/* =============================================================================
 * themes/default/tokens.css -- the game as it looks today, drawn instead of
 * photographed.
 *
 * THE BRIEF, IN LAURENTIU'S WORDS
 *
 *   "The default theme must be the current aspect upgraded but not by much...
 *    old users must not be overwhelmed... try to recreate as much as possible
 *    the current flat layout."
 *
 * So none of the values below are invented. Every one was sampled out of
 * aidnouv3.jpg -- the 1600x1036 background the game serves right now -- by
 * drawing it to a canvas in the live page and reading pixels at the panel
 * coordinates the layout reports. What it looked like is a measurement, not a
 * memory, and the numbers are in the comments so the next person can check.
 *
 * WHAT CHANGES, THEN, IF NOTHING CHANGES
 *
 * Only where the panels come FROM. Today they are painted into a JPEG and the
 * markup lays transparent x.png spacers on top as click targets. After this
 * they are elements with edges, in the same places, the same colours. That buys
 * three things and costs nothing visible: the game can be re-skinned, the
 * panels can move for a phone, and a button is a button rather than a hole in a
 * photograph.
 *
 * THE STRUCTURE RULES STILL BIND (claude/reguli-teme.md)
 *
 * Every panel stays exactly where it is. Chat is always visible. Artifacts and
 * potions show every slot, including the empty ones -- players collect those
 * and like seeing the gaps. And the dracusor is not a theme asset: he lives at
 * public/brand/dracusor.svg, outside the theme chain, so this file cannot
 * reach him.
 * ========================================================================== */

:root {

	/* ---------------------------------------------------------- the anchors */

	--aid-aur:          rgb(255, 204, 0);     /* the game's yellow, unchanged */
	--aid-aur-stins:    rgb(198, 158, 12);
	--aid-portocaliu:   #F60;
	--aid-verde:        rgba(23, 99, 44, 0.55);

	/* -------------------------------------------------------- the panel body
	 *
	 * MEASURED: rgb(17, 32, 9) across the whole field of every panel --
	 * #112009, with #12210a a pixel either side of it. A near-black with a
	 * green cast, which is why the panels read as part of the landscape rather
	 * than as boxes on top of it. That is the single most characteristic
	 * colour in the game and it is kept exactly. */

	--aid-corp-r: 17;
	--aid-corp-g: 32;
	--aid-corp-b: 9;

	/* ------------------------------------------------------- the taste dial
	 *
	 * Laurentiu: "the transparency for panels is around 0.45 but the main panel
	 * (istanga) is not transparent at all (100)."
	 *
	 * Two numbers, because they are two different jobs. A side panel is a
	 * label on the world and should let the world through. The main panel is
	 * where the game is actually read -- a wall of numbers, a battle report, a
	 * list of buildings -- and a landscape moving underneath that is not
	 * atmosphere, it is noise. */

	--aid-vopsea:       0.8;
	/* NO BLUR.
	 *
	 * "scoate backdrop-filter - nu e nevoie de blur. fara blur, m-am jucat cu
	 *  transparenta in chrome console si am gasit ca .8 e buna."
	 *
	 * The blur was there to buy legibility: soften the landscape behind a panel
	 * and thin text sits on something calm instead of on grass and branches.
	 * It works, and it is the wrong tool here, because it costs a compositing
	 * layer per panel on a page with fourteen of them, and because Laurentiu
	 * found the cheaper answer by turning the dial in the console until it
	 * looked right. 0.8 is opaque enough that nothing needs softening.
	 *
	 * Kept as a token rather than deleted: a theme that wants frosted glass
	 * sets it, and every panel picks it up. */
	--aid-neclar:       none;

	--aid-camp:         rgba(var(--aid-corp-r), var(--aid-corp-g), var(--aid-corp-b), var(--aid-vopsea));
	--aid-camp-tare:    rgba(var(--aid-corp-r), var(--aid-corp-g), var(--aid-corp-b), calc(var(--aid-vopsea) + 0.20));
	/* The main panel. Opaque, by instruction. */
	--aid-camp-opac:    rgb(var(--aid-corp-r), var(--aid-corp-g), var(--aid-corp-b));
	--aid-camp-cald:    rgba(10, 18, 6, 0.78);

	/* ------------------------------------------------------------- the frame
	 *
	 * MEASURED at y=380 across the left column: #9c9998 at x=0..5, then the
	 * dark panel, then #91908f / #9da09f at x=205..215 -- a light warm grey
	 * bevel about four pixels wide.
	 *
	 * AND IT IS NOT KEPT. Laurentiu, on seeing it drawn: "daca renunti la
	 * borderul acela silver sau il faci o nuanta de negru subtire - 3px si
	 * acolo." The measurement was right and the result was wrong: in the JPEG
	 * that grey is a soft, blurred, half-transparent edge, and reproducing it
	 * as a crisp CSS gradient turned a hint into a silver rail around every
	 * panel. Sharp is not the same as faithful.
	 *
	 * So: three pixels of near-black instead. It reads as the panel's own
	 * shadow rather than as trim, which is what the old edge actually did. */

	--aid-piatra-sus:   #24241f;
	--aid-piatra:       #14140f;
	--aid-piatra-jos:   #070706;
	--aid-piatra-umbra: #000000;

	/* The inner line is dark here rather than brass: the old frame has a thin
	 * shadow where the bevel meets the field, and gold piping around every
	 * panel would be the first thing an old player noticed. */
	--aid-alama-sus:    #4a4a48;
	--aid-alama:        #2a2a29;
	--aid-alama-jos:    #121211;

	/* --------------------------------------------------------------- ink */

	--aid-text:         #e6e0c8;
	--aid-text-stins:   #97917a;
	--aid-text-tare:    #ffffff;
	/* THE FOURTH INK, AND IT WAS MISSING FOR MONTHS.
	 *
	 * aidcadru.css asked for --aid-text-slab thirty-two times and no theme had
	 * ever declared it, so every one of those rules quietly rendered its inline
	 * fallback -- and there were THREE different fallbacks (#8fa088 on 28 of
	 * them, #9aa78c on two, #97917a on two). A variable nobody defines is a
	 * hardcoded colour with extra steps: it cannot be re-themed, and it drifts,
	 * because the next person copies whichever line they happened to be
	 * looking at. The declaration is here now and the fallbacks are gone from
	 * aidcadru.css, so there is one answer.
	 *
	 * #8fa088 is that answer because it is what 28 of the 32 already painted --
	 * defining the token should not be a visual change on its own.
	 *
	 * It is NOT simply darker than --aid-text-stins; the two are about equally
	 * light. It is COOLER. --aid-text-stins is a warm grey that belongs to the
	 * brass and the stone, and this is the grey-green the game's own panels
	 * have always used for a line you are not meant to read first: a note under
	 * a form, a countdown that has run out, the inactive tab. Recessive by
	 * temperature rather than by contrast, which is what keeps a note legible
	 * while still reading as a note. */
	--aid-text-slab:    #8fa088;

	/* ------------------------------------------------------------- metrics
	 *
	 * Four pixels of bevel and a one-pixel inner line, from the measurement
	 * above. The pergament theme sets 7 and 2 for the same tokens; that
	 * difference is the whole of the difference between a bevel and a carving. */

	/* One pixel, not three. Three read as a frame around every panel; one reads
	 * as the panel simply ending, which is what the old blurred edge did. */
	--aid-rama:         1px;
	--aid-rama-fina:    1px;
	/* The breathing room between panels. The layout boxes touch; the painted
	 * ones never did. */
	--aid-spatiu:       4px;
	--aid-raza:         2px;
	--aid-raza-mare:    3px;
	/* THE PANEL'S OWN CORNER. "pune te rog la panels, inclusiv istanga, un
	 * border-radius: 10px; sa le rotunjim un pic."
	 *
	 * Its own token rather than raising --aid-raza, because --aid-raza is on
	 * forty small things -- chips, badges, the collapse dot, the emoticon rail
	 * -- and ten pixels on a 15px chip is a pill, not a rounded corner.
	 *
	 * The second value is the same corner seen from INSIDE the 4px transparent
	 * border a panel wears for its gap: a title bar sitting on the padding box
	 * has to curve by the outer radius less the border, or it either overhangs
	 * the corner or leaves a notch in it. */
	--aid-raza-panou:   10px;
	--aid-raza-panou-interior: calc(var(--aid-raza-panou) - var(--aid-spatiu));

	/* ------------------------------------------------------------- lighting */

	/* A whisper, not a bevel -- black trim with a white highlight on it is
	 * chrome, and chrome is what we just took off. */
	--aid-lumina:       inset 1px 1px 0 rgba(255, 255, 255, 0.07);
	--aid-adancime:     inset -1px -1px 0 rgba(0, 0, 0, 0.6);
	--aid-ridicat:      0 1px 3px rgba(0, 0, 0, 0.55);
	--aid-apasat:       inset 0 1px 3px rgba(0, 0, 0, 0.65);
	--aid-desprins:     0 2px 7px rgba(0, 0, 0, 0.45);

	/* ---------------------------------------------------------------- type
	 *
	 * Verdana, because that is what the game is set in and always has been.
	 * No display face: a serif across the panel titles would be the change
	 * this theme exists not to make. The titles are 13px bold gold, measured
	 * off the live h5. */

	--aid-font:         Verdana, Arial, Helvetica, sans-serif;
	--aid-font-titlu:   Verdana, Arial, Helvetica, sans-serif;
	--aid-font-cifre:   'Courier New', monospace;

	/* ------------------------------------------------------------ surfaces */

	--aid-fata-piatra: linear-gradient(160deg,
		var(--aid-piatra-sus) 0%,
		var(--aid-piatra) 45%,
		var(--aid-piatra-jos) 100%);

	/* THE TITLE BAR IS DARK, NOT GOLD.
	 *
	 * MEASURED down the strip at x=100: #373b35, #333331, #282a27, #222421,
	 * #1c1e1b, #161815, #121310, #0e0e0c, #080807, #050505 -- a dark grey
	 * falling to near-black, with the gold living only in the TEXT. Worth
	 * saying because a fantasy-UI instinct puts a gold bar there, and that
	 * instinct would have changed the most-looked-at element on the screen. */
	--aid-fata-alama: linear-gradient(180deg,
		#3a3d37 0%,
		#1c1e1b 55%,
		#050505 100%);

	--aid-granulatie: url("data:image/svg+xml,%3Csvg xmlns='http://www.w3.org/2000/svg' width='80' height='80'%3E%3Cfilter id='n'%3E%3CfeTurbulence type='fractalNoise' baseFrequency='0.9' numOctaves='3'/%3E%3C/filter%3E%3Crect width='80' height='80' filter='url(%23n)' opacity='0.05'/%3E%3C/svg%3E");

	/* ------------------------------------------------------- the landscape
	 *
	 * The game has always been played on top of one big picture. Until now
	 * that picture was aidnouv3.jpg, which had the panels PAINTED INTO IT --
	 * so the background could never change without redrawing every panel, and
	 * a panel could never move without a new photograph.
	 *
	 * aid_nopanels.jpg is the same landscape with the furniture taken out:
	 * 1744x1136 of hills, road and grass and nothing else. The panels are
	 * drawn now (aidcadru.css), so this is finally just scenery, and a theme
	 * can swap it for a different season, a different hour, a different world.
	 *
	 * THE PATH IS ABSOLUTE, AND IT HAS TO BE.
	 *
	 * A relative url() inside a custom property does NOT resolve against the
	 * stylesheet that declares it. Custom properties are substituted as tokens
	 * at computed-value time, by which point the declaring sheet is out of the
	 * picture, so the browser resolves the URL against the DOCUMENT instead --
	 * and the document is main.php at the web root. Written relatively, this
	 * asked for /imagini/fundal/joc.jpg, got a 404, and painted the fallback
	 * colour. It looked exactly like a background that had simply not been
	 * changed yet, which is the worst kind of wrong.
	 *
	 * Naming the theme in its own file is not the duplication it looks like:
	 * every theme names its own assets here, which is precisely what makes the
	 * token swappable. .htaccess allows themes/<name>/imagini/ through. */
	/* oras.jpg (8 Sept 2026): the Blender landscape, 2000x1600 (2000x1700 since 26 Sept:
	 * re-rendered with the frame 100px taller at the bottom, same top edge and camera, so
	 * the page can grow past 1198 visible px -- .plan/blender/fundal_gol_1700.py), drawn 1:1 with
	 * the 600x510 stage, which sits in it at (700, 565). The buildings are NOT
	 * in it any more -- they are sprites in #aid-oras (imagini/oras/), so the
	 * picture is the same for every player and every level. joc.jpg was the
	 * 1744x1136 painting with its own scale; it stays on disk for the record. */
	--aid-fundal:  url("/themes/default/imagini/fundal/oras.jpg?v=3");   /* v3 (26 sept 2026, seara): randata din nou la 2000x1700, .plan/blender/fundal_gol_1700.py + fundal_post_1700.py */
	/* The homepage's own picture. A separate token from --aid-fundal because it
	   is a separate job: the landscape behind the game is a texture the panels
	   sit on, this one is the first thing a stranger sees and it is allowed to
	   be a photograph with a subject in it. Absolute for the same reason as
	   every other asset here -- a relative url() in a custom property resolves
	   against the stylesheet that USES it, not the one that declares it. */
	--aid-fundal-acasa: url("/themes/default/imagini/fundal/acasa.webp");
	/* The headpiece and the minimap's frame. Both replace a photograph that had
	 * its controls painted into it; both are absolute for the same reason the
	 * landscape is. */
	--aid-antet-fundal: url("/themes/default/imagini/ui/antet.svg");
	--aid-minimap-rama: url("/themes/default/imagini/ui/minimap.svg");
	/* the second painted frame: the well the 3x3 grid sits in */
	--aid-minimap-fereastra: url("/themes/default/imagini/ui/harta-fereastra.svg");
	/* the portrait medallion: an oval with a laurel crest, not a rectangle */
	--aid-personaj-rama: url("/themes/default/imagini/ui/personaj.svg");

	/* THE SPY SHEET'S BACKDROP -- personajdetaliat.php, 500x395.
	 *
	 * The odd one out in this group: the four above are drawn UI that already
	 * lives in this theme's imagini/, and this is game art that still lives in
	 * the legacy tree at /imagini/ with the artefacts, the bodies and the
	 * buildings. It is a token anyway, and for the same reason they are --
	 * aidcadru.css must not name a picture (bin/check-theme.php refuses it, and
	 * a path written there cannot be re-skinned), while a theme naming its own
	 * art is the entire mechanism.
	 *
	 * Absolute for the reason stated above --aid-fundal: a relative url() in a
	 * custom property resolves against the DOCUMENT, not against this file.
	 *
	 * When the character art moves into themes/<name>/imagini/personaj/, this
	 * line becomes /themes/default/imagini/personaj/fundal-alianta.webp and
	 * nothing else changes. */
	--aid-fisa-fundal-alianta: url("/imagini/bgpersonajalianta.png");

	/* THE EMPTY SLOT.
	 *
	 * "trebuie si placeholderul gol pentru fiecare artefact lipsa. ei trebuie
	 *  sa stie ca acolo poate fi ceva."
	 *
	 * One 36x34 tile with a single sunken 30x30 niche in it, tiled across the
	 * shelf. 36x34 is not a guess: the markup floats each artefact in a div
	 * that is 30 wide with 6px of padding-left and 4px under it, so the tile
	 * pitch IS the item pitch and what the player owns lands exactly one per
	 * niche. Everything they have not found yet shows as an empty one. */
	--aid-nisa: url("data:image/svg+xml,%3Csvg%20xmlns='http://www.w3.org/2000/svg'%20width='36'%20height='34'%20viewBox='0%200%2036%2034'%3E%20%3Cdefs%3E%3ClinearGradient%20id='n'%20x1='0'%20y1='0'%20x2='0.3'%20y2='1'%3E%20%3Cstop%20offset='0'%20stop-color='%23000000'%20stop-opacity='0.42'/%3E%20%3Cstop%20offset='1'%20stop-color='%23000000'%20stop-opacity='0.20'/%3E%20%3C/linearGradient%3E%3C/defs%3E%20%3Crect%20x='6'%20y='0'%20width='30'%20height='30'%20rx='3'%20fill='url(%23n)'/%3E%20%3Crect%20x='6.5'%20y='0.5'%20width='29'%20height='29'%20rx='2.6'%20fill='none'%20stroke='%23000000'%20stroke-opacity='0.55'/%3E%20%3Cpath%20d='M7%201%20h28'%20stroke='%23e6d9b4'%20stroke-opacity='0.10'%20stroke-width='1'/%3E%20%3Cpath%20d='M7%2029%20h28'%20stroke='%23e6d9b4'%20stroke-opacity='0.05'%20stroke-width='1'/%3E%20%3C/svg%3E");
	/* Behind and beyond it. Sampled from the image: sky #4FB1FC at the top,
	 * grass #438322 at the bottom. The page grows downwards, so the fill is
	 * the grass -- an over-tall window ends in field, not in a black band. */
	--aid-iarba:   #3f7d1e;
	--aid-cer:     #4fb1fc;

	/* ---------------------------------------------------- the top header
	 *
	 * The banner is brown and orange today, with the dracusor centred and
	 * round icon buttons either side. These are its tones; the shape lives in
	 * aidcadru.css. */

	--aid-pergament-sus: #b5701f;
	--aid-pergament:     #8a4a12;
	--aid-pergament-jos: #5a2c08;
	--aid-cerneala:      #3a1c05;
	--aid-alama-cald:    #eab253;   /* the ring round a button ON the banner */

	--aid-fata-banner: linear-gradient(180deg,
		#c9812b 0%,
		#a35c17 18%,
		#7d3f0d 55%,
		#54280a 100%);

	/* ------------------------------------------------------------ the metal
	 *
	 * A button's ring is the one place in this interface where a flat colour
	 * reads as cheap. A ring is a torus: the light runs round it, bright where
	 * it faces the lamp and dark on the far side, and the eye knows the
	 * difference immediately even at 44 pixels.
	 *
	 * A conic-gradient is exactly that, and it costs nothing -- no image, no
	 * request, and it recolours with the theme like everything else. The angle
	 * puts the highlight up and to the left, which is where the light comes
	 * from everywhere else on this screen.
	 *
	 * Two of them, because a ring has to sit on its ground: cold brass on the
	 * green panels, warm brass on the brown banner. */
	--aid-metal: conic-gradient(from 212deg,
		#5d4a2a 0%, #c9b184 14%, #6b5836 30%,
		#e4d3ac 48%, #6f5c39 64%, #b09a70 82%, #5d4a2a 100%);
	--aid-metal-cald: conic-gradient(from 212deg,
		#7a4f16 0%, #f0c98a 14%, #8a5c1d 30%,
		#ffe4b4 48%, #90621f 64%, #d2a460 82%, #7a4f16 100%);

	/* THE MEDALLION IS ITS OWN METAL, LIGHTER THAN THE BUTTONS'.
	 *
	 * "medalionul din centru trebuie mai light la culoare (eventual un golden
	 *  mai inchis?)" -- which sounds contradictory until you look at it: the
	 * plate had gone so dark at the bottom that the mascot stood on a brown
	 * hole. Lighter overall, and the dark is a warm gold rather than a
	 * near-black, so he stands ON something. */
	--aid-metal-medalion: conic-gradient(from 212deg,
		#a97a2c 0%, #ffeaba 13%, #c09246 30%,
		#fff3d2 47%, #b8873c 64%, #e8c184 82%, #a97a2c 100%);

	/* THE CARVING ON THE BANNER.
	 *
	 * This started as `none`, with a note saying a filigree would be "an
	 * addition, which is what this theme exists to avoid". That was right
	 * while the banner was still a photograph -- adding ornament on top of
	 * painted ornament is how a header gets busy.
	 *
	 * It is drawn now, and drawn plainly, and Laurentiu asked for the header
	 * to be "super nice and as i said, homm like or aoe like, like a nice
	 * historical old pergament or intricate complex header". So the vine goes
	 * in -- but as a MASK over the plate's own brass, which makes it a carving
	 * in the metal rather than a decal on it. One 240x40 tile, symmetric about
	 * its centre so the repeat has no visible seam, running under the buttons
	 * at low opacity where it cannot compete with them.
	 *
	 * A theme that wants a different carving overrides this token; a theme
	 * that wants none sets it back to `none` and nothing is drawn. */
	--aid-filigran: url("data:image/svg+xml,%3Csvg%20xmlns='http://www.w3.org/2000/svg'%20width='240'%20height='40'%20viewBox='0%200%20240%2040'%3E%20%3Cg%20fill='none'%20stroke='%23000'%20stroke-width='2.1'%20stroke-linecap='round'%3E%20%3Cpath%20d='M0%2020%20C%2014%2020%2018%209%2030%209%20C%2040%209%2043%2017%2036%2020%20C%2031%2022%2027%2019%2029%2015'/%3E%20%3Cpath%20d='M0%2020%20C%2014%2020%2018%2031%2030%2031%20C%2040%2031%2043%2023%2036%2020%20C%2031%2018%2027%2021%2029%2025'/%3E%20%3Cpath%20d='M60%2020%20C%2074%2020%2078%209%2090%209%20C%20100%209%20103%2017%2096%2020%20C%2091%2022%2087%2019%2089%2015'/%3E%20%3Cpath%20d='M60%2020%20C%2074%2020%2078%2031%2090%2031%20C%20100%2031%20103%2023%2096%2020%20C%2091%2018%2087%2021%2089%2025'/%3E%20%3Cpath%20d='M120%2020%20C%20134%2020%20138%209%20150%209%20C%20160%209%20163%2017%20156%2020%20C%20151%2022%20147%2019%20149%2015'/%3E%20%3Cpath%20d='M120%2020%20C%20134%2020%20138%2031%20150%2031%20C%20160%2031%20163%2023%20156%2020%20C%20151%2018%20147%2021%20149%2025'/%3E%20%3Cpath%20d='M180%2020%20C%20194%2020%20198%209%20210%209%20C%20220%209%20223%2017%20216%2020%20C%20211%2022%20207%2019%20209%2015'/%3E%20%3Cpath%20d='M180%2020%20C%20194%2020%20198%2031%20210%2031%20C%20220%2031%20223%2023%20216%2020%20C%20211%2018%20207%2021%20209%2025'/%3E%20%3Cpath%20d='M0%2020%20H%20240'/%3E%20%3C/g%3E%20%3Cg%20fill='%23000'%3E%20%3Cpath%20d='M48%2020%20l7-7%207%207%20-7%207%20z'/%3E%20%3Cpath%20d='M108%2020%20l7-7%207%207%20-7%207%20z'/%3E%20%3Cpath%20d='M168%2020%20l7-7%207%207%20-7%207%20z'/%3E%20%3Cpath%20d='M228%2020%20l7-7%207%207%20-7%207%20z'/%3E%20%3Cellipse%20cx='18'%20cy='13'%20rx='4.2'%20ry='2.6'%20transform='rotate(-22%2018%2013)'/%3E%20%3Cellipse%20cx='18'%20cy='27'%20rx='4.2'%20ry='2.6'%20transform='rotate(22%2018%2027)'/%3E%20%3Cellipse%20cx='78'%20cy='13'%20rx='4.2'%20ry='2.6'%20transform='rotate(-22%2078%2013)'/%3E%20%3Cellipse%20cx='78'%20cy='27'%20rx='4.2'%20ry='2.6'%20transform='rotate(22%2078%2027)'/%3E%20%3Cellipse%20cx='138'%20cy='13'%20rx='4.2'%20ry='2.6'%20transform='rotate(-22%20138%2013)'/%3E%20%3Cellipse%20cx='138'%20cy='27'%20rx='4.2'%20ry='2.6'%20transform='rotate(22%20138%2027)'/%3E%20%3Cellipse%20cx='198'%20cy='13'%20rx='4.2'%20ry='2.6'%20transform='rotate(-22%20198%2013)'/%3E%20%3Cellipse%20cx='198'%20cy='27'%20rx='4.2'%20ry='2.6'%20transform='rotate(22%20198%2027)'/%3E%20%3C/g%3E%20%3C/svg%3E");

	/* -------------------------------------------------------- the title bar
	 *
	 * MEASURED off the live h5: rgb(255,204,0), 13px, bold, and NOT uppercase
	 * -- the panels say "Personaj", not "PERSONAJ". Left-aligned, with the
	 * little collapse dot at the right end.
	 *
	 * Worth stating because the fantasy-UI instinct is a centred gold bar with
	 * spaced small caps, and that instinct would have restyled the single
	 * most-looked-at element on the screen in a theme whose whole job is not
	 * to. */
	--aid-titlu-culoare:   var(--aid-aur);
	--aid-titlu-umbra:     0 1px 2px rgba(0, 0, 0, 0.9);
	/* CAPITALISE. The game's own stylesheet has always said
	 * `text-transform: capitalize` on h5 -- the panels are "Resurse" and
	 * "Bonusuri", not "resurse" and "bonusuri" -- and this token, set to `none`
	 * on the theory that the default theme should change nothing, quietly
	 * turned it off. Changing nothing meant keeping what was there, and what
	 * was there was capitalised. */
	--aid-titlu-caz:       capitalize;
	--aid-titlu-spatiere:  0;
	--aid-titlu-aliniere:  left;
	--aid-titlu-marime:    13px;
}
