<URL: http://bugs.freeciv.org/Ticket/Display.html?id=16350 >

 S2_1 version of the tutorial patch.


 - ML

diff -Nurd -X.diff_ignore freeciv/data/scenario/tutorial.sav freeciv/data/scenario/tutorial.sav
--- freeciv/data/scenario/tutorial.sav	2006-07-17 14:28:11.000000000 +0300
+++ freeciv/data/scenario/tutorial.sav	2007-01-14 04:37:21.000000000 +0200
@@ -4,15 +4,15 @@
 description=_("Tutorial Scenario.")
 
 [script]
-code="
+code=$
 function turn_callback(turn, year)
   if turn == 0 then
     notify.event(nil, nil, E.TUTORIAL,
-_('Welcome to Freeciv.  You lead a civilization.  Your\\n\
+_("Welcome to Freeciv.  You lead a civilization.  Your\\n\
 task is to conquer the world!  You should start by\\n\
 exploring the land around you with your explorer,\\n\
 and using your settlers to find a good place to build\\n\
-a city.  Use the number pad to move units around.'))
+a city.  Use the number pad to move units around."))
   end
 end
 signal.connect('turn_started', 'turn_callback')
@@ -24,12 +24,12 @@
       and (dst_tile:terrain().name == 'Grassland'
            or dst_tile:terrain().name == 'Plains') then  
       notify.event(unit.owner, dst_tile, E.TUTORIAL,
-_('This looks like a good place to build a city.  The next time this\\n\
+_("This looks like a good place to build a city.  The next time this\\n\
 unit gets a chance to move, press (b) to found a city.\\n\
 \\n\
 In general you want to build cities on open ground near water.  Food\\n\
 is the most important resource for any city.  Grassland and plains\\n\
-provide plenty of food.'))
+provide plenty of food."))
     end
   end
 end
@@ -39,7 +39,7 @@
   if city.owner:is_human() then
     if citiesbuilt == 0 then
       notify.event(city.owner, city.tile, E.TUTORIAL,
-_('Now you have built your first city.  The city window should have\\n\
+_("Now you have built your first city.  The city window should have\\n\
 opened automatically; if not click on the city to open it.  Cities are\\n\
 a fundamental concept in Freeciv, so you should familiarize yourself\\n\
 with them by playing around in the window.  See the help menu for more.\\n\
@@ -49,31 +49,31 @@
 settler unit from the list of possible productions, then click on the\\n\
 Change button to begin building it.  When you are done, close the city\\n\
 dialog.  If all goes well the city should display the settler\\n\
-production on the map view.'))
+production on the map view."))
     elseif citiesbuilt == 1 then
       notify.event(city.owner, city.tile, E.TUTORIAL,
-_('Congratulations, you have founded your second city.  This city will\\n\
+_("Congratulations, you have founded your second city.  This city will\\n\
 behave almost exactly like the first one - it will be slightly different\\n\
 because of the terrain around it.  You probably want to build\\n\
-settlers here too.'))
+settlers here too."))
     elseif citiesbuilt == 2 then
       notify.event(city.owner, city.tile, E.TUTORIAL,
-_('You have built your third city!  Your civilization seems to be\\n\
+_("You have built your third city!  Your civilization seems to be\\n\
 thriving.  It might be time to think about a military.  Pick one of\\n\
 the cities that has a high production, and convert it into a military\\n\
 base. Build a Barracks there first, then start work on a military\\n\
 unit.  Pick the best unit you have available - at the beginning of\\n\
-the game, Warriors will be the only choice, but soon you willll have \\n\
+the game, Warriors will be the only choice, but soon you will have \\n\
 plenty of options.\\n\
 \\n\
 This might also be a good time to use the worklist feature of the\\n\
 city dialog production report.  Click on Barracks, then click Change\\n\
 to begin building them.  Then double-click on a military unit to\\n\
 append it to the worklist.  As soon as the Barracks are complete the\\n\
-city will automatically switch over to producing the unit.'))
+city will automatically switch over to producing the unit."))
     elseif citiesbuilt == 3 then
       notify.event(city.owner, city.tile, E.TUTORIAL,
-_('Another city!  You are really getting the hang of this.  You\\n\
+_("Another city!  You are really getting the hang of this.  You\\n\
 probably have a pretty good idea what to do with new cities by\\n\
 now.  Take a moment to look at the bar below the city on the map\\n\
 view.  This display shows some useful information about the city.\\n\
@@ -83,17 +83,17 @@
 will show one or more starts to indicate if there are units in the\\n\
 city.  The bottom row shows what the city is building, and how long it\\n\
 will take; it also shows how long the city will take to grow to the\\n\
-next largest size.'))
+next largest size."))
     elseif citiesbuilt == 4 then
       notify.event(city.owner, city.tile, E.TUTORIAL,
-_('As the number of cities in your empire grows, it becomes harder to\\n\
+_("As the number of cities in your empire grows, it becomes harder to\\n\
 manage individual cities.  This is where the city report becomes\\n\
 useful.  Press F1 to bring it up.  This report shows a list of cities\\n\
 with various statistics about each.  Play around with it a bit if you\\n\
 like (return to the map view by clicking on the Map tab).  With a bit\\n\
 of practice it is possible to control almost every aspect of the cities\\n\
 from this report.  The full power of the city report is beyond the\\n\
-scope of this tutorial, however.'))
+scope of this tutorial, however."))
     end
     citiesbuilt = citiesbuilt + 1
   end
@@ -105,7 +105,7 @@
   if city.owner:is_human() then
     if size == 2 and not growth2msg then
       notify.event(city.owner, city.tile, E.TUTORIAL,
-_('Your city has grown!  As a city grows, more citizens become\\n\
+_("Your city has grown!  As a city grows, more citizens become\\n\
 available that can be put to work in the fields or dedicated as\\n\
 citizen specialists.  A city of size two or more may also build\\n\
 settlers, which costs one unit of population.\\n\
@@ -113,11 +113,11 @@
 If your city is building settlers, you should consider buying them\\n\
 now.  Open the city dialog and click on the Buy button.  This trades\\n\
 in gold (if you have enough of it) to instantly complete the\\n\
-production.'))
+production."))
       growth2msg = true
     elseif size == 3 and not growth3msg then
       notify.event(city.owner, city.tile, E.TUTORIAL,
-_('Your city has grown again!  Now with three citizens you have\\n\
+_("Your city has grown again!  Now with three citizens you have\\n\
 a fair amount of choice over where the city should focus its\\n\
 resources.  A city with three citizens gets to work three\\n\
 different tiles, in addition to its center tile which is worked\\n\
@@ -131,11 +131,11 @@
 click on an unworked tile to place a worker there.  You may place\\n\
 up to three workers, of course.  The remaining citizens are all\\n\
 specialists - right now they are all entertainers which provide\\n\
-only luxuries (which will not be useful until later).'))
+only luxuries (which will not be useful until later)."))
       growth3msg = true
     elseif size == 5 and not growth5msg then
       notify.event(city.owner, city.tile, E.TUTORIAL,
-_('Now your city has grown to size five.  As cities get larger unrest\\n\
+_("Now your city has grown to size five.  As cities get larger unrest\\n\
 becomes a problem.  A city of this size will usually have one unhappy\\n\
 citizen unless pacifying effects are used; meaning one entertainer\\n\
 specialist is required to keep your citzens content.  This is basically\\n\
@@ -148,27 +148,27 @@
 to change your tax rates (by pressing shift-T) to dedicate some of\\n\
 your taxes directly to luxuries (every two luxuries will pacify one\\n\
 citizen).  Building a marketplace enhances the benefit from this\\n\
-by providing +50% luxuries to the city.'))
+by providing +50% luxuries to the city."))
       growth5msg = true
     elseif size == 8 and not growth8msg then
       notify.event(city.owner, city.tile, E.TUTORIAL,
-_('Finally you have grown a city to size eight.  A size eight city can\\n\
+_("Finally you have grown a city to size eight.  A size eight city can\\n\
 provide substantial output provided you have enough luxuries to keep\\n\
 your population content.\\n\
 \\n\
 To grow a city beyond size eight requires an aqueduct.  If your city is\\n\
 going to continue to grow you should start building one soon.  Building\\n\
-an aqueduct requires the Construction technology.'))
+an aqueduct requires the Construction technology."))
       growth8msg = true
     elseif size == 12 and not growth12msg then
       notify.event(city.owner, city.tile, E.TUTORIAL,
-_('You have grown a city to size twelve.  To grow\\n\
+_("You have grown a city to size twelve.  To grow\\n\
 it larger, however, you will need to build a Sewer System.  This\\n\
-requires the Sanitation technology.'))
+requires the Sanitation technology."))
       growth12msg = true
     elseif size == 13 and not growth13msg then
       notify.event(city.owner, city.tile, E.TUTURIAL,
-_('Congratulations; you have grown a city to size 13.  A city this\\n\
+_("Congratulations; you have grown a city to size 13.  A city this\\n\
 large can provide a tremendous amount of output if properly upgraded.\\n\
 Make sure you have enough taxes and cultural buildings to keep your\\n\
 citizens content.  You should also make sure the city is upgraded\\n\
@@ -178,7 +178,7 @@
 will provide and weigh this against its cost - for very large cities\\n\
 almost all buildings are worthwhile.  Such large cities will also\\n\
 provide enough taxable revenue (gold) to allow you to purchase some\\n\
-buildings to accelerate their productions.'))
+buildings to accelerate their productions."))
       growth13msg = true
     end
   end
@@ -198,7 +198,7 @@
   if unit:type().name == 'Settlers' then
     if settlersbuilt == 0 then
       notify.event(unit.owner, unit.tile, E.TUTORIAL,
-_('You have built a settler unit.  Settlers are best used to build \\n\
+_("You have built a settler unit.  Settlers are best used to build \\n\
 new cities, so as to expand your civilization.  Move your settler\\n\
 away from your existing cities to find a spot for a new city.  When\\n\
 you have picked a spot press B to build the city.\\n\
@@ -209,10 +209,10 @@
 give trade bonuses that provide civilization-wide benefits.  Desert,\\n\
 tundra, and mountains generally provide little output and are not\\n\
 of much use to small cities.  See the help on terrain and specials\\n\
-for more information about terrain specs.'))
+for more information about terrain specs."))
     elseif settlersbuilt == 1 then
       notify.event(unit.owner, unit.tile, E.TUTORIAL,
-_('Your second Settlers should also be used to build a new city.\\n\
+_("Your second Settlers should also be used to build a new city.\\n\
 Notice how when you move the Settlers away from your existing cities\\n\
 an outline is drawn around them.  This shows the area that would be\\n\
 covered by a city built at this location; it fits in with the outline\\n\
@@ -221,7 +221,7 @@
 sure that all tiles are covered by at least one city, but after that\\n\
 it is best that your cities overlap as little as possible.  Spreading\\n\
 out cities properly gives each city access to more resrouces, allowing\\n\
-them to grow to larger sizes.'))
+them to grow to larger sizes."))
     end
     settlersbuilt = settlersbuilt + 1
   end
@@ -235,7 +235,7 @@
   end
   if building.name == 'Barracks' and not barracksmsg then
     notify.event(city.owner, city.tile, E.TUTORIAL,
-_('You have built a Barracks.  This building will make any military\\n\
+_("You have built a Barracks.  This building will make any military\\n\
 units you build start out as veterans.  Veteran units are stronger\\n\
 than inexperienced (green) troops, and will survive longer in\\n\
 combat.  See the help on buildings for more information about this\\n\
@@ -244,7 +244,7 @@
 You probably want to start building a military unit in the city\\n\
 that built the Barracks.  A barracks are a significant investment\\n\
 and have a small upkeep as well, so it is not a good idea to let\\n\
-them go to waste.'))
+them go to waste."))
     barracksmsg = true
   end
 end
@@ -257,7 +257,7 @@
   end
   if unittype.name == 'Settlers' and not nosettlermsg then
     notify.event(city.owner, city.tile, E.TUTORIAL,
-_('Your city cannot build a settler.  Settlers take one unit of\\n\
+_("Your city cannot build a settler.  Settlers take one unit of\\n\
 population to build, so a city of size one cannot build one without\\n\
 disbanding the city.\\n\
 \\n\
@@ -265,11 +265,11 @@
 provide more food so as to grow the city faster.  Cities that\\n\
 do not have much food should not try to build settlers.  When\\n\
 founding a new city, make sure it is built on terrain that provides\\n\
-enough food - grassland is best; plains or hills are almost as good.'))
+enough food - grassland is best; plains or hills are almost as good."))
     nosettlermsg = true
   elseif not unittype:has_flag('NonMil') and not nomilmsg then
 notify.event(city.owner, city.tile, E.TUTORIAL,
-_('You have built your first military unit!  Military units have two\\n\
+_("You have built your first military unit!  Military units have two\\n\
 basic purposes: attack and defense.  Each unit has an attack strength\\n\
 and a defense strength.  While a Warriors is a measly 1/1, a Phalanx\\n\
 is a must stronger defender with 2 defense (1/2).  A Catapult is a good\\n\
@@ -280,7 +280,7 @@
 built in one city may be sent to another city to defend (press the G\\n\
 key to enter goto mode to move units easily over distances).  If you\\n\
 are at war, however, you may wish to move your unit toward an enemy\\n\
-city to attack.  Be careful not to lose it though!'))
+city to attack.  Be careful not to lose it though!"))
     nomilmsg = true
   end
 end
@@ -294,7 +294,7 @@
   end
   if numtechs == 0 then
     notify.event(player, nil, E.TUTORIAL,
-_('You have researched your first technology!  Technological advances\\n\
+_("You have researched your first technology!  Technological advances\\n\
 are an integral concept in Freeciv.  As you increase your technology\\n\
 level new units, buildings, governments, and various free bonuses will\\n\
 become available to you.\\n\
@@ -310,10 +310,10 @@
 window is the tech tree; here you may left-click to set the research\\n\
 target or research goal, or right-click to get help about a particular\\n\
 technology.  When you are done playing around click on the Map tab\\n\
-(Alt-M) to return to the map view.'))
+(Alt-M) to return to the map view."))
   elseif numtechs == 1 then
     notify.event(player, nil, E.TUTORIAL,
-_('Now you have researched your second technology.  Go back into the\\n\
+_("Now you have researched your second technology.  Go back into the\\n\
 science dialog (F6) and take a quick look at your progress.  If you\\n\
 set Republic as your technology goal earlier, a new research target\\n\
 should have been chosen for you automatically.  If you do not have\\n\
@@ -325,10 +325,10 @@
 particular technology costs you all of the research done on\\n\
 it so far.  Setting your technology goal wisely means you do not have\\n\
 to worry about picking a new research target each time you finish\\n\
-researching a technology.'))
+researching a technology."))
   elseif tech.name == 'Republic' then
     notify.event(player, nil, E.TUTORIAL,
-_('You have successfully completed research into The Republic.  This\\n\
+_("You have successfully completed research into The Republic.  This\\n\
 technology is particularly useful because it allows a new form of\\n\
 government.  The government your civilization follows is very\\n\
 important in determining your development.  In the beginning you\\n\
@@ -342,7 +342,7 @@
 Republic.  Yes you want a revolution!  Changing governments means\\n\
 going through a few turns of anarchy, so it is not without cost.\\n\
 However Republic is a substantially better form of government\\n\
-than Despotism so the investment will soon pay off.'))
+than Despotism so the investment will soon pay off."))
   end
   numtechs = numtechs + 1
 end
@@ -355,7 +355,7 @@
   end
   if not hutmsg then
     notify.event(unit.owner, unit.tile, E.TUTORIAL,
-_('Your unit has found a Hut.  These are small villages scattered across\\n\
+_("Your unit has found a Hut.  These are small villages scattered across\\n\
 the landscape.  When a unit enters one several things may happen.  The\\n\
 most likely outcome is that you will find resources worth a small\\n\
 amount of gold.  However it is also possible to find technologies or\\n\
@@ -363,7 +363,7 @@
 that will join your civilization and bring a new city into your\\n\
 empire.  Finally, some huts contain barbarians which will kill your\\n\
 unit instantly.  On average, it is beneficial to search out and enter\\n\
-any huts you find as soon as possible.'))
+any huts you find as soon as possible."))
     hutmsg = true
   end
 end
@@ -371,7 +371,7 @@
 signal.connect('hut_enter', 'hut_entered_callback')
 
 print('Loading tutorial events.')
-"
+$
 
 [game]
 version=20099
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