Author: sveinung
Date: Thu Oct 15 05:12:11 2015
New Revision: 30091

URL: http://svn.gna.org/viewcvs/freeciv?rev=30091&view=rev
Log:
tutorial: civ2civ3 Settlers costs 2 population

The tutorial scenario uses the civ2civ3 ruleset in Freeciv 3.0. Make the
city growth lessons reflect this.

See bug #23936

Modified:
    trunk/data/scenarios/tutorial.sav

Modified: trunk/data/scenarios/tutorial.sav
URL: 
http://svn.gna.org/viewcvs/freeciv/trunk/data/scenarios/tutorial.sav?rev=30091&r1=30090&r2=30091&view=diff
==============================================================================
--- trunk/data/scenarios/tutorial.sav   (original)
+++ trunk/data/scenarios/tutorial.sav   Thu Oct 15 05:12:11 2015
@@ -188,11 +188,11 @@
   if city.owner:is_human() then
     if size == 2 and not growth2msg then
       notify.event(city.owner, city.tile, E.SCRIPT,
-_("Your city has grown!  As a city grows, more citizens become\navailable that 
can be put to work in the fields or dedicated as\ncitizen specialists.  A city 
of size two or more may also build\nsettlers, which costs one unit of 
population.\n\nIf your city is building settlers, you should consider buying 
them\nnow.  Open the city dialog and click on the Buy button.  This trades\nin 
gold (if you have enough of it) to instantly complete the\nproduction."))
+_("Your city has grown!  As a city grows, more citizens become\navailable that 
can be put to work in the fields or dedicated as\ncitizen specialists.  A city 
with two citizens gets to work two\ndifferent tiles, in addition to its center 
tile which is worked\nfor free.  In the city dialog, the map shows which tiles 
are worked\nand how much food, shields, and trade each provides.  Food is 
used\nto grow your city, shields are used for production of buildings\nand 
units, while trade provides taxable revenue that can be\nturned into science 
research, gold, or luxuries.\n\nClick on a worked tile to remove the citizen 
from that tile.  Then\nclick on an unworked tile to place a citizen there.  You 
may place\nup to two citizens on tiles, of course.  The remaining citizens 
are\nall specialists - right now they are all entertainers which provide\nonly 
luxuries (which will not be useful until later)."))
       growth2msg = true
     elseif size == 3 and not growth3msg then
       notify.event(city.owner, city.tile, E.SCRIPT,
-_("Your city has grown again!  Now with three citizens you have\na fair amount 
of choice over where the city should focus its\nresources.  A city with three 
citizens gets to work three\ndifferent tiles, in addition to its center tile 
which is worked\nfor free.  In the city dialog, the map shows which tiles are 
worked\nand how much food, shields, and trade each provides.  Food is used\nto 
grow your city, shields are used for production of buildings\nand units, while 
trade provides taxable revenue that can be\nturned into science research, gold, 
or luxuries.\n\nClick on a worked tile to remove the citizen from that tile.  
Then\nclick on an unworked tile to place a citizen there.  You may place\nup to 
three citizens on tiles, of course.  The remaining citizens are\nall 
specialists - right now they are all entertainers which provide\nonly luxuries 
(which will not be useful until later)."))
+_("Your city has grown again!  Now with three citizens you have\na fair amount 
of choice over where the city should focus its\nresources.  A city of size 
three or more may also build\nsettlers, which costs two units of 
population.\n\nIf your city is building settlers, you should consider buying 
them\nnow.  Open the city dialog and click on the Buy button.  This trades\nin 
gold (if you have enough of it) to instantly complete the\nproduction."))
       growth3msg = true
     elseif size == 5 and not growth5msg then
       notify.event(city.owner, city.tile, E.SCRIPT,


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