New function animal_action_color() color-codes the Animal_actins.
New Area, pasture.  Used for keeping livestock.
New building, pasture.  Used for the pasture area.  Building_datum has a new property, livestock_space, which tracks how many animals we can hold.
New function, brighten(), returns the bright version of a color (or the color itself if it's already bright).
Remove text_race and rename text_city to text_city_race.  Before we enter our main loop, fill this field with the city name and race.  In Interface::minister_hunt(), colorize the action list.  Add fields for the total livestock count and livestock capacity.  Make the lists of resources (from killing and from livestock) into text boxes, to save space.  Allow the player to slaughter livestock from this screen, 1 or 5 at a time.  Expand the help section to include these new keys.
Make pastures buildable almost everywhere.
Spacing; new City functions, get_livestock_total() and get_livestock_capacity().
Player_city::do_turn() now handles livestock.  They eat food (and are slaughtered if there is not enough), produce food (i.e. eggs from chickens, milk from cows), die randomly (of old age), are give birth to new animals.  All of this is affected by our livestock skill.  In Player_city::birth_citizens(), the message generated is major if this is the first citizen in a new Citizen_type.  In Player_city::do_hunt(), if we capture an animal but do not have pasture space for it, it is slaughtered immediately.  Data-wise this is the same as normal hunt-to-kill, but the message generated is major.  New functions, Player_city::get_livestock_total(), and Player_city::get_livestock_capacity().
New resources RES_ANIMAL_FEED, is generated by hay and can be given to (non-carnivorous) animals in lieu of real food.