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Fixed interpunction & typos in the tutorial (#4941)
* Fixed interpunction & typos in the tutorial * Fixed old translations not being removed (unless words were changed)
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@ -15,7 +15,7 @@
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"The first thing coming out of your city should be either a Scout or Warrior.\nI generally prefer the Warrior because it can be used for defense and because it can be upgraded\n to the Swordsman unit later in the game for a relatively modest sum of gold.\nScouts can be effective, however, if you seem to be located in an area of dense forest and hills.\nScouts don’t suffer a movement penalty in this terrain.\nIf you’re a veteran of the 4x strategy genre your first Warrior or Scout will be followed by a Settler.\nFast expanding is absolutely critical in most games of this type."
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],
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_Slow_Start: [
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"In your first couple of turns, you will have very little options, but as your civilization grows, so do the number of things requiring your attention"
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"In your first couple of turns, you will have very little options, but as your civilization grows, so do the number of things requiring your attention."
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],
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Culture_and_Policies: [
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"Each turn, the culture you gain from all your cities is added to your Civilization's culture.\nWhen you have enough culture, you may pick a Social Policy, each one giving you a certain bonus." ,
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@ -24,18 +24,18 @@
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],
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City_Expansion: [
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"Once a city has gathered enough Culture, it will expand into a neighboring tile.\nYou have no control over the tile it will expand into, but tiles with resources and higher yields are prioritized.",
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"Each additional tile will require more culture, but generally your first cities will eventually expand to a wide tile range."
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"Each additional tile will require more culture, but generally your first cities will eventually expand to a wide tile range.",
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"Although your city will keep expanding forever, your citizens can only work 3 tiles away from city center.\nThis should be taken into account when placing new cities."
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]
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],
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Happiness: [
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"As cities grow in size and influence, you have to deal with a happiness mechanic that is no longer tied to each individual city.\nInstead, your entire empire shares the same level of satisfaction.\nAs your cities grow in population you’ll find that it is more and more difficult to keep your empire happy." ,
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"In addition, you can’t even build any city improvements that increase happiness until you’ve done the appropriate research.\nIf your empire’s happiness ever goes below zero the growth rate of your cities will be hurt.\nIf your empire becomes severely unhappy (as indicated by the smiley-face icon at the top of the interface)\n your armies will have a big penalty slapped on to their overall combat effectiveness." ,
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"This means that it is very difficult to expand quickly in Unciv.\nIt isn’t impossible, but as a new player you probably shouldn’t do it.\nSo what should you do? Chill out, scout, and improve the land that you do have by building Workers.\nOnly build new cities once you have found a spot that you believe is appropriate."
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"This means that it is very difficult to expand quickly in Unciv.\nIt isn’t impossible, but as a new player you probably shouldn't do it.\nSo what should you do? Chill out, scout, and improve the land that you do have by building Workers.\nOnly build new cities once you have found a spot that you believe is appropriate."
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],
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Unhappiness: [
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"It seems that your citizens are unhappy!\nWhile unhappy, cities will grow at 1/4 the speed, and your units will suffer a 2% penalty for each unhappiness",
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"Unhappiness has two main causes: Population and cities\n Each city causes 3 unhappiness, and each population, 1",
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"There are 2 main ways to combat unhappiness:\n by building happiness buildings for your population\n or by having improved luxury resources within your borders"
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"Unhappiness has two main causes: Population and cities.\n Each city causes 3 unhappiness, and each population, 1",
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"There are 2 main ways to combat unhappiness:\n by building happiness buildings for your population\n or by having improved luxury resources within your borders."
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],
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Golden_Age: [
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"You have entered a Golden Age!\nGolden age points are accumulated each turn by the total happiness \n of your civilization\nWhen in a golden age, culture and production generation increases +20%,\n and every tile already providing at least one gold will provide an extra gold."
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@ -76,10 +76,10 @@
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"Once you have completed the Apollo Program, you can start constructing spaceship parts in your cities\n (with the relevant technologies) to win a scientific victory!"
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],
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Injured_Units: [
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"Injured units deal less damage, but recover after turns that they have been inactive\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities"
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"Injured units deal less damage, but recover after turns that they have been inactive.\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities."
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],
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Workers: [
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"Workers are vital to your cities' growth, since only they can construct improvements on tiles\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles!"
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"Workers are vital to your cities' growth, since only they can construct improvements on tiles.\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles!"
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],
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Siege_Units: [
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"Siege units are extremely powerful against cities, but need to be Set Up before they can attack.\nOnce your siege unit is set up, it can attack from the current tile,\n but once moved to another tile, it will need to be set up again."
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@ -88,7 +88,7 @@
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"Once a certain tech is researched, your land units can embark, allowing them to traverse water tiles.\nEntering or leaving water takes the entire turn.\nUnits are defenseless while embarked, so be careful!"
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],
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Idle_Units: [
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"If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units"
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"If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units."
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],
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Contact_Me: [
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"Hi there! If you've played this far, you've probably seen that the game is currently incomplete.\n UnCiv is meant to be open-source and free, forever.\n That means no ads or any other nonsense.",
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@ -101,12 +101,12 @@
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Experience: [
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"Units that enter combat gain experience, which can then be used on promotions for that unit.\nUnits gain more experience when in Melee combat than Ranged, and more when attacking than when defending.",
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"Units can only gain up to 30 XP from Barbarian units - meaning up to 2 promotions. After that, Barbarian units will provide no experience."
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]
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],
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Combat: [
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"Unit and cities are worn down by combat, which is affected by a number of different values.\nEach unit has a certain 'base' combat value, which can be improved by certain conditions, promotions and locations.",
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"Units use the 'Strength' value as the base combat value when melee attacking and when defending.\nWhen using a ranged attack, they will the use the 'Ranged Strength' value instead.",
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"Ranged attacks can be done from a distance, dependent on the 'Range' value of the unit.\nWhile melee attacks allow the defender to damage the attacker in retaliation, ranged attacks do not."
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]
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],
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Research_Agreements: [
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"In research agreements, you and another civilization decide to jointly research technology.\nAt the end of the agreement, you will both receive a 'lump sum' of Science, which will go towards one of your unresearched technologies.",
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"The amount of Science you receive at the end is dependent on the science generated by your cities and the other civilization's cities during the agreement - the more, the better!"
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@ -122,7 +122,7 @@
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"Great Improvements also provide any strategic resources that are under them, so you don't need to worry if resources are revealed underneath your improvements!"
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],
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Removing_Terrain_Features: [
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"Certain tiles have terrain features - like Flood plains or Forests - on top of them. Some of these layers, like Jungle, Marsh and Forest, can be removed by workers.\nRemoving the terrain feature does not remove any resources in the tile, and is usually required in order to work those resources."
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"Certain tiles have terrain features - like Flood plains or Forests - on top of them. Some of these layers, like Jungle, Marsh and Forest, can be removed by workers.\nRemoving the terrain feature does not remove any resources in the tile, and is usually required in order to add improvements exploiting those resources."
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],
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Natural_Wonders: [
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"Natural Wonders, such as the Mt. Fuji, the Rock of Gibraltar and the Great Barrier Reef, are unique, impassable terrain features, masterpieces of mother Nature, which possess exceptional qualities that make them very different from the average terrain.\nThey benefit by giving you large sums of Culture, Science, Gold or Production if worked by your Cities, which is why you might need to bring them under your empire as soon as possible."
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@ -150,7 +150,7 @@
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"⑪: Remaining/per turn movement points, strength and experience / XP needed for promotion. For cities, you get its combat strength.",
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"⑫: This button closes the selected unit/city info pane.",
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"⑬: This pane appears when you order a unit to attack an enemy. On top are attacker and defender with their respective base strengths.",
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"⑭: Below that are strength boni or mali and health bars projecting before / after the attack.",
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"⑭: Below that are strength bonuses or penalties and health bars projecting before / after the attack.",
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"⑮: The Attack Button - let blood flow!",
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"⑯: The minimap shows an overview over the world, with known cities, terrain and fog of war. Clicking will position the main map.",
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"⑰: To the side of the minimap are display feature toggling buttons - tile yield, worked indicator, show/hide resources. These mirror setting on the options screen and are hidden if you deactivate the minimap.",
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@ -167,6 +167,6 @@
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"ⓧ: In the center of all this - the world map! Here, the \"X\" marks a spot outside the map. Yes, unless the wrap option was used, Unciv worlds are flat. Don't worry, your ships won't fall off the edge.",
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"ⓨ: By the way, here's how an empire border looks like - it's in the national colours of the nation owning the territory.",
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"ⓩ: And this is the red targeting circle that led to the attack pane back under ⑬.",
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"What you don't see: The phone/tablet's back button will pop the question whether you wish to leave Unciv and go back to Real Life. On desktop versions, you can use the ESC key.",
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"What you don't see: The phone/tablet's back button will pop the question whether you wish to leave Unciv and go back to Real Life. On desktop versions, you can use the ESC key."
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]
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}
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@ -5703,7 +5703,7 @@ How do you know a spot is appropriate?\nThat’s not an easy question to answer,
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However, cities don’t have a set area that they can work - more on that later!\nThis means you don’t have to settle cities right next to resources.\nLet’s say, for example, that you want access to some iron – but the resource is right next to a desert.\nYou don’t have to settle your city next to the desert. You can settle a few tiles away in more prosperous lands.\nYour city will grow and eventually gain access to the resource.\nYou only need to settle right next to resources if you need them immediately – \n which might be the case now and then, but you’ll usually have the luxury of time. = No entanto, as cidades não têm uma área estabelecida em que possam trabalhar - falaremos sobre isso mais tarde! \nIsto significa que você não precisa estabelecer cidades próximas aos recursos. \n Digamos, por exemplo, que você deseja acessar algum ferro - mas o recurso fica ao lado de um deserto. Você pode colocar algumas painéis de distância em terras mais prósperas. \nVocê não precisa estabelecer sua cidade no lado do deserto. \nSua cidade crescerá e, eventualmente, obterá acesso ao recurso. \nVocê só precisará se estabelecer ao lado dos recursos se precisar deles imediatamente. - \nque pode acontecer de tempos em tempos, mas geralmente você obterá o recurso luxo com o tempo.
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The first thing coming out of your city should be either a Scout or Warrior.\nI generally prefer the Warrior because it can be used for defense and because it can be upgraded\n to the Swordsman unit later in the game for a relatively modest sum of gold.\nScouts can be effective, however, if you seem to be located in an area of dense forest and hills.\nScouts don’t suffer a movement penalty in this terrain.\nIf you’re a veteran of the 4x strategy genre your first Warrior or Scout will be followed by a Settler.\nFast expanding is absolutely critical in most games of this type. = A primeira coisa que sai da sua cidade deve ser um Batedor ou Guerreiro. \nEu geralmente prefiro o Guerreiro porque ele pode ser usado para defesa e porque pode ser atualizado \n para a unidade Espadachim mais tarde no jogo por uma quantia relativamente modesta de ouro. \nOs Batedores podem ser eficazes, no entanto, se você parecer estar localizado em uma área de florestas e colinas densas. \nOs Batedores não sofrem penalidade de movimento neste terreno. \nSe você é um veterano da estratégia 4x No gênero, seu primeiro guerreiro ou batedor será seguido por um colono. \nA expansão rápida é absolutamente crítica na maioria dos jogos desse tipo.
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In your first couple of turns, you will have very little options, but as your civilization grows, so do the number of things requiring your attention = Nos seus primeiros turnos, você terá muito poucas opções, mas à medida que sua civilização cresce, o mesmo acontece com o número de coisas que exigem sua atenção
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In your first couple of turns, you will have very little options, but as your civilization grows, so do the number of things requiring your attention. = Nos seus primeiros turnos, você terá muito poucas opções, mas à medida que sua civilização cresce, o mesmo acontece com o número de coisas que exigem sua atenção.
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Culture and Policies = Cultura e Políticas
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Each turn, the culture you gain from all your cities is added to your Civilization's culture.\nWhen you have enough culture, you may pick a Social Policy, each one giving you a certain bonus. = A cada turno, a cultura que você ganha em todas as suas cidades é adicionada à cultura da sua Civilização. \nQuando você tem cultura suficiente, pode escolher uma Política Social, cada uma dando a você um certo bônus.
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@ -5721,7 +5721,7 @@ This means that it is very difficult to expand quickly in Unciv.\nIt isn’t imp
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Unhappiness = Infelicidade
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It seems that your citizens are unhappy!\nWhile unhappy, cities will grow at 1/4 the speed, and your units will suffer a 2% penalty for each unhappiness = Parece que seus cidadãos estão infelizes! \nEnquanto infelizes, as cidades crescerão a 1/4 da velocidade e suas unidades sofrerão uma penalidade de 2% por cada ponto de infelicidade
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Unhappiness has two main causes: Population and cities\n Each city causes 3 unhappiness, and each population, 1 = A infelicidade tem duas causas principais: População e cidades\n Cada cidade causa 3 infelicidade e cada população, 1
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Unhappiness has two main causes: Population and cities.\n Each city causes 3 unhappiness, and each population, 1 = A infelicidade tem duas causas principais: População e cidades.\n Cada cidade causa 3 infelicidade e cada população, 1
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There are 2 main ways to combat unhappiness:\n by building happiness buildings for your population\n or by having improved luxury resources within your borders = Existem duas maneiras principais de combater a infelicidade:\n construindo edifícios de felicidade para sua população\n ou melhorando os recursos de luxo dentro de suas fronteiras
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You have entered a Golden Age!\nGolden age points are accumulated each turn by the total happiness \n of your civilization\nWhen in a golden age, culture and production generation increases +20%,\n and every tile already providing at least one gold will provide an extra gold. = Você entrou na era de ouro! \nOs pontos da era de ouro são acumulados a cada turno pela felicidade total\n de sua civilização \nQuando na era de ouro, a geração de cultura e produção aumenta +20%,\n e cada painel já fornecendo pelo menos um de ouro fornecerá um de ouro extra.
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@ -5757,10 +5757,10 @@ You have encountered another civilization!\nOther civilizations start out peacef
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Once you have completed the Apollo Program, you can start constructing spaceship parts in your cities\n (with the relevant technologies) to win a scientific victory! = Depois de concluir o Programa Apollo, você poderá começar a construir partes da nave espacial em suas cidades\n (com as tecnologias relevantes) para obter uma vitória científica!
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Injured Units = Unidades Feridas
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Injured units deal less damage, but recover after turns that they have been inactive\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities = As unidades feridas causam menos dano, mas recuperam após turnos inativas \nUnidades recuperam 5 pontos de vida por turno em território inimigo, 10 em terra neutra,\n 15 em seu território e 20 em suas cidades
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Injured units deal less damage, but recover after turns that they have been inactive.\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities. = As unidades feridas causam menos dano, mas recuperam após turnos inativas. \nUnidades recuperam 5 pontos de vida por turno em território inimigo, 10 em terra neutra,\n 15 em seu território e 20 em suas cidades.
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Workers = Trabalhadores
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Workers are vital to your cities' growth, since only they can construct improvements on tiles\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! = Os trabalhadores são vitais para o crescimento de suas cidades, pois somente eles podem construir melhorias nos painéis \nAs melhorias melhoram o rendimento de seus painéis, permitindo que sua cidade produza mais e cresça mais rápido enquanto trabalha com a mesma quantidade de painéis!
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Workers are vital to your cities' growth, since only they can construct improvements on tiles.\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! = Os trabalhadores são vitais para o crescimento de suas cidades, pois somente eles podem construir melhorias nos painéis. \nAs melhorias melhoram o rendimento de seus painéis, permitindo que sua cidade produza mais e cresça mais rápido enquanto trabalha com a mesma quantidade de painéis!
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Siege Units = Unidades de Cerco
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Siege units are extremely powerful against cities, but need to be Set Up before they can attack.\nOnce your siege unit is set up, it can attack from the current tile,\n but once moved to another tile, it will need to be set up again. = As unidades de cerco são extremamente poderosas contra as cidades, mas precisam ser preparadas antes que possam atacar. \nUma vez que sua unidade de cerco estiver montada, ela poderá atacar a partir do painel atual,\n mas, uma vez movida para outro painel, será necessário remontá-la.
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Once a certain tech is researched, your land units can embark, allowing them to traverse water tiles.\nEntering or leaving water takes the entire turn.\nUnits are defenseless while embarked, so be careful! = Depois que uma determinada tecnologia é pesquisada, suas unidades terrestres podem embarcar, permitindo que elas atravessem painéis de água. \nEntrar ou sair da água leva um turno. \nAs unidades ficam indefesas durante o embarque, portanto, tenha cuidado!
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Idle Units = Unidades Inativas
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If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units = Se não quiser mover uma unidade neste turno, pule-a clicando em 'Próxima unidade' novamente.\nSe não for movê-la por um tempo, poderá fazer com que a unidade entre no modo Fortificar ou Dormir - \n unidades no Fortificar ou no Dormir não são consideradas unidades ociosas. \nSe desejar desativar o recurso 'Próxima unidade' completamente, você pode alterá-lo em Menu -> Verificar unidades ociosas
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If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units. = Se não quiser mover uma unidade neste turno, pule-a clicando em 'Próxima unidade' novamente.\nSe não for movê-la por um tempo, poderá fazer com que a unidade entre no modo Fortificar ou Dormir - \n unidades no Fortificar ou no Dormir não são consideradas unidades ociosas. \nSe desejar desativar o recurso 'Próxima unidade' completamente, você pode alterá-lo em Menu -> Verificar unidades ociosas.
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Contact Me = Contate-me
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Hi there! If you've played this far, you've probably seen that the game is currently incomplete.\n UnCiv is meant to be open-source and free, forever.\n That means no ads or any other nonsense. = Olá! Se você jogou até agora, provavelmente já viu que o jogo está incompleto.\n O UnCiv é destinado a ser de código aberto e gratuito para sempre.\n Isso significa que não há anúncios ou outras bobagens.
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@ -7139,7 +7139,7 @@ However, cities don’t have a set area that they can work - more on that later!
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The first thing coming out of your city should be either a Scout or Warrior.\nI generally prefer the Warrior because it can be used for defense and because it can be upgraded\n to the Swordsman unit later in the game for a relatively modest sum of gold.\nScouts can be effective, however, if you seem to be located in an area of dense forest and hills.\nScouts don’t suffer a movement penalty in this terrain.\nIf you’re a veteran of the 4x strategy genre your first Warrior or Scout will be followed by a Settler.\nFast expanding is absolutely critical in most games of this type. =
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# Requires translation!
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In your first couple of turns, you will have very little options, but as your civilization grows, so do the number of things requiring your attention =
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In your first couple of turns, you will have very little options, but as your civilization grows, so do the number of things requiring your attention. =
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Culture and Policies = Култура И Политики
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# Requires translation!
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@ -7169,7 +7169,7 @@ Unhappiness = Нещастие
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# Requires translation!
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It seems that your citizens are unhappy!\nWhile unhappy, cities will grow at 1/4 the speed, and your units will suffer a 2% penalty for each unhappiness =
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# Requires translation!
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Unhappiness has two main causes: Population and cities\n Each city causes 3 unhappiness, and each population, 1 =
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Unhappiness has two main causes: Population and cities.\n Each city causes 3 unhappiness, and each population, 1 =
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# Requires translation!
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There are 2 main ways to combat unhappiness:\n by building happiness buildings for your population\n or by having improved luxury resources within your borders =
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Injured Units = Ранени Единици
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# Requires translation!
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Injured units deal less damage, but recover after turns that they have been inactive\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities =
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Injured units deal less damage, but recover after turns that they have been inactive.\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities. =
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Workers = Работници
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# Requires translation!
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Workers are vital to your cities' growth, since only they can construct improvements on tiles\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! =
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Workers are vital to your cities' growth, since only they can construct improvements on tiles.\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! =
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Siege Units = Обсадни Единици
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# Requires translation!
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@ -7238,7 +7238,7 @@ Once a certain tech is researched, your land units can embark, allowing them to
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Idle Units = Бездейци
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# Requires translation!
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If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units =
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||||
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units. =
|
||||
|
||||
Contact Me = Връзка С Мен
|
||||
# Requires translation!
|
||||
|
|
|
|||
|
|
@ -4647,7 +4647,7 @@ How do you know a spot is appropriate?\nThat’s not an easy question to answer,
|
|||
However, cities don’t have a set area that they can work - more on that later!\nThis means you don’t have to settle cities right next to resources.\nLet’s say, for example, that you want access to some iron – but the resource is right next to a desert.\nYou don’t have to settle your city next to the desert. You can settle a few tiles away in more prosperous lands.\nYour city will grow and eventually gain access to the resource.\nYou only need to settle right next to resources if you need them immediately – \n which might be the case now and then, but you’ll usually have the luxury of time. = Města však nemají pevně stanovené území, které mohou spravovat.\nTo znamená, že není potřeba postavit město hned vedle naleziště surovin.\nNapříklad, potřebujete železo - ale naleziště je hned vedle pouště.\nAle nemusíte mít město hned vedle pouště. Můžete se usadit o několik políček dál na lepším terénu.\nVaše město poroste a časem získá přístup k surovině.\nPouze pokud chcete surovinu ihned, potřebujete se usadit hned vedle suroviny – \n což se tu a tam může hodit, většinou však máte trochu času.
|
||||
The first thing coming out of your city should be either a Scout or Warrior.\nI generally prefer the Warrior because it can be used for defense and because it can be upgraded\n to the Swordsman unit later in the game for a relatively modest sum of gold.\nScouts can be effective, however, if you seem to be located in an area of dense forest and hills.\nScouts don’t suffer a movement penalty in this terrain.\nIf you’re a veteran of the 4x strategy genre your first Warrior or Scout will be followed by a Settler.\nFast expanding is absolutely critical in most games of this type. = První jednotkou, kterou město postaví, by měl být průzkumník nebo válečník.\nPreferuji válečnika protože lze použít k obraně a může být později vylepšen\n na Šermíře za rozumnou cenu.\nPrůzkumník však může být lepší, pokud jste v krajině s hustými lesy nebo kopci.\nPrůzkumníci nemají postih k pohybu za špatný terén.\nPokud jste veteránem 4X strategických her, váš první válečník či průzkumník bude následován osadníkem.\nRychlá expanze je naprosto zásadní ve většině her tohoto typu.
|
||||
|
||||
In your first couple of turns, you will have very little options, but as your civilization grows, so do the number of things requiring your attention = Během prvních pár tahů,\n máme jen velmi málo možností na výběr,\n ale jak bude naše civilizace vzkvétat,\n objeví se řada věcí vyžadujících naši pozornost.
|
||||
In your first couple of turns, you will have very little options, but as your civilization grows, so do the number of things requiring your attention. Během prvních pár tahů,\n máme jen velmi málo možností na výběr,\n ale jak bude naše civilizace vzkvétat,\n objeví se řada věcí vyžadujících naši pozornost.
|
||||
|
||||
Culture and Policies = Kultura a politika
|
||||
Each turn, the culture you gain from all your cities is added to your Civilization's culture.\nWhen you have enough culture, you may pick a Social Policy, each one giving you a certain bonus. = V každém tahu jsou kulturní body, které získáme ze všech našich měst, přidány do společného kulturního banku celé říše.\nVe chvíli, kdy nasbíráme dostatečný počet kulturních bodů, si lze vybrat novou sociální politiku, která přineše říši určité výhody.
|
||||
|
|
@ -4665,7 +4665,7 @@ This means that it is very difficult to expand quickly in Unciv.\nIt isn’t imp
|
|||
|
||||
Unhappiness = Nespokojenost
|
||||
It seems that your citizens are unhappy!\nWhile unhappy, cities will grow at 1/4 the speed, and your units will suffer a 2% penalty for each unhappiness = Zdá se, že jsou naši obyvatelé nešťastní!\nDokud bude nespokojenost trvat, města porostou pouze 1/4 rychlostí,\n a všechny naše jednotky budou penalizovány 2% za každý 1 bod nespokojenosti.
|
||||
Unhappiness has two main causes: Population and cities\n Each city causes 3 unhappiness, and each population, 1 = Nespokojenost má dva hlavní důvody: Populaci (počet obyvatel) a města\n Každé město přidává 3 body nespokojenosti a každý obyvatel 1 bod nespokojenosti
|
||||
Unhappiness has two main causes: Population and cities.\n Each city causes 3 unhappiness, and each population, 1 = Nespokojenost má dva hlavní důvody: Populaci (počet obyvatel) a města.\n Každé město přidává 3 body nespokojenosti a každý obyvatel 1 bod nespokojenosti
|
||||
There are 2 main ways to combat unhappiness:\n by building happiness buildings for your population\n or by having improved luxury resources within your borders = Existují dva účinné způsoby jak bojovat proti nespokojenosti:\n výstavbou budov, které zvyšují spokojenost obyvatel\n nebo vylepšením Luxusních surovin, které se nachází na území našich měst.
|
||||
|
||||
You have entered a Golden Age!\nGolden age points are accumulated each turn by the total happiness \n of your civilization\nWhen in a golden age, culture and production generation increases +20%,\n and every tile already providing at least one gold will provide an extra gold. = Vstoupili jsme do Zlatého věku!\nZlatý věk představují body, které se získávají každé kolo jako celková Spokojenost celé naší civilizace\nVe zlatém věku je produkce a počet generovaných kulturních bodů zvýšený o +20%,\n na víc každé políčko, ze kterého získáváme alespoň jedno zlato nám poskytne další jedno extra zlato navíc.
|
||||
|
|
@ -4701,10 +4701,10 @@ You have encountered another civilization!\nOther civilizations start out peacef
|
|||
Once you have completed the Apollo Program, you can start constructing spaceship parts in your cities\n (with the relevant technologies) to win a scientific victory! = Po dokončení Programu Apollo, je možné začít ve městech stavět části kosmické lodi\n (po dozkoumání daných technologií) a dosáhnout tak vědeckého vítězství!
|
||||
|
||||
Injured Units = Zraněné jednotky
|
||||
Injured units deal less damage, but recover after turns that they have been inactive\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities = Zraněné jednotky způsobují menší poškození, pokud s nimi během tahu nebudeme provádět žádnou akci, budou se pomalu uzdravovat.\nJednotce se obnoví 5 bodů zdraví na území nepřítele, 10 bodů zdraví na neutrální půdě,\n 15 bodů zdraví na území naší říše a 20 bodů zdraví pokud jsou umístěny v jednom z našich měst.
|
||||
Injured units deal less damage, but recover after turns that they have been inactive.\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities. = Zraněné jednotky způsobují menší poškození, pokud s nimi během tahu nebudeme provádět žádnou akci, budou se pomalu uzdravovat.\nJednotce se obnoví 5 bodů zdraví na území nepřítele, 10 bodů zdraví na neutrální půdě,\n 15 bodů zdraví na území naší říše a 20 bodů zdraví pokud jsou umístěny v jednom z našich měst.
|
||||
|
||||
Workers = Dělníci
|
||||
Workers are vital to your cities' growth, since only they can construct improvements on tiles\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! = Dělníci jsou stavebními kameny pro naše města, přestože dokáží pouze stavět vylepšení na jednotlivých políčkách.\nTato vylepšení zvyšují zisky z jednotlivých políček, což umožňuje městu větší a rychlejší produkci při hospodaření na stejném množství políček!
|
||||
Workers are vital to your cities' growth, since only they can construct improvements on tiles.\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! = Dělníci jsou stavebními kameny pro naše města, přestože dokáží pouze stavět vylepšení na jednotlivých políčkách.\nTato vylepšení zvyšují zisky z jednotlivých políček, což umožňuje městu větší a rychlejší produkci při hospodaření na stejném množství políček!
|
||||
|
||||
Siege Units = Těžké jednotky
|
||||
Siege units are extremely powerful against cities, but need to be Set Up before they can attack.\nOnce your siege unit is set up, it can attack from the current tile,\n but once moved to another tile, it will need to be set up again. = Obléhací stroje (jednotky) jsou extrémně silné při útoku na město, ale nejprve potřebují provést Přípravu na útok\nVe chvíli kdy je naše obléhací jednotka připravena na boj, může útočit z políčka na kterém právě stojí,\n po pohybu na jiné políčko je potřeba provést další Přípravu na útok.
|
||||
|
|
@ -4713,7 +4713,7 @@ Embarking = Nalodění
|
|||
Once a certain tech is researched, your land units can embark, allowing them to traverse water tiles.\nEntering or leaving water takes the entire turn.\nUnits are defenseless while embarked, so be careful! = Po vyzkoumání příslušné technologie se naše pozemní jednotky můžou nalodit a začít pohybovat v pobřežních vodách.\nNalodění či vylodění stojí každou jednotku jeden celý tah.\nPři tomto procesu je jednotka zcela bezbranná, tak pozor na to!
|
||||
|
||||
Idle Units = Nečinné jednotky
|
||||
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units = Pokud tento tah nechceme s jednotkou vykonávat žádnou činnost, můžem ji přeskočit kliknutím na tlačítko 'Další jednotka'.\nPokud s jednotkou nechceme hýbat po delší dobu, můžeme ji buď opevnit a nebo uspat,\n opevněné a uspané jodnotky nejsou považovány za zahálející (nezaměstnané) jedotky.\nPokud chcete funkci 'Další jednotka' úplně zakázat, lze to provést v Menu -> Kontrolovat zahálející jednotky
|
||||
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units. = Pokud tento tah nechceme s jednotkou vykonávat žádnou činnost, můžem ji přeskočit kliknutím na tlačítko 'Další jednotka'.\nPokud s jednotkou nechceme hýbat po delší dobu, můžeme ji buď opevnit a nebo uspat,\n opevněné a uspané jodnotky nejsou považovány za zahálející (nezaměstnané) jedotky.\nPokud chcete funkci 'Další jednotka' úplně zakázat, lze to provést v Menu -> Kontrolovat zahálející jednotky.
|
||||
|
||||
Contact Me = Kontakt
|
||||
Hi there! If you've played this far, you've probably seen that the game is currently incomplete.\n UnCiv is meant to be open-source and free, forever.\n That means no ads or any other nonsense. = Zdravíčko, pokud jste se dostali až sem, pravděpodobně vidíte, že hra ještě stále není zcela dokončená.\nUnCiv je vyvíjena jako hra s otevřeným zdrojovýcm kódem (open-source) a zdarma. Navždy.\nTo znamená žádné reklamy, žádné mikrotransakce ani jiné dosud neobjevené nesmysly :-)
|
||||
|
|
|
|||
|
|
@ -6494,7 +6494,7 @@ However, cities don’t have a set area that they can work - more on that later!
|
|||
The first thing coming out of your city should be either a Scout or Warrior.\nI generally prefer the Warrior because it can be used for defense and because it can be upgraded\n to the Swordsman unit later in the game for a relatively modest sum of gold.\nScouts can be effective, however, if you seem to be located in an area of dense forest and hills.\nScouts don’t suffer a movement penalty in this terrain.\nIf you’re a veteran of the 4x strategy genre your first Warrior or Scout will be followed by a Settler.\nFast expanding is absolutely critical in most games of this type. =
|
||||
|
||||
# Requires translation!
|
||||
In your first couple of turns, you will have very little options, but as your civilization grows, so do the number of things requiring your attention =
|
||||
In your first couple of turns, you will have very little options, but as your civilization grows, so do the number of things requiring your attention. = In je eerste paar beurten is er nog niet veel om te doen, maar naarmate je beschaving groeit zal steeds meer je aandacht vragen.
|
||||
|
||||
# Requires translation!
|
||||
Culture and Policies =
|
||||
|
|
@ -6526,7 +6526,7 @@ Unhappiness =
|
|||
# Requires translation!
|
||||
It seems that your citizens are unhappy!\nWhile unhappy, cities will grow at 1/4 the speed, and your units will suffer a 2% penalty for each unhappiness =
|
||||
# Requires translation!
|
||||
Unhappiness has two main causes: Population and cities\n Each city causes 3 unhappiness, and each population, 1 =
|
||||
Unhappiness has two main causes: Population and cities.\n Each city causes 3 unhappiness, and each population, 1 = Ongelukkigheid heeft twee belangrijke oorzaken: Populatie en steden.\n Elke stad produceert 3 ongelukkigheid, elke inwoner 1.
|
||||
# Requires translation!
|
||||
There are 2 main ways to combat unhappiness:\n by building happiness buildings for your population\n or by having improved luxury resources within your borders =
|
||||
|
||||
|
|
@ -6586,12 +6586,12 @@ Once you have completed the Apollo Program, you can start constructing spaceship
|
|||
# Requires translation!
|
||||
Injured Units =
|
||||
# Requires translation!
|
||||
Injured units deal less damage, but recover after turns that they have been inactive\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities =
|
||||
Injured units deal less damage, but recover after turns that they have been inactive.\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities.. = Gewonde eenheden doen minder schade, maar krijgen elke beurt levens terug als ze niets doen.\n20 in je eigen steden, 15 in je eigen gebied, 10 in neutraal gebied en 5 in vijandig gebied.
|
||||
|
||||
# Requires translation!
|
||||
Workers =
|
||||
# Requires translation!
|
||||
Workers are vital to your cities' growth, since only they can construct improvements on tiles\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! =
|
||||
Workers are vital to your cities' growth, since only they can construct improvements on tiles.\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! =
|
||||
|
||||
# Requires translation!
|
||||
Siege Units =
|
||||
|
|
@ -6606,7 +6606,7 @@ Once a certain tech is researched, your land units can embark, allowing them to
|
|||
# Requires translation!
|
||||
Idle Units =
|
||||
# Requires translation!
|
||||
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units =
|
||||
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units. =
|
||||
|
||||
# Requires translation!
|
||||
Contact Me =
|
||||
|
|
|
|||
|
|
@ -7921,7 +7921,7 @@ How do you know a spot is appropriate?\nThat’s not an easy question to answer,
|
|||
However, cities don’t have a set area that they can work - more on that later!\nThis means you don’t have to settle cities right next to resources.\nLet’s say, for example, that you want access to some iron – but the resource is right next to a desert.\nYou don’t have to settle your city next to the desert. You can settle a few tiles away in more prosperous lands.\nYour city will grow and eventually gain access to the resource.\nYou only need to settle right next to resources if you need them immediately – \n which might be the case now and then, but you’ll usually have the luxury of time. = However, cities don’t have a set area that they can work - more on that later!\nThis means you don’t have to settle cities right next to resources.\nLet’s say, for example, that you want access to some iron – but the resource is right next to a desert.\nYou don’t have to settle your city next to the desert. You can settle a few tiles away in more prosperous lands.\nYour city will grow and eventually gain access to the resource.\nYou only need to settle right next to resources if you need them immediately – \n which might be the case now and then, but you’ll usually have the luxury of time.
|
||||
The first thing coming out of your city should be either a Scout or Warrior.\nI generally prefer the Warrior because it can be used for defense and because it can be upgraded\n to the Swordsman unit later in the game for a relatively modest sum of gold.\nScouts can be effective, however, if you seem to be located in an area of dense forest and hills.\nScouts don’t suffer a movement penalty in this terrain.\nIf you’re a veteran of the 4x strategy genre your first Warrior or Scout will be followed by a Settler.\nFast expanding is absolutely critical in most games of this type. = The first thing coming out of your city should be either a Scout or Warrior.\nI generally prefer the Warrior because it can be used for defense and because it can be upgraded\n to the Swordsman unit later in the game for a relatively modest sum of gold.\nScouts can be effective, however, if you seem to be located in an area of dense forest and hills.\nScouts don’t suffer a movement penalty in this terrain.\nIf you’re a veteran of the 4x strategy genre your first Warrior or Scout will be followed by a Settler.\nFast expanding is absolutely critical in most games of this type.
|
||||
|
||||
In your first couple of turns, you will have very little options, but as your civilization grows, so do the number of things requiring your attention = In your first couple of turns, you will have very little options, but as your civilization grows, so do the number of things requiring your attention
|
||||
In your first couple of turns, you will have very little options, but as your civilization grows, so do the number of things requiring your attention. = In your first couple of turns, you will have very little options, but as your civilization grows, so do the number of things requiring your attention.
|
||||
|
||||
# Requires translation!
|
||||
Culture and Policies =
|
||||
|
|
@ -7943,9 +7943,9 @@ In addition, you can’t even build any city improvements that increase happines
|
|||
This means that it is very difficult to expand quickly in Unciv.\nIt isn’t impossible, but as a new player you probably shouldn’t do it.\nSo what should you do? Chill out, scout, and improve the land that you do have by building Workers.\nOnly build new cities once you have found a spot that you believe is appropriate. = This means that it is very difficult to expand quickly in Unciv.\nIt isn’t impossible, but as a new player you probably shouldn’t do it.\nSo what should you do? Chill out, scout, and improve the land that you do have by building Workers.\nOnly build new cities once you have found a spot that you believe is appropriate.
|
||||
|
||||
# Requires translation!
|
||||
Unhappiness =
|
||||
Unhappiness = Unhappiness
|
||||
It seems that your citizens are unhappy!\nWhile unhappy, cities will grow at 1/4 the speed, and your units will suffer a 2% penalty for each unhappiness = It seems that your citizens are unhappy!\nWhile unhappy, cities will grow at 1/4 the speed, and your units will suffer a 2% penalty for each unhappiness
|
||||
Unhappiness has two main causes: Population and cities\n Each city causes 3 unhappiness, and each population, 1 = Unhappiness has two main causes: Population and cities\n Each city causes 3 unhappiness, and each population, 1
|
||||
Unhappiness has two main causes: Population and cities.\n Each city causes 3 unhappiness, and each population, 1 = Unhappiness has two main causes: Population and cities.\n Each city causes 3 unhappiness, and each population, 1
|
||||
There are 2 main ways to combat unhappiness:\n by building happiness buildings for your population\n or by having improved luxury resources within your borders = There are 2 main ways to combat unhappiness:\n by building happiness buildings for your population\n or by having improved luxury resources within your borders
|
||||
|
||||
You have entered a Golden Age!\nGolden age points are accumulated each turn by the total happiness \n of your civilization\nWhen in a golden age, culture and production generation increases +20%,\n and every tile already providing at least one gold will provide an extra gold. = You have entered a Golden Age!\nGolden age points are accumulated each turn by the total happiness \n of your civilization\nWhen in a golden age, culture and production generation increases +20%,\n and every tile already providing at least one gold will provide an extra gold.
|
||||
|
|
@ -7990,11 +7990,11 @@ Once you have completed the Apollo Program, you can start constructing spaceship
|
|||
|
||||
# Requires translation!
|
||||
Injured Units =
|
||||
Injured units deal less damage, but recover after turns that they have been inactive\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities = Injured units deal less damage, but recover after turns that they have been inactive\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities
|
||||
Injured units deal less damage, but recover after turns that they have been inactive.\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities. = Injured units deal less damage, but recover after turns that they have been inactive.\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities.
|
||||
|
||||
# Requires translation!
|
||||
Workers =
|
||||
Workers are vital to your cities' growth, since only they can construct improvements on tiles\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! = Workers are vital to your cities' growth, since only they can construct improvements on tiles\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles!
|
||||
Workers are vital to your cities' growth, since only they can construct improvements on tiles.\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! = Workers are vital to your cities' growth, since only they can construct improvements on tiles.\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles!
|
||||
|
||||
# Requires translation!
|
||||
Siege Units =
|
||||
|
|
@ -8006,7 +8006,7 @@ Once a certain tech is researched, your land units can embark, allowing them to
|
|||
|
||||
# Requires translation!
|
||||
Idle Units =
|
||||
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units = If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units
|
||||
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units. = If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units.
|
||||
|
||||
# Requires translation!
|
||||
Contact Me =
|
||||
|
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|
|||
|
|
@ -6022,7 +6022,7 @@ However, cities don’t have a set area that they can work - more on that later!
|
|||
The first thing coming out of your city should be either a Scout or Warrior.\nI generally prefer the Warrior because it can be used for defense and because it can be upgraded\n to the Swordsman unit later in the game for a relatively modest sum of gold.\nScouts can be effective, however, if you seem to be located in an area of dense forest and hills.\nScouts don’t suffer a movement penalty in this terrain.\nIf you’re a veteran of the 4x strategy genre your first Warrior or Scout will be followed by a Settler.\nFast expanding is absolutely critical in most games of this type. =
|
||||
|
||||
# Requires translation!
|
||||
In your first couple of turns, you will have very little options, but as your civilization grows, so do the number of things requiring your attention =
|
||||
In your first couple of turns, you will have very little options, but as your civilization grows, so do the number of things requiring your attention. =
|
||||
|
||||
# Requires translation!
|
||||
Culture and Policies =
|
||||
|
|
@ -6054,7 +6054,7 @@ Unhappiness =
|
|||
# Requires translation!
|
||||
It seems that your citizens are unhappy!\nWhile unhappy, cities will grow at 1/4 the speed, and your units will suffer a 2% penalty for each unhappiness =
|
||||
# Requires translation!
|
||||
Unhappiness has two main causes: Population and cities\n Each city causes 3 unhappiness, and each population, 1 =
|
||||
Unhappiness has two main causes: Population and cities.\n Each city causes 3 unhappiness, and each population, 1 =
|
||||
# Requires translation!
|
||||
There are 2 main ways to combat unhappiness:\n by building happiness buildings for your population\n or by having improved luxury resources within your borders =
|
||||
|
||||
|
|
@ -6114,12 +6114,12 @@ Once you have completed the Apollo Program, you can start constructing spaceship
|
|||
# Requires translation!
|
||||
Injured Units =
|
||||
# Requires translation!
|
||||
Injured units deal less damage, but recover after turns that they have been inactive\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities =
|
||||
Injured units deal less damage, but recover after turns that they have been inactive.\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities. =
|
||||
|
||||
# Requires translation!
|
||||
Workers =
|
||||
# Requires translation!
|
||||
Workers are vital to your cities' growth, since only they can construct improvements on tiles\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! =
|
||||
Workers are vital to your cities' growth, since only they can construct improvements on tiles.\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! =
|
||||
|
||||
# Requires translation!
|
||||
Siege Units =
|
||||
|
|
@ -6133,7 +6133,7 @@ Once a certain tech is researched, your land units can embark, allowing them to
|
|||
|
||||
Idle Units = Toimettomat Yksiköt
|
||||
# Requires translation!
|
||||
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units =
|
||||
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units. =
|
||||
|
||||
# Requires translation!
|
||||
Contact Me =
|
||||
|
|
|
|||
|
|
@ -4985,7 +4985,7 @@ How do you know a spot is appropriate?\nThat’s not an easy question to answer,
|
|||
However, cities don’t have a set area that they can work - more on that later!\nThis means you don’t have to settle cities right next to resources.\nLet’s say, for example, that you want access to some iron – but the resource is right next to a desert.\nYou don’t have to settle your city next to the desert. You can settle a few tiles away in more prosperous lands.\nYour city will grow and eventually gain access to the resource.\nYou only need to settle right next to resources if you need them immediately – \n which might be the case now and then, but you’ll usually have the luxury of time. = Vous n'êtes pas obligés de fonder une ville SUR la ressource, ni même directement à côté. On en reparle plus tard, mais votre cité va étendre son territoire avec le temps. Par exemple, évitez de fonder une ville dans le désert pour obtenir le fer adjacent - placez-la une case ou deux plus loin.
|
||||
The first thing coming out of your city should be either a Scout or Warrior.\nI generally prefer the Warrior because it can be used for defense and because it can be upgraded\n to the Swordsman unit later in the game for a relatively modest sum of gold.\nScouts can be effective, however, if you seem to be located in an area of dense forest and hills.\nScouts don’t suffer a movement penalty in this terrain.\nIf you’re a veteran of the 4x strategy genre your first Warrior or Scout will be followed by a Settler.\nFast expanding is absolutely critical in most games of this type. = Votre première production devrait être un éclaireur (pour découvrir le terrain autour de vous pour vos futures villes et obtenir des bonus des ruines alentours) ou un guerrier (pour vous défendre et piller les camps barbares). Ensuite, bâtissez un colon poru vous étendre rapidement - c'est une clé de votre victoire ! Un éclaireur est surtout efficace dans les forêts et les collines, car il n'y est pas ralenti. Votre guerrier pour être mis à niveau en épéiste pour peu d'or très rapidement.
|
||||
|
||||
In your first couple of turns, you will have very little options, but as your civilization grows, so do the number of things requiring your attention = Lors de vos premiers tours,\n vous aurez peu de choix.\n Mais plus votre civilisation grandira, \n plus vous aurez d'éléments à gérer.
|
||||
In your first couple of turns, you will have very little options, but as your civilization grows, so do the number of things requiring your attention. = Lors de vos premiers tours,\n vous aurez peu de choix.\n Mais plus votre civilisation grandira, \n plus vous aurez d'éléments à gérer.
|
||||
|
||||
Culture and Policies = Culture et doctrines
|
||||
Each turn, the culture you gain from all your cities is added to your Civilization's culture.\nWhen you have enough culture, you may pick a Social Policy, each one giving you a certain bonus. = A chaque tour, la culture que vous gagnez grâce à vos\n villes est ajoutée à votre total de culture.\nLorsque vous avez suffisamment de culture, vous pouvez choisir\n une Doctrine, chaque culture vous donnera un bonus différent.
|
||||
|
|
@ -5003,7 +5003,7 @@ This means that it is very difficult to expand quickly in Unciv.\nIt isn’t imp
|
|||
|
||||
Unhappiness = Mécontentement
|
||||
It seems that your citizens are unhappy!\nWhile unhappy, cities will grow at 1/4 the speed, and your units will suffer a 2% penalty for each unhappiness = On dirait que vos citoyens ne sont pas contents !\n Tant qu'ils sont malheureux, vos villes grandiront 4 fois moins vite\n et vos troupes seront 2% moins efficace au combat pour chaque point négatif.
|
||||
Unhappiness has two main causes: Population and cities\n Each city causes 3 unhappiness, and each population, 1 = Le malheur peut provenir de deux choses : la population et les villes.\n Chaque ville coûte 3 de bonheur, et chaque habitants en coûte 1.
|
||||
Unhappiness has two main causes: Population and cities.\n Each city causes 3 unhappiness, and each population, 1 = Le malheur peut provenir de deux choses : la population et les villes.\n Chaque ville coûte 3 de bonheur, et chaque habitants en coûte 1.
|
||||
There are 2 main ways to combat unhappiness:\n by building happiness buildings for your population\n or by having improved luxury resources within your borders = Il y a deux moyens de lutter contre le malheur :\n en construisant certains batiments\n ou en ayant des ressources de luxe sur votre territoire.
|
||||
|
||||
You have entered a Golden Age!\nGolden age points are accumulated each turn by the total happiness \n of your civilization\nWhen in a golden age, culture and production generation increases +20%,\n and every tile already providing at least one gold will provide an extra gold. = Vous êtes entré dans un Age d'or !\n Les points d'Age d'or se gagnent grâce au bonheur de vos citoyens :\n 1 point de bonheur excédentaire
|
||||
|
|
@ -5039,10 +5039,10 @@ You have encountered another civilization!\nOther civilizations start out peacef
|
|||
Once you have completed the Apollo Program, you can start constructing spaceship parts in your cities\n (with the relevant technologies) to win a scientific victory! = Vous avez complété le programmme Apollo !\n Vous pouvez désormais produire des parties de vaisseau spatial\n (si vous avez les technologies nécessaires) et faire une victoire scientifique !
|
||||
|
||||
Injured Units = Unités blessées
|
||||
Injured units deal less damage, but recover after turns that they have been inactive\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities = L'une de vos unités est blessée !\n Les unités blessées font moins de dégâts en combat, mais elles regagnent des points de vie en restant inactives.\n Les unités se soignent de 5 points de vie par tour en territoire ennemi, de 10 points de vie en territoire neutre,\n de 15 points de vie en territoire allié et de 20 points de vie dans vos villes.
|
||||
Injured units deal less damage, but recover after turns that they have been inactive.\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities. = L'une de vos unités est blessée !\n Les unités blessées font moins de dégâts en combat, mais elles regagnent des points de vie en restant inactives.\n Les unités se soignent de 5 points de vie par tour en territoire ennemi, de 10 points de vie en territoire neutre,\n de 15 points de vie en territoire allié et de 20 points de vie dans vos villes.
|
||||
|
||||
Workers = Ouvriers
|
||||
Workers are vital to your cities' growth, since only they can construct improvements on tiles\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! = Vous avez produit un Ouvrier !\n Les ouvriers sont vitaux pour l'agrandissement de vos villes. Ils peuvent aménager les cases\n leur permettant ainsi de produire plus de nourriture, d'or ou de points de production.
|
||||
Workers are vital to your cities' growth, since only they can construct improvements on tiles.\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! = Vous avez produit un Ouvrier !\n Les ouvriers sont vitaux pour l'agrandissement de vos villes. Ils peuvent aménager les cases\n leur permettant ainsi de produire plus de nourriture, d'or ou de points de production.
|
||||
|
||||
Siege Units = Unités de siège
|
||||
Siege units are extremely powerful against cities, but need to be Set Up before they can attack.\nOnce your siege unit is set up, it can attack from the current tile,\n but once moved to another tile, it will need to be set up again. = Vous avez produit une unité de siège !\n Ces unités sont efficaces contre les villes, mais elles doivent être installées avant de pouvoir attaquer.\n Une fois installées, elles peuvent attaquer depuis leur position\n mais dès qu'elles bougent, elles devront être ré-installées avant de pouvoir attaquer.
|
||||
|
|
@ -5051,7 +5051,7 @@ Embarking = Embarquer
|
|||
Once a certain tech is researched, your land units can embark, allowing them to traverse water tiles.\nEntering or leaving water takes the entire turn.\nUnits are defenseless while embarked, so be careful! = Vos unités terrestres peuvent désormais s'embarquer pour traverser les océans !\n Entrer ou quitter une case d'océan prend un tour entier.\n De plus, les unités embarquées ne peuvent pas se défendre, donc faites attention !
|
||||
|
||||
Idle Units = Unités inactives
|
||||
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units = Si vous ne voulez pas déplacer une unité durant ce tour, passez son tour en cliquant de nouveau sur "Prochaine unité".\nSi vous comptez ne pas la déplacer pour longtemps, faites-la dormir ou se fortifier, elle ne sera plus proposée en début de tour. Ce paramètre "Prochaine unité" est désactivable dans les options.
|
||||
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units. = Si vous ne voulez pas déplacer une unité durant ce tour, passez son tour en cliquant de nouveau sur "Prochaine unité".\nSi vous comptez ne pas la déplacer pour longtemps, faites-la dormir ou se fortifier, elle ne sera plus proposée en début de tour. Ce paramètre "Prochaine unité" est désactivable dans les options.
|
||||
|
||||
Contact Me = Contactez moi
|
||||
Hi there! If you've played this far, you've probably seen that the game is currently incomplete.\n UnCiv is meant to be open-source and free, forever.\n That means no ads or any other nonsense. = Salut ! Si vous avez joué jusqu'ici, vous avez probablement\n remarqué que ce jeu n'est pas encore fini.\n UnCiv est open-source et gratuit, pour toujours.\n Ce qui veut dire qu'il ne contient ni pub ou ni aucun élément payant.
|
||||
|
|
|
|||
|
|
@ -4408,7 +4408,7 @@ How do you know a spot is appropriate?\nThat’s not an easy question to answer,
|
|||
However, cities don’t have a set area that they can work - more on that later!\nThis means you don’t have to settle cities right next to resources.\nLet’s say, for example, that you want access to some iron – but the resource is right next to a desert.\nYou don’t have to settle your city next to the desert. You can settle a few tiles away in more prosperous lands.\nYour city will grow and eventually gain access to the resource.\nYou only need to settle right next to resources if you need them immediately – \n which might be the case now and then, but you’ll usually have the luxury of time. = Wieauchimmer, Städte aben keine feste Fläche wo gearbeitet werden kann - mehr dazu später!\nDas meint du musst deine Städte nicht direkt neben die Ressourcen setzen.\nSagen wir als Beispiel, das du etwas Eisen möchtest, aber die Ressource ist direkt neben einer Wüste .\nDu musst die Stadt nicht in die Nähe der Wüste setzen. du kannst ein paar Felder weiter in besserer Umgebung siedeln.\nDeine Stadt wird größer werden und irgendwann Zugriff auf die Ressource erhalten.\ndu musst nur direkt daneben siedeln, wenn du sie sofort brauchst – \n Was hin unt wieder vorkommt, aber meisents hast du die Zeit.
|
||||
The first thing coming out of your city should be either a Scout or Warrior.\nI generally prefer the Warrior because it can be used for defense and because it can be upgraded\n to the Swordsman unit later in the game for a relatively modest sum of gold.\nScouts can be effective, however, if you seem to be located in an area of dense forest and hills.\nScouts don’t suffer a movement penalty in this terrain.\nIf you’re a veteran of the 4x strategy genre your first Warrior or Scout will be followed by a Settler.\nFast expanding is absolutely critical in most games of this type. = Die erste produzierte einheit der Stadt sollte ein Späher oder Krieger sein.\nIch (der Programmierer, nicht der Übersetzer) bevorzuge allgemein den Krieger, weil er für die Verteidigung gut ist,\n und da er später zu einem Schwertkämpfer verbessert werden kann, und das für eine moderate Summe Gold.\nSpäher können auch effektiv sein, wenn du in einem Gebiet mit Wald und Hügeln bist.\nSpäher erhalten durch sowas keine Nachteile in der Bewegung.\nWenn du schon lange 4x strategy genre spielst, wird deinem Krieger oder Späher ein Siedler folgen.\nSchnelle Expansion ist in den meisten Spielen dieser Art notwendig.
|
||||
|
||||
In your first couple of turns, you will have very little options, but as your civilization grows, so do the number of things requiring your attention = In deinen ersten Runden gibt es wenig zu tun, aber sobald deine Zivilation wächst, wächst auch die Zahl der Dinge auf die du achten musst.
|
||||
In your first couple of turns, you will have very little options, but as your civilization grows, so do the number of things requiring your attention. = In deinen ersten Runden gibt es wenig zu tun, aber sobald deine Zivilation wächst, wächst auch die Zahl der Dinge auf die du achten musst.
|
||||
|
||||
Culture and Policies = Kultur und Richtlinien
|
||||
Each turn, the culture you gain from all your cities is added to your Civilization's culture.\nWhen you have enough culture, you may pick a Social Policy, each one giving you a certain bonus. = Jede Runde wird die Produktion von Kultur der Städte zu der Kultur deiner Zivilisation dazugerechnet.\nWenn du ausreichend Kultur hast, kannst du eine neue Sozialpolitik wählen. Jede Sozialpolitik gibt dir einen bestimmten Bonus.
|
||||
|
|
@ -4426,7 +4426,7 @@ This means that it is very difficult to expand quickly in Unciv.\nIt isn’t imp
|
|||
|
||||
Unhappiness = Unzufriedenheit
|
||||
It seems that your citizens are unhappy!\nWhile unhappy, cities will grow at 1/4 the speed, and your units will suffer a 2% penalty for each unhappiness = Es scheint, als ob deine Bürger unzufrieden sind!\nUnglückliche Städte wachsen nur ein Viertel so schnell und Einheiten kämpfen je Unzufriedenheit 2% schwächer.
|
||||
Unhappiness has two main causes: Population and cities\n Each city causes 3 unhappiness, and each population, 1 = Unzufriedenhait hat zwei Hauptursachen: Bevölkerung und viele Städte.\nPro Stadt sind 3 Minuspunkte auszugleichen, pro Einwohner einer.
|
||||
Unhappiness has two main causes: Population and cities.\n Each city causes 3 unhappiness, and each population, 1 = Unzufriedenhait hat zwei Hauptursachen: Bevölkerung und viele Städte.\nPro Stadt sind 3 Minuspunkte auszugleichen, pro Einwohner einer.
|
||||
There are 2 main ways to combat unhappiness:\n by building happiness buildings for your population\n or by having improved luxury resources within your borders = Um die Unzufriedenheit zu bekämpfen, gibt es hauptsächlich zwei Wege:\n Glücklich machende Gebäude oder mit einer Verbesserung zugänglich gemachte Luxus-Ressourcen innerhalb des Territoriums.
|
||||
|
||||
You have entered a Golden Age!\nGolden age points are accumulated each turn by the total happiness \n of your civilization\nWhen in a golden age, culture and production generation increases +20%,\n and every tile already providing at least one gold will provide an extra gold. = Ein goldenes Zeitalter hat für dich begonnen!\nPunkte für das Goldene Zeitalter werden jede Runde durch die Gesamtzufriedenheit deiner Zivilisation gesammelt.\nIn einem Goldenen Zeitalter steigt die Produktions- und Zufriedenheitsproduktion um +20% und jedes Feld, welches mindestens ein Gold bereit stellt, stellt ein extra Gold zur Verfügung.
|
||||
|
|
@ -4462,10 +4462,10 @@ You have encountered another civilization!\nOther civilizations start out peacef
|
|||
Once you have completed the Apollo Program, you can start constructing spaceship parts in your cities\n (with the relevant technologies) to win a scientific victory! = Sobald Du das Apollo-Progamm vervollständigt hast, kannst du in deinen Städten\n mit dem Bau der Raumschiffteile beginnen - sofern die nötigen Technologien bereitstehen -\n... um den Wissenschaftssieg anzustreben!
|
||||
|
||||
Injured Units = Verletzte Einheiten
|
||||
Injured units deal less damage, but recover after turns that they have been inactive\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities = Verletzte Einheiten fügen anderen beim Kampf weniger Schaden zu, aber sie erholen sich, wenn sie einige Runden nichts tun (es gibt aber Ausnahmen für Schiffe und Flugzeuge). Einheiten heilen 5 Punkte pro Runde in feindlichem Territorium, 10 in neutralem, 15 im eigenen Territorium, und 20 in eigenen Städten.
|
||||
Injured units deal less damage, but recover after turns that they have been inactive.\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities. = Verletzte Einheiten fügen anderen beim Kampf weniger Schaden zu, aber sie erholen sich, wenn sie einige Runden nichts tun (es gibt aber Ausnahmen für Schiffe und Flugzeuge). Einheiten heilen 5 Punkte pro Runde in feindlichem Territorium, 10 in neutralem, 15 im eigenen Territorium, und 20 in eigenen Städten.
|
||||
|
||||
Workers = Arbeiter
|
||||
Workers are vital to your cities' growth, since only they can construct improvements on tiles\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! = Arbeiter sind essentiell für das Wachstum deiner Städte, indem sie Verbesserungen auf Feldern bauen. Verbesserungen erhöhen die Ausbeute der Felder, sodass Städte mit der gleichen Anzahl bewirtschafteter Felder produktiver werden und schneller wachsen.
|
||||
Workers are vital to your cities' growth, since only they can construct improvements on tiles.\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! = Arbeiter sind essentiell für das Wachstum deiner Städte, indem sie Verbesserungen auf Feldern bauen. Verbesserungen erhöhen die Ausbeute der Felder, sodass Städte mit der gleichen Anzahl bewirtschafteter Felder produktiver werden und schneller wachsen.
|
||||
|
||||
Siege Units = Belagerungseinheiten
|
||||
Siege units are extremely powerful against cities, but need to be Set Up before they can attack.\nOnce your siege unit is set up, it can attack from the current tile,\n but once moved to another tile, it will need to be set up again. = Belagerungseinheiten sind sehr wirkungsvoll gegen Städte, benötigen aber eine Runde zum aufstellen, bevor sie angreifen können.\nSobald dies erledigt ist, können sie vom selben Feld weiter feuern und erst wenn sie sich weiterbewegt haben, müssen sie auch erneut aufgestellt werden.
|
||||
|
|
@ -4474,7 +4474,7 @@ Embarking = Einschiffen
|
|||
Once a certain tech is researched, your land units can embark, allowing them to traverse water tiles.\nEntering or leaving water takes the entire turn.\nUnits are defenseless while embarked, so be careful! = Sobald eine bestimmte Technologie erforscht ist, können sich Landeinheiten einschiffen und so Wasserfelder überqueren.\nSowohl Einschiffen als auch wieder an Land gehen benötigen eine ganze Runde.\nDie meisten Einheiten sind wehrlos während sie eingeschifft sind, also pass auf!
|
||||
|
||||
Idle Units = Inaktive Einheiten
|
||||
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units = Solltest Du eine Einheit diese Runde nicht mit neuen Befehlen versorgen wollen, kannst Du einfach die Schaltfläche 'Nächste Einheit' noch einmal anklicken.\nWenn die Einheit eine Weile stehen bleiben soll, befiehl ihr zu schlafen oder sich zu befestigen. Solche Einheiten zählen nicht als unbeschäftigt.\nDu kannst das Anbieten von unbeschäftigten Einheiten in den Einstellungen auch ganz deaktivieren.
|
||||
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units. = Solltest Du eine Einheit diese Runde nicht mit neuen Befehlen versorgen wollen, kannst Du einfach die Schaltfläche 'Nächste Einheit' noch einmal anklicken.\nWenn die Einheit eine Weile stehen bleiben soll, befiehl ihr zu schlafen oder sich zu befestigen. Solche Einheiten zählen nicht als unbeschäftigt.\nDu kannst das Anbieten von unbeschäftigten Einheiten in den Einstellungen auch ganz deaktivieren.
|
||||
|
||||
Contact Me = Kontaktier mich
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Hi there! If you've played this far, you've probably seen that the game is currently incomplete.\n UnCiv is meant to be open-source and free, forever.\n That means no ads or any other nonsense. = Hallo! Wenn du soweit gespielt hast, hast du wahrscheinlich gemerkt, dass das Spiel nicht fertig ist.\nUnCiv ist Open Source und kostenfrei, für immer.\nDas bedeutet, es enthält auch keine Werbung oder andere sinnlose Dinge.
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@ -5598,7 +5598,7 @@ How do you know a spot is appropriate?\nThat’s not an easy question to answer,
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However, cities don’t have a set area that they can work - more on that later!\nThis means you don’t have to settle cities right next to resources.\nLet’s say, for example, that you want access to some iron – but the resource is right next to a desert.\nYou don’t have to settle your city next to the desert. You can settle a few tiles away in more prosperous lands.\nYour city will grow and eventually gain access to the resource.\nYou only need to settle right next to resources if you need them immediately – \n which might be the case now and then, but you’ll usually have the luxury of time. = Szerencsére a városok nem csak azokon a területeken gazdálkodhatnak amelyeken épültek vagy a közvetlen közelben vannak!\nEz azt jelenti, hogy nem kell közvetlenül az alapanyag mellé telepedned.\nVegyük például, hogy szeretnél vashoz hozzáférni, de az egy sivatag mellett helyezkedik.\nEbben az esetben nem kell a sivatag mellé telepedned. Nyugodtan helyezheted a városodat egy virágzóbb területre.\nA városod idővel növekedésnek fog indulni és egy idő után hozzáférsz majd a nyersanyaghoz.\nEgyedül akkor szükséges az alapanyag mellé települnöd, hogy ha egyből szeretnél hozzáférni, ami kezdetben még szempont, de később már nem lesz az.
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The first thing coming out of your city should be either a Scout or Warrior.\nI generally prefer the Warrior because it can be used for defense and because it can be upgraded\n to the Swordsman unit later in the game for a relatively modest sum of gold.\nScouts can be effective, however, if you seem to be located in an area of dense forest and hills.\nScouts don’t suffer a movement penalty in this terrain.\nIf you’re a veteran of the 4x strategy genre your first Warrior or Scout will be followed by a Settler.\nFast expanding is absolutely critical in most games of this type. = Az első dolog amit a városodnak érdemes kiképeznie az egy felderítő vagy egy harcos.\nÉn személy szerint a harcost választaná, mert lehet védekezésre használni és később kardossá lehet fejleszteni kedvező áron.\nFelderítőt akkor érdemes kiképezni, hogy ha a városod erdőkkel vagy dombokkal van körülvéve.\nA felderítő ezen területeken nem kap mozgási büntetést.\nHa egy veterán 4X stratégiai játékos vagy, akkor a harcost vagy felderítőt egy telepes kövesse.\nA gyors terjeszkedés kritikus ilyen típusú játékokban
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In your first couple of turns, you will have very little options, but as your civilization grows, so do the number of things requiring your attention = Az első körök alatt igen kevés lehetőséged lesz, de ahogy a civilizációd növekedésnek indul egyre több dologra kell majd odafigyelned.
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In your first couple of turns, you will have very little options, but as your civilization grows, so do the number of things requiring your attention. = Az első körök alatt igen kevés lehetőséged lesz, de ahogy a civilizációd növekedésnek indul egyre több dologra kell majd odafigyelned.
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Culture and Policies = Kultúra és Társadalompolitikák
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Each turn, the culture you gain from all your cities is added to your Civilization's culture.\nWhen you have enough culture, you may pick a Social Policy, each one giving you a certain bonus. = Minden körben a városaid kultóra pontokat termelnek, amik összeadódnak.\nAmikor elegendő kultóra összegyűlt, akkor lehetőséged nyílik kiválasztani egy társadalompolitikát, amelyek mindegyike különböző bónuszokkal jár.
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@ -5616,7 +5616,7 @@ This means that it is very difficult to expand quickly in Unciv.\nIt isn’t imp
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Unhappiness = Boldogtalanság
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It seems that your citizens are unhappy!\nWhile unhappy, cities will grow at 1/4 the speed, and your units will suffer a 2% penalty for each unhappiness = Úgy tűnik a polgáraid boldogtalanok!\nAmíg boldogtalanok a városok 1/4 sebességgel növekednek és minden egységed 2% büntetést kap minden boldogtalanság után
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Unhappiness has two main causes: Population and cities\n Each city causes 3 unhappiness, and each population, 1 = A boldogtalanság két fő oka: Lakosság és városok\n Minden városután 3 boldogtalanság jár és minden lakosság után 1
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Unhappiness has two main causes: Population and cities.\n Each city causes 3 unhappiness, and each population, 1 = A boldogtalanság két fő oka: Lakosság és városok.\n Minden városután 3 boldogtalanság jár és minden lakosság után 1
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There are 2 main ways to combat unhappiness:\n by building happiness buildings for your population\n or by having improved luxury resources within your borders = Két fő lehetőséged van küzdeni a boldogtalanság ellen:\n Olyan épületed építése amik boldogságot termelnek\n vagy határaidon belül a luxus alapanyagokat fejleszted
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You have entered a Golden Age!\nGolden age points are accumulated each turn by the total happiness \n of your civilization\nWhen in a golden age, culture and production generation increases +20%,\n and every tile already providing at least one gold will provide an extra gold. = Aranykorba léptél!\nAranykor pontokat minden körben kapsz a boldogságpontok után.\nAmikor Aranykorban vagy, akkor a kultúra termelés és termelékenység is 20%-al nagyobb\n és minden terület amelyik legalább egy aranyat termel, most egy arannyal többet ad.
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@ -5664,11 +5664,11 @@ Once you have completed the Apollo Program, you can start constructing spaceship
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Injured Units = Sebesült egységek
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# Requires translation!
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Injured units deal less damage, but recover after turns that they have been inactive\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities =
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Injured units deal less damage, but recover after turns that they have been inactive.\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities. =
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Workers = Munkások
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# Requires translation!
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Workers are vital to your cities' growth, since only they can construct improvements on tiles\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! =
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Workers are vital to your cities' growth, since only they can construct improvements on tiles.\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! =
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Siege Units = Ostrom egységek
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# Requires translation!
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@ -5680,7 +5680,7 @@ Once a certain tech is researched, your land units can embark, allowing them to
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Idle Units = Tétlen egységek
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# Requires translation!
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If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units =
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If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units. =
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|
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Contact Me = Kapcsolatfelvétel
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# Requires translation!
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@ -4408,7 +4408,7 @@ How do you know a spot is appropriate?\nThat’s not an easy question to answer,
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However, cities don’t have a set area that they can work - more on that later!\nThis means you don’t have to settle cities right next to resources.\nLet’s say, for example, that you want access to some iron – but the resource is right next to a desert.\nYou don’t have to settle your city next to the desert. You can settle a few tiles away in more prosperous lands.\nYour city will grow and eventually gain access to the resource.\nYou only need to settle right next to resources if you need them immediately – \n which might be the case now and then, but you’ll usually have the luxury of time. = Akan tetapi, tidak hanya area sebesar itu saja yang bisa dikerjakan sebuah kota - selebihnya nanti!\nIni berarti kamu tidak perlu mendirikan sebuah kota tepat di samping sumber daya.\nSebagai contoh, kamu ingin mendapat besi – tetapi besinya ada di samping gurun.\nKamu tidak perlu mendirikan kota di samping gurun. Kamu bisa mendirikan kota beberapa blok jauhnya di daerah yang lebih subur.\nKotamu akan bertumbuh dan nantinya bisa mengakses sumber daya tersebut.\nKamu hanya perlu mendirikan kota di samping sumber daya jika kamu membutuhkannya segera – \n yang mungkin menjadi kasus sekarang atau di lain waktu, tetapi biasanya kamu punya waktu.
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The first thing coming out of your city should be either a Scout or Warrior.\nI generally prefer the Warrior because it can be used for defense and because it can be upgraded\n to the Swordsman unit later in the game for a relatively modest sum of gold.\nScouts can be effective, however, if you seem to be located in an area of dense forest and hills.\nScouts don’t suffer a movement penalty in this terrain.\nIf you’re a veteran of the 4x strategy genre your first Warrior or Scout will be followed by a Settler.\nFast expanding is absolutely critical in most games of this type. = Hal pertama yang dibuat di kota harus berupa Pengintai atau Pejuang.\nSaya biasanya memilih Pejuang karena dia biasanya bisa dipakai untuk bertahan dan bisa diupgrade\n ke unit Prajurit Berpedang nantinya dengan emas yang relatif sedikit.\nPengintai pun bisa efektif juga jika kamu sepertinya berada di daerah yang berhutan lebat dan berbukit.\nPengintai tidak mendapat penalti gerak di medan ini.\nJika kamu sudah berpengalaman dengan permainan strategi 4X, Pejuang atau Pengintai pertamamu akan ada bersama sebuah Penetap.\nEkspansi yang cepat sangat kritikal di hampir seluruh game seperti ini.
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|
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In your first couple of turns, you will have very little options, but as your civilization grows, so do the number of things requiring your attention = Dalam beberapa giliran di awal, kamu hanya mempunyai sedikit pilihan, tetapi seiring dengan pertumbuhan peradabanmu, hal yang perlu kamu perhatikan juga semakin banyak.
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In your first couple of turns, you will have very little options, but as your civilization grows, so do the number of things requiring your attention. = Dalam beberapa giliran di awal, kamu hanya mempunyai sedikit pilihan, tetapi seiring dengan pertumbuhan peradabanmu, hal yang perlu kamu perhatikan juga semakin banyak.
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Culture and Policies = Budaya dan Kebijakan
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Each turn, the culture you gain from all your cities is added to your Civilization's culture.\nWhen you have enough culture, you may pick a Social Policy, each one giving you a certain bonus. = Di setiap giliran, budaya yang kamu dapatkan dari semua kota akan dikumpulkan dan dimasukkan ke total budaya peradabanmu.\nSaat kamu punya budaya yang mencukupi, kamu dapat memilih sebuah Kebijakan Sosial di mana setiap kebijakan memberikan bonus tertentu.
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@ -4426,7 +4426,7 @@ This means that it is very difficult to expand quickly in Unciv.\nIt isn’t imp
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Unhappiness = Ketidakbahagiaan
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It seems that your citizens are unhappy!\nWhile unhappy, cities will grow at 1/4 the speed, and your units will suffer a 2% penalty for each unhappiness = Sepertinya pendudukmu tidak bahagia!\nKetika mereka tidak bahagia, kota akan bertumbuh dengan 1/4 kecepatan dari biasanya dan kekuatan unitmu akan berkurang 2% untuk setiap ketidakbahagiaan.
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Unhappiness has two main causes: Population and cities\n Each city causes 3 unhappiness, and each population, 1 = Ada dua alasan untuk ketidakbahagiaan: populasi dan kota\n Setiap kota menghasilkan 3 ketidakbahagiaan, dan setiap populasi menghasilkan 1
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Unhappiness has two main causes: Population and cities.\n Each city causes 3 unhappiness, and each population, 1 = Ada dua alasan untuk ketidakbahagiaan: populasi dan kota.\n Setiap kota menghasilkan 3 ketidakbahagiaan, dan setiap populasi menghasilkan 1
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There are 2 main ways to combat unhappiness:\n by building happiness buildings for your population\n or by having improved luxury resources within your borders = Ada 2 cara utama untuk memerangi ketidakbahagiaan:\n dengan membangun bangunan yang menghasilkan kebahagiaan untuk rakyatmu\n atau dengan menguasai lebih banyak barang-barang mewah.
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You have entered a Golden Age!\nGolden age points are accumulated each turn by the total happiness \n of your civilization\nWhen in a golden age, culture and production generation increases +20%,\n and every tile already providing at least one gold will provide an extra gold. = Kamu telah masuk masa kejayaan!\nPoin masa kejayaan diakumulasi setiap giliran dari total kebahagiaan \n peradabanmu.\nKetika dalam masa kejayaan, penghasilan budaya dan produksi +20%,\n dan setiap daerah yang sudah menyediakan sedikitnya satu emas akan memberikan satu emas ekstra.
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@ -4462,10 +4462,10 @@ You have encountered another civilization!\nOther civilizations start out peacef
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Once you have completed the Apollo Program, you can start constructing spaceship parts in your cities\n (with the relevant technologies) to win a scientific victory! = Ketika kamu menyelesaikan Program Apollo, kamu bisa membangun bagian pesawat angkasa di kotamu\n (dengan teknologi yang relevan) untuk meraih kemenangan ilmu pengetahuan!
|
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|
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Injured Units = Unit Terluka
|
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Injured units deal less damage, but recover after turns that they have been inactive\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities = Unit yang terluka memberikan perlawanan yang lebih lemah, tetapi dapat pulih di saat dia tidak aktif di giliran tersebut\nUnit sembuh 5 darah tiap giliran di daerah musuh, 10 di tanah netral,\n 15 di dalam daerahmu dan 20 di dalam kotamu.
|
||||
Injured units deal less damage, but recover after turns that they have been inactive.\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities. = Unit yang terluka memberikan perlawanan yang lebih lemah, tetapi dapat pulih di saat dia tidak aktif di giliran tersebut.\nUnit sembuh 5 darah tiap giliran di daerah musuh, 10 di tanah netral,\n 15 di dalam daerahmu dan 20 di dalam kotamu.
|
||||
|
||||
Workers = Pekerja
|
||||
Workers are vital to your cities' growth, since only they can construct improvements on tiles\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! = Pekerja sangat vital bagi pertumbuhan kota, karena hanya mereka yang bisa membangun peningkatan di daerah-daerah.\nPeningkatan meningkatkan hasil dari daerahmu, membuat produksi kota lebih banyak dan pertumbuhan kota lebih cepat meskipun dengan mengerjakan daerah yang sama!
|
||||
Workers are vital to your cities' growth, since only they can construct improvements on tiles.\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! = Pekerja sangat vital bagi pertumbuhan kota, karena hanya mereka yang bisa membangun peningkatan di daerah-daerah.\nPeningkatan meningkatkan hasil dari daerahmu, membuat produksi kota lebih banyak dan pertumbuhan kota lebih cepat meskipun dengan mengerjakan daerah yang sama!
|
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|
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Siege Units = Unit Pengepung
|
||||
Siege units are extremely powerful against cities, but need to be Set Up before they can attack.\nOnce your siege unit is set up, it can attack from the current tile,\n but once moved to another tile, it will need to be set up again. = Unit pengepung sangat kuat melawan kota, tetapi perlu dipersiapkan sebelum mereka bisa menyerang.\nKetika unit pengepung sudah dipersiapkan, ia bisa menyerang dari daerahnya saat itu juga,\n tetapi ketika telah dipindahkan ke daerah lain, ia perlu dipersiapkan kembali.
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@ -4474,7 +4474,7 @@ Embarking = Melaut
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Once a certain tech is researched, your land units can embark, allowing them to traverse water tiles.\nEntering or leaving water takes the entire turn.\nUnits are defenseless while embarked, so be careful! = Ketika teknologi tertentu telah diriset, unit darat dapat melaut, memampukan mereka untuk mengarungi perairan.\nMasuk atau keluar dari perairan memerlukan 1 giliran.\nUnit tidak punya pertahanan ketika melaut, jadi berhati-hatilah!
|
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|
||||
Idle Units = Unit Menganggur
|
||||
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units = Jika kamu tidak mau memindahkan unit di giliran itu, kamu bisa melewatinya dengan menekan 'Unit selanjutnya' lagi.\nJika kamu tidak mau memindahkannya selama beberapa waktu, kamu bisa mengatur unit ke mode Bertahan atau Istirahat - \n unit yang Bertahan atau Istirahat tidak dipandang sebagai unit yang perlu perintah.\nJika kamu mau menonaktifkan fitur 'Unit selanjutnya', kamu bisa mengubahnya di Menu -> Cek unit yang menganggur.
|
||||
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units. = Jika kamu tidak mau memindahkan unit di giliran itu, kamu bisa melewatinya dengan menekan 'Unit selanjutnya' lagi.\nJika kamu tidak mau memindahkannya selama beberapa waktu, kamu bisa mengatur unit ke mode Bertahan atau Istirahat - \n unit yang Bertahan atau Istirahat tidak dipandang sebagai unit yang perlu perintah.\nJika kamu mau menonaktifkan fitur 'Unit selanjutnya', kamu bisa mengubahnya di Menu -> Cek unit yang menganggur.
|
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|
||||
Contact Me = Kontak Saya
|
||||
Hi there! If you've played this far, you've probably seen that the game is currently incomplete.\n UnCiv is meant to be open-source and free, forever.\n That means no ads or any other nonsense. = Halo! Jika kamu telah bermain sejauh ini, kamu mungkin menyadari bahwa game ini belum lengkap.\n UnCiv dibuat dengan sumber yang terbuka dan gratis, selamanya.\n Itu berarti tidak ada iklan dan omong kosong lainnya.
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@ -4412,7 +4412,7 @@ How do you know a spot is appropriate?\nThat’s not an easy question to answer,
|
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However, cities don’t have a set area that they can work - more on that later!\nThis means you don’t have to settle cities right next to resources.\nLet’s say, for example, that you want access to some iron – but the resource is right next to a desert.\nYou don’t have to settle your city next to the desert. You can settle a few tiles away in more prosperous lands.\nYour city will grow and eventually gain access to the resource.\nYou only need to settle right next to resources if you need them immediately – \n which might be the case now and then, but you’ll usually have the luxury of time. = Tuttavia, le città non hanno un'area specifica dove lavorare (ci torneremo dopo). Questo vuol dire che non devi per forza insediarti proprio vicino alle risorse.\nDiciamo, ad esempio, che ti serve del ferro, ma la risorsa si trova vicino a un deserto. Non devi per forza fondare una città vicino al deserto, ma puoi insediarti più in là, in terre più prospere. La tua città crescerà e prima o poi avrai l'accesso alla risorsa. Tutto questo se non ti serve immediatamente quella risorsa, cosa che invece accadrebbe adesso, ma di solito avrai il beneficio del tempo.
|
||||
The first thing coming out of your city should be either a Scout or Warrior.\nI generally prefer the Warrior because it can be used for defense and because it can be upgraded\n to the Swordsman unit later in the game for a relatively modest sum of gold.\nScouts can be effective, however, if you seem to be located in an area of dense forest and hills.\nScouts don’t suffer a movement penalty in this terrain.\nIf you’re a veteran of the 4x strategy genre your first Warrior or Scout will be followed by a Settler.\nFast expanding is absolutely critical in most games of this type. = La prima cosa che dovresti reclutare nella Città sarebbe uno Scout o un Guerriero.\nDi solito sceglierei il guerriero perché è utilizzabile per una buona difesa e si può aggiornare allo Spadaccino al prezzo di una certa quantità d'oro e un'unità di Ferro.\nGli Scout sono però efficaci se ti trovi in un'area piena zeppa di foreste e colline, anche perché ignorano le penalità di movimento di questi terreni.\nSe sei un veterano del genere strategico 4X, dovresti costruire prima un Guerriero o uno Scout e poi un Colono.\nIn gran parte dei giochi di questo tipo, una rapida espansione è un elemento estremamente critico.
|
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|
||||
In your first couple of turns, you will have very little options, but as your civilization grows, so do the number of things requiring your attention = Durante i tuoi primi turni, avrai pochissime opzioni, ma col crescere della tua città, aumenterano anche le cose che richiederanno la tua attenzione.
|
||||
In your first couple of turns, you will have very little options, but as your civilization grows, so do the number of things requiring your attention. = Durante i tuoi primi turni, avrai pochissime opzioni, ma col crescere della tua città, aumenterano anche le cose che richiederanno la tua attenzione.
|
||||
|
||||
Culture and Policies = Cultura e politiche
|
||||
Each turn, the culture you gain from all your cities is added to your Civilization's culture.\nWhen you have enough culture, you may pick a Social Policy, each one giving you a certain bonus. = Ad ogni turno, la cultura ottenuta da ogni tua città si aggiunge alla cultura della tua civiltà. Una volta accumultata abbastanza cultura, potrai scegliere una Politica Sociale tra tante, ognuna con i propri benefici.
|
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|
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@ -4430,7 +4430,7 @@ This means that it is very difficult to expand quickly in Unciv.\nIt isn’t imp
|
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|
||||
Unhappiness = Infelicità
|
||||
It seems that your citizens are unhappy!\nWhile unhappy, cities will grow at 1/4 the speed, and your units will suffer a 2% penalty for each unhappiness = Sembra che i tuoi cittadini siano insoddisfatti dal tuo governo.\nSe il tuo impero è infelice, le città cresceranno a 1/4 della loro velocità, e la Forza delle tue unità verrà penalizzata del 2% ad ogni punto Infelicità.
|
||||
Unhappiness has two main causes: Population and cities\n Each city causes 3 unhappiness, and each population, 1 = L'Infelicità è un effetto di due fattori: abitanti e Città.\nOgni città dona 3 punti infelicità, e ogni abitante ne dona 1.
|
||||
Unhappiness has two main causes: Population and cities.\n Each city causes 3 unhappiness, and each population, 1 = L'Infelicità è un effetto di due fattori: abitanti e Città.\nOgni città dona 3 punti infelicità, e ogni abitante ne dona 1.
|
||||
There are 2 main ways to combat unhappiness:\n by building happiness buildings for your population\n or by having improved luxury resources within your borders = Vi sono due modi per combattere l'Infelicità: o costruisci edifici che migliorano la felicità della tua popolazione, o sfrutti delle caselle contenenti risorse di lusso entro i tuoi confini.
|
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|
||||
You have entered a Golden Age!\nGolden age points are accumulated each turn by the total happiness \n of your civilization\nWhen in a golden age, culture and production generation increases +20%,\n and every tile already providing at least one gold will provide an extra gold. = Sei entrato in un'Età dell'Oro! Che fortuna!\nI punti Età dell'Oro si accumulano ad ogni turno dalla felicità totale della tua civiltà.\nDurante l'Età dell'Oro, generi il 20% in più di Cultura e Produzione, e ogni casella che frutta minimo un punto Oro ne frutta uno aggiuntivo.
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@ -4466,10 +4466,10 @@ You have encountered another civilization!\nOther civilizations start out peacef
|
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Once you have completed the Apollo Program, you can start constructing spaceship parts in your cities\n (with the relevant technologies) to win a scientific victory! = Una volta completato il Programma Apollo, potrai iniziare a costruire le parti dell'astronave nelle tue città (con le apposite tecnologie) e cercare di ottenere una vittoria scientifica!
|
||||
|
||||
Injured Units = Unità ferite
|
||||
Injured units deal less damage, but recover after turns that they have been inactive\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities = Le unità ferite infliggono meno danni, ma recuperano salute finché rimangono inattive\nLe unità recuperano 5 punti salute in territorio nemico, 10 in terra neutrale, 15 nel tuo territorio o in territorio amico e 20 nelle tue città.
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||||
Injured units deal less damage, but recover after turns that they have been inactive.\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities. = Le unità ferite infliggono meno danni, ma recuperano salute finché rimangono inattive.\nLe unità recuperano 5 punti salute in territorio nemico, 10 in terra neutrale, 15 nel tuo territorio o in territorio amico e 20 nelle tue città.
|
||||
|
||||
Workers = Lavoratori
|
||||
Workers are vital to your cities' growth, since only they can construct improvements on tiles\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! = I lavoratori sono vitali per la crescita delle città, perché solo loro possono costruire miglioramenti nelle caselle.\nI miglioramenti incrementano la resa delle caselle, permettendo alle città di produrre di più e crescere più in fretta, senza dover espandersi a forza!
|
||||
Workers are vital to your cities' growth, since only they can construct improvements on tiles.\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! = I lavoratori sono vitali per la crescita delle città, perché solo loro possono costruire miglioramenti nelle caselle.\nI miglioramenti incrementano la resa delle caselle, permettendo alle città di produrre di più e crescere più in fretta, senza dover espandersi a forza!
|
||||
|
||||
Siege Units = Unità d'assedio
|
||||
Siege units are extremely powerful against cities, but need to be Set Up before they can attack.\nOnce your siege unit is set up, it can attack from the current tile,\n but once moved to another tile, it will need to be set up again. = Le unità d'assedio sono estremamente potenti contro le città, ma vanno allestite prima di attaccare.\nUna volta montata, l'unità d'assedio può attaccare dalla sua casella in cui è presente, ma una volta spostatasi a un'altra casella, dovrà essere allestita di nuovo.
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@ -4478,7 +4478,7 @@ Embarking = Imbarcazioni
|
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Once a certain tech is researched, your land units can embark, allowing them to traverse water tiles.\nEntering or leaving water takes the entire turn.\nUnits are defenseless while embarked, so be careful! = Una volta ricercata una specifica tecnologia, le tue unità terrestri possono imbarcarsi e attraversare caselle acquatiche!\nEntrare o uscire da una casella acquatica impiega un intero turno. Inoltre, le unità imbarcate sono indifese, quindi fai attenzione!
|
||||
|
||||
Idle Units = Unità non usate
|
||||
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units = Se non vuoi muovere un'unità per questo turno, puoi saltarla cliccando di nuovo su 'Prossima unità'.\nSe non vuoi muoverla per alcuni turni, puoi ordinarle col comando Fortifica o Dormi.\nLe unità in tali posizioni non sono considerate unità non utilizzate, perché stanno compiendo un'azione.\nSe vuoi disabilitare del tutto la caratteristica 'Prossima unità', vai su Menu -> Controlla unità non usate.
|
||||
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units. = Se non vuoi muovere un'unità per questo turno, puoi saltarla cliccando di nuovo su 'Prossima unità'.\nSe non vuoi muoverla per alcuni turni, puoi ordinarle col comando Fortifica o Dormi.\nLe unità in tali posizioni non sono considerate unità non utilizzate, perché stanno compiendo un'azione.\nSe vuoi disabilitare del tutto la caratteristica 'Prossima unità', vai su Menu -> Controlla unità non usate.
|
||||
|
||||
Contact Me = Contattami
|
||||
Hi there! If you've played this far, you've probably seen that the game is currently incomplete.\n UnCiv is meant to be open-source and free, forever.\n That means no ads or any other nonsense. = Salve! Se sei giunto/a fin qui, forse avrai visto che il gioco è al momento incompleto.\nUnCiv dovrebbe essere open-source e gratuito per sempre, quindi privo di pubblicità o altre siocchezze.
|
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|
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@ -5017,7 +5017,7 @@ How do you know a spot is appropriate?\nThat’s not an easy question to answer,
|
|||
However, cities don’t have a set area that they can work - more on that later!\nThis means you don’t have to settle cities right next to resources.\nLet’s say, for example, that you want access to some iron – but the resource is right next to a desert.\nYou don’t have to settle your city next to the desert. You can settle a few tiles away in more prosperous lands.\nYour city will grow and eventually gain access to the resource.\nYou only need to settle right next to resources if you need them immediately – \n which might be the case now and then, but you’ll usually have the luxury of time. = しかし、都市には活動できるエリアが限定的に決まっているわけではありません。(詳細は後ほど) \nつまり、資源のすぐ隣に都市を建設しなくてもいいということです。たとえば、入手したい鉄が都市が成長しにくい砂漠の隣りにあった場合、都市を砂漠の隣に建設する必要はありません。\n 都市をより豊かな土地にいくつか離して開設して、\nそのあとは都市が成長し国境を広げるのを待てば、最終的に鉄を入手することができます。\n今すぐに必要な場合は、資源の隣に都市を立てればいいでしょう\nでも大抵の場合は余裕があるはずです。
|
||||
The first thing coming out of your city should be either a Scout or Warrior.\nI generally prefer the Warrior because it can be used for defense and because it can be upgraded\n to the Swordsman unit later in the game for a relatively modest sum of gold.\nScouts can be effective, however, if you seem to be located in an area of dense forest and hills.\nScouts don’t suffer a movement penalty in this terrain.\nIf you’re a veteran of the 4x strategy genre your first Warrior or Scout will be followed by a Settler.\nFast expanding is absolutely critical in most games of this type. = 都市の最初の生産は、戦士か斥候のどちらかにしましょう。\n戦士は防衛に使用でき、\nゲームの後半で比較的安価な剣士にアップグレードできるため、通常は戦士を選びます。\nただし、周りが山やジャングルだった場合は斥候がいいでしょう。斥候は地形の移動ペナルティーを受けません。\nあなたが4xストラテジーのプロならば、戦士か斥候と入植者と続くのをおすすめします。\nこのタイプのゲームのほとんどは、迅速な拡張が重要です。
|
||||
|
||||
In your first couple of turns, you will have very little options, but as your civilization grows, so do the number of things requiring your attention = 最初の数ターンは選択肢がほとんどないですが、文明が成長するにつれて、気を付けないといけないことが増えていきます。
|
||||
In your first couple of turns, you will have very little options, but as your civilization grows, so do the number of things requiring your attention. = 最初の数ターンは選択肢がほとんどないですが、文明が成長するにつれて、気を付けないといけないことが増えていきます。
|
||||
|
||||
Culture and Policies = 文化と社会制度
|
||||
Each turn, the culture you gain from all your cities is added to your Civilization's culture.\nWhen you have enough culture, you may pick a Social Policy, each one giving you a certain bonus. = 毎ターン、すべての都市から得た文化力は、文明の文化力に追加されます。\n十分な文化力があると、ゲームボーナスがある社会制度を選択できます。
|
||||
|
|
@ -5035,7 +5035,7 @@ This means that it is very difficult to expand quickly in Unciv.\nIt isn’t imp
|
|||
|
||||
Unhappiness = 不満
|
||||
It seems that your citizens are unhappy!\nWhile unhappy, cities will grow at 1/4 the speed, and your units will suffer a 2% penalty for each unhappiness = どうやら市民に不満があるようです。\n市民が不満な時は、都市の成長速度が1/4になり、ユニットは1ターンごとに2%のペナルティを受けます。
|
||||
Unhappiness has two main causes: Population and cities\n Each city causes 3 unhappiness, and each population, 1 = 不満の原因は主に2つあります。\n個々の都市は不満を3つ生み出し、人口は不満を一つ生み出します。
|
||||
Unhappiness has two main causes: Population and cities.\n Each city causes 3 unhappiness, and each population, 1 = 不満の原因は主に2つあります。\n個々の都市は不満を3つ生み出し、人口は不満を一つ生み出します。
|
||||
There are 2 main ways to combat unhappiness:\n by building happiness buildings for your population\n or by having improved luxury resources within your borders = 不満の原因は主に2つあります。\n個々の都市は不満を3つ生み出し、\n人口は不満を一つ生み出します。
|
||||
|
||||
You have entered a Golden Age!\nGolden age points are accumulated each turn by the total happiness \n of your civilization\nWhen in a golden age, culture and production generation increases +20%,\n and every tile already providing at least one gold will provide an extra gold. = 黄金時代に突入しました!\n黄金時代のポイントは、あなたの文明の幸福度の合計によって毎ターン蓄積されます。\n黄金時代では、文化力と生産力が+20%増加し、\n少なくとも1つのゴールドを供給しているすべてのタイルは、追加でゴールドを提供します。
|
||||
|
|
@ -5071,10 +5071,10 @@ You have encountered another civilization!\nOther civilizations start out peacef
|
|||
Once you have completed the Apollo Program, you can start constructing spaceship parts in your cities\n (with the relevant technologies) to win a scientific victory! = アポロ計画を完了すると、都市で宇宙船の部品を生産し、科学勝利を収めることができます。
|
||||
|
||||
Injured Units = 負傷ユニット
|
||||
Injured units deal less damage, but recover after turns that they have been inactive\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities = 負傷したユニットは与えるダメージが減少します。\n活動していないターンは、敵陣営内で1ターンにつき5HP、中立の土地では10HP、自陣営の土地では15HP、自都市で20HP回復します。
|
||||
Injured units deal less damage, but recover after turns that they have been inactive.\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities. = 負傷したユニットは与えるダメージが減少します。\n活動していないターンは、敵陣営内で1ターンにつき5HP、中立の土地では10HP、自陣営の土地では15HP、自都市で20HP回復します。
|
||||
|
||||
Workers = 労働者
|
||||
Workers are vital to your cities' growth, since only they can construct improvements on tiles\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! = 都市の成長には労働者が不可欠です。労働者はタイルに「タイル施設」を建てることができます。\nタイル施設を建てると、ユニットの移動範囲が広がり、資源の産出量が上がります。これにより都市の生産スピードを速め、都市の成長を速くすることができます。
|
||||
Workers are vital to your cities' growth, since only they can construct improvements on tiles.\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! = 都市の成長には労働者が不可欠です。労働者はタイルに「タイル施設」を建てることができます。\nタイル施設を建てると、ユニットの移動範囲が広がり、資源の産出量が上がります。これにより都市の生産スピードを速め、都市の成長を速くすることができます。
|
||||
|
||||
Siege Units = 攻城兵器
|
||||
Siege units are extremely powerful against cities, but need to be Set Up before they can attack.\nOnce your siege unit is set up, it can attack from the current tile,\n but once moved to another tile, it will need to be set up again. = 攻城ユニットは都市に対して非常に強力ですが、攻撃するためには準備をする必要があります。\n準備した攻城ユニット、今いるタイルから攻撃することができますが、他のタイルに移動した後は、再度準備をする必要があります。
|
||||
|
|
@ -5083,7 +5083,7 @@ Embarking = 乗船
|
|||
Once a certain tech is researched, your land units can embark, allowing them to traverse water tiles.\nEntering or leaving water takes the entire turn.\nUnits are defenseless while embarked, so be careful! = 特定の技術が研究されると、あなたの陸上ユニットは乗船することができ、水のタイルを移動することができます。\n水のタイルに入ったり出たりするのには1ターン必要です。\n乗船中のユニットは無防備なので気をつけてください。
|
||||
|
||||
Idle Units = 働かないユニット
|
||||
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units = このターンにユニットを移動したくない場合は、「次のユニット」を再度クリックすることでスキップすることができます。\nしばらく移動しない場合は、ユニットを「防衛」モードまたは「休憩」モードにすることで無視できます。\n「次のユニット」確認を完全に無効にしたい場合は、設定の「動かないユニットの確認」を切り替えてください。
|
||||
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units. = このターンにユニットを移動したくない場合は、「次のユニット」を再度クリックすることでスキップすることができます。\nしばらく移動しない場合は、ユニットを「防衛」モードまたは「休憩」モードにすることで無視できます。\n「次のユニット」確認を完全に無効にしたい場合は、設定の「動かないユニットの確認」を切り替えてください。
|
||||
|
||||
Contact Me = 連絡
|
||||
Hi there! If you've played this far, you've probably seen that the game is currently incomplete.\n UnCiv is meant to be open-source and free, forever.\n That means no ads or any other nonsense. = こんにちは!ここまでプレイされた方は、ゲームに邪魔なものがないことにお気づきでしょう。\nUnCivはオープンソースであり、永遠に無料であることを意味しています。\nつまり、広告やその他の無意味なものは一切ありません。
|
||||
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|
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|
|
@ -4426,7 +4426,7 @@ How do you know a spot is appropriate?\nThat’s not an easy question to answer,
|
|||
However, cities don’t have a set area that they can work - more on that later!\nThis means you don’t have to settle cities right next to resources.\nLet’s say, for example, that you want access to some iron – but the resource is right next to a desert.\nYou don’t have to settle your city next to the desert. You can settle a few tiles away in more prosperous lands.\nYour city will grow and eventually gain access to the resource.\nYou only need to settle right next to resources if you need them immediately – \n which might be the case now and then, but you’ll usually have the luxury of time. = 한 도시가 차지하는 영역은 유동적입니다.(이후 더 자세히 설명하겠습니다)\n굳이 자원 위나 바로 옆에 도시를 세울 필요는 없다는 뜻입니다.\n예를 들어 철이 필요한데, 철이 사막 지대 옆에 있는 상황이라면\n철 근처의 사막이 아니라 좀 멀어도 더 풍족한 곳에 도시를 세워도 됩니다.\n시간이 지나고 도시가 확장되면 언젠가는 자원이 있는 곳까지 닿을 겁니다.\n만약 어떤 자원이 바로 필요하다면 그 위나 바로 옆에 세워야할 수도 있습니다.\n가끔 그런 경우도 있지만 대부분은 시간이 모자랄 일은 없습니다.
|
||||
The first thing coming out of your city should be either a Scout or Warrior.\nI generally prefer the Warrior because it can be used for defense and because it can be upgraded\n to the Swordsman unit later in the game for a relatively modest sum of gold.\nScouts can be effective, however, if you seem to be located in an area of dense forest and hills.\nScouts don’t suffer a movement penalty in this terrain.\nIf you’re a veteran of the 4x strategy genre your first Warrior or Scout will be followed by a Settler.\nFast expanding is absolutely critical in most games of this type. = 갓 세운 도시에서 처음 생산하는 유닛은 정찰병이나 전사가 좋습니다.\n저(개발자)는 개인적으로 전사를 더 좋아합니다. \n어느 정도 방어전이 가능하고, 나중에 싼 값에 검사로 업그레이드할 수도 있기 때문입니다.\n만약 숲이나 언덕이 많다면 험지 이동 페널티가 없는 정찰병이 좋을 수도 있습니다.\n만약 당신이 4x 전략게임의 고수라면 개척자를 생산하는 것도 좋습니다.\n이런 게임은 대부분 빠른 확장이 굉장히 중요합니다.
|
||||
|
||||
In your first couple of turns, you will have very little options, but as your civilization grows, so do the number of things requiring your attention = 초반 몇 턴동안은 이렇게 선택지가 몇 없습니다.\n하지만 문명이 성장할수록 신경쓸 것들도 점점 많아집니다.
|
||||
In your first couple of turns, you will have very little options, but as your civilization grows, so do the number of things requiring your attention. = 초반 몇 턴동안은 이렇게 선택지가 몇 없습니다.\n하지만 문명이 성장할수록 신경쓸 것들도 점점 많아집니다.
|
||||
|
||||
Culture and Policies = 문화와 정책
|
||||
Each turn, the culture you gain from all your cities is added to your Civilization's culture.\nWhen you have enough culture, you may pick a Social Policy, each one giving you a certain bonus. = 매 턴 각 도시에서 생성된 문화가 문명 전체의 문화량으로 누적됩니다.\n누적된 문화량을 사용해서 사회 정책을 채택하면 특별한 보너스를 받을 수 있습니다.
|
||||
|
|
@ -4444,7 +4444,7 @@ This means that it is very difficult to expand quickly in Unciv.\nIt isn’t imp
|
|||
|
||||
Unhappiness = 불행
|
||||
It seems that your citizens are unhappy!\nWhile unhappy, cities will grow at 1/4 the speed, and your units will suffer a 2% penalty for each unhappiness = 시민들이 행복하지 않은 것 같습니다!\n불행 상태에서는 모든 도시의 성장률이 1/4로 감소합니다.\n또한 불행 -1당 유닛의 전투력이 -2%씩 감소합니다.
|
||||
Unhappiness has two main causes: Population and cities\n Each city causes 3 unhappiness, and each population, 1 = 도시와 인구가 증가하면 행복도가 감소합니다.\n도시 하나당 -3, 인구 하나당 -1만큼 행복도가 감소합니다.
|
||||
Unhappiness has two main causes: Population and cities.\n Each city causes 3 unhappiness, and each population, 1 = 도시와 인구가 증가하면 행복도가 감소합니다.\n도시 하나당 -3, 인구 하나당 -1만큼 행복도가 감소합니다.
|
||||
There are 2 main ways to combat unhappiness:\n by building happiness buildings for your population\n or by having improved luxury resources within your borders = 불행 상태를 벗어나는 빠른 방법은 행복도를 제공하는 건물을 건설하거나 사치 자원을 확보하는 것입니다.\n사치자원을 얻으려면 영토 내의 사치자원에 시설을 건설하여 개발하거나, 다른 문명과 거래하거나,\n해당 사치자원을 가진 도시국가와 동맹을 맺으면 됩니다.\n장기적으로는 행복도를 제공하는 정책을 채택하는 것이 도움이 됩니다.
|
||||
|
||||
You have entered a Golden Age!\nGolden age points are accumulated each turn by the total happiness \n of your civilization\nWhen in a golden age, culture and production generation increases +20%,\n and every tile already providing at least one gold will provide an extra gold. = 문명이 황금기에 진입했습니다!\n매 턴 행복도가 문명의 황금기 점수에 누적됩니다.\n황금기 점수가 일정치에 달하면 황금기가 시작됩니다.\n황금기에는 모든 도시의 문화와 생산력이 20% 증가하고\n1골드 이상 생산하던 모든 타일에서 산출량이 1골드 증가합니다.
|
||||
|
|
@ -4480,10 +4480,10 @@ You have encountered another civilization!\nOther civilizations start out peacef
|
|||
Once you have completed the Apollo Program, you can start constructing spaceship parts in your cities\n (with the relevant technologies) to win a scientific victory! = '아폴로 프로그램'을 완성하면 도시에서 우주선 부품을 건설할 수 있습니다.\n해당하는 연구를 마치고 모든 부품을 건설하면 과학 승리를 할 수 있습니다!
|
||||
|
||||
Injured Units = 부상과 회복
|
||||
Injured units deal less damage, but recover after turns that they have been inactive\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities = 유닛의 체력이 감소하면 전투력도 같이 하락합니다.\n회복하려면 움직이지 않거나(대기/요새화) 시설을 약탈하거나 즉시 회복 승급을 선택하면 됩니다.\n각각의 경우에 회복되는 체력은 다음과 같습니다.\n도시 내에서 대기(또는 요새화): +20HP/턴\n아군 영토에서 대기: 15HP/턴\n중립 지역에서 대기: 10HP/턴\n적 영토에서 대기: 5HP/턴\n시설 약탈하기: +25HP/타일\n즉시 회복 승급: +50HP
|
||||
Injured units deal less damage, but recover after turns that they have been inactive.\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities. = 유닛의 체력이 감소하면 전투력도 같이 하락합니다.\n회복하려면 움직이지 않거나(대기/요새화) 시설을 약탈하거나 즉시 회복 승급을 선택하면 됩니다.\n각각의 경우에 회복되는 체력은 다음과 같습니다.\n도시 내에서 대기(또는 요새화): +20HP/턴\n아군 영토에서 대기: 15HP/턴\n중립 지역에서 대기: 10HP/턴\n적 영토에서 대기: 5HP/턴\n시설 약탈하기: +25HP/타일\n즉시 회복 승급: +50HP
|
||||
|
||||
Workers = 노동자
|
||||
Workers are vital to your cities' growth, since only they can construct improvements on tiles\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! = 노동자는 시설을 건설할 수 있기 때문에 도시의 성장에 필수적입니다.\n시설은 타일의 산출량을 증가시키므로 한 도시에서 타일 수가 같다면\n시설을 개발했을 때 더 빨리 성장할 수 있습니다.
|
||||
Workers are vital to your cities' growth, since only they can construct improvements on tiles.\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! = 노동자는 시설을 건설할 수 있기 때문에 도시의 성장에 필수적입니다.\n시설은 타일의 산출량을 증가시키므로 한 도시에서 타일 수가 같다면\n시설을 개발했을 때 더 빨리 성장할 수 있습니다.
|
||||
|
||||
Siege Units = 공성 유닛
|
||||
Siege units are extremely powerful against cities, but need to be Set Up before they can attack.\nOnce your siege unit is set up, it can attack from the current tile,\n but once moved to another tile, it will need to be set up again. = 공성 유닛은 도시를 공격할 때 매우 강력하지만 공격 전에 '설치'를 해야 합니다.\n공성 유닛은 설치를 하면 그 타일에서는 공격을 할 수 있지만,\n다른 타일로 이동하면 다시 설치를 해야 합니다.
|
||||
|
|
@ -4492,7 +4492,7 @@ Embarking = 승선
|
|||
Once a certain tech is researched, your land units can embark, allowing them to traverse water tiles.\nEntering or leaving water takes the entire turn.\nUnits are defenseless while embarked, so be careful! = 특정 기술을 연구하면 지상 유닛이 물 타일로 승선할 수 있습니다.\n승선하거나 상륙(하선)하면 유닛의 행동력이 전부 소모됩니다.\n승선한 유닛은 전투력이 감소하고 요새화할 수 없습니다!
|
||||
|
||||
Idle Units = 대기
|
||||
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units = 이번 턴에 유닛을 이동시키고 싶지 않다면 다음 유닛 버튼을 다시 눌러 스킵이 가능합니다.\n만약 오랫동안 유닛을 이동시키고 싶지 않다면 요새화나 대기를 선택하는 것이 좋습니다.\n요새화나 대기 상태인 유닛들은 자동으로 턴을 넘기고 체력을 회복합니다.\n다음 유닛 버튼은 메뉴의 설정 창에서 끌 수 있습니다.
|
||||
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units. = 이번 턴에 유닛을 이동시키고 싶지 않다면 다음 유닛 버튼을 다시 눌러 스킵이 가능합니다.\n만약 오랫동안 유닛을 이동시키고 싶지 않다면 요새화나 대기를 선택하는 것이 좋습니다.\n요새화나 대기 상태인 유닛들은 자동으로 턴을 넘기고 체력을 회복합니다.\n다음 유닛 버튼은 메뉴의 설정 창에서 끌 수 있습니다.
|
||||
|
||||
Contact Me = 개발자의 말
|
||||
Hi there! If you've played this far, you've probably seen that the game is currently incomplete.\n UnCiv is meant to be open-source and free, forever.\n That means no ads or any other nonsense. = 안녕하십니까? 지금까지 플레이해 주셨다면,\n현재 이 게임이 불완전하다는 것을 알고 계실 것입니다.\nUnCiv는 언제나 무료 오픈소스 상태로 배포될 것입니다.\n광고나 과금 같은 요소는 절대로 추가되지 않는다는 것입니다.
|
||||
|
|
|
|||
|
|
@ -7175,7 +7175,7 @@ However, cities don’t have a set area that they can work - more on that later!
|
|||
The first thing coming out of your city should be either a Scout or Warrior.\nI generally prefer the Warrior because it can be used for defense and because it can be upgraded\n to the Swordsman unit later in the game for a relatively modest sum of gold.\nScouts can be effective, however, if you seem to be located in an area of dense forest and hills.\nScouts don’t suffer a movement penalty in this terrain.\nIf you’re a veteran of the 4x strategy genre your first Warrior or Scout will be followed by a Settler.\nFast expanding is absolutely critical in most games of this type. =
|
||||
|
||||
# Requires translation!
|
||||
In your first couple of turns, you will have very little options, but as your civilization grows, so do the number of things requiring your attention =
|
||||
In your first couple of turns, you will have very little options, but as your civilization grows, so do the number of things requiring your attention. =
|
||||
|
||||
Culture and Policies = Kultūra ir politika
|
||||
# Requires translation!
|
||||
|
|
@ -7204,7 +7204,7 @@ Unhappiness = Nelaimingumas
|
|||
# Requires translation!
|
||||
It seems that your citizens are unhappy!\nWhile unhappy, cities will grow at 1/4 the speed, and your units will suffer a 2% penalty for each unhappiness =
|
||||
# Requires translation!
|
||||
Unhappiness has two main causes: Population and cities\n Each city causes 3 unhappiness, and each population, 1 =
|
||||
Unhappiness has two main causes: Population and cities.\n Each city causes 3 unhappiness, and each population, 1 =
|
||||
# Requires translation!
|
||||
There are 2 main ways to combat unhappiness:\n by building happiness buildings for your population\n or by having improved luxury resources within your borders =
|
||||
|
||||
|
|
@ -7257,11 +7257,11 @@ Once you have completed the Apollo Program, you can start constructing spaceship
|
|||
|
||||
Injured Units = Sužeisti vienetai
|
||||
# Requires translation!
|
||||
Injured units deal less damage, but recover after turns that they have been inactive\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities =
|
||||
Injured units deal less damage, but recover after turns that they have been inactive.\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities. =
|
||||
|
||||
Workers = Darbininkai
|
||||
# Requires translation!
|
||||
Workers are vital to your cities' growth, since only they can construct improvements on tiles\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! =
|
||||
Workers are vital to your cities' growth, since only they can construct improvements on tiles.\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! =
|
||||
|
||||
Siege Units = Apgulos vienetai
|
||||
# Requires translation!
|
||||
|
|
@ -7273,7 +7273,7 @@ Once a certain tech is researched, your land units can embark, allowing them to
|
|||
|
||||
Idle Units = Tuščiosios eigos vienetai
|
||||
# Requires translation!
|
||||
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units =
|
||||
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units. =
|
||||
|
||||
Contact Me = Susisiek su manimi
|
||||
# Requires translation!
|
||||
|
|
|
|||
|
|
@ -7300,7 +7300,7 @@ However, cities don’t have a set area that they can work - more on that later!
|
|||
The first thing coming out of your city should be either a Scout or Warrior.\nI generally prefer the Warrior because it can be used for defense and because it can be upgraded\n to the Swordsman unit later in the game for a relatively modest sum of gold.\nScouts can be effective, however, if you seem to be located in an area of dense forest and hills.\nScouts don’t suffer a movement penalty in this terrain.\nIf you’re a veteran of the 4x strategy genre your first Warrior or Scout will be followed by a Settler.\nFast expanding is absolutely critical in most games of this type. =
|
||||
|
||||
# Requires translation!
|
||||
In your first couple of turns, you will have very little options, but as your civilization grows, so do the number of things requiring your attention =
|
||||
In your first couple of turns, you will have very little options, but as your civilization grows, so do the number of things requiring your attention. =
|
||||
|
||||
# Requires translation!
|
||||
Culture and Policies =
|
||||
|
|
@ -7332,7 +7332,7 @@ Unhappiness =
|
|||
# Requires translation!
|
||||
It seems that your citizens are unhappy!\nWhile unhappy, cities will grow at 1/4 the speed, and your units will suffer a 2% penalty for each unhappiness =
|
||||
# Requires translation!
|
||||
Unhappiness has two main causes: Population and cities\n Each city causes 3 unhappiness, and each population, 1 =
|
||||
Unhappiness has two main causes: Population and cities.\n Each city causes 3 unhappiness, and each population, 1 =
|
||||
# Requires translation!
|
||||
There are 2 main ways to combat unhappiness:\n by building happiness buildings for your population\n or by having improved luxury resources within your borders =
|
||||
|
||||
|
|
@ -7392,12 +7392,12 @@ Once you have completed the Apollo Program, you can start constructing spaceship
|
|||
# Requires translation!
|
||||
Injured Units =
|
||||
# Requires translation!
|
||||
Injured units deal less damage, but recover after turns that they have been inactive\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities =
|
||||
Injured units deal less damage, but recover after turns that they have been inactive.\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities. =
|
||||
|
||||
# Requires translation!
|
||||
Workers =
|
||||
# Requires translation!
|
||||
Workers are vital to your cities' growth, since only they can construct improvements on tiles\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! =
|
||||
Workers are vital to your cities' growth, since only they can construct improvements on tiles.\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! =
|
||||
|
||||
# Requires translation!
|
||||
Siege Units =
|
||||
|
|
@ -7412,7 +7412,7 @@ Once a certain tech is researched, your land units can embark, allowing them to
|
|||
# Requires translation!
|
||||
Idle Units =
|
||||
# Requires translation!
|
||||
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units =
|
||||
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units. =
|
||||
|
||||
# Requires translation!
|
||||
Contact Me =
|
||||
|
|
|
|||
|
|
@ -7172,7 +7172,7 @@ However, cities don’t have a set area that they can work - more on that later!
|
|||
The first thing coming out of your city should be either a Scout or Warrior.\nI generally prefer the Warrior because it can be used for defense and because it can be upgraded\n to the Swordsman unit later in the game for a relatively modest sum of gold.\nScouts can be effective, however, if you seem to be located in an area of dense forest and hills.\nScouts don’t suffer a movement penalty in this terrain.\nIf you’re a veteran of the 4x strategy genre your first Warrior or Scout will be followed by a Settler.\nFast expanding is absolutely critical in most games of this type. =
|
||||
|
||||
# Requires translation!
|
||||
In your first couple of turns, you will have very little options, but as your civilization grows, so do the number of things requiring your attention =
|
||||
In your first couple of turns, you will have very little options, but as your civilization grows, so do the number of things requiring your attention. =
|
||||
|
||||
# Requires translation!
|
||||
Culture and Policies =
|
||||
|
|
@ -7204,7 +7204,7 @@ Unhappiness =
|
|||
# Requires translation!
|
||||
It seems that your citizens are unhappy!\nWhile unhappy, cities will grow at 1/4 the speed, and your units will suffer a 2% penalty for each unhappiness =
|
||||
# Requires translation!
|
||||
Unhappiness has two main causes: Population and cities\n Each city causes 3 unhappiness, and each population, 1 =
|
||||
Unhappiness has two main causes: Population and cities.\n Each city causes 3 unhappiness, and each population, 1 =
|
||||
# Requires translation!
|
||||
There are 2 main ways to combat unhappiness:\n by building happiness buildings for your population\n or by having improved luxury resources within your borders =
|
||||
|
||||
|
|
@ -7264,12 +7264,12 @@ Once you have completed the Apollo Program, you can start constructing spaceship
|
|||
# Requires translation!
|
||||
Injured Units =
|
||||
# Requires translation!
|
||||
Injured units deal less damage, but recover after turns that they have been inactive\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities =
|
||||
Injured units deal less damage, but recover after turns that they have been inactive.\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities. =
|
||||
|
||||
# Requires translation!
|
||||
Workers =
|
||||
# Requires translation!
|
||||
Workers are vital to your cities' growth, since only they can construct improvements on tiles\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! =
|
||||
Workers are vital to your cities' growth, since only they can construct improvements on tiles.\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! =
|
||||
|
||||
# Requires translation!
|
||||
Siege Units =
|
||||
|
|
@ -7284,7 +7284,7 @@ Once a certain tech is researched, your land units can embark, allowing them to
|
|||
# Requires translation!
|
||||
Idle Units =
|
||||
# Requires translation!
|
||||
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units =
|
||||
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units. =
|
||||
|
||||
# Requires translation!
|
||||
Contact Me =
|
||||
|
|
|
|||
|
|
@ -7169,7 +7169,7 @@ However, cities don’t have a set area that they can work - more on that later!
|
|||
The first thing coming out of your city should be either a Scout or Warrior.\nI generally prefer the Warrior because it can be used for defense and because it can be upgraded\n to the Swordsman unit later in the game for a relatively modest sum of gold.\nScouts can be effective, however, if you seem to be located in an area of dense forest and hills.\nScouts don’t suffer a movement penalty in this terrain.\nIf you’re a veteran of the 4x strategy genre your first Warrior or Scout will be followed by a Settler.\nFast expanding is absolutely critical in most games of this type. =
|
||||
|
||||
# Requires translation!
|
||||
In your first couple of turns, you will have very little options, but as your civilization grows, so do the number of things requiring your attention =
|
||||
In your first couple of turns, you will have very little options, but as your civilization grows, so do the number of things requiring your attention. =
|
||||
|
||||
# Requires translation!
|
||||
Culture and Policies =
|
||||
|
|
@ -7201,7 +7201,7 @@ Unhappiness =
|
|||
# Requires translation!
|
||||
It seems that your citizens are unhappy!\nWhile unhappy, cities will grow at 1/4 the speed, and your units will suffer a 2% penalty for each unhappiness =
|
||||
# Requires translation!
|
||||
Unhappiness has two main causes: Population and cities\n Each city causes 3 unhappiness, and each population, 1 =
|
||||
Unhappiness has two main causes: Population and cities.\n Each city causes 3 unhappiness, and each population, 1 =
|
||||
# Requires translation!
|
||||
There are 2 main ways to combat unhappiness:\n by building happiness buildings for your population\n or by having improved luxury resources within your borders =
|
||||
|
||||
|
|
@ -7261,12 +7261,12 @@ Once you have completed the Apollo Program, you can start constructing spaceship
|
|||
# Requires translation!
|
||||
Injured Units =
|
||||
# Requires translation!
|
||||
Injured units deal less damage, but recover after turns that they have been inactive\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities =
|
||||
Injured units deal less damage, but recover after turns that they have been inactive.\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities. =
|
||||
|
||||
# Requires translation!
|
||||
Workers =
|
||||
# Requires translation!
|
||||
Workers are vital to your cities' growth, since only they can construct improvements on tiles\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! =
|
||||
Workers are vital to your cities' growth, since only they can construct improvements on tiles.\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! =
|
||||
|
||||
# Requires translation!
|
||||
Siege Units =
|
||||
|
|
@ -7281,7 +7281,7 @@ Once a certain tech is researched, your land units can embark, allowing them to
|
|||
# Requires translation!
|
||||
Idle Units =
|
||||
# Requires translation!
|
||||
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units =
|
||||
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units. =
|
||||
|
||||
# Requires translation!
|
||||
Contact Me =
|
||||
|
|
|
|||
|
|
@ -5089,7 +5089,7 @@ How do you know a spot is appropriate?\nThat’s not an easy question to answer,
|
|||
However, cities don’t have a set area that they can work - more on that later!\nThis means you don’t have to settle cities right next to resources.\nLet’s say, for example, that you want access to some iron – but the resource is right next to a desert.\nYou don’t have to settle your city next to the desert. You can settle a few tiles away in more prosperous lands.\nYour city will grow and eventually gain access to the resource.\nYou only need to settle right next to resources if you need them immediately – \n which might be the case now and then, but you’ll usually have the luxury of time. = Jednakże, miasta nie posiadają ustalonej strefy w których pracują ale o tym później!\nTo oznacza, że nie ma potrzeby budować miast przy samych surowcach.\nPowiedzmy że chcesz mieć dostęp do żelaza, ale ten surowiec leży niemalże na pustyni.\nNie musisz zakładać miasta przy pustyni. Możesz zbudować miasto kilka pól dalej w bardziej prosperującuch ziemiach\nTwoje miasto z czasem urośnie i ostatecznie dosięgnie swoimi granicami pole z żelazem\nJeżeli natomiast jesteś w pilnej potrzebie danego surowca i nie masz czasu wtedy to może być jedyne wyjście - \n może tak się zdarzyć, a może nie, ale zazwyczaj będziesz miał o wiele za dużo czasu na takie taktyki.
|
||||
The first thing coming out of your city should be either a Scout or Warrior.\nI generally prefer the Warrior because it can be used for defense and because it can be upgraded\n to the Swordsman unit later in the game for a relatively modest sum of gold.\nScouts can be effective, however, if you seem to be located in an area of dense forest and hills.\nScouts don’t suffer a movement penalty in this terrain.\nIf you’re a veteran of the 4x strategy genre your first Warrior or Scout will be followed by a Settler.\nFast expanding is absolutely critical in most games of this type. = Pierwszą rzeczą, która wyjdzie z twojego miasta powinien być Wojownik lub Zwiadowca.\nGeneralnie wolę Wojownika, ponieważ może być użyty do obrony a także ponieważ może zostać ulepszony\n do Zbrojnego, który jest całkiem dobrą jednostką w dalszym etapie gry za całkiem uczciwą sumę złota.\nZwiadowcy to dobra opcja, jeżeli znajdujesz się w obszarze pełnym lasów i wzgórz.\nZwiadowcy nie ponoszą kar do ruchu w tym terenie.\nJeżeli jesteś weteranem gier strategicznych 4X twoją dugą jednostką będzie Osadnik. \nSzybka ekspansja jest kluczem w tego typu grach.
|
||||
|
||||
In your first couple of turns, you will have very little options, but as your civilization grows, so do the number of things requiring your attention = W pierwszych paru turach większość czynności będzie ograniczona,\njednakże wraz z rozwojem Twojej cywilizacji ilość czynności zwiększy się\n wymagając tym samym od Ciebie większej uwagi na pozostałe.
|
||||
In your first couple of turns, you will have very little options, but as your civilization grows, so do the number of things requiring your attention. = W pierwszych paru turach większość czynności będzie ograniczona,\njednakże wraz z rozwojem Twojej cywilizacji ilość czynności zwiększy się\n wymagając tym samym od Ciebie większej uwagi na pozostałe.
|
||||
|
||||
Culture and Policies = Kultura i Ustroje Społeczne
|
||||
Each turn, the culture you gain from all your cities is added to your Civilization's culture.\nWhen you have enough culture, you may pick a Social Policy, each one giving you a certain bonus. = Co turę każde Miasto generuje Kulturę, która jest wspólna\n dla całej cywilizacji.\nKiedy osiągniesz określony poziom, będziesz mógł\n wybrać nowy Ustrój Społeczny, a co za tym idze otrzymasz premię.
|
||||
|
|
@ -5107,7 +5107,7 @@ This means that it is very difficult to expand quickly in Unciv.\nIt isn’t imp
|
|||
|
||||
Unhappiness = Niezadowolenie
|
||||
It seems that your citizens are unhappy!\nWhile unhappy, cities will grow at 1/4 the speed, and your units will suffer a 2% penalty for each unhappiness = Wygląda na to że Twoja ludność jest nieszczęśliwa!\nPrzy niskim Zadowoleniu Miasta rozwijają się 4 razy wolniej, a\n Twoje jednostki będą słabsze o 2% za każde Niezadowolenie
|
||||
Unhappiness has two main causes: Population and cities\n Each city causes 3 unhappiness, and each population, 1 = Niezadowolenie ma 2 przyczyny: Obywatele i Miasta.\n Każde miasto odbiera 3 Zadowolenia a każdy Obywatel 1.
|
||||
Unhappiness has two main causes: Population and cities.\n Each city causes 3 unhappiness, and each population, 1 = Niezadowolenie ma 2 przyczyny: Obywatele i Miasta.\n Każde miasto odbiera 3 Zadowolenia a każdy Obywatel 1.
|
||||
There are 2 main ways to combat unhappiness:\n by building happiness buildings for your population\n or by having improved luxury resources within your borders = Są 2 główne sposoby na radzenie sobie z Niezadowoleniem:\n - budowanie konstrukcji przynoszących Zadowolenie Obywatelom\n - pozyskanie nowych Surowców Luksusowych.
|
||||
|
||||
You have entered a Golden Age!\nGolden age points are accumulated each turn by the total happiness \n of your civilization\nWhen in a golden age, culture and production generation increases +20%,\n and every tile already providing at least one gold will provide an extra gold. = Brawo !\nTwoje imperium wkroczyło w Złotą Erę!\nPunkty Złotej Ery gromadzone są co ture bazując na Zadowoleniu Twojej cywilizacji\nPodczas Złotej Ery ilość zdobywanej Kultury i Produkcj wzrasta o 20%,\n a każde pole które w tym momencie generuje co najmniej 1 Złoto, dodatkowo będzie dodawało jedno więcej.
|
||||
|
|
@ -5143,10 +5143,10 @@ You have encountered another civilization!\nOther civilizations start out peacef
|
|||
Once you have completed the Apollo Program, you can start constructing spaceship parts in your cities\n (with the relevant technologies) to win a scientific victory! = Po ukończeniu programu Apollo możesz rozpocząć budowę części statku kosmicznego w swoich Miastach\n (mając odpowiednie technologie oczywiście) i tym samym osiągnąć Naukowe Zwycięstwo!
|
||||
|
||||
Injured Units = Ranne Jednostki
|
||||
Injured units deal less damage, but recover after turns that they have been inactive\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities = Zranione jednostki zadają mniejsze obrażenia, lecz regenerują się w każdej turze w której\n nie zostały użyte. Jednostki leczą się po:\n - 20 punktów w Twoich Miastach\n - 15 na Twoim terytorium\n - 10 na neutralnych ziemiach\n - 5 na terenie wroga
|
||||
Injured units deal less damage, but recover after turns that they have been inactive.\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities. = Zranione jednostki zadają mniejsze obrażenia, lecz regenerują się w każdej turze w której\n nie zostały użyte. Jednostki leczą się po:\n - 20 punktów w Twoich Miastach\n - 15 na Twoim terytorium\n - 10 na neutralnych ziemiach\n - 5 na terenie wroga.
|
||||
|
||||
Workers = Robotnicy
|
||||
Workers are vital to your cities' growth, since only they can construct improvements on tiles\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! = Robotnicy są istotni dla rozwoju Twoich Miast bo jako jedyni są w stanie budować ulepszenia\n na polach. Ulepszenia zwiększają wydajność Twoich pól, pozwalając Miastom na znacznie szybszą\n produkuckję i rozwój, zachowując tą samą liczbę pracujących pól.
|
||||
Workers are vital to your cities' growth, since only they can construct improvements on tiles.\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! = Robotnicy są istotni dla rozwoju Twoich Miast bo jako jedyni są w stanie budować ulepszenia\n na polach. Ulepszenia zwiększają wydajność Twoich pól, pozwalając Miastom na znacznie szybszą\n produkuckję i rozwój, zachowując tą samą liczbę pracujących pól.
|
||||
|
||||
Siege Units = Jednostki Oblężnicze
|
||||
Siege units are extremely powerful against cities, but need to be Set Up before they can attack.\nOnce your siege unit is set up, it can attack from the current tile,\n but once moved to another tile, it will need to be set up again. = Jednostki przystosowane do oblężeń są niezwykle potężne przeciwko Miastom, ale wymagają wcześniejszego\n przygotowania zanim mogą być użyte.\nPo przygotowaniu takiej jednostki, może ona atakować z tego pola. Jeżeli jednak przeniesiesz jednostkę\n na inne pole, znowu będze potrzebna chwila na prygotowanie.
|
||||
|
|
@ -5155,7 +5155,7 @@ Embarking = Zaokrętowanie
|
|||
Once a certain tech is researched, your land units can embark, allowing them to traverse water tiles.\nEntering or leaving water takes the entire turn.\nUnits are defenseless while embarked, so be careful! = Po odblokowaniu pewnych technologi, twoje lądowe jednostki będą mogły wsiąść na pokład statku i \n przemieszczać się po wodzie\nWejście i zejście z pokładu trwa całą turę.\nJednostki zaokrętowane są bezbronne, więc uważaj!
|
||||
|
||||
Idle Units = Jednostki Nieaktywne
|
||||
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units = Jeżeli nie chcesz wykonywać daną jednostką żadnych akcji w danej turze możesz ponownie kliknąć\n przycisk 'Następna jednostka'.\nJeżeli nie planujesz w najbliższym czasie żadnych akcji związanych z daną jednostką możesz wprowadzić\n ją w tryb snu lub fortyfikacji - te jednostki nie będą brane pod uwagę jako bezczynne.\nJeżeli chcesz wyłączyć funkcje 'Następna jednostka' całkowicie, możesz\n to zrobić w Menu -> Sprawdź jednostki czekające na rozkazy
|
||||
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units. = Jeżeli nie chcesz wykonywać daną jednostką żadnych akcji w danej turze możesz ponownie kliknąć\n przycisk 'Następna jednostka'.\nJeżeli nie planujesz w najbliższym czasie żadnych akcji związanych z daną jednostką możesz wprowadzić\n ją w tryb snu lub fortyfikacji - te jednostki nie będą brane pod uwagę jako bezczynne.\nJeżeli chcesz wyłączyć funkcje 'Następna jednostka' całkowicie, możesz\n to zrobić w Menu -> Sprawdź jednostki czekające na rozkazy.
|
||||
|
||||
Contact Me = Skontaktuj się ze mną
|
||||
Hi there! If you've played this far, you've probably seen that the game is currently incomplete.\n UnCiv is meant to be open-source and free, forever.\n That means no ads or any other nonsense. = Witaj ! Jeżeli doszedłeś aż tutaj to prawdopodobnie\n zauważyłeś już że obecnie gra jest niekompletna.\nUnCiv jest tworzone jako całkowicie darmowa gra.\nWięc żadnych reklam czy innych dziwactw.
|
||||
|
|
|
|||
|
|
@ -5358,7 +5358,7 @@ However, cities don’t have a set area that they can work - more on that later!
|
|||
# Requires translation!
|
||||
The first thing coming out of your city should be either a Scout or Warrior.\nI generally prefer the Warrior because it can be used for defense and because it can be upgraded\n to the Swordsman unit later in the game for a relatively modest sum of gold.\nScouts can be effective, however, if you seem to be located in an area of dense forest and hills.\nScouts don’t suffer a movement penalty in this terrain.\nIf you’re a veteran of the 4x strategy genre your first Warrior or Scout will be followed by a Settler.\nFast expanding is absolutely critical in most games of this type. =
|
||||
|
||||
In your first couple of turns, you will have very little options, but as your civilization grows, so do the number of things requiring your attention = Nos teus primeiros turnos, terás muito poucas opções, mas conforme a tua civilização cresce, cresce também o número de coisas que requerem a tua atenção
|
||||
In your first couple of turns, you will have very little options, but as your civilization grows, so do the number of things requiring your attention. = Nos teus primeiros turnos, terás muito poucas opções, mas conforme a tua civilização cresce, cresce também o número de coisas que requerem a tua atenção.
|
||||
|
||||
Culture and Policies = Cultura e Políticas
|
||||
Each turn, the culture you gain from all your cities is added to your Civilization's culture.\nWhen you have enough culture, you may pick a Social Policy, each one giving you a certain bonus. = A cada turno, a cultura que ganhas de todas as tuas cidades é adicionada à cultura da tua Civilização.\nQuandoctiveres cultura suficiente, podes escolher uma Política Social, cada uma dando-te um certo bônus.
|
||||
|
|
@ -5376,7 +5376,7 @@ This means that it is very difficult to expand quickly in Unciv.\nIt isn’t imp
|
|||
|
||||
Unhappiness = Infelicidade
|
||||
It seems that your citizens are unhappy!\nWhile unhappy, cities will grow at 1/4 the speed, and your units will suffer a 2% penalty for each unhappiness = Parece que os teus cidadãos estão infelizes!\nQuando infelizes, as cidades crescerão a 1/4 da velocidade e as tuas unidades sofrerão uma penalidade de 2% para cada infelicidade
|
||||
Unhappiness has two main causes: Population and cities\n Each city causes 3 unhappiness, and each population, 1 = A infelicidade tem duas causas principais: População e cidades\n Cada cidade causa 3 de infelicidade e cada população causa 1
|
||||
Unhappiness has two main causes: Population and cities.\n Each city causes 3 unhappiness, and each population, 1 = A infelicidade tem duas causas principais: População e cidades.\n Cada cidade causa 3 de infelicidade e cada população causa 1
|
||||
# Requires translation!
|
||||
There are 2 main ways to combat unhappiness:\n by building happiness buildings for your population\n or by having improved luxury resources within your borders =
|
||||
|
||||
|
|
@ -5414,10 +5414,10 @@ You have encountered another civilization!\nOther civilizations start out peacef
|
|||
Once you have completed the Apollo Program, you can start constructing spaceship parts in your cities\n (with the relevant technologies) to win a scientific victory! = Depois de concluires o Programa Apollo, podes começar a construir peças de foguetões nas tuas cidades\n (com as tecnologias relevantes) para obter uma vitória científica!
|
||||
|
||||
Injured Units = Unidades Feridas
|
||||
Injured units deal less damage, but recover after turns that they have been inactive\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities = Unidades feridas causam menos danos, mas recuperam-se após turnos em que ficam inativas\nUnidades curam 5 pontos de vida por turno em território inimigo, 10 em terra neutra,\n 15 dentro do teu território e 20 nas tuas cidades
|
||||
Injured units deal less damage, but recover after turns that they have been inactive.\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities. = Unidades feridas causam menos danos, mas recuperam-se após turnos em que ficam inativas.\nUnidades curam 5 pontos de vida por turno em território inimigo, 10 em terra neutra,\n 15 dentro do teu território e 20 nas tuas cidades.
|
||||
|
||||
Workers = Trabalhadores
|
||||
Workers are vital to your cities' growth, since only they can construct improvements on tiles\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! = Os trabalhadores são vitais para o crescimento das tuas cidades, já que somente eles podem construir melhorias nos bocos\nMelhorias aumentam o rendimento dos teus blocos, permitindo que a tua cidade produza mais e cresça mais rápido trabalhando a mesma quantidade de blocos!
|
||||
Workers are vital to your cities' growth, since only they can construct improvements on tiles.\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! = Os trabalhadores são vitais para o crescimento das tuas cidades, já que somente eles podem construir melhorias nos bocos.\nMelhorias aumentam o rendimento dos teus blocos, permitindo que a tua cidade produza mais e cresça mais rápido trabalhando a mesma quantidade de blocos!
|
||||
|
||||
# Requires translation!
|
||||
Siege Units =
|
||||
|
|
@ -5430,7 +5430,7 @@ Once a certain tech is researched, your land units can embark, allowing them to
|
|||
# Requires translation!
|
||||
Idle Units =
|
||||
# Requires translation!
|
||||
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units =
|
||||
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units. =
|
||||
|
||||
Contact Me = Contacta-me
|
||||
Hi there! If you've played this far, you've probably seen that the game is currently incomplete.\n UnCiv is meant to be open-source and free, forever.\n That means no ads or any other nonsense. = Olá! Se você jogaste até agora, provavelmente viste que o jogo está incompleto.\nO UnCiv foi criado para ser de código aberto e grátis sempre.\nIsso significa que não há anúncios ou qualquer outra coisa sem sentido.
|
||||
|
|
|
|||
|
|
@ -6760,7 +6760,7 @@ However, cities don’t have a set area that they can work - more on that later!
|
|||
The first thing coming out of your city should be either a Scout or Warrior.\nI generally prefer the Warrior because it can be used for defense and because it can be upgraded\n to the Swordsman unit later in the game for a relatively modest sum of gold.\nScouts can be effective, however, if you seem to be located in an area of dense forest and hills.\nScouts don’t suffer a movement penalty in this terrain.\nIf you’re a veteran of the 4x strategy genre your first Warrior or Scout will be followed by a Settler.\nFast expanding is absolutely critical in most games of this type. =
|
||||
|
||||
# Requires translation!
|
||||
In your first couple of turns, you will have very little options, but as your civilization grows, so do the number of things requiring your attention =
|
||||
In your first couple of turns, you will have very little options, but as your civilization grows, so do the number of things requiring your attention. =
|
||||
|
||||
Culture and Policies = Cultură și Politici
|
||||
# Requires translation!
|
||||
|
|
@ -6790,7 +6790,7 @@ Unhappiness = Nefericire
|
|||
# Requires translation!
|
||||
It seems that your citizens are unhappy!\nWhile unhappy, cities will grow at 1/4 the speed, and your units will suffer a 2% penalty for each unhappiness =
|
||||
# Requires translation!
|
||||
Unhappiness has two main causes: Population and cities\n Each city causes 3 unhappiness, and each population, 1 =
|
||||
Unhappiness has two main causes: Population and cities.\n Each city causes 3 unhappiness, and each population, 1 =
|
||||
# Requires translation!
|
||||
There are 2 main ways to combat unhappiness:\n by building happiness buildings for your population\n or by having improved luxury resources within your borders =
|
||||
|
||||
|
|
@ -6844,11 +6844,11 @@ Once you have completed the Apollo Program, you can start constructing spaceship
|
|||
|
||||
Injured Units = Unități Rănite
|
||||
# Requires translation!
|
||||
Injured units deal less damage, but recover after turns that they have been inactive\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities =
|
||||
Injured units deal less damage, but recover after turns that they have been inactive.\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities. =
|
||||
|
||||
Workers = Muncitori
|
||||
# Requires translation!
|
||||
Workers are vital to your cities' growth, since only they can construct improvements on tiles\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! =
|
||||
Workers are vital to your cities' growth, since only they can construct improvements on tiles.\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! =
|
||||
|
||||
# Requires translation!
|
||||
Siege Units =
|
||||
|
|
@ -6862,7 +6862,7 @@ Once a certain tech is researched, your land units can embark, allowing them to
|
|||
# Requires translation!
|
||||
Idle Units =
|
||||
# Requires translation!
|
||||
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units =
|
||||
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units. =
|
||||
|
||||
Contact Me = Contactează-mă
|
||||
# Requires translation!
|
||||
|
|
|
|||
|
|
@ -4415,7 +4415,7 @@ How do you know a spot is appropriate?\nThat’s not an easy question to answer,
|
|||
However, cities don’t have a set area that they can work - more on that later!\nThis means you don’t have to settle cities right next to resources.\nLet’s say, for example, that you want access to some iron – but the resource is right next to a desert.\nYou don’t have to settle your city next to the desert. You can settle a few tiles away in more prosperous lands.\nYour city will grow and eventually gain access to the resource.\nYou only need to settle right next to resources if you need them immediately – \n which might be the case now and then, but you’ll usually have the luxury of time. = Однако границы города постоянно расширяются – подробнее о них позже!\nПоэтому город не обязательно ставить рядом с ресурсом.\nПредставим, например, что вам нужно железо, но этот ресурс расположен рядом с пустыней\nНе нужно селиться в безжизненном месте. Город можно заложить неподалеку, в плодородных землях.\nЕго границы в конце концов доберутся до ресурса.\nЗакладывать город на соседней клетке имеет смысл, если ресурс нужен срочно –\n что иногда случается, но обычно есть достаточно времени.
|
||||
The first thing coming out of your city should be either a Scout or Warrior.\nI generally prefer the Warrior because it can be used for defense and because it can be upgraded\n to the Swordsman unit later in the game for a relatively modest sum of gold.\nScouts can be effective, however, if you seem to be located in an area of dense forest and hills.\nScouts don’t suffer a movement penalty in this terrain.\nIf you’re a veteran of the 4x strategy genre your first Warrior or Scout will be followed by a Settler.\nFast expanding is absolutely critical in most games of this type. = В первую очередь в городе нужно создать Разведчика или Воина.\nОбычно я выбираю Воина - он полезен для защиты и может быть улучшен до мечника\n на более поздних этапах игры за относительно небольшие деньги.\nНо Разведчики тоже бывают эффективны, если вы оказались в лесах или среди холмов.\nВ этой местности они не получают штраф на передвижение.\nЕсли вы не новичок в 4Х-стратегиях, то после первого Воина или Разведчика создавайте Поселенца.\nБыстрая экспансия крайне важна в большинстве игр такого жанра.
|
||||
|
||||
In your first couple of turns, you will have very little options, but as your civilization grows, so do the number of things requiring your attention = В первые несколько ходов возможностей будет немного, но с ростом цивилизации увеличится и количество задач, требующих внимания.
|
||||
In your first couple of turns, you will have very little options, but as your civilization grows, so do the number of things requiring your attention. = В первые несколько ходов возможностей будет немного, но с ростом цивилизации увеличится и количество задач, требующих внимания.
|
||||
|
||||
Culture and Policies = Культура и общественные институты
|
||||
Each turn, the culture you gain from all your cities is added to your Civilization's culture.\nWhen you have enough culture, you may pick a Social Policy, each one giving you a certain bonus. = Каждый ход культура, которую вы получаете от своих городов, добавляется к культуре вашей Цивилизации.\nНакопив достаточно культуры, можно выбрать Общественный Институт с уникальным бонусом.
|
||||
|
|
@ -4433,7 +4433,7 @@ This means that it is very difficult to expand quickly in Unciv.\nIt isn’t imp
|
|||
|
||||
Unhappiness = Недовольство
|
||||
It seems that your citizens are unhappy!\nWhile unhappy, cities will grow at 1/4 the speed, and your units will suffer a 2% penalty for each unhappiness = Кажется, ваши жители недовольны!\nПри недовольстве города растут в 4 раза медленнее,\n а юниты получают 2% штрафа за каждую единицу недовольства.
|
||||
Unhappiness has two main causes: Population and cities\n Each city causes 3 unhappiness, and each population, 1 = У недовольства две главные причины: население и города.\nКаждый город увеличивает недовольство на 3, а житель на 1.
|
||||
Unhappiness has two main causes: Population and cities.\n Each city causes 3 unhappiness, and each population, 1 = У недовольства две главные причины: население и города.\nКаждый город увеличивает недовольство на 3, а житель на 1.
|
||||
There are 2 main ways to combat unhappiness:\n by building happiness buildings for your population\n or by having improved luxury resources within your borders = Есть два способа борьбы с недовольством:\n строительство зданий, увеличивающих счастье населения,\n или улучшение редких ресурсов внутри границ империи.
|
||||
|
||||
You have entered a Golden Age!\nGolden age points are accumulated each turn by the total happiness \n of your civilization\nWhen in a golden age, culture and production generation increases +20%,\n and every tile already providing at least one gold will provide an extra gold. = Вы вошли в золотой век!\nОчки золотого века накапливаются за счет общего количества счастья\n вашей цивилизации.\nВо время золотого века выработка культуры и производства увеличивается на 20%,\n а каждая клетка, производящая хотя бы одно золото, даёт дополнительное золото.
|
||||
|
|
@ -4469,10 +4469,10 @@ You have encountered another civilization!\nOther civilizations start out peacef
|
|||
Once you have completed the Apollo Program, you can start constructing spaceship parts in your cities\n (with the relevant technologies) to win a scientific victory! = Завершив Программу Аполлон, можно начать строить части космического корабля\n (с соответствующими технологиями), чтобы добиться научной победы.
|
||||
|
||||
Injured Units = Поврежденные юниты
|
||||
Injured units deal less damage, but recover after turns that they have been inactive\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities = Раненые юниты наносят меньше урона, но восстанавливаются, если были неактивны.\nЮниты излечивают 5 очков здоровья на вражеской территории, 10 на нейтральной земле,\n 15 внутри вашей территории и 20 в ваших городах.
|
||||
Injured units deal less damage, but recover after turns that they have been inactive.\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities. = Раненые юниты наносят меньше урона, но восстанавливаются, если были неактивны.\nЮниты излечивают 5 очков здоровья на вражеской территории, 10 на нейтральной земле,\n 15 внутри вашей территории и 20 в ваших городах.
|
||||
|
||||
Workers = Рабочие
|
||||
Workers are vital to your cities' growth, since only they can construct improvements on tiles\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! = Рабочие жизненно необходимы для роста ваших городов, потому что только они могут улучшать клетки.\nУлучшения дают дополнительную продукцию, увеличивая рост и производство города!
|
||||
Workers are vital to your cities' growth, since only they can construct improvements on tiles.\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! = Рабочие жизненно необходимы для роста ваших городов, потому что только они могут улучшать клетки.\nУлучшения дают дополнительную продукцию, увеличивая рост и производство города!
|
||||
|
||||
Siege Units = Осадные юниты
|
||||
Siege units are extremely powerful against cities, but need to be Set Up before they can attack.\nOnce your siege unit is set up, it can attack from the current tile,\n but once moved to another tile, it will need to be set up again. = Осадные юниты чрезвычайно мощны против городов, но требуют Подготовки перед тем, как смогут атаковать.\nЕсли юнит подготовлен, он может атаковать из текущей\n клетки, но при перемещении он будет нуждаться в новой подготовке.
|
||||
|
|
@ -4481,7 +4481,7 @@ Embarking = Погрузка на борт
|
|||
Once a certain tech is researched, your land units can embark, allowing them to traverse water tiles.\nEntering or leaving water takes the entire turn.\nUnits are defenseless while embarked, so be careful! = Если изучена нужная технология, ваши наземные юниты смогут погружаться на борт и перемещаться по воде.\nПогрузка на корабль и высадка на берег занимают весь ход.\nЮниты на борту теряют обороноспособность, так что будьте осторожны!
|
||||
|
||||
Idle Units = Свободные юниты
|
||||
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units = Если вы не хотите перемещать юнит в этом ходу, его можно пропустить, нажав на кнопку ‘Следующий юнит’.\nЕсли вы не будете перемещать его в течение длительного времени, можно применить режим Укрепления или Сна –\n в этом случае юнит не считается незанятым.\nЕсли вы хотите убрать функцию ‘Следующий юнит’, то можете переключить ее в Меню -> Найти незанятые юниты.
|
||||
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units. = Если вы не хотите перемещать юнит в этом ходу, его можно пропустить, нажав на кнопку ‘Следующий юнит’.\nЕсли вы не будете перемещать его в течение длительного времени, можно применить режим Укрепления или Сна –\n в этом случае юнит не считается незанятым.\nЕсли вы хотите убрать функцию ‘Следующий юнит’, то можете переключить ее в Меню -> Найти незанятые юниты.
|
||||
|
||||
Contact Me = Связь с разработчиком
|
||||
Hi there! If you've played this far, you've probably seen that the game is currently incomplete.\n UnCiv is meant to be open-source and free, forever.\n That means no ads or any other nonsense. = Привет! Если вы доиграли до этого момента, то наверно\n заметили, что игра еще не закончена.\nUnCiv задумана как бесплатная игра с открытым исходным\n кодом, поэтому в ней нет рекламы и прочей ерунды.
|
||||
|
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|
|||
|
|
@ -4417,7 +4417,7 @@ How do you know a spot is appropriate?\nThat’s not an easy question to answer,
|
|||
However, cities don’t have a set area that they can work - more on that later!\nThis means you don’t have to settle cities right next to resources.\nLet’s say, for example, that you want access to some iron – but the resource is right next to a desert.\nYou don’t have to settle your city next to the desert. You can settle a few tiles away in more prosperous lands.\nYour city will grow and eventually gain access to the resource.\nYou only need to settle right next to resources if you need them immediately – \n which might be the case now and then, but you’ll usually have the luxury of time. = 但是,城市的边界不是固定的——它会随着文化的积累慢慢扩张。\n这意味着你并不一定要把城市建在太过靠近资源的位置。\n举例来说,比如, 你需要获得战略资源铁--但悲剧的是该资源紧邻沙漠。\n您无需把城市建立在紧邻沙漠的位置。相反的,可以选择离该资源稍远而且更加富饶的地块。\n随着城市的不断繁荣发展和边界的扩张,城市将慢慢靠近该资源直至获得它。\n如果需要马上获得所需的战略资源你可以选择建城在靠近资源的位置--\n有时候这样做可能对游戏的胜利更有利,但通常情况下您都有充裕的时间选择更加合理的建立点。
|
||||
The first thing coming out of your city should be either a Scout or Warrior.\nI generally prefer the Warrior because it can be used for defense and because it can be upgraded\n to the Swordsman unit later in the game for a relatively modest sum of gold.\nScouts can be effective, however, if you seem to be located in an area of dense forest and hills.\nScouts don’t suffer a movement penalty in this terrain.\nIf you’re a veteran of the 4x strategy genre your first Warrior or Scout will be followed by a Settler.\nFast expanding is absolutely critical in most games of this type. = 您的城市第一个组建的单位应当是勇士或斥候。\n我非常喜欢勇士,因为他可以用于防守,\n同时在研发“铁器”科技后只需花少量的金钱就可以把他升级为剑士。\n当您的城市位于大片森林或丘陵间时斥候是非常有效的选择,\n因为他在这些地形移动时没有移动力惩罚。\n如果您是4x游戏的行家里手,紧随第一个勇士或斥候的单位应该是移民。\n请记住:快速扩张永远是获取胜利的不二法门!
|
||||
|
||||
In your first couple of turns, you will have very little options, but as your civilization grows, so do the number of things requiring your attention = 在游戏开始的最初几回合,\n您只需进行很少的操作。\n但随着您的文明的发展,\n很多事情必须面面俱到。
|
||||
In your first couple of turns, you will have very little options, but as your civilization grows, so do the number of things requiring your attention. = 在游戏开始的最初几回合,\n您只需进行很少的操作。\n但随着您的文明的发展,\n很多事情必须面面俱到。
|
||||
|
||||
Culture and Policies = 文化与政策
|
||||
Each turn, the culture you gain from all your cities is added to your Civilization's culture.\nWhen you have enough culture, you may pick a Social Policy, each one giving you a certain bonus. = 每回合,从您的所有城市获得的文化会加到您文明的文化上。\n当您有足够的文化时, 可以推行一项社会政策,\n每项社会政策都给您一定的奖励。
|
||||
|
|
@ -4435,7 +4435,7 @@ This means that it is very difficult to expand quickly in Unciv.\nIt isn’t imp
|
|||
|
||||
Unhappiness = 不满
|
||||
It seems that your citizens are unhappy!\nWhile unhappy, cities will grow at 1/4 the speed, and your units will suffer a 2% penalty for each unhappiness = 看来您的市民不太高兴!\n因为不满(快乐为负),城市的食物产出将-75%,\n每1点不满会使您的单位战斗力-2%。
|
||||
Unhappiness has two main causes: Population and cities\n Each city causes 3 unhappiness, and each population, 1 = 产生不满的原因有两个:人口数和城市数,\n每座城市产生3点不满,每个市民产生1点不满。
|
||||
Unhappiness has two main causes: Population and cities.\n Each city causes 3 unhappiness, and each population, 1 = 产生不满的原因有两个:人口数和城市数,\n每座城市产生3点不满,每个市民产生1点不满。
|
||||
There are 2 main ways to combat unhappiness:\n by building happiness buildings for your population\n or by having improved luxury resources within your borders = 有两种方法可以减少不满:\n为您的市民建造提供快乐的建筑或奇观,\n或者开发奢侈资源。
|
||||
|
||||
You have entered a Golden Age!\nGolden age points are accumulated each turn by the total happiness \n of your civilization\nWhen in a golden age, culture and production generation increases +20%,\n and every tile already providing at least one gold will provide an extra gold. = 您的文明进入了一个黄金时代!\n您的快乐每个回合都会积累,\n当快乐积累到一定数值就会开启一个黄金时代。\n在黄金时代,文化和产能产出+20%,\n每个至少产出1金钱的地块将额外提供1金钱。
|
||||
|
|
@ -4471,10 +4471,10 @@ You have encountered another civilization!\nOther civilizations start out peacef
|
|||
Once you have completed the Apollo Program, you can start constructing spaceship parts in your cities\n (with the relevant technologies) to win a scientific victory! = 当您完成了阿波罗计划,可以开始在您的城市中建造飞船部件(需要相应科技),\n来通过太空竞赛赢得科技胜利!
|
||||
|
||||
Injured Units = 受伤单位
|
||||
Injured units deal less damage, but recover after turns that they have been inactive\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities = 受伤的单位造成的伤害比未受伤时少,他们的生命值在不进行任何操作时可以回复。\n每回合生命值回复量取决于单位所处的位置:\n敌方领土时5点,中立领土时10点,己方领土时15点,城市中心地块时20点。
|
||||
Injured units deal less damage, but recover after turns that they have been inactive.\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities. = 受伤的单位造成的伤害比未受伤时少,他们的生命值在不进行任何操作时可以回复。\n每回合生命值回复量取决于单位所处的位置:\n敌方领土时5点,中立领土时10点,己方领土时15点,城市中心地块时20点。
|
||||
|
||||
Workers = 工人
|
||||
Workers are vital to your cities' growth, since only they can construct improvements on tiles\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! = 工人对您所在城市的发展至关重要,因为只有他们才能在地块上建造设施。\n设施可以提高地块的产出,\n当市民在建有设施的地块工作时,将给您的城市带来更多的收益,同时城市也会发展得更快。
|
||||
Workers are vital to your cities' growth, since only they can construct improvements on tiles.\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! = 工人对您所在城市的发展至关重要,因为只有他们才能在地块上建造设施。\n设施可以提高地块的产出,\n当市民在建有设施的地块工作时,将给您的城市带来更多的收益,同时城市也会发展得更快。
|
||||
|
||||
Siege Units = 攻城单位
|
||||
Siege units are extremely powerful against cities, but need to be Set Up before they can attack.\nOnce your siege unit is set up, it can attack from the current tile,\n but once moved to another tile, it will need to be set up again. = 攻城单位对城市具有极强的毁灭力,但在进攻前必须先把它架设起来。\n您的攻城单位架设起来后,它就可以从当前的地块发起攻击,\n但是一旦它移动到其他地块,就需要重新架设。
|
||||
|
|
@ -4483,7 +4483,7 @@ Embarking = 陆军单位的船运
|
|||
Once a certain tech is researched, your land units can embark, allowing them to traverse water tiles.\nEntering or leaving water takes the entire turn.\nUnits are defenseless while embarked, so be careful! = 当研发了相应科技时,您的陆军单位就会拥有船运能力,他们可以穿越海洋地块!\n陆军单位进入或离开水域后,当前回合内将不能再进行任何操作。\n陆军单位处于船运状态在海上行进时是没有防御能力的,所以请小心!
|
||||
|
||||
Idle Units = 空闲单位
|
||||
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units = 如果当前回合不想对某个单位执行任何操作,可以点击右上方“下个闲置单位”按钮来跳过该单位。\n如果一段时间内不想对其执行任何操作,可以对该单位执行“驻守”或“休眠”指令,\n系统执行“回合结束前查看闲置单位”指令时将自动跳过处于“驻守”或“休眠”状态的单位。\n如果想完全禁用“下个闲置单位”按钮,请进入“设置”菜单并将“回合结束前查看闲置单位”设置为“否”。
|
||||
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units. = 如果当前回合不想对某个单位执行任何操作,可以点击右上方“下个闲置单位”按钮来跳过该单位。\n如果一段时间内不想对其执行任何操作,可以对该单位执行“驻守”或“休眠”指令,\n系统执行“回合结束前查看闲置单位”指令时将自动跳过处于“驻守”或“休眠”状态的单位。\n如果想完全禁用“下个闲置单位”按钮,请进入“设置”菜单并将“回合结束前查看闲置单位”设置为“否”。
|
||||
|
||||
Contact Me = 联系我吧!
|
||||
Hi there! If you've played this far, you've probably seen that the game is currently incomplete.\n UnCiv is meant to be open-source and free, forever.\n That means no ads or any other nonsense. = 很好!当您已经熟悉了游戏的全部内容,\n您会发现游戏目前是不完整的,它还处于开发状态。\n不过UnCiv将永远是开源和免费的,\n这意味着您无须担心广告或付费问题。
|
||||
|
|
|
|||
|
|
@ -4408,7 +4408,7 @@ How do you know a spot is appropriate?\nThat’s not an easy question to answer,
|
|||
However, cities don’t have a set area that they can work - more on that later!\nThis means you don’t have to settle cities right next to resources.\nLet’s say, for example, that you want access to some iron – but the resource is right next to a desert.\nYou don’t have to settle your city next to the desert. You can settle a few tiles away in more prosperous lands.\nYour city will grow and eventually gain access to the resource.\nYou only need to settle right next to resources if you need them immediately – \n which might be the case now and then, but you’ll usually have the luxury of time. = Sin embargo, las ciudades no tienen un área establecida en la que puedan trabajar - ¡hablaremos sobre eso más adelante!\nEsto significa que no tiene que asentar ciudades justo al lado de los recursos.\nDigamos, por ejemplo, que desea acceder a algo de hierro - pero el recurso está justo al lado de un desierto. Puedes colocarte a algunas parcelas de distancia en tierras más prósperas.\nNo tienes que establecer tu ciudad al lado del desierto.\nTu ciudad crecerá y eventualmente obtendrá acceso al recurso.\nSólo necesitas establecerte justo al lado de los recursos si los necesita de inmediato – \n lo cual podría pasar de vez en cuando, pero generalmente tendrás el lujo del tiempo.
|
||||
The first thing coming out of your city should be either a Scout or Warrior.\nI generally prefer the Warrior because it can be used for defense and because it can be upgraded\n to the Swordsman unit later in the game for a relatively modest sum of gold.\nScouts can be effective, however, if you seem to be located in an area of dense forest and hills.\nScouts don’t suffer a movement penalty in this terrain.\nIf you’re a veteran of the 4x strategy genre your first Warrior or Scout will be followed by a Settler.\nFast expanding is absolutely critical in most games of this type. = Lo primero que debería salir es un explorador o un guerrero.\n Generalmente prefiero el guerrero, ya que puede defender y se puede mejorar\n en un espadachín más tarde por una relativamente modesta suma de dinero.\nLos exploradores también pueden ser efectivos si se colocan en un área de bosque denso o en las colinas.\n Los exploradores no sufren penalización de movimiento es este terreno.\nSi eres un veterano del género de estrategia 4X tu primer guerrero o explorador irá seguido de un colono.\nUna rápida expansión en crítica en la mayoría de los juegos de este tipo.
|
||||
|
||||
In your first couple of turns, you will have very little options, but as your civilization grows, so do the number of things requiring your attention = En tus primeros turnos, tendrás muy pocas opciones, pero a medida que tu civilización crezca también lo hará el número de cosas que requieren de tu atención
|
||||
In your first couple of turns, you will have very little options, but as your civilization grows, so do the number of things requiring your attention. = En tus primeros turnos, tendrás muy pocas opciones, pero a medida que tu civilización crezca también lo hará el número de cosas que requieren de tu atención.
|
||||
|
||||
Culture and Policies = Cultura y políticas
|
||||
Each turn, the culture you gain from all your cities is added to your Civilization's culture.\nWhen you have enough culture, you may pick a Social Policy, each one giving you a certain bonus. = En cada turno la cultura que ganas de cada una de tus ciudades se añade a la cultura de tu Civilización.\nCuando tengas suficiente cultura podrás elegir una política social, que te proporcionarán bonus.
|
||||
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|
@ -4426,7 +4426,7 @@ This means that it is very difficult to expand quickly in Unciv.\nIt isn’t imp
|
|||
|
||||
Unhappiness = Infelicidad
|
||||
It seems that your citizens are unhappy!\nWhile unhappy, cities will grow at 1/4 the speed, and your units will suffer a 2% penalty for each unhappiness = ¡Parece que nuestros ciudadanos son infelices!\n Mientras no sean felices la ciudades crecerán a 1/4 de la velocidad, y tus unidades sufrirán una penalización del 2%.
|
||||
Unhappiness has two main causes: Population and cities\n Each city causes 3 unhappiness, and each population, 1 = La infelicidad tiene dos causas principales: los ciudadanos y las ciudades\n Cada ciudad genera 3 de infelicidad y cada ciudadano 1.
|
||||
Unhappiness has two main causes: Population and cities.\n Each city causes 3 unhappiness, and each population, 1 = La infelicidad tiene dos causas principales: los ciudadanos y las ciudades.\n Cada ciudad genera 3 de infelicidad y cada ciudadano 1.
|
||||
There are 2 main ways to combat unhappiness:\n by building happiness buildings for your population\n or by having improved luxury resources within your borders = Hay dos formas de combatir la infelicidad:\n Construyendo edificios que proporcionen felicidad a los ciudadanos\n o teniendo artículos de lujo mejorados dentro de tus fronteras.
|
||||
|
||||
You have entered a Golden Age!\nGolden age points are accumulated each turn by the total happiness \n of your civilization\nWhen in a golden age, culture and production generation increases +20%,\n and every tile already providing at least one gold will provide an extra gold. = ¡Has entrado en una edad de oro!\nLos puntos de la edad de oro se acumulan cada turno en la felicidad total \n de tu civilización\nCuando está activa la edad de oro la cultura y la producción mejorar un 20% más\n y cada casilla que produzca al menos uno de oro producirá uno extra.
|
||||
|
|
@ -4462,10 +4462,10 @@ You have encountered another civilization!\nOther civilizations start out peacef
|
|||
Once you have completed the Apollo Program, you can start constructing spaceship parts in your cities\n (with the relevant technologies) to win a scientific victory! = Una vez hayas completado el programa Apollo podrás empezar con la construcción de partes de la nave espacial en tu ciudades\n (con las tecnologías correspondientes) para ganar con una victoria científica.
|
||||
|
||||
Injured Units = Unidades heridas
|
||||
Injured units deal less damage, but recover after turns that they have been inactive\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities = Las unidades heridas hacen menos dañó, pero se recuperan tras unos turnos de inactividad.\nLas unidades se curan 5 de salud por turno en territorio enemigo, 10 en territorio neutral,\n 15 en tu territorio y 20 en tus ciudades.
|
||||
Injured units deal less damage, but recover after turns that they have been inactive.\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities. = Las unidades heridas hacen menos dañó, pero se recuperan tras unos turnos de inactividad.\nLas unidades se curan 5 de salud por turno en territorio enemigo, 10 en territorio neutral,\n 15 en tu territorio y 20 en tus ciudades.
|
||||
|
||||
Workers = Trabajadores
|
||||
Workers are vital to your cities' growth, since only they can construct improvements on tiles\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! = Los trabajadores son vitales para el crecimiento de tus ciudades, ya que son las únicas unidades que puedes construir mejoras en las casillas.\n Las mejoras hacen crecer el rendimiento de tus casillas, permitiendo a tu ciudad producir más y crecer más rápido sin la necesidad de tener más casillas.
|
||||
Workers are vital to your cities' growth, since only they can construct improvements on tiles.\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! = Los trabajadores son vitales para el crecimiento de tus ciudades, ya que son las únicas unidades que puedes construir mejoras en las casillas.\n Las mejoras hacen crecer el rendimiento de tus casillas, permitiendo a tu ciudad producir más y crecer más rápido sin la necesidad de tener más casillas.
|
||||
|
||||
Siege Units = Unidades de asedio
|
||||
Siege units are extremely powerful against cities, but need to be Set Up before they can attack.\nOnce your siege unit is set up, it can attack from the current tile,\n but once moved to another tile, it will need to be set up again. = Las unidades de asedio son extremadamente eficaces contra las ciudades, pero necesitan montarse antes de poder atacar.\nUna vez que una unidad de asedio está montada podrá atacar desde su casilla,\n pero si se mueve a otra casilla tendrá que volver a montarse.
|
||||
|
|
@ -4474,7 +4474,7 @@ Embarking = Embarcar
|
|||
Once a certain tech is researched, your land units can embark, allowing them to traverse water tiles.\nEntering or leaving water takes the entire turn.\nUnits are defenseless while embarked, so be careful! = Cuando se haya alcanzado la tecnología correspondiente, las unidades de tierra podrán embarcar para poder atravesar aguas.\nEntrar o salir del agua consume todo el turno.\n Las unidades están indefensas cuando están embarcadas, ¡así que ten cuidado!
|
||||
|
||||
Idle Units = Unidades libres
|
||||
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units = Si no quieres mover una unidad este turno puedes saltarlo pulsando 'Siguiente unidad'.\nSi no se van a mover en un rato puedes hacer que la unidad entre en modo fortificar o dormir, estas unidades no se consideran unidades libres.\nSi quieres deshabilitar la función 'Siguiente unidad' puedes hacerlo en Menú -> Comprobar unidades sin utilizar
|
||||
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units. = Si no quieres mover una unidad este turno puedes saltarlo pulsando 'Siguiente unidad'.\nSi no se van a mover en un rato puedes hacer que la unidad entre en modo fortificar o dormir, estas unidades no se consideran unidades libres.\nSi quieres deshabilitar la función 'Siguiente unidad' puedes hacerlo en Menú -> Comprobar unidades sin utilizar.
|
||||
|
||||
Contact Me = Contacta conmigo
|
||||
Hi there! If you've played this far, you've probably seen that the game is currently incomplete.\n UnCiv is meant to be open-source and free, forever.\n That means no ads or any other nonsense. = ¡Hey! Si has jugado hasta aquí es probable que hayas visto que el juego está sin acabar.\n UnCiv está pensado para ser open-source y gratis, siempre.\n Esto significa que no habrá anuncios ni ninguna chorrada.
|
||||
|
|
|
|||
|
|
@ -4408,7 +4408,7 @@ How do you know a spot is appropriate?\nThat’s not an easy question to answer,
|
|||
However, cities don’t have a set area that they can work - more on that later!\nThis means you don’t have to settle cities right next to resources.\nLet’s say, for example, that you want access to some iron – but the resource is right next to a desert.\nYou don’t have to settle your city next to the desert. You can settle a few tiles away in more prosperous lands.\nYour city will grow and eventually gain access to the resource.\nYou only need to settle right next to resources if you need them immediately – \n which might be the case now and then, but you’ll usually have the luxury of time. = Städer har dock inget fast område där de kan arbeta - mer om det senare!\nDet betyder att du inte måste bygga städer alldeles bredvid resurser.\nLåt oss till exempel säga att du vill ha tillgång till järn - men resursen ligger vid en öken.\nDu behöver inte grunda staden bredvid ökning. Du kan bygga ett par rutor bort i rikare land.\nDin stad kommer växa och slutligen får tillgång till resursen.\nDu behöver bara grunda städer alldeles bredvid resurser om du behöver dem omedelbart -\n vilket kan hända då och då, men du kommer vanligtvis har gott om tid.
|
||||
The first thing coming out of your city should be either a Scout or Warrior.\nI generally prefer the Warrior because it can be used for defense and because it can be upgraded\n to the Swordsman unit later in the game for a relatively modest sum of gold.\nScouts can be effective, however, if you seem to be located in an area of dense forest and hills.\nScouts don’t suffer a movement penalty in this terrain.\nIf you’re a veteran of the 4x strategy genre your first Warrior or Scout will be followed by a Settler.\nFast expanding is absolutely critical in most games of this type. = Det första du bygger i staden bör vara en Spejare eller Krigare.\nJag föredrar vanligtvis Krigaren eftersom den kan användas till försvar och kan uppgraderas\n till Svärdsmansenheten senare i spelet för en relativt billig eng.\nSpejare kan dock vara effektiva om du verkar vara i et område med mycket skog och kullar.\nSpejare har inget förflyttningsavdrag för sådan terräng.\nOm du är en veteran från 4x-strategigenren så kommer den första Krigaren eller Spejaren följas av en Nybyggare.\nSnabb expansion är absolut nödvändigt i de flesta spel av denna sort.
|
||||
|
||||
In your first couple of turns, you will have very little options, but as your civilization grows, so do the number of things requiring your attention = Under dina första drag, kommer du ha få alternativ, men vartefter din civilisation växer, gör även det antal saker som kräver din uppmärksamhet
|
||||
In your first couple of turns, you will have very little options, but as your civilization grows, so do the number of things requiring your attention. = Under dina första drag, kommer du ha få alternativ, men vartefter din civilisation växer, gör även det antal saker som kräver din uppmärksamhet.
|
||||
|
||||
Culture and Policies = Kultur och Policys
|
||||
Each turn, the culture you gain from all your cities is added to your Civilization's culture.\nWhen you have enough culture, you may pick a Social Policy, each one giving you a certain bonus. = Varje drag läggs kulturen du får från alla dina städer till din Civilisations kultur.\nNär du har tillräckligt med kultur, kan du välja en Sammhällspolicy, där var och en ger dig en särskild bonus.
|
||||
|
|
@ -4426,7 +4426,7 @@ This means that it is very difficult to expand quickly in Unciv.\nIt isn’t imp
|
|||
|
||||
Unhappiness = Olycklighet
|
||||
It seems that your citizens are unhappy!\nWhile unhappy, cities will grow at 1/4 the speed, and your units will suffer a 2% penalty for each unhappiness = Det verkar som om dina medborgare är olyckliga!\nMedan de är olyckliga, kommer städer växa med 1/4 takt, och dina enheter kommer drabbas av ett 2% avdrag för varje olycklighet
|
||||
Unhappiness has two main causes: Population and cities\n Each city causes 3 unhappiness, and each population, 1 = Olycklighet har två huvudorsaker: Befolkning och städer\n Varje stad orsakar 3 olycklighet, och varje befolkning, 1
|
||||
Unhappiness has two main causes: Population and cities.\n Each city causes 3 unhappiness, and each population, 1 = Olycklighet har två huvudorsaker: Befolkning och städer.\n Varje stad orsakar 3 olycklighet, och varje befolkning, 1
|
||||
There are 2 main ways to combat unhappiness:\n by building happiness buildings for your population\n or by having improved luxury resources within your borders = Det finns 2 huvudsakliga sätt att bekämpa olycklighet:\n genom att bygga lyckobyggnader för din befolkning\n eller genom att ha förbättrade lyxresurser inom dina gränser
|
||||
|
||||
You have entered a Golden Age!\nGolden age points are accumulated each turn by the total happiness \n of your civilization\nWhen in a golden age, culture and production generation increases +20%,\n and every tile already providing at least one gold will provide an extra gold. = Du har gått in i en Guldålder!\nGuldålderpoäng ackumuleras varje drag från den totala lyckan \n i din civilisation\nMedan du är i en guldålder, ökar kultur och produktionsgenerationen med +20%,\n och alla rutor som redan producerar åtminstone ett guld kommer producer ett extra guld.
|
||||
|
|
@ -4462,10 +4462,10 @@ You have encountered another civilization!\nOther civilizations start out peacef
|
|||
Once you have completed the Apollo Program, you can start constructing spaceship parts in your cities\n (with the relevant technologies) to win a scientific victory! = När du fullbordat Apolloprogrammet, kan du börja bygga rymdskeppsdelar i dina städer\n (med de motsvarande teknologierna) för att vinna en vetenskapsseger!
|
||||
|
||||
Injured Units = Skadade Enheter
|
||||
Injured units deal less damage, but recover after turns that they have been inactive\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities = Skadade enheter gör mindre skada, men återhämtar sig efter drag då de varit inaktiva\nEnheter läger 5 hälsa per drag i fientligt territorium, 10 på neutral mark,\n 15 i ditt territorium och 20 i dina städer
|
||||
Injured units deal less damage, but recover after turns that they have been inactive.\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities. = Skadade enheter gör mindre skada, men återhämtar sig efter drag då de varit inaktiva.\nEnheter läger 5 hälsa per drag i fientligt territorium, 10 på neutral mark,\n 15 i ditt territorium och 20 i dina städer.
|
||||
|
||||
Workers = Arbetare
|
||||
Workers are vital to your cities' growth, since only they can construct improvements on tiles\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! = Arbetare är nödvändiga för dina städers tillväxt, eftersom de är de enda som kan bygga förbättringar på rutor\nFörbättringar ökar avkastningen från dina rutor, vilket låter din stad producera mer och växa snabbar medan den arbetar samma mängd rutor!
|
||||
Workers are vital to your cities' growth, since only they can construct improvements on tiles.\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! = Arbetare är nödvändiga för dina städers tillväxt, eftersom de är de enda som kan bygga förbättringar på rutor.\nFörbättringar ökar avkastningen från dina rutor, vilket låter din stad producera mer och växa snabbar medan den arbetar samma mängd rutor!
|
||||
|
||||
Siege Units = Belägringsenheter
|
||||
Siege units are extremely powerful against cities, but need to be Set Up before they can attack.\nOnce your siege unit is set up, it can attack from the current tile,\n but once moved to another tile, it will need to be set up again. = Belägringsenheter är mycket kraftfulla mot städer, men behöver Göras Klara innan de kan anfalla.\nNär din belägringsenhet är klargjord, kan den anfalla från sin nuvarande ruta,\n men om den flyttas till en annan ruta, behöver den göras klar igen.
|
||||
|
|
@ -4474,7 +4474,7 @@ Embarking = Ombordstigning
|
|||
Once a certain tech is researched, your land units can embark, allowing them to traverse water tiles.\nEntering or leaving water takes the entire turn.\nUnits are defenseless while embarked, so be careful! = När en särskild teknologi upptäcks, kan dina landenheter stiga ombord, vilket ger den möjlighet att färdas över vattenrutor.\nAtt stiga ombord eller landstiga tar hela draget.\nEnheter är försvarslösa medan de är ombordstigna, så var försiktig!
|
||||
|
||||
Idle Units = Sysslolösa Enheter
|
||||
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units = Om du inte vill flytta en enhet det här draget, kan du hoppa över den genom att trycka 'Nästa Enhet' igen.\nOm du inte kommer flytta den på ett tag, så kan du beordra enheten att Förskansa eller Sova - \n enheter som Förskansar eller Sover räknas inte som sysslolösa.\nOm du vill stänga av 'Nästa Enhet'-funktionen helt, kan du välja den i Meny -> Kolla efter sysslolösa enheter
|
||||
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units. = Om du inte vill flytta en enhet det här draget, kan du hoppa över den genom att trycka 'Nästa Enhet' igen.\nOm du inte kommer flytta den på ett tag, så kan du beordra enheten att Förskansa eller Sova - \n enheter som Förskansar eller Sover räknas inte som sysslolösa.\nOm du vill stänga av 'Nästa Enhet'-funktionen helt, kan du välja den i Meny -> Kolla efter sysslolösa enheter.
|
||||
|
||||
Contact Me = Kontakta Mig
|
||||
Hi there! If you've played this far, you've probably seen that the game is currently incomplete.\n UnCiv is meant to be open-source and free, forever.\n That means no ads or any other nonsense. = Hej! Om du spelat så här långt, har du förmodligen märkt att spelet för närvarande är ofärdigt.\n UnCiv är tänkt att vara öppen källkod, och gratis, för alltid.\n Det innebär att det finns ingen reklam eller annat nonsens.
|
||||
|
|
|
|||
|
|
@ -5050,7 +5050,7 @@ How do you know a spot is appropriate?\nThat’s not an easy question to answer,
|
|||
However, cities don’t have a set area that they can work - more on that later!\nThis means you don’t have to settle cities right next to resources.\nLet’s say, for example, that you want access to some iron – but the resource is right next to a desert.\nYou don’t have to settle your city next to the desert. You can settle a few tiles away in more prosperous lands.\nYour city will grow and eventually gain access to the resource.\nYou only need to settle right next to resources if you need them immediately – \n which might be the case now and then, but you’ll usually have the luxury of time. = 但是,城市的邊界不是固定的,它會隨著文化的積累慢慢擴張。\n這意味著你並不一定要把城市建在太過靠近資源的位置。\n舉例來說,比如, 你需要獲得戰略資源鐵--但悲劇的是該資源緊鄰沙漠。\n您無需把城市建立在緊鄰沙漠的位置。相反的,可以選擇離該資源稍遠而且更加富饒的地塊。\n隨著城市的不斷繁榮發展和邊界的擴張,城市將慢慢靠近該資源直至獲得它。\n如果需要馬上獲得所需的戰略資源你可以選擇建城在靠近資源的位置--\n有時候這樣做可能對遊戲的勝利更有利,但通常情況下您都有充裕的時間選擇更加合理的建立點。
|
||||
The first thing coming out of your city should be either a Scout or Warrior.\nI generally prefer the Warrior because it can be used for defense and because it can be upgraded\n to the Swordsman unit later in the game for a relatively modest sum of gold.\nScouts can be effective, however, if you seem to be located in an area of dense forest and hills.\nScouts don’t suffer a movement penalty in this terrain.\nIf you’re a veteran of the 4x strategy genre your first Warrior or Scout will be followed by a Settler.\nFast expanding is absolutely critical in most games of this type. = 您的城市第一個訓練的單位應當是勇士或斥候。\n我非常喜歡勇士,因為他可以用於防守,\n同時在研發“鐵器”科技後只需花少量的金錢就可以把他升級為劍士。\n當您的城市位於大片森林或丘陵間時斥候是非常有效的選擇,\n因為他在這些地形移動時沒有移動力懲罰。\n如果您是4x遊戲的行家裡手,緊隨第一個勇士或斥候的單位應該是移民。\n請記住:快速擴張永遠是獲取勝利的不二法門!
|
||||
|
||||
In your first couple of turns, you will have very little options, but as your civilization grows, so do the number of things requiring your attention = 在遊戲開始的最初幾回合,\n您只需進行很少的操作。\n但隨著您的文明的發展,\n很多事情必須面面俱到。
|
||||
In your first couple of turns, you will have very little options, but as your civilization grows, so do the number of things requiring your attention. = 在遊戲開始的最初幾回合,\n您只需進行很少的操作。\n但隨著您的文明的發展,\n很多事情必須面面俱到。
|
||||
|
||||
Culture and Policies = 文化與政策
|
||||
Each turn, the culture you gain from all your cities is added to your Civilization's culture.\nWhen you have enough culture, you may pick a Social Policy, each one giving you a certain bonus. = 文化可以通過建設文化建築或奇觀、推行社會政策等積累。\n當您有足夠的文化時, 可以推行一項社會政策,\n每項社會政策都給您一定的獎勵。
|
||||
|
|
@ -5068,7 +5068,7 @@ This means that it is very difficult to expand quickly in Unciv.\nIt isn’t imp
|
|||
|
||||
Unhappiness = 不滿
|
||||
It seems that your citizens are unhappy!\nWhile unhappy, cities will grow at 1/4 the speed, and your units will suffer a 2% penalty for each unhappiness = 看來您的市民不太高興!\n因為不滿(快樂為負),城市的食物產出將-75%,\n每1點不滿會使您的單位戰鬥力-2%。
|
||||
Unhappiness has two main causes: Population and cities\n Each city causes 3 unhappiness, and each population, 1 = 產生不滿的原因有兩個:人口數和城市數,\n每座城市產生3點不滿,每個市民產生1點不滿。
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Unhappiness has two main causes: Population and cities.\n Each city causes 3 unhappiness, and each population, 1 = 產生不滿的原因有兩個:人口數和城市數,\n每座城市產生3點不滿,每個市民產生1點不滿。
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There are 2 main ways to combat unhappiness:\n by building happiness buildings for your population\n or by having improved luxury resources within your borders = 有兩種方法可以減少不滿:\n為您的市民建造提供快樂的建築或奇觀,\n或者開發奢侈資源。
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|
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You have entered a Golden Age!\nGolden age points are accumulated each turn by the total happiness \n of your civilization\nWhen in a golden age, culture and production generation increases +20%,\n and every tile already providing at least one gold will provide an extra gold. = 您的文明進入了一個黃金時代!\n您的快樂每個回合都會積累,\n當快樂積累到一定數值就會開啟一個黃金時代。\n在黃金時代,文化和產能積累速率+20%,\n每個至少產出1金錢的地塊將額外提供1金錢。
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@ -5104,10 +5104,10 @@ You have encountered another civilization!\nOther civilizations start out peacef
|
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Once you have completed the Apollo Program, you can start constructing spaceship parts in your cities\n (with the relevant technologies) to win a scientific victory! = 當您完成了阿波羅計畫,可以開始在您的城市中建造飛船部件(需要相應科技),\n來通過太空競賽贏得科技勝利!
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|
||||
Injured Units = 受傷單位
|
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Injured units deal less damage, but recover after turns that they have been inactive\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities = 受傷的單位造成的傷害比未受傷時少,他們的生命值在不進行任何操作時可以回復。\n每回合生命值回復量取決於單位所處的位置:\n敵方領土時5點,中立領土時10點,己方領土時15點,城市中心地塊時20點。
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Injured units deal less damage, but recover after turns that they have been inactive.\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities. = 受傷的單位造成的傷害比未受傷時少,他們的生命值在不進行任何操作時可以回復。\n每回合生命值回復量取決於單位所處的位置:\n敵方領土時5點,中立領土時10點,己方領土時15點,城市中心地塊時20點。
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||||
|
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Workers = 工人
|
||||
Workers are vital to your cities' growth, since only they can construct improvements on tiles\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! = 工人對您所在城市的發展至關重要,因為只有他們才能在地塊上建造設施。\n設施可以提高地塊的產出,\n當市民在建有設施的地塊工作時,將給您的城市帶來更多的收益,同時城市也會發展得更快。
|
||||
Workers are vital to your cities' growth, since only they can construct improvements on tiles.\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! = 工人對您所在城市的發展至關重要,因為只有他們才能在地塊上建造設施。\n設施可以提高地塊的產出,\n當市民在建有設施的地塊工作時,將給您的城市帶來更多的收益,同時城市也會發展得更快。
|
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|
||||
Siege Units = 攻城單位
|
||||
Siege units are extremely powerful against cities, but need to be Set Up before they can attack.\nOnce your siege unit is set up, it can attack from the current tile,\n but once moved to another tile, it will need to be set up again. = 攻城單位對城市具有極強的毀滅力,但在進攻前必須先把它架設起來。\n您的攻城單位架設起來後,它就可以從當前的地塊發起攻擊,\n但是一旦它移動到其他地塊,就需要重新架設。
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@ -5116,7 +5116,7 @@ Embarking = 陸軍單位的船運
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|||
Once a certain tech is researched, your land units can embark, allowing them to traverse water tiles.\nEntering or leaving water takes the entire turn.\nUnits are defenseless while embarked, so be careful! = 當研發了相應科技時,您的陸軍單位就會擁有船運能力,他們可以穿越海洋地塊!\n陸軍單位進入或離開水域後,當前回合內將不能再進行任何操作。\n陸軍單位處於船運狀態在海上行進時是沒有防禦能力的,所以請小心!
|
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|
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Idle Units = 空閒單位
|
||||
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units = 如果當前回合不想對某個單位執行任何操作,可以點擊右上方“下個閒置單位”按鈕來跳過該單位。\n如果一段時間內不想對其執行任何操作,可以對該單位執行“駐守”或“休眠”指令,\n系統執行“回合結束前查看閒置單位”指令時將自動跳過處於“駐守”或“休眠”狀態的單位。\n如果想完全禁用“下個閒置單位”按鈕,請進入“設置”功能表並將“回合結束前查看閒置單位”設置為“否”。
|
||||
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units. = 如果當前回合不想對某個單位執行任何操作,可以點擊右上方“下個閒置單位”按鈕來跳過該單位。\n如果一段時間內不想對其執行任何操作,可以對該單位執行“駐守”或“休眠”指令,\n系統執行“回合結束前查看閒置單位”指令時將自動跳過處於“駐守”或“休眠”狀態的單位。\n如果想完全禁用“下個閒置單位”按鈕,請進入“設置”功能表並將“回合結束前查看閒置單位”設置為“否”。
|
||||
|
||||
Contact Me = 聯繫我吧!
|
||||
Hi there! If you've played this far, you've probably seen that the game is currently incomplete.\n UnCiv is meant to be open-source and free, forever.\n That means no ads or any other nonsense. = 很好!當您已經熟悉了遊戲的全部內容,\n您會發現遊戲目前是不完整的,它還處於開發狀態。\n不過UnCiv將永遠是開源和免費的,\n這意味著您無須擔心廣告或付費問題。
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|
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@ -4625,7 +4625,7 @@ However, cities don’t have a set area that they can work - more on that later!
|
|||
The first thing coming out of your city should be either a Scout or Warrior.\nI generally prefer the Warrior because it can be used for defense and because it can be upgraded\n to the Swordsman unit later in the game for a relatively modest sum of gold.\nScouts can be effective, however, if you seem to be located in an area of dense forest and hills.\nScouts don’t suffer a movement penalty in this terrain.\nIf you’re a veteran of the 4x strategy genre your first Warrior or Scout will be followed by a Settler.\nFast expanding is absolutely critical in most games of this type. = Şehrinizin eğittiği ilk birlik bir Gözcü veya Savaşcı olmalıdır.\n ben genellikle savunma için kullanılması ve ileride\nmakul bir miktara Kılıçlıya yükseltilebildiği için savaşcıyı tercih ederim ama bulunduğunuz yer engebeli veya ormanlarla dolu ise Gözcü bu ortamlarda daha iyi hareket eder.\neğer 4X oyun oynarsanız sınırları genişletmenin önemli olduğunu bilirsiniz, bu durum\nbu oyundada geçerli, Gözcü veya Savaşcıyı eğittikten sonra yerleşmeci üretmeniz iyi olur.
|
||||
|
||||
# Requires translation!
|
||||
In your first couple of turns, you will have very little options, but as your civilization grows, so do the number of things requiring your attention =
|
||||
In your first couple of turns, you will have very little options, but as your civilization grows, so do the number of things requiring your attention. =
|
||||
|
||||
Culture and Policies = Kültür ve Politikalar
|
||||
# Requires translation!
|
||||
|
|
@ -4652,7 +4652,7 @@ This means that it is very difficult to expand quickly in Unciv.\nIt isn’t imp
|
|||
|
||||
Unhappiness = Mutsuzluk
|
||||
It seems that your citizens are unhappy!\nWhile unhappy, cities will grow at 1/4 the speed, and your units will suffer a 2% penalty for each unhappiness = Vatandaşların mutsuz gibi görünüyor!\nİmparatorluğun mutsuzken şehirler 1/4 hızında büyür ve birliklerin Mutsuzluk puanı başına %2 daha az hasar verir
|
||||
Unhappiness has two main causes: Population and cities\n Each city causes 3 unhappiness, and each population, 1 = Mutsuzluğun iki ana sebebi vardır: Nüfus ve Şehirler\n Her şehir 3 Mutsuzluk puanı sağlar ve her nüfus 2 Mutsuzluk puanı sağlar
|
||||
Unhappiness has two main causes: Population and cities.\n Each city causes 3 unhappiness, and each population, 1 = Mutsuzluğun iki ana sebebi vardır: Nüfus ve Şehirler.\n Her şehir 3 Mutsuzluk puanı sağlar ve her nüfus 2 Mutsuzluk puanı sağlar
|
||||
There are 2 main ways to combat unhappiness:\n by building happiness buildings for your population\n or by having improved luxury resources within your borders = Mutsuzlukla mücadele etmenin 2 ana yolu vardır:\n Birincisi Mutluluk sağlayan binalar inşa etmektir, ikincisi ise üzerinde bulunduğu karo geliştirilmiş ve\nkendisine nüfus atanmış Lüks kaynaklara sahip olmaktır.
|
||||
|
||||
You have entered a Golden Age!\nGolden age points are accumulated each turn by the total happiness \n of your civilization\nWhen in a golden age, culture and production generation increases +20%,\n and every tile already providing at least one gold will provide an extra gold. = Altın Çağa girdin!\n Altın Çağ puanları her tur mutluluğunuzca artar.\nAltın Çağdayken Kültür ve Üretim %20 artar ve en az 1 altın sağlayan karolar 1 tane daha sağlar.
|
||||
|
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@ -4688,10 +4688,10 @@ You have encountered another civilization!\nOther civilizations start out peacef
|
|||
Once you have completed the Apollo Program, you can start constructing spaceship parts in your cities\n (with the relevant technologies) to win a scientific victory! = Apollo Programını tamamladıktan sonra şehirlerinizde (gerekli teknolojiler araştırıldığında) uzay gemisi parçaları üretmeye başlayabilirsiniz\n hepsini üretince Bilimsel Zafer elde edersiniz!
|
||||
|
||||
Injured Units = Yaralı Birlikler
|
||||
Injured units deal less damage, but recover after turns that they have been inactive\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities = Yaralı birlikler daha az hasar verir ama hareket etmediği birkaç turdan sonra can kazanmaya başlar\nDüşman Bölgesinde 5 can\nTarafsız Bölgelerde 10 can\nŞehir sınırları içerisinde 15 can\nve şehir merkezinde tur başı 20 can kazanır
|
||||
Injured units deal less damage, but recover after turns that they have been inactive.\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities. = Yaralı birlikler daha az hasar verir ama hareket etmediği birkaç turdan sonra can kazanmaya başlar.\nDüşman Bölgesinde 5 can\nTarafsız Bölgelerde 10 can\nŞehir sınırları içerisinde 15 can\nve şehir merkezinde tur başı 20 can kazanır.
|
||||
|
||||
Workers = İşçiler
|
||||
Workers are vital to your cities' growth, since only they can construct improvements on tiles\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! = İşciler geliştirmeler inşa edebilmeleri sebebiyle şehirlerinin büyümelerinde en önemli faktörlerdir\ngeliştirmeler bir karonun verimini arttırır ve bu sayede aynı sayıda karoyu işlerken daha fazla büyürsünüz
|
||||
Workers are vital to your cities' growth, since only they can construct improvements on tiles.\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! = İşciler geliştirmeler inşa edebilmeleri sebebiyle şehirlerinin büyümelerinde en önemli faktörlerdir\ngeliştirmeler bir karonun verimini arttırır ve bu sayede aynı sayıda karoyu işlerken daha fazla büyürsünüz!
|
||||
|
||||
Siege Units = Kuşatma Birlikleri
|
||||
Siege units are extremely powerful against cities, but need to be Set Up before they can attack.\nOnce your siege unit is set up, it can attack from the current tile,\n but once moved to another tile, it will need to be set up again. = Kuşatma birlikleri şehirlere karşı aşırı önemlidir ancak saldırıdan önce hazırlanmaları gereklidir.\nKuşatma birliğin hazır olduğunda şuan üstünde bulundugu karodan saldırabilir\n ancak başka karoys hareket ettiğinde yeniden hazırlanması gerekir.
|
||||
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|
@ -4702,7 +4702,7 @@ Once a certain tech is researched, your land units can embark, allowing them to
|
|||
|
||||
Idle Units = Boştaki Birimler
|
||||
# Requires translation!
|
||||
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units =
|
||||
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units. =
|
||||
|
||||
Contact Me = Bana Ulaşın
|
||||
# Requires translation!
|
||||
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|
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|
|
@ -4759,7 +4759,7 @@ How do you know a spot is appropriate?\nThat’s not an easy question to answer,
|
|||
However, cities don’t have a set area that they can work - more on that later!\nThis means you don’t have to settle cities right next to resources.\nLet’s say, for example, that you want access to some iron – but the resource is right next to a desert.\nYou don’t have to settle your city next to the desert. You can settle a few tiles away in more prosperous lands.\nYour city will grow and eventually gain access to the resource.\nYou only need to settle right next to resources if you need them immediately – \n which might be the case now and then, but you’ll usually have the luxury of time. = Однак у містах немає визначеної площі, на якій вони можуть працювати — про це пізніше!\nТобто ви не повинні засновувати міста прямо поруч з ресурсами.\nСкажімо, наприклад, що ви хочете отримати доступ до заліза — проте ресурс поруч з пустелею.\nВи не повинні селитися поруч з пустелею. Ви можете оселитися кілька клітин подалі в процвітаючишіх містах.\nВаше місто буде розширюватись, і врешті-решт отримає доступ до ресурсу.\nЯкщо ви хочете поселитися поруч з ресурсом негайно, то оселіться біля нього, \n це може знадобитися, щоб отримати ресурс якнайшвидше, але зазвичай у вас багато часу.
|
||||
The first thing coming out of your city should be either a Scout or Warrior.\nI generally prefer the Warrior because it can be used for defense and because it can be upgraded\n to the Swordsman unit later in the game for a relatively modest sum of gold.\nScouts can be effective, however, if you seem to be located in an area of dense forest and hills.\nScouts don’t suffer a movement penalty in this terrain.\nIf you’re a veteran of the 4x strategy genre your first Warrior or Scout will be followed by a Settler.\nFast expanding is absolutely critical in most games of this type. = Перший, хто вийде з вашого міста, повинен бути або розвідником, або воїном.\nЯ, як правило, віддаю перевагу Воїну, оскільки його можна використовувати для оборони і тому, що його можна вдосконалити\n до мечника в пізній стадії гри за відносно невелику суму золота.\nОднак Розвідники можуть бути ефективними, якщо вам здається, що ви знаходитесь в районі густого лісу та пагорбів.\nРозвідники не отримують штраф до руху на цій місцевості.\nЯкщо ви знавець жанру глобальних стратегій, то за вашим першим Воїном чи Розвідником послідує Поселенець.\nШвидке розширення є абсолютно необхідним у більшості ігор цього типу.
|
||||
|
||||
In your first couple of turns, you will have very little options, but as your civilization grows, so do the number of things requiring your attention = У ваші перші пару ходів,\n ви будете мати дуже мало можливостей,\n але як зростатиме ваша цивілізація, так і зростатиме \n кількість речей, що потребують вашої уваги.
|
||||
In your first couple of turns, you will have very little options, but as your civilization grows, so do the number of things requiring your attention. = У ваші перші пару ходів,\n ви будете мати дуже мало можливостей,\n але як зростатиме ваша цивілізація, так і зростатиме \n кількість речей, що потребують вашої уваги.
|
||||
|
||||
Culture and Policies = Культура та інституції
|
||||
Each turn, the culture you gain from all your cities is added to your Civilization's culture.\nWhen you have enough culture, you may pick a Social Policy, each one giving you a certain bonus. = Кожний хід, культура, яку ви отримуєте від усіх своїх\n міст, додається до культури вашої Цивілізації.\nКоли у вас буде достатньо культури, ви зможете вибрати \n Соціальну інституцію, кожна з яких дає певний бонус.
|
||||
|
|
@ -4777,7 +4777,7 @@ This means that it is very difficult to expand quickly in Unciv.\nIt isn’t imp
|
|||
|
||||
Unhappiness = Нещастя
|
||||
It seems that your citizens are unhappy!\nWhile unhappy, cities will grow at 1/4 the speed, and your units will suffer a 2% penalty for each unhappiness = Схоже, що мешканці нещасливі!\nПоки вони нещасливі, міста будуть зростати на 1/4 швидкості від початкової,\n і ваші підрозділи будуть отримувати 2% штрафу за кожну одиницю нещастя
|
||||
Unhappiness has two main causes: Population and cities\n Each city causes 3 unhappiness, and each population, 1 = Нещастя має дві основні причини: населення та міста\n Кожне місто викликає 3 одиниці нещастя, а кожне населення — 1
|
||||
Unhappiness has two main causes: Population and cities.\n Each city causes 3 unhappiness, and each population, 1 = Нещастя має дві основні причини: населення та міста.\n Кожне місто викликає 3 одиниці нещастя, а кожне населення — 1
|
||||
There are 2 main ways to combat unhappiness:\n by building happiness buildings for your population\n or by having improved luxury resources within your borders = Є два основні способи боротьби з нещастям:\n будуючи будинки щастя для свого населення,\n або покращувати ресурси розкоші у ваших межах.
|
||||
|
||||
You have entered a Golden Age!\nGolden age points are accumulated each turn by the total happiness \n of your civilization\nWhen in a golden age, culture and production generation increases +20%,\n and every tile already providing at least one gold will provide an extra gold. = Ви вступили до Золотої доби!\nОчки Золотої доби накопичуються на кожному кроці відповідно до загального щастя \n вашої цивілізації\nПід час Золотої доби культура і виробництво збільшується на 20%,\n і кожна клітина, яка вже виробляє хоча б 1 золото, надасть додаткове золото.
|
||||
|
|
@ -4813,10 +4813,10 @@ You have encountered another civilization!\nOther civilizations start out peacef
|
|||
Once you have completed the Apollo Program, you can start constructing spaceship parts in your cities\n (with the relevant technologies) to win a scientific victory! = Як тільки ви завершите програму «Аполлон», ви можете розпочати проектування частин космічного корабля в ваших містах,\n (з відповідними технологіями) щоб здобути наукову перемогу!
|
||||
|
||||
Injured Units = Пошкоджені підрозділи
|
||||
Injured units deal less damage, but recover after turns that they have been inactive\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities = Травмовані підрозділи завдають меншої шкоди, але відновлюються після ходів, якщо вони були неактивними\nПідрозділи відновлюють 5 здоров’я за хід на ворожій території, 10 на нейтральній,\n 15 на вашій території і 20 у ваших містах
|
||||
Injured units deal less damage, but recover after turns that they have been inactive.\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities. = Травмовані підрозділи завдають меншої шкоди, але відновлюються після ходів, якщо вони були неактивними.\nПідрозділи відновлюють 5 здоров’я за хід на ворожій території, 10 на нейтральній,\n 15 на вашій території і 20 у ваших містах.
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Workers = Робітники
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Workers are vital to your cities' growth, since only they can construct improvements on tiles\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! = Робітники життєво важливі для зростання ваших міст, оскільки тільки вони можуть будувати вдосконалення на клітинках\nУдосконалення підвищують прибуток від вашої клітини, дозволяючи вашому місту виробляти більше і рости швидше, працюючи на тій же кількості клітин!
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Workers are vital to your cities' growth, since only they can construct improvements on tiles.\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! = Робітники життєво важливі для зростання ваших міст, оскільки тільки вони можуть будувати вдосконалення на клітинках.\nУдосконалення підвищують прибуток від вашої клітини, дозволяючи вашому місту виробляти більше і рости швидше, працюючи на тій же кількості клітин!
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Siege Units = Облогові підрозділи
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Siege units are extremely powerful against cities, but need to be Set Up before they can attack.\nOnce your siege unit is set up, it can attack from the current tile,\n but once moved to another tile, it will need to be set up again. = Підрозділи облоги надзвичайно потужні проти міст, але їх потрібно налаштувати, перед тим як вони зможуть атакувати.\nКоли ви налаштуєте підрозділ облоги, він зможе атакувати з поточної клітинки,\n але вам прийдеться знову налаштовувати його, як тільки він буде переміщений на іншу клітинку.
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@ -4825,7 +4825,7 @@ Embarking = На борту
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Once a certain tech is researched, your land units can embark, allowing them to traverse water tiles.\nEntering or leaving water takes the entire turn.\nUnits are defenseless while embarked, so be careful! = Після того, як певна технологія буде досліджена, ваші наземні підрозділи будуть сідати на судна, дозволяючи їм переходити клітинки води.\nВхід або вихід з води займає весь хід.\nПідрозділи беззахисні під час входу чи виходу, тому будьте обережні!
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Idle Units = Незайняті одиниці
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If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units = Якщо ви не хочете, щоб підрозділ рухався на цьому ході, то ви можете пропустити хід натиснувши на «Наступний підрозділ» знову.\nЯкщо ви деякий час не будете переміщувати його, ви можете ввімкнути режим «Укріпити» або «Спати». \nПідрозділи у цих режимах не вважаються неробочими.\nЯкщо ви хочете вимкнути «Наступний підрозділ» повністю, то ви можете відключити це в Меню -> Перевіряти неробочі підрозділи
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If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units. = Якщо ви не хочете, щоб підрозділ рухався на цьому ході, то ви можете пропустити хід натиснувши на «Наступний підрозділ» знову.\nЯкщо ви деякий час не будете переміщувати його, ви можете ввімкнути режим «Укріпити» або «Спати». \nПідрозділи у цих режимах не вважаються неробочими.\nЯкщо ви хочете вимкнути «Наступний підрозділ» повністю, то ви можете відключити це в Меню -> Перевіряти неробочі підрозділи.
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Contact Me = Зв’яжіться зі мною
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Hi there! If you've played this far, you've probably seen that the game is currently incomplete.\n UnCiv is meant to be open-source and free, forever.\n That means no ads or any other nonsense. = Привіт! Якщо ви зайшли так далеко,\n то, напевно, бачили, що гра наразі незавершена\nUnCiv — це гра безкоштовна та з відкритим вихідним кодом. Так буде завжди,\n тобто це означає, що не буде реклами чи іншої нісенітниці.
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@ -5541,7 +5541,7 @@ How do you know a spot is appropriate?\nThat’s not an easy question to answer,
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However, cities don’t have a set area that they can work - more on that later!\nThis means you don’t have to settle cities right next to resources.\nLet’s say, for example, that you want access to some iron – but the resource is right next to a desert.\nYou don’t have to settle your city next to the desert. You can settle a few tiles away in more prosperous lands.\nYour city will grow and eventually gain access to the resource.\nYou only need to settle right next to resources if you need them immediately – \n which might be the case now and then, but you’ll usually have the luxury of time. = However, cities don’t have a set area that they can work - more on that later!\nThis means you don’t have to settle cities right next to resources.\nLet’s say, for example, that you want access to some iron – but the resource is right next to a desert.\nYou don’t have to settle your city next to the desert. You can settle a few tiles away in more prosperous lands.\nYour city will grow and eventually gain access to the resource.\nYou only need to settle right next to resources if you need them immediately – \n which might be the case now and then, but you’ll usually have the luxury of time.
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The first thing coming out of your city should be either a Scout or Warrior.\nI generally prefer the Warrior because it can be used for defense and because it can be upgraded\n to the Swordsman unit later in the game for a relatively modest sum of gold.\nScouts can be effective, however, if you seem to be located in an area of dense forest and hills.\nScouts don’t suffer a movement penalty in this terrain.\nIf you’re a veteran of the 4x strategy genre your first Warrior or Scout will be followed by a Settler.\nFast expanding is absolutely critical in most games of this type. = The first thing coming out of your city should be either a Scout or Warrior.\nI generally prefer the Warrior because it can be used for defense and because it can be upgraded\n to the Swordsman unit later in the game for a relatively modest sum of gold.\nScouts can be effective, however, if you seem to be located in an area of dense forest and hills.\nScouts don’t suffer a movement penalty in this terrain.\nIf you’re a veteran of the 4x strategy genre your first Warrior or Scout will be followed by a Settler.\nFast expanding is absolutely critical in most games of this type.
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In your first couple of turns, you will have very little options, but as your civilization grows, so do the number of things requiring your attention = In your first couple of turns, you will have very little options, but as your civilization grows, so do the number of things requiring your attention
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In your first couple of turns, you will have very little options, but as your civilization grows, so do the number of things requiring your attention. = In your first couple of turns, you will have very little options, but as your civilization grows, so do the number of things requiring your attention.
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|
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# Requires translation!
|
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Culture and Policies =
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@ -5565,7 +5565,7 @@ This means that it is very difficult to expand quickly in Unciv.\nIt isn’t imp
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# Requires translation!
|
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Unhappiness =
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||||
It seems that your citizens are unhappy!\nWhile unhappy, cities will grow at 1/4 the speed, and your units will suffer a 2% penalty for each unhappiness = It seems that your citizens are unhappy!\nWhile unhappy, cities will grow at 1/4 the speed, and your units will suffer a 2% penalty for each unhappiness
|
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Unhappiness has two main causes: Population and cities\n Each city causes 3 unhappiness, and each population, 1 = Unhappiness has two main causes: Population and cities\n Each city causes 3 unhappiness, and each population, 1
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||||
Unhappiness has two main causes: Population and cities.\n Each city causes 3 unhappiness, and each population, 1 = Unhappiness has two main causes: Population and cities.\n Each city causes 3 unhappiness, and each population, 1
|
||||
There are 2 main ways to combat unhappiness:\n by building happiness buildings for your population\n or by having improved luxury resources within your borders = There are 2 main ways to combat unhappiness:\n by building happiness buildings for your population\n or by having improved luxury resources within your borders
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|
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You have entered a Golden Age!\nGolden age points are accumulated each turn by the total happiness \n of your civilization\nWhen in a golden age, culture and production generation increases +20%,\n and every tile already providing at least one gold will provide an extra gold. = You have entered a Golden Age!\nGolden age points are accumulated each turn by the total happiness \n of your civilization\nWhen in a golden age, culture and production generation increases +20%,\n and every tile already providing at least one gold will provide an extra gold.
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@ -5610,11 +5610,11 @@ Once you have completed the Apollo Program, you can start constructing spaceship
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# Requires translation!
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Injured Units =
|
||||
Injured units deal less damage, but recover after turns that they have been inactive\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities = Injured units deal less damage, but recover after turns that they have been inactive\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities
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Injured units deal less damage, but recover after turns that they have been inactive.\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities. = Injured units deal less damage, but recover after turns that they have been inactive.\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities.
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# Requires translation!
|
||||
Workers =
|
||||
Workers are vital to your cities' growth, since only they can construct improvements on tiles\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! = Workers are vital to your cities' growth, since only they can construct improvements on tiles\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles!
|
||||
Workers are vital to your cities' growth, since only they can construct improvements on tiles.\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! = Workers are vital to your cities' growth, since only they can construct improvements on tiles.\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles!
|
||||
|
||||
# Requires translation!
|
||||
Siege Units =
|
||||
|
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@ -5626,7 +5626,7 @@ Once a certain tech is researched, your land units can embark, allowing them to
|
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|
||||
# Requires translation!
|
||||
Idle Units =
|
||||
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units = If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units
|
||||
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units. = If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units.
|
||||
|
||||
# Requires translation!
|
||||
Contact Me =
|
||||
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Loading…
Reference in New Issue
Block a user