From 98a627fdf40f332c98059e4d72e3b06f1e2a2d9b Mon Sep 17 00:00:00 2001
From: Marko Lindqvist <cazfi74@gmail.com>
Date: Mon, 3 Aug 2026 06:47:53 +0300
Subject: [PATCH 41/41] tutorial.sav: Remove double space

See RM #2110

Signed-off-by: Marko Lindqvist <cazfi74@gmail.com>
---
 data/scenarios/tutorial.sav | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)

diff --git a/data/scenarios/tutorial.sav b/data/scenarios/tutorial.sav
index fad164f935..9a70e00ece 100644
--- a/data/scenarios/tutorial.sav
+++ b/data/scenarios/tutorial.sav
@@ -226,7 +226,7 @@ function tutorial_city_growth_callback(city, change, reason)
   if city.owner:is_human() then
     if size == 2 and not growth2msg then
       notify.event(city.owner, city.tile, E.SCRIPT,
-_("%s 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 - by default they are all entertainers which provide\nonly luxuries (which will not be useful until later)."), city:link_text())
+_("%s 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 - by default they are all entertainers which provide\nonly luxuries (which will not be useful until later)."), city:link_text())
       growth2msg = true
     elseif size == 3 and not growth3msg then
       notify.event(city.owner, city.tile, E.SCRIPT,
-- 
2.53.0

