all raw 
;                        newlines so that xgettext parsing works
;
; */ <-- avoid gettext warnings

[terrain_lake]
name                 = _("Lake")
graphic              = "lake"
graphic_alt          = "coast"
identifier           = "+"
class                = "Oceanic"
movement_cost        = 1
defense_bonus        = 0
food                 = 2
shield               = 0
trade                = 2
resources            = "resource_fish"
road_food_incr_pct   = 0
road_shield_incr_pct = 0
road_trade_incr_pct  = 0
base_time            = 1
road_time            = 0
irrigation_result    = "no"
irrigation_food_incr = 0
irrigation_time      = 0
mining_result        = "no"
mining_shield_incr   = 0
mining_time          = 0
transform_result     = "terrain_grassland"
transform_time       = 36
clean_pollution_time = 3
clean_fallout_time   = 3
warmer_wetter_result = "no"
warmer_drier_result  = "terrain_swamp"
cooler_wetter_result = "terrain_glacier"
cooler_drier_result  = "terrain_tundra"
flags                = "NoCities", "NoPollution", "FreshWater"
property_ocean_depth = 0
color.r              = 46
color.g              = 120
color.b              = 182
helptext             = _("\
Lakes are substantial bodies of fresh water.\
")

[terrain_ocean]
name                 = _("Ocean")
graphic              = "coast"
graphic_alt          = "-"
identifier           = " "
class                = "Oceanic"
movement_cost        = 1
defense_bonus        = 0
food                 = 1
shield               = 0
trade                = 2
resources            = "resource_fish", "resource_whales"
road_food_incr_pct   = 0
road_shield_incr_pct = 0
road_trade_incr_pct  = 0
base_time            = 1
road_time            = 0
irrigation_result    = "no"
irrigation_food_incr = 0
irrigation_time      = 0
mining_result        = "no"
mining_shield_incr   = 0
mining_time          = 0
transform_result     = "terrain_swamp"
transform_time       = 36
clean_pollution_time = 3
clean_fallout_time   = 3
warmer_wetter_result = "terrain_deep_ocean"
warmer_drier_result  = "no"
cooler_wetter_result = "no"
cooler_drier_result  = "terrain_glacier"
flags                = "NoCities", "NoPollution", "UnsafeCoast"
property_ocean_depth = 32
color.r              = 0
color.g              = 46
color.b              = 137
helptext             = _("\
Shallow oceans are mostly found near coastlines, and are often rich\
 sources of food and other resources.\
")

[terrain_deep_ocean]
name                 = _("Deep Ocean")
graphic              = "floor"
graphic_alt          = "coast"
identifier           = ":"
class                = "Oceanic"
movement_cost        = 1
defense_bonus        = 0
food                 = 0
shield               = 0
trade                = 2
;resources            = "none"
road_food_incr_pct   = 0
road_shield_incr_pct = 0
road_trade_incr_pct  = 0
base_time            = 1
road_time            = 0
irrigation_result    = "no"
irrigation_food_incr = 0
irrigation_time      = 0
mining_result        = "no"
mining_shield_incr   = 0
mining_time          = 0
transform_result     = "no"
transform_time       = 0
clean_pollution_time = 3
clean_fallout_time   = 3
warmer_wetter_result = "no"
warmer_drier_result  = "no"
cooler_wetter_result = "no"
cooler_drier_result  = "no"
native_to            = "Sea", "Air", "Missile", "Helicopter"
flags                = "NoCities", "NoPollution", "UnsafeCoast"
property_ocean_depth = 87
color.r              = 0
color.g              = 33
color.b              = 129
helptext             = _("\
Deep oceans cover much of the world away from coastlines, and only\
 seaworthy units (not including Triremes) can travel on them.\
")

[terrain_glacier]
name                 = _("Glacier")
graphic              = "arctic"
graphic_alt          = "-"
identifier           = "a"
class                = "Land"
movement_cost        = 2
defense_bonus        = 0
food                 = 0
shield               = 0
trade                = 0
resources            = "resource_icy_ivory", "resource_oil"
road_food_incr_pct   = 0
road_shield_incr_pct = 0
road_trade_incr_pct  = 0
base_time            = 1
road_time            = 4
irrigation_result    = "no"
irrigation_food_incr = 0
irrigation_time      = 0
mining_result        = "yes"
mining_shield_incr   = 1
mining_time          = 10
transform_result     = "terrain_lake"
transform_time       = 36
clean_pollution_time = 3
clean_fallout_time   = 3
warmer_wetter_result = "terrain_lake"
warmer_drier_result  = "terrain_tundra"
cooler_wetter_result = "no"
cooler_drier_result  = "no"
flags                = "NoBarbs", "NoCities", "CanHaveRiver"
property_frozen      = 100
color.r              = 232
color.g              = 232
color.b              = 232
helptext             = _("\
Glaciers are found only in the most northerly or southerly\
 reaches of the world.  They are very cold, and hence difficult to\
 work with.\
")

[terrain_desert]
name                 = _("Desert")
graphic              = "desert"
graphic_alt          = "-"
identifier           = "d"
class                = "Land"
movement_cost        = 1
defense_bonus        = 0
food                 = 0
shield               = 1
trade                = 0
resources            = "resource_oasis", "resource_oil"
road_food_incr_pct   = 0
road_shield_incr_pct = 0
road_trade_incr_pct  = 100
base_time            = 1
road_time            = 2
irrigation_result    = "yes"
irrigation_food_incr = 1
irrigation_time      = 5
mining_result        = "yes"
mining_shield_incr   = 1
mining_time          = 5
transform_result     = "terrain_plains"
transform_time       = 24
clean_pollution_time = 3
clean_fallout_time   = 3
warmer_wetter_result = "terrain_swamp"
warmer_drier_result  = "no"
cooler_wetter_result = "terrain_tundra"
cooler_drier_result  = "no"
flags                = "CanHaveRiver"
property_dry         = 100
property_tropical    = 50
property_temperate   = 20
color.r              = 214
color.g              = 185
color.b              = 106
helptext             = _("\
Deserts are regions of extreme dryness, making agriculture and\
 trade very difficult.\
")

[terrain_forest]
name                 = _("Forest")
graphic              = "forest"
graphic_alt          = "-"
identifier           = "f"
class                = "Land"
movement_cost        = 2
defense_bonus        = 25
food                 = 1
shield               = 2
trade                = 0
resources            = "resource_pheasant", "resource_silk"
road_food_incr_pct   = 0
road_shield_incr_pct = 0
road_trade_incr_pct  = 0
base_time            = 1
road_time            = 4
irrigation_result    = "terrain_plains"
irrigation_food_incr = 0
irrigation_time      = 10
mining_result        = "no"
mining_shield_incr   = 0
mining_time          = 0
transform_result     = "terrain_grassland"
transform_time       = 24
clean_pollution_time = 3
clean_fallout_time   = 3
warmer_wetter_result = "terrain_jungle"
warmer_drier_result  = "no"
cooler_wetter_result = "no"
cooler_drier_result  = "no"
flags                = "Starter", "CanHaveRiver", "NoPollution"
property_cold        = 20
property_wet         = 20
property_foliage     = 50
property_temperate   = 50
color.r              = 43
color.g              = 107
color.b              = 19
helptext             = _("\
Forests are densely wooded, making agriculture somewhat\
 problematic.\
")

[terrain_grassland]
name                 = _("Grassland")
graphic              = "grassland"
graphic_alt          = "-"
identifier           = "g"
class                = "Land"
movement_cost        = 1
defense_bonus        = 0
food                 = 2
shield               = 0
trade                = 0
resources            = "resource_bonus"
road_food_incr_pct   = 0
road_shield_incr_pct = 0
road_trade_incr_pct  = 100
base_time            = 1
road_time            = 2
irrigation_result    = "yes"
irrigation_food_incr = 1
irrigation_time      = 5
mining_result        = "terrain_forest"
mining_shield_incr   = 0
mining_time          = 15
transform_result     = "terrain_hills"
transform_time       = 24
clean_pollution_time = 3
clean_fallout_time   = 3
warmer_wetter_result = "terrain_swamp"
warmer_drier_result  = "terrain_desert"
cooler_wetter_result = "terrain_tundra"
cooler_drier_result  = "terrain_tundra"
flags                = "Starter", "CanHaveRiver"
property_green       = 50
property_temperate   = 50
color.r              = 11
color.g              = 138
color.b              = 4
helptext             = _("\
Grasslands afford exceptional agricultural opportunities.\
")

[terrain_hills]
name                 = _("Hills")
graphic              = "hills"
graphic_alt          = "-"
identifier           = "h"
class                = "Land"
movement_cost        = 2
defense_bonus        = 50
food                 = 1
shield               = 1
trade                = 0
resources            = "resource_coal", "resource_wine"
road_food_incr_pct   = 0
road_shield_incr_pct = 0
road_trade_incr_pct  = 0
base_time            = 1
road_time            = 4
irrigation_result    = "yes"
irrigation_food_incr = 1
irrigation_time      = 10
mining_result        = "yes"
mining_shield_incr   = 2
mining_time          = 10
transform_result     = "terrain_plains"
transform_time       = 24
clean_pollution_time = 3
clean_fallout_time   = 3
warmer_wetter_result = "no"
warmer_drier_result  = "no"
cooler_wetter_result = "no"
cooler_drier_result  = "no"
flags                = "Starter", "CanHaveRiver"
property_green       = 50
property_mountainous = 30
color.r              = 24
color.g              = 97
color.b              = 5
helptext             = _("\
In addition to being amenable to agriculture, Hills are frequently\
 rich in resources.\
")

[terrain_jungle]
name                 = _("Jungle")
graphic              = "jungle"
graphic_alt          = "-"
identifier           = "j"
class                = "Land"
movement_cost        = 2
defense_bonus        = 25
food                 = 1
shield               = 1
trade                = 0
resources            = "resource_gems", "resource_fruit"
road_food_incr_pct   = 0
road_shield_incr_pct = 0
road_trade_incr_pct  = 0
base_time            = 1
road_time            = 4
irrigation_result    = "terrain_swamp"
irrigation_food_incr = 0
irrigation_time      = 5
mining_result        = "no"
mining_shield_incr   = 0
mining_time          = 0
transform_result     = "terrain_plains"
transform_time       = 24
clean_pollution_time = 3
clean_fallout_time   = 3
warmer_wetter_result = "no"
warmer_drier_result  = "no"
cooler_wetter_result = "no"
cooler_drier_result  = "terrain_forest"
flags                = "CanHaveRiver", "NoPollution"
property_foliage     = 50
property_tropical    = 50
property_wet         = 50
color.r              = 55
color.g              = 156
color.b              = 38
helptext             = _("\
Jungles are densely overgrown, making agriculture somewhat\
 problematic.\
")

[terrain_mountains]
name                 = _("Mountains")
graphic              = "mountains"
graphic_alt          = "-"
identifier           = "m"
class                = "Land"
movement_cost        = 3
defense_bonus        = 100
food                 = 0
shield               = 1
trade                = 0
resources            = "resource_gold", "resource_iron"
road_food_incr_pct   = 0
road_shield_incr_pct = 0
road_trade_incr_pct  = 0
base_time            = 1
road_time            = 6
irrigation_result    = "no"
irrigation_food_incr = 0
irrigation_time      = 0
mining_result        = "yes"
mining_shield_incr   = 1
mining_time          = 10
transform_result     = "no"
transform_time       = 0
clean_pollution_time = 3
clean_fallout_time   = 3
warmer_wetter_result = "no"
warmer_drier_result  = "no"
cooler_wetter_result = "no"
cooler_drier_result  = "no"
flags                = "NoCities", "CanHaveRiver"
property_mountainous = 70
color.r              = 129
color.g              = 127
color.b              = 118
helptext             = _("\
Mountains are regions of extreme altitude, making agriculture and\
 trade very difficult.\
")

[terrain_plains]
name                 = _("Plains")
graphic              = "plains"
graphic_alt          = "-"
identifier           = "p"
class                = "Land"
movement_cost        = 1
defense_bonus        = 0
food                 = 1
shield               = 1
trade                = 0
resources            = "resource_buffalo", "resource_wheat"
road_food_incr_pct   = 0
road_shield_incr_pct = 0
road_trade_incr_pct  = 100
base_time            = 1
road_time            = 2
irrigation_result    = "yes"
irrigation_food_incr = 1
irrigation_time      = 5
mining_result        = "terrain_forest"
mining_shield_incr   = 0
mining_time          = 15
transform_result     = "terrain_grassland"
transform_time       = 24
clean_pollution_time = 3
clean_fallout_time   = 3
warmer_wetter_result = "terrain_swamp"
warmer_drier_result  = "terrain_desert"
cooler_wetter_result = "terrain_tundra"
cooler_drier_result  = "terrain_desert"
flags                = "Starter", "CanHaveRiver"
property_green       = 50
property_temperate   = 50
color.r              = 122
color.g              = 156
color.b              = 46
helptext             = _("\
Plains are very broad, sparse regions, which makes trade slightly\
 inconvenient.\
")

[terrain_swamp]
name                 = _("Swamp")
graphic              = "swamp"
graphic_alt          = "-"
identifier           = "s"
class                = "Land"
movement_cost        = 2
defense_bonus        = 25
food                 = 1
shield               = 0
trade                = 0
resources            = "resource_peat", "resource_spice"
road_food_incr_pct   = 0
road_shield_incr_pct = 0
road_trade_incr_pct  = 0
base_time            = 1
road_time            = 4
irrigation_result    = "yes"
irrigation_food_incr = 1
irrigation_time      = 10
mining_result        = "no"
mining_shield_incr   = 0
mining_time          = 0
transform_result     = "terrain_grassland"
transform_time       = 24
clean_pollution_time = 3
clean_fallout_time   = 3
warmer_wetter_result = "no"
warmer_drier_result  = "terrain_desert"
cooler_wetter_result = "no"
cooler_drier_result  = "terrain_tundra"
flags                = "CanHaveRiver"
property_wet         = 100
property_tropical    = 10
property_temperate   = 10
property_cold        = 10
color.r              = 48
color.g              = 85
color.b              = 97
helptext             = _("\
Swamps suffer from an over-abundance of water, making agriculture\
 somewhat problematic.\
")

[terrain_tundra]
name                 = _("Tundra")
graphic              = "tundra"
graphic_alt          = "-"
identifier           = "t"
class                = "Land"
movement_cost        = 1
defense_bonus        = 0
food                 = 1
shield               = 0
trade                = 0
resources            = "resource_game", "resource_furs"
road_food_incr_pct   = 0
road_shield_incr_pct = 0
road_trade_incr_pct  = 100
base_time            = 1
road_time            = 2
irrigation_result    = "no"
irrigation_food_incr = 0
irrigation_time      = 0
mining_result        = "yes"
mining_shield_incr   = 1
mining_time          = 5
transform_result     = "terrain_plains"
transform_time       = 24
clean_pollution_time = 3
clean_fallout_time   = 3
warmer_wetter_result = "no"
warmer_drier_result  = "terrain_desert"
cooler_wetter_result = "terrain_glacier"
cooler_drier_result  = "no"
flags                = "NoBarbs", "CanHaveRiver"
property_cold        = 50
color.r              = 188
color.g              = 188
color.b              = 188
helptext             = _("\
Tundra are broad, cold regions, fit for some agriculture and little\
 else.\
")

; The individual resource types, one per section.
; Roughly sorted by identifier.
; The actual tag used (the * in [resource_*]) must be unique for each resource,
; and may be used in debug output when reading this file.
;
; Notes:
;
; name                 = name as seen by user; if "unused", it is not used,
;                        but is included for conversion and/or the editor.
; graphic              = preferred graphic [tile_*] in tilespec.
;                        otherwise may be "-"
;                        break savegame compatibility.
; food                 = increased food production
; shield               = increased shield production
; trade                = increased trade production

[resource_gold]
name        = _("Gold")
graphic     = "ts.gold"
graphic_alt = "-"
identifier  = "$"
trade       = 6
# glacier, hills, mountains.

[resource_iron]
name        = _("Iron")
graphic     = "ts.iron"
graphic_alt = "-"
identifier  = "/"
shield      = 3
# mountains.

[resource_game]
name        = _("?animals:Game")
graphic     = "ts.tundra_game"
graphic_alt = "-"
identifier  = "e"
food        = 2
shield      = 1
# tundra.

[resource_furs]
name        = _("Furs")
graphic     = "ts.furs"
graphic_alt = "-"
identifier  = "u"
food        = 1
trade       = 3
# tundra-only (beaver pelts).

[resource_coal]
name        = _("Coal")
graphic     = "ts.coal"
graphic_alt = "-"
identifier  = "c"
shield      = 2
# hills.

[resource_fish]
name        = _("Fish")
graphic     = "ts.fish"
graphic_alt = "-"
identifier  = "y"
food        = 2
# ocean.

[resource_fruit]
name        = _("Fruit")
graphic     = "ts.fruit"
graphic_alt = "-"
identifier  = "f"
food        = 3
trade       = 1
# jungle.

[resource_gems]
name        = _("Gems")
graphic     = "ts.gems"
graphic_alt = "-"
identifier  = "g"
trade       = 4
# jungle.

; "h" reserved for strategic horses

[resource_buffalo]
name        = _("Buffalo")
graphic     = "ts.buffalo"
graphic_alt = "-"
identifier  = "b"
shield      = 2
# plains (horses => buffalo => cattle).

[resource_wheat]
name        = _("Wheat")
graphic     = "ts.wheat"
graphic_alt = "-"
identifier  = "j"
food        = 2
# plains.

; "k" reserved for (cane) sugar

; "l" reserved for tobacco

; "m" reserved for marble

[resource_oasis]
name        = _("Oasis")
graphic     = "ts.oasis"
graphic_alt = "-"
identifier  = "o"
food        = 2
# desert.

[resource_peat]
name        = _("Peat")
graphic     = "ts.peat"
graphic_alt = "-"
identifier  = "a"
shield      = 4
# swamp (petroleum => peat => petroleum).

[resource_pheasant]
name        = _("Pheasant")
graphic     = "ts.pheasant"
graphic_alt = "-"
identifier  = "p"
food        = 2
# forest, forested.

; "r" reserved for rubber

[resource_bonus]
name        = _("Resources")
graphic     = "ts.grassland_resources"
graphic_alt = "-"
identifier  = "r"
shield      = 1
# grassland.

[resource_icy_ivory]
name        = _("Ivory")
graphic     = "ts.arctic_ivory"
graphic_alt = "-"
identifier  = "i"
food        = 1
shield      = 1
trade       = 4
# glacier (seals => walrus).

[resource_silk]
name        = _("Silk")
graphic     = "ts.silk"
graphic_alt = "-"
identifier  = "s"
trade       = 3
# forest, wooded.

[resource_spice]
name        = _("Spice")
graphic     = "ts.spice"
graphic_alt = "-"
identifier  = "t"
food        = 1
trade       = 4
# swamp-only.

; "u" reserved for uranium

[resource_whales]
name        = _("Whales")
graphic     = "ts.whales"
graphic_alt = "-"
identifier  = "v"
food        = 1
shield      = 1
# ocean (sea).

[resource_wine]
name        = _("Wine")
graphic     = "ts.wine"
graphic_alt = "-"
identifier  = "w"
trade       = 4
# hills-only.

[resource_oil]
name        = _("Oil")
graphic     = "ts.oil"
graphic_alt = "-"
identifier  = "x"
shield      = 3 ; glacier used to have 4
# glacier, desert

; /* <-- avoid gettext warnings
;
; Base types:
;
; name                    = translatable name as seen by user
; rule_name               = (optional) name for savegames, rulesets etc; if not
;                           savegames must not change, use this when renaming a
;                           base after a ruleset has been released.
; buildable               = Can base be built? Defaults to TRUE
; pillageable             = Can base be pillaged? Defaults to TRUE
; graphic                 = tag specifing preferred graphic
;                           present. Can use eg "-" for no alternate graphic.
; act_gfx_alt             = tag for alternative graphic for unit building base
; reqs                    = requirements to build the base (see effects.ruleset
; gui_type                = How gui should handle this base. Fortress/Airbase/Other
;                           means that terrain specific value is used instead.
; defense_bonus           = Percent added to defense
; border_sq               = Base will claim land ownership up to this radius,
;                           -1 to disable.
; vision_main_sq          = Base will have main layer vision to this radius
; vision_invis_sq         = Base will have invisible layer vision to this radius
; conflicts               = List of bases that cannot be on the same tile.
;                           with each other.
;                           be inside the base when they are on same tile
; flags
;   - "NoAggressive"      = Units inside are not considered aggressive
;   - "NoStackDeath"      = Units inside do not die all at once when attacked
;   - "DiplomatDefense"   = Diplomats inside get bonus to diplomatic defense
;   - "ParadropFrom"      = Paradrop can be initiated from base
;   - "ShowFlag"          = Draw owner's flag
;   - "AlwaysOnCityCenter" = City Center tiles always have this base type no
;                           matter about reqs.
;   - "AutoOnCityCenter"  = City Center tiles will automatically have this
;                           base type if the player can build it.
; helptext                = optional help text string; should escape all raw 
;                           newlines so that xgettext parsing works
;
; */ <-- avoid gettext warnings

[base_fortress]
name           = _("Fortress")
graphic        = "base.fortress"
graphic_alt    = "-"
activity_gfx   = "unit.fortress"
act_gfx_alt    = "-"
reqs           =
    { "type", "name", "range", "negated"
      "Tech", "Construction", "Player", FALSE
      "TerrainClass", "Land", "Local", FALSE
      "UnitFlag", "Settlers", "Local", FALSE
      "CityTile", "Center", "Local", TRUE
    }
gui_type       = "Fortress"
build_time     = 3
defense_bonus  = 100
border_sq      = 5
native_to      = "Land", "Small Land", "Big Land"
flags          = "NoAggressive", "NoStackDeath", "DiplomatDefense"
helptext       = _("\
Fortresses improve defense for land units. Among other effects, a land \
unit remaining in a fortress for a whole turn without moving recovers \
a quarter of its hit points.\
")

[base_airbase]
name           = _("Airbase")
graphic        = "base.airbase"
graphic_alt    = "-"
activity_gfx   = "unit.airbase"
act_gfx_alt    = "-"
reqs           =
    { "type", "name", "range", "negated"
      "Tech", "Radio", "Player", FALSE
      "TerrainClass", "Land", "Local", FALSE
      "UnitFlag", "Airbase", "Local", FALSE
      "CityTile", "Center", "Local", TRUE
    }
gui_type       = "Airbase"
build_time     = 3
native_to      = "Air", "Helicopter", "Missile"
flags          = "NoStackDeath", "ParadropFrom"
helptext       = _("\
Airbases allow your air units to land and refuel. Air units in an \
airbase may be attacked by land units.\
")

[base_buoy]
name           = _("Buoy")
graphic        = "base.buoy"
graphic_alt    = "base.fortress"
activity_gfx   = "unit.buoy"
act_gfx_alt    = "unit.fortress"
reqs           =
    { "type", "name", "range", "negated"
      "Tech", "Radio", "Player", FALSE
      "TerrainClass", "Oceanic", "Local", FALSE
      "UnitFlag", "Airbase", "Local", FALSE
      "CityTile", "Center", "Local", TRUE
    }
gui_type       = "Fortress"
build_time     = 3
border_sq      = 0
vision_main_sq = 5
helptext       = _("\
Buoys may be built in the ocean (by units on a sea-going vessel).\
")

[base_ruins]
name           = _("Ruins")
graphic        = "base.ruins"
graphic_alt    = "-"
activity_gfx   = "unit.ruins"
act_gfx_alt    = "unit.fortress"
reqs           =
    { "type", "name", "range", "negated"
      "TerrainClass", "Land", "Local", FALSE
      "CityTile", "Center", "Local", TRUE
    }
buildable      = FALSE
build_time     = 0
gui_type       = "Other"
helptext       = _("\
Ruins mark the former site of a city that was destroyed or abandoned. \
They have no effect on gameplay.\
")


; /* <-- avoid gettext warnings
;
; Road types:
;
; name                    = translatable name as seen by user
; graphic                 = tag specifing preferred graphic
;                           present. Can use eg "-" for no alternate graphic.road
; act_gfx_alt             = tag for alternative graphic for unit building road
; reqs                    = requirements to build the road (see effects.ruleset
; move_cost               = how much movement it takes to to travel
;                           via this road. Value of 3 indicates full
;                           movement point.
; move_mode               = how movement costs are applied
;   - "NoBonus"    = Road gives no movement bonuses
;   - "Cardinal"   = Road cost applies only on cardinal moves
;   - "Relaxed"    = Road cost is normal for cardinal, double for diagonal moves
;   - "FastAlways" = Road cost applies always between two tiles with the roads (default)
;                           0 means that terrain specific value is used instead.
; defense_bonus           = Percent added to defense
; buildable               = Can road be built? Defaults to TRUE
; pillageable             = Can road be pillaged? Defaults to TRUE
; food_incr_const         = food production added to tile regardless of terrain
; shield_incr_const       = shield production added to tile regardless of terrain
; trade_incr_const        = trade production added to tile regardless of terrain
; food_incr               = food production added to tile multiplied by terrain
;                           specific factor
; shield_incr             = shield production added to tile multiplied by terrain
;                           specific factor
; trade_incr              = trade production added to tile multiplied by terrain
;                           specific factor
; food_bonus              = percent added to food production
; shield_bonus            = percent added to shield production
; trade_bonus             = percent added to trade production
; compat_special          = road type used in old savegames with just two road,
;                           and one river specials:
;                           "Road", "Railroad", "River, or "None"
; native_to               = List of unit classes that can use this road.
;                           type not to show on UI if both present.
; flags
;   - "NativeTile"        = Native units consider tile native regardless of terrain
;   - "ConnectLand"       = Roads on Oceanic tiles are drawn to connect to adjacent
;                           appearance only
;   - "RequiresBridge"    = Road cannot be built to river tiles without
;                           appropriate technologies
;   - "AlwaysOnCityCenter" = City Center tiles always have this road type no
;                           matter about reqs.
;   - "PreventsOtherRoads" = Other roads with "RequiresBridge" flag cannot be built
;                            to same tile after this road.
;   - "River"             = Always flows from land tiles to ocean, automatically
;                           generated by map generator
;   - "Natural"           = Not infrastructure road
;   - "AutoOnCityCenter"  = City Center tiles will automatically have this
;                           road type if the player can build it.
; helptext                = optional help text string; should escape all raw
;                           newlines so that xgettext parsing works
;
; */ <-- avoid gettext warnings

[road_road]
name           = _("Road")
graphic        = "road"
graphic_alt    = "-"
activity_gfx   = "unit.road"
act_gfx_alt    = "-"
reqs           =
    { "type", "name", "range"
      "UnitFlag", "Settlers", "Local"
      "TerrainClass", "Land", "Local"
    }
move_cost      = 1
build_time     = 0
food_incr      = 0
shield_incr    = 0
trade_incr     = 1
food_bonus     = 0
shield_bonus   = 0
trade_bonus    = 0
compat_special = "Road"
native_to      = "Land", "Small Land", "Big Land", "Merchant"
hidden_by      = "Railroad"
flags          = "RequiresBridge", "NativeTile", "AutoOnCityCenter"

[road_railroad]
name           = _("Railroad")
graphic        = "rail"
graphic_alt    = "-"
activity_gfx   = "unit.rail"
act_gfx_alt    = "unit.road"
reqs           =
    { "type", "name", "range"
      "Tech", "Railroad", "Player"
      "Road", "Road", "Local"
      "UnitFlag", "Settlers", "Local"
      "TerrainClass", "Land", "Local"
    }
move_cost      = 0
build_time     = 3
food_incr      = 0
shield_incr    = 0
trade_incr     = 0
food_bonus     = 0
shield_bonus   = 50
trade_bonus    = 0
compat_special = "Railroad"
native_to      = "Land", "Small Land", "Big Land", "Merchant"
flags          = "RequiresBridge", "NativeTile", "AutoOnCityCenter"

[road_river]
name           = _("River")
graphic        = "river"
graphic_alt    = "-"
activity_gfx   = "unit.rail"
act_gfx_alt    = "unit.road"
buildable      = FALSE
pillageable    = FALSE
defense_bonus  = 25
move_cost      = 1
move_mode      = "Cardinal"
trade_incr_const = 1
compat_special = "River"
native_to      = "Land", "Small Land", "Big Land", "Merchant"
flags          = "River", "PreventsOtherRoads", "NativeTile", "Natural"
helptext       = _("\
Any land terrain type may have a River on it.  A River adds 1\
 trade to the resources produced by that tile.  It also increases a tile's\
 defense factor by 25%.  Finally, land units may move along a River (but\
"), _("\
Roads and railroads can only be built on River tiles if your\
 civilization has learned Bridge Building technology.\
")
ENDREP
DELTA 22719 2631 2402
SVN  ®T°l‚ ~ €‚ X|/* Base is always present in cities */
#define SPECENUM_VALUE6 BF_ALWAYS_ON_CITY_CENTER
#define SPECENUM_VALUE6NAME "AlwaysOnCityCenter"
/* Base will be built in cities automatically */
#define SPECENUM_VALUE7 BF_AUTO_ON_CITY_CENTER
#define SPECENUM_VALUE7NAME "AutoOnCityCenterENDREP
DELTA 22161 2445 4174
SVN  ‚Ïn‚Ð! ¹z €! ‚”}ºqroads or bases in every city */
  if (tech_found != A_FUTURE) {
    upgrade_all_city_roads(plr, was_discovery);  
    upgrade_all_city_bases(plr, was_discovery);ENDREP
DELTA 22790 51 13907
SVN  ‚²‚·oSˆc ì/ €‚ ‚ì,€= …*ð€5 ƒlö3€8 ƒû€b lþ5€ Y½; „~‚“ „}‚¢“ „"‚¦~“ †d‚«  - "AlwaysOnCityCenter" = City Center tiles always have this base type no
;                           matter about reqs.
;   - "AutoOnCityCenter"  = City Center tiles will automatically have this
;                           base type if the player can build it., "negated"
      "Tech", "Construction", "Player", FALSE
      "TerrainClass", "Land", "Local", FALSE
      "UnitFlag", "Settlers", "Local", FALSE
      "CityTile", "Center", "Local", TRUE, "negated"
      "Tech", "Radio", "Player", FALSE
      "TerrainClass", "Land", "Local", FALSE
      "UnitFlag", "Airbase", "Local", FALSE
      "CityTile", "Center", "Local", TRUE, "negated"
      "Tech", "Radio", "Player", FALSE
      "TerrainClass", "Oceanic", "Local", FALSE
      "UnitFlag", "Airbase", "Local", FALSE
      "CityTile", "Center", "Local", TRUE, "negated"
      "TerrainClass", "Land", "Local", FALSE
      "CityTile", "Center", "Local", TRUE  - "AutoOnCityCenter"  = City Center tiles will automatically have this
;                           road type if the player can build it.
; helptext   , "AutoOnCityCenter, "AutoOnCityCenter, "AutoOnCityCenterENDREP
DELTA 22770 1113 23
SVN  ˆXˆX
 ‡ ‚ J‡30ENDREP
DELTA 22758 0 848
SVN  „»T„ÍQQ‡ ¼> €k Œ¼i– ¹)„ º/€‚x Eƒ‘@€ i¿B» Áf€ 9Ãq„ ZÅ.„ ZÇ„ ‚ò$Èj€B €,ƒ»((road_has_flag(proad, RF_AUTO_ON_CITY_CENTER)
              && player_can_build_road(proad, pplayer, ptile)
  Check city for basebasebase_type_iterate(pbase) {
    if (!tile_has_base(ptile, pbase)) {
      if (base_has_flag(pbase, BF_ALWAYS_ON_CITY_CENTER)
          || (base_has_flag(pbase, BF_AUTO_ON_CITY_CENTER)
              && player_can_build_base(pbase, pplayer, ptile))) {
        tile_add_base(pcity->tile, pbase);
        upgradet = TRUE;
      }
    }
  } base_type_iterate_end;

  return upgradet
To be called when a player gains some better base building tech
for the first time.  Sends a message, and upgrades all city
squares to new basebases(struct player *pplayer, bool discovery)
{
  bool basebases(pcity)) {
      update_tile_knowledge(pcity->tile);
      bases_upgradet = TRUE;
    }
  }
  city_list_iterate_end;

  if (basebasebasebase or bases. */
    upgrade_city_roads(pcity);
    upgrade_city_baseENDREP
id: 3jw.5ck.r22794/48239
type: file
pred: 3jw.5ck.r21655/8840
count: 38
text: 22794 4648 272 11609 2c2b35a16a71fd3546f217e090cacaa9
props: 12670 90710 34 0 25e6c2f7558b7484000d4d090dea5b92
cpath: /trunk/common/base.c
copyroot: 15280 /trunk

id: 3jx.5ck.r22794/48480
type: file
pred: 3jx.5ck.r22719/5063
count: 41
text: 22794 45350 302 6252 419f7ad75cc6ba031b7aa9a8a985a961
props: 12670 90984 34 0 25e6c2f7558b7484000d4d090dea5b92
cpath: /trunk/common/base.h
copyroot: 15280 /trunk

id: 6pr.5ck.r22794/48721
type: file
pred: 6pr.5ck.r22624/4248
count: 51
text: 22794 4949 97 6420 4130be0f58af400029f850476526f488
cpath: /trunk/common/road.h
copyroot: 15280 /trunk

PLAIN
K 11
Makefile.am
V 23
file 5h.5ck.r22377/6056
K 4
ai.c
V 25
file 4go.5ck.r22382/18940
K 4
ai.h
V 24
file 4gp.5ck.r22720/4425
K 6
aicore
V 24
dir 18t.5ck.r22709/19059
K 6
base.c
V 25
file 3jw.5ck.r22794/48239
K 6
base.h
V 25
file 3jx.5ck.r22794/48480
K 9
borders.c
V 26
file 4f0.5ck.r19259/404033
K 9
borders.h
V 25
file 4f1.5ck.r18858/99721
K 8
capstr.c
V 25
file dv.5ck.r19259/401812
K 8
capstr.h
V 24
file dw.5ck.r18858/97074
K 10
citizens.c
V 24
file 6mx.5ck.r20853/5961
K 10
citizens.h
V 24
file 6my.5ck.r20853/6145
K 6
city.c
V 22
file q.5ck.r22659/6684
K 6
city.h
V 24
file 3q.5ck.r22430/33243
K 8
combat.c
V 24
file wp.5ck.r22606/39236
K 8
combat.h
V 23
file wq.5ck.r22453/1203
K 12
connection.c
V 24
file un.5ck.r22421/11281
K 12
connection.h
V 24
file uo.5ck.r22458/34945
K 8
dataio.c
V 24
file 15r.5ck.r22420/2131
K 8
dataio.h
V 24
file 15s.5ck.r22420/2371
K 11
diptreaty.c
V 25
file 3r.5ck.r19259/398261
K 11
diptreaty.h
V 24
file 3s.5ck.r22430/33000
K 10
disaster.c
V 24
file b2m.5ck.r22688/4704
K 10
disaster.h
V 24
file b2o.5ck.r22688/4889
K 9
effects.c
V 25
file 2eo.5ck.r22502/14472
K 9
effects.h
V 25
file 2ep.5ck.r22502/14719
K 8
events.c
V 23
file 33h.5ck.r21798/853
K 8
events.h
V 24
file 3t.5ck.r22430/32762
K 12
fc_cmdhelp.c
V 24
file 76j.5ck.r20867/6570
K 12
fc_cmdhelp.h
V 25
file 76k.5ck.r20351/18639
K 14
fc_interface.c
V 24
file 4up.5ck.r22631/8528
K 14
fc_interface.h
V 25
file 4uq.5ck.r20355/12782
K 10
fc_types.h
V 25
file 2ll.5ck.r22667/31395
K 15
featured_text.c
V 25
file 4h3.5ck.r20306/26314
K 15
featured_text.h
V 23
file 4h4.5ck.r22302/750
K 6
game.c
V 24
file 3u.5ck.r22606/39968
K 6
game.h
V 23
file 3v.5ck.r22407/5545
K 19
generate_packets.py
V 25
file 2f4.5ck.r22421/11029
K 12
government.c
V 25
file he.5ck.r19259/403289
K 12
government.h
V 24
file hf.5ck.r18858/98787
K 6
idex.c
V 25
file qo.5ck.r19259/406132
K 6
idex.h
V 24
file qp.5ck.r18858/92434
K 13
improvement.c
V 22
file vb.5ck.r20754/653
K 13
improvement.h
V 24
file vc.5ck.r22430/31610
K 5
map.c
V 22
file r.5ck.r22766/3637
K 5
map.h
V 23
file 41.5ck.r22766/3871
K 8
mapimg.c
V 24
file 6n9.5ck.r22508/1700
K 8
mapimg.h
V 24
file 6na.5ck.r22508/1884
K 10
movement.c
V 23
file 2xv.5ck.r22792/226
K 10
movement.h
V 25
file 2xw.5ck.r22770/34841
K 18
name_translation.h
V 25
file 4k1.5ck.r20375/19703
K 8
nation.c
V 24
file il.5ck.r21807/31505
K 8
nation.h
V 24
file im.5ck.r21807/31745
K 9
packets.c
V 24
file 43.5ck.r22421/11767
K 11
packets.def
V 25
file 2f5.5ck.r22770/34344
K 9
packets.h
V 21
file 44.5ck.r22589/54
K 8
player.c
V 22
file 45.5ck.r22736/598
K 8
player.h
V 24
file 46.5ck.r22458/34704
K 14
requirements.c
V 24
file 2wq.5ck.r22466/7759
K 14
requirements.h
V 25
file 2wr.5ck.r22430/35092
K 10
research.c
V 22
file 4ro.5ck.r21370/97
K 10
research.h
V 23
file 4rp.5ck.r19352/728
K 10
rgbcolor.c
V 25
file 6i6.5ck.r21333/48710
K 10
rgbcolor.h
V 25
file 6i7.5ck.r21333/48896
K 6
road.c
V 24
file 6pq.5ck.r22659/6254
K 6
road.h
V 25
file 6pr.5ck.r22794/48721
K 10
scriptcore
V 23
dir 75a.5ck.r22522/2456
K 11
spaceship.c
V 25
file 98.5ck.r19259/405393
K 11
spaceship.h
V 24
file 99.5ck.r22430/34849
K 12
specialist.c
V 23
file 33f.5ck.r22372/258
K 12
specialist.h
V 26
file 33g.5ck.r19113/124404
K 6
team.c
V 26
file 33i.5ck.r19259/396899
K 6
team.h
V 25
file 33j.5ck.r18858/94759
K 6
tech.c
V 21
file t.5ck.r22086/336
K 6
tech.h
V 23
file u.5ck.r22430/32340
K 9
terrain.c
V 24
file 2fp.5ck.r22659/6924
K 9
terrain.h
V 24
file qs.5ck.r22644/31343
K 6
tile.c
V 23
file 2ys.5ck.r22787/116
K 6
tile.h
V 25
file 2yt.5ck.r22408/42210
K 13
traderoutes.c
V 25
file bf8.5ck.r22228/24352
K 13
traderoutes.h
V 25
file bfa.5ck.r22430/33483
K 8
traits.h
V 24
file 7k3.5ck.r22120/1406
K 6
unit.c
V 23
file v.5ck.r22770/33865
K 6
unit.h
V 23
file 48.5ck.r22631/8948
K 10
unitlist.c
V 25
file 39m.5ck.r21517/87214
K 10
unitlist.h
V 25
file 39n.5ck.r21517/87700
K 10
unittype.c
V 21
file v9.5ck.r22334/53
K 10
unittype.h
V 24
file va.5ck.r22770/34098
K 9
version.c
V 23
file oe.5ck.r20942/1546
K 9
version.h
V 23
file e7.5ck.r20942/1783
K 8
vision.c
V 26
file 4dm.5ck.r19259/404222
K 8
vision.h
V 24
file 4dn.5ck.r21811/9325
K 12
workertask.c
V 24
file llw.5ck.r22482/3617
K 12
workertask.h
V 24
file lly.5ck.r22482/3434
K 10
worklist.c
V 25
file o8.5ck.r19259/402799
K 10
worklist.h
V 24
file o9.5ck.r18858/98299
END
ENDREP
id: p.5ck.r22794/53228
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text: 22794 48903 4312 4312 2f677dd78359b069ff85ce7100284c0f
props: 12883 2571 96 0 2763e13ff5d021346ae24ff6c9ced232
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copyroot: 15280 /trunk

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props: 10971 452 112 0 14688860b403b675ea6c3d1b6f5d2330
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text: 22794 47196 1018 75473 6ba3adf93c97829f8f87ae910685b805
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cpath: /trunk/server/maphand.c
copyroot: 15280 /trunk

id: 14.5ck.r22794/54198
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cpath: /trunk/server/techtools.c
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PLAIN
K 11
Makefile.am
V 24
file 5q.5ck.r22318/27209
K 8
advisors
V 24
dir 4n2.5ck.r22770/41007
K 9
aiiface.c
V 25
file 4gm.5ck.r22318/27020
K 9
aiiface.h
V 24
file 4gn.5ck.r20559/1295
K 6
auth.c
V 25
file 39c.5ck.r20274/32101
K 6
auth.h
V 25
file 39d.5ck.r18977/19170
K 11
barbarian.c
V 22
file lw.5ck.r22780/292
K 11
barbarian.h
V 24
file lx.5ck.r22667/36940
K 14
citizenshand.c
V 25
file 6mz.5ck.r22267/14643
K 14
citizenshand.h
V 25
file 6n0.5ck.r22267/14833
K 10
cityhand.c
V 24
file 10.5ck.r19573/66885
K 10
cityhand.h
V 23
file 4f.0.r13297/423686
K 11
citytools.c
V 24
file 4g.5ck.r22794/53708
K 11
citytools.h
V 22
file 4h.5ck.r22738/113
K 10
cityturn.c
V 23
file 4i.5ck.r22676/2192
K 10
cityturn.h
V 24
file 4j.5ck.r22267/13479
K 11
civserver.c
V 24
file 4k.5ck.r22382/30242
K 11
civserver.h
V 21
file 4l.0.r2805/33121
K 10
commands.c
V 25
file 2ly.5ck.r22458/39749
K 10
commands.h
V 24
file 2lz.5ck.r21821/2153
K 13
connecthand.c
V 24
file 2dw.5ck.r22472/4140
K 13
connecthand.h
V 25
file 2dx.5ck.r18942/25217
K 9
console.c
V 22
file dd.5ck.r20765/191
K 9
console.h
V 23
file de.5ck.r19183/7918
K 10
diplhand.c
V 24
file 4m.5ck.r20286/38784
K 10
diplhand.h
V 21
file 4n.0.r13421/6826
K 11
diplomats.c
V 24
file vz.5ck.r22030/22792
K 11
diplomats.h
V 23
file w0.5ck.r19106/3619
K 10
edithand.c
V 25
file 3bk.5ck.r22719/11304
K 10
edithand.h
V 26
file 4ez.5ck.r18452/115476
K 6
fcdb.c
V 25
file 6l3.5ck.r22325/28129
K 6
fcdb.h
V 25
file 6l4.5ck.r21255/12759
K 10
gamehand.c
V 24
file 4o.5ck.r22382/32187
K 10
gamehand.h
V 24
file 4p.5ck.r15698/24111
K 9
generator
V 23
dir 2me.5ck.r22766/9558
K 11
ggzserver.c
V 25
file 39a.5ck.r20126/49744
K 11
ggzserver.h
V 23
file 39b.5ck.r20191/350
K 10
handchat.c
V 23
file 4q.5ck.r21364/3610
K 10
handchat.h
V 24
file dj.5ck.r18270/28229
K 9
maphand.c
V 24
file 13.5ck.r22794/53954
K 9
maphand.h
V 24
file 14.5ck.r22794/54198
K 6
meta.c
V 24
file 4s.5ck.r22382/32888
K 6
meta.h
V 24
file 4t.5ck.r18054/19078
K 8
notify.c
V 24
file 4i2.5ck.r22596/6685
K 8
notify.h
V 24
file 4i3.5ck.r18282/3660
K 9
plrhand.c
V 24
file 4u.5ck.r22689/29982
K 9
plrhand.h
V 23
file 4v.5ck.r22645/1117
K 8
report.c
V 21
file vi.5ck.r22618/92
K 8
report.h
V 24
file vj.5ck.r18270/29203
K 10
rssanity.c
V 25
file hew.5ck.r22688/10108
K 10
rssanity.h
V 25
file hey.5ck.r21709/23329
K 9
ruleset.c
V 24
file 8w.5ck.r22770/41249
K 9
ruleset.h
V 23
file 8x.5ck.r22265/2552
K 13
sanitycheck.c
V 23
file wi.5ck.r22727/1209
K 13
sanitycheck.h
V 24
file wj.5ck.r20315/26296
K 10
savegame.c
V 22
file vl.5ck.r22753/939
K 10
savegame.h
V 24
file vm.5ck.r20758/19233
K 11
savegame2.c
V 23
file 4m0.5ck.r22753/752
K 11
savegame2.h
V 25
file 4m1.5ck.r21363/11592
K 7
score.c
V 24
file 2eg.5ck.r21929/5694
K 7
score.h
V 24
file 2eh.5ck.r21929/6179
K 9
scripting
V 23
dir 31x.5ck.r22521/1573
K 8
sernet.c
V 23
file 15.5ck.r22513/3698
K 8
sernet.h
V 24
file 4y.5ck.r19197/31924
K 10
settings.c
V 23
file 2m0.5ck.r22614/212
K 10
settings.h
V 24
file 2m1.5ck.r20244/5486
K 11
spacerace.c
V 24
file 9a.5ck.r19268/77290
K 11
spacerace.h
V 21
file 9b.0.r11338/1129
K 9
srv_log.c
V 25
file 15t.5el.r22382/32625
K 9
srv_log.h
V 25
file 15u.5em.r20315/26035
K 10
srv_main.c
V 24
file vg.5ck.r22689/29245
K 10
srv_main.h
V 23
file vh.5ck.r22134/1051
K 11
stdinhand.c
V 23
file 4z.5ck.r22727/1451
K 11
stdinhand.h
V 24
file 50.5ck.r22255/10473
K 11
techtools.c
V 25
file 33n.5ck.r22794/54440
K 11
techtools.h
V 25
file 33o.5ck.r21976/23870
K 10
unithand.c
V 24
file 18.5ck.r22770/41741
K 10
unithand.h
V 24
file 19.5ck.r21095/21648
K 11
unittools.c
V 24
file 1a.5ck.r22784/12420
K 11
unittools.h
V 23
file 1b.5ck.r22729/2859
K 8
voting.c
V 24
file 4ex.5ck.r21364/3852
K 8
voting.h
V 25
file 4ey.5ck.r18054/19315
END
ENDREP
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PLAIN
K 11
Makefile.am
V 22
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K 17
buildings.ruleset
V 24
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K 14
cities.ruleset
V 25
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K 15
effects.ruleset
V 25
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K 12
game.ruleset
V 24
file u6.5ck.r22747/49416
K 19
governments.ruleset
V 24
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K 15
nations.ruleset
V 23
file os.5ck.r22748/8487
K 10
script.lua
V 25
file 3w7.5ck.r15828/10205
K 13
techs.ruleset
V 24
file 8q.5ck.r22747/48909
K 15
terrain.ruleset
V 24
file gd.5ck.r22794/58642
K 13
units.ruleset
V 24
file 8r.5ck.r22770/45939
END
ENDREP
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PLAIN
K 11
Makefile.am
V 23
file gg.5ck.r21483/1592
K 17
buildings.ruleset
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K 14
cities.ruleset
V 25
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K 15
effects.ruleset
V 25
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K 12
game.ruleset
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K 19
governments.ruleset
V 24
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K 15
nations.ruleset
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K 10
script.lua
V 25
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K 13
techs.ruleset
V 24
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K 15
terrain.ruleset
V 24
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K 13
units.ruleset
V 24
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END
ENDREP
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PLAIN
K 11
Makefile.am
V 23
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K 18
ai_effects.ruleset
V 25
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K 17
buildings.ruleset
V 24
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K 14
cities.ruleset
V 24
file jx.5es.r22747/54347
K 15
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2lo.5en.t22793-1 modify true false /trunk/fc_version

13.5ck.t22793-1 modify true false /trunk/server/maphand.c

gl.5jq.t22793-1 modify true false /trunk/data/classic/terrain.ruleset

4g.5ck.t22793-1 modify true false /trunk/server/citytools.c

gd.5ck.t22793-1 modify true false /trunk/data/civ1/terrain.ruleset

gi.5ck.t22793-1 modify true false /trunk/data/civ2/terrain.ruleset

3jw.5ck.t22793-1 modify true false /trunk/common/base.c

6pr.5ck.t22793-1 modify true false /trunk/common/road.h

14.5ck.t22793-1 modify true false /trunk/server/maphand.h

gl.5es.t22793-1 modify true false /trunk/data/multiplayer/terrain.ruleset

fbi.5ck.t22793-1 modify true false /trunk/data/alien/terrain.ruleset

fuy.5ck.t22793-1 modify true false /trunk/data/civ2civ3/terrain.ruleset

3jx.5ck.t22793-1 modify true false /trunk/common/base.h

33n.5ck.t22793-1 modify true false /trunk/server/techtools.c

4kg.5ck.t22793-1 modify true false /trunk/data/experimental/terrain.ruleset


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