forked from github/server
- Anteil rekrutierbarer Bauern in die Settings.
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@ -1845,12 +1845,12 @@ create_potion(unit * u, const potion_type * ptype, int want)
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}
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}
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static void
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static void
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create_item(unit * u, const item_type * itype, int want)
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{
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if (fval(itype->rtype, RTF_LIMITED)) {
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#if GUARD_DISABLE_PRODUCTION == 1
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if(is_guarded(r, u, GUARD_PRODUCE)) {
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#if GUARD_DISABLES_PRODUCTION == 1
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if(is_guarded(u->region, u, GUARD_PRODUCE)) {
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cmistake(u, findorder(u, u->thisorder), 70, MSG_EVENT);
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return;
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}
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@ -22,11 +22,6 @@
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#ifndef ECONOMY_H
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#define ECONOMY_H
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/* Wieviel ein Rekrut kostet, und welcher Teil (1/4) der Bauern rekrutiert
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* werden kann. */
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#define RECRUITFRACTION 20
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/* Welchen Teil des Silbers die Bauern fuer Unterhaltung ausgeben (1/20), und
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* wiviel Silber ein Unterhalter pro Talentpunkt bekommt. */
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@ -32,6 +32,5 @@
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#define PEASANTS_DO_NOT_STARVE 0
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#define GUARD_DISABLES_RECRUIT 1
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#define GUARD_DISABLES_PRODUCTION 1
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#define RESOURCE_QUANTITY 1.0
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#define RECRUITFRACTION 5
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@ -30,8 +30,8 @@
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#define SKILLPOINTS 0
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#define NEW_MIGRATION 1
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#define PEASANTS_DO_NOT_STARVE 0
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#define GUARD_DISABLES_RECRUIT 0
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#define GUARD_DISABLES_PRODUCTION 0
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#define RESOURCE_QUANTITY 1.0
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#define RECRUITFRACTION 20
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@ -25,13 +25,11 @@
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#define HUNGER_DISABLES_LONGORDERS 1
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#define REDUCED_PEASANTGROWTH 0
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#define RACE_ADJUSTMENTS 0
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#define SKILLPOINTS 1
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#define TEACHDIFFERENCE 1
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#define PEASANT_ADJUSTMENT 0
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#define GUARD_DISABLES_RECRUIT 0
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#define GUARD_DISABLES_PRODUCTION 0
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#define RESOURCE_QUANTITY 1.0
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#define RECRUITFRACTION 20
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@ -33,6 +33,7 @@
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#define GUARD_DISABLES_RECRUIT 1
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#define GUARD_DISABLES_PRODUCTION 1
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#define RESOURCE_QUANTITY 1.0
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#define RECRUITFRACTION 20
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#define VICTORY_CONDITION VICTORY_MURDER
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#define VICTORY_DELAY 4
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@ -25,12 +25,11 @@
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#define HUNGER_DISABLES_LONGORDERS 0
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#define REDUCED_PEASANTGROWTH 0
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#define RACE_ADJUSTMENTS 0
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#define SKILLPOINTS 1
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#define TEACHDIFFERENCE 1
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#define PEASANT_ADJUSTMENT 0
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#define GUARD_DISABLES_RECRUIT 0
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#define GUARD_DISABLES_PRODUCTION 0
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#define RESOURCE_QUANTITY 1.0
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#define RECRUITFRACTION 20
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