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the wb recruit actions store temp units with fake ids and live longer than a turn, so resetting the underlying id counter between turns might result in dublicate id errors in wb recruit actions ( #1517 ), which might lead to errors later. With this it is of course possible to get erros when more than 2^31 (or 2^63 on a 64 bit wesnoth version.) fake units are generated during a game, but that is less likely. (cherry-picked from commit 775f3ec)
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