DELTA 28694 0 2277
SVN  µY·^o y ¹ ŽMx€6 ™)œ0#define GAME_DEFAULT_PERSISTENTREADY PERSISTENTR_DISABLEDBORDER_RADIUS_SQ_CITY_PERMANENT 0
#define RS_MIN_BORDER_RADIUS_SQ_CITY_PERMANENT   (-CITY_MAP_MAX_RADIUS_SQ)
#define RS_MAX_BORDER_RADIUS_SQ_CITY_PERMANENT   401 /* city radius 20 */ENDREP
DELTA 28903 0 475
SVN  ƒ©1ƒ©[& úX ¦ ‚®]úTSINT16 border_city_permanent_radius_sqENDREP
DELTA 28880 0 50
SVN  t¢K„U Ø: €„U Å<Ø8; Difference between city workable area and area permanently claimed by
; city (these tiles cannot be stolen by stronger border sources).
; 0 means exactly city workable area is immune to border stealing.
; Negative value means outer workable tiles can be stolen; highly negative
; value (more than max city radius_sq) means any workable tile can be stolen.
; If City_Radius_Sq is variable, so is the set of locked tiles; this is
; a squared value, so the radius of the ring of tiles which are workable
; but not locked (or vice versa) varies but the area is constant.
radius_sq_city_permanent = 0ENDREP
DELTA 28780 0 1313
SVN  ©­e„_ Án … „@Án… 5Æ.€„U Ò#ÖaGroupGroup; Difference between city workable area and area permanently claimed by
; city (these tiles cannot be stolen by stronger border sources).
; 0 means exactly city workable area is immune to border stealing.
; Negative value means outer workable tiles can be stolen; highly negative
; value (more than max city radius_sq) means any workable tile can be stolen.
; If City_Radius_Sq is variable, so is the set of locked tiles; this is
; a squared value, so the radius of the ring of tiles which are workable
; but not locked (or vice versa) varies but the area is constant.
radius_sq_city_permanent = 0ENDREP
DELTA 28806 1587 1579
SVN  ¥Pª'„U á~ €„U ÃTá|; Difference between city workable area and area permanently claimed by
; city (these tiles cannot be stolen by stronger border sources).
; 0 means exactly city workable area is immune to border stealing.
; Negative value means outer workable tiles can be stolen; highly negative
; value (more than max city radius_sq) means any workable tile can be stolen.
; If City_Radius_Sq is variable, so is the set of locked tiles; this is
; a squared value, so the radius of the ring of tiles which are workable
; but not locked (or vice versa) varies but the area is constant.
radius_sq_city_permanent = 0ENDREP
DELTA 28780 6268 2006
SVN  ¼mÀU… ÌC ’ „>Ìz’ ‚HÑo’ ›,Ôn€„U ÌUðGroup", "BarbarianGroup", "BarbarianGroup", "Barbarian; Difference between city workable area and area permanently claimed by
; city (these tiles cannot be stolen by stronger border sources).
; 0 means exactly city workable area is immune to border stealing.
; Negative value means outer workable tiles can be stolen; highly negative
; value (more than max city radius_sq) means any workable tile can be stolen.
; If City_Radius_Sq is variable, so is the set of locked tiles; this is
; a squared value, so the radius of the ring of tiles which are workable
; but not locked (or vice versa) varies but the area is constant.
radius_sq_city_permanent = 0ENDREP
DELTA 28806 143 1351
SVN  ¯	³`„U çl €„U Ççj; Difference between city workable area and area permanently claimed by
; city (these tiles cannot be stolen by stronger border sources).
; 0 means exactly city workable area is immune to border stealing.
; Negative value means outer workable tiles can be stolen; highly negative
; value (more than max city radius_sq) means any workable tile can be stolen.
; If City_Radius_Sq is variable, so is the set of locked tiles; this is
; a squared value, so the radius of the ring of tiles which are workable
; but not locked (or vice versa) varies but the area is constant.
radius_sq_city_permanent = 0ENDREP
DELTA 28780 11642 4130
SVN  ¾0Ás$… Ëh ’ ‚|Ì’ ‡ÏR’ ‚H×
’ “sÚ	€„U Ð6ízGroup", "BarbarianGroup", "BarbarianGroup", "BarbarianGroup", "Barbarian; Difference between city workable area and area permanently claimed by
; city (these tiles cannot be stolen by stronger border sources).
; 0 means exactly city workable area is immune to border stealing.
; Negative value means outer workable tiles can be stolen; highly negative
; value (more than max city radius_sq) means any workable tile can be stolen.
; If City_Radius_Sq is variable, so is the set of locked tiles; this is
; a squared value, so the radius of the ring of tiles which are workable
; but not locked (or vice versa) varies but the area is constant.
radius_sq_city_permanent = 0ENDREP
DELTA 20127 0 68377
SVN  †  †  …3õ „3 © &„1€  ‚J…Tƒ ‰ˆ  †+‘4 —r€‚A ‘O˜|„ šoªJ ƒkÅ: eÉ& ¥}Ê¥ fð*€Z Lµ €†` )öu€–p „oŸ9€…a …_§:‡ &­ ‡ ®M‡ ˆ5¾`‡ ŠÇ‡ ƒzÑ1€‚ †k×.‡ Þ €‡L ‚â[€ˆR „yíi zòb‡ ôc‡ †
õ|ž ƒ	ü8€„) ‡X‚…B€‰* Žh‚
‡ ƒ‚›y€J ‡‚ŸN‡ ‘4‚¦k‡ 4‚¸&‡ …y‚¹a€+ q‚¿u€‚ D‚Â‡ …a‚ÑY€a ‚7‚×5 †A‚Ùm€y ‚f‚à µ {‚âw ƒ‚äs‡ ^‚ç~ ƒ‚é] ‹j‚í]‡ ŒX‚ùN€M Rƒ†n€~ †.ƒŠ” ƒoƒ;‡ ,ƒ”1‡ …Jƒ•d€†  ‚iƒŸA€- ‚-ƒ¢ |ƒ«D€  ƒ¥: )ƒ¦Q Xƒ§y ƒ¨P ƒ©S \ƒªf Uƒ¬= „cƒ® oƒ²w }ƒ³g „ƒ´eŽ ƒ¹– ‚	ƒº€ Lµ  œ-ƒÁ|€ƒ Cƒà~€…X )ƒç<‚ ‚Wƒê' Bƒîr€ƒ <ƒó" ‚ƒô_ ƒöqª ƒ÷w€' ‚ƒú( `ƒü7 Zƒý Oƒþs€* ”3„‚€Z b„˜-‡ ‚W„™ ƒ„›t „K„Ÿ {„£]€ƒH 	„¨ a„© ‚|„ª ‚E„­|€^ ‚]„±J ²\„´*­ Ì,„ç €% ã+…³$Extras", "Specialists",
;                              Some types have additional arguments, for instance
;              "categories" for roads and bases. See helpdata.cataEafter 5000 turns, _("\
A word of warning: Freeciv is highly customizable, both through \
run-time configuration and through custom rulesets which can change \
almost any aspect of the game rules. This help system tries to adapt \
to different rules, but may not completely cover rulesets which are \
very different from the classic rulesland'''may get some of these benefits \
for gen_natural_extras]
generate = " Extras"
categories = "Natural"

[help_terrain_alterationsTerrain Alterations")
text = _("\
Certain units (Settlers, Workers, and Engineers in the classic \
ruleset) have the ability to alter terrain tiles in several ways. \
The following description uses the classic ruleset to illustrate \
this; other rulesets may have different rules, or even omit some \
of these alterations entirely.\
"), _("\
Irrigation systems can be built on suitable types of terrain; \
these cause a tile to produce some extra food each turn. There may \
be restrictions on where an irrigation system can be built; for \
instance, in the classic ruleset, a water source is required. \
See the ruleset help for details. However, once irrigated, land \
remains so even if its requirements are removed.\
"), _("\
In some rulesets, given sufficient technology, you may upgrade \
an irrigation system on a tile into even more productive Farmland, \
\
"), _("\
Units may be able to build other terrain improvements; see the \
following sections for details. Roads typically ease movement, if \
adjacent tiles have the same road, and bases often provide protection \
and refueling. Such improvements can also provide other bonuses such \
as production bonuses; this is up to the ruleset.\
"), _("\
Terrain can sometimes be permanently converted into a type more suitable \
to the player's needs, although this usually takes longer than adding \
an improvement. Converting terrain from one type to another in this way \
may destroy existing improvements, if the new terrain is unsuitable, and \
may also remove access to special resources if they were specific to \
the original terrain type.\
"), _("\
The requirements for terrain conversion are set by the ruleset. \
It can be initiated in several ways:\
"), _("\
 - By issuing \"irrigate\" or \"mine\" orders when on terrain unsuitable \
for such improvements.\
"), _("\
 - By issuing the special \"transform\" order. This often causes more \
radical transformations.\
"), _("\
In some rulesets, units can even reclaim land from water tiles, and \
similarly land can be transformed to water, although such radical \
transformations may require a certain number of surrounding tiles to \
already be land or water respectively. Terrain-altering units that \
cannot reach the existing terrain may have to be loaded onto a \
suitable vessel, and if necessary and possible, they will move to \
safe neighboring tiles when the conversion is complete.\
"), _("\
Many units -- in the classic rules, all land units -- also have the \
ability to destroy terrain alterations, by pillaging. Pillaging removes \
one terrain alteration per turn per unit. Terrain conversions cannot \
be undone by pillaging; for example, in the classic ruleset, if a Forest \
tile has been irrigated to convert it into a Plain, you cannot convert it \
back into a Forest by pillaging -- to do so, you would have to convert \
the tile again with a Settler, Worker, or Engineer.\
"), _("\
The time it takes a unit to alter terrain depends on its movement rate. \
The following table shows the number of turns required for a unit \
with 1 movement point to complete an activity; these numbers are \
reduced for units with faster move rates (such as Engineers in the \
classic ruleset). The time taken can be reduced further by several units \
working together as a team; if two or more units are working on the same \
task on the same tile, their efforts will be added together each turn \
until the task is finished. Be careful not to dedicate too many units \
to one task, though; excess effort can be wasted, and groups of terrain \
improving units are often vulnerable to enemy attacks.\
"), "\
$TerrainAlterations\
"

[help_gen_extras]
generate = "  Extras"
categories = "Infra"

[help_gen_misc_extras]
generate = " Extras"
categories = "Bonus", "Nuisance"In the classic ruleset, once claimed, a tile that can be directly \
worked by a city can not change ownership unless the city does (or is \
destroyed). However, the ownership of land that is out of range of any \
city can change depending on factors such as the relative size of nearby \
nations' cities. Other rulesets may differ in which, if any, tiles are \
permanently claimed by a city.\
"), _("\
Normally borders extend into water only for tiles adjacent to a city; \
beyond that, only narrow inlets and inland lakes can usually be \
claimed. Some rulesets may allow water tiles to be claimed as easily \
as land tiles in some circumstances, although the classic ruleset does \
not. Border claims can never extend to remote islandsclassicclassicclassicclassicclassicenter of government. Each city distributes its remaining trade \
points among three uses: gold, in the form of taxes, goes into your \
national treasury; luxury points influence citizen morale; and \
science points (\"bulbs\") contribute towards the discovery of new \
classiclogistical \
benefits such as waterways or roads, you can increase trade by \
using units to establish permanent trade routes between two cities, \
if the ruleset allows it.\
"), _("\
The ruleset may limit the ability to trade or the yield from doing so \
depending on whether the two cities are on different continents and/or \
in different nations; for international trade routes, on the diplomatic \
status of the two trade partners; and for domestic routes, there must be \
a minimum distance between the two cities, controlled by the \
'trademindist' server option (default nine tiles).\
"), _("\
A trade route is established when a suitable unit (in the classic \
ruleset, a Caravan or Freight unit) enters an eligible city. For your \
own or allied cities, you need to issue the \"Establish Trade Route\" \
command. This creates a trade route between the unit's home city (which \
might be different from the city that originally produced it) and the \
destination.\
"), _("\
The ongoing trade route that is established benefits both its \
origin and destination cities equally by generating trade points for \
each city every turn. The amount of ongoing trade increases with the \
size of each city and the distance between them, and may also depend on \
the factors mentioned above. If a trade route ever becomes unsustainable \
-- for instance, if war breaks out in a ruleset where enemies cannot \
trade -- it may be permanently canceled.\
"), _("\
Each city can only support a limited number of trade routes (the exact \
limit is set by ruleset and circumstance). If you attempt to establish \
more, the trade route with the smallest ongoing revenue is canceled if \
it would be less than the new route. (Otherwise, the origin civilization \
can still gain initial revenue by entering the marketplace and selling \
trade goods, but it is reduced to a third.)\
"), _("\
This limit is enforced only when attempting to establish a new route. If \
you temporarily lose the ability to establish as many trade routes as a \
city already has, existing ones are not affectedsclassicclassic units could even transform \
The city's \
tile may also receive other benefits. In the classic ruleset, it \
always produces at least one food and one production point regardless \
of terrain; gains whatever advantages the terrain offers with an \
irrigation system (because cities come with water systems built-in), \
although this may not be used as a basis for irrigating other tiles; \
and is usually developed with roads (unless on a river and you do not \
yet know Bridge Building; upon learning it, river cities will also \
acquire roads). Other rulesets may differ in detailzens have a nationality distinct from that of the state they \
inhabit. When a city grows due to food surplus, new citizens take \
the nationality of the city's current owner, but when a city is \
conquered or otherwise transferred, its citizens retain their \
original nationality, as do any immigrants. Units founding or \
contributing citizens to a city can also bring their own nationality.\
"), _("\
Citizens of another nationality will work in your cities just the same \
as your own, and behave the same in most respects, but they may become \
unhappy when you are at war with their associated state; their presence \
makes it cheaper for their state's agents to incite revolt in your \
cities; and if migration is enabled, they have an increased tendency to \
migrate to their state's cities. Over time, citizens may be assimilated \
into their home city, depending on ruleset settings.\
"), _("\
Some rulesets do not have nationality; in this case, citizens always \
consider their nationality to be that of their home city. \
If nationality is enabled, you can see the cultural makeup of your \
cities and any consequent effects on happiness in the City dialog, \
on the Happiness tabclassicagents to incite to revolt. Prolonged disorder under certain \
governmentsclassicclassicclassicIf you are at war with a civilization and some of your citizens are \
of that nationality, those citizens may also become unhappy.\
"), _("\
These forms of unhappiness are\
the classic ruleset, Police Stations and the Women's Suffrage wonder \
can offset unhappiness caused by units, and only a few wonders -- \
such as J.S. Bach's Cathedral -- can offset any kind of unhappiness, \
even that caused by military or diplomatic tensionclassic, _("\
If migration is enabled, citizens will tend to prefer cities with a \
lower risk of plague'In rulesets where nationality is enabled, citizens have a strong \
preference to move to cities of their own nationality.A high risk of plague reduces a city's attractiveness'classic''classicMost units begin every turn with one or more movement points. Every \
action physical nature (the terrain they are 'native' to), \
by diplomatic obligations (see the section on Diplomacy), and by \
enemy units (see the section on Zones of Control). The number of \
movement points consumed may depend on the type of terrain; see \
"\
$VeteranLevels\
"classicclassicclassic rules) \
it will lose some or all of its veteran levels.\
")

[help_gen_units]
generate = " Units"

[help_combat]
name = _("Combat")
text = _("\
In standard combat, when one unit attacks another unit, either the \
attacker will be destroyed, or the defender will be destroyed -- \
never both (unless the attacker was a missile).\
"), _("\
(In some rulesets, certain units sometimes use a different style of \
attack called 'bombardment', which works rather differently: the \
attacker sustains no damage, and damages every unit in the target \
tile or city, but defenders are never completely destroyed.)\
"), _("\
The outcome of combat depends on several factors, including chance.\
"), _("\
The description below is for the classic ruleset, but the principles \
are similar for any ruleset. - Some rulesets (but not the classic rules) have 'tired attacks': \
a unit that attacks with less than a full movement point will have \
its strength proportionally reducedRuleset-specific bonuses are applied:\
"), _("\
   - The defender's strength is doubled if it is a Pikeman unit \
defending against a mounted unit.\
"), _("\
        In the classic in case of land unitsmay be destroyed \
along with the defender. (This can be changed with the 'killstack' \
server option.)\
")

[help_combat_example_1Zones of control are only enforceable on some terrain -- in the classic \
rules, only on land tiles. When ZOC applies, the general rule is that a \
unit which is adjacent to an enemy occupied tile cannot move directly to \
another tile which is also adjacent to an enemy occupied tile. An enemy \
occupied tile is one with a foreign unit of a type that imposes ZOC, \
unless you have an Alliance pact with that nation. Adjacency means any \
of the eight tiles surrounding a unit for rectangular grids, or six \
, units can move regardless of ZOC:\n\
- A unit moving directly into or out of a city.\n\
- A unit moving onto a tile already occupied by a friendly unit.\n\
- A unit moving to or from a terrain where ZOC cannot be enforced; \
for instance, in the classic rules, a land unit disembarking from a \
boat which is on an ocean tile.\n\
- A unit type which explicitly ignores ZOC, such as Diplomats and Spies \
in the classic rules.\
"), _("\
Notes:\
"), _("\
- ZOC does not restrict unit attacks, only movement.\
"), _("\
- Units may only impose ZOC when they are on terrain that supports it. \
Thus, units that are not native to terrain effectively cannot impose \
ZOC except for the special case where they are in a city.\
"), _(".)In the classic rules, your start out ruling your civilization \
through Despotism. As your technology improves, you can select other \
forms of government (listed below). In order to change your form of \
government, you must start a revolution. This will cause your \
civilization to undergo a period of Anarchy (lasting 1-5 turns); \
at the end of this time, you will be able to choose your new \
gen_governments]
generate = " Governments". In rulesets with civil \
war, it is triggered by the loss of your capital. Up to half of \
your cities will rebel and declare allegiance to a new (AI) leader, \
who That is, empires with fewer than 10 \
cities are immune from civil war. However, this is a server \
option ('civilwarsize'), and may vary upwards from a minimum of 6.\
")r \
agents can steal advances; wonders can provide you with technology; \
and another player might grant technology in the terms of a pact. But \
otherwise advances must be discovered through the efforts of your own \
classicclassic rulesnto be disabled on the server.)\
"), _("\
In the classic rules, before you can build spaceship parts, the \
Apollo Program wonder must have been built by any player. You \
also need specific technologies to build the different spaceship \
parts: see the help texts for Space Structural, Space Component, \
and Space Module, under City Improvements. (If there are no help \
texts for these items, it probably means the 'spacerace' server \
option is off for \
"), _("\
Nations are distinguished by their flags, leaders and city names; in \
the classic rules they are identical in all other aspects and play by \
the same rules, but other rules may have nation-specific behavior.\
p' (apostrophe):                Focus chatlinemultipiers]
name = _("Policies")
text = _("Policies are changable values, which define your civilization's rights.")

[help_gen_multipiers]
generate = " Multipliers"†  Ÿ¬5 ]€‰1 ˜ ¸ 7œ	¬ d>€„B `™q€‚ DžGth it and this License would be to refrain entirely from \
distribution of the Program.\
", "\
If any portion of this section is held invalid or unenforceable \
under any particular circumstance, the balance of the section is \
intended to apply and the section as a whole is intended to apply in \
other circumstances.\
", "\
It is not the purpose of this section to induce you to infringe any \
patents or other property right claims or to contest validity of any \
such claims; this section has the sole purpose of protecting the \
integrity of the free software distribution system, which is \
implemented by public license practices.  Many people have made \
generous contributions to the wide range of software distributed \
through that system in reliance on consistent application of that \
system; it is up to the author/donor to decide if he or she is \
willing to distribute software through any other system and a \
licensee cannot impose that choice.\
", "\
This section is intended to make thoroughly clear what is believed \
to be a consequence of the rest of this License.\
", "\
  8. If the distribution and/or use of the Program is restricted in \
certain countries either by patents"\
$FreecivVersion\
",
; /* TRANS: followed by a URL */
Please quote the above version information. \
"), _("\
To contact the developers about anything else, please email one of the \
project's mailing lists:\
"), _("\
    freeciv-dev@gna.org         - public development mailing\n\
                                  list (archives are public)\n\
    freeciv-maintainers@gna.org - private project administration\n\
                                  list (for security issues, etc)\
"), _("\
  Original authors:\n\
    (they are no longer involved, please don't mail them!)\
"), "\
    Allan Ove Kjeldbjerg - allan@daimi.aau.dk\n\
    Claus Leth Gregersen - leth@daimi.aau.dk\n\
Marko Lindqvist      - cazfi74@gmail.com\n\
    R. Daniel Markstedt  - markstedt@gmail.com\n\
    Christian Prochaska  - cp.ml.freeciv.dev@googlemail.com\n\
    Jacob Nevins         - 0jacobnk.fca@chiark.greenend.org.uk\
", _("\
For more information in general, ENDREP
DELTA 25903 7562 20262
SVN  £ Ë <Ã5 „- €a ˜b„x€ˆi ‹U¥b€ŒG „y±<€ ~·F€ |¹T€U ¼€u j½g€ C¿a€U 
Ã€P Æ¤ iÊ'€E ‚È¤ iÊ'€E }Ë2¥ oÍ)€ rÏ(€ AË@€‚8 Iµ¤ !Ð€Œ qÖ+€„m …gÚ\€Y sà@€‚/ zá/€) …=ñ'€†H ‚*ê€	 ©ùu5.January.14"
format_version=10

[about]
; Ruleset name
name = _("Multiplayer ruleset")

; There`"City" - The player`s total gold must be non-negative after paying upkeep
;          costs associated with each city. If for any city the player`s
;          gold is negative, random buildings in the city are sold off. If
;          the gold is still negative, then supported units with gold upkeep
;          are disbanded.
; "Mixed" - In the first step, the player`s total gold must be non-negative
;           after paying upkeep for all buildings within a city. If for any
;           city the player`s gold is negative, random buildings in the city
;           are sold off.
;           In the second step, gold upkeep for all units is paid in a lump
;           sum. If the player does not have enough gold, random units with
;           gold upkeep are disbanded.
; "Nation" - Gold upkeep for all buildings and units is paid in a lump sum
;            after all cities have been processed. If the player does not
;            have enough gold, random buildings from random cities are sold.
;            If still more gold is needed, then random units with gold
;            upkeep are disbanded.
gold_upkeep_style = "City"TRUE

[actions]
; What each action should be called when showing them to the player.
; The first %s should be before the mnemonic of the action.
; The second %s marks were extra details should be insterted.

; /* TRANS: _Poison City (3% chance of success). */
ui_name_poison_city = _("%sPoison City%s")

; /* TRANS: _Sabotage Enemy Unit (3% chance of success). */
ui_name_sabotage_unit = _("%sSabotage Enemy Unit%s")

; /* TRANS: _Bribe Enemy Unit (3% chance of success). */
ui_name_bribe_unit = _("%sBribe Enemy Unit%s")

; /* TRANS: _Sabotage City (3% chance of success). */
ui_name_sabotage_city = _("%sSabotage City%s")

; /* TRANS: Industria_l Sabotage (3% chance of success). */
ui_name_targeted_sabotage_city = _("Industria%sl Sabotage%s")

; /* TRANS: Incite a _Revolt (3% chance of success). */
ui_name_incite_city = _("Incite a %sRevolt%s")

; /* TRANS: Establish _Embassy (100% chance of success). */
ui_name_establish_embassy = _("Establish %sEmbassy%s")

; /* TRANS: Steal _Technology (3% chance of success). */
ui_name_steal_tech = _("Steal %sTechnology%s")

; /* TRANS: In_dustrial Espionage (3% chance of success). */
ui_name_targeted_steal_tech = _("In%sdustrial Espionage%s")

; /* TRANS: _Investigate City (100% chance of success). */
ui_name_investigate_city = _("%sInvestigate City%s")

; /* TRANS: Help _build Wonder (100% chance of success). */
ui_name_help_wonder = _("Help %sbuild Wonder%s")

; /* TRANS: _Build City (100% chance of success). */
ui_name_found_city = _("%sBuild City%s")

; /* TRANS: _Add to City (100% chance of success). */
ui_name_join_city = _("%sAdd to City%s")
      "UnitFlag", "Diplomat", "Local"
      "DiplRel", "War", "Local"
      "UnitState", "OnLivableTile", "Local"
      "MinMoveFrags", "1", "Local"
      "DiplRel", "War", "Local"
      "UnitFlag", "Spy", "Local"
      "UnitState", "OnLivableTile", "Local"
      "MinMoveFrags", "1", "Local"
      "UnitFlag", "Diplomat", "Local"
      "UnitState", "OnLivableTile", "Local"
      "MinMoveFrags", "1", "Local"
    }
target_reqs  =
    { "type",   "name", "range", "present"
      "NationGroup", "Barbarian
      "UnitFlag", "Diplomat", "Local"
      "UnitState", "OnLivableTile", "Local"
      "MinMoveFrags", "1", "Local"
      "UnitFlag", "Spy", "Local"
      "DiplRel", "War", "Local"
      "UnitState", "OnLivableTile", "Local"
      "MinMoveFrags", "1", "Local"
      "UnitFlag", "Diplomat", "Local"
      "UnitState", "OnLivableTile", "Local"
      "MinMoveFrags", "1", "Local"
    }
target_reqs  =
    { "type",   "name", "range", "present"
      "NationGroup", "Barbarian
      "UnitFlag", "Spy", "Local"
      "UnitState", "OnLivableTile", "Local"
      "MinMoveFrags", "1", "Local"
    }
target_reqs  =
    { "type",   "name", "range", "present"
      "NationGroup", "BarbarianUnitFlag", "Diplomat", "Local", TRUEOnLivableTile", "Local", TRUE
      "MinMoveFrags", "1", "Local", TRUUnitFlag", "Diplomat", "Local", TRUEOnLivableTile", "Local", TRUE
      "MinMoveFrags", "1", "Local", TRU  "MaxUnitsOnTile", "1", "Local", TRU
      "Unitflag", "Spy", "Local"
      "DiplRel", "War", "Local"
      "UnitState", "OnLivableTile", "Local"
      "MinMoveFrags", "1", "Local"  "MinHitPoints", "2", "Local", TRUE
      "MaxUnitsOnTile", "1", "Local", TRUE
    }

[actionenabler_help_build_wonder]
action = "Help Wonder"
actorflag", "HelpWonder", "Local", TRUE
      "DiplRel", "Is foreign", "Local", FALSE
    }

[actionenabler_build_city]
action = "Found City"
actor_reqs    =
    { "type",   "name", "range"
      "Unitflag", "Cities", "Local"
      "UnitState", "OnLivableTile", "Local"
    }

[actionenabler_join_city]
action = "JoinUnitflag", "AddToCity", "Local", TRU; Difference between city workable area and area permanently claimed by
; city (these tiles cannot be stolen by stronger border sources).
; 0 means exactly city workable area is immune to border stealing.
; Negative value means outer workable tiles can be stolen; highly negative
; value (more than max city radius_sq) means any workable tile can be stolen.
; If City_Radius_Sq is variable, so is the set of locked tiles; this is
; a squared value, so the radius of the ring of tiles which are workable
; but not locked (or vice versa) varies but the area is constant.
radius_sq_city_permanent = 0

[research]
; Method of calculating technology costs
;   "Civ I|II"      - Civ (I|II) style. Every new tech add researchcost to
;                     cost of next tech.
;   "Classic"       - Cost of technology is:
;                       base_tech_cost * (1 + reqs) * sqrt(1 + reqs) / 2
;                     where reqs == number of requirement for tech, counted
;                     recursively.
;   "Classic+"      - Cost are read from tech.ruleset. Missing costs are
;                     generated by style "Classic".
;   "Experimental"  - Cost of technology is:
;                       base_tech_cost * (reqs^2 / (1 + sqrt(sqrt(reqs + 1)))
;                                         - 0.5)
;                     where reqs == number of requirement for tech, counted
;                     recursively.
;   "Experimental+" - Cost are read from tech.ruleset. Missing costs are
;                     generated by style "Experimental".
tech_cost_style = "Classic""None"           - No reduction of the technology cost.
; "Embassies"      - Technology cost is reduced depending on the number of
;                    players which already know the tech and you have an
;                    embassy with.
; "All Players"    - Technology cost is reduced depending on the number of
;                    all players (human, AI and barbarians) which already
;                    know the tech.
; "Normal Players" - Technology cost is reduced depending on the number of
;                    normal players (human and AI) which already know the
;                    tech.
tech_leakage = "None"; How much each culture point affects the migration
; from/to the city.
migration_pct = 5How many fragments each year has. Value 0 disables year advancement by fragment
; accumulation.
fragments = 0

; Calendar fragment names. If name is missing, only a fragment number +1 (so human readable
; numbers begin froá¸¿ 1 and not 0) is shown.

;fragment_name0 = "Jan"
;fragment_name1 = "Feb"
; ... first_msg               = Message shown to first player gaining the achievement
; cons_msg                = Message shown to consecutive players gaining the achievement "bonus"      - One-time bonuses granted when traderoute established
;                "None"     - No one-time bonus
;                "Gold"     - Bonus to gold
;                "Science"  - Bonus to research
;                "Both"     - Bonus to gold and research
;
[trade]
settings =
  { "type",       "pct", "cancelling", "bonus"
    "National",   0,     "Cancel",     "Both"
    "NationalIC", 0,     "Cancel",     "Both"
    "IN",         0,     "Cancel",     "Both"
    "INIC",       0,     "Cancel",     "Both"
    "Ally",       0,     "Cancel",     "Both"
    "AllyIC",     0,     "Cancel",     "Both"
    "Enemy",      0,     "Cancel",     "Both"
    "EnemyIC",    0,     "Cancel",     "Both"
    "Team",       0,     "Cancel",     "Both"
    "TeamIC",     0,     "Cancel",     "Both"
  }

; /* <-- avoid gettext warnings
;
; Goods
;                           an good after a ruleset has been released.
;
; */ <-- avoid gettext warnings

[goods_good]
name = _("Goods")ENDREP
DELTA 28753 9236 291
SVN  îò\„Q ³u €„Q º³o; Difference between city workable area and area permanently claimed by
; city (these tiles cannot be stolen by stronger border sources).
; 0 means exactly city workable area is immune to border stealing.
; Negative value means outer workable tiles can be stolen; highly negative
; value (more than max city radius_sq) means any workable tile can be stolen.
; If City_Radius_Sq is variable, so is the set of locked tiles; this is
; a squared value, so the radius of the ring of tiles which are workable
; but not locked (or vice versa) varies but the area is constant.
radius_sq_city_permanentENDREP
DELTA 28904 0 752
SVN  „ôH„ô}S „¨t €S Ê6„ªmap_vector_to_sq_distance(city_x, city_y)
            <= city_map_radius_sq_get(ccity)
               + game.info.border_city_permanent_radius_sq) {
          /* Tile is within region permanently claimed by cityENDREP
DELTA 28891 0 15730
SVN  †  †    †   †  †  †  ‚ …™O Ÿ …“~€} ƒ…™Egame.info.border_city_permanent_PERMANENT,
                                           RS_MIN_BORDER_RADIUS_SQ_CITY_PERMANENT,
                                           RS_MAX_BORDER_RADIUS_SQ_CITY_PERMANENT,
                                           "borders.radius_sq_city_permanenŒÀ ‚­K‚°xƒ-€ƒ- ‚­K ;
    packet.happy_cost = u->happy_cost;
    output_type_iterate(o) {
      packet.upkeep[o] = u->upkeep[o];
    } output_type_iterate_end;
    packet.paratroopers_range = u->paratroopers_range;
    packet.paratroopers_mr_req = u->paratroopers_mr_req;
    packet.paratroopers_mr_sub = u->paratroopers_mr_sub;
    packet.bombard_rate = u->bombard_rate;
    packet.city_size = u->city_size;
    packet.cargo = u->cargo;
    packet.ENDREP
DELTA 28853 5782 445
SVN  ……‚U4 õ €4 ƒŒõave_default_int(sfile, game.info.border_city_permanent_radius_sq,
                   RS_DEFAULT_BORDER_RADIUS_SQ_CITY_PERMANENT,
                   "borders.radius_sq_city_permanenENDREP
id: 8w.5ck.r28905/33220
type: file
pred: 8w.5ck.r28891/15760
count: 785
text: 28905 32171 785 243832 ead5d0ad714e91b58f73ecc65ef2f5f3
props: 11085 367 112 0 7f6d12fc80ead5cc285da723cb8caa9d
cpath: /trunk/server/ruleset.c
copyroot: 15280 /trunk

id: 13.5ck.r28905/33465
type: file
pred: 13.5ck.r28904/781
count: 375
text: 28905 31907 239 80509 0c6c5d2a124a6c2b6b386c6b2a5895bc
props: 10990 3093 112 0 0e7b2145f04ad4ce4f4fdbad497f598c
cpath: /trunk/server/maphand.c
copyroot: 15280 /trunk

PLAIN
K 11
Makefile.am
V 24
file 5q.5ck.r28427/16272
K 13
actiontools.c
V 27
file 1p83.5ck.r28596/112184
K 13
actiontools.h
V 26
file 1p86.5ck.r28427/15610
K 8
advisors
V 23
dir 4n2.5ck.r28874/3216
K 9
aiiface.c
V 25
file 4gm.5ck.r26905/55786
K 9
aiiface.h
V 25
file 4gn.5ck.r26905/56374
K 9
animals.c
V 25
file vnk.5ck.r26905/62972
K 9
animals.h
V 25
file vnm.5ck.r26905/63257
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 23
file lw.5ck.r28605/1218
K 11
barbarian.h
V 23
file lx.5ck.r28605/1460
K 14
citizenshand.c
V 25
file 6mz.5ck.r26905/56079
K 14
citizenshand.h
V 25
file 6n0.5ck.r26905/56662
K 10
cityhand.c
V 22
file 10.5ck.r28601/316
K 10
cityhand.h
V 23
file 4f.0.r13297/423686
K 11
citytools.c
V 24
file 4g.5ck.r28831/33011
K 11
citytools.h
V 24
file 4h.5ck.r28168/37943
K 10
cityturn.c
V 24
file 4i.5ck.r28682/15107
K 10
cityturn.h
V 24
file 4j.5ck.r24742/16670
K 11
civserver.c
V 24
file 4k.5ck.r28075/17421
K 10
commands.c
V 26
file 2ly.5ck.r27912/171920
K 10
commands.h
V 25
file 2lz.5ck.r28012/47664
K 13
connecthand.c
V 25
file 2dw.5ck.r28710/11719
K 13
connecthand.h
V 24
file 2dx.5ck.r23606/2057
K 9
console.c
V 24
file dd.5ck.r24895/15492
K 9
console.h
V 23
file de.5ck.r19183/7918
K 10
diplhand.c
V 21
file 4m.5ck.r28629/83
K 10
diplhand.h
V 23
file 4n.5ck.r27517/8916
K 11
diplomats.c
V 24
file vz.5ck.r28853/27118
K 11
diplomats.h
V 23
file w0.5ck.r27461/1674
K 10
edithand.c
V 25
file 3bk.5ck.r27611/83395
K 10
edithand.h
V 25
file 4ez.5ck.r26905/64705
K 6
fcdb.c
V 25
file 6l3.5ck.r26905/56956
K 6
fcdb.h
V 25
file 6l4.5ck.r26905/57239
K 10
gamehand.c
V 23
file 4o.5ck.r27042/1951
K 10
gamehand.h
V 24
file 4p.5ck.r26564/23149
K 9
generator
V 23
dir 2me.5ck.r28863/2257
K 10
handchat.c
V 23
file 4q.5ck.r25915/6654
K 10
handchat.h
V 24
file dj.5ck.r18270/28229
K 9
maphand.c
V 24
file 13.5ck.r28905/33465
K 9
maphand.h
V 23
file 14.5ck.r24759/3742
K 6
meta.c
V 24
file 4s.5ck.r28853/27364
K 6
meta.h
V 23
file 4t.5ck.r27204/3095
K 6
mood.c
V 26
file 112c.5ck.r26905/63547
K 6
mood.h
V 26
file 112e.5ck.r26905/64129
K 8
notify.c
V 25
file 4i2.5ck.r26905/57814
K 8
notify.h
V 25
file 4i3.5ck.r26905/58681
K 9
plrhand.c
V 24
file 4u.5ck.r28710/11232
K 9
plrhand.h
V 24
file 4v.5ck.r28710/11476
K 8
report.c
V 24
file vi.5ck.r28694/12005
K 8
report.h
V 24
file vj.5ck.r24891/20006
K 10
rscompat.c
V 26
file 1kte.5ck.r28879/33556
K 10
rscompat.h
V 26
file 1ktg.5ck.r28753/34226
K 10
rssanity.c
V 25
file hew.5ck.r28682/15354
K 10
rssanity.h
V 25
file hey.5ck.r26905/55500
K 9
ruleset.c
V 24
file 8w.5ck.r28905/33220
K 9
ruleset.h
V 23
file 8x.5ck.r28433/8364
K 13
sanitycheck.c
V 24
file wi.5ck.r28866/15850
K 13
sanitycheck.h
V 24
file wj.5ck.r28075/17176
K 12
savecompat.c
V 24
file qva.5ck.r28859/2841
K 12
savecompat.h
V 25
file qvc.5ck.r27279/35421
K 10
savegame.c
V 24
file vl.5ck.r28866/15607
K 10
savegame.h
V 24
file vm.5ck.r20758/19233
K 11
savegame2.c
V 25
file 4m0.5ck.r28866/16097
K 11
savegame2.h
V 25
file 4m1.5ck.r27478/65017
K 11
savegame3.c
V 23
file 4m0.5ql.r28871/753
K 11
savegame3.h
V 25
file 4m1.5qm.r27478/64506
K 7
score.c
V 25
file 2eg.5ck.r25535/51502
K 7
score.h
V 24
file 2eh.5ck.r21929/6179
K 9
scripting
V 23
dir 31x.5ck.r28467/1243
K 8
sernet.c
V 23
file 15.5ck.r28351/8056
K 8
sernet.h
V 23
file 4y.5ck.r23685/5129
K 10
settings.c
V 24
file 2m0.5ck.r28747/6763
K 10
settings.h
V 24
file 2m1.5ck.r28747/6278
K 11
spacerace.c
V 24
file 9a.5ck.r25063/30975
K 11
spacerace.h
V 21
file 9b.0.r11338/1129
K 9
srv_log.c
V 25
file 15t.5el.r28853/27603
K 9
srv_log.h
V 25
file 15u.5em.r28012/47157
K 10
srv_main.c
V 23
file vg.5ck.r28863/2499
K 10
srv_main.h
V 22
file vh.5ck.r27134/762
K 11
stdinhand.c
V 23
file 4z.5ck.r28747/6518
K 11
stdinhand.h
V 24
file 50.5ck.r26100/15471
K 11
techtools.c
V 23
file 33n.5ck.r28731/145
K 11
techtools.h
V 24
file 33o.5ck.r27058/2134
K 10
unithand.c
V 24
file 18.5ck.r28866/16344
K 10
unithand.h
V 24
file 19.5ck.r23027/66151
K 11
unittools.c
V 25
file 1a.5ck.r28596/111445
K 11
unittools.h
V 23
file 1b.5ck.r28377/6232
K 8
voting.c
V 25
file 4ex.5ck.r26905/57525
K 8
voting.h
V 25
file 4ey.5ck.r26905/58399
END
ENDREP
id: z.5ck.r28905/37866
type: dir
pred: z.5ck.r28904/5174
count: 5973
text: 28905 33708 4145 4145 30b6f8945c162e623630e0e6bdaf6307
props: 23990 448 166 0 e5026e1cb18fe57b41417951bfac7b19
cpath: /trunk/server
copyroot: 15280 /trunk

id: 155c.5ck.r28905/38097
type: file
pred: 155c.5ck.r28753/47217
count: 21
text: 28905 31262 617 14684 59ea1986a8b26cc8f7ed7cbadc34f0e5
cpath: /trunk/data/stub/game.ruleset
copyroot: 15280 /trunk

PLAIN
K 17
buildings.ruleset
V 27
file 1558.5ck.r27687/149948
K 14
cities.ruleset
V 27
file 155a.5ck.r27687/150147
K 15
effects.ruleset
V 27
file 155b.5ck.r27687/149750
K 12
game.ruleset
V 26
file 155c.5ck.r28905/38097
K 19
governments.ruleset
V 27
file 155d.5ck.r27687/151131
K 7
nations
V 23
dir 155e.5ck.r27717/484
K 15
nations.ruleset
V 25
file 155j.5ck.r28589/5630
K 10
script.lua
V 26
file 155k.5ck.r25199/66100
K 14
styles.ruleset
V 27
file 155l.5ck.r27687/150540
K 13
techs.ruleset
V 26
file 155m.5ck.r28787/19327
K 15
terrain.ruleset
V 26
file 155n.5ck.r28690/29517
K 13
units.ruleset
V 27
file 155o.5ck.r28596/121862
END
ENDREP
id: 1556.5ck.r28905/38932
type: dir
pred: 1556.5ck.r28787/20160
count: 57
text: 28905 38294 625 625 4ad8e19c75feaa313acfbc3e94eb45db
cpath: /trunk/data/stub
copyroot: 15280 /trunk

id: y.5ck.r28905/39113
type: file
pred: y.5ck.r28902/630
count: 224
text: 28905 4481 17892 108085 bd250c16f7a1c13cc565aa9eb5addf64
props: 10863 4083 112 0 15d443e4a762337bca5e41f6d4ad472c
cpath: /trunk/data/helpdata.txt
copyroot: 15280 /trunk

id: u6.5ck.r28905/39357
type: file
pred: u6.5ck.r28806/4762
count: 138
text: 28905 1034 645 22245 a04f3f2267a2d170fa1d586ede65caea
props: 10866 11942 111 0 a7a47edee133482c23dc1cb4e5f0087b
cpath: /trunk/data/civ1/game.ruleset
copyroot: 15280 /trunk

PLAIN
K 11
Makefile.am
V 24
file 8n.5ck.r24528/29370
K 17
buildings.ruleset
V 25
file 8p.5ck.r27687/159269
K 14
cities.ruleset
V 26
file 3c4.5f0.r27687/159526
K 15
effects.ruleset
V 25
file 2ww.5ck.r28879/38192
K 12
game.ruleset
V 24
file u6.5ck.r28905/39357
K 19
governments.ruleset
V 25
file hg.5ck.r27687/160756
K 15
nations.ruleset
V 22
file os.5ck.r28658/561
K 10
script.lua
V 25
file 3w7.5ck.r15828/10205
K 14
styles.ruleset
V 26
file zzh.5ck.r27687/160056
K 13
techs.ruleset
V 24
file 8q.5ck.r28615/27266
K 15
terrain.ruleset
V 24
file gd.5ck.r28690/30530
K 13
units.ruleset
V 25
file 8r.5ck.r28596/125925
END
ENDREP
id: 8l.5ck.r28905/40231
type: dir
pred: 8l.5ck.r28879/39069
count: 646
text: 28905 39607 611 611 acef85b297e0cf131e594318ab7ce67c
props: 4431 12663 46 0 e473fc4bd409d833d90929dfcb3a14b8
cpath: /trunk/data/civ1
copyroot: 15280 /trunk

id: u7.5ck.r28905/40465
type: file
pred: u7.5ck.r28806/5865
count: 143
text: 28905 1705 623 21799 43a87a43c878cc1740f9dba48daa43ca
props: 10866 13014 111 0 a7a47edee133482c23dc1cb4e5f0087b
cpath: /trunk/data/civ2/game.ruleset
copyroot: 15280 /trunk

PLAIN
K 11
Makefile.am
V 24
file gg.5ck.r24528/30633
K 17
buildings.ruleset
V 25
file gm.5ck.r27687/162388
K 14
cities.ruleset
V 26
file 3c4.5ck.r27687/162644
K 15
effects.ruleset
V 25
file 2wx.5ck.r28879/39302
K 12
game.ruleset
V 24
file u7.5ck.r28905/40465
K 19
governments.ruleset
V 25
file hh.5ck.r27687/163850
K 15
nations.ruleset
V 24
file 38l.5ck.r28658/1663
K 10
script.lua
V 25
file 3w8.5ck.r15828/11190
K 14
styles.ruleset
V 26
file zzj.5ck.r27687/163148
K 13
techs.ruleset
V 24
file gn.5ck.r28615/28376
K 15
terrain.ruleset
V 24
file gi.5ck.r28690/31639
K 13
units.ruleset
V 23
file go.5ck.r28720/2799
END
ENDREP
id: ge.5ck.r28905/41339
type: dir
pred: ge.5ck.r28879/40180
count: 710
text: 28905 40715 611 611 8839f172383a7cf8154093d15753129b
props: 4431 13678 46 0 e473fc4bd409d833d90929dfcb3a14b8
cpath: /trunk/data/civ2
copyroot: 15280 /trunk

id: u8.5es.r28905/41573
type: file
pred: u8.5es.r28861/447
count: 160
text: 28905 22400 8832 25984 f305e3061868f05bb9e4637655acf154
props: 10866 9741 111 0 0b146d6d431c2ad00452618c43381276
cpath: /trunk/data/multiplayer/game.ruleset
copyroot: 17702 /trunk/data/multiplayer

PLAIN
K 11
Makefile.am
V 23
file 8f.5es.r28114/2080
K 17
buildings.ruleset
V 25
file 8t.5es.r27687/146249
K 14
cities.ruleset
V 25
file jx.5es.r27687/146529
K 15
effects.ruleset
V 25
file 2wy.5es.r28683/10420
K 12
game.ruleset
V 24
file u8.5es.r28905/41573
K 19
governments.ruleset
V 25
file hi.5es.r27687/147852
K 15
nations.ruleset
V 24
file cod.5es.r28589/4536
K 10
script.lua
V 24
file 330.5es.r27060/1752
K 14
styles.ruleset
V 26
file zzr.5es.r27687/147078
K 13
techs.ruleset
V 24
file 8u.5es.r28787/18174
K 15
terrain.ruleset
V 24
file gl.5es.r28690/23840
K 13
units.ruleset
V 23
file 8v.5es.r28720/3903
END
ENDREP
id: 89.5es.r28905/42468
type: dir
pred: 89.5es.r28861/1333
count: 1048
text: 28905 41847 608 608 1b50243cc28f7b1b8f93035f025a3298
props: 4431 6509 46 0 e473fc4bd409d833d90929dfcb3a14b8
cpath: /trunk/data/multiplayer
copyroot: 17702 /trunk/data/multiplayer

id: u8.5jl.r28905/42725
type: file
pred: u8.5jl.r28806/8120
count: 155
text: 28905 3081 623 23008 af48b18fcf2434681856e8afbf565e26
props: 10866 9741 111 0 0b146d6d431c2ad00452618c43381276
cpath: /trunk/data/classic/game.ruleset
copyroot: 21163 /trunk/data/classic/game.ruleset

PLAIN
K 11
Makefile.am
V 25
file csz.5ck.r24528/33291
K 17
buildings.ruleset
V 25
file 8t.5ji.r27687/152161
K 14
cities.ruleset
V 25
file jx.5jj.r27687/152451
K 15
effects.ruleset
V 25
file 2wy.5jk.r28879/40413
K 12
game.ruleset
V 24
file u8.5jl.r28905/42725
K 19
governments.ruleset
V 25
file hi.5jm.r27687/153789
K 15
nations.ruleset
V 23
file i7.5jn.r28589/6639
K 10
script.lua
V 24
file 330.5jo.r26787/4815
K 14
styles.ruleset
V 26
file zzn.5ck.r27687/153017
K 13
techs.ruleset
V 24
file 8u.5jp.r28787/20341
K 15
terrain.ruleset
V 24
file gl.5jq.r28690/24999
K 13
units.ruleset
V 23
file 8v.5jr.r28720/5053
END
ENDREP
id: csx.5ck.r28905/43625
type: dir
pred: csx.5ck.r28879/41322
count: 320
text: 28905 43003 609 609 a460723093f93e54873bb4c1e651dede
props: 21472 352 47 0 bf36bdb5202732a1b9a911cc1234183c
cpath: /trunk/data/classic
copyroot: 15280 /trunk

id: fut.5ck.r28905/43863
type: file
pred: fut.5ck.r28806/10414
count: 102
text: 28905 2357 695 24661 90d98a256a235cc8856a3f0cd44fcd89
props: 21614 270577 34 0 25e6c2f7558b7484000d4d090dea5b92
cpath: /trunk/data/civ2civ3/game.ruleset
copyroot: 15280 /trunk

PLAIN
K 11
Makefile.am
V 25
file fuo.5ck.r24528/35815
K 17
buildings.ruleset
V 25
file fuq.5ck.r28794/18298
K 14
cities.ruleset
V 25
file fur.5ck.r28562/40602
K 15
effects.ruleset
V 25
file fus.5ck.r28879/42725
K 12
game.ruleset
V 25
file fut.5ck.r28905/43863
K 19
governments.ruleset
V 25
file fuu.5ck.r28562/41638
K 15
nations.ruleset
V 24
file fuv.5ck.r28589/2347
K 10
script.lua
V 24
file fuw.5ck.r26787/5934
K 14
styles.ruleset
V 26
file zzl.5ck.r27687/140384
K 13
techs.ruleset
V 25
file fux.5ck.r28787/22646
K 15
terrain.ruleset
V 23
file fuy.5ck.r28898/313
K 13
units.ruleset
V 24
file fuz.5ck.r28722/5179
END
ENDREP
id: fum.5ck.r28905/44745
type: dir
pred: fum.5ck.r28898/1193
count: 382
text: 28905 44120 612 612 d8e9ec169bbd37b32944a8da7ddb2e7c
props: 21472 647 47 0 bf36bdb5202732a1b9a911cc1234183c
cpath: /trunk/data/civ2civ3
copyroot: 15280 /trunk

id: fb1.5ck.r28905/44983
type: file
pred: fb1.5ck.r28880/3101
count: 91
text: 28905 387 623 20811 ac10a09d49500ed4d75c09d7d1f81dfc
cpath: /trunk/data/alien/game.ruleset
copyroot: 15280 /trunk

PLAIN
K 11
Makefile.am
V 24
file o99.5ck.r25561/8893
K 17
buildings.ruleset
V 26
file fax.5ck.r27687/156203
K 14
cities.ruleset
V 26
file faz.5ck.r27687/156403
K 15
effects.ruleset
V 25
file fb0.5ck.r28879/41559
K 12
game.ruleset
V 25
file fb1.5ck.r28905/44983
K 19
governments.ruleset
V 26
file fb2.5ck.r27687/157389
K 6
nation
V 24
dir fb3.5ck.r27488/10416
K 22
nation_effects.ruleset
V 24
file fbe.5ck.r25501/1912
K 15
nations.ruleset
V 25
file fbf.5ck.r28472/31822
K 10
script.lua
V 24
file fbg.5ck.r28448/3851
K 14
styles.ruleset
V 26
file zzf.5ck.r27687/156795
K 13
techs.ruleset
V 25
file fbh.5ck.r28787/21482
K 15
terrain.ruleset
V 25
file fbi.5ck.r28690/27275
K 13
units.ruleset
V 26
file fbj.5ck.r28596/124307
END
ENDREP
id: fav.5ck.r28905/45907
type: dir
pred: fav.5ck.r28880/4020
count: 319
text: 28905 45176 718 718 e26c78e7b0a9b4015e5eb564c17d07e0
props: 23744 7507 47 0 bf36bdb5202732a1b9a911cc1234183c
cpath: /trunk/data/alien
copyroot: 15280 /trunk

id: 4kb.5ck.r28905/46143
type: file
pred: 4kb.5ck.r28806/11531
count: 114
text: 28905 3732 719 24819 d3781216318c1345012c8bb98271c317
cpath: /trunk/data/experimental/game.ruleset
copyroot: 15280 /trunk

PLAIN
K 11
Makefile.am
V 23
file 4k6.5ck.r28114/744
K 17
buildings.ruleset
V 24
file 4k8.5ck.r28445/3203
K 14
cities.ruleset
V 26
file 4k9.5ck.r27687/143175
K 15
effects.ruleset
V 25
file 4ka.5ck.r28879/43849
K 12
game.ruleset
V 25
file 4kb.5ck.r28905/46143
K 19
governments.ruleset
V 26
file 4kc.5ck.r27687/144194
K 15
nations.ruleset
V 24
file cob.5ck.r28589/3469
K 10
script.lua
V 24
file 4ke.5ck.r26787/8131
K 14
styles.ruleset
V 26
file zzp.5ck.r27687/143581
K 13
techs.ruleset
V 25
file 4kf.5ck.r28787/17101
K 15
terrain.ruleset
V 25
file 4kg.5ck.r28690/28442
K 13
units.ruleset
V 24
file 4kh.5ck.r28720/7310
END
ENDREP
id: 4k5.5ck.r28905/46972
type: dir
pred: 4k5.5ck.r28879/44681
count: 428
text: 28905 46346 613 613 122b3580c4e2aa096c6e6c5c5bd926b9
props: 17871 6210 47 0 c348519a2f02d6470452d3eca58ed415
cpath: /trunk/data/experimental
copyroot: 15280 /trunk

PLAIN
K 10
Freeciv.in
V 26
file 2ph.5ck.r28596/117511
K 11
Makefile.am
V 23
file 5l.5ck.r28880/4255
K 5
alien
V 24
dir fav.5ck.r28905/45907
K 10
alien.serv
V 23
file fbk.5ck.r22305/900
K 13
alio.tilespec
V 25
file 1ef5.5sb.r28880/4489
K 6
amplio
V 24
dir 340.5ck.r28619/66081
K 15
amplio.tilespec
V 24
file 34t.5ck.r28692/6721
K 7
amplio2
V 23
dir 4na.5ck.r28654/5341
K 16
amplio2.tilespec
V 24
file 4oe.5ck.r28692/7403
K 9
buildings
V 22
dir 3co.0.r12672/18420
K 10
cimpletoon
V 24
dir 78f.5ck.r28619/45659
K 19
cimpletoon.tilespec
V 24
file 78i.5ck.r28692/7649
K 4
civ1
V 23
dir 8l.5ck.r28905/40231
K 9
civ1.serv
V 23
file 8s.5ck.r20880/5228
K 4
civ2
V 23
dir ge.5ck.r28905/41339
K 9
civ2.serv
V 23
file gj.5ck.r20880/5465
K 8
civ2civ3
V 24
dir fum.5ck.r28905/44745
K 13
civ2civ3.serv
V 23
file fv0.5ck.r24155/112
K 7
classic
V 24
dir csx.5ck.r28905/43625
K 12
classic.serv
V 23
file n1h.5ck.r22608/212
K 12
database.lua
V 24
file 6l2.5ck.r25798/5719
K 7
default
V 22
dir 89.5ck.r28589/8192
K 12
default.serv
V 24
file 2xa.5ck.r27479/5878
K 12
experimental
V 24
dir 4k5.5ck.r28905/46972
K 17
experimental.serv
V 24
file 4ki.5ck.r20880/5702
K 5
flags
V 25
dir 2gl.5ck.r27801/156326
K 19
freeciv-client.icns
V 24
file 3fa.0.r12705/354534
K 18
freeciv-client.png
V 24
file 33s.0.r12705/351588
K 19
freeciv-server.icns
V 24
file 3fc.0.r12705/355017
K 18
freeciv-server.png
V 25
file 3fd.5bk.r13732/27487
K 14
freeciv.rc-2.0
V 25
file 11h.5ck.r16281/11565
K 8
graphics
V 24
dir 2x2.5ck.r28478/54898
K 13
gtk_menus.xml
V 25
file 4hw.5ck.r26137/21048
K 12
helpdata.txt
V 23
file y.5ck.r28905/39113
K 5
hex2t
V 24
dir 3dv.5ck.r28704/63768
K 14
hex2t.tilespec
V 25
file 3e7.5ck.r28704/61696
K 9
hexemplio
V 25
dir 1dwq.5ck.r28619/37926
K 18
hexemplio.tilespec
V 25
file 1dxl.5ck.r28692/8580
K 5
icons
V 24
dir 4cb.5ck.r20125/42857
K 7
isophex
V 24
dir 2pl.5ck.r28699/54382
K 16
isophex.tilespec
V 25
file 2pz.5ck.r28699/53083
K 10
isotrident
V 24
dir 13p.5ck.r28673/63102
K 19
isotrident.tilespec
V 24
file 148.5ck.r28692/8330
K 4
misc
V 23
dir jl.5ck.r28619/60293
K 11
multiplayer
V 23
dir 89.5es.r28905/42468
K 16
multiplayer.serv
V 24
file 2xa.5et.r17702/1849
K 6
nation
V 23
dir ot.5ck.r28312/30452
K 8
override
V 23
dir 14ks.5ck.r25526/900
K 9
scenarios
V 22
dir io.5g6.r28434/1295
K 8
stdmusic
V 23
dir 146c.5ck.r25526/607
K 18
stdmusic.musicspec
V 27
file 10u1.5ck.r25054/880190
K 9
stdsounds
V 23
dir 32g.5ck.r26512/8768
K 19
stdsounds.soundspec
V 22
file 32y.5ck.r28574/46
K 4
stub
V 25
dir 1556.5ck.r28905/38932
K 9
stub.serv
V 26
file 155p.5ck.r25199/65944
K 6
themes
V 23
dir 2m6.5ck.r28036/2880
K 16
toonhex.tilespec
V 25
file 1ef5.5ck.r28692/6966
K 7
trident
V 23
dir eb.5ck.r28619/49316
K 16
trident.tilespec
V 23
file k4.5ck.r28692/7840
K 7
wonders
V 23
dir 3qc.5ck.r28518/2262
END
ENDREP
id: w.5ck.r28905/50014
type: dir
pred: w.5ck.r28902/3660
count: 3414
text: 28905 47216 2785 2785 be81675482f515031ddf7a9652b384a2
props: 11355 32945 104 0 b8b28eed1bd4d902aad8c746f9403748
cpath: /trunk/data
copyroot: 15280 /trunk

id: 3v.5ck.r28905/50245
type: file
pred: 3v.5ck.r28710/4744
count: 354
text: 28905 0 274 23518 5048a6d0b364db9345baf88469f11586
props: 11057 32714 112 0 2cf57fb6d11b8ba51814c6d419f0189e
cpath: /trunk/common/game.h
copyroot: 15280 /trunk

id: 2f5.5ck.r28905/50483
type: file
pred: 2f5.5ck.r28903/552
count: 569
text: 28905 300 62 54491 b1d9f3cb016da5d3e6d83680ef789e03
props: 11057 30210 112 0 64942f9576ccbd6a94350596bbb7a5cc
cpath: /trunk/common/packets.def
copyroot: 15280 /trunk

PLAIN
K 11
Makefile.am
V 24
file 5h.5ck.r27888/80675
K 14
achievements.c
V 25
file qhc.5ck.r28853/14803
K 14
achievements.h
V 26
file qhe.5ck.r26905/215849
K 9
actions.c
V 25
file r7a.5ck.r28853/11799
K 9
actions.h
V 23
file r7c.5ck.r28877/552
K 4
ai.c
V 26
file 4go.5ck.r26905/200613
K 4
ai.h
V 25
file 4gp.5ck.r28012/36147
K 6
aicore
V 24
dir 18t.5ck.r28780/21673
K 6
base.c
V 25
file 3jw.5ck.r28853/10829
K 6
base.h
V 25
file 3jx.5ck.r28690/17344
K 9
borders.c
V 25
file 4f0.5ck.r28853/15054
K 9
borders.h
V 26
file 4f1.5ck.r26905/213493
K 10
calendar.c
V 27
file 147p.5ck.r26905/214086
K 10
calendar.h
V 27
file 147r.5ck.r26905/215265
K 8
capstr.c
V 22
file dv.5ck.r24976/289
K 8
capstr.h
V 24
file dw.5ck.r18858/97074
K 10
citizens.c
V 26
file 6mx.5ck.r26905/203234
K 10
citizens.h
V 26
file 6my.5ck.r26905/204108
K 6
city.c
V 23
file q.5ck.r28818/38084
K 6
city.h
V 23
file 3q.5ck.r28866/9617
K 13
clientutils.c
V 26
file zj9.5ck.r26905/212022
K 13
clientutils.h
V 26
file zjb.5ck.r26905/213199
K 8
combat.c
V 22
file wp.5ck.r27137/126
K 8
combat.h
V 24
file wq.5ck.r24573/25814
K 12
connection.c
V 23
file un.5ck.r27857/9823
K 12
connection.h
V 23
file uo.5ck.r27799/1027
K 9
culture.c
V 27
file 104t.5ck.r26905/202652
K 9
culture.h
V 27
file 104v.5ck.r26905/203523
K 8
dataio.c
V 25
file 15r.5ck.r28876/24691
K 8
dataio.h
V 25
file 15s.5ck.r28876/24933
K 13
dataio_json.c
V 26
file 1m61.5ck.r28876/24304
K 13
dataio_json.h
V 26
file 1m63.5ck.r28876/24498
K 11
diptreaty.c
V 24
file 3r.5ck.r27517/13334
K 11
diptreaty.h
V 24
file 3s.5ck.r27517/13575
K 10
disaster.c
V 26
file b2m.5ck.r28661/141058
K 10
disaster.h
V 25
file b2o.5ck.r28753/25083
K 9
effects.c
V 23
file 2eo.5ck.r28719/557
K 9
effects.h
V 25
file 2ep.5ck.r28879/21617
K 8
events.c
V 24
file 33h.5ck.r28400/6662
K 8
events.h
V 23
file 3t.5ck.r28400/6903
K 8
extras.c
V 25
file o9u.5ck.r28853/12046
K 8
extras.h
V 25
file o9w.5ck.r28690/17585
K 12
fc_cmdhelp.c
V 26
file 76j.5ck.r26905/216438
K 12
fc_cmdhelp.h
V 26
file 76k.5ck.r26905/216731
K 14
fc_interface.c
V 23
file 4up.5ck.r28872/460
K 14
fc_interface.h
V 25
file 4uq.5ck.r28203/18355
K 10
fc_types.h
V 24
file 2ll.5ck.r28805/7198
K 15
featured_text.c
V 26
file 4h3.5ck.r26905/212899
K 15
featured_text.h
V 26
file 4h4.5ck.r26905/213786
K 6
game.c
V 24
file 3u.5ck.r28753/23850
K 6
game.h
V 24
file 3v.5ck.r28905/50245
K 19
generate_packets.py
V 25
file 2f4.5ck.r28876/24048
K 12
government.c
V 25
file he.5ck.r28661/144031
K 12
government.h
V 24
file hf.5ck.r25151/83855
K 6
idex.c
V 24
file qo.5ck.r25151/84101
K 6
idex.h
V 24
file qp.5ck.r18858/92434
K 13
improvement.c
V 24
file vb.5ck.r28818/37593
K 13
improvement.h
V 23
file vc.5ck.r26605/3666
K 5
map.c
V 24
file r.5ck.r28661/143548
K 5
map.h
V 24
file 41.5ck.r28853/11071
K 8
mapimg.c
V 26
file 6n9.5ck.r26905/214381
K 8
mapimg.h
V 26
file 6na.5ck.r26905/215559
K 15
metaknowledge.c
V 25
file siq.5ck.r28780/21913
K 15
metaknowledge.h
V 26
file sis.5ck.r26905/206455
K 10
movement.c
V 25
file 2xv.5ck.r27973/10772
K 10
movement.h
V 25
file 2xw.5ck.r26369/89711
K 13
multipliers.c
V 27
file 197b.5ck.r26905/218478
K 13
multipliers.h
V 27
file 197d.5ck.r26905/219360
K 18
name_translation.h
V 26
file 4k1.5ck.r26905/217596
K 8
nation.c
V 24
file il.5ck.r26881/35006
K 8
nation.h
V 22
file im.5ck.r27000/284
K 9
packets.c
V 24
file 43.5ck.r28218/18441
K 11
packets.def
V 25
file 2f5.5ck.r28905/50483
K 9
packets.h
V 24
file 44.5ck.r28853/11557
K 14
packets_json.c
V 24
file 1m64.5ck.r28521/840
K 14
packets_json.h
V 26
file 1m65.5ck.r28846/11954
K 8
player.c
V 22
file 45.5ck.r28872/702
K 8
player.h
V 22
file 46.5ck.r28872/942
K 14
requirements.c
V 25
file 2wq.5ck.r28780/22412
K 14
requirements.h
V 26
file 2wr.5ck.r28661/142807
K 10
research.c
V 26
file 4ro.5ck.r28661/143058
K 10
research.h
V 24
file 4rp.5ck.r27750/1056
K 10
rgbcolor.c
V 26
file 6i6.5ck.r26905/218776
K 10
rgbcolor.h
V 26
file 6i7.5ck.r26905/219068
K 6
road.c
V 25
file 6pq.5ck.r28853/11312
K 6
road.h
V 25
file 6pr.5ck.r27876/17736
K 10
scriptcore
V 24
dir 75a.5ck.r28853/14316
K 11
spaceship.c
V 23
file 98.5ck.r26349/9773
K 11
spaceship.h
V 24
file 99.5ck.r26349/10015
K 12
specialist.c
V 23
file 33f.5ck.r22372/258
K 12
specialist.h
V 25
file 33g.5ck.r23560/15220
K 7
style.c
V 26
file zzb.5ck.r28661/141554
K 7
style.h
V 26
file zzd.5ck.r26905/204988
K 6
team.c
V 23
file 33i.5ck.r25891/212
K 6
team.h
V 23
file 33j.5ck.r26183/314
K 6
tech.c
V 23
file t.5ck.r28735/49699
K 6
tech.h
V 22
file u.5ck.r28787/6232
K 9
terrain.c
V 24
file 2fp.5ck.r27149/7564
K 9
terrain.h
V 24
file qs.5ck.r27876/16764
K 6
tile.c
V 25
file 2ys.5ck.r28853/14563
K 6
tile.h
V 25
file 2yt.5ck.r26109/28279
K 13
traderoutes.c
V 25
file bf8.5ck.r28879/21366
K 13
traderoutes.h
V 24
file bfa.5ck.r28866/9373
K 8
traits.h
V 26
file 7k3.5ck.r26905/202065
K 6
unit.c
V 21
file v.5ck.r28792/491
K 6
unit.h
V 24
file 48.5ck.r28012/36636
K 10
unitlist.c
V 25
file 39m.5ck.r28596/94022
K 10
unitlist.h
V 26
file 39n.5ck.r27611/110113
K 10
unittype.c
V 22
file v9.5ck.r28877/310
K 10
unittype.h
V 23
file va.5ck.r28852/2441
K 9
version.c
V 23
file oe.5ck.r26171/7093
K 9
version.h
V 23
file e7.5ck.r26171/7331
K 9
victory.c
V 26
file qex.5ck.r26905/217020
K 9
victory.h
V 26
file qez.5ck.r26905/217896
K 8
vision.c
V 22
file 4dm.5ck.r27638/98
K 8
vision.h
V 24
file 4dn.5ck.r24742/9986
K 12
workertask.c
V 26
file llw.5ck.r26905/206753
K 12
workertask.h
V 26
file lly.5ck.r26905/212604
K 10
worklist.c
V 22
file o8.5ck.r28026/169
K 10
worklist.h
V 24
file o9.5ck.r18858/98299
END
ENDREP
id: p.5ck.r28905/56241
type: dir
pred: p.5ck.r28903/6306
count: 4249
text: 28905 50728 5500 5500 7512ac5c2fab6451d3922fa3ca1cc53b
props: 23743 0 112 0 b2bc91bf125d83375389d51f25ff2c2f
cpath: /trunk/common
copyroot: 15280 /trunk

id: thd.5js.r28905/56470
type: file
pred: thd.5js.r28853/24379
count: 85
text: 28905 32983 209 82261 e8571c105772dfdbbc40d432b78af59c
props: 26905 29675 34 0 25e6c2f7558b7484000d4d090dea5b92
cpath: /trunk/tools/ruledit/rulesave.c
copyroot: 21464 /trunk/tools

PLAIN
K 11
Makefile.am
V 24
file sso.5js.r28755/7145
K 14
edit_utype.cpp
V 25
file 1rko.5js.r28755/6535
K 12
edit_utype.h
V 25
file 1rkq.5js.r28755/6969
K 17
requirers_dlg.cpp
V 25
file 1942.5js.r28689/3697
K 15
requirers_dlg.h
V 26
file 1944.5js.r26905/32801
K 11
ruledit.cpp
V 25
file ssq.5m2.r28203/24861
K 9
ruledit.h
V 25
file uyp.5js.r26905/33417
K 14
ruledit_qt.cpp
V 24
file uyr.5js.r28689/2141
K 12
ruledit_qt.h
V 24
file uys.5js.r28689/2401
K 10
rulesave.c
V 25
file thd.5js.r28905/56470
K 10
rulesave.h
V 25
file thf.5js.r26905/30946
K 16
tab_building.cpp
V 25
file 1dyi.5js.r28689/2659
K 14
tab_building.h
V 26
file 1dyk.5js.r26905/30331
K 12
tab_misc.cpp
V 23
file vcq.5js.r28640/466
K 10
tab_misc.h
V 25
file vcs.5js.r26905/30028
K 14
tab_nation.cpp
V 26
file 18bk.5js.r27597/11731
K 12
tab_nation.h
V 26
file 18bm.5js.r26905/29111
K 12
tab_tech.cpp
V 24
file vct.5js.r28689/3962
K 10
tab_tech.h
V 24
file vcu.5js.r28755/6713
K 12
tab_unit.cpp
V 25
file 1ej0.5js.r28755/7344
K 10
tab_unit.h
V 25
file 1ej2.5js.r28755/6278
K 10
validity.c
V 25
file 1402.5js.r28689/2922
K 10
validity.h
V 25
file 1404.5js.r28689/3180
END
ENDREP
id: ssm.5js.r28905/57871
type: dir
pred: ssm.5js.r28853/25779
count: 136
text: 28905 56730 1128 1128 518d4c4bd59906b733dae2f25dd3a05a
props: 28036 0 261 0 b91e205c4bde11780878927c1dda815f
cpath: /trunk/tools/ruledit
copyroot: 21464 /trunk/tools

PLAIN
K 11
Makefile.am
V 25
file 4pk.5js.r27705/53022
K 11
civmanual.c
V 24
file 2m5.5jt.r28747/4923
K 10
download.c
V 25
file 4pl.5js.r26905/35893
K 10
download.h
V 25
file 4pm.5js.r26905/37103
K 9
modinst.c
V 25
file bj7.5js.r28203/24352
K 9
modinst.h
V 24
file 76i.5js.r27300/3953
K 7
mpcli.c
V 24
file y74.5js.r27418/2176
K 11
mpcmdline.c
V 25
file 73v.5js.r26905/36184
K 11
mpcmdline.h
V 25
file 73w.5js.r26905/37695
K 6
mpdb.c
V 25
file bjc.5js.r26905/38590
K 6
mpdb.h
V 25
file bje.5js.r26905/35017
K 12
mpgui_gtk2.c
V 24
file 4pn.5lm.r27418/2417
K 12
mpgui_gtk3.c
V 24
file 4pn.5ln.r27418/2681
K 12
mpgui_qt.cpp
V 22
file a65.5js.r28895/94
K 10
mpgui_qt.h
V 23
file a67.5js.r27625/714
K 19
mpgui_qt_worker.cpp
V 23
file vuz.5js.r27625/957
K 17
mpgui_qt_worker.h
V 25
file vv1.5js.r26905/38877
K 7
ruledit
V 24
dir ssm.5js.r28905/57871
END
ENDREP
id: 4pj.5js.r28905/58971
type: dir
pred: 4pj.5js.r28895/1193
count: 278
text: 28905 58117 841 841 d4d3093762e8af2e53c919b9cb3ed5a8
props: 28036 1369 325 0 931541cd07e52416301ed56de9c70dfc
cpath: /trunk/tools
copyroot: 21464 /trunk/tools

PLAIN
K 9
ABOUT-NLS
V 24
file fu.5ck.r27270/69307
K 7
AUTHORS
V 24
file 5u.5ck.r22143/14016
K 7
COPYING
V 19
file 1h.0.r9643/400
K 9
ChangeLog
V 26
file 6l.5ck.r27473/7455495
K 7
INSTALL
V 21
file 6.5ck.r28848/292
K 11
Makefile.am
V 23
file 59.5ck.r28500/4398
K 4
NEWS
V 24
file 6m.5ck.r25634/30702
K 6
README
V 20
file 7.0.r4421/96382
K 2
ai
V 22
dir 8.5ck.r28879/30718
K 10
autogen.sh
V 23
file 12o.5ck.r27624/562
K 9
bootstrap
V 23
dir 2p5.5ck.r28597/3682
K 6
client
V 21
dir d.5ck.r28901/8189
K 6
common
V 22
dir p.5ck.r28905/56241
K 12
configure.ac
V 24
file 149.5ck.r28882/2521
K 4
data
V 22
dir w.5ck.r28905/50014
K 12
dependencies
V 23
dir 2yu.5ck.r28829/5968
K 3
doc
V 22
dir k7.5ck.r28888/2496
K 10
fc_version
V 24
file 2lo.5en.r28903/6533
K 11
gen_headers
V 24
dir 1hsw.5ck.r28586/5208
K 2
m4
V 23
dir 12p.5ck.r28882/5085
K 7
scripts
V 23
dir 2yo.5ck.r28716/5421
K 6
server
V 22
dir z.5ck.r28905/37866
K 5
tests
V 23
dir 2g9.5ck.r27783/1363
K 5
tools
V 24
dir 4pj.5js.r28905/58971
K 12
translations
V 24
dir t0a.5ck.r28824/19677
K 7
utility
V 23
dir 1c.5ck.r28757/10353
K 5
win32
V 23
dir 2eu.5ck.r28347/2148
END
ENDREP
id: 3.5ck.r28905/60340
type: dir
pred: 3.5ck.r28904/6531
count: 19478
text: 28905 59209 1118 1118 18ac700f129b575df5f5c943f855c55a
props: 28036 14655 292 0 9e1d5de0253c723466868990c52c129f
cpath: /trunk
copyroot: 15280 /trunk

PLAIN
K 8
branches
V 21
dir 1.0.r28900/355168
K 4
tags
V 19
dir 2.0.r28528/6475
K 5
trunk
V 22
dir 3.5ck.r28905/60340
K 7
website
V 21
dir 3ge.0.r22980/2263
END
ENDREP
id: 0.0.r28905/60735
type: dir
pred: 0.0.r28904/6923
count: 28905
text: 28905 60567 155 155 a311b2fdfe428692cb6bc7aba48ec705
cpath: /
copyroot: 0 /

2f5.5ck.t28904-1 modify true false /trunk/common/packets.def

13.5ck.t28904-1 modify true false /trunk/server/maphand.c

thd.5js.t28904-1 modify true false /trunk/tools/ruledit/rulesave.c

4kb.5ck.t28904-1 modify true false /trunk/data/experimental/game.ruleset

155c.5ck.t28904-1 modify true false /trunk/data/stub/game.ruleset

u8.5jl.t28904-1 modify true false /trunk/data/classic/game.ruleset

u6.5ck.t28904-1 modify true false /trunk/data/civ1/game.ruleset

3v.5ck.t28904-1 modify true false /trunk/common/game.h

u7.5ck.t28904-1 modify true false /trunk/data/civ2/game.ruleset

y.5ck.t28904-1 modify true false /trunk/data/helpdata.txt

8w.5ck.t28904-1 modify true false /trunk/server/ruleset.c

u8.5es.t28904-1 modify true false /trunk/data/multiplayer/game.ruleset

fb1.5ck.t28904-1 modify true false /trunk/data/alien/game.ruleset

fut.5ck.t28904-1 modify true false /trunk/data/civ2civ3/game.ruleset


60735 60884
