# The GitHub SHA hash for the commit to checkout from
# https://github.com/freeciv/freeciv

FCREV=4beb5c163edc716da17b090b3352d798e557859e

ORIGCAPSTR="+Freeciv.Devel-3.1-2017.Jul.14"

# There's no need to bump this constantly as current freeciv-web
# makes no connections to outside world - all connections are
# internal to it. The server and client are always compatible.
WEBCAPSTR="+Freeciv.Web.Devel-3.0"

# The GitHub SHA hash for the commit to checkout from
# https://github.com/freeciv/freeciv

FCREV=6bc816b3c3f38ed8b92da1b911e26ab23a00326b

ORIGCAPSTR="+Freeciv.Devel-3.1-2017.Jul.14"

# There's no need to bump this constantly as current freeciv-web
# makes no connections to outside world - all connections are
# internal to it. The server and client are always compatible.
WEBCAPSTR="+Freeciv.Web.Devel-3.0"

Update to Freeciv server 6bc816b3c3
Update to Freeciv server 6bc816b3c3

Freeciv commit message:
civ2civ3: non consuming inv. city and est. emb.

Having to waste 30 shields to know the defenders of an ancient city
encourages blind attacks that are more based on the knowledge of the enemy
player (or the AI) than on the actual situation of the game.

Fix this by making agents survive city investigation.

If tech leakage was enabled (and linked to embassies), a game against few
players was different compared to many players when you needed to build one
diplomat per embassy. (This affected the value of the Marco Polo wonder too)

There was a huge difference when players could receive the embassies for
free from a treaty compared to players that had to waste 30 shields per
embassy.

Fix the tech leakage issue by making agents survive embassy establishment.
The alternative was to change tech leakage method. This way, where you have
to visit a city of each player in order to reduce the cost of his known
techs, is better.

The AI likes to create embassies with every player. Non consuming embassy
establishment may help it.

Patch by David Fernandez

See hrm Feature #683542
