Merge branch 'master' into darwishzain-translate

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@ -50,7 +50,7 @@ In this order:
Programmers start [here](https://yairm210.github.io/Unciv/Developers/Building-Locally/)!
Translators start [here](https://yairm210.github.io/Unciv/Other/Translating/)!
Translators start [here](https://yairm210.github.io/Unciv/Other/Translating/)! Language completion status [here](https://github.com/yairm210/Unciv/blob/master/android/assets/jsons/translations/completionPercentages.properties)
Modders start [here](https://yairm210.github.io/Unciv/Modders/Mods/)!

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@ -888,7 +888,7 @@ BuildingIcons/Workshop
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MayaCalendar/0
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@ -902,28 +902,28 @@ MayaCalendar/1
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MayaCalendar/10
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@ -951,21 +951,21 @@ MayaCalendar/16
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MayaCalendar/17
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@ -1000,28 +1000,28 @@ MayaCalendar/5
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MayaCalendar/6
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@ -1035,21 +1035,21 @@ MayaCalendar/Baktun
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MayaCalendar/Katun
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MayaCalendar/Tun
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@ -1091,21 +1091,21 @@ OtherIcons/ConvertScience
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OtherIcons/WLTK 1
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@ -1224,7 +1224,7 @@ UnitActionIcons/FoundCity
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UnitActionIcons/HideMore
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@ -1245,14 +1245,14 @@ UnitActionIcons/HurryResearch
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UnitActionIcons/MoveTo
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@ -1313,9 +1313,16 @@ UnitActionIcons/SetUp
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UnitActionIcons/Skip
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@ -1329,35 +1336,35 @@ UnitActionIcons/Star
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UnitActionIcons/StartGoldenAge
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UnitActionIcons/Swap
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@ -1369,13 +1376,6 @@ UnitActionIcons/Transform
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UnitActionIcons/Wait
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UnitFlagIcons/UnitFlag
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@ -2211,84 +2211,84 @@ UnitIcons/Sipahi
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@ -189,7 +189,7 @@
"name": "Barracks",
"hurryCostModifier": 25,
"maintenance": 1,
"uniques": ["New [Military] units start with [15] Experience [in this city]", "Destroyed when the city is captured"],
"uniques": ["New [Military] units start with [15] XP [in this city]", "Destroyed when the city is captured"],
"requiredTech": "Bronze Working"
},
{
@ -199,7 +199,7 @@
"hurryCostModifier": 25,
"maintenance": 1,
"uniques": ["[-25]% Culture cost of natural border growth [in this city]","[-25]% Gold cost of acquiring tiles [in this city]",
"New [Military] units start with [15] Experience [in this city]", "Destroyed when the city is captured"],
"New [Military] units start with [15] XP [in this city]", "Destroyed when the city is captured"],
"requiredTech": "Bronze Working"
},
{
@ -640,7 +640,7 @@
"hurryCostModifier": 25,
"maintenance": 1,
"requiredBuilding": "Barracks",
"uniques": ["New [Military] units start with [15] Experience [in this city]", "Destroyed when the city is captured"],
"uniques": ["New [Military] units start with [15] XP [in this city]", "Destroyed when the city is captured"],
"requiredTech": "Steel"
},
@ -904,7 +904,7 @@
"hurryCostModifier": 0,
"maintenance": 1,
"requiredBuilding": "Armory",
"uniques": ["New [Military] units start with [15] Experience [in this city]", "Destroyed when the city is captured"],
"uniques": ["New [Military] units start with [15] XP [in this city]", "Destroyed when the city is captured"],
"requiredTech": "Military Science"
},
{
@ -912,7 +912,7 @@
"culture": 3,
"greatPersonPoints": {"Great Scientist": 2},
"isWonder": true,
"uniques": ["Free [Great General] appears", "New [Military] units start with [15] Experience [in this city]"],
"uniques": ["Free [Great General] appears", "New [Military] units start with [15] XP [in this city]"],
"requiredTech": "Military Science",
"quote": "'Pale Death beats equally at the poor man's gate and at the palaces of kings.' - Horace"
},

View File

@ -596,7 +596,7 @@
"name": "Total War",
"uniques": [
"[+25]% Production when constructing [Military] units [in all cities]",
"New [Military] units start with [15] Experience [in all cities]"
"New [Military] units start with [15] XP [in all cities]"
],
"requires": ["Police State", "Fascism"],
"row": 3,

View File

@ -170,7 +170,7 @@
"name": "Barracks",
"hurryCostModifier": 25,
"maintenance": 1,
"uniques": ["New [Military] units start with [15] Experience [in this city]", "Destroyed when the city is captured"],
"uniques": ["New [Military] units start with [15] XP [in this city]", "Destroyed when the city is captured"],
"requiredTech": "Bronze Working"
},
{
@ -180,7 +180,7 @@
"hurryCostModifier": 25,
"maintenance": 1,
"uniques": ["[-25]% Culture cost of natural border growth [in this city]","[-25]% Gold cost of acquiring tiles [in this city]",
"New [Military] units start with [15] Experience [in this city]", "Destroyed when the city is captured"],
"New [Military] units start with [15] XP [in this city]", "Destroyed when the city is captured"],
"requiredTech": "Bronze Working"
},
{
@ -567,7 +567,7 @@
"hurryCostModifier": 25,
"maintenance": 1,
"requiredBuilding": "Barracks",
"uniques": ["New [Military] units start with [15] Experience [in this city]", "Destroyed when the city is captured"],
"uniques": ["New [Military] units start with [15] XP [in this city]", "Destroyed when the city is captured"],
"requiredTech": "Machinery"
},
@ -757,7 +757,7 @@
"hurryCostModifier": 0,
"maintenance": 1,
"requiredBuilding": "Armory",
"uniques": ["New [Military] units start with [15] Experience [in this city]", "Destroyed when the city is captured"],
"uniques": ["New [Military] units start with [15] XP [in this city]", "Destroyed when the city is captured"],
"requiredTech": "Military Science"
},
{
@ -765,7 +765,7 @@
"culture": 3,
"greatPersonPoints": {"Great Scientist": 2},
"isWonder": true,
"uniques": ["Free [Great General] appears", "New [Military] units start with [15] Experience [in this city]"],
"uniques": ["Free [Great General] appears", "New [Military] units start with [15] XP [in this city]"],
"requiredTech": "Military Science",
"quote": "'Pale Death beats equally at the poor man's gate and at the palaces of kings.' - Horace"
},

View File

@ -589,7 +589,7 @@
"name": "Total War",
"uniques": [
"[+15]% Production when constructing [Military] units [in all cities]",
"New [Military] units start with [15] Experience [in all cities]"
"New [Military] units start with [15] XP [in all cities]"
],
"requires": ["Police State", "Fascism"],
"row": 3,

View File

@ -27,7 +27,7 @@
{"text": "Cities will house Citizens, which can work tiles up to 3 tiles away from the city. This means you dont have to settle cities right on or next to good tiles. Lets say, for example, that you want access to some Iron but the resource is in a desert area. You dont have to settle your city in the desert. You can settle a few tiles away in more prosperous lands. Your city will grow and eventually gain access to the resource. You only need to settle right on top of resources if you need them immediately."},
{},
{"text": "The first thing coming out of your city depends on the strategy you want to follow, but the 'classic' build order is to build first two Scouts, then a Shrine, and three Settlers, and adopt Tradition, to explore the map quickly (Scouts ignore terrain cost), and to get an early Pantheon (if you're playing with religion enabled)."},
{"text": "But feel free to experiment with your own build orders!", "color": "#fa0"},
{"text": "But feel free to experiment with your own build orders!", "color": "#fa0"}
]
},
{
@ -129,7 +129,7 @@
{"text":"This greatly improves the speed you can get Units around the map."},
{"text":"Until you research the technology that removes it, Roads do not cross Rivers"},
{"text":"Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route.","link":"Tutorials/Trade Route"},
{"text":"However, since each Road and Railroad have a Maintenance Cost, it may be more economical to wait until the cities grow and only place where needed."},
{"text":"However, since each Road and Railroad have a Maintenance Cost, it may be more economical to wait until the cities grow and only place where needed."}
]
},
{
@ -233,7 +233,11 @@
{
"name": "Idle Units",
"steps": [
"If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Wait'.\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."
"Clicking 'Next unit' moves to the next idle unit in the queue (as listed in Overview -> Units). After issuing an order to an unit, if 'Auto Unit Cycle' in Options -> Gameplay is enabled, you will automatically select the next idle unit.",
"If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Skip turn'.",
"If you want to disable the 'Next unit' feature entirely, you can toggle it in Options -> Gameplay -> Check for idle units.",
"If you'd rather 'Next unit' cycle the units and not mark them as Done, you can change it in the Options -> Gameplay menu.",
"You can also cycle through the idle units using the left and right triangles on the Unit Table in the lower left of the screen. Or by default using the Cycle button next to the 'Next Unit' button."
]
},
{
@ -348,7 +352,7 @@
"⑥: Unit Action Buttons - while a unit is selected its possible actions appear here.",
"⑦: The unit/city info pane - shows information about a selected unit or city.",
"⑧: The name (and unit icon) of the selected unit or city, with current health if wounded. Clicking a unit name or icon will open its civilopedia entry.",
"⑨: The arrow buttons allow jumping to the next/previous unit.",
"⑨: The arrow buttons allow jumping to the next/previous idle unit.",
"⑩: For a selected unit, its promotions appear here, and clicking leads to the promotions screen for that unit.",
"⑪: Remaining/per turn movement points, strength and experience / XP needed for promotion. For cities, you get its combat strength.",
"⑫: This button closes the selected unit/city info pane.",
@ -494,7 +498,7 @@
{"text":"The Intercepting Unit rolls to see if it hits. Whether it hits or not costs an Attack, and most units (without Promotions) can only Attack Once per Nation's Turn. It does NOT cost Movement Points, but Air Units that have used their Movement cannot Intercept between turns."},
{"text":"If the Intercepting Unit Hits, it deals damage according to the Combat Strength calculation to the Attacking Air Unit, potentially with any Strength Bonuses that apply to Interception. It does not receive damage from the Attacking Air Unit."},
{"text":"After Interception resolves, the Attacking Air Unit and the Defending Unit in the targeted tile do Combat as normal, with damage dealt to both sides."},
{"text":"To help deal with Interceptions, see Air Sweeps.","link": "Tutorials/Air Sweeps"},
{"text":"To help deal with Interceptions, see Air Sweeps.","link": "Tutorials/Air Sweeps"}
]
},
{
@ -545,7 +549,7 @@
{"text":"Spies at a higher rank have a higher chance of success. The max rank a spy can reach is rank 3. After a spy is killed it will revive after a certain amount of turns back at rank 1."},
{"text":"Building buildings like the constabulary and police station will reduce the technology steal rate of spies in that city."},
{},
{"text":"Espionage is available using the Gods and Kings ruleset. To enable it in a new game click advanced settings, then click on the Enable Espionage option."},
{"text":"Espionage is available using the Gods and Kings ruleset. To enable it in a new game click advanced settings, then click on the Enable Espionage option."}
]
},
{
@ -671,7 +675,7 @@
{},
{"text":"Tile improvements\nIn Civilzation V, workers start working on an improvement-under-construction at the beginning of movement. Unciv changes this, to allow players to assign workers to tiles, and then reconsider and change improvement or move them elsewhere."},
{},
{"text":"Forest and Jungle Visibility\nIn Unciv, forests and jungles are visible 1 tile outside visibility range. In Civilization V, this is the behaviour of hills and mountains, but not of forests and jungles, yet jungle and forest can block hills, and hill + forest can block mountain, indicating they're on the same elevation. This is considered to be a bug in the otherwise well-structured visibility logic in Civilization V."},
{"text":"Forest and Jungle Visibility\nIn Unciv, forests and jungles are visible 1 tile outside visibility range. In Civilization V, this is the behaviour of hills and mountains, but not of forests and jungles, yet jungle and forest can block hills, and hill + forest can block mountain, indicating they're on the same elevation. This is considered to be a bug in the otherwise well-structured visibility logic in Civilization V."}
]
},
{
@ -679,7 +683,7 @@
"civilopediaText": [
{"text": "Founding Cities\nThe Settler is a unit that can found a new city. You can build a Settler unit in a city with at least 2 population, and then move them to a good location to found a new city. This will usually be your main way of acquiring more cities."},
{},
{"text": "Food conversion to Production\nDuring the construction of a Settler, the city will not grow. Instead, the 1st, 2nd, 4th, and from there on every 4th, excess Food (Growth) is converted into Production, with the rest of the excess Food being lost."},
{"text": "Food conversion to Production\nDuring the construction of a Settler, the city will not grow. Instead, the 1st, 2nd, 4th, and from there on every 4th, excess Food (Growth) is converted into Production, with the rest of the excess Food being lost."}
]
}
]

View File

@ -107,8 +107,10 @@ New [civName]\n(formerly known as [cityName]) =
Requires [buildingName] to be built in the city = Benodig [buildingName] om in die stad gebou te word
Requires [buildingName] to be built in all cities = Benodig [buildingName] om in alle stede gebou te word
Provides a free [buildingName] in the city = Verskaf 'n gratis [buildingName] in die stad
Requires worked [resource] near city = Benodig bewerkte [resource] naby stad
Requires at least one of the following resources worked near the city: = Benodig minstens een van die volgende hulpbronne bewerk naby die stad:
# Requires translation!
Requires improved [resource] near city =
# Requires translation!
Requires at least one of the following resources improved near the city: =
Wonder is being built elsewhere = Wonder word elders gebou
National Wonder is being built elsewhere = Nasionale Wonder word elders gebou
# Requires translation!
@ -126,6 +128,10 @@ Requires [PolicyOrNationalWonder] = Benodig [PolicyOrNationalWonder]
Cannot be purchased = Kan nie gekoop word nie
Can only be purchased = Kan slegs gekoop word
See also = Sien ook
# Requires translation!
Use default promotions =
# Requires translation!
Default promotions for [unitType] =
Requires at least one of the following: = Vereis ten minste een van die volgende:
Requires all of the following: = Vereis al die volgende:
@ -416,6 +422,8 @@ Start game! = Begin spel!
Map Options = Kaartopsies
Game Options = Spelopsies
Civilizations = Beskawings
# Requires translation!
Shuffle Civ Order at Start =
Map Type = Kaarttipe
Map file = Kaart lêer
Max Turns = Maksimum Beurte
@ -427,6 +435,8 @@ Existing = Bestaande
Custom = Pasgemaak
Map Generation Type = Kaart Generasie Tipe
Enabled Map Generation Types = Geaktiveerde Kaart Generasie Tipes
# Requires translation!
Example map =
# Map types
Default = Verstek
@ -438,6 +448,10 @@ Four Corners = Vier Hoeke
Archipelago = Argipel
Inner Sea = Binnesee
Perlin = Perlin
# Requires translation!
Small Continents =
# Requires translation!
Fractal =
# Requires translation!
Select players from starting locations =
@ -493,7 +507,7 @@ This is used for painting resources, not in map generator steps: =
Advanced Settings = Gevorderde Instellings
RNG Seed = RNG Saad
Map Elevation = Kaarthoogte
Temperature extremeness = Uiterste temperatuur
Temperature intensity = Uiterste temperatuur
Temperature shift = Temperatuurverskuiwing
Resource richness = Hulpbronrykdom
Vegetation richness = Plantegroeirykheid
@ -1051,10 +1065,7 @@ Visible =
Permanent =
# Requires translation!
Minimap size =
# This is the leftmost Minimap size slider position
# Requires translation!
off =
Show minimap =
# Requires translation!
Show tutorials =
@ -1111,8 +1122,12 @@ Gameplay =
# Requires translation!
Check for idle units =
# Requires translation!
'Next unit' button cycles idle units =
# Requires translation!
Auto Unit Cycle =
# Requires translation!
Show Small Skip/Cycle Unit Button =
# Requires translation!
Move units with a single tap =
# Requires translation!
Move units with a long tap =
@ -1183,8 +1198,11 @@ Could not download music! =
# Requires translation!
Advanced =
# Requires translation!
Number of autosave files stored =
# Requires translation!
Turns between autosaves =
# Requires translation!
Screen orientation =
# Requires translation!
@ -1354,10 +1372,9 @@ We have conquered the city of [cityName]! =
# Requires translation!
Your citizens are revolting due to very high unhappiness! =
# Possible HP loss loss when attacking, e.g. (-5 HP)
# Requires translation!
([amount] HP) =
# Requires translation!
An enemy [unit] has attacked [cityName] ([amount2] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has attacked [cityName] ([amount2] HP) =
# Requires translation!
@ -1365,6 +1382,8 @@ An enemy [unit] ([amount] HP) has [battleAction] our [ourUnit] ([amount2] HP) =
# Requires translation!
An enemy [unit] has attacked our [ourUnit] ([amount] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has attacked our [ourUnit] ([amount2] HP) =
# Requires translation!
Enemy city [cityName] has attacked our [ourUnit] =
# Requires translation!
Enemy city [cityName] has attacked our [ourUnit] ([amount2] HP) =
@ -1703,6 +1722,14 @@ turn =
# Requires translation!
Next unit =
# Requires translation!
[amount] units idle =
# Requires translation!
[idleCount] idle =
# Requires translation!
[skipCount] skipping =
# Requires translation!
Cycle =
# Requires translation!
Fog of War =
# Requires translation!
Pick a policy =
@ -1801,7 +1828,7 @@ Pillage [improvement] =
# Requires translation!
Repair [improvement] - [turns] =
# Requires translation!
Wait =
Skip turn =
# Requires translation!
Are you sure you want to pillage this [improvement]? =
# Requires translation!
@ -2610,7 +2637,7 @@ Buildings that provide this resource =
# Requires translation!
Improvements that provide this resource =
# Requires translation!
Buildings that require this resource worked near the city =
Buildings that require this resource improved near the city =
# Requires translation!
Units that consume this resource =
# Requires translation!
@ -3481,7 +3508,7 @@ Land units may cross [terrainName] tiles after the first [baseUnitFilter] is ear
# Requires translation!
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory =
# Requires translation!
New [baseUnitFilter] units start with [amount] Experience [cityFilter] =
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
# Requires translation!
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion =
# Requires translation!
@ -3633,6 +3660,8 @@ Creates a [improvementName] improvement on a specific tile =
# Requires translation!
Founds a new city =
# Requires translation!
Founds a new puppet city =
# Requires translation!
Can instantly construct a [improvementFilter] improvement =
# Requires translation!
May create improvements on water resources =
@ -3943,6 +3972,8 @@ Provides a random bonus when entered =
# Requires translation!
Unpillagable =
# Requires translation!
Destroyed when pillaged =
# Requires translation!
Irremovable =
# Requires translation!
Will not be replaced by automated units =
@ -3983,6 +4014,8 @@ when not at war =
# Requires translation!
during a Golden Age =
# Requires translation!
when not in a Golden Age =
# Requires translation!
during We Love The King Day =
# Requires translation!
while the empire is happy =
@ -4269,6 +4302,8 @@ upon gaining a [baseUnitFilter] unit =
# Requires translation!
upon turn end =
# Requires translation!
upon turn start =
# Requires translation!
upon founding a Pantheon =
# Requires translation!
upon founding a Religion =
@ -4299,6 +4334,8 @@ upon ending a turn in a [tileFilter] tile =
# Requires translation!
upon discovering a [tileFilter] tile =
# Requires translation!
upon entering a [tileFilter] tile =
# Requires translation!
for [amount] turns =
# Requires translation!
hidden from users =
@ -4790,6 +4827,10 @@ Music Player =
# Requires translation!
Developer Console =
# Requires translation!
Idle Prev =
# Requires translation!
Idle Next =
# Requires translation!
Empire Overview Trades =
# Requires translation!
Empire Overview Units =
@ -12003,7 +12044,15 @@ Units are defenseless while embarked (cannot use modifiers), and have a fixed De
# 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, or command the unit to 'Wait'.\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. =
Clicking 'Next unit' moves to the next idle unit in the queue (as listed in Overview -> Units). After issuing an order to an unit, if 'Auto Unit Cycle' in Options -> Gameplay is enabled, you will automatically select the next idle unit. =
# Requires translation!
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Skip turn'. =
# Requires translation!
If you want to disable the 'Next unit' feature entirely, you can toggle it in Options -> Gameplay -> Check for idle units. =
# Requires translation!
If you'd rather 'Next unit' cycle the units and not mark them as Done, you can change it in the Options -> Gameplay menu. =
# Requires translation!
You can also cycle through the idle units using the left and right triangles on the Unit Table in the lower left of the screen. Or by default using the Cycle button next to the 'Next Unit' button. =
# Requires translation!
Contact Me =
@ -12126,7 +12175,7 @@ This is where you spend most of your time playing Unciv. See the world, control
# Requires translation!
: The name (and unit icon) of the selected unit or city, with current health if wounded. Clicking a unit name or icon will open its civilopedia entry. =
# Requires translation!
: The arrow buttons allow jumping to the next/previous unit. =
: The arrow buttons allow jumping to the next/previous idle unit. =
# Requires translation!
: For a selected unit, its promotions appear here, and clicking leads to the promotions screen for that unit. =
# Requires translation!

View File

@ -96,8 +96,10 @@ New [civName]\n(formerly known as [cityName]) = নতুন [civName]\n(পূ
Requires [buildingName] to be built in the city = শহরে [buildingName] নির্মাণ করা প্রয়োজন
Requires [buildingName] to be built in all cities = সব শহরে [buildingName] নির্মাণ করা প্রয়োজন
Provides a free [buildingName] in the city = শহরে বিনামূল্যে [buildingName] প্রদান করে
Requires worked [resource] near city = শহরের পাশে কাজ করা [resource] প্রয়োজন
Requires at least one of the following resources worked near the city: = শহরের পাশে কাজ করা নিম্নলিখিত সম্পদগুলির মধ্যে অন্তত একটি প্রয়োজনঃ
# Requires translation!
Requires improved [resource] near city =
# Requires translation!
Requires at least one of the following resources improved near the city: =
Wonder is being built elsewhere = আশ্চর্যটি অন্য কোথাও নির্মাণ করা হচ্ছে
National Wonder is being built elsewhere = জাতীয় আশ্চর্যটি অন্য কোথাও নির্মাণ করা হচ্ছে
Requires a [buildingName] in all [cityFilter] cities = সব [cityFilter] শহরে [buildingName] প্রয়োজন
@ -113,6 +115,10 @@ Requires [PolicyOrNationalWonder] = [PolicyOrNationalWonder] প্রয়ো
Cannot be purchased = ক্রয় করা যাবে না
Can only be purchased = শুধু ক্রয় করা যাবে
See also = আরো দেখুন
# Requires translation!
Use default promotions =
# Requires translation!
Default promotions for [unitType] =
Requires at least one of the following: = এগুলোর মধ্যে অন্তত একটি প্রয়োজনঃ
Requires all of the following: = এগুলোর সবগুলি প্রয়োজনঃ
@ -378,6 +384,8 @@ Start game! = খেলা শুরু করুন!
Map Options = মানচিত্রের বিকল্পগুলো
Game Options = খেলার বিকল্পগুলো
Civilizations = সভ্যতাগুলো
# Requires translation!
Shuffle Civ Order at Start =
Map Type = মানচিত্রের ধরণ
Map file = মানচিত্র ফাইল
Max Turns = সর্বোচ্চ চাল
@ -389,6 +397,8 @@ Existing = বিদ্যমান
Custom = কাস্টম
Map Generation Type = মানচিত্র উৎপন্নের ধরণ
Enabled Map Generation Types = উৎপন্নের জন্য সক্রিয় করা ধরণগুলো
# Requires translation!
Example map =
# Map types
Default = ডিফল্ট
@ -400,6 +410,10 @@ Four Corners = চারকোণা
Archipelago = দ্বীপপুঞ্জ
Inner Sea = আন্তঃসমুদ্র
Perlin = পার্লিন
# Requires translation!
Small Continents =
# Requires translation!
Fractal =
Select players from starting locations = শুরুর অবস্থান থেকে খেলোয়াড় নির্বাচন করুন
Random number of Civilizations = এলোমেলো সভ্যতার সংখ্যা
@ -451,7 +465,7 @@ This is used for painting resources, not in map generator steps: = এটি র
Advanced Settings = উন্নত সেটিংগুলো
RNG Seed = এলোমেলো সংখ্যা বানানো শুরু করার বীজ
Map Elevation = মানচিত্রের উচ্চতার ব্যাপ্তি
Temperature extremeness = তাপমাত্রার চরমতা
Temperature intensity = তাপমাত্রার চরমতা
Temperature shift = তাপমাত্রার স্থানান্তর
Resource richness = সম্পদ বিপুলতা
Vegetation richness = গাছপালার বিপুলতা
@ -822,9 +836,8 @@ Hidden = লুকানো
Visible = দৃশ্যমান
Permanent = স্থায়ী
Minimap size = ছোট মানচিত্রের আকার
# This is the leftmost Minimap size slider position
off = বন্ধ করা
# Requires translation!
Show minimap =
Show tutorials = টিউটোরিয়াল দেখান
Reset tutorials = নতুন করে টিউটোরিয়াল শুরু করুন
@ -865,7 +878,11 @@ When disabled, saves battery life but certain animations will be suspended =
## Gameplay tab
Gameplay = খেলার ধরণ
Check for idle units = বসে থাকা ইউনিটগুলো ঘুড়ে দেখুন
# Requires translation!
'Next unit' button cycles idle units =
Auto Unit Cycle = স্বয়ংক্রিয়ভাবে ইউনিটগুলো ঘুড়ে দেখুন
# Requires translation!
Show Small Skip/Cycle Unit Button =
Move units with a single tap = একচাপে ইউনিট সরান
Move units with a long tap = চেপে ধরে রেখে ইউনিট সরান
Auto-assign city production = স্বয়ংক্রিয়ভাবে শহরের উৎপাদন নির্ধারণ করুন
@ -909,8 +926,11 @@ Could not download music! = গান নামানো যায় নাই!
# Requires translation!
Advanced =
# Requires translation!
Number of autosave files stored =
# Requires translation!
Turns between autosaves =
Screen orientation = স্ক্রিনের অবস্থান
Landscape (fixed) = অনুভূমিক (পরিবর্তন হবে না)
Portrait (fixed) = উল্লম্ব (পরিবর্তন হবে না)
@ -1020,16 +1040,17 @@ We have conquered the city of [cityName]! = আমরা [cityName]কে দখ
# Requires translation!
Your citizens are revolting due to very high unhappiness! =
# Possible HP loss loss when attacking, e.g. (-5 HP)
# Requires translation!
([amount] HP) =
# Requires translation!
An enemy [unit] has attacked [cityName] ([amount2] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has attacked [cityName] ([amount2] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has [battleAction] our [ourUnit] ([amount2] HP) =
# Requires translation!
An enemy [unit] has attacked our [ourUnit] ([amount] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has attacked our [ourUnit] ([amount2] HP) =
Enemy city [cityName] has attacked our [ourUnit] = আমাদের [ourUnit]কে শত্রু শহর [cityName] আক্রমণ করেছে
# Requires translation!
Enemy city [cityName] has attacked our [ourUnit] ([amount2] HP) =
@ -1353,6 +1374,14 @@ Turn = চাল
turns = চাল
turn = চাল
Next unit = পরবর্তী ইউনিট
# Requires translation!
[amount] units idle =
# Requires translation!
[idleCount] idle =
# Requires translation!
[skipCount] skipping =
# Requires translation!
Cycle =
Fog of War = যুদ্ধের কুয়াশা
Pick a policy = একটি নীতি নির্বাচন করুন
Move Spies = গুপ্তচরদের সরান
@ -1409,7 +1438,8 @@ Pillage = লুট করুন
Pillage [improvement] = [improvement] লুট করুন
[improvement] (Pillaged!) = [improvement] (লুট করা হয়েছে!)
Repair [improvement] - [turns] = [improvement] সংস্কার করুন - [turns]
Wait = অপেক্ষা করুন
# Requires translation!
Skip turn =
Are you sure you want to pillage this [improvement]? = আপনি কি নিশ্চিত যে আপনি এই [improvement] লুট করতে চান?
We have looted [amount] from a [improvement] = আমরা একটি [improvement] থেকে [amount] লুট করেছি
We have looted [amount] from a [improvement] which has been sent to [cityName] = আমরা একটি [improvement] থেকে [amount] লুট করেছি যা [cityName] এ পাঠানো হয়েছে
@ -2119,7 +2149,7 @@ Buildings that provide this resource =
# Requires translation!
Improvements that provide this resource =
# Requires translation!
Buildings that require this resource worked near the city =
Buildings that require this resource improved near the city =
# Requires translation!
Units that consume this resource =
# Requires translation!
@ -2986,7 +3016,7 @@ Land units may cross [terrainName] tiles after the first [baseUnitFilter] is ear
# Requires translation!
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory =
# Requires translation!
New [baseUnitFilter] units start with [amount] Experience [cityFilter] =
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
# Requires translation!
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion =
# Requires translation!
@ -3138,6 +3168,8 @@ Creates a [improvementName] improvement on a specific tile =
# Requires translation!
Founds a new city =
# Requires translation!
Founds a new puppet city =
# Requires translation!
Can instantly construct a [improvementFilter] improvement =
# Requires translation!
May create improvements on water resources =
@ -3448,6 +3480,8 @@ Provides a random bonus when entered =
# Requires translation!
Unpillagable =
# Requires translation!
Destroyed when pillaged =
# Requires translation!
Irremovable =
# Requires translation!
Will not be replaced by automated units =
@ -3488,6 +3522,8 @@ when not at war =
# Requires translation!
during a Golden Age =
# Requires translation!
when not in a Golden Age =
# Requires translation!
during We Love The King Day =
# Requires translation!
while the empire is happy =
@ -3774,6 +3810,8 @@ upon gaining a [baseUnitFilter] unit =
# Requires translation!
upon turn end =
# Requires translation!
upon turn start =
# Requires translation!
upon founding a Pantheon =
# Requires translation!
upon founding a Religion =
@ -3804,6 +3842,8 @@ upon ending a turn in a [tileFilter] tile =
# Requires translation!
upon discovering a [tileFilter] tile =
# Requires translation!
upon entering a [tileFilter] tile =
# Requires translation!
for [amount] turns =
# Requires translation!
hidden from users =
@ -4321,6 +4361,10 @@ Music Player =
# Requires translation!
Developer Console =
# Requires translation!
Idle Prev =
# Requires translation!
Idle Next =
# Requires translation!
Empire Overview Trades =
# Requires translation!
Empire Overview Units =
@ -11252,7 +11296,15 @@ Units are defenseless while embarked (cannot use modifiers), and have a fixed De
# 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, or command the unit to 'Wait'.\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. =
Clicking 'Next unit' moves to the next idle unit in the queue (as listed in Overview -> Units). After issuing an order to an unit, if 'Auto Unit Cycle' in Options -> Gameplay is enabled, you will automatically select the next idle unit. =
# Requires translation!
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Skip turn'. =
# Requires translation!
If you want to disable the 'Next unit' feature entirely, you can toggle it in Options -> Gameplay -> Check for idle units. =
# Requires translation!
If you'd rather 'Next unit' cycle the units and not mark them as Done, you can change it in the Options -> Gameplay menu. =
# Requires translation!
You can also cycle through the idle units using the left and right triangles on the Unit Table in the lower left of the screen. Or by default using the Cycle button next to the 'Next Unit' button. =
# Requires translation!
Contact Me =
@ -11375,7 +11427,7 @@ This is where you spend most of your time playing Unciv. See the world, control
# Requires translation!
: The name (and unit icon) of the selected unit or city, with current health if wounded. Clicking a unit name or icon will open its civilopedia entry. =
# Requires translation!
: The arrow buttons allow jumping to the next/previous unit. =
: The arrow buttons allow jumping to the next/previous idle unit. =
# Requires translation!
: For a selected unit, its promotions appear here, and clicking leads to the promotions screen for that unit. =
# Requires translation!

View File

@ -106,8 +106,10 @@ New [civName]\n(formerly known as [cityName]) =
Requires [buildingName] to be built in the city = Патрабуецца [buildingName] пабудаваць гэта ў горадзе
Requires [buildingName] to be built in all cities = Патрабуецца [buildingName] пабудаваць гэта ва ўсіх гарадах
Provides a free [buildingName] in the city = Забяспечвае дараванаы [buildingName] у горадзе
Requires worked [resource] near city = Патрабуецца працуючы [resource] каля горада
Requires at least one of the following resources worked near the city: = Патрабуе больш аднаго з гэтых рэсурсаў працуе каля горада
# Requires translation!
Requires improved [resource] near city =
# Requires translation!
Requires at least one of the following resources improved near the city: =
Wonder is being built elsewhere = Дзіва можа быць пабудавана ў іншым месцы
National Wonder is being built elsewhere = Нацыянальнае дзіва можа быць пабудавана ў іншым месцы
Requires a [buildingName] in all [cityFilter] cities = Патрабуецца [buildingName] ва ўсіх [cityFilter] гарадах
@ -123,6 +125,10 @@ Requires [PolicyOrNationalWonder] = Патрабуецца [PolicyOrNationalWond
Cannot be purchased = Не можа быць продана
Can only be purchased = Можа быць толі продана
See also = Глядзець таксама
# Requires translation!
Use default promotions =
# Requires translation!
Default promotions for [unitType] =
Requires at least one of the following: = Патрабуе прынамсі адно з наступнага:
Requires all of the following: = Патрабуе ўсё з наступнага:
@ -401,6 +407,8 @@ Start game! = Пачаць гульню!
Map Options = Налады Мапы
Game Options = Гульнявыя Налады
Civilizations = Цывілізацыі
# Requires translation!
Shuffle Civ Order at Start =
Map Type = Тыпы Мап
Map file = Файл мапы
Max Turns = Максімальная Колькасць Хадоў
@ -412,6 +420,8 @@ Existing = Існуючыя
Custom = Карыстальніцкія
Map Generation Type = Тып Генерацыі Мапы
Enabled Map Generation Types = Уключаныя Тыпы Генерацыі Мапы
# Requires translation!
Example map =
# Map types
Default = Звычайны
@ -423,6 +433,10 @@ Four Corners = Чатыры Кантыненты
Archipelago = Архіпелаг
Inner Sea = Унутранняе Мора
Perlin = Перлін
# Requires translation!
Small Continents =
# Requires translation!
Fractal =
Select players from starting locations = Выберыце гульцоў са стартавых месцаў
Random number of Civilizations = Выпадковая колькасць Цывілізацый
@ -474,7 +488,7 @@ This is used for painting resources, not in map generator steps: = Гэта вы
Advanced Settings = Спецыяльныя Налады
RNG Seed = Семя RNG
Map Elevation = Узвышшы Мапы
Temperature extremeness = Экстрымальнасць тэмпературы
Temperature intensity = Экстрымальнасць тэмпературы
Temperature shift = Змена тэмпературы
Resource richness = Насычанасць рэсурсамі
Vegetation richness = Расліннасць
@ -848,9 +862,8 @@ Hidden = Схаваны
Visible = Бачны
Permanent = Пастаянны
Minimap size = Памер мінікарты
# This is the leftmost Minimap size slider position
off = Выключаны
# Requires translation!
Show minimap =
Show tutorials = Паказаць падручнікі
Reset tutorials = Скінуць падручнікі
@ -887,8 +900,12 @@ When disabled, saves battery life but certain animations will be suspended = К
Gameplay = Геймплэй
Check for idle units = Правяраць незанятыя юніты
# Requires translation!
'Next unit' button cycles idle units =
# Requires translation!
Auto Unit Cycle =
# Requires translation!
Show Small Skip/Cycle Unit Button =
# Requires translation!
Move units with a single tap =
# Requires translation!
Move units with a long tap =
@ -938,8 +955,11 @@ Could not download music! = Не атрымалася спампаваць му
## Advanced tab
Advanced = Пашыраны
# Requires translation!
Number of autosave files stored =
Turns between autosaves = Хадоў паміж аўтазахавання
Screen orientation = Арыентацыя экрана
Landscape (fixed) = Пейзаж (выпраўлена)
Portrait (fixed) = Партрэт (выпраўлена)
@ -1070,10 +1090,9 @@ We have conquered the city of [cityName]! =
# Requires translation!
Your citizens are revolting due to very high unhappiness! =
# Possible HP loss loss when attacking, e.g. (-5 HP)
# Requires translation!
([amount] HP) =
# Requires translation!
An enemy [unit] has attacked [cityName] ([amount2] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has attacked [cityName] ([amount2] HP) =
# Requires translation!
@ -1081,6 +1100,8 @@ An enemy [unit] ([amount] HP) has [battleAction] our [ourUnit] ([amount2] HP) =
# Requires translation!
An enemy [unit] has attacked our [ourUnit] ([amount] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has attacked our [ourUnit] ([amount2] HP) =
# Requires translation!
Enemy city [cityName] has attacked our [ourUnit] =
# Requires translation!
Enemy city [cityName] has attacked our [ourUnit] ([amount2] HP) =
@ -1419,6 +1440,14 @@ turn =
# Requires translation!
Next unit =
# Requires translation!
[amount] units idle =
# Requires translation!
[idleCount] idle =
# Requires translation!
[skipCount] skipping =
# Requires translation!
Cycle =
# Requires translation!
Fog of War =
# Requires translation!
Pick a policy =
@ -1517,7 +1546,7 @@ Pillage [improvement] =
# Requires translation!
Repair [improvement] - [turns] =
# Requires translation!
Wait =
Skip turn =
# Requires translation!
Are you sure you want to pillage this [improvement]? =
# Requires translation!
@ -2301,7 +2330,7 @@ Buildings that provide this resource =
# Requires translation!
Improvements that provide this resource =
# Requires translation!
Buildings that require this resource worked near the city =
Buildings that require this resource improved near the city =
# Requires translation!
Units that consume this resource =
# Requires translation!
@ -3140,7 +3169,7 @@ Land units may cross [terrainName] tiles after the first [baseUnitFilter] is ear
# Requires translation!
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory =
# Requires translation!
New [baseUnitFilter] units start with [amount] Experience [cityFilter] =
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
# Requires translation!
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion =
# Requires translation!
@ -3292,6 +3321,8 @@ Creates a [improvementName] improvement on a specific tile =
# Requires translation!
Founds a new city =
# Requires translation!
Founds a new puppet city =
# Requires translation!
Can instantly construct a [improvementFilter] improvement =
# Requires translation!
May create improvements on water resources =
@ -3602,6 +3633,8 @@ Provides a random bonus when entered =
# Requires translation!
Unpillagable =
# Requires translation!
Destroyed when pillaged =
# Requires translation!
Irremovable =
# Requires translation!
Will not be replaced by automated units =
@ -3642,6 +3675,8 @@ when not at war =
# Requires translation!
during a Golden Age =
# Requires translation!
when not in a Golden Age =
# Requires translation!
during We Love The King Day =
# Requires translation!
while the empire is happy =
@ -3928,6 +3963,8 @@ upon gaining a [baseUnitFilter] unit =
# Requires translation!
upon turn end =
# Requires translation!
upon turn start =
# Requires translation!
upon founding a Pantheon =
# Requires translation!
upon founding a Religion =
@ -3958,6 +3995,8 @@ upon ending a turn in a [tileFilter] tile =
# Requires translation!
upon discovering a [tileFilter] tile =
# Requires translation!
upon entering a [tileFilter] tile =
# Requires translation!
for [amount] turns =
# Requires translation!
hidden from users =
@ -4475,6 +4514,10 @@ Music Player =
# Requires translation!
Developer Console =
# Requires translation!
Idle Prev =
# Requires translation!
Idle Next =
# Requires translation!
Empire Overview Trades =
# Requires translation!
Empire Overview Units =
@ -11688,7 +11731,15 @@ Units are defenseless while embarked (cannot use modifiers), and have a fixed De
# 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, or command the unit to 'Wait'.\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. =
Clicking 'Next unit' moves to the next idle unit in the queue (as listed in Overview -> Units). After issuing an order to an unit, if 'Auto Unit Cycle' in Options -> Gameplay is enabled, you will automatically select the next idle unit. =
# Requires translation!
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Skip turn'. =
# Requires translation!
If you want to disable the 'Next unit' feature entirely, you can toggle it in Options -> Gameplay -> Check for idle units. =
# Requires translation!
If you'd rather 'Next unit' cycle the units and not mark them as Done, you can change it in the Options -> Gameplay menu. =
# Requires translation!
You can also cycle through the idle units using the left and right triangles on the Unit Table in the lower left of the screen. Or by default using the Cycle button next to the 'Next Unit' button. =
# Requires translation!
Contact Me =
@ -11811,7 +11862,7 @@ This is where you spend most of your time playing Unciv. See the world, control
# Requires translation!
: The name (and unit icon) of the selected unit or city, with current health if wounded. Clicking a unit name or icon will open its civilopedia entry. =
# Requires translation!
: The arrow buttons allow jumping to the next/previous unit. =
: The arrow buttons allow jumping to the next/previous idle unit. =
# Requires translation!
: For a selected unit, its promotions appear here, and clicking leads to the promotions screen for that unit. =
# Requires translation!

View File

@ -111,8 +111,10 @@ New [civName]\n(formerly known as [cityName]) =
Requires [buildingName] to be built in the city = Zahtijeva da se [buildingName] izgradi u gradu
Requires [buildingName] to be built in all cities = Zahtijeva da se [buildingName] izgradi u svim gradovima
Provides a free [buildingName] in the city = Pruža besplatnu [buildingName] u gradu
Requires worked [resource] near city = Zahtijeva obrađen [resource] u blizini grada
Requires at least one of the following resources worked near the city: = Zahtijeva barem jedan od sljedećih resursa koji se rade u blizini grada:
# Requires translation!
Requires improved [resource] near city =
# Requires translation!
Requires at least one of the following resources improved near the city: =
Wonder is being built elsewhere = Čudo se gradi na drugom mjestu
National Wonder is being built elsewhere = National Wonder se gradi negdje drugdje
# Requires translation!
@ -130,6 +132,10 @@ Requires [PolicyOrNationalWonder] = Zahtijeva [PolicyOrNationalWonder]
Cannot be purchased = Ne može se kupiti
Can only be purchased = Može se kupiti samo
See also = Vidi također
# Requires translation!
Use default promotions =
# Requires translation!
Default promotions for [unitType] =
Requires at least one of the following: = Zahtijeva najmanje jedno od sljedećeg:
Requires all of the following: = Zahtijeva sve od sljedećeg:
@ -477,6 +483,8 @@ Game Options =
# Requires translation!
Civilizations =
# Requires translation!
Shuffle Civ Order at Start =
# Requires translation!
Map Type =
# Requires translation!
Map file =
@ -498,6 +506,8 @@ Custom =
Map Generation Type =
# Requires translation!
Enabled Map Generation Types =
# Requires translation!
Example map =
# Map types
# Requires translation!
@ -518,6 +528,10 @@ Archipelago =
Inner Sea =
# Requires translation!
Perlin =
# Requires translation!
Small Continents =
# Requires translation!
Fractal =
# Requires translation!
Select players from starting locations =
@ -614,7 +628,7 @@ RNG Seed =
# Requires translation!
Map Elevation =
# Requires translation!
Temperature extremeness =
Temperature intensity =
# Requires translation!
Temperature shift =
# Requires translation!
@ -1285,10 +1299,7 @@ Visible =
Permanent =
# Requires translation!
Minimap size =
# This is the leftmost Minimap size slider position
# Requires translation!
off =
Show minimap =
# Requires translation!
Show tutorials =
@ -1345,8 +1356,12 @@ Gameplay =
# Requires translation!
Check for idle units =
# Requires translation!
'Next unit' button cycles idle units =
# Requires translation!
Auto Unit Cycle =
# Requires translation!
Show Small Skip/Cycle Unit Button =
# Requires translation!
Move units with a single tap =
# Requires translation!
Move units with a long tap =
@ -1417,8 +1432,11 @@ Could not download music! =
# Requires translation!
Advanced =
# Requires translation!
Number of autosave files stored =
# Requires translation!
Turns between autosaves =
# Requires translation!
Screen orientation =
# Requires translation!
@ -1588,10 +1606,9 @@ We have conquered the city of [cityName]! =
# Requires translation!
Your citizens are revolting due to very high unhappiness! =
# Possible HP loss loss when attacking, e.g. (-5 HP)
# Requires translation!
([amount] HP) =
# Requires translation!
An enemy [unit] has attacked [cityName] ([amount2] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has attacked [cityName] ([amount2] HP) =
# Requires translation!
@ -1599,6 +1616,8 @@ An enemy [unit] ([amount] HP) has [battleAction] our [ourUnit] ([amount2] HP) =
# Requires translation!
An enemy [unit] has attacked our [ourUnit] ([amount] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has attacked our [ourUnit] ([amount2] HP) =
# Requires translation!
Enemy city [cityName] has attacked our [ourUnit] =
# Requires translation!
Enemy city [cityName] has attacked our [ourUnit] ([amount2] HP) =
@ -1937,6 +1956,14 @@ turn =
# Requires translation!
Next unit =
# Requires translation!
[amount] units idle =
# Requires translation!
[idleCount] idle =
# Requires translation!
[skipCount] skipping =
# Requires translation!
Cycle =
# Requires translation!
Fog of War =
# Requires translation!
Pick a policy =
@ -2035,7 +2062,7 @@ Pillage [improvement] =
# Requires translation!
Repair [improvement] - [turns] =
# Requires translation!
Wait =
Skip turn =
# Requires translation!
Are you sure you want to pillage this [improvement]? =
# Requires translation!
@ -2844,7 +2871,7 @@ Buildings that provide this resource =
# Requires translation!
Improvements that provide this resource =
# Requires translation!
Buildings that require this resource worked near the city =
Buildings that require this resource improved near the city =
# Requires translation!
Units that consume this resource =
# Requires translation!
@ -3715,7 +3742,7 @@ Land units may cross [terrainName] tiles after the first [baseUnitFilter] is ear
# Requires translation!
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory =
# Requires translation!
New [baseUnitFilter] units start with [amount] Experience [cityFilter] =
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
# Requires translation!
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion =
# Requires translation!
@ -3867,6 +3894,8 @@ Creates a [improvementName] improvement on a specific tile =
# Requires translation!
Founds a new city =
# Requires translation!
Founds a new puppet city =
# Requires translation!
Can instantly construct a [improvementFilter] improvement =
# Requires translation!
May create improvements on water resources =
@ -4177,6 +4206,8 @@ Provides a random bonus when entered =
# Requires translation!
Unpillagable =
# Requires translation!
Destroyed when pillaged =
# Requires translation!
Irremovable =
# Requires translation!
Will not be replaced by automated units =
@ -4217,6 +4248,8 @@ when not at war =
# Requires translation!
during a Golden Age =
# Requires translation!
when not in a Golden Age =
# Requires translation!
during We Love The King Day =
# Requires translation!
while the empire is happy =
@ -4503,6 +4536,8 @@ upon gaining a [baseUnitFilter] unit =
# Requires translation!
upon turn end =
# Requires translation!
upon turn start =
# Requires translation!
upon founding a Pantheon =
# Requires translation!
upon founding a Religion =
@ -4533,6 +4568,8 @@ upon ending a turn in a [tileFilter] tile =
# Requires translation!
upon discovering a [tileFilter] tile =
# Requires translation!
upon entering a [tileFilter] tile =
# Requires translation!
for [amount] turns =
# Requires translation!
hidden from users =
@ -5050,6 +5087,10 @@ Music Player =
# Requires translation!
Developer Console =
# Requires translation!
Idle Prev =
# Requires translation!
Idle Next =
# Requires translation!
Empire Overview Trades =
# Requires translation!
Empire Overview Units =
@ -12263,7 +12304,15 @@ Units are defenseless while embarked (cannot use modifiers), and have a fixed De
# 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, or command the unit to 'Wait'.\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. =
Clicking 'Next unit' moves to the next idle unit in the queue (as listed in Overview -> Units). After issuing an order to an unit, if 'Auto Unit Cycle' in Options -> Gameplay is enabled, you will automatically select the next idle unit. =
# Requires translation!
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Skip turn'. =
# Requires translation!
If you want to disable the 'Next unit' feature entirely, you can toggle it in Options -> Gameplay -> Check for idle units. =
# Requires translation!
If you'd rather 'Next unit' cycle the units and not mark them as Done, you can change it in the Options -> Gameplay menu. =
# Requires translation!
You can also cycle through the idle units using the left and right triangles on the Unit Table in the lower left of the screen. Or by default using the Cycle button next to the 'Next Unit' button. =
# Requires translation!
Contact Me =
@ -12386,7 +12435,7 @@ This is where you spend most of your time playing Unciv. See the world, control
# Requires translation!
: The name (and unit icon) of the selected unit or city, with current health if wounded. Clicking a unit name or icon will open its civilopedia entry. =
# Requires translation!
: The arrow buttons allow jumping to the next/previous unit. =
: The arrow buttons allow jumping to the next/previous idle unit. =
# Requires translation!
: For a selected unit, its promotions appear here, and clicking leads to the promotions screen for that unit. =
# Requires translation!

View File

@ -96,8 +96,8 @@ New [civName]\n(formerly known as [cityName]) = Novo [civName]\n(anteriormente c
Requires [buildingName] to be built in the city = Requer que [buildingName] esteja construído na cidade
Requires [buildingName] to be built in all cities = Requer que [buildingName] tenha sido construído em todas as cidades
Provides a free [buildingName] in the city = Fornece um(a) [buildingName] grátis na cidade
Requires worked [resource] near city = Requer [resource] trabalhado próximo a cidade
Requires at least one of the following resources worked near the city: = Requer pelo menos um dos seguintes recursos trabalhados próximo a cidade:
Requires improved [resource] near city = Requer um(a) [resource] próximo a cidade
Requires at least one of the following resources improved near the city: = Requer pelo menos um dos seguintes recursos proximos a cidade
Wonder is being built elsewhere = Maravilha está sendo construída em outra cidade
National Wonder is being built elsewhere = Maravilha Nacional está sendo construída em algum lugar.
Requires a [buildingName] in all [cityFilter] cities = Requer um(a) [buildingName] em todas as [cityFilter] cidades
@ -113,6 +113,8 @@ Requires [PolicyOrNationalWonder] = Requer [PolicyOrNationalWonder]
Cannot be purchased = Não pode ser comprado
Can only be purchased = Só pode ser comprado
See also = Ver também
Use default promotions = Use promoções padrão
Default promotions for [unitType] = Promoções padrão para [unitType]
Requires at least one of the following: = Precisa pelo menos de um dos seguintes:
Requires all of the following: = Precisa de todos os seguintes:
@ -375,6 +377,7 @@ Start game! = Começar jogo!
Map Options = Opções do Mapa
Game Options = Opções de Jogo
Civilizations = Civilizações
Shuffle Civ Order at Start = Embaralhar Ordem das Civ no Início
Map Type = Tipo de Mapa
Map file = Arquivo do Mapa
Max Turns = Turnos Máximos
@ -386,6 +389,7 @@ Existing = Existente
Custom = Customizado
Map Generation Type = Tipo de geração de mapa
Enabled Map Generation Types = Tipos de geração de mapas ativados
Example map = Mapa de demonstração
# Map types
Default = Padrão
@ -397,6 +401,8 @@ Four Corners = Quatro Cantos
Archipelago = Arquipélago
Inner Sea = Mar interno
Perlin = Perlin
Small Continents = Pequenos Continentes
Fractal = Fractal
Select players from starting locations = Selecione jogadores nos locais iniciais
Random number of Civilizations = Número aleatório de civilizações
@ -448,7 +454,7 @@ This is used for painting resources, not in map generator steps: = Isso é usado
Advanced Settings = Configurações Avançadas
RNG Seed = Semente RNG
Map Elevation = Altura do Mapa
Temperature extremeness = Severidade da temperatura
Temperature intensity = Severidade da temperatura
Temperature shift = Mudança de temperatura
Resource richness = Abundância de recursos
Vegetation richness = Abundância de vegetação
@ -469,7 +475,7 @@ Small = Pequeno
Medium = Médio
Large = Grande
Huge = Imenso
World wrap requires a minimum width of 32 tiles = Um Embrulho de mundo requer uma largura mínima de 32 painéis
World wrap requires a minimum width of 32 tiles = Mundo redondo requer uma largura mínima de 32 painéis
The provided map dimensions were too small = As dimensões de mapa inseridas são pequenas demais
The provided map dimensions were too big = As dimensões de mapa inseridas são grandes demais
The provided map dimensions had an unacceptable aspect ratio = As dimensões fornecidas ao mapa tem uma proporção de tela não aceitável
@ -521,8 +527,8 @@ Base Ruleset = Conjunto base de regras
[amount] Religions = [amount] Religiões
[amount] Beliefs = [amount] Crenças
World Wrap = Wrap mundial
World wrap maps are very memory intensive - creating large world wrap maps on Android can lead to crashes! = Os wrap de mapas do mundo são muito intensos em termos de memória - criar grandes wrap de mapas do mundo no Android pode levar a travamentos!
World Wrap = Mundo redondo
World wrap maps are very memory intensive - creating large world wrap maps on Android can lead to crashes! = Os mundos arredondados, que permitem a volta ao mundo, são muito intensos em termos de memória - criar grandes mapas de mundo arredondado no Android pode levar a travamentos!
Anything above 80 by 50 may work very slowly on Android! = Qualquer coisa acima de 80 por 50 poderá ser muito lento no Android!
Anything above 40 may work very slowly on Android! = Qualquer coisa acima de 40 poderá ser muito lento no Android!
@ -582,13 +588,13 @@ River generation failed! = A geração do rio falhou!
Please don't use step 'Landmass' with map type 'Empty', create a new empty map instead. = Por favor, não use a terra 'Landmass' com o tipo de mapa 'Vazio', crie um novo mapa vazio.
This map has errors: = Esse mapa tem erros:
The incompatible elements have been removed. = Os elementos incompatíveis foram removidos.
Current map: World Wrap = Mapa atual: Envoltório Mundial
Current map: World Wrap = Mapa atual: Mundo redondo
Overlay image = Imagem de sobreposição
Click to choose a file = Clique para escolher um arquivo
Choose an image = Escolha uma imagem
Overlay opacity: = Opacidade da sobreposição:
Invalid overlay image = Imagem de sobreposição inválida
World wrap is incompatible with an overlay and was deactivated. = Envoltório mundial é incompatível com uma sobreposição e foi desativado.
World wrap is incompatible with an overlay and was deactivated. = Mundo redondo é incompatível com uma sobreposição e foi desativado.
An overlay image is incompatible with world wrap and was deactivated. = Uma imagem de sobreposição é incompatível com a quebra do mundo e foi desativada.
Choose a Wesnoth map file = Escolha um arquivo de mapa Wesnoth
That map is invalid! = Esse mapa é inválido!
@ -666,7 +672,7 @@ These [numberOfPlayers] players will be adjusted = Estes [numberOfPlayers] jogad
Set current user = Definir usuário atual
Player ID from clipboard = ID de jogador da área de transferência
Player ID from friends list = ID do jogador da lista de amigos
To create a multiplayer game, check the 'multiplayer' toggle in the New Game screen, and for each human player insert that player's user ID. = Para criar uma partida multijogador, verifique a opção "multijogador" na tela de Nova Partida, e para cada jogador humano coloque o ID de usuário.
To create a multiplayer game, check the 'multiplayer' toggle in the New Game screen, and for each human player insert that player's user ID. = Para criar uma partida multijogador, verifique a opção "multijogador" em Opções de Jogo de Novo Jogo, e para cada jogador humano coloque o ID de usuário.
You can assign your own user ID there easily, and other players can copy their user IDs here and send them to you for you to include them in the game. = Você pode por seu próprio ID de usuário lá fácilmente, e outros jogadores podem copiar os IDs de usuário aqui e mandar para você, assim você pode colocá-los na partida.
Once you've created your game, the Game ID gets automatically copied to your clipboard so you can send it to the other players. = Uma vez que você tenha criado sua partida, o ID da partida é automaticamente copiada para sua área de transferência para que você possa enviar para outros jogadores.
Players can enter your game by copying the game ID to the clipboard, and clicking on the 'Add multiplayer game' button = Jogadores podem entrar no seu jogo ao copiar o ID da partida para a área de transferência, e tocando no botão "Adicionar Partida Multijogador"
@ -810,9 +816,7 @@ Hidden = Escondido
Visible = Visível
Permanent = Permanente
Minimap size = Tamanho do minimapa
# This is the leftmost Minimap size slider position
off = desligado
Show minimap = Mostrar minimapa
Show tutorials = Mostrar tutoriais
Reset tutorials = Reiniciar tutoriais
@ -844,9 +848,11 @@ Continuous rendering = Renderização contínua
When disabled, saves battery life but certain animations will be suspended = Ao desabilitar, economiza bateria mas algumas animações serão suspensas
## Gameplay tab
Gameplay = Jogatina
Check for idle units = Verificar unidades inativas
Gameplay = Jogabilidade
Check for idle units = Verificar unidades ociosas
'Next unit' button cycles idle units = O botão 'Próxima unidade' alterna as unidades ociosas
Auto Unit Cycle = Ciclo Automático da Unidade
Show Small Skip/Cycle Unit Button = Mostrar pequeno botão de unidade de pular/ciclo
Move units with a single tap = Mover unidades com apenas um toque
Move units with a long tap = Mover unidades com um toque longo
Auto-assign city production = Auto-atribuir produção na cidade
@ -886,8 +892,10 @@ Could not download music! = Não foi possível baixar a música!
## Advanced tab
Advanced = Avançado
Number of autosave files stored = Número de arquivos de salvamento automático armazenados
Turns between autosaves = Turnos entre salvamentos automáticos
Screen orientation = Orientação da tela
Landscape (fixed) = Paisagem (fixo)
Portrait (fixed) = Retrato (fixo)
@ -982,12 +990,12 @@ Your Golden Age has ended. = Sua Era de Ouro terminou.
We have conquered the city of [cityName]! = Nós conquistamos a cidade de [cityName]!
Your citizens are revolting due to very high unhappiness! = Seus cidadãos estão se revoltando devido à infelicidade muito alta!
# Possible HP loss loss when attacking, e.g. (-5 HP)
([amount] HP) = ([amount] HP)
An enemy [unit] has attacked [cityName] ([amount2] HP) = Um(a) [unit] inimiga atacou [cityName] ([amount2] HP)
An enemy [unit] ([amount] HP) has attacked [cityName] ([amount2] HP) = Um(a) [unit] inimigo(a) ([amount] HP) atacou [cityName] ([amount2] HP)
An enemy [unit] ([amount] HP) has [battleAction] our [ourUnit] ([amount2] HP) = Um(a) [unit] inimigo(a) ([amount] HP) [battleAction] nosso(a) [ourUnit] ([amount2] HP)
An enemy [unit] has attacked our [ourUnit] ([amount] HP) = Um(a) [unit] inimigo(a) atacou nosso(a) [ourUnit] ([amount] HP)
An enemy [unit] ([amount] HP) has attacked our [ourUnit] ([amount2] HP) = Um(a) [unit] ([amount] HP) atacou nosso(a) [ourUnit] ([amount2] HP)
Enemy city [cityName] has attacked our [ourUnit] = A cidade inimiga [cityName] atacou nosso(a) [ourUnit]
Enemy city [cityName] has attacked our [ourUnit] ([amount2] HP) = A cidade inimiga [cityName] atacou nosso(a) [ourUnit] ([amount2] HP)
An enemy [unit] has captured [cityName] = Um(a) [unit] inimigo(a) capturou [cityName]
@ -1169,6 +1177,10 @@ Turn = Turno
turns = turnos
turn = turno
Next unit = Próxima unidade
[amount] units idle = [amount] unidades ociosas
[idleCount] idle = [idleCount] ocioso
[skipCount] skipping = [skipCount] pulando
Cycle = Ciclo
Fog of War = Névoa de guerra
Pick a policy = Escolha uma política
Move Spies = Mover Espiões
@ -1218,7 +1230,7 @@ Pillage = Saquear
Pillage [improvement] = Saquear [improvement]
[improvement] (Pillaged!) = [improvement] (Saqueado!)
Repair [improvement] - [turns] = Reparar [improvement] - [turns]
Wait = Aguarde
Skip turn = Pular turno
Are you sure you want to pillage this [improvement]? = Tem certeza de que deseja saquear esta [improvement]?
We have looted [amount] from a [improvement] = Saqueamos [amount] de uma [improvement]
We have looted [amount] from a [improvement] which has been sent to [cityName] = Saqueamos [amount] de um [improvement] que foi enviada para [cityName]
@ -1434,8 +1446,7 @@ Hurry Construction = Apressar Construção
Hurry Construction (+[productionAmount]⚙) = Apressar Construção (+[productionAmount]⚙)
Spread Religion = Espalhar Religião
Spread [religionName] = Espalhar [religionName]
# Requires translation!
[civName]'s [unitName] has converted [cityName] to [religionName] =
[civName]'s [unitName] has converted [cityName] to [religionName] = [unitName] de [civName] converteu [cityName] para [religionName]
Remove Heresy = Remover Heresia
Found a Religion = Fundar uma Religião
Enhance a Religion = Aprimorar Religião
@ -1642,7 +1653,7 @@ Bonus stats for improvement = Bônus de estatísticas por melhoria
Buildings that consume this resource = Construções que consomem esse recurso
Buildings that provide this resource = Edifícios que fornecem este recurso
Improvements that provide this resource = Melhorias que fornecem este recurso
Buildings that require this resource worked near the city = Prédios que requerem este recurso funcionaram perto da cidade
Buildings that require this resource improved near the city = Edifícios que necessitam deste recurso perto da cidade
Units that consume this resource = Unidades que consomem esse recurso
Can be built on = Pode ser construído em
Cannot be built on = Não pode ser construído em
@ -2061,8 +2072,7 @@ Provides a unique luxury = Oferece um luxo único
Military Units gifted from City-States start with [amount] XP = Unidades Militares oferecidas por Cidades-Estados começam com [amount] de XP
Militaristic City-States grant units [amount] times as fast when you are at war with a common nation = Cidades-Estados Militares concedem unidades [amount] vezes mais rápido quando você está em guerra com uma nação comum
Gifts of Gold to City-States generate [relativeAmount]% more Influence = Presentes de ouro para cidades-estados geram [relativeAmount]% mais influência
# Requires translation!
Can spend Gold to annex or puppet a City-State that has been your Ally for [amount] turns =
Can spend Gold to annex or puppet a City-State that has been your Ally for [amount] turns = Pode gastar ouro para anexar ou um fantoche de uma cidade-estado que foi sua aliada por [amount] turnos
City-State territory always counts as friendly territory = O território da cidade-estado sempre conta como território amigo
Allied City-States will occasionally gift Great People = Cidades-Estados Aliadas ocasionalmente presentearão uma Grande Personalidade
Will not be chosen for new games = Não será escolhido para novos jogos
@ -2123,7 +2133,8 @@ Enables embarkation for land units = Permite o embarque de unidades terrestres
Enables [mapUnitFilter] units to enter ocean tiles = Permite que unidades [mapUnitFilter] entrem em painéis oceánicos
Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned = As unidades terrestres podem cruzar os painéis [terrainName] depois que o primeiro [baseUnitFilter] for ganho
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory = Unidades inimigas [mapUnitFilter] devem gastar [amount] de pontos de movimento extras quando estiverem dentro do seu território
New [baseUnitFilter] units start with [amount] Experience [cityFilter] = Novas unidades [baseUnitFilter] começam com [amount] de XP [cityFilter]
# Requires translation!
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion = Todas as unidades [baseUnitFilter] recém-treinadas [cityFilter] recebem a promoção de [promotion]
[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing = [mapUnitFilter] Unidades adjacentes a esta cidade curam [amount] HP por turno ao curar
[relativeAmount]% City Strength from defensive buildings = [relativeAmount]% de força da cidade de edifícios defensivos
@ -2198,7 +2209,8 @@ Remove extra unhappiness from annexed cities = Remove infelicidade extra das cid
Connects trade routes over water = Conecta rotas comerciais marítimas
Automatically built in all cities where it is buildable = Construído automaticamente em todas as cidades onde é edificável
Creates a [improvementName] improvement on a specific tile = Cria uma melhoria [improvementName] em um painel específico
Founds a new city = Estabelecer uma nova cidade
Founds a new city = Funda uma nova cidade
Founds a new puppet city = Funda uma nova cidade fantoche
Can instantly construct a [improvementFilter] improvement = Pode construir instantaneamente uma melhoria [improvementFilter]
May create improvements on water resources = Pode criar melhorias em recursos aquáticos
Can build [improvementFilter/terrainFilter] improvements on tiles = Pode construir melhorias [improvementFilter/terrainFilter] em painéis
@ -2353,7 +2365,8 @@ Costs [amount] [stat] per turn = Custos [amount] [stat] por turno
Adjacent enemy units ending their turn take [amount] damage = Unidades inimigas adjacentes que terminam seu turno recebem [amount] de dano
Great Improvement = Grande Melhoria
Provides a random bonus when entered = Fornece um bônus aleatório quando inserido
Unpillagable = Impossível pilhar
Unpillagable = Impossível saquear
Destroyed when pillaged = Destruído quando saqueado
Irremovable = Irremovível
Will not be replaced by automated units = Não serão substituídos por unidades automatizadas
Improves [resourceFilter] resource in this tile = Melhora o recurso [resourceFilter] neste painel
@ -2374,6 +2387,7 @@ for [civFilter] Civilizations = para [civFilter] Civilizações
when at war = quando em guerra
when not at war = quando não está em guerra
during a Golden Age = durante uma Era de Ouro
when not in a Golden Age = quando não estiver em uma Era de Ouro
during We Love The King Day = durante o dia de Nós Amamos o Rei
while the empire is happy = enquanto o império está feliz
when between [amount] and [amount2] Happiness = quando entre [amount] e [amount2] de Felicidade
@ -2517,6 +2531,7 @@ upon constructing [buildingFilter] = ao construir [buildingFilter]
upon constructing [buildingFilter] [cityFilter] = ao construir [buildingFilter] [cityFilter]
upon gaining a [baseUnitFilter] unit = ao ganhar uma unidade [baseUnitFilter]
upon turn end = ao final do turno
upon turn start = ao início do turno
upon founding a Pantheon = ao fundar um Panteão
upon founding a Religion = ao fundar uma Religião
upon enhancing a Religion = ao aprimorar uma Religião
@ -2532,6 +2547,7 @@ upon losing the [promotion] status = ao perder o status de [promotion]
upon losing at least [amount] HP in a single attack = ao perder pelo menos [amount] de HP em um único ataque
upon ending a turn in a [tileFilter] tile = ao terminar um turno em um painel [tileFilter]
upon discovering a [tileFilter] tile = ao descobrir um painel [tileFilter]
upon entering a [tileFilter] tile = ao entrar em um painel [tileFilter]
for [amount] turns = por [amount] turnos
hidden from users = escondido dos usuários
for every [countable] = para cada [countable]
@ -2836,6 +2852,8 @@ Open AutoPlay menu = Abrir Menu do AutoPlay
Empire Overview = Visão Geral do Império
Music Player = Reprodutor de Música
Developer Console = Console do desenvolvedor
Idle Prev = Anterior ocioso
Idle Next = Próximo ocioso
Empire Overview Trades = Visão Geral do Império Negociações
Empire Overview Units = Visão Geral do Império Unidades
Empire Overview Politics = Visão Geral do Império Política
@ -6701,7 +6719,7 @@ Hussar = Hussardo
Hakkapeliitta = Hakkapeliitta
Privateer = Corsório
Privateer = Corsário
#################### Lines from UnitTypes from Civ V - Gods & Kings ####################
@ -6897,7 +6915,11 @@ Once a certain tech is researched, your land units can embark, allowing them to
Units are defenseless while embarked (cannot use modifiers), and have a fixed Defending Strength based on your tech Era, so be careful!\nRanged Units can't attack, Melee Units have a Strength penalty, and all have limited vision. = As unidades ficam indefesas enquanto embarcadas (não podem usar modificadores) e tem uma Força de Defesa fixa com base na sua Era tecnológica, então tenha cuidado!\nUnidades de Alcance não podem atacar, Unidades Corpo a Corpo têm uma penalidade de Força e todas têm visão limitada.
Idle Units = Unidades Inativas
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Wait'.\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 você não quer mover uma unidade neste turno, você pode pulá-la clicando novamente em 'Próxima unidade' ou comandá-la aguardar clicando em 'Aguarde'.\nSe você não for mover a unidade por um bom tempo, pode comandá-la 'Fortificar' ou 'Dormir' - \n unidades em 'Fortificar' ou 'Dormir' não são consideradas unidades inativas.\nSe você quer desabilitar totalmente a função de 'Próxima unidade', você pode desabilitar indo ao Menu -> Checar unidades inativas.
Clicking 'Next unit' moves to the next idle unit in the queue (as listed in Overview -> Units). After issuing an order to an unit, if 'Auto Unit Cycle' in Options -> Gameplay is enabled, you will automatically select the next idle unit. = Clicar em 'Próxima unidade' move para a próxima unidade ociosa na fila (conforme listado em Visão geral -> Unidades). Após emitir uma ordem para uma unidade, se 'Ciclo Automático da Unidade' em Opções -> Jogabilidade estiver habilitado, você selecionará automaticamente a próxima unidade ociosa.
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Skip turn'. = Se você não quiser mover uma unidade neste turno, você pode ignorá-lo clicando em "Próxima unidade" novamente, ou comandar a unidade para "Pular turno".
If you want to disable the 'Next unit' feature entirely, you can toggle it in Options -> Gameplay -> Check for idle units. = Se quiser desabilitar completamente o recurso "Próxima unidade", você pode ativá-lo em Opções -> Jogabilidade -> Verificar unidades ociosas.
If you'd rather 'Next unit' cycle the units and not mark them as Done, you can change it in the Options -> Gameplay menu. = Se você preferir alternar as unidades em 'Próxima unidade' e não marcá-las como Concluídas, você pode alterar isso no menu Opções -> Jogabilidade.
You can also cycle through the idle units using the left and right triangles on the Unit Table in the lower left of the screen. Or by default using the Cycle button next to the 'Next Unit' button. = Você também pode alternar entre as unidades ociosas usando os triângulos esquerdo e direito na Tabela de Unidades no canto inferior esquerdo da tela. Ou, por padrão, usando o botão Ciclo ao lado do botão 'Próxima unidade'.
Contact Me = Contate-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 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.
@ -6965,7 +6987,7 @@ This is where you spend most of your time playing Unciv. See the world, control
: Unit Action Buttons - while a unit is selected its possible actions appear here. = ⑥: Botões de ação da unidade - enquanto uma unidade é selecionada, suas ações possíveis aparecem aqui.
: The unit/city info pane - shows information about a selected unit or city. = ⑦: O painel de informações da unidade/cidade - mostra informações sobre uma unidade ou cidade selecionada.
: The name (and unit icon) of the selected unit or city, with current health if wounded. Clicking a unit name or icon will open its civilopedia entry. = ⑧: O nome (e ícone da unidade) da unidade ou cidade selecionada, com a saúde atual se ferido. Clicar no nome de uma unidade ou ícone abrirá sua entrada na civilopédia.
: The arrow buttons allow jumping to the next/previous unit. = ⑨ Os botões de seta permitem saltar para a unidade seguinte/anterior.
: The arrow buttons allow jumping to the next/previous idle unit. = Os botões de seta permitem pular para a próxima/anterior unidade ociosa.
: For a selected unit, its promotions appear here, and clicking leads to the promotions screen for that unit. = ⑩: Para uma unidade selecionada, suas promoções aparecem aqui e clicar leva à tela de promoções dessa unidade.
: Remaining/per turn movement points, strength and experience / XP needed for promotion. For cities, you get its combat strength. = ⑪: Pontos de movimento restantes/por turno, força e experiência / XP necessários para promoção. Para cidades, você obtém sua força de combate.
: This button closes the selected unit/city info pane. = ⑫: Este botão fecha o painel de informações da unidade/cidade selecionada.
@ -6986,7 +7008,7 @@ This is where you spend most of your time playing Unciv. See the world, control
: Number of turns played with translation into calendar years. Click to see the victory overview. = ⓕ: Número de turnos jogados com conversão em anos civis. Clique para ver a visão geral da vitória.
: The number of gold coins in your treasury and income. Clicks lead to the Stats overview screen. = ⓖ: O número de moedas de ouro em seu tesouro e renda. Clicar levam á tela de visão geral das estatísticas.
: The quantity of ☮Faith your citizens have generated, or 'off' if religion is disabled. Clicking it makes you go to the religion overview screen. = ⓗ: A quantidade de ☮Fé que seus cidadãos geraram, ou 'desligada' se a religião estiver desabilitada. Clicar nele faz você ir para a tela de visão geral da religião.
: 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. = ⓧ: No centro de tudo isso - o mapa do mundo! Aqui, o "X" marca um ponto fora do mapa. Sim, a menos que a opção wrap tenha sido usada, os mundos Unciv são planos. Não se preocupe, seus navios não cairão da borda.
: 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. = ⓧ: No centro de tudo isso - o mapa do mundo! Aqui, o "X" marca um ponto fora do mapa. Sim, a menos que a opção Mundo Redondo tenha sido usada, os mundos Unciv são planos. Não se preocupe, seus navios não cairão da borda.
: By the way, here's how an empire border looks like - it's in the national colours of the nation owning the territory. = ⓨ: A propósito, aqui está a aparência de uma fronteira de império - É nas cores nacionais da nação que possui o território.
: And this is the red targeting circle that led to the attack pane back under ⑬. = ⓩ: E este é o círculo de alvo vermelho que levou ao painel de ataque de volta em ⑬.
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. = O que você não vê: o botão Voltar do telefone/tablet fará a pergunta se você deseja sair da Unciv e voltar para a Vida Real. Nas versões para desktop, você pode usar a tecla ESC.

View File

@ -107,8 +107,10 @@ New [civName]\n(formerly known as [cityName]) =
Requires [buildingName] to be built in the city = Изисква [buildingName] да се построи в града
Requires [buildingName] to be built in all cities = Изисква [buildingName] да се построи във всички градове
Provides a free [buildingName] in the city = Осигурява [buildingName] в града безплатно
Requires worked [resource] near city = Изисква [resource] да се разработи близо до града
Requires at least one of the following resources worked near the city: = Изисква поне един от следните ресурси да се разработи в близост до града:
# Requires translation!
Requires improved [resource] near city =
# Requires translation!
Requires at least one of the following resources improved near the city: =
Wonder is being built elsewhere = Чудото се строи другаде
National Wonder is being built elsewhere = Националното чудо се строи другаде
# Requires translation!
@ -126,6 +128,10 @@ Requires [PolicyOrNationalWonder] = Изисква [PolicyOrNationalWonder]
Cannot be purchased = Не може да се закупи
Can only be purchased = Може само да се закупи
See also = Вижте също
# Requires translation!
Use default promotions =
# Requires translation!
Default promotions for [unitType] =
Requires at least one of the following: = Изисква поне едно от следните:
Requires all of the following: = Изисква всяко от следните:
@ -415,6 +421,8 @@ Start game! = Започване на игра!
Map Options = Опции за Карта
Game Options = Опции на Игра
Civilizations = Цивилизации
# Requires translation!
Shuffle Civ Order at Start =
Map Type = Вид Карта
Map file = Файл на Карта
Max Turns = Максимум ходове
@ -426,6 +434,8 @@ Existing = Съществуваща
Custom = Персонализирана
Map Generation Type = Начин на Генериране на Карта
Enabled Map Generation Types = Разрешени Начини за Генериране на Карта
# Requires translation!
Example map =
# Map types
Default = По подразбиране
@ -438,6 +448,10 @@ Archipelago = Острови
Inner Sea = Вътрешно Море
# Requires translation!
Perlin =
# Requires translation!
Small Continents =
# Requires translation!
Fractal =
# Requires translation!
Select players from starting locations =
@ -490,7 +504,7 @@ This is used for painting resources, not in map generator steps: = Това се
Advanced Settings = Разширени Настройки
RNG Seed = Случайно генериран сийд
Map Elevation = Височина на Карта
Temperature extremeness = Температурни Крайности
Temperature intensity = Температурни Крайности
Temperature shift = Измяна на температура
Resource richness = Богатство на ресурси
Vegetation richness = Богатство на растителност
@ -882,10 +896,8 @@ Visible =
# Requires translation!
Permanent =
Minimap size = Размер на миникарта
# This is the leftmost Minimap size slider position
# Requires translation!
off =
Show minimap =
Show tutorials = Покзване на упътване
# Requires translation!
@ -932,7 +944,11 @@ When disabled, saves battery life but certain animations will be suspended = К
Gameplay = Игра
Check for idle units = Поверка на стоящи единици
# Requires translation!
'Next unit' button cycles idle units =
# Requires translation!
Auto Unit Cycle =
# Requires translation!
Show Small Skip/Cycle Unit Button =
Move units with a single tap = Придвижване с едно докосване
# Requires translation!
Move units with a long tap =
@ -985,8 +1001,11 @@ Could not download music! = Невъзможно изтегляне
## Advanced tab
Advanced = Разширени
# Requires translation!
Number of autosave files stored =
Turns between autosaves = Ходове между автоматични записи
Screen orientation = Ориентация на екрана
Landscape (fixed) = Пейзаж (фиксиран)
Portrait (fixed) = Портрет (фиксиран)
@ -1128,16 +1147,17 @@ We have conquered the city of [cityName]! = Завладяхме [cityName]!
# Requires translation!
Your citizens are revolting due to very high unhappiness! =
# Possible HP loss loss when attacking, e.g. (-5 HP)
# Requires translation!
([amount] HP) =
# Requires translation!
An enemy [unit] has attacked [cityName] ([amount2] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has attacked [cityName] ([amount2] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has [battleAction] our [ourUnit] ([amount2] HP) =
# Requires translation!
An enemy [unit] has attacked our [ourUnit] ([amount] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has attacked our [ourUnit] ([amount2] HP) =
Enemy city [cityName] has attacked our [ourUnit] = Вражески град [cityName] атакува [ourUnit]
# Requires translation!
Enemy city [cityName] has attacked our [ourUnit] ([amount2] HP) =
@ -1399,6 +1419,14 @@ Turn = Ход
turns = ходове
turn = ход
Next unit = Следваща единица
# Requires translation!
[amount] units idle =
# Requires translation!
[idleCount] idle =
# Requires translation!
[skipCount] skipping =
# Requires translation!
Cycle =
Fog of War = Сянка на Войната
Pick a policy = Изберете политика
# Requires translation!
@ -1458,7 +1486,8 @@ Pillage [improvement] = Грабеж [improvement]
[improvement] (Pillaged!) = [improvement] (Разграбен/а/о!)
# Requires translation!
Repair [improvement] - [turns] =
Wait = Изчакайте
# Requires translation!
Skip turn =
Are you sure you want to pillage this [improvement]? = Сигурни ли сте, че искате да ограбите [improvement]?
We have looted [amount] from a [improvement] = Разграбихме [amount] от [improvement]
# Requires translation!
@ -1983,7 +2012,7 @@ Buildings that consume this resource = Сгради, изискващи този
Buildings that provide this resource = Сгради, осигуряващи този ресурс
Improvements that provide this resource = Подобрения, осигуряващи този ресурс
# Requires translation!
Buildings that require this resource worked near the city =
Buildings that require this resource improved near the city =
Units that consume this resource = Единици, изискващи този ресурс
Can be built on = Може да се построи на
# Requires translation!
@ -2786,7 +2815,7 @@ Land units may cross [terrainName] tiles after the first [baseUnitFilter] is ear
# Requires translation!
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory =
# Requires translation!
New [baseUnitFilter] units start with [amount] Experience [cityFilter] =
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
# Requires translation!
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion =
# Requires translation!
@ -2937,6 +2966,8 @@ Creates a [improvementName] improvement on a specific tile =
# Requires translation!
Founds a new city =
# Requires translation!
Founds a new puppet city =
# Requires translation!
Can instantly construct a [improvementFilter] improvement =
# Requires translation!
May create improvements on water resources =
@ -3244,6 +3275,8 @@ Provides a random bonus when entered =
# Requires translation!
Unpillagable =
# Requires translation!
Destroyed when pillaged =
# Requires translation!
Irremovable =
# Requires translation!
Will not be replaced by automated units =
@ -3284,6 +3317,8 @@ when not at war =
# Requires translation!
during a Golden Age =
# Requires translation!
when not in a Golden Age =
# Requires translation!
during We Love The King Day =
# Requires translation!
while the empire is happy =
@ -3569,6 +3604,8 @@ upon gaining a [baseUnitFilter] unit =
# Requires translation!
upon turn end =
# Requires translation!
upon turn start =
# Requires translation!
upon founding a Pantheon =
# Requires translation!
upon founding a Religion =
@ -3599,6 +3636,8 @@ upon ending a turn in a [tileFilter] tile =
# Requires translation!
upon discovering a [tileFilter] tile =
# Requires translation!
upon entering a [tileFilter] tile =
# Requires translation!
for [amount] turns =
# Requires translation!
hidden from users =
@ -4062,6 +4101,10 @@ Music Player =
# Requires translation!
Developer Console =
# Requires translation!
Idle Prev =
# Requires translation!
Idle Next =
# Requires translation!
Empire Overview Trades =
# Requires translation!
Empire Overview Units =
@ -9718,7 +9761,15 @@ Units are defenseless while embarked (cannot use modifiers), and have a fixed De
Idle Units = Бездейци
# Requires translation!
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Wait'.\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. =
Clicking 'Next unit' moves to the next idle unit in the queue (as listed in Overview -> Units). After issuing an order to an unit, if 'Auto Unit Cycle' in Options -> Gameplay is enabled, you will automatically select the next idle unit. =
# Requires translation!
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Skip turn'. =
# Requires translation!
If you want to disable the 'Next unit' feature entirely, you can toggle it in Options -> Gameplay -> Check for idle units. =
# Requires translation!
If you'd rather 'Next unit' cycle the units and not mark them as Done, you can change it in the Options -> Gameplay menu. =
# Requires translation!
You can also cycle through the idle units using the left and right triangles on the Unit Table in the lower left of the screen. Or by default using the Cycle button next to the 'Next Unit' button. =
Contact Me = Връзка С Мен
# Requires translation!
@ -9840,7 +9891,7 @@ This is where you spend most of your time playing Unciv. See the world, control
# Requires translation!
: The name (and unit icon) of the selected unit or city, with current health if wounded. Clicking a unit name or icon will open its civilopedia entry. =
# Requires translation!
: The arrow buttons allow jumping to the next/previous unit. =
: The arrow buttons allow jumping to the next/previous idle unit. =
# Requires translation!
: For a selected unit, its promotions appear here, and clicking leads to the promotions screen for that unit. =
# Requires translation!

View File

@ -96,8 +96,8 @@ New [civName]\n(formerly known as [cityName]) = Nova [civName]\n(abans coneguda
Requires [buildingName] to be built in the city = Necessita [buildingName] a la ciutat.
Requires [buildingName] to be built in all cities = Necessita [buildingName] a cada ciutat.
Provides a free [buildingName] in the city = Proporciona [buildingName] de franc a la ciutat.
Requires worked [resource] near city = Necessita que es treballi almenys una casella amb «[resource]» a prop de la ciutat
Requires at least one of the following resources worked near the city: = Necessita almenys un dels següents recursos treballats prop de la ciutat:
Requires improved [resource] near city = Cal [resource] amb millora a prop de la ciutat.
Requires at least one of the following resources improved near the city: = Cal com a mínim un daquests recursos millorats a prop de la ciutat:
Wonder is being built elsewhere = Aquesta meravella ja es construeix en un altre lloc.
National Wonder is being built elsewhere = Aquesta meravella nacional ja es construeix en un altre lloc.
Requires a [buildingName] in all [cityFilter] cities = Cal un/una [buildingName] a totes les ciutats [cityFilter]
@ -113,6 +113,8 @@ Requires [PolicyOrNationalWonder] = Requereix [PolicyOrNationalWonder].
Cannot be purchased = No es pot comprar
Can only be purchased = Només es pot comprar
See also = Vegeu també
Use default promotions = Fes servir els ascensos per defecte
Default promotions for [unitType] = Ascensos per defecte per a [unitType]
Requires at least one of the following: = Requereix almenys un dels següents:
Requires all of the following: = Requereix:
@ -123,7 +125,7 @@ Disables: = Deshabilita
Current construction = Construcció actual
Construction queue = Cua de construcció
Queue = Posa a la cua
Queue = Cua
Pick a construction = Tria una construcció
Queue empty = Cua buida
Add to queue = Afegeix a la cua
@ -375,6 +377,7 @@ Start game! = Comença la partida
Map Options = Opcions del mapa
Game Options = Opcions de la partida
Civilizations = Civilitzacions
Shuffle Civ Order at Start = Barreja lordre de civilitzacions a linici
Map Type = Tipus de mapa
Map file = Fitxer de mapa
Max Turns = Límit de torns
@ -386,6 +389,7 @@ Existing = Existent
Custom = Personalitzat
Map Generation Type = Tipus de generació del mapa
Enabled Map Generation Types = Tipus de generació de mapes activats
Example map = Mapa dexemple
# Map types
Default = Per defecte
@ -397,6 +401,8 @@ Four Corners = Quatre cantonades
Archipelago = Arxipèlag
Inner Sea = Mar interior
Perlin = Perlin
Small Continents = Continents petits
Fractal = Fractal
Select players from starting locations = Tria els jugadors des de les posicions inicials
Random number of Civilizations = Nombre aleatori de civilitzacions
@ -448,7 +454,7 @@ This is used for painting resources, not in map generator steps: = Es fa servir
Advanced Settings = Opcions avançades
RNG Seed = Llavor inicial
Map Elevation = Elevació del mapa
Temperature extremeness = Radicalitat de les temperatures
Temperature intensity = Radicalitat de les temperatures
Temperature shift = Modificador de la temperatura
Resource richness = Recursos
Vegetation richness = Vegetació
@ -810,9 +816,7 @@ Hidden = Amagades
Visible = Visibles
Permanent = Permanents
Minimap size = Mida del minimapa
# This is the leftmost Minimap size slider position
off = Sense minimapa
Show minimap = Mostra el minimapa
Show tutorials = Mostra els tutorials
Reset tutorials = Restableix els tutorials
@ -846,7 +850,9 @@ When disabled, saves battery life but certain animations will be suspended = Qua
## Gameplay tab
Gameplay = Jugabilitat
Check for idle units = Comprova les unitats aturades
'Next unit' button cycles idle units = El botó d«Unitat següent» passa a la següent unitat aturada
Auto Unit Cycle = Fes el cicle dunitats automàticament
Show Small Skip/Cycle Unit Button = Mostra un botó petit per a saltar o canviar dunitat
Move units with a single tap = Mou les unitats tocant-les una sola vegada
Move units with a long tap = Mou les unitats amb un toc llarg
Auto-assign city production = Assigna automàticament la producció de les ciutats
@ -886,8 +892,10 @@ Could not download music! = La música no sha pogut descarregar
## Advanced tab
Advanced = Avançat
Number of autosave files stored = Nombre de fitxers de desades automàtiques emmagatzemats
Turns between autosaves = Torns entre desades automàtiques
Screen orientation = Orientació de la pantalla
Landscape (fixed) = Horitzontal (fixa)
Portrait (fixed) = Vertical (fixa)
@ -982,12 +990,12 @@ Your Golden Age has ended. = La vostra edat dor ha acabat.
We have conquered the city of [cityName]! = Hem conquerit la ciutat de [cityName]!
Your citizens are revolting due to very high unhappiness! = Els vostres ciutadans es revolten degut a la infelicitat!
# Possible HP loss loss when attacking, e.g. (-5 HP)
([amount] HP) = ([amount] PV)
An enemy [unit] has attacked [cityName] ([amount2] HP) = Una unitat [unit] enemiga ha atacat [cityName] ([amount2] PV).
An enemy [unit] ([amount] HP) has attacked [cityName] ([amount2] HP) = Un [unit] enemic ([amount] PV) ha atacat [cityName] ([amount2] PV).
An enemy [unit] ([amount] HP) has [battleAction] our [ourUnit] ([amount2] HP) = Un [unit] enemic ([amount] HP) ha [battleAction] el nostre [ourUnit] ([amount2] PV)
An enemy [unit] has attacked our [ourUnit] ([amount] HP) = Un/una [unit] enemic/ga ha atacat el/la nostre/a [ourUnit] ([amount] PV).
An enemy [unit] ([amount] HP) has attacked our [ourUnit] ([amount2] HP) = Una unitat enemiga [unit] ([amount] PV) ha atacat el/la nostre/a [ourUnit] ([amount2] PV).
Enemy city [cityName] has attacked our [ourUnit] = La ciutat enemiga [cityName] ha atacat el nostre [ourUnit].
Enemy city [cityName] has attacked our [ourUnit] ([amount2] HP) = La ciutat enemiga [cityName] ha atacat el nostre [ourUnit] ([amount2] PV).
An enemy [unit] has captured [cityName] = Un [unit] enemic ha capturat [cityName].
@ -1169,6 +1177,10 @@ Turn = Torn
turns = torns
turn = torn
Next unit = Següent unitat
[amount] units idle = [amount] unitats aturades
[idleCount] idle = [idleCount] aturats
[skipCount] skipping = [skipCount] saltades
Cycle = Canvia
Fog of War = Boira de guerra
Pick a policy = Tria una política
Move Spies = Mou espies
@ -1218,7 +1230,7 @@ Pillage = Saqueja
Pillage [improvement] = Saqueja [improvement]
[improvement] (Pillaged!) = [improvement] (saquejat!)
Repair [improvement] - [turns] = Repara [improvement] [turns]
Wait = Espera
Skip turn = Salta el torn
Are you sure you want to pillage this [improvement]? = Esteu segur que voleu saquejar la [improvement]?
We have looted [amount] from a [improvement] = Hem saquejat [amount] de [improvement].
We have looted [amount] from a [improvement] which has been sent to [cityName] = Hem saquejat [amount] de [improvement] i ho hem enviat a [cityName].
@ -1641,7 +1653,7 @@ Bonus stats for improvement = Bonificacions per millora
Buildings that consume this resource = Edificis que consumeixen el recurs
Buildings that provide this resource = Edificis que proporcionen el recurs
Improvements that provide this resource = Millores que proporcionen el recurs
Buildings that require this resource worked near the city = Edificis que necessiten que es treballi el recurs a prop de la ciutat
Buildings that require this resource improved near the city = Edificis que necessiten aquest recurs millorat a prop de la ciutat
Units that consume this resource = Unitats que consumeixen el recurs
Can be built on = Es pot construir en
Cannot be built on = No es pot construir en
@ -2121,7 +2133,8 @@ Enables embarkation for land units = Permet embarcar unitats terrestres
Enables [mapUnitFilter] units to enter ocean tiles = Permet entrar a caselles doceà a les unitats [mapUnitFilter]
Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned = Les unitats terrestres poden creuar caselles de [terrainName] després que sobtingui el primer [baseUnitFilter].
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory = Les unitats de tipus «[mapUnitFilter]» enemigues han de fer servir [amount] punts de moviment addicionals quan estan a dins del vostre territori
New [baseUnitFilter] units start with [amount] Experience [cityFilter] = Les unitats de tipus [baseUnitFilter] noves tenen dinici [amount] dexperiència [cityFilter]
# Requires translation!
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion = Totes les noves unitats entrenades de tipus «[baseUnitFilter]» [cityFilter] reben lascens [promotion]
[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing = Les unitats [mapUnitFilter] adjacents a aquesta ciutat guanyen [amount] de vida per torn quan es curen.
[relativeAmount]% City Strength from defensive buildings = [relativeAmount] % de força de ciutat dels edificis defensius
@ -2197,6 +2210,7 @@ Connects trade routes over water = Crea rutes comercials a través de laigua
Automatically built in all cities where it is buildable = Es construeix automàticament en totes les ciutats on es pugui construir.
Creates a [improvementName] improvement on a specific tile = Crea una millora [improvementName] en una casella específica.
Founds a new city = Funda una ciutat nova
Founds a new puppet city = Funda una ciutat titella nova
Can instantly construct a [improvementFilter] improvement = Pot construir una millora de [improvementFilter] immediatament
May create improvements on water resources = Crea millores en recursos aquàtics
Can build [improvementFilter/terrainFilter] improvements on tiles = Pot construir millores de casella com ara [improvementFilter/terrainFilter].
@ -2352,6 +2366,7 @@ Adjacent enemy units ending their turn take [amount] damage = Les unitats enemig
Great Improvement = Millora gran
Provides a random bonus when entered = Sobté una bonificació aleatòria quan shi entra.
Unpillagable = No es pot saquejar.
Destroyed when pillaged = Queda destruït quan es saqueja.
Irremovable = No es pot treure.
Will not be replaced by automated units = Les unitats automatizades no ho reemplaçaran
Improves [resourceFilter] resource in this tile = Millora el recurs [resourceFilter] daquesta casella
@ -2372,6 +2387,7 @@ for [civFilter] Civilizations = per a civilitzacions [civFilter]
when at war = quan està en guerra
when not at war = quan no està en guerra
during a Golden Age = durant una edat dor
when not in a Golden Age = quan no està en una edat dor
during We Love The King Day = durant el Dia del Rei
while the empire is happy = mentre limperi és feliç
when between [amount] and [amount2] Happiness = quan té entre [amount] i [amount2] de felicitat
@ -2515,6 +2531,7 @@ upon constructing [buildingFilter] = quan es construeix [buildingFilter]
upon constructing [buildingFilter] [cityFilter] = quan es construeix [buildingFilter] [cityFilter]
upon gaining a [baseUnitFilter] unit = quan sobté una unitat [baseUnitFilter]
upon turn end = fins a la fi del torn
upon turn start = quan comença el torn
upon founding a Pantheon = quan es funda un panteó
upon founding a Religion = quan es funda una religió
upon enhancing a Religion = quan es difon una religió
@ -2530,6 +2547,7 @@ upon losing the [promotion] status = quan es perd lestat [promotion]
upon losing at least [amount] HP in a single attack = quan perd com a mínim [amount] PV en un sol atac
upon ending a turn in a [tileFilter] tile = quan acaba el torn en una casella de tipus [tileFilter]
upon discovering a [tileFilter] tile = quan es descobreix una casella [tileFilter]
upon entering a [tileFilter] tile = quan entra en una casella [tileFilter]
for [amount] turns = durant [amount] torns
hidden from users = amagat als usuaris
for every [countable] = per cada [countable]
@ -2834,6 +2852,8 @@ Open AutoPlay menu = Obre el menú dAutoJoc
Empire Overview = Vista general
Music Player = Reproductor de música
Developer Console = Consola de desenvolupament
Idle Prev = Anterior aturada
Idle Next = Següent aturada
Empire Overview Trades = Vista general Comerç
Empire Overview Units = Vista general Unitats
Empire Overview Politics = Vista general Política
@ -6895,7 +6915,16 @@ Once a certain tech is researched, your land units can embark, allowing them to
Units are defenseless while embarked (cannot use modifiers), and have a fixed Defending Strength based on your tech Era, so be careful!\nRanged Units can't attack, Melee Units have a Strength penalty, and all have limited vision. = Les unitats estan indefenses mentre estiguin embarcades (no poden fer servir modificadors) i tenen una força de defensa fixada depenent de la vostra era tecnològica actual. Així que aneu amb compte!\nLes unitats a distància no poden atacar, les unitats datac cos a cos tenen una penalització a la força i totes tenen visió limitada.
Idle Units = Unitats aturades
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Wait'.\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 voleu moure una unitat aquest torn, podeu saltar-la si feu clic una altra vegada a «Propera unitat» o si li demaneu a la unitat «Espera».\nSi no voleu moure alguna unitat durant uns quants torns, podeu fer que la unitat entri en mode «Fortifica» o «Dorm» \n les unitats en mode «Espera» o «Fortifica» no es considera que estiguin aturades.\nSi voleu desactivar la funció de «Propera unitat» del tot, podeu commutar-ne lopció corresponent a Menú → Comprova les unitats aturades.
# Requires translation!
Clicking 'Next unit' moves to the next idle unit in the queue (as listed in Overview -> Units). After issuing an order to an unit, if 'Auto Unit Cycle' in Options -> Gameplay is enabled, you will automatically select the next idle unit. =
# Requires translation!
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Skip turn'. =
# Requires translation!
If you want to disable the 'Next unit' feature entirely, you can toggle it in Options -> Gameplay -> Check for idle units. =
# Requires translation!
If you'd rather 'Next unit' cycle the units and not mark them as Done, you can change it in the Options -> Gameplay menu. =
# Requires translation!
You can also cycle through the idle units using the left and right triangles on the Unit Table in the lower left of the screen. Or by default using the Cycle button next to the 'Next Unit' button. =
Contact Me = Contacteu amb mi
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. = Hola! Si heu arribat fins aquí, segurament haureu vist que el joc està incomplet.\nLUnciv està pensat com a joc de codi obert i lliure per a sempre.\nAixò significa que no hi haurà anuncis ni altres poca-soltades.
@ -6963,7 +6992,8 @@ This is where you spend most of your time playing Unciv. See the world, control
: Unit Action Buttons - while a unit is selected its possible actions appear here. = ⑥ Botons dacció de la unitat: aquí apareixeran les accions possibles de la unitat seleccionada.
: The unit/city info pane - shows information about a selected unit or city. = ⑦ Panell dinformació de la unitat/ciutat: mostra informació de la unitat o ciutat seleccionada.
: The name (and unit icon) of the selected unit or city, with current health if wounded. Clicking a unit name or icon will open its civilopedia entry. = ⑧ Nom (o icona dunitat) de la unitat o ciutat seleccionada, amb els punts de vida actuals si està ferida. Fent clic al nom o la icona de la unitat, sobrirà lentrada de la civilopèdia.
: The arrow buttons allow jumping to the next/previous unit. = ⑨ Els botons de fletxes permeten passar a la unitat següent o anterior.
# Requires translation!
: The arrow buttons allow jumping to the next/previous idle unit. =
: For a selected unit, its promotions appear here, and clicking leads to the promotions screen for that unit. = ⑩ Aquí apareixeran els ascensos de la unitat seleccionada; si shi fa clic, saccedeix a la vista dascensos de la unitat.
: Remaining/per turn movement points, strength and experience / XP needed for promotion. For cities, you get its combat strength. = ⑪ Punts de moviment restants/per torn, força i experiència / punts dexperiència necessaris per lascens. Per les ciutats, es veu la força de combat.
: This button closes the selected unit/city info pane. = ⑫ Aquest botó tanca el panell dinformació de la unitat o ciutat seleccionada.

View File

@ -20,11 +20,11 @@ This document provides short hints only for Croatian translation and is by no me
- [Placeholder genders](#placeholder-genders)
- [Feminine](#feminine)
- [Masculine](#masculine)
- [Third gender](#third-gender)
- [Neuter](#neuter)
- [Mixed gender](#mixed-gender)
- [Guess gender](#guess-gender)
- [Unresolved gender](#unresolved-gender)
- [Gender not applicable](#gender-not-applicable)
- [Unresolved gender](#unresolved-gender)
- [City names](#city-names)
- [Cities written in English](#cities-written-in-english)
- [Cities written in Latin letter](#cities-written-in-latin-letter)
@ -43,8 +43,9 @@ Words in this section are difficult to translate properly or difficult for consi
Choice of words for consistent translation in order of preference and depending on context.</br>
First highlighted word is used and additional highlighted words are only hints, and may be used
either depending on context or by replacing all matching alternative words as applicable.</br>
Words in brackets are incorrect because English translation has another word.</br>
Words outside brackets are hints as to when highlighted word should be used.
Words in parentheses are incorrect either because English translation has another word, or because
we already use them to translate some other English word in translation file.</br>
Words outside parentheses are hints as to when highlighted word should be used.
### Resolved Translation
@ -58,14 +59,14 @@ Words outside brackets are hints as to when highlighted word should be used.
- Move `Pokreni`, `Pomakni`, `Premjesti`
- Annex `Pripojiti`, `Aneksirati`
- Capital `Prijestolnica`
- Capital City `Glavni grad`
- Capital City `Glavni Grad`
- Turn `Potez`, `Krug`
- Declaration `Deklaracija`, (Izjava)
- Unique `Unikatni`, `Jedinstveni`
- Tutorial `Poduka`, `Vodič`
- Improvement, Improve `Unaprjeđenje`, `Unaprjediti`
- Enhance `Unaprjediti`, (Poboljšati)
- Camp `Logor`, `tabor` barbarski kamp
- Camp, Encampment `Logor`, `tabor` barbarski kamp
- Camp `Kamp` unaprjeđenje
- Air Sweep `Čišćenje Zraka`
- Fog of War `Ratna Magla`
@ -131,7 +132,8 @@ Not yet translated words, mostly because no sane translation exits to Croatian l
- Place `Postavi`
- Gift `Poklon`, `Dar`
- Supply `Opskrba`
- Consume(s)/Consuming `Troši/Potrošnja`, `Iskoristiti` stvar, pojava, `Konzumiranje` biće
- Consume(s)/Consuming `Konzumira/Konzumirati`, `Troši/Potrošnja`, `Iskoristiti`
- Spend(s) `Troši/Potrošnja`, `Provoditi`
- Move `Pokreni`, `Pomakni`, `Premjesti`
- Movement `Kretnja`, `Pokret`
- Chance `Šansa`, `Vjerojatnost`
@ -170,6 +172,8 @@ Not yet translated words, mostly because no sane translation exits to Croatian l
- Cancel `Poništi`, `Otkaži` (Ukini)
- Choose `Odaberi`, `Izaberi`
- Select `Odaberi` (Izaberi)
- Upon `Pri`, `Prilikom`, `Po`, `Nakon` OR `Na`, `Nad`
- Discovering `Otkriće`, `Otkrivanje`
### Untranslated words
@ -222,7 +226,7 @@ Use of formal form:
Use of informal form:
- In diplomacy, both major and minor civs and quests of city states
- In diplomacy, both major and minor civs, and quests of city states
- Nation introduction during new game
- When the player gives orders to game
- Technology and great building proverbs
@ -237,9 +241,11 @@ Exceptions (use sparingly to retain consistency):
- Use formal form where appropriate to avoid grammatical gender
- Use formal form where appropriate to simplify grammar
- Switch from formal or informal form where appropriate to make it sound more natural or consistent, e.g. UI prompt
- Switch from formal or informal (mixture) where appropriate to make it sound more natural or consistent, e.g. UI prompt
Examples (formal vs informal):
NOTE: Switching from formal and informal is used in diplomacy
Examples (formal vs informal, to check for correct usage e.g. in combination with placeholders):
- Vi vs Ti
- Vas vs Tebe, te
@ -271,9 +277,7 @@ Use regex for quick find, e.g. for `*iš`:
### Grammatical gender
TODO: Not fully checked
Examples:
Examples (to check for correct usage e.g. in combination with placeholders):
- Naš vs Naša
- Našim vs Našom
@ -285,12 +289,14 @@ Examples:
- Njihovim vs Njihovom
- Njihovog vs Njihove
TODO: Usage not fully checked:
- `(a)`, `(la)`, `(ica)`, `(ice)`, `(kinjo)`, `(icom)`, `(jela)`, `(na)`, `(om)`, `(icom)` (All feminine)
- `*io`, `*la`
Exceptions:
- Use 3rd gender where appropriate to avoid grammatical gender
- Use neuter where appropriate to avoid grammatical gender
### Other grammar
@ -324,6 +330,7 @@ When grammatical gender around a placeholder is needed we use majority gender of
- [currentPlayerCiv]
- [unitType]
- [civ], [civ1], [civ2]
- [civilization]
Feminine but not applicable:
@ -350,7 +357,6 @@ Feminine but not applicable:
- [cityFilter]
- [cityState]
- [cityStateName]
- [resource]
- [resources]
- [greatPerson]
- [specialist]
@ -369,7 +375,7 @@ Masculine but not applicable:
- [populationFilter]
- [battleAction]
### Third gender
### Neuter
- [era]
- [eraName]
@ -379,7 +385,7 @@ Masculine but not applicable:
### Mixed gender
Use 3rd gender in translation:
Use neuter in translation:
- [wonder]
- [buildingName]
@ -397,8 +403,9 @@ Use 3rd gender in translation:
- [techName]
- [technologyName]
- [building]
- [resource]
Mixed but use 3rd and masculine gender (depending on context) but not feminine:
Mixed but use neuter or masculine (depending on context) but not feminine:
- [nukeType]
@ -408,6 +415,7 @@ Mixed but not applicable:
- [terrainName]
- [terrainFilter]
- [Stats]
- [PolicyOrNationalWonder]
### Guess gender
@ -418,14 +426,7 @@ Try to guess gender depending on context:
- [countable], [countable2], [countable3]
- [policy]
- [code]
### Unresolved gender
TODO: Which gender are these?</br>
TODO: There are more placeholders in properties not handled here.
- [costOrStrength]
- [param]
- [name]
### Gender not applicable
@ -443,9 +444,24 @@ TODO: There are more placeholders in properties not handled here.
- [version]
- [title]
- [naturalWonder]
- [name]
- [thingToProduce]
- [thingToSelect]
- [count]
- [influenceAmount]
- [amountOfCulture]
- [firstValue]
- [secondValue]
- [questName]
### Unresolved gender
TODO: Which gender are these?</br>
TODO: There are more placeholders in properties not listed here.
- [costOrStrength]
- [param]
- [valueType]
- [ability]
[Table of Contents](#table-of-contents)
@ -520,17 +536,18 @@ TODO: Which letter was historically used by these? classify them and verify tran
## Resources
The following resources were helpful for translation of cities and personal names:
The following resources were helpful for translation of cities and person names:
### Hints
- wikipedia
- google maps in local language first (origin country of a city), google maps in Croatian language if local language
- Wikipedia
- Google maps in local language first (origin country of a city), google maps in Croatian language if local language
letter is not Latin
- search engines
- Multiple search engines, meta search engines
- The Bible (e.g. Babylonian and Egyptian cities)
- Country local lexicons
- Country local lexicons, preferably state official lexicons
- Deep web
- Sample articles in Croatian or English language using a word or term which is to be translated
### Links
@ -545,6 +562,8 @@ The following resources were helpful for translation of cities and personal name
- [Geek pravopis](https://geek.hr/pravopis/)
- [Encyclopedia Iranica](https://iranicaonline.org/)
- TODO: Reference of comprehensive transliteration rules
[Table of Contents](#table-of-contents)
## Gotcha's
@ -558,4 +577,9 @@ The following resources were helpful for translation of cities and personal name
- Note that other slavic countries like Serbia, Macedonia, Slovakia etc. use different transliteration
rules so they're not appropriate for translation but exceptions exist that can help. (e.g by using wikipedia)
- TODO: Where possible avoid "da" (dakavica) and "bude/budu" etc.
Note that some cases are orthographically correct.
- Avoid anglicisms, germanisms and other borrowed words unless there is no actual Croatian equivalent
[Table of Contents](#table-of-contents)

View File

@ -53,7 +53,7 @@ Pass a turn!\nCycle through units with 'Next unit' > Click 'Next turn' = Propust
Reassign worked tiles!\nEnter city screen > Click the assigned (green) tile to unassign > \n Click an unassigned tile to assign population = Ponovno dodijelite obrađivana polja!\nUđite u zaslon grada > Kliknite dodijeljeno (zeleno) polje za poništavanje dodjele > \n Kliknite na nedodijeljeno polje za dodjelu stanovnika
Meet another civilization!\nExplore the map until you encounter another civilization! = Sretnite drugu civilizaciju!\nIstražujte kartu dok ne naiđeš na drugu civilizaciju!
Open the options table!\nClick the menu button (top left) > Click 'Options' = Otvorite tablicu opcija!\nKliknite gumb izbornika (gore lijevo) > Kliknite 'Opcije'
Construct an improvement!\nConstruct a Worker unit > Move to a Plains or Grassland tile > \n Click 'Construct improvement' (above the unit table, bottom left)\n > Choose the farm > \n Leave the worker there until it's finished = Izgradite unaprjeđenje!\nIzgradite jedinicu Radnika > Pomaknite ga na polje Ravnica ili Travnjak > \n Kliknite 'Izgradi unaprjeđenje' (iznad tablice jedinica, dolje lijevo)\n > Odaberite farmu > \n Ostavite radnika tamo dok ne završi
Construct an improvement!\nConstruct a Worker unit > Move to a Plains or Grassland tile > \n Click 'Construct improvement' (above the unit table, bottom left)\n > Choose the farm > \n Leave the worker there until it's finished = Izgradite unaprjeđenje!\nIzgradite jedinicu Radnika > Pomaknite ga na polje Ravnica ili Travnjak > \n Kliknite 'Izgradi unaprjeđenje' (iznad tablice jedinice, dolje lijevo)\n > Odaberite farmu > \n Ostavite radnika tamo dok ne završi
Create a trade route!\nConstruct roads between your capital and another city\nOr, automate your worker and let him get to that eventually = Stvorite trgovačku rutu!\nIzgradite ceste između svoje prijestolnice i drugog grada\nIli, automatizirajte svog radnika i pustite ga da eventualno dođe do toga
Conquer a city!\nBring an enemy city down to low health > \nEnter the city with a melee unit = Osvojite grad!\nSpustite neprijateljski grad na nisko zdravlje > \nUđite u grad s jedinicom za blisku borbu
Move an air unit!\nSelect an air unit > Select another city within range > \nMove the unit to the other city = Pokrenite zračnu jedinicu!\nOdaberite zračnu jedinicu > Odaberite drugi grad u dometu > \nPomaknite jedinicu u drugi grad
@ -96,8 +96,8 @@ New [civName]\n(formerly known as [cityName]) = Nova [civName]\n(prethodno pozna
Requires [buildingName] to be built in the city = Zahtijeva da [buildingName] bude izgrađeno u gradu
Requires [buildingName] to be built in all cities = Zahtijeva da [buildingName] bude izgrađeno u svim gradovima
Provides a free [buildingName] in the city = Pruža besplatno [buildingName] u gradu
Requires worked [resource] near city = Zahtijeva obrađivani [resource] u blizini grada
Requires at least one of the following resources worked near the city: = Zahtijeva barem jedan od sljedećih obrađivanih resursa u blizini grada:
Requires improved [resource] near city = Zahtijeva unaprijeđeno [resource] u blizini grada
Requires at least one of the following resources improved near the city: = Zahtijeva barem jedan od sljedećih unaprijeđenih resursa u blizini grada:
Wonder is being built elsewhere = Čudo se gradi negdje drugdje
National Wonder is being built elsewhere = Nacionalno Čudo se gradi negdje drugdje
Requires a [buildingName] in all [cityFilter] cities = Zahtijeva [buildingName] u svim [cityFilter] gradovima
@ -105,14 +105,16 @@ Requires a [buildingName] in at least [amount] of [cityFilter] cities = Zahtijev
[buildingName] required: = Potrebno [buildingName]:
Requires a [buildingName] in this city = Zahtijeva [buildingName] u ovom gradu
Cannot be built with [buildingName] = Ne može se graditi s [buildingName]
Consumes [amount] [resource] = Troši [amount] [resource]
Consumes [amount] [resource] = Konzumira [amount] [resource]
Need [amount] more [resource] = Treba [amount] više [resource]
[amount] available = [amount] dostupno
Required tech: [requiredTech] = Potrebna tehnologija: [requiredTech]
Requires [PolicyOrNationalWonder] = Zahtijeva [PolicyOrNationalWonder]
Cannot be purchased = Ne može se kupiti
Can only be purchased = Može se samo kupiti
Can only be purchased = Može se jedino kupiti
See also = Vidi također
Use default promotions = Koristi zadana promaknuća
Default promotions for [unitType] = Zadana pomaknuća za [unitType]
Requires at least one of the following: = Zahtijeva barem jedno od sljedećeg:
Requires all of the following: = Zahtijeva sve od sljedećeg:
@ -205,7 +207,7 @@ Favorable = Povoljan
Friend = Prijatelj
Ally = Saveznik
[questName] (+[influenceAmount] influence) = [questName] (+[influenceAmount] utjecaj)
[questName] (+[influenceAmount] influence) = [questName] (+[influenceAmount] utjecaja)
[remainingTurns] turns remaining = [remainingTurns] poteza preostalo
Current leader(s): [leaders] = Trenutačni vođa(e): [leaders]
Current leader(s): [leaders], you: [yourScore] = Trenutačni vođa(e): [leaders], vi: [yourScore]
@ -319,7 +321,7 @@ Sum: = Iznos:
Trade = Trgovina
Offer trade = Ponudi trgovinu
They'll decide on their turn = Odlučiti će kad budu na potezu
They'll decide on their turn = Odlučit će kad du na potez
Retract offer = Povuci ponudu
What do you have in mind? = Što imaš na umu?
Our items = Naše stavke
@ -375,6 +377,7 @@ Start game! = Pokreni igru!
Map Options = Opcije Karte
Game Options = Opcije Igre
Civilizations = Civilizacije
Shuffle Civ Order at Start = Promiješaj Redoslijed Civilizacija na Početku
Map Type = Tip Karte
Map file = Datoteka karte
Max Turns = Maksimalno poteza
@ -386,6 +389,7 @@ Existing = Postojeće
Custom = Prilagođeno
Map Generation Type = Vrsta Generiranja Karte
Enabled Map Generation Types = Omogućene Vrste Generiranja Karte
Example map = Primjerak karte
# Map types
Default = Zadano
@ -397,6 +401,8 @@ Four Corners = Četiri Ugla
Archipelago = Arhipelag
Inner Sea = Unutarnje More
Perlin = Perlinov Šum
Small Continents = Mali Kontinenti
Fractal = Fraktal
Select players from starting locations = Odaberi igrače s početnih lokacija
Random number of Civilizations = Nasumični broj Civilizacija
@ -448,7 +454,7 @@ This is used for painting resources, not in map generator steps: = Ovo se korist
Advanced Settings = Napredne Postavke
RNG Seed = Početna RNG vrijednost
Map Elevation = Nadmorska Visina Karte
Temperature extremeness = Ekstremnost temperature
Temperature intensity = Ekstremnost temperature
Temperature shift = Promjena temperature
Resource richness = Bogatstvo resursa
Vegetation richness = Bogatstvo vegetacije
@ -565,7 +571,7 @@ Brush ([size]): = Četka ([size]):
# The single letter shown in the [size] parameter above for setting "Floodfill".
# Please do not make this longer than one character, the associated slider will not handle well.
Floodfill_Abbreviation = P
Error loading map! = Greška pri učitavanju karte!
Error loading map! = Pogreška pri učitavanju karte!
Map saved successfully! = Karta je uspješno spremljena!
Current map RNG seed: [amount] = Početna RNG vrijednost trenutačne karte: [amount]
Map copy and paste = Kopiraj i zalijepi kartu
@ -677,7 +683,7 @@ Add multiplayer game = Dodaj igru više igrača
Refresh list = Osvježi popis
Could not save game! = Nije moguće spremiti igru!
Could not delete game! = Nije moguće izbrisati igru!
Error while refreshing: = Greška prilikom osvježavanja:
Error while refreshing: = Pogreška prilikom osvježavanja:
Current Turn: = Trenutačni Potez:
Add Currently Running Game = Dodaj Igru Koja se Trenutačno Izvodi
Paste gameID from clipboard = Zalijepi ID igre iz međuspremnika
@ -690,7 +696,7 @@ Couldn't download the latest game state! = Nije moguće preuzeti najnovije stanj
## Resign button
Resign = Predaj se
Are you sure you want to resign? = Jeste li sigurni da se želite predati?
You can only resign if it's your turn = Možete se predati samo ako ste na potezu
You can only resign if it's your turn = Možete se predati jedino ako ste na potezu
[civName] resigned and is now controlled by AI = [civName] se predala i sada je pod kontrolom Umjetne Inteligencije
## Force resign button
@ -810,9 +816,7 @@ Hidden = Skriveno
Visible = Vidljivo
Permanent = Trajno
Minimap size = Veličina mini karte
# This is the leftmost Minimap size slider position
off = isključeno
Show minimap = Pokaži mini kartu
Show tutorials = Pokaži poduke
Reset tutorials = Resetiraj poduke
@ -846,7 +850,9 @@ When disabled, saves battery life but certain animations will be suspended = Kad
## Gameplay tab
Gameplay = Igranje
Check for idle units = Provjeri jedinice u stanju mirovanja
'Next unit' button cycles idle units = Gumb 'Sljedeća jedinica' kruži kroz jedinice u stanju mirovanja
Auto Unit Cycle = Automatsko Kruženje Kroz Jedinice
Show Small Skip/Cycle Unit Button = Pokaži Mali Gumb Preskoči/Kruži Jedinicu
Move units with a single tap = Pomiči jedinice jednim dodirom
Move units with a long tap = Pomiči jedinice dugim dodirom
Auto-assign city production = Automatski dodijeli proizvodnju u gradovima
@ -886,7 +892,9 @@ Could not download music! = Nije moguće preuzeti glazbu!
## Advanced tab
Advanced = Napredno
Turns between autosaves = Poteza između spremanja
Number of autosave files stored = Broj pohranjenih datoteka za automatsko spremanje
Turns between autosaves = Poteza između automatskih spremanja
Screen orientation = Orijentacija zaslona
Landscape (fixed) = Pejzaž (fiksno)
@ -961,8 +969,8 @@ You have entered a Golden Age! = Ušli ste u Zlatno Doba!
[n] sources of [resourceName] revealed, e.g. near [cityName] = [n] otkrivenih izvora [resourceName], npr. blizu [cityName]
A [greatPerson] has been born in [cityName]! = [greatPerson] je rođen u [cityName]!
We have encountered [civName]! = Susreli smo [civName]!
[cityStateName] has given us [stats] as a token of goodwill for meeting us = [cityStateName] nam je dao [stats] kao znak dobre volje što smo izašli u susret
[cityStateName] has given us [stats] as we are the first major civ to meet them = [cityStateName] nam je dao [stats] jer smo mi prva glavna civilizacija koja ih je upoznala
[cityStateName] has given us [stats] as a token of goodwill for meeting us = [cityStateName] nam je dao [stats] kao znak dobre volje za susret s nama
[cityStateName] has given us [stats] as we are the first major civ to meet them = [cityStateName] nam je dao [stats] pošto smo mi prva glavna civilizacija koja ih je upoznala
[cityStateName] has also given us [stats] = [cityStateName] nam je također dao [stats]
[cityStateName] gave us a [unitName] as a gift! = [cityStateName] nam je dao [unitName] na poklon!
Cannot provide unit upkeep for [unitName] - unit has been disbanded! = Ne mogu osigurati održavanje jedinice za [unitName] - jedinica je raspuštena!
@ -982,12 +990,12 @@ Your Golden Age has ended. = Vaše Zlatno Doba je završilo.
We have conquered the city of [cityName]! = Osvojili smo grad [cityName]!
Your citizens are revolting due to very high unhappiness! = Vaši građani se bune zbog vrlo velikog nezadovoljstva!
# Possible HP loss loss when attacking, e.g. (-5 HP)
([amount] HP) = ([amount] Životnih Bodova)
An enemy [unit] has attacked [cityName] ([amount2] HP) = Neprijateljski [unit] je napao [cityName] ([amount2] Životnih Bodova)
An enemy [unit] ([amount] HP) has attacked [cityName] ([amount2] HP) = Neprijateljski [unit] ([amount] Životnih Bodova) je napao [cityName] ([amount2] Životnih Bodova)
An enemy [unit] ([amount] HP) has [battleAction] our [ourUnit] ([amount2] HP) = Neprijateljski [unit] ([amount] Životnih Bodova) je [battleAction] našeg [ourUnit] ([amount2] Životnih Bodova)
An enemy [unit] has attacked our [ourUnit] ([amount] HP) = Neprijateljski [unit] je napao našeg [ourUnit] ([amount] Životnih Bodova)
An enemy [unit] ([amount] HP) has attacked our [ourUnit] ([amount2] HP) = Neprijateljski [unit] ([amount] Životnih Bodova) je napao našeg [ourUnit] ([amount2] Životnih Bodova)
Enemy city [cityName] has attacked our [ourUnit] = Neprijateljski grad [cityName] je napao našeg [ourUnit]
Enemy city [cityName] has attacked our [ourUnit] ([amount2] HP) = Neprijateljski grad [cityName] je napao našeg [ourUnit] ([amount2] Životnih Bodova)
An enemy [unit] has captured [cityName] = Neprijateljski [unit] je zauzeo [cityName]
@ -1050,7 +1058,7 @@ We have found survivors in the ruins - population added to [cityName] = Pronašl
We have discovered the lost technology of [techName] in the ruins! = Otkrili smo izgubljenu tehnologiju [techName] u ruševinama!
A [unitName] has joined us! = [unitName] nam se pridružio!
An ancient tribe trains our [unitName] in their ways of combat! = Drevno pleme obučava naš [unitName] njihovim načinima borbe!
We have found a stash of [amount] gold in the ruins! = Pronašli smo zalihu [amount] zlata u ruševinama!
We have found a stash of [amount] gold in the ruins! = Pronašli smo zalihu od [amount] zlata u ruševinama!
We have found a crudely-drawn map in the ruins! = Pronašli smo grubo nacrtanu kartu u ruševinama!
[unit] finished exploring. = [unit] je završio istraživanje.
[unit] has no work to do. = [unit] nema posla.
@ -1079,7 +1087,7 @@ One of our trades with [nation] has been cut short = Jedna od naših trgovina s
We have allied with [nation]. = Udružili smo se u savez s [nation].
We have lost alliance with [nation]. = Izgubili smo savez s [nation].
We have discovered [naturalWonder]! = Otkrili smo [naturalWonder]!
We have received [goldAmount] Gold for discovering [naturalWonder] = Dobili smo [goldAmount] Zlata za otkrivanje [naturalWonder]
We have received [goldAmount] Gold for discovering [naturalWonder] = Dobili smo [goldAmount] Zlata za otkriće [naturalWonder]
Your relationship with [cityStateName] is about to degrade = Vaš odnos s [cityStateName] uskoro će degradirati
Your relationship with [cityStateName] degraded = Vaš odnos s [cityStateName] je degradirao
A new barbarian encampment has spawned! = Iznjedrio je novi barbarski logor!
@ -1140,12 +1148,12 @@ You have lost [amount] [resourceName] = Izgubili ste [amount] [resourceName]
due to researching [tech] = zbog istraživanja [tech]
due to adopting [policy] = zbog usvajanja [policy]
due to discovering [naturalWonder] = zbog otkrivanja [naturalWonder]
due to discovering [naturalWonder] = zbog otkrića [naturalWonder]
due to entering the [eraName] = zbog ulaska u [eraName]
due to constructing [buildingName] = zbog izgradnje [buildingName]
due to gaining a [unitName] = zbog dobivanja [unitName]
due to founding a city = zbog osnivanja grada
due to discovering a Natural Wonder = zbog otkrivanja Čuda Prirode
due to discovering a Natural Wonder = zbog otkrića Čuda Prirode
due to our [unitName] defeating a [otherUnitName] = jer je naš [unitName] porazio [otherUnitName]
due to our [unitName] being defeated by a [otherUnitName] = jer je naš [unitName] poražen od [otherUnitName]
due to our [unitName] losing [amount] HP = zbog toga što je naš [unitName] izgubio [amount] Životnih Bodova
@ -1169,6 +1177,10 @@ Turn = Potez
turns = poteza
turn = potez
Next unit = Sljedeća jedinica
[amount] units idle = [amount] jedinica u stanju mirovanja
[idleCount] idle = [idleCount] u stanju mirovanja
[skipCount] skipping = [skipCount] preskačem
Cycle = Kruži
Fog of War = Ratna Magla
Pick a policy = Odaberi politiku
Move Spies = Premjesti špijune
@ -1218,7 +1230,7 @@ Pillage = Opljačkaj
Pillage [improvement] = Opljačkaj [improvement]
[improvement] (Pillaged!) = [improvement] (Opljačkano!)
Repair [improvement] - [turns] = Popravi [improvement] - [turns]
Wait = Čekaj
Skip turn = Preskoči potez
Are you sure you want to pillage this [improvement]? = Jeste li sigurni da želite opljačkati [improvement]?
We have looted [amount] from a [improvement] = Opljačkali smo [amount] iz [improvement]
We have looted [amount] from a [improvement] which has been sent to [cityName] = Opljačkali smo [amount] iz [improvement] koji je poslan u [cityName]
@ -1434,15 +1446,14 @@ Hurry Construction = Požuri Izgradnju
Hurry Construction (+[productionAmount]⚙) = Požuri izgradnju (+[productionAmount]⚙)
Spread Religion = Proširi Religiju
Spread [religionName] = Proširi [religionName]
# Requires translation!
[civName]'s [unitName] has converted [cityName] to [religionName] =
[civName]'s [unitName] has converted [cityName] to [religionName] = [unitName] od [civName] je preobratio [cityName] u [religionName]
Remove Heresy = Ukloni Herezu
Found a Religion = Osnuj Religiju
Enhance a Religion = Unaprijedi Religiju
Your citizens have been happy with your rule for so long that the empire enters a Golden Age! = Vaši građani su toliko dugo bili zadovoljni vašom vladavinom da je carstvo ušlo u Zlatno Doba!
You have entered the [newEra]! = Ušli ste u [newEra]!
[civName] has entered the [eraName]! = [civName] je ušla u [eraName]!
[policyBranch] policy branch unlocked! = [policyBranch] grana politike je otključana!
[policyBranch] policy branch unlocked! = Grana politike [policyBranch] je otključana!
# Overview screens
@ -1530,7 +1541,7 @@ Civilization Info = Informacije o Civilizaciji
Relations = Odnosi
Trade request = Trgovinska zamolba
Garrisoned by unit = S jedinicom u garnizonu
Status\n(puppet, resistance or being razed) = Status\n(marioneta, otpor ili uništenje)
Status\n(puppet, resistance or being razed) = Status\n(marioneta, otpor ili rušenje)
# Victory
@ -1590,17 +1601,17 @@ Annexed cities become part of your regular empire. = Pripojeni gradovi postaju d
Their citizens generate 2x the unhappiness, unless you build a courthouse. = Njihovi građani generiraju 2x više nezadovoljstva, osim ako ne izgradite sudnicu.
Your civilization may not annex this city. = Vaša civilizacija ne može pripojiti ovaj grad.
Puppet = Marioneta
Puppeted cities do not increase your tech or policy cost. = Marionete ne povećavaju vašu cijenu tehnologije ili politike.
Puppeted cities do not increase your tech or policy cost. = Gradovi marionete ne povećavaju vašu cijenu tehnologije ili politike.
You have no control over the the production of puppeted cities. = Nemate kontrolu nad proizvodnjom gradova marioneta.
Puppeted cities also generate 25% less Gold and Science. = Gradovi marionete također generiraju 25% manje zlata i znanosti.
A puppeted city can be annexed at any time. = Grad marioneta može se pripojiti bilo kada.
Liberate (city returns to [originalOwner]) = Oslobodi (grad se vraća u [originalOwner])
Liberating a city returns it to its original owner, giving you a massive relationship boost with them! = Oslobađanje grada vraća ga njegovom izvornom vlasniku, dajući vam ogroman poticaj odnosa s njim!
Raze = Sruši
Razing the city annexes it, and starts burning the city to the ground. = Uništavanje grada pripaja ga i počinje spaljivati grad do temelja.
Razing the city puppets it, and starts burning the city to the ground. = Uništavanje grada čini ga marionetom, i počinje spaljivati grad do temelja.
Razing the city annexes it, and starts burning the city to the ground. = Rušenje grada pripaja ga i počinje spaljivati grad do temelja.
Razing the city puppets it, and starts burning the city to the ground. = Rušenje grada čini ga marionetom, i počinje spaljivati grad do temelja.
The population will gradually dwindle until the city is destroyed. = Stanovništvo će se postupno smanjivati dok grad ne bude uništen.
Original capitals and holy cities cannot be razed. = Izvorne prijestolnice i sveti gradovi ne mogu se uništiti.
Original capitals and holy cities cannot be razed. = Izvorne prijestolnice i sveti gradovi ne mogu se srušiti.
Destroy = Uništi
Destroying the city instantly razes the city to the ground. = Uništavanje grada instantno sravnjuje grad sa zemljom.
Keep it = Zadrži ga
@ -1639,11 +1650,11 @@ Placed on [terrainType] = Postavlja se na [terrainType]
Can be found on = Može se pronaći na
Improved by [improvement] = Unaprjeđeno s [improvement]
Bonus stats for improvement = Dodatna statistika za unaprjeđenje
Buildings that consume this resource = Zgrade koje troše ovaj resurs
Buildings that consume this resource = Zgrade koje konzumiraju ovaj resurs
Buildings that provide this resource = Zgrade koje pružaju ovaj resurs
Improvements that provide this resource = Unaprjeđenja koja pružaju ovaj resurs
Buildings that require this resource worked near the city = Zgrade koje zahtijevaju ovaj resurs obrađivan u blizini grada
Units that consume this resource = Jedinice koje troše ovaj resurs
Buildings that require this resource improved near the city = Zgrade koje zahtijevaju ovaj resurs unaprijeđen u blizini grada
Units that consume this resource = Jedinice koje konzumiraju ovaj resurs
Can be built on = Može se izgraditi na
Cannot be built on = Ne može se izgraditi na
or [terrainType] = ili [terrainType]
@ -1672,8 +1683,8 @@ Player settings = Postavke igrača
Extra happiness per luxury = Dodatno zadovoljstvo po luksuzu
Research cost modifier = Modifikator cijene istraživanja
Unit cost modifier = Modifikator cijene jedinica
Building cost modifier = Modifikator cijene izgradnje
Policy cost modifier = Modifikator cijene politike
Building cost modifier = Modifikator cijene zgrada
Policy cost modifier = Modifikator cijene politika
Unhappiness modifier = Modifikator nezadovoljstva
Bonus vs. Barbarians = Bonus protiv Barbara
Barbarian spawning delay = Odgoda nastanka barbara
@ -1682,7 +1693,7 @@ Bonus starting units = Bonus početnih jedinica
AI settings = Postavke Umjetne Inteligencije
AI city growth modifier = Modifikator rasta grada Umjetne Inteligencije
AI unit cost modifier = Modifikator cijene jedinica Umjetne Inteligencije
AI building cost modifier = Modifikator cijene izgradnje Umjetne Inteligencije
AI building cost modifier = Modifikator cijene zgrada Umjetne Inteligencije
AI wonder cost modifier = Modifikator cijene čuda Umjetne Inteligencije
AI building maintenance modifier = Modifikator održavanja zgrada Umjetne Inteligencije
AI unit maintenance modifier = Modifikator održavanja jedinica Umjetne Inteligencije
@ -1978,7 +1989,7 @@ Must be on [terrain] = Mora biti na [terrain]
+[amount]% vs [unitType] = +[amount]% protiv [unitType]
+[amount] Movement for all [unitType] units = +[amount] Kretanja za sve [unitType] jedinice
+[amount]% Production when constructing [param] = +[amount]% Proizvodnje pri izgradnji [param]
Can only be built on [tileFilter] tiles = Može se graditi samo na [tileFilter] poljima
Can only be built on [tileFilter] tiles = Može se graditi jedino na [tileFilter] poljima
Cannot be built on [tileFilter] tiles = Ne može se graditi na [tileFilter] poljima
Does not need removal of [feature] = Ne treba uklanjanje [feature]
Gain a free [building] [cityFilter] = Dobijte besplatno [building] [cityFilter]
@ -2061,8 +2072,7 @@ Provides a unique luxury = Pruža unikatni luksuz
Military Units gifted from City-States start with [amount] XP = Vojne jedinice darovane od Gradova-Država počinju s [amount] Iskustva
Militaristic City-States grant units [amount] times as fast when you are at war with a common nation = Militaristički Gradovi-Države daju jedinice [amount] puta brže kada ste u ratu s zajedničkom nacijom
Gifts of Gold to City-States generate [relativeAmount]% more Influence = Pokloni zlata Gradovima-Državama generiraju [relativeAmount]% više Utjecaja
# Requires translation!
Can spend Gold to annex or puppet a City-State that has been your Ally for [amount] turns =
Can spend Gold to annex or puppet a City-State that has been your Ally for [amount] turns = Može se potrošiti Zlato za pripojenje ili pretvaranje Grada-Države u marionetu koji je bio vaš Saveznik [amount] poteza
City-State territory always counts as friendly territory = Teritorij Grada-Države uvijek se računa kao prijateljski teritorij
Allied City-States will occasionally gift Great People = Saveznički Gradovi-Države povremeno će darivati Velikane
Will not be chosen for new games = Neće biti odabrano za nove igre
@ -2074,7 +2084,7 @@ Allied City-States provide [stat] equal to [relativeAmount]% of what they produc
City-State Influence recovers at twice the normal rate = Utjecaj Grada-Država oporavlja se dvostruko brže od normalne stope
[relativeAmount]% growth [cityFilter] = [relativeAmount]% rasta [cityFilter]
[amount]% Food is carried over after population increases [cityFilter] = [amount]% Hrane se prenosi nakon povećanja stanovništva [cityFilter]
[relativeAmount]% Food consumption by specialists [cityFilter] = [relativeAmount]% Potrošnje hrane od strane specijalista [cityFilter]
[relativeAmount]% Food consumption by specialists [cityFilter] = [relativeAmount]% konzumacije Hrane od strane specijalista [cityFilter]
[relativeAmount]% unhappiness from the number of cities = [relativeAmount]% nezadovoljstva od broja gradova
[relativeAmount]% Unhappiness from [populationFilter] [cityFilter] = [relativeAmount]% Nezadovoljstva od [populationFilter] [cityFilter]
[amount] Happiness from each type of luxury resource = [amount] Zadovoljstva iz svake vrste luksuznih resursa
@ -2090,9 +2100,9 @@ May buy [baseUnitFilter] units with [stat] [cityFilter] = Mogu se kupiti [baseUn
May buy [buildingFilter] buildings with [stat] [cityFilter] = Mogu se kupiti [buildingFilter] zgrade s [stat] [cityFilter]
May buy [baseUnitFilter] units with [stat] for [amount] times their normal Production cost = Mogu se kupiti [baseUnitFilter] jedinice s [stat] za [amount] puta njihove normalne cijene Proizvodnje
May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost = Mogu se kupiti [buildingFilter] zgrade s [stat] za [amount] puta njihove normalne cijene Proizvodnje
[stat] cost of purchasing items in cities [relativeAmount]% = Cijena [stat] kupnje stavki u gradovima [relativeAmount]%
[stat] cost of purchasing [buildingFilter] buildings [relativeAmount]% = Cijena [stat] kupnje [buildingFilter] zgrada [relativeAmount]%
[stat] cost of purchasing [baseUnitFilter] units [relativeAmount]% = Cijena [stat] kupnje [baseUnitFilter] jedinica [relativeAmount]%
[stat] cost of purchasing items in cities [relativeAmount]% = [stat] cijena kupnje stavki u gradovima [relativeAmount]%
[stat] cost of purchasing [buildingFilter] buildings [relativeAmount]% = [stat] cijena kupnje [buildingFilter] zgrada [relativeAmount]%
[stat] cost of purchasing [baseUnitFilter] units [relativeAmount]% = [stat] cijena kupnje [baseUnitFilter] jedinica [relativeAmount]%
Enables conversion of city production to [civWideStat] = Omogućuje konverziju proizvodnje grada u [civWideStat]
Improves movement speed on roads = Unaprjeđuje brzinu kretanja po cestama
Roads connect tiles across rivers = Ceste povezuju polja preko rijeka
@ -2108,7 +2118,7 @@ Sell [buildingFilter] buildings [cityFilter] = Prodaj [buildingFilter] zgrade [c
Each city founded increases culture cost of policies [relativeAmount]% less than normal = Svaki osnovani grad povećava cijenu politika [relativeAmount]% manje od uobičajenog
[relativeAmount]% Culture cost of adopting new Policies = [relativeAmount]% Cijena kulture usvajanja novih Politika
[stats] for every known Natural Wonder = [stats] za svako poznato Čudo Prirode
[stats] for discovering a Natural Wonder (bonus enhanced to [stats2] if first to discover it) = [stats] za otkrivanje Čuda Prirode (bonus unaprjeđen na [stats2] ako ga prvi otkrijete)
[stats] for discovering a Natural Wonder (bonus enhanced to [stats2] if first to discover it) = [stats] za otkriće Čuda Prirode (bonus unaprjeđen na [stats2] ako ga prvi otkrijete)
[relativeAmount]% Great Person generation [cityFilter] = [relativeAmount]% Generiranja Velikana [cityFilter]
[relativeAmount]% Gold from Great Merchant trade missions = [relativeAmount]% Zlata iz trgovačkih misija Velikog Trgovca
Great General provides double combat bonus = Veliki General daje dvostruki borbeni bonus
@ -2123,7 +2133,8 @@ Enables embarkation for land units = Omogućuje kopnenim jedinicama ukrcaj na br
Enables [mapUnitFilter] units to enter ocean tiles = Omogućuje [mapUnitFilter] jedinicama da uđu na polja oceana
Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned = Kopnene jedinice mogu prelaziti [terrainName] polja nakon što se zaradi prvi [baseUnitFilter]
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory = Neprijateljske [mapUnitFilter] jedinice moraju potrošiti [amount] dodatnih bodova kretanja kada su unutar vašeg teritorija
New [baseUnitFilter] units start with [amount] Experience [cityFilter] = Nove [baseUnitFilter] jedinice počinju s [amount] Iskustva [cityFilter]
# Requires translation!
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion = Sve novoobučene [baseUnitFilter] jedinice [cityFilter] dobivaju [promotion] promaknuće
[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing = [mapUnitFilter] Jedinice uz ovaj grad liječe se [amount] Životnih Bodova po potezu kada se liječe
[relativeAmount]% City Strength from defensive buildings = [relativeAmount]% Snage Grada od obrambenih zgrada
@ -2159,7 +2170,7 @@ Starts with [tech] = Počinje s [tech]
Starts with [policy] adopted = Počinje s usvojenom [policy]
Triggers victory = Okida pobjedu
Triggers a Cultural Victory upon completion = Pokreće Kulturnu Pobjedu po završetku
May buy items in puppet cities = Mogu se kupovati stavke u marionetama
May buy items in puppet cities = Mogu se kupovati stavke u marionetskim gradovima
May not annex cities = Ne može se pripajati gradove
"Borrows" city names from other civilizations in the game = "Posuđuje" imena gradova od drugih civilizacija u igri
Cities are razed [amount] times as fast = Gradovi se [amount] puta brže ruše
@ -2174,16 +2185,16 @@ Can be purchased with [stat] [cityFilter] = Može se kupiti s [stat] [cityFilter
Can be purchased for [amount] [stat] [cityFilter] = Može se kupiti za [amount] [stat] [cityFilter]
Limited to [amount] per Civilization = Ograničeno na [amount] po Civilizaciji
Hidden until [amount] social policy branches have been completed = Skriveno dok [amount] grana društvenih politika nije dovršeno
Only available = Dostupno samo
Only available = Dostupno jedino
Unavailable = Nedostupno
Excess Food converted to Production when under construction = Višak hrane pretvoren u Proizvodnju kada je u izgradnji
Requires at least [amount] population = Zahtijeva najmanje [amount] stanovnika
Triggers a global alert upon build start = Pokreće globalno upozorenje nakon početka izgradnje
Triggers a global alert upon build start = Pokreće globalno upozorenje nakon početka gradnje
Triggers a global alert upon completion = Aktivira globalno upozorenje po završetku
Cost increases by [amount] per owned city = Cijena se povećava za [amount] po gradu u vlasništvu
Cost increases by [amount] when built = Cijena se povećava za [amount] kada se izgradi
[amount]% production cost = [amount]% cijena proizvodnje
Can only be built = Može se graditi samo
Can only be built = Može se jedino graditi
Must have an owned [tileFilter] within [amount] tiles = Mora se imati [tileFilter] u vlasništvu unutar [amount] polja
Enables nuclear weapon = Omogućuje nuklearno oružje
Must not be on [tileFilter] = Ne smije biti na [tileFilter]
@ -2199,6 +2210,7 @@ Connects trade routes over water = Povezuje trgovačke putove preko vode
Automatically built in all cities where it is buildable = Automatski se gradi u svim gradovima u kojima se može graditi
Creates a [improvementName] improvement on a specific tile = Stvara unaprjeđenje [improvementName] na određenom polju
Founds a new city = Osniva novi grad
Founds a new puppet city = Osniva novi marionetski grad
Can instantly construct a [improvementFilter] improvement = Može se instantno izgraditi unaprjeđenje [improvementFilter]
May create improvements on water resources = Može stvoriti unaprjeđenja na resursima na vodi
Can build [improvementFilter/terrainFilter] improvements on tiles = Može graditi [improvementFilter/terrainFilter] unaprjeđenja na poljima
@ -2231,8 +2243,8 @@ Can transform to [unit] = Može se transformirati u [unit]
[amount] HP when healing = [amount] Životnih Bodova pri liječenju
[relativeAmount]% Spread Religion Strength = [relativeAmount]% Snage Širenja Religije
When spreading religion to a city, gain [amount] times the amount of followers of other religions as [stat] = Kada širite religiju u grad, dobijte [amount] puta broj slijedbenika drugih religija kao [stat]
Can only attack [combatantFilter] units = Može napadati samo [combatantFilter] jedinice
Can only attack [tileFilter] tiles = Može napadati samo [tileFilter] polja
Can only attack [combatantFilter] units = Može napadati jedino [combatantFilter] jedinice
Can only attack [tileFilter] tiles = Može napadati jedino [tileFilter] polja
Cannot attack = Ne može napasti
Must set up to ranged attack = Mora se postaviti za dalekometni napad
Self-destructs when attacking = Samouništava se prilikom napada
@ -2256,7 +2268,7 @@ Can move immediately once bought = Odmah se kretati odmah nakon kupnje
May heal outside of friendly territory = Može se liječiti izvan prijateljskog teritorija
All healing effects doubled = Svi učinci liječenja su udvostručeni
Heals [amount] damage if it kills a unit = Liječi se [amount] štete ako ubije jedinicu
Can only heal by pillaging = Može se liječiti samo pljačkom
Can only heal by pillaging = Može se liječiti jedino pljačkom
Unit will heal every turn, even if it performs an action = Jedinica će se liječiti svaki potez, čak i ako izvede radnju
All adjacent units heal [amount] HP when healing = Sve susjedne jedinice liječe se [amount] Životnih Bodova kada se liječe
No Sight = Nema Vidokruga
@ -2265,7 +2277,7 @@ Can carry [amount] [mapUnitFilter] units = Može nositi [amount] [mapUnitFilter]
Can carry [amount] extra [mapUnitFilter] units = Može nositi [amount] dodatnih [mapUnitFilter] jedinica
Cannot be carried by [mapUnitFilter] units = Ne može biti nošen [mapUnitFilter] jedinicama
[relativeAmount]% chance to intercept air attacks = [relativeAmount]% šanse za presretanje zračnih napada
Damage taken from interception reduced by [relativeAmount]% = Primljena šteta nastala prilikom presretanja smanjena za [relativeAmount]%
Damage taken from interception reduced by [relativeAmount]% = Primljena šteta nastala prilikom presretanja je smanjena za [relativeAmount]%
[relativeAmount]% Damage when intercepting = [relativeAmount]% Štete prilikom presretanja
[amount] extra interceptions may be made per turn = Može se napraviti [amount] dodatnih presretanja po potezu
Cannot be intercepted = Ne može se presresti
@ -2274,7 +2286,7 @@ Cannot intercept [mapUnitFilter] units = Ne može presresti [mapUnitFilter] jedi
[relativeAmount]% maintenance costs = [relativeAmount]% troškova održavanja
[relativeAmount]% Gold cost of upgrading = [relativeAmount]% Cijena nadogradnje u Zlatu
Earn [amount]% of the damage done to [combatantFilter] units as [stockpile] = Zaradite [amount]% od štete učinjene [combatantFilter] jedinicama kao [stockpile]
Upon capturing a city, receive [amount] times its [stat] production as [stockpile] immediately = Nakon zauzimanja grada, primi [amount] puta njegovu [stat] proizvodnju kao [stockpile] odmah
Upon capturing a city, receive [amount] times its [stat] production as [stockpile] immediately = Prilikom zauzimanja grada, primi [amount] puta njegovu [stat] proizvodnju kao [stockpile] odmah
Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [stockpile] = Zaradite [amount]% od [costOrStrength] ubijene [mapUnitFilter] jedinice kao [stockpile]
Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [stockpile] when killed within 4 tiles of a city following this religion = Zaradite [amount]% od [costOrStrength] [mapUnitFilter] jedinice kao [stockpile] kada je ubijena unutar 4 polja od grada koji slijedi ovu religiju
May capture killed [mapUnitFilter] units = Može zarobiti ubijene [mapUnitFilter] jedinice
@ -2302,7 +2314,7 @@ May enter foreign tiles without open borders = Može ulaziti u strana polja bez
May enter foreign tiles without open borders, but loses [amount] religious strength each turn it ends there = Može ući u strana polja bez otvorenih granica, ali gubi [amount] vjerske snage svakog poteza kada tamo završi
[amount] Movement point cost to disembark = [amount] Cijene kretanja za iskrcaj s broda
[amount] Movement point cost to embark = [amount] Cijene kretanja za ukrcaj na brod
All units move through Forest and Jungle Tiles in friendly territory as if they have roads. These tiles can be used to establish City Connections upon researching the Wheel. = Sve se jedinice kreću kroz Polja Šuma i Džungle prijateljskim teritorijem kao da imaju ceste. Ova polja se mogu koristiti za uspostavljanje Gradskih Veza nakon istraživanja Kotača.
All units move through Forest and Jungle Tiles in friendly territory as if they have roads. These tiles can be used to establish City Connections upon researching the Wheel. = Sve se jedinice kreću kroz Polja Šuma i Džungle prijateljskim teritorijem kao da imaju ceste. Ova polja se mogu koristiti za uspostavljanje Gradskih Veza prilikom istraživanja Kotača.
Units ignore terrain costs when moving into any tile with Hills = Jedinice zanemaruju cijene kretanja terenom kada se kreću u bilo koje polje s Brdima
Religious Unit = Vjerska jedinica
Spaceship part = Dio svemirskog broda
@ -2327,7 +2339,7 @@ Grants [promotion] ([comment]) to adjacent [mapUnitFilter] units for the rest of
Provides a one-time Production bonus to the closest city when cut down = Pruža jednokratni bonus Proizvodnje najbližem gradu kada se odsječe
Tile provides yield without assigned population = Polje daje prinos bez dodijeljenog stanovnika
Nullifies all other stats this tile provides = Poništava sve ostale karakteristike koje ovo polje nudi
Only [improvementFilter] improvements may be built on this tile = Samo [improvementFilter] unaprjeđenja mogu se graditi na ovom polju
Only [improvementFilter] improvements may be built on this tile = Jedino [improvementFilter] unaprjeđenja mogu se graditi na ovom polju
Blocks line-of-sight from tiles at same elevation = Blokira vidokrug s polja na istoj visini
Has an elevation of [amount] for visibility calculations = Ima nadmorsku visinu od [amount] za izračune vidljivosti
Rare feature = Rijetka značajka
@ -2335,7 +2347,7 @@ Rare feature = Rijetka značajka
Fresh water = Slatka voda
Rough terrain = Neravan teren
Deposits in [tileFilter] tiles always provide [amount] resources = Depoziti u [tileFilter] poljima uvijek pružaju [amount] resursa
Can only be created by Mercantile City-States = Može biti stvoreno samo u Trgovačkim Gradovima-Državama
Can only be created by Mercantile City-States = Može biti stvoreno jedino u Trgovačkim Gradovima-Državama
Stockpiled = U zalihi
City-level resource = Resurs na razini grada
Cannot be traded = Ne može se trgovati
@ -2345,7 +2357,7 @@ Can also be built on tiles adjacent to fresh water = Također se može graditi n
Ensures a minimum tile yield of [stats] = Osigurava minimalni prinos polja od [stats]
Can be built outside your borders = Može se graditi izvan vaših granica
Can be built just outside your borders = Može se graditi u neposrednoj blizini vaših granica
Can only be built to improve a resource = Može se izgraditi samo za unaprjeđenje resursa
Can only be built to improve a resource = Može se izgraditi jedino za unaprjeđenje resursa
Removes removable features when built = Uklanja uklonjive značajke kada je izgrađeno
Gives a defensive bonus of [relativeAmount]% = Daje obrambeni bonus od [relativeAmount]%
Costs [amount] [stat] per turn when in your territory = Stoji [amount] [stat] po potezu kada je na vašem području
@ -2354,6 +2366,7 @@ Adjacent enemy units ending their turn take [amount] damage = Susjedne neprijate
Great Improvement = Veliko Unaprjeđenje
Provides a random bonus when entered = Pruža nasumični bonus kada se uđe
Unpillagable = Ne može se opljačkati
Destroyed when pillaged = Uništeno kada je opljačkano
Irremovable = Ne može se ukloniti
Will not be replaced by automated units = Neće biti zamijenjeni automatiziranim jedinicama
Improves [resourceFilter] resource in this tile = Unaprjeđuje [resourceFilter] resurs na ovom polju
@ -2374,6 +2387,7 @@ for [civFilter] Civilizations = za [civFilter] Civilizacije
when at war = kad je u ratu
when not at war = kad nije u ratu
during a Golden Age = u Zlatno Doba
when not in a Golden Age = kada nije u Zlatnom Dobu
during We Love The King Day = za vrijeme Volimo Kralja
while the empire is happy = sve dok je carstvo zadovoljno
when between [amount] and [amount2] Happiness = kada je između [amount] i [amount2] Zadovoljstva
@ -2469,7 +2483,7 @@ Free Technology = Besplatna Tehnologija
Reveals the entire map = Otkriva cijelu kartu
Gain a free [beliefType] belief = Dobijte besplatno [beliefType] vjerovanje
Triggers voting for the Diplomatic Victory = Okida glasovanje za diplomatsku pobjedu
Instantly consumes [positiveAmount] [stockpiledResource] = Instantno troši [positiveAmount] [stockpiledResource]
Instantly consumes [positiveAmount] [stockpiledResource] = Instantno konzumira [positiveAmount] [stockpiledResource]
Instantly provides [positiveAmount] [stockpiledResource] = Instantno pruža [positiveAmount] [stockpiledResource]
Instantly gain [amount] [stockpile] = Instantno dobijte [amount] [stockpile]
Gain [amount] [stat] = Dobijte [amount] [stat]
@ -2501,37 +2515,39 @@ Triggers a [event] event = Okida događaj [event]
[unitTriggerTarget] gains the [promotion] status for [positiveAmount] turn(s) = [unitTriggerTarget] dobiva status [promotion] za [positiveAmount] potez(a)
[unitTriggerTarget] loses the [promotion] status = [unitTriggerTarget] gubi status [promotion]
[unitTriggerTarget] is destroyed = [unitTriggerTarget] je uništen
upon discovering [techFilter] technology = nakon otkrivanja tehnologije [techFilter]
upon entering the [era] = nakon ulaska u [era]
upon discovering [techFilter] technology = prilikom otkrića tehnologije [techFilter]
upon entering the [era] = po ulasku u [era]
upon entering a new era = po ulasku u novu eru
upon adopting [policy/belief] = nakon usvajanja [policy/belief]
upon declaring war with a major Civilization = nakon objave rata glavnoj Civilizaciji
upon adopting [policy/belief] = prilikom usvajanja [policy/belief]
upon declaring war with a major Civilization = prilikom objave rata glavnoj Civilizaciji
upon declaring friendship = prilikom deklaracije prijateljstva
upon declaring a defensive pact = prilikom deklaracije obrambenog pakta
upon entering a Golden Age = nakon ulaska u Zlatno Doba
upon entering a Golden Age = prilikom ulaska u Zlatno Doba
upon conquering a city = po osvajanju grada
upon founding a city = pri osnivanju grada
upon building a [improvementFilter] improvement = nakon izgradnje [improvementFilter] unaprjeđenja
upon discovering a Natural Wonder = nakon otkrivanja Čuda Prirode
upon discovering a Natural Wonder = prilikom otkrića Čuda Prirode
upon constructing [buildingFilter] = nakon izgradnje [buildingFilter]
upon constructing [buildingFilter] [cityFilter] = nakon izgradnje [buildingFilter] [cityFilter]
upon gaining a [baseUnitFilter] unit = nakon dobivanja jedinice [baseUnitFilter]
upon gaining a [baseUnitFilter] unit = prilikom dobivanja jedinice [baseUnitFilter]
upon turn end = na kraju poteza
upon turn start = pri početku poteza
upon founding a Pantheon = prilikom osnivanja Panteona
upon founding a Religion = pri osnivanju Religije
upon founding a Religion = prilikom osnivanja Religije
upon enhancing a Religion = prilikom unaprjeđenja Religije
upon damaging a [mapUnitFilter] unit = nakon oštećenja [mapUnitFilter] jedinice
upon defeating a [mapUnitFilter] unit = nakon pobjede nad [mapUnitFilter] jedinice
upon expending a [mapUnitFilter] unit = nakon potrošnje [mapUnitFilter] jedinice
upon damaging a [mapUnitFilter] unit = prilikom oštećenja [mapUnitFilter] jedinice
upon defeating a [mapUnitFilter] unit = prilikom pobjede nad [mapUnitFilter] jedinice
upon expending a [mapUnitFilter] unit = prilikom potrošnje [mapUnitFilter] jedinice
upon being defeated = nakon što je poražen
upon being promoted = nakon promaknuća
upon gaining the [promotion] promotion = nakon dobivanja [promotion] promaknuća
upon losing the [promotion] promotion = nakon gubitka [promotion] promaknuća
upon being promoted = prilikom promaknuća
upon gaining the [promotion] promotion = prilikom dobivanja [promotion] promaknuća
upon losing the [promotion] promotion = prilikom gubitka [promotion] promaknuća
upon gaining the [promotion] status = po stjecanju [promotion] statusa
upon losing the [promotion] status = gubitkom [promotion] statusa
upon losing at least [amount] HP in a single attack = nakon gubitka najmanje [amount] Životnih Bodova u jednom napadu
upon losing the [promotion] status = prilikom gubitka [promotion] statusa
upon losing at least [amount] HP in a single attack = prilikom gubitka najmanje [amount] Životnih Bodova u jednom napadu
upon ending a turn in a [tileFilter] tile = po završetku poteza na [tileFilter] polju
upon discovering a [tileFilter] tile = nakon otkrivanja [tileFilter] polja
upon discovering a [tileFilter] tile = prilikom otkrivanja [tileFilter] polja
upon entering a [tileFilter] tile = prilikom ulaska na [tileFilter] polje
for [amount] turns = za [amount] poteza
hidden from users = skriveno od korisnika
for every [countable] = za svaki [countable]
@ -2544,7 +2560,7 @@ Can convert gold to science with sliders = Može pretvoriti zlato u znanost pomo
Allow City States to spawn with additional units = Dopusti Gradovima Državama da iznjedre s dodatnim jedinicama
Can trade civilization introductions for [positiveAmount] Gold = Može se trgovati upoznavanjem civilizacija za [positiveAmount] Zlata
Disable religion = Onemogući religiju
Can only start games from the starting era = Igre se mogu pokretati samo iz početne ere
Can only start games from the starting era = Igre se mogu pokretati jedino iz početne ere
Allow raze capital = Dopusti rušenje prijestolnice
Allow raze holy city = Dopusti rušenje svetog grada
Mod is incompatible with [modFilter] = Mod nije kompatibilan s [modFilter]
@ -2630,7 +2646,7 @@ in foreign cities = u stranim gradovima
Foreign = Strani
in annexed cities = u pripojenim gradovima
Annexed = Pripojeno
in puppeted cities = u marionetama
in puppeted cities = u marionetskim gradovima
Puppeted = Marioneta
in resisting cities = u gradovima s otporom
Resisting = Opire se
@ -2836,6 +2852,8 @@ Open AutoPlay menu = Otvori izbornik za Automatsku Igru
Empire Overview = Pregled Carstva
Music Player = Svirač Glazbe
Developer Console = Konzola za Programere
Idle Prev = Prethodna u stanju mirovanja
Idle Next = Sljedeća u stanju mirovanja
Empire Overview Trades = Pregled Trgovine Carstva
Empire Overview Units = Pregled Jedinica Carstva
Empire Overview Politics = Pregled Politike Carstva
@ -2926,7 +2944,7 @@ The Great Library = Velika Knjižnica
Circus = Cirkus
Water Mill = Mlin na Vodu
Water Mill = Vodenica
Floating Gardens = Plutajući Vrtovi
@ -2940,16 +2958,16 @@ The Pyramids = Piramide
Mausoleum of Halicarnassus = Halikarnasov Mauzolej
'The whole earth is the tomb of heroic men and their story is not given only on stone over their clay but abides everywhere without visible symbol woven into the stuff of other men's lives.' - Pericles = 'Cijela je zemlja grobnica herojskih ljudi i njihova priča nije dana samo na kamenu preko njihove gline, već ostaje posvuda bez vidljivog simbola utkanog u živote drugih ljudi.' - Periklo
Barracks = Kasarna
Barracks = Vojarna
Krepost = Petropavlovska Tvrđava
Krepost = Tvrđava
Statue of Zeus = Zeusov Kip
'He spoke, the son of Kronos, and nodded his head with the dark brows, and the immortally anointed hair of the great god swept from his divine head, and all Olympos was shaken' - The Iliad = 'On je govorio, Kronosov sin, i klimnuo glavom s tamnim obrvama, i besmrtno pomazana kosa velikog boga zbrisala je s njegove božanske glave, i sav se Olimp potresao' - Ilijada
Lighthouse = Svjetionik
Stable = Staja
Stable = Konjušnica
Courthouse = Sudnica
@ -2976,7 +2994,7 @@ The Oracle = Proročište
National Epic = Nacionalni Ep
Market = Tržište
Market = Tržnica
Bazaar = Bazar
@ -3044,7 +3062,7 @@ Sistine Chapel = Sikstinska Kapela
Bank = Banka
Satrap's Court = Satrapski Sud
Satrap's Court = Satrapski Dvor
Forbidden Palace = Zabranjena Palača
'Most of us can, as we choose, make of this world either a palace or a prison' - John Lubbock = 'Većina nas može, kako odlučimo, od ovog svijeta napraviti ili palaču ili zatvor' - John Lubbock
@ -3071,14 +3089,14 @@ Museum = Muzej
The Louvre = Louvre
'Every genuine work of art has as much reason for being as the earth and the sun' - Ralph Waldo Emerson = 'Svako pravo umjetničko djelo ima jednako razloga za postojanje kao zemlja i sunce' - Ralph Waldo Emerson
Public School = Državna škola
Public School = Državna Škola
Factory = Tvornica
Big Ben = Big Ben
'To achieve great things, two things are needed: a plan, and not quite enough time.' - Leonard Bernstein = 'Za postizanje velikih stvari potrebne su dvije stvari: plan i ne baš dovoljno vremena.' - Leonard Bernstein
Military Academy = Vojna akademija
Military Academy = Vojna Akademija
Brandenburg Gate = Brandenburška Vrata
'Pale Death beats equally at the poor man's gate and at the palaces of kings.' - Horace = 'Blijeda smrt jednako bije na vratima siromaha i na dvorima kraljeva.' - Horacije
@ -3302,7 +3320,7 @@ My friend, do you think you can accept this request? = Prijatelju(ice) moj(a), m
How are you today? = Kako si danas?
Oh. It's you? = Oh. To si ti?
Art of War = Umijeće Ratovanja
Heaven itself bends before your beauty, Empress Wu Zetian, ruler of eternal China! You lead one of the oldest and greatest civilization of humanity. In your time, China stood at the forefront of science and technology, bringing the world such contributions as gunpowder, the printing press, and the world of Confucius, and this, long before the rest of the world was mature enough to make the same discoveries! = Samo se nebo savija pred tvojom ljepotom, Carice Wu Zetian, vladarice vječne Kine! Ti si na čelu jedne od najstarijih i najvećih civilizacija čovječanstva. U tvoje vrijeme, Kina je stajala na čelu znanosti i tehnologije, donoseći svijetu takve doprinose kao što su barut, tiskarski stroj i Konfucijev svijet, i to mnogo prije nego što je ostatak svijeta bio dovoljno zreo za ista otkrića!
Heaven itself bends before your beauty, Empress Wu Zetian, ruler of eternal China! You lead one of the oldest and greatest civilization of humanity. In your time, China stood at the forefront of science and technology, bringing the world such contributions as gunpowder, the printing press, and the world of Confucius, and this, long before the rest of the world was mature enough to make the same discoveries! = Samo nebo se savija pred tvojom ljepotom, Carice Wu Zetian, vladarice vječne Kine! Ti si na čelu jedne od najstarijih i najvećih civilizacija čovječanstva. U tvoje vrijeme, Kina je stajala na čelu znanosti i tehnologije, donoseći svijetu takve doprinose kao što su barut, tiskarski stroj i Konfucijev svijet, i to mnogo prije nego što je ostatak svijeta bio dovoljno zreo za ista otkrića!
Great Queen, can you make China prevail again, using your divine intelligence and beauty? China stands for greatness, and all its enemies will be dazzled soon enough! Will your new empire shine through the ages of history? = Velika kraljice, možeš li učiniti da Kina ponovno prevlada, koristeći svoju božansku inteligenciju i ljepotu? Kina predstavlja veličinu i svi će njezini neprijatelji uskoro biti zaslijepljeni! Hoće li tvoje novo carstvo sjati kroz stoljeća povijesti?
Beijing = Peking
Shanghai = Šangaj
@ -3417,7 +3435,7 @@ Would you be interested in a trade agreement with England? = Dali bi bio(la) zai
Hello, again. = Pozdrav, još jednom.
Oh, it's you! = Oh, to si ti!
Sun Never Sets = Sunce Nikad ne Zalazi
Long live to Your Highness, Queen Elizabeth Gloriana, leader and protector of the glorious England! Through history, enduring many invasions, England strengthened its will, playing smartly with diplomacy, cunning, and military power, to eventually rose as one of the most dominant Empires the world has ever known. Their matchless navy, brilliant scientists and artists, and powerful merchants, have shaped the known world for centuries. = Živjela Tvoja Visost, Kraljice Elizabeta Gloriana, vođa i zaštitnica slavne Engleske! Kroz povijest, podnoseći mnoge invazije, Engleska je ojačala svoju volju, igrajući se pametno diplomacijom, lukavošću i vojnom moći, da bi se na kraju uzdigla kao jedno od najdominantnijih Carstava koje je svijet ikada vidio. Njihova neuporediva mornarica, briljantni znanstvenici i umjetnici te moćni trgovci stoljećima su oblikovali poznati svijet.
Long live to Your Highness, Queen Elizabeth Gloriana, leader and protector of the glorious England! Through history, enduring many invasions, England strengthened its will, playing smartly with diplomacy, cunning, and military power, to eventually rose as one of the most dominant Empires the world has ever known. Their matchless navy, brilliant scientists and artists, and powerful merchants, have shaped the known world for centuries. = Živjela Tvoja Visost, Kraljice Elizabeta Gloriana, vođa i zaštitnica slavne Engleske! Kroz povijest, podnoseći mnoge invazije, Engleska je ojačala svoju volju, igrajući se pametno diplomacijom, lukavošću i vojnom moći, da bi se na kraju uzdigla kao jedno od najdominantnijih Carstava koje je svijet ikada vidio. Njihova neusporediva mornarica, briljantni znanstvenici i umjetnici te moćni trgovci stoljećima su oblikovali poznati svijet.
Queen Elizabeth, will England cast once more its brightness upon all lands and seas of the world? Will your new empire shine through the ages of history? = Kraljice Elizabeto, hoće li Engleska još jednom baciti svoj sjaj na sve zemlje i mora svijeta? Hoće li tvoje novo carstvo sjati kroz stoljeća povijesti?
London = London
York = York
@ -4426,7 +4444,7 @@ Skal, Harald Bluetooth Gormsson, son of King Gorm of the Old and Thyra Dannebod!
As a true Viking, who knows not fear, time has come to unleash mighty armies of Northsmen to bring despair upon your enemies! By the will of the Gods, it will be either a glorious triumph or a sumptuous feast in the Valhalla! Will your new empire shine through the ages of history? = Kao pravi Viking, koji ne poznaje strah, došlo je vrijeme da oslobodiš moćne vojske Sjevernjaka kako bi bacio očaj na svoje neprijatelje! Po volji Bogova, bit će to ili slavni trijumf ili raskošna gozba u Valhalli! Hoće li tvoje novo carstvo sjati kroz stoljeća povijesti?
Copenhagen = Kopenhagen
Aarhus = Aarhus
Kaupang = Kaupanger
Kaupang = Kaupang
Ribe = Ribe
Viborg = Viborg
Tunsberg = Tønsberg
@ -4517,7 +4535,7 @@ You can see how fruitless this will be for you... right? = Vidiš kako će ovo b
May God grant me these last wishes - peace and prosperity for Brazil. = Neka mi Bog ispuni ove posljednje želje - mir i blagostanje za Brazil.
Rio de Janeiro = Rio de Janeiro
After thorough deliberation, Australia finds itself at a crossroads. Prepare yourself, for war is upon us. = Nakon temeljitog razmišljanja, Australija se našla na raskrižju. Pripremi se, jer rat je pred tobom.
After thorough deliberation, Australia finds itself at a crossroads. Prepare yourself, for war is upon us. = Nakon temeljitog razmišljanja, Australija se našla na raskrižju. Pripremi se, jer rat je pred nama.
We will mobilize every means of resistance to stop this transgression against our nation! = Mobilizirat ćemo sva sredstva otpora da zaustavimo ovaj prijestup nad našim narodom!
The principles for which we have fought will survive longer than any nation you could ever build. = Načela za koja smo se borili preživjet će dulje od bilo koje nacije koju bi ikada mogao(la) izgraditi.
Sydney = Sydney
@ -4536,7 +4554,7 @@ You have revealed your purposes a bit too early, my friend... = Malo si prerano
A wrong calculation, on my part. = Pogrešna računica s moje strane.
Venice = Venecija
They will write songs of this.... pray that they shall be in your favor. = Oni će napisati pjesme o ovome... moli se da ti budu naklonjene.
They will write songs of this.... pray that they shall be in your favor. = Napisat će pjesme o ovome... moli se da ti budu naklonjene.
Antwerp = Antwerpen
How barbaric. Those who live by the sword shall perish by the sword. = Kako barbarski. Oni koji žive od mača, od mača će izginuti.
@ -4675,7 +4693,7 @@ Route = Ruta
Build a road to connect your capital to our city. = Izgradi cestu koja povezuje tvoju prijestolnicu s našim gradom.
Clear Barbarian Camp = Očisti Barbarski Logor
We feel threatened by a Barbarian Camp near our city. Please take care of it. = Osjećamo se ugroženima zbog Barbarskog logora u blizini našeg grada. Molim te, pobrini se za to.
We feel threatened by a Barbarian Camp near our city. Please take care of it. = Osjećamo se ugroženima zbog Barbarskog Logora u blizini našeg grada. Molim te, pobrini se za to.
Connect Resource = Poveži Resurs
In order to make our civilizations stronger, connect [tileResource] to your trade network. = Kako bismo ojačali naše civilizacije, poveži [tileResource] sa svojom trgovinskom mrežom.
@ -4696,10 +4714,10 @@ Find Natural Wonder = Pronađi Čudo Prirode
Send your best explorers on a quest to discover Natural Wonders. Nobody knows the location of [naturalWonder] yet. = Pošalji svoje najbolje istraživače u potragu za otkrivanjem Čuda Prirode. Nitko još ne zna lokaciju [naturalWonder].
Give Gold = Daj Zlato
We are suffering great poverty after being robbed by [civName], and unless we receive a sum of Gold, it's only a matter of time before we collapse. = Patimo od velikog siromaštva nakon što nas je [civName] opljačkala, i osim ako ne dobijemo sumu zlata, samo je pitanje vremena kada ćemo propasti.
We are suffering great poverty after being robbed by [civName], and unless we receive a sum of Gold, it's only a matter of time before we collapse. = Patimo od velikog siromaštva nakon što nas je [civName] opljačkala, i osim ako ne dobijemo sumu Zlata, samo je pitanje vremena kad ćemo propasti.
Pledge to Protect = Zavjetuj se na Zaštitu
We need your protection to stop the aggressions of [civName]. By signing a Pledge of Protection, you'll confirm the bond that ties us. = Trebamo tvoju zaštitu da zaustavimo agresiju od [civName]. Potpisivanjem zavjeta o zaštiti, potvrdit ćeš vezu koja nas povezuje.
We need your protection to stop the aggressions of [civName]. By signing a Pledge of Protection, you'll confirm the bond that ties us. = Trebamo tvoju zaštitu da zaustavimo agresiju od [civName]. Potpisivanjem Zavjeta o Zaštiti, potvrdit ćeš vezu koja nas povezuje.
Contest Culture = Natječaj Kultura
The civilization with the largest Culture growth will gain a reward. = Civilizacija s najvećim rastom Kulture dobit će nagradu.
@ -4711,7 +4729,7 @@ Contest Technologies = Natječaj Tehnologija
The civilization with the largest number of new Technologies researched will gain a reward. = Civilizacija s najvećim brojem istraženih novih Tehnologija dobit će nagradu.
Invest = Uloži
Our people are rejoicing thanks to a tourism boom. For a certain amount of time, any Gold donation will yield [50]% extra Influence. = Naši se ljudi vesele zahvaljujući turističkom procvatu. Za određeno vrijeme svaka donacija Zlata donijet će [50]% dodatnog utjecaja.
Our people are rejoicing thanks to a tourism boom. For a certain amount of time, any Gold donation will yield [50]% extra Influence. = Naši se ljudi vesele zahvaljujući turističkom procvatu. Za određeno vrijeme, svaka donacija Zlata donijet će [50]% dodatnog Utjecaja.
Bully City State = Maltretiraj Grad Državu
We are tired of the pretensions of [cityState]. If someone were to put them in their place by Demanding Tribute from them, they would be rewarded. = Umorni smo od pretenzija [cityState]. Ako bi ih neko postavio na njihovo mjesto Zahtijevajući od njih Danak, bili bi nagrađeni.
@ -4965,7 +4983,7 @@ A Camp can be built here without cutting it down = Ovdje se može izgraditi Kamp
Jungle = Džungla
Marsh = Močvara
Only Polders can be built here = Ovdje se mogu graditi samo Polderi
Only Polders can be built here = Ovdje se mogu graditi jedino Polderi
Fallout = Radioaktivno Područje
@ -5082,7 +5100,7 @@ Marks the center of a city = Označava središte grada
Appearance changes with the technological era of the owning civilization = Izgled se mijenja s tehnološkom erom posjedničke civilizacije
Barbarian encampment = Barbarski logor
Home to uncivilized barbarians, will spawn a hostile unit from time to time = Dom neciviliziranih barbara, s vremena na vrijeme iznjedriti će neprijateljsku jedinicu
Home to uncivilized barbarians, will spawn a hostile unit from time to time = Dom neciviliziranih barbara, s vremena na vrijeme iznjedrit će neprijateljsku jedinicu
#################### Lines from TileResources from Civ V - Vanilla ####################
@ -6366,7 +6384,7 @@ Saldae = Saldae
Theodora = Teodora
It is always a shame to destroy a thing of beauty. Happily, you are not one. = Uvijek je šteta uništiti nešto lijepo. Srećom, ti nisi jedni(na).
Now darling, tantrums are most unbecoming. I shall have to teach you a lesson. = Dragi(a), napadi bijesa su krajnje nedolični. Morat ću te naučiti lekciju.
Like a child playing with toys you are. My people will never love you, nor suffer this indignation gracefully. = Ti si kao dijete koje se igra igračkama. Moj te narod nikada neće voljeti, niti će graciozno trpjeti ovaj bijes.
Like a child playing with toys you are. My people will never love you, nor suffer this indignation gracefully. = Ti si kao dijete koje se igra igračkama. Moj te narod nikada neće voljeti, nit će graciozno trpjeti ovaj bijes.
My, isn't this a pleasant surprise - what may I call you, oh mysterious stranger? I am Theodora, beloved of Byzantium. = Bože, nije li ovo ugodno iznenađenje - kako te mogu zvati, o tajanstveni stranče(kinjo)? Ja sam Teodora, miljenica Bizanta.
I have heard that you adept at certain kinds of ... interactions. Show me. = Čula sam da si vješt(a) u određenim vrstama ... interakcije. Pokaži mi.
Hello again. = Pozdrav opet.
@ -6887,7 +6905,7 @@ Injured Units = Ozlijeđene Jedinice
Injured units deal less damage, but recover after turns that they have been inactive.\nUnits heal 10 health per turn in enemy territory or neutral land,\n 20 inside your territory and 25 in your cities. = Ozlijeđene jedinice nanose manje štete, ali se oporavljaju nakon poteza kojeg su bile neaktivne.\nJedinice se liječe 10 zdravlja po potezu na neprijateljskom teritoriju ili neutralnoj zemlji,\n 20 unutar vašeg teritorija i 25 u vašim gradovima.
Workers = Radnici
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! = Radnici su vitalni za rast vaših gradova, budući da samo oni mogu izgraditi unaprjeđenja na poljima.\nUnaprjeđenja povećavaju prinos vaših polja, omogućujući vašem gradu da proizvodi više i raste brže dok obrađuje istu količinu polja!
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! = Radnici su vitalni za rast vaših gradova, budući da jedino oni mogu izgraditi unaprjeđenja na poljima.\nUnaprjeđenja povećavaju prinos vaših polja, omogućujući vašem gradu da proizvodi više i raste brže dok obrađuje istu količinu polja!
Siege Units = Opsadne Jedinice
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. = Opsadne jedinice su iznimno moćne protiv gradova, ali ih je potrebno Postaviti prije nego što mogu napadati.\nNakon što je vaša opsadna jedinica postavljena, može napadati s trenutačnog polja,\n ali nakon što se premjesti na drugo polje, trebat će se ponovno postaviti.
@ -6897,7 +6915,11 @@ Once a certain tech is researched, your land units can embark, allowing them to
Units are defenseless while embarked (cannot use modifiers), and have a fixed Defending Strength based on your tech Era, so be careful!\nRanged Units can't attack, Melee Units have a Strength penalty, and all have limited vision. = Jedinice su bespomoćne dok su ukrcane na brod (ne mogu koristiti modifikatore), i imaju fiksnu Snagu Obrane na temelju vaše tehnološke Ere, pa budite oprezni!\nDalekometne Jedinice ne mogu napadati, Jedinice za Blisku Borbu imaju penal na Snagu, i sve imaju ograničen vidokrug.
Idle Units = Jedinice u Stanju Mirovanja
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Wait'.\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. = Ako ne želite pomicati jedinicu u ovom potezu, možete je preskočiti ponovnim klikom na 'Sljedeća jedinica' ili naredite jedinici da čeka s 'Čekaj'.\nAko je nećete pomicati neko vrijeme, možete je staviti u način rada Utvrdi se ili Spavaj - \n jedinice u načinu rada Utvrdi se ili Spavaj ne smatraju se neaktivnim jedinicama.\nAko želite u potpunosti onemogućiti značajku 'Sljedeća jedinica', možete je uključiti/isključiti u Izbornik -> Provjeri jedinice u stanju mirovanja.
Clicking 'Next unit' moves to the next idle unit in the queue (as listed in Overview -> Units). After issuing an order to an unit, if 'Auto Unit Cycle' in Options -> Gameplay is enabled, you will automatically select the next idle unit. = Klikom na "Sljedeća jedinica" prelazi se na sljedeću jedinicu u stanju mirovanja u redu čekanja (kako je navedeno u Pregled -> Jedinice). Nakon izdavanja naređenja jedinici, ako je 'Automatsko Kruženje Kroz Jedinice' u Opcije -> Igranje omogućeno, automatski ćete odabrati sljedeću jedinicu u stanju mirovanja.
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Skip turn'. = Ako ne želite pomicati jedinicu ovaj potez, možete ju preskočiti klikom na "Sljedeća jedinica" ili narediti jedinici da "Preskoči potez".
If you want to disable the 'Next unit' feature entirely, you can toggle it in Options -> Gameplay -> Check for idle units. = Ako želite u potpunosti onemogućiti značajku 'Sljedeća jedinica', možete je uključiti/isključiti u Opcije -> Igranje -> Provjeri jedinice u stanju mirovanja.
If you'd rather 'Next unit' cycle the units and not mark them as Done, you can change it in the Options -> Gameplay menu. = Ako biste radije da "Sljedeća jedinica" kruži kroz jedinice a da ih ne označi kao Gotovo, možete je promijeniti u izborniku Opcije -> Igranje.
You can also cycle through the idle units using the left and right triangles on the Unit Table in the lower left of the screen. Or by default using the Cycle button next to the 'Next Unit' button. = Također možete kružiti kroz jedinice u stanju mirovanja koristeći lijevi i desni trokut na Tablici Jedinice u donjem lijevom kutu zaslona. Ili prema zadanim postavkama pomoću gumba Kruži pored gumba 'Sljedeća jedinica'.
Contact Me = Kontaktirajte 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. = Pozdrav! Ako ste igrali do sada, vjerojatno ste vidjeli da je igra trenutačno nedovršena.\n Unciv je namijenjen da bude otvorenog koda i besplatan, zauvijek.\n To znači da nema reklama ili bilo koje druge gluposti.
@ -6965,7 +6987,7 @@ This is where you spend most of your time playing Unciv. See the world, control
: Unit Action Buttons - while a unit is selected its possible actions appear here. = ⑥: Gumbi za Radnje Jedinice - dok je jedinica odabrana, njezine moguće akcije se pojavljuju ovdje.
: The unit/city info pane - shows information about a selected unit or city. = ⑦: Prozor s informacijama o jedinici/gradu - prikazuje informacije o odabranoj jedinici ili gradu.
: The name (and unit icon) of the selected unit or city, with current health if wounded. Clicking a unit name or icon will open its civilopedia entry. = ⑧: Ime (i ikona jedinice) odabrane jedinice ili grada, s trenutačnim zdravljem ako je ranjen(a). Klikom na naziv ili ikonu jedinice otvorit će se njen unos u civilopediji.
: The arrow buttons allow jumping to the next/previous unit. = ⑨: Tipke sa strelicama omogućuju skakanje na sljedeću/prethodnu jedinicu.
: The arrow buttons allow jumping to the next/previous idle unit. = Gumbi sa strelicama omogućuju skakanje na sljedeću/prethodnu jedinicu u stanju mirovanja.
: For a selected unit, its promotions appear here, and clicking leads to the promotions screen for that unit. = ⑩: Za odabranu jedinicu, njezina promaknuća se pojavljuju ovdje, a klik vodi do zaslona promaknuća za tu jedinicu.
: Remaining/per turn movement points, strength and experience / XP needed for promotion. For cities, you get its combat strength. = ⑪: Preostali/po potezu bodovi kretanja, snaga i iskustvo / Iskustvo potrebno za unaprjeđenje. Za gradove, dobivate njegovu borbenu snagu.
: This button closes the selected unit/city info pane. = ⑫: Ovaj gumb zatvara prozor s informacijama o odabranoj jedinici/gradu.
@ -6989,7 +7011,7 @@ This is where you spend most of your time playing Unciv. See the world, control
: 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. = ⓧ: U središtu svega ovoga - karta svijeta! Ovdje "X" označava mjesto izvan karte. Da, osim ako nije korištena opcija okreta oko svijeta, Unciv svjetovi su ravni. Ne brinite, vaši brodovi neće pasti s ruba.
: By the way, here's how an empire border looks like - it's in the national colours of the nation owning the territory. = ⓨ: Usput, evo kako izgleda granica carstva - u nacionalnim je bojama nacije koja posjeduje teritorij.
: And this is the red targeting circle that led to the attack pane back under ⑬. = ⓩ: A ovo je crveni krug za ciljanje koji vodio do prozora za napad ispod ⑬.
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. = Ono što ne vidite: Gumb za povratak na telefonu/tabletu iskočiti će pitanje želite li napustiti Unciv i vratiti se u Stvarni Život. Na verzijama za stolna računala možete koristiti tipku ESC.
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. = Ono što ne vidite: Gumb za povratak na telefonu/tabletu iskočit će pitanje želite li napustiti Unciv i vratiti se u Stvarni Život. Na verzijama za stolna računala možete koristiti tipku ESC.
When at later stages of the game, you might have a lot of units but only a little to do. To help you we have implemented an AutoPlay feature that lets you use the AI to play part or all of your turn. = U kasnijim fazama igre, možda ćete imati puno jedinica, ali samo malo posla. Kako bismo vam pomogli implementirali smo značajku Automatske Igre koja vam omogućuje da koristite Umjetnu Inteligenciju da igrate dio ili cijeli svoj potez.
To enable AutoPlay, go to options and open the AutoPlay tab and press "Show AutoPlay button". = Da biste omogućili Automatsku Igru, idite na opcije i otvorite karticu Automatizacija i pritisnite "Pokaži gumb Automatske Igre".
@ -7007,16 +7029,16 @@ Generating more ☮Faith will allow you to found a religion. = Generiranje više
Keep generating ☮Faith, and eventually a great prophet will be born in one of your cities. = Nastavite generirati ☮Vjeru, i na kraju će se veliki prorok roditi u jednom od vaših gradova.
This great prophet can be used for multiple things: Constructing a holy site, founding a religion and spreading your religion. = Ovaj veliki prorok može se koristiti za više stvari: Izgradnju svetog mjesta, osnivanje religije i širenje vaše religije.
When founding your religion, you may choose another two beliefs. The founder belief will only apply to you, while the follower belief will apply to all cities following your religion. = Kada osnivate svoju religiju, možete odabrati još dva vjerovanja. Vjerovanje osnivača odnosit će se samo na vas, dok će se vjerovanje slijedbenika odnositi na sve gradove koji slijede vašu religiju.
When founding your religion, you may choose another two beliefs. The founder belief will only apply to you, while the follower belief will apply to all cities following your religion. = Kada osnivate svoju religiju, možete odabrati još dva vjerovanja. Vjerovanje osnivača odnosit će se jedino na vas, dok će se vjerovanje slijedbenika odnositi na sve gradove koji slijede vašu religiju.
Additionally, the city where you used your great prophet will become the holy city of that religion. = Osim toga, grad u kojem ste upotrijebili svog velikog proroka postat će sveti grad te religije.
Once you have founded a religion, great prophets will keep being born every so often, though the amount of Faith☮ you have to save up will be higher. = Nakon što osnujete religiju, veliki proroci će se nastaviti rađati povremeno, iako će količina ☮Vjere koju morate uštedjeti biti veća.
One of these great prophets can then be used to enhance your religion. = Jedan od ovih velikih proroka tada se može koristiti za unaprjeđenje vaše religije.
This will allow you to choose another follower belief, as well as an enhancer belief, that only applies to you. = To će vam omogućiti da odaberete drugo vjerovanje slijedbenika, kao i vjerovanje unaprjeditelja, koje se odnosi samo na vas.
This will allow you to choose another follower belief, as well as an enhancer belief, that only applies to you. = To će vam omogućiti da odaberete drugo vjerovanje slijedbenika, kao i vjerovanje unaprjeditelja, koje se odnosi jedino na vas.
Do take care founding a religion soon, only about half the players in the game are able to found a religion! = Pobrinite se da skoro osnujete religiju, samo oko polovica igrača u igri može osnovati religiju!
Beliefs = Vjerovanja
There are four types of beliefs: Pantheon, Founder, Follower and Enhancer beliefs. = Postoje četiri vrste vjerovanja: vjerovanja Panteona, Utemeljitelja, Slijedbenika i Unaprjeditelja.
Pantheon and Follower beliefs apply to each city following your religion, while Founder and Enhancer beliefs only apply to the founder of a religion. = Vjerovanja Panteona i Slijedbenika primjenjuju se na svaki grad koji slijedi vašu religiju, dok se vjerovanje Utemeljitelja i Unaprjeditelja primjenjuju samo na osnivača religije.
Pantheon and Follower beliefs apply to each city following your religion, while Founder and Enhancer beliefs only apply to the founder of a religion. = Vjerovanja Panteona i Slijedbenika primjenjuju se na svaki grad koji slijedi vašu religiju, dok se vjerovanje Utemeljitelja i Unaprjeditelja primjenjuju jedino na osnivača religije.
Religion inside cities = Religija unutar gradova
When founding a city, it won't follow a religion immediately. = Prilikom osnivanja grada, on neće odmah slijediti religiju.
@ -7076,7 +7098,7 @@ Fighter units are able to perform Air Sweeps over a tile helping clear out poten
While this Action will take an Attack, the benefit is drawing out Interceptions to help protect your other Air Units. Especially your Bombers. = Iako će ova akcija zahtijevati Napad, prednost je izvlačenje Presretanja kako bi se zaštitile vaše druge Zračne Jedinice. Pogotovo vaše Bombardere.
Your unit will always draw an Interception, if one can reach the target tile, even if the Intercepting unit has a chance to miss. = Vaša će jedinica uvijek potegnuti Presretanje, ako može doći do ciljnog polja, čak i ako Presretačka jedinica ima priliku promašiti.
If the Interceptor is not an Air Unit (eg Land or Sea), the Air Sweeping unit and Interceptor take no damage! = Ako Presretač nije Zračna Jedinica (npr. Kopnena ili Morska), jedinica za Čišćenje Zraka i Presretač ne snose štetu!
If the Interceptor is an Air Unit, the two units will damage each other in a straight fight with no Interception bonuses. And only the Attacking Air Sweep Unit gets any Air Sweep strength bonuses. = Ako je Presretač Zračna Jedinica, dvije će jedinice oštetiti jedna drugu u izravnoj borbi bez bonusa za Presretanje. I samo Napadačka Jedinica za Čišćenje Zraka dobiva bilo kakve bonuse snage za Čišćenje Zraka.
If the Interceptor is an Air Unit, the two units will damage each other in a straight fight with no Interception bonuses. And only the Attacking Air Sweep Unit gets any Air Sweep strength bonuses. = Ako je Presretač Zračna Jedinica, dvije će jedinice oštetiti jedna drugu u izravnoj borbi bez bonusa za Presretanje. I jedino Napadačka Jedinica za Čišćenje Zraka dobiva bilo kakve bonuse snage za Čišćenje Zraka.
Fortify, Guard, Withdraw = Utvrđenje, Straža, Povlačenje
Most Land units have the ability to Fortify. As they spend time without moving, they will slowly gain a Fortification Bonus to their Combat Strength representing digging in and preparing in case of an attack. = Većina Kopnenih jedinica ima sposobnost Utvrđivanja. Dok provode vrijeme bez kretanja, polako će dobivati bonus za Utvrđivanje svoje Borbene Snage koji predstavlja ukopavanje i pripremu u slučaju napada.
@ -7105,7 +7127,7 @@ Espionage is available using the Gods and Kings ruleset. To enable it in a new g
Keyboard Bindings = Vezivanje Tipkovnice
Limitations = Ograničenja
This is a work in progress. = Ovo je rad u tijeku.
For technical reasons, only direct keys or Ctrl-Letter combinations can be used. = Iz tehničkih razloga, mogu se koristiti samo izravne tipke ili kombinacije Ctrl-Slovo.
For technical reasons, only direct keys or Ctrl-Letter combinations can be used. = Iz tehničkih razloga, mogu se koristiti jedino izravne tipke ili kombinacije Ctrl-Slovo.
Using the Keys page = Korištenje stranice Ključevi
Each binding has a button with an image looking like this: = Svako vezivanje ima gumb sa slikom koja izgleda ovako:
While hovering the mouse over the key button, you can press a desired key directly to assign it. = Dok ste mišem iznad gumba tipke, možete izravno pritisnuti željenu tipku kako biste je dodijelili.
@ -7165,7 +7187,7 @@ Example: The 'Open Github page' button on the Mod management screen. = Primjer:
Differences from Civilization V = Razlike u usporedbi s Civilizacijom V
Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept. = Fokus proizvodnje\nU Civilizaciji V, prvo se izračunava količina hrane u gradu, zatim populacija raste konzumiranjem uskladištene hrane (rast), zatim se izračunava proizvodnja, i tako jedna po jedna izračunavaju se ostale statistike. Dakle, građani mogu proizvoditi prinose u istom potezu kada su rođeni. Fokus grada postavljen je na Proizvodnju kako bi se novorođenog građanina dodijelilo na brdo kako bi doprinio Proizvodnji, a zatim se ručno premješta na polje rasta u sljedećem potezu. Alternativno, možete postaviti fokus grada na Zlato (npr. s Cerro de Potosi), Vjeru (npr. s Sinajsko Brdo) ili bilo što, što ima najviše prinosa. U Unciv-u, građani počinju proizvoditi prinose tek u sljedećem potezu, tako da možete zanemariti cijeli ovaj koncept
Science Queueing\nIn Civilization V, Science yield is calculated after production, so if you finish an item and have Science (or Gold) queued as a perpetual construction, the Production overflow from item will be converted into Science (or Gold), but the Production is not consumed, as this will only happen again on the next turn. By immediately swapping out your perpetual construction for an item on the next turn, you'll get this Science (or Gold) for free. This doesn't apply to Unciv, so don't bother. = Stavljanje Znanosti u Red Čekanja\nU Civilizaciji V, prinos Znanosti se izračunava nakon proizvodnje, tako da ako završite stavku i imate Znanost (ili Zlato) u redu čekanja kao trajnu izgradnju, Proizvodni preljev iz stavke bit će pretvoren u Znanost (ili Zlato), ali Proizvodnja se ne troši, jer će se to ponoviti samo na sljedećem potezu. Ako odmah zamijenite svoju trajnu izgradnju za stavku na sljedećem potezu, dobit ćete ovu Znanost (ili Zlato) besplatno. Ovo se ne odnosi na Unciv, pa se ne mučite.
Science Queueing\nIn Civilization V, Science yield is calculated after production, so if you finish an item and have Science (or Gold) queued as a perpetual construction, the Production overflow from item will be converted into Science (or Gold), but the Production is not consumed, as this will only happen again on the next turn. By immediately swapping out your perpetual construction for an item on the next turn, you'll get this Science (or Gold) for free. This doesn't apply to Unciv, so don't bother. = Stavljanje Znanosti u Red Čekanja\nU Civilizaciji V, prinos Znanosti se izračunava nakon proizvodnje, tako da ako završite stavku i imate Znanost (ili Zlato) u redu čekanja kao trajnu izgradnju, preljev Proizvodnje iz stavke bit će pretvoren u Znanost (ili Zlato), ali Proizvodnja se ne konzumira, jer će se to ponoviti tek na sljedećem potezu. Ako odmah zamijenite svoju trajnu izgradnju za stavku na sljedećem potezu, dobit ćete ovu Znanost (ili Zlato) besplatno. Ovo se ne odnosi na Unciv, pa se ne mučite.
Double Aqueducts\nIn Civilization V, the game sells existing copies of the building for you before providing a free copy of the building. So, if you build an aqueduct in a city, and then in the turn of adopting Tradition Complete you sell a cheap building (e.g a shrine) beforehand, the game is unable to sell more than 1 building per turn, and thus you'll keep your aqueduct, together with the new free aqueduct. Not applicable to Unciv. = Dvostruki akvadukti\nU Civilizaciji V, igra prodaje postojeće kopije zgrade za vas prije nego što pruži besplatnu kopiju zgrade. Dakle, ako izgradite akvadukt u gradu, a zatim u potezu usvajanja Tradicija je Završena prethodno prodate jeftinu zgradu (npr. svetište), igra ne može prodati više od 1 zgrade po potezu, pa ćete tako zadržati svoj akvadukt, zajedno s novim besplatnim akvaduktom. Nije primjenjivo na Unciv.
Legalism Oxford\nIn Civilization V, national wonders such as Oxford University are considered culture buildings, so you can get them for free with Legalism. Not applicable to Unciv. = Legalizam Oxford\nU Civilizaciji V, nacionalna čuda kao što je Sveučilište Oxford smatraju se zgradama kulture, tako da ih možete dobiti besplatno uz Legalizam. Nije primjenjivo na Unciv.
Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents. = Ceste i utvrde\nU Civilizaciji V, ne možete koristiti ceste i utvrde na neprijateljskom teritoriju. U Unciv-u ih možete koristiti, pa umjesto da ih bezumno konstruirate posvuda dok ste u ratu, trebate odlučiti hoće li i kada više koristiti vama nego vašim protivnicima

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@ -102,8 +102,10 @@ New [civName]\n(formerly known as [cityName]) = Nový [civName]\n(dříve znám
Requires [buildingName] to be built in the city = Vyžaduje ve městě budovu [buildingName]
Requires [buildingName] to be built in all cities = Vyžaduje ve všech městech budovu [buildingName]
Provides a free [buildingName] in the city = Poskytuje ve městě zdarma budovu [buildingName]
Requires worked [resource] near city = Vyžaduje zpracování suroviny [resource] na území města
Requires at least one of the following resources worked near the city: = Vyžaduje obdělávání alespoň jedné z následujících surovin poblíž města:
# Requires translation!
Requires improved [resource] near city =
# Requires translation!
Requires at least one of the following resources improved near the city: =
Wonder is being built elsewhere = Div světa již stavíte v jiném městě
National Wonder is being built elsewhere = Národní Div již stavíte v jiném městě
Requires a [buildingName] in all [cityFilter] cities = Vyžaduje budovu [buildingName] ve všech městech [cityFilter]
@ -119,6 +121,10 @@ Requires [PolicyOrNationalWonder] = Vyžaduje [PolicyOrNationalWonder]
Cannot be purchased = Nelze koupit
Can only be purchased = Lze pouze koupit
See also = Viz také
# Requires translation!
Use default promotions =
# Requires translation!
Default promotions for [unitType] =
Requires at least one of the following: = Vyžaduje alespoň jedno z následujících:
Requires all of the following: = Vyžaduje všechny následující:
@ -388,6 +394,8 @@ Start game! = Začít hru!
Map Options = Nastavení mapy
Game Options = Nastavení hry
Civilizations = Civilizace
# Requires translation!
Shuffle Civ Order at Start =
Map Type = Typ mapy
Map file = Soubor mapy
Max Turns = Maximální počet tahů
@ -399,6 +407,8 @@ Existing = Existující
Custom = Vlastní
Map Generation Type = Typ generované mapy
Enabled Map Generation Types = Povolené typy generace mapy
# Requires translation!
Example map =
# Map types
Default = Základní
@ -410,6 +420,10 @@ Four Corners = Čtyři rohy
Archipelago = Souostroví
Inner Sea = Vnitřní moře
Perlin = Perlin
# Requires translation!
Small Continents =
# Requires translation!
Fractal =
Select players from starting locations = Vybrat hráče ze startovních pozic
Random number of Civilizations = Náhodný počet civilizací
@ -461,7 +475,7 @@ This is used for painting resources, not in map generator steps: = Toto je použ
Advanced Settings = Pokročilá nastavení
RNG Seed = RNG Seed
Map Elevation = Výška mapy
Temperature extremeness = Teplotní extrémy
Temperature intensity = Teplotní extrémy
Temperature shift = Posun teplot
Resource richness = Hustota surovin
Vegetation richness = Hustota vegetace
@ -825,9 +839,8 @@ Hidden = Skryta
Visible = Viditelná
Permanent = Trvalá
Minimap size = Velikost minimapy
# This is the leftmost Minimap size slider position
off = vypnuto
# Requires translation!
Show minimap =
Show tutorials = Zobrazit tutoriály
Reset tutorials = Restartovat tutoriály
@ -861,7 +874,11 @@ When disabled, saves battery life but certain animations will be suspended = Vyp
## Gameplay tab
Gameplay = Hra
Check for idle units = Kontrolovat nečinné jednotky
# Requires translation!
'Next unit' button cycles idle units =
Auto Unit Cycle = Automatický cyklus jednotek
# Requires translation!
Show Small Skip/Cycle Unit Button =
Move units with a single tap = Pohyb jednotek na jeden klik
# Requires translation!
Move units with a long tap =
@ -902,8 +919,11 @@ Could not download music! = Nepodařilo se stáhnout hudbu!
## Advanced tab
Advanced = Pokročilé
# Requires translation!
Number of autosave files stored =
Turns between autosaves = Počet kol mezi automatickým uložením hry
Screen orientation = Orientace obrazovky
Landscape (fixed) = Na šířku (pevná)
Portrait (fixed) = Na výšku (pevná)
@ -999,16 +1019,17 @@ We have conquered the city of [cityName]! = Dobyli jsme město [cityName]!
# Requires translation!
Your citizens are revolting due to very high unhappiness! =
# Possible HP loss loss when attacking, e.g. (-5 HP)
# Requires translation!
([amount] HP) =
# Requires translation!
An enemy [unit] has attacked [cityName] ([amount2] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has attacked [cityName] ([amount2] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has [battleAction] our [ourUnit] ([amount2] HP) =
# Requires translation!
An enemy [unit] has attacked our [ourUnit] ([amount] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has attacked our [ourUnit] ([amount2] HP) =
Enemy city [cityName] has attacked our [ourUnit] = Nepřátelské město [cityName] zaútočilo na naši jednotku [ourUnit]
# Requires translation!
Enemy city [cityName] has attacked our [ourUnit] ([amount2] HP) =
@ -1193,6 +1214,14 @@ Turn = Tah
turns = tahy(ů)
turn = tah
Next unit = Další jednotka
# Requires translation!
[amount] units idle =
# Requires translation!
[idleCount] idle =
# Requires translation!
[skipCount] skipping =
# Requires translation!
Cycle =
Fog of War = Válečná mlha
Pick a policy = Vybrat politiku
Move Spies = Přemístit špehy
@ -1242,7 +1271,8 @@ Pillage = Drancovat
Pillage [improvement] = Drancovat [improvement]
[improvement] (Pillaged!) = [improvement] (Vydrancováno!)
Repair [improvement] - [turns] = Opravit vylepšení [improvement] - [turns]
Wait = Čekat
# Requires translation!
Skip turn =
Are you sure you want to pillage this [improvement]? = Opravdu chcete vydrancovat toto vylepšení políčka [improvement]?
We have looted [amount] from a [improvement] = Vyplenili jsme [amount] z vylepšení [improvement]
We have looted [amount] from a [improvement] which has been sent to [cityName] = Vyplenili jsme [amount] z vylepšení [improvement], které bylo posláno do města [cityName]
@ -1685,7 +1715,8 @@ Bonus stats for improvement = Bonusové statistiky pro vylepšení
Buildings that consume this resource = Budovy spotřebovávající tuto surovinu
Buildings that provide this resource = Budovy poskytující tuto surovinu
Improvements that provide this resource = Vylepšení poskytující tuto surovinu
Buildings that require this resource worked near the city = Budovy vyžadující tuto surovinu poblíž města
# Requires translation!
Buildings that require this resource improved near the city =
Units that consume this resource = Jednotky spotřebovávající tuto surovinu
Can be built on = Může být vybudováno na
Cannot be built on = Nemůže být vybudováno v terénu
@ -2246,7 +2277,8 @@ Enables [mapUnitFilter] units to enter ocean tiles = Umožňuje jednotkám typu
Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned = Pozemní jednotky mohou překročit pole [terrainName] jakmile je získán první [baseUnitFilter]
# Requires translation!
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory =
New [baseUnitFilter] units start with [amount] Experience [cityFilter] = Nové [baseUnitFilter] jednotky [cityFilter] okamžitě získají [amount] zkušenosti
# Requires translation!
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion = Nově vytrénované [baseUnitFilter] jednotky [cityFilter] získají povýšení [promotion]
[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing = [mapUnitFilter] jednotky sousedící s městem si vyléčí [amount] zranění za kolo při každém léčení
[relativeAmount]% City Strength from defensive buildings = [relativeAmount]% síla města z obranných budov
@ -2332,6 +2364,8 @@ Automatically built in all cities where it is buildable = Automaticky postavené
Creates a [improvementName] improvement on a specific tile = Vytvorí vylepšení [improvementName] na specifickém políčku
Founds a new city = Zakládá nové město
# Requires translation!
Founds a new puppet city =
# Requires translation!
Can instantly construct a [improvementFilter] improvement =
May create improvements on water resources = Může vybudovat vylepšení na vodních políčkách se surovinami
Can build [improvementFilter/terrainFilter] improvements on tiles = Může budovat [improvementFilter/terrainFilter] vylepšení políček
@ -2534,6 +2568,8 @@ Great Improvement = Velké vylepšení
Provides a random bonus when entered = Po vstupu poskytne jendorázový nahodný bonus
Unpillagable = Nelze drancovat
# Requires translation!
Destroyed when pillaged =
# Requires translation!
Irremovable =
# Requires translation!
Will not be replaced by automated units =
@ -2571,6 +2607,8 @@ when at war = je-li ve válce
when not at war = není-li ve válce
during a Golden Age = během Zlatého věku
# Requires translation!
when not in a Golden Age =
# Requires translation!
during We Love The King Day =
while the empire is happy = je-li říše spokojená
when between [amount] and [amount2] Happiness = při spokojenosti mezi [amount] a [amount2]
@ -2806,6 +2844,8 @@ upon gaining a [baseUnitFilter] unit =
# Requires translation!
upon turn end =
# Requires translation!
upon turn start =
# Requires translation!
upon founding a Pantheon =
# Requires translation!
upon founding a Religion =
@ -2836,6 +2876,8 @@ upon ending a turn in a [tileFilter] tile =
# Requires translation!
upon discovering a [tileFilter] tile =
# Requires translation!
upon entering a [tileFilter] tile =
# Requires translation!
for [amount] turns =
# Requires translation!
hidden from users =
@ -3272,6 +3314,10 @@ Music Player =
# Requires translation!
Developer Console =
# Requires translation!
Idle Prev =
# Requires translation!
Idle Next =
# Requires translation!
Empire Overview Trades =
# Requires translation!
Empire Overview Units =
@ -7915,7 +7961,15 @@ Units are defenseless while embarked (cannot use modifiers), and have a fixed De
Idle Units = Nečinné jednotky
# Requires translation!
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Wait'.\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. =
Clicking 'Next unit' moves to the next idle unit in the queue (as listed in Overview -> Units). After issuing an order to an unit, if 'Auto Unit Cycle' in Options -> Gameplay is enabled, you will automatically select the next idle unit. =
# Requires translation!
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Skip turn'. =
# Requires translation!
If you want to disable the 'Next unit' feature entirely, you can toggle it in Options -> Gameplay -> Check for idle units. =
# Requires translation!
If you'd rather 'Next unit' cycle the units and not mark them as Done, you can change it in the Options -> Gameplay menu. =
# Requires translation!
You can also cycle through the idle units using the left and right triangles on the Unit Table in the lower left of the screen. Or by default using the Cycle button next to the 'Next Unit' button. =
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 :-)
@ -8002,7 +8056,8 @@ This is where you spend most of your time playing Unciv. See the world, control
: Unit Action Buttons - while a unit is selected its possible actions appear here. = ⑥: Tlačítka akcí jednotky - když je vybrána jednotka, její možné akce se zobrazí zde.
: The unit/city info pane - shows information about a selected unit or city. = ⑦: Informační panel jednotky/města - zobrazuje informace o vybrané jednotce nebo městu.
: The name (and unit icon) of the selected unit or city, with current health if wounded. Clicking a unit name or icon will open its civilopedia entry. = ⑧: Jméno (a ikona jednotky) vybrané jednotky nebo města se zdravím, pokud je zraněna. Kliknutí na jméno nebo ikonu jednotky otevře její stranu v Civilopedii.
: The arrow buttons allow jumping to the next/previous unit. = ⑨: Tlačítka šipek umožňují skok na další/předchozí jednotku.
# Requires translation!
: The arrow buttons allow jumping to the next/previous idle unit. =
# Requires translation!
: For a selected unit, its promotions appear here, and clicking leads to the promotions screen for that unit. =
: Remaining/per turn movement points, strength and experience / XP needed for promotion. For cities, you get its combat strength. = ⑪: Zbývající/za tah body pohybu, síla a body zkušenosti/XP potřebné pro povýšení. U měst se zde zobrazuje jejich síla.

View File

@ -96,8 +96,9 @@ New [civName]\n(formerly known as [cityName]) = Nieuw [civName]\n(voorheen beken
Requires [buildingName] to be built in the city = Vereist dat een [buildingName] in de stad gebouwd is
Requires [buildingName] to be built in all cities = Vereist dat een [buildingName] in iedere stad gebouwd is
Provides a free [buildingName] in the city = Verleent een gratis [buildingName] in de stad
Requires worked [resource] near city = Vereist bewerkte [resource] aanwezig in de buurt van de stad
Requires at least one of the following resources worked near the city: = Vereist dat minstens één van de volgende grondstoffen bewerkt wordt in de buurt van de stad:
Requires improved [resource] near city = Vereist verbeterde [resource] in de buurt van deze stad
# Requires translation!
Requires at least one of the following resources improved near the city: =
Wonder is being built elsewhere = Wonder wordt ergens anders gebouwd
National Wonder is being built elsewhere = Nationaal Wonder wordt ergens anders gebouwd
Requires a [buildingName] in all [cityFilter] cities = Vereist een [buildingName] in alle [cityFilter] steden
@ -113,6 +114,10 @@ Requires [PolicyOrNationalWonder] = Vereist [PolicyOrNationalWonder]
Cannot be purchased = Kan niet gekocht worden
Can only be purchased = Kan alleen gekocht worden
See also = Zie ook
# Requires translation!
Use default promotions =
# Requires translation!
Default promotions for [unitType] =
Requires at least one of the following: = Vereist minstens één van de volgende:
Requires all of the following: = Vereist al het volgende:
@ -123,8 +128,7 @@ Disables: = Schakelt uit
Current construction = Huidige bouwwerk
Construction queue = Bouwwachtrij
# Requires translation!
Queue =
Queue = Wachtrij
Pick a construction = Kies een bouwwerk
Queue empty = Wachtrij leeg
Add to queue = Voeg toe aan wachtrij
@ -376,6 +380,7 @@ Start game! = Start Spel!
Map Options = Kaartopties
Game Options = Spelopties
Civilizations = Beschavingen
Shuffle Civ Order at Start = Willekeurige startvolgorde van Beschavingen
Map Type = Kaarttype
Map file = Kaartbestand
Max Turns = Maximale beurten
@ -387,6 +392,7 @@ Existing = Bestaand
Custom = Custom
Map Generation Type = Kaartgeneratietype
Enabled Map Generation Types = Toegelaten kaartgeneratietypes
Example map = Voorbeeldkaart
# Map types
Default = Standaard
@ -398,6 +404,8 @@ Four Corners = Vier Hoeken
Archipelago = Archipel
Inner Sea = Binnenzee
Perlin = Perlin
Small Continents = Kleine Continenten
Fractal = Fractal
Select players from starting locations = Selecteer spelers met vaste startlocaties
Random number of Civilizations = Willekeurig aantal Beschavingen
@ -449,7 +457,7 @@ This is used for painting resources, not in map generator steps: = Dit wordt geb
Advanced Settings = Geavanceerde instellingen
RNG Seed = RNG Seed
Map Elevation = Maphoogte
Temperature extremeness = Temparatuurextreemheid
Temperature intensity = Temparatuurextreemheid
Temperature shift = Temperatuur verandering
Resource richness = Grondstofrijkheid
Vegetation richness = Vegetatierijkheid
@ -811,9 +819,7 @@ Hidden = Verborgen
Visible = Zichtbaar
Permanent = Permanent
Minimap size = Grootte minimap
# This is the leftmost Minimap size slider position
off = uit
Show minimap = Toon minikaart
Show tutorials = Toon handleidingen
Reset tutorials = Handleidingen opnieuw tonen
@ -847,7 +853,11 @@ When disabled, saves battery life but certain animations will be suspended = Dit
## Gameplay tab
Gameplay = Spel
Check for idle units = Check voor inactieve eenheden
# Requires translation!
'Next unit' button cycles idle units =
Auto Unit Cycle = Automatisch tussen eenheden wisselen
# Requires translation!
Show Small Skip/Cycle Unit Button =
Move units with a single tap = Beweeg eenheden met één tik
Move units with a long tap = Beweeg eenheden met een lange tik
Auto-assign city production = Bepaal stadsproductie automatisch
@ -887,8 +897,11 @@ Could not download music! = Kon de muziek niet downloaden!
## Advanced tab
Advanced = Geavanceerd
# Requires translation!
Number of autosave files stored =
Turns between autosaves = Beurten tussen automatisch opslaan
Screen orientation = Scherm oriëntatie
Landscape (fixed) = Landschap (vast)
Portrait (fixed) = Portret (vast)
@ -981,15 +994,14 @@ An unknown civilization has started constructing [construction]! = Een onbekende
Your Golden Age has ended. = Je Gouden Tijdperk is ten einde.
[cityName] has been razed to the ground! = [cityName] is totaal verwoest!
We have conquered the city of [cityName]! = We hebben de stad [cityName] ingenomen!
# Requires translation!
Your citizens are revolting due to very high unhappiness! =
Your citizens are revolting due to very high unhappiness! = Jouw burgers komen in opstand vanwege de hoge ontevredenheid!
# Possible HP loss loss when attacking, e.g. (-5 HP)
([amount] HP) = ([amount] HP)
An enemy [unit] has attacked [cityName] ([amount2] HP) = Een vijandelijke [unit] heeft [cityName] ([amount2] HP) aangevallen
An enemy [unit] ([amount] HP) has attacked [cityName] ([amount2] HP) = Een vijandelijke [unit] ([amount] HP) heeft [cityName] ([amount2] HP) aangevallen
An enemy [unit] ([amount] HP) has [battleAction] our [ourUnit] ([amount2] HP) = Een vijandelijke [unit] ([amount] HP) heeft onze [ourUnit] ([amount2] HP) [battleAction]
An enemy [unit] has attacked our [ourUnit] ([amount] HP) = Een vijandelijke [unit] heeft onze [ourUnit] ([amount] HP) aangevallen
An enemy [unit] ([amount] HP) has attacked our [ourUnit] ([amount2] HP) = Een vijandelijke [unit] ([amount] HP) heeft [ourUnit] ([amount2] HP) aangevallen
Enemy city [cityName] has attacked our [ourUnit] = Vijandelijke stad [cityName] heeft onze [ourUnit] aangevallen
Enemy city [cityName] has attacked our [ourUnit] ([amount2] HP) = Vijandelijke stad [cityName] heeft onze [ourUnit] ([amount2] HP) aangevallen
An enemy [unit] has captured [cityName] = Een vijandige [unit] heeft [cityName] ingenomen
@ -1041,7 +1053,7 @@ The City-State of [name] has been destroyed! = De stadstaat van [name] is vernie
Your [ourUnit] captured an enemy [theirUnit]! = Je [ourUnit] heeft zojuist een [theirUnit] gevangen genomen!
Your captured [unitName] has been returned by [civName] = Je gevangengenomen [unitName] is teruggebracht door [civName]
Your [ourUnit] plundered [amount] [Stat] from [theirUnit] = Je [ourUnit] heeft [amount] [Stat] van [theirUnit] geplunderd
We have captured a barbarian encampment and recovered [goldAmount] gold! = We hebben een barabarenkamp veroverd en bekwamen [goldAmount] goud!
We have captured a barbarian encampment and recovered [goldAmount] gold! = We hebben een barbarenkamp veroverd en bekwamen [goldAmount] goud!
An enemy [unitType] has joined us! = Een vijandige [unitType] heeft zich bij ons aangesloten!
[unitName] can be promoted! = [unitName] kan gepromoveerd worden!
@ -1171,6 +1183,14 @@ Turn = Beurt
turns = beurten
turn = beurt
Next unit = Volgende eenheid
# Requires translation!
[amount] units idle =
# Requires translation!
[idleCount] idle =
# Requires translation!
[skipCount] skipping =
# Requires translation!
Cycle =
Fog of War = Fog of War
Pick a policy = Kies een beleid
Move Spies = Verplaats spionnen
@ -1220,7 +1240,7 @@ Pillage = Plunderen
Pillage [improvement] = Plunderen [improvement]
[improvement] (Pillaged!) = [improvement] (geplunderd!)
Repair [improvement] - [turns] = Repareer [improvement] - [turns]
Wait = Wacht
Skip turn = Sla deze ronde over
Are you sure you want to pillage this [improvement]? = Weet je zeker dat je deze [improvement] wilt plunderen?
We have looted [amount] from a [improvement] = We plunderden [amount] van [improvement]
We have looted [amount] from a [improvement] which has been sent to [cityName] = We plunderden [amount] van een [improvement] van [cityName]
@ -1243,7 +1263,7 @@ Faith = Geloof
Growth = Groei
Territory = Gebied
Force = Forceer
Force = Krijgsmacht
GOLDEN AGE = GOUDEN TIJDPERK
Golden Age = Gouden Tijdperk
Global Effect = Globaal Effect
@ -1436,8 +1456,7 @@ Hurry Construction = Versnel bouw
Hurry Construction (+[productionAmount]⚙) = Versnel bouw (+[productionAmount]⚙)
Spread Religion = Verkondig Religie
Spread [religionName] = Verkondig [religionName]
# Requires translation!
[civName]'s [unitName] has converted [cityName] to [religionName] =
[civName]'s [unitName] has converted [cityName] to [religionName] = [civName]'s [unitName] heeft [cityName] bekeerd tot [religionName]
Remove Heresy = Verwijder ketterij
Found a Religion = Richt een religie op
Enhance a Religion = Hervorm je religie
@ -1609,8 +1628,7 @@ Keep it = De stad is van mij
Remove your troops in our border immediately! = Verwijder je troepen binnen onze grens meteen!
Sorry. = Sorry.
Never! = Nooit!
# Requires translation!
Those lands were not yours to take. This has not gone unnoticed. =
Those lands were not yours to take. This has not gone unnoticed. = Het was niet aan jou om te besluiten deze landen in te nemen. Dit is niet onopgemerkt gebleven.
Offer Declaration of Friendship ([30] turns) = Bied een vriendschapsverkalring aan ([30] beurten)
My friend, shall we declare our friendship to the world? = Mijn vriend, zullen we onze vriendschap verklaren aan de wereld?
@ -1645,7 +1663,8 @@ Bonus stats for improvement = Bonus statistieken door verbetering
Buildings that consume this resource = Gebouwen die deze grondstof gebruiken
Buildings that provide this resource = Gebouwen die deze grondstof produceren
Improvements that provide this resource = Verbeteringen die deze grondstof produceren
Buildings that require this resource worked near the city = Gebouwen die deze grondstof nodig hebben welke bewerkt wordt bij de stad
# Requires translation!
Buildings that require this resource improved near the city =
Units that consume this resource = Eenheden die deze grondstof gebruiken
Can be built on = Kan gebouwd worden op
Cannot be built on = Kan niet gebouwd worden op
@ -2064,8 +2083,7 @@ Provides a unique luxury = Levert een uniek luxegoed
Military Units gifted from City-States start with [amount] XP = Militaire Eenheden gekregen van Stadstaten beginnen met [amount] XP
Militaristic City-States grant units [amount] times as fast when you are at war with a common nation = Militaristische Stadstaten geven eenheden [amount] keer sneller als je oorlog voert tegen een andere natie
Gifts of Gold to City-States generate [relativeAmount]% more Influence = Giften van goud aan Stadstaten genereren [relativeAmount]% meer Invloed
# Requires translation!
Can spend Gold to annex or puppet a City-State that has been your Ally for [amount] turns =
Can spend Gold to annex or puppet a City-State that has been your Ally for [amount] turns = Je kan goud gebruiken om een Stadstaat die een bondgenoot voor [amount] beurten is te annexeren of een stadstaat te maken
City-State territory always counts as friendly territory = Stadstaat-territorium geldt altijd as bevriend territorium
Allied City-States will occasionally gift Great People = Geallieerde Stadstaten schenken soms Grote Mensen
Will not be chosen for new games = Zal niet gekozen worden voor nieuwe spelsessies
@ -2126,7 +2144,8 @@ Enables embarkation for land units = Laat inschepen toe voor landeenheden
Enables [mapUnitFilter] units to enter ocean tiles = Laat [mapUnitFilter] eenheden toe oceaan tegels te betreden
Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned = Landeenheden mogen [terrainName] tegels oversteken nadat de eerste [baseUnitFilter] verkregen is
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory = Vijandige [mapUnitFilter] eenheden moeten [amount] extra bewegingspunten spenderen binnen jouw grondgebied
New [baseUnitFilter] units start with [amount] Experience [cityFilter] = Nieuwe [baseUnitFilter] eenheden starten met [amount] ervaring [cityFilter]
# Requires translation!
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion = Alle nieuwe [baseUnitFilter] eenheden [cityFilter] ontvangen de [promotion] promotie
[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing = [mapUnitFilter] Eenheden naast deze stad helen [amount] HP per beurt als ze aan het helen zijn.
[relativeAmount]% City Strength from defensive buildings = [relativeAmount]% Stadsterkte van defensieve gebouwen
@ -2142,8 +2161,8 @@ When declaring friendship, both parties gain a [relativeAmount]% boost to great
Influence of all other civilizations with all city-states degrades [relativeAmount]% faster = Invloed van alle andere beschavingen met alle Stadstaten verminderd [relativeAmount]% sneller
Gain [amount] Influence with a [baseUnitFilter] gift to a City-State = Krijg [amount] Invloed bij een [baseUnitFilter] geschenk aan een Stadstaat
Resting point for Influence with City-States following this religion [amount] = Rustpunt voor invloed bij stadstaten met deze religie [amount]
Notified of new Barbarian encampments = Gewaarschuwd voor een nieuw Barbaarkamp
Receive triple Gold from Barbarian encampments and pillaging Cities = Ontvang driemaal zoveel Goud van Barbaarse kampen en het plunderen van Steden
Notified of new Barbarian encampments = Gewaarschuwd voor een nieuw Barbarenkamp
Receive triple Gold from Barbarian encampments and pillaging Cities = Ontvang driemaal zoveel Goud van Barbarenkampen en het plunderen van Steden
When conquering an encampment, earn [amount] Gold and recruit a Barbarian unit = Als je een kamp veroverd, verdien [amount] Goud en recruteer een barbaareenheid
When defeating a [mapUnitFilter] unit, earn [amount] Gold and recruit it = Als je een [mapUnitFilter] verslaat, verdien [amount] Goud en recruteer het
Starting in this era disables religion = In dit tijdperk beginnen schakelt religie uit
@ -2184,7 +2203,7 @@ Requires at least [amount] population = Vereist minstens [amount] bevolking
Triggers a global alert upon build start = Veroorzaakt een globaal alarmsignaal bij het starten
Triggers a global alert upon completion = Veroorzaakt een globaal alarmsignaal bij voltooiing
Cost increases by [amount] per owned city = Kosten nemen toe met [amount] per stad in bezit
Cost increases by [amount] when built = Kosten groeien met [amount] when built
Cost increases by [amount] when built = Kosten groeien met [amount] wanneer het gebouwd is
[amount]% production cost = [amount]% productie kosten
Can only be built = Kan alleen gebouwd worden
Must have an owned [tileFilter] within [amount] tiles = Moet [tileFilter] bezitten binnen [amount] tegels
@ -2202,6 +2221,8 @@ Connects trade routes over water = Verbindt handelsroutes over water
Automatically built in all cities where it is buildable = Wordt automatisch gebouwd in alle steden waar dit mogelijk is
Creates a [improvementName] improvement on a specific tile = Plaatst een [improvementName] verbetering op een specifieke tegel
Founds a new city = Sticht een nieuwe stad
# Requires translation!
Founds a new puppet city =
Can instantly construct a [improvementFilter] improvement = Kan onmiddelijk een [improvementFilter] verbetering bouwen
May create improvements on water resources = Kan verbeteringen op watergrondstoffen maken
Can build [improvementFilter/terrainFilter] improvements on tiles = Kan [improvementFilter/terrainFilter] verbeteringen bouwen op tegels
@ -2357,6 +2378,8 @@ Adjacent enemy units ending their turn take [amount] damage = Aangrenzende vijan
Great Improvement = Grote Verbetering
Provides a random bonus when entered = Geeft een willekeurige bonus bij het betreden
Unpillagable = Kan niet worden geplunderd
# Requires translation!
Destroyed when pillaged =
Irremovable = Niet verwijderbaar
Will not be replaced by automated units = Wordt niet vervangen door geautomatiseerde eenheden
Improves [resourceFilter] resource in this tile = Verbetert [resourceFilter] hulpbron in deze tegel
@ -2377,6 +2400,8 @@ for [civFilter] Civilizations = voor [civFilter] Civilizatie
when at war = Tijdens een oorlog
when not at war = Tijdens vrede
during a Golden Age = tijdens een Gouden Tijdperk
# Requires translation!
when not in a Golden Age =
during We Love The King Day = tijdens Wij Houden Van De Koning Dag
while the empire is happy = terwijl het rijk gelukkig is
when between [amount] and [amount2] Happiness = wanneer tussen [amount] en [amount2] Geluk
@ -2520,6 +2545,8 @@ upon constructing [buildingFilter] = na het bouwen van een [buildingFilter]
upon constructing [buildingFilter] [cityFilter] = na het bouwen van een [buildingFilter] [cityFilter]
upon gaining a [baseUnitFilter] unit = na het krijgen van een [baseUnitFilter] eenheid
upon turn end = na het beëindigen van de beurt
# Requires translation!
upon turn start =
upon founding a Pantheon = na het stichten van een Pantheon
upon founding a Religion = na het stichten van een Religie
upon enhancing a Religion = na het verbeteren van een Religie
@ -2535,6 +2562,8 @@ upon losing the [promotion] status = bij het verliezen van de [promotion] status
upon losing at least [amount] HP in a single attack = na minstens [amount] HP te verliezen in een enkele aanval
upon ending a turn in a [tileFilter] tile = na het beindigen van een beurt in een [tileFilter] tegel
upon discovering a [tileFilter] tile = na het ontdekken van een [tileFilter] tegel
# Requires translation!
upon entering a [tileFilter] tile =
for [amount] turns = voor [amount] beurten
hidden from users = Verborgen voor gebruikers
for every [countable] = voor elke [countable]
@ -2839,6 +2868,10 @@ Open AutoPlay menu = Open AutoPlay menu
Empire Overview = Rijksoverzicht
Music Player = Muziekspeler
Developer Console = Ontwikkelaar Console
# Requires translation!
Idle Prev =
# Requires translation!
Idle Next =
Empire Overview Trades = Rijksoverzicht Handel
Empire Overview Units = Rijksoverzicht Eenheden
Empire Overview Politics = Rijksoverzicht Politiek
@ -4807,7 +4840,7 @@ Mathematics = Wiskunde
'Three things are to be looked to in a building: that it stands on the right spot; that it be securely founded; that it be successfully executed.' - Johann Wolfgang von Goethe = 'Bij een gebouw moet op drie dingen worden gelet: dat het op de juiste plek staat; dat het stevig gefundeerd is; dat het succesvol wordt uitgevoerd.' Johann Wolfgang von Goethe
Construction = Bouwkunde
'Do not wait to strike til the iron is hot, but make it hot by striking.' - William Butler Yeats = 'Wacht niet met smeden tot het ijzer heet is, maar maak het heet door het te smeden.' - William Butler Yeats
Iron Working = Ijzerbewerking
Iron Working = IJzerbewerking
'Three things are necessary for the salvation of man: to know what he ought to believe; to know what he ought to desire; and to know what he ought to do' - St. Thomas Aquinas = 'Drie dingen nodig voor de redding van de mens: weten wat hij hoort te geloven; weten wat hij hoort te verlangen; en weten wat hij hoort te doen.' - Thomas van Aquino
Theology = Theologie
@ -5084,7 +5117,7 @@ City center = Stadscentrum
Marks the center of a city = Markeert het centrum van een stad
Appearance changes with the technological era of the owning civilization = Uiterlijk verandert met de technologische periode van de beschaving
Barbarian encampment = Barbaarkamp
Barbarian encampment = Barbarenkamp
Home to uncivilized barbarians, will spawn a hostile unit from time to time = Thuis van onbeschaafde barbaren, vijandige eenheden zullen hier van tijd tot tijd verschijnen
@ -5331,7 +5364,7 @@ Quick Study = Snelle Student
Haka War Dance = Haka Oorlogsdans
Rejuvenation = Herstel
Rejuvenation = Verjonging
Slinger Withdraw = Slingeraar Terugtrekken
@ -5396,7 +5429,7 @@ Work Boats = Werkboten
Trireme = Trireem
Galley = Gallei
Galley = Galei
Chariot Archer = Strijdwagen Boogschutter
@ -5444,7 +5477,7 @@ Crossbowman = Kruisboogschutter
Chu-Ko-Nu = Chu-Ko-Nu
Longbowman = Longboogschutter
Longbowman = Langboogschutter
Trebuchet = Trebuchet
@ -6900,7 +6933,16 @@ Once a certain tech is researched, your land units can embark, allowing them to
Units are defenseless while embarked (cannot use modifiers), and have a fixed Defending Strength based on your tech Era, so be careful!\nRanged Units can't attack, Melee Units have a Strength penalty, and all have limited vision. = Eenheden kunnen geen gebruik maken van gevechtsbonussen, en hebben een vaste Verdedigende Kracht gebaseerd op het huidige tijdperk, dus wees voorzichtig!\nAfstandseenheden kunnen niet aanvallen, Melee Eenheden hebben een negative bonus op hun Kracht, en allen hebben beperkt zicht.
Idle Units = Inactieve Eenheden
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Wait'.\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. = Als je een eenheid deze beurt niet wilt verplaatsen, kun je deze overslaan door nogmaals op 'Volgende eenheid' te klikken, of de eenheid het bevel geven om te 'Wachten'.\nAls je de eenheid een tijdje niet wilt verplaatsen, kun je de eenheid in Fortificeer of Slaap modus laten gaan - \n eenheden in Fortificeer of Slaap worden niet beschouwd als inactieve eenheden.\nAls je de 'Volgende eenheid' functie helemaal wilt uitschakelen, kun je dit doen in Menu -> Controleer op inactieve eenheden.
# Requires translation!
Clicking 'Next unit' moves to the next idle unit in the queue (as listed in Overview -> Units). After issuing an order to an unit, if 'Auto Unit Cycle' in Options -> Gameplay is enabled, you will automatically select the next idle unit. =
# Requires translation!
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Skip turn'. =
# Requires translation!
If you want to disable the 'Next unit' feature entirely, you can toggle it in Options -> Gameplay -> Check for idle units. =
# Requires translation!
If you'd rather 'Next unit' cycle the units and not mark them as Done, you can change it in the Options -> Gameplay menu. =
# Requires translation!
You can also cycle through the idle units using the left and right triangles on the Unit Table in the lower left of the screen. Or by default using the Cycle button next to the 'Next Unit' button. =
Contact Me = Contacteer Mij
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. = Hoi daar! Als je tot hier gespeeld hebt heb je waarchijnlijk al gemerkt dat het spel nog niet voltooid is.\n Het is de bedoeling dat Unciv open-source is en voor altijd gratis zal blijven.\n Dat betekent geen advertenties of andere onzin.
@ -6968,7 +7010,8 @@ This is where you spend most of your time playing Unciv. See the world, control
: Unit Action Buttons - while a unit is selected its possible actions appear here. = ⑥: Eenheidactieknoppen - Als een eenheid geselecteerd is worden de acties die deze kan uitvoeren hier getoond.
: The unit/city info pane - shows information about a selected unit or city. = ⑦: Het eenheid-/stadinfoscherm - Toont informatie over een geselecteerde stad of eenheid
: The name (and unit icon) of the selected unit or city, with current health if wounded. Clicking a unit name or icon will open its civilopedia entry. = ⑧: De naam (en eenheidicoon) van de geselecteerde eenheid of stad, met huidige gezondheid indien gewond. Klikken op de naam of het icoon van een eenheid zal haar pagina in de civilopedia openen.
: The arrow buttons allow jumping to the next/previous unit. = ⑨: De pijltjes laten je toe te springen naar de volgende/vorige eenheid.
# Requires translation!
: The arrow buttons allow jumping to the next/previous idle unit. =
: For a selected unit, its promotions appear here, and clicking leads to the promotions screen for that unit. = ⑩: Voor een geselecteerde eenheid, de promoties zijn hier, als je erop klikt leidt dat naar de promoties scherm voor die eenheid.
: Remaining/per turn movement points, strength and experience / XP needed for promotion. For cities, you get its combat strength. = ⑪: Resterende bewegingspunten/bewegingspunten per beurt, kracht en ervaring / XP nodig voor promotie.
: This button closes the selected unit/city info pane. = ⑫: Deze knop sluit het informatiepaneel voor de geselecteerde eenheid/stad.

View File

@ -148,9 +148,9 @@ Requires [buildingName] to be built in all cities =
# Requires translation!
Provides a free [buildingName] in the city =
# Requires translation!
Requires worked [resource] near city =
Requires improved [resource] near city =
# Requires translation!
Requires at least one of the following resources worked near the city: =
Requires at least one of the following resources improved near the city: =
# Requires translation!
Wonder is being built elsewhere =
# Requires translation!
@ -181,6 +181,10 @@ Cannot be purchased =
Can only be purchased =
# Requires translation!
See also =
# Requires translation!
Use default promotions =
# Requires translation!
Default promotions for [unitType] =
# Requires translation!
Requires at least one of the following: =
@ -669,6 +673,8 @@ Game Options =
# Requires translation!
Civilizations =
# Requires translation!
Shuffle Civ Order at Start =
# Requires translation!
Map Type =
# Requires translation!
Map file =
@ -690,6 +696,8 @@ Custom =
Map Generation Type =
# Requires translation!
Enabled Map Generation Types =
# Requires translation!
Example map =
# Map types
# Requires translation!
@ -710,6 +718,10 @@ Archipelago =
Inner Sea =
# Requires translation!
Perlin =
# Requires translation!
Small Continents =
# Requires translation!
Fractal =
# Requires translation!
Select players from starting locations =
@ -806,7 +818,7 @@ RNG Seed =
# Requires translation!
Map Elevation =
# Requires translation!
Temperature extremeness =
Temperature intensity =
# Requires translation!
Temperature shift =
# Requires translation!
@ -1476,10 +1488,7 @@ Visible =
Permanent =
# Requires translation!
Minimap size =
# This is the leftmost Minimap size slider position
# Requires translation!
off =
Show minimap =
# Requires translation!
Show tutorials =
@ -1536,8 +1545,12 @@ Gameplay =
# Requires translation!
Check for idle units =
# Requires translation!
'Next unit' button cycles idle units =
# Requires translation!
Auto Unit Cycle =
# Requires translation!
Show Small Skip/Cycle Unit Button =
# Requires translation!
Move units with a single tap =
# Requires translation!
Move units with a long tap =
@ -1608,8 +1621,11 @@ Could not download music! =
# Requires translation!
Advanced =
# Requires translation!
Number of autosave files stored =
# Requires translation!
Turns between autosaves =
# Requires translation!
Screen orientation =
# Requires translation!
@ -1779,10 +1795,9 @@ We have conquered the city of [cityName]! =
# Requires translation!
Your citizens are revolting due to very high unhappiness! =
# Possible HP loss loss when attacking, e.g. (-5 HP)
# Requires translation!
([amount] HP) =
# Requires translation!
An enemy [unit] has attacked [cityName] ([amount2] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has attacked [cityName] ([amount2] HP) =
# Requires translation!
@ -1790,6 +1805,8 @@ An enemy [unit] ([amount] HP) has [battleAction] our [ourUnit] ([amount2] HP) =
# Requires translation!
An enemy [unit] has attacked our [ourUnit] ([amount] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has attacked our [ourUnit] ([amount2] HP) =
# Requires translation!
Enemy city [cityName] has attacked our [ourUnit] =
# Requires translation!
Enemy city [cityName] has attacked our [ourUnit] ([amount2] HP) =
@ -2128,6 +2145,14 @@ turn =
# Requires translation!
Next unit =
# Requires translation!
[amount] units idle =
# Requires translation!
[idleCount] idle =
# Requires translation!
[skipCount] skipping =
# Requires translation!
Cycle =
# Requires translation!
Fog of War =
# Requires translation!
Pick a policy =
@ -2226,7 +2251,7 @@ Pillage [improvement] =
# Requires translation!
Repair [improvement] - [turns] =
# Requires translation!
Wait =
Skip turn =
# Requires translation!
Are you sure you want to pillage this [improvement]? =
# Requires translation!
@ -3035,7 +3060,7 @@ Buildings that provide this resource =
# Requires translation!
Improvements that provide this resource =
# Requires translation!
Buildings that require this resource worked near the city =
Buildings that require this resource improved near the city =
# Requires translation!
Units that consume this resource =
# Requires translation!
@ -3907,7 +3932,7 @@ Land units may cross [terrainName] tiles after the first [baseUnitFilter] is ear
# Requires translation!
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory =
# Requires translation!
New [baseUnitFilter] units start with [amount] Experience [cityFilter] =
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
# Requires translation!
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion =
# Requires translation!
@ -4059,6 +4084,8 @@ Creates a [improvementName] improvement on a specific tile =
# Requires translation!
Founds a new city =
# Requires translation!
Founds a new puppet city =
# Requires translation!
Can instantly construct a [improvementFilter] improvement =
# Requires translation!
May create improvements on water resources =
@ -4369,6 +4396,8 @@ Provides a random bonus when entered =
# Requires translation!
Unpillagable =
# Requires translation!
Destroyed when pillaged =
# Requires translation!
Irremovable =
# Requires translation!
Will not be replaced by automated units =
@ -4409,6 +4438,8 @@ when not at war =
# Requires translation!
during a Golden Age =
# Requires translation!
when not in a Golden Age =
# Requires translation!
during We Love The King Day =
# Requires translation!
while the empire is happy =
@ -4695,6 +4726,8 @@ upon gaining a [baseUnitFilter] unit =
# Requires translation!
upon turn end =
# Requires translation!
upon turn start =
# Requires translation!
upon founding a Pantheon =
# Requires translation!
upon founding a Religion =
@ -4725,6 +4758,8 @@ upon ending a turn in a [tileFilter] tile =
# Requires translation!
upon discovering a [tileFilter] tile =
# Requires translation!
upon entering a [tileFilter] tile =
# Requires translation!
for [amount] turns =
# Requires translation!
hidden from users =
@ -5242,6 +5277,10 @@ Music Player =
# Requires translation!
Developer Console =
# Requires translation!
Idle Prev =
# Requires translation!
Idle Next =
# Requires translation!
Empire Overview Trades =
# Requires translation!
Empire Overview Units =
@ -12451,7 +12490,15 @@ Units are defenseless while embarked (cannot use modifiers), and have a fixed De
# 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, or command the unit to 'Wait'.\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. =
Clicking 'Next unit' moves to the next idle unit in the queue (as listed in Overview -> Units). After issuing an order to an unit, if 'Auto Unit Cycle' in Options -> Gameplay is enabled, you will automatically select the next idle unit. =
# Requires translation!
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Skip turn'. =
# Requires translation!
If you want to disable the 'Next unit' feature entirely, you can toggle it in Options -> Gameplay -> Check for idle units. =
# Requires translation!
If you'd rather 'Next unit' cycle the units and not mark them as Done, you can change it in the Options -> Gameplay menu. =
# Requires translation!
You can also cycle through the idle units using the left and right triangles on the Unit Table in the lower left of the screen. Or by default using the Cycle button next to the 'Next Unit' button. =
# Requires translation!
Contact Me =
@ -12574,7 +12621,7 @@ This is where you spend most of your time playing Unciv. See the world, control
# Requires translation!
: The name (and unit icon) of the selected unit or city, with current health if wounded. Clicking a unit name or icon will open its civilopedia entry. =
# Requires translation!
: The arrow buttons allow jumping to the next/previous unit. =
: The arrow buttons allow jumping to the next/previous idle unit. =
# Requires translation!
: For a selected unit, its promotions appear here, and clicking leads to the promotions screen for that unit. =
# Requires translation!

View File

@ -103,8 +103,10 @@ New [civName]\n(formerly known as [cityName]) = New [civName]\n(kilala noon bila
Requires [buildingName] to be built in the city = Kailangan na ang [buildingName] ay magawa muna sa siyudad
Requires [buildingName] to be built in all cities = Kailangan na ang [buildingName] ay magawa muna sa lahat ng siyudad
Provides a free [buildingName] in the city = Nakapagbibigay ng [buildingName] sa siyudad
Requires worked [resource] near city = Nangangailangan ng [resource] na malapit sa siyudad
Requires at least one of the following resources worked near the city: = Nangangailangan ng kahit isang yaman na nakasaad na malapit sa siyudad
# Requires translation!
Requires improved [resource] near city =
# Requires translation!
Requires at least one of the following resources improved near the city: =
Wonder is being built elsewhere = Isang nakamamanghang imprastraktura ay ginagawa sa ibang lugar
National Wonder is being built elsewhere = Isang nasyonal na nakamamanghang imprastraktura ay ginagawa sa ibang lugar.
Requires a [buildingName] in all [cityFilter] cities = Kinakailangan ng [buildingName] sa lahat ng mga siyudad na mga ito: [cityFilter]
@ -120,6 +122,10 @@ Requires [PolicyOrNationalWonder] = Kailangan ng [PolicyOrNationalWonder]
Cannot be purchased = Hindi nabibili
Can only be purchased = Mabibili lamang
See also = Tingnan rin
# Requires translation!
Use default promotions =
# Requires translation!
Default promotions for [unitType] =
Requires at least one of the following: = Kailangan ng kahit isa ng sumusunod:
Requires all of the following: = Kailangan ang lahat ng sumusunod:
@ -383,6 +389,8 @@ Start game! = Simulan ang Laro!
Map Options = Mga Opsyon sa Mapa
Game Options = Mga Opsyon sa Laro
Civilizations = Mga Sibilisasyon
# Requires translation!
Shuffle Civ Order at Start =
Map Type = Uri ng Mapa
Map file = File ng Mapa
Max Turns = Bilang ng mga Turno
@ -394,6 +402,8 @@ Existing = Umiiral
Custom = Custom
Map Generation Type = Uri ng Nabuong Mapa
Enabled Map Generation Types = Ipakita ang mga Uri ng Paggawa ng Mapa
# Requires translation!
Example map =
# Map types
Default = Default
@ -405,6 +415,10 @@ Four Corners = Apat na Sulok
Archipelago = Kapuluan
Inner Sea = Panloob na Dagat
Perlin = Perlin
# Requires translation!
Small Continents =
# Requires translation!
Fractal =
Select players from starting locations = Piliin ang mga manlalaro sa mga pasimulang lokasyon
Random number of Civilizations = Sapalarang bilang nga mga Sibilisasyon
@ -456,7 +470,7 @@ This is used for painting resources, not in map generator steps: = Ginagamit ito
Advanced Settings = Mga komplikadong pagpipilian
RNG Seed = RNG Seed
Map Elevation = Taas ng mapa
Temperature extremeness = Agwat ng temperatura
Temperature intensity = Agwat ng temperatura
Temperature shift = Pagbago ng Temperatura
Resource richness = Dami ng pagkukunan
Vegetation richness = Dami ng halaman
@ -818,9 +832,8 @@ Hidden = Nakatago
Visible = Nakikita
Permanent = Permanente
Minimap size = Laki ng minimap
# This is the leftmost Minimap size slider position
off = off
# Requires translation!
Show minimap =
Show tutorials = Ipakita ang mga gabay
Reset tutorials = Bumalik mula sa simula ng mga gabay
@ -854,7 +867,11 @@ When disabled, saves battery life but certain animations will be suspended = Pag
## Gameplay tab
Gameplay = Gameplay
Check for idle units = Suriin ang mga walang ginagawa
# Requires translation!
'Next unit' button cycles idle units =
Auto Unit Cycle = Kusa na Pumili ng mga Yunit
# Requires translation!
Show Small Skip/Cycle Unit Button =
Move units with a single tap = Pumunta gamit ng isang pindot
Move units with a long tap = Pagalawin ang mga yunits sa mahabang pindot
Auto-assign city production = Kusang italaga ang produksyon sa lungsod
@ -894,8 +911,11 @@ Could not download music! = Di ma-download ang musika!
## Advanced tab
Advanced = Advanced
# Requires translation!
Number of autosave files stored =
Turns between autosaves = Turno sa pagitan ng mga agarang tinabi
Screen orientation = Oryentasyon ng Screen
Landscape (fixed) = Pahalang (di-nagbabago)
Portrait (fixed) = Patayo (di-nagbabago)
@ -995,16 +1015,17 @@ We have conquered the city of [cityName]! = Nasakop na natin ang lungsod ng [cit
# Requires translation!
Your citizens are revolting due to very high unhappiness! =
# Possible HP loss loss when attacking, e.g. (-5 HP)
# Requires translation!
([amount] HP) =
# Requires translation!
An enemy [unit] has attacked [cityName] ([amount2] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has attacked [cityName] ([amount2] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has [battleAction] our [ourUnit] ([amount2] HP) =
# Requires translation!
An enemy [unit] has attacked our [ourUnit] ([amount] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has attacked our [ourUnit] ([amount2] HP) =
Enemy city [cityName] has attacked our [ourUnit] = Ang kalaban na lungsod ng [cityName] ay umatake sa ating [ourUnit]
Enemy city [cityName] has attacked our [ourUnit] ([amount2] HP) = Ang kalaban na lungsod [cityName] ay inatake ang ating [ourUnit] ([amount2] HP)
An enemy [unit] has captured [cityName] = Isang kalaban na [unit] ang sumakop sa [cityName]
@ -1186,6 +1207,14 @@ Turn = Tira
turns = mga tira
turn = tira
Next unit = Sunod na yunit
# Requires translation!
[amount] units idle =
# Requires translation!
[idleCount] idle =
# Requires translation!
[skipCount] skipping =
# Requires translation!
Cycle =
Fog of War = Ulap ng Digmaan
Pick a policy = Pumili ng Patakaran
Move Spies = Pagalawin ang mga Espiya
@ -1235,7 +1264,8 @@ Pillage = Dambungin
Pillage [improvement] = Dambungin [improvement]
[improvement] (Pillaged!) = [improvement] (Winasak!)
Repair [improvement] - [turns] = Ayusin ang [improvement] - [turns]
Wait = Maghintay
# Requires translation!
Skip turn =
Are you sure you want to pillage this [improvement]? = Sigurado ka ba na dadambungin mo itong [improvement]?
We have looted [amount] from a [improvement] = Nagnakaw tayo ng [amount] mula sa [improvement].
We have looted [amount] from a [improvement] which has been sent to [cityName] = Nagnakaw tayo ng [amount] mula sa [improvement] at ipinadala sa [cityName]
@ -1664,7 +1694,8 @@ Bonus stats for improvement = Karagdagang halaga mula sa pagbubuti
Buildings that consume this resource = Mga gusali na gumagamit ng pagkukunan na ito
Buildings that provide this resource = Mga gusali na nagbibigay ng pagkukunan na ito
Improvements that provide this resource = Mga pagbubuti na nagbibigay ng pagkukunan na ito
Buildings that require this resource worked near the city = Mga gusali na nangangailangan ng tinatrabahong mapagkukunan na malapit sa lungsod
# Requires translation!
Buildings that require this resource improved near the city =
Units that consume this resource = Mga yunit na gumagamit ng pagkukunan na ito
Can be built on = Maaaring itayo sa
Cannot be built on = Hindi pwedeng tayuan
@ -2160,7 +2191,8 @@ Enables embarkation for land units = Pinapagana ang pagsakay sa barko para sa mg
Enables [mapUnitFilter] units to enter ocean tiles = Pinapagana ang mga [mapUnitFilter] na yunit na pumasok sa mga karagatan na tile
Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned = Maaaring lumakbay ang mga yunit sa lupa sa mga [terrainName] na tile pagkatapos kunin ang unang [baseUnitFilter]
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory = Mga kalaban na [mapUnitFilter] yunit ay kailangang magbayad ng [amount] karagdagang puntos sa paggalaw kapag nasa loob ng iyong nasasakupan
New [baseUnitFilter] units start with [amount] Experience [cityFilter] = Mga bagong [baseUnitFilter] yunit ay magsisimula sa [amount] Experience [cityFilter]
# Requires translation!
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion = Lahat ng bagong sanay na [baseUnitFilter] yunit [cityFilter] ay makakatanggap ng [promotion] promosyon.
[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing = [mapUnitFilter] na mga yunit na katabi ng lungsod na ito ay tatanggap ng [amount] HP kada tira kapag nagpapagaling
[relativeAmount]% City Strength from defensive buildings = [relativeAmount]% Lakas ng Lungsod mula sa mga pangdepensa na gusali
@ -2239,6 +2271,8 @@ Connects trade routes over water = Nagdudugtong ng mga ruta ng kalakal sa tubig
Automatically built in all cities where it is buildable = Kusang gumawa sa lahat ng siyudad na pwede itong tayuan
Creates a [improvementName] improvement on a specific tile = Gumagawa ng [improvementName] na pagbubuti sa isang tiyak na tile
Founds a new city = Nagtatatag ng bagong lungsod
# Requires translation!
Founds a new puppet city =
Can instantly construct a [improvementFilter] improvement = Kayang gumawa kaagad ng isang pagbubuti na [improvementFilter]
May create improvements on water resources = Maaaring lumikha ng mga pagbubuti sa mga pagkukunan na nasa tubig
Can build [improvementFilter/terrainFilter] improvements on tiles = Maaaring magtayo ng [improvementFilter/terrainFilter] na pagbubuti sa mga tiles
@ -2406,6 +2440,8 @@ Adjacent enemy units ending their turn take [amount] damage = Mga katabi na yuni
Great Improvement = Dakilang Pagbubuti
Provides a random bonus when entered = Nagbibigay ng sapalarang bonus kapag napuntahan
Unpillagable = Di kayang nakawin
# Requires translation!
Destroyed when pillaged =
Irremovable = Di kayang tanggalin
# Requires translation!
Will not be replaced by automated units =
@ -2441,6 +2477,8 @@ for [civFilter] Civilizations =
when at war = kapag nasa giyera
when not at war = kung hindi nasa digmaan
during a Golden Age = sa loob ng Ginintuang Panahon
# Requires translation!
when not in a Golden Age =
during We Love The King Day = sa kasagsagan ng Araw ng Ating Mahal na Hari
while the empire is happy = tuwing maligaya ang imperyo
when between [amount] and [amount2] Happiness = kapag nasa pagitan ng [amount] at [amount2] na Kaligayahan
@ -2637,6 +2675,8 @@ upon constructing [buildingFilter] [cityFilter] = kapag nagtatayo ng [buildingFi
upon gaining a [baseUnitFilter] unit = kapag nadagdagan ng [baseUnitFilter] yunit
# Requires translation!
upon turn end =
# Requires translation!
upon turn start =
upon founding a Pantheon = kapag nagtatatag ng isang Panteon
upon founding a Religion = kapag nagtatatag ng isang Relihiyon
upon enhancing a Religion = kapag nagpapabuti ng isang Relihiyon
@ -2659,6 +2699,8 @@ upon losing at least [amount] HP in a single attack = kapag nabawasan ng hindi b
upon ending a turn in a [tileFilter] tile = kapag nagtapaos ang tira sa isang [tileFilter] na tile
# Requires translation!
upon discovering a [tileFilter] tile =
# Requires translation!
upon entering a [tileFilter] tile =
for [amount] turns = hanggang sa [amount] na tira
# Requires translation!
hidden from users =
@ -3054,6 +3096,10 @@ Music Player =
# Requires translation!
Developer Console =
# Requires translation!
Idle Prev =
# Requires translation!
Idle Next =
# Requires translation!
Empire Overview Trades =
# Requires translation!
Empire Overview Units =
@ -7346,7 +7392,15 @@ Units are defenseless while embarked (cannot use modifiers), and have a fixed De
Idle Units = Mga natutulog na yunit
# Requires translation!
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Wait'.\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. =
Clicking 'Next unit' moves to the next idle unit in the queue (as listed in Overview -> Units). After issuing an order to an unit, if 'Auto Unit Cycle' in Options -> Gameplay is enabled, you will automatically select the next idle unit. =
# Requires translation!
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Skip turn'. =
# Requires translation!
If you want to disable the 'Next unit' feature entirely, you can toggle it in Options -> Gameplay -> Check for idle units. =
# Requires translation!
If you'd rather 'Next unit' cycle the units and not mark them as Done, you can change it in the Options -> Gameplay menu. =
# Requires translation!
You can also cycle through the idle units using the left and right triangles on the Unit Table in the lower left of the screen. Or by default using the Cycle button next to the 'Next Unit' button. =
Contact Me = Ikontact mo Ako
# Requires translation!
@ -7451,7 +7505,7 @@ This is where you spend most of your time playing Unciv. See the world, control
# Requires translation!
: The name (and unit icon) of the selected unit or city, with current health if wounded. Clicking a unit name or icon will open its civilopedia entry. =
# Requires translation!
: The arrow buttons allow jumping to the next/previous unit. =
: The arrow buttons allow jumping to the next/previous idle unit. =
# Requires translation!
: For a selected unit, its promotions appear here, and clicking leads to the promotions screen for that unit. =
# Requires translation!

View File

@ -107,8 +107,10 @@ New [civName]\n(formerly known as [cityName]) =
Requires [buildingName] to be built in the city = Kaupunki tarvitsee rakennuksen [buildingName]
Requires [buildingName] to be built in all cities = Rakennus [buildingName] tarvitaan kaikissa kaupungeissasi
Provides a free [buildingName] in the city = Antaa rakennuksen [buildingName] ilmaiseksi kaupunkiisi
Requires worked [resource] near city = Vaatii työstetyn resurssin [resource] kaupungin lähellä
Requires at least one of the following resources worked near the city: = Vaatii vähintään yhtä seuraavista resursseista, joita työstetään kaupungissa:
# Requires translation!
Requires improved [resource] near city =
# Requires translation!
Requires at least one of the following resources improved near the city: =
Wonder is being built elsewhere = Ihmettä rakennetaan muualla
National Wonder is being built elsewhere = Kansallisihmettä rakennetaan muualla
# Requires translation!
@ -126,6 +128,10 @@ Requires [PolicyOrNationalWonder] = Vaatii tämän: [PolicyOrNationalWonder]
Cannot be purchased = Ei ostettavissa
Can only be purchased = Voidaan vain ostaa
See also = Katso myös
# Requires translation!
Use default promotions =
# Requires translation!
Default promotions for [unitType] =
Requires at least one of the following: = Vaatii vähintään yhden seuraavista:
Requires all of the following: = Vaatii kaikki seuraavista:
@ -422,6 +428,8 @@ Start game! = Aloita peli!
Map Options = Maailman Asetukset
Game Options = Pelin Asetukset
Civilizations = Sivilisaatiot
# Requires translation!
Shuffle Civ Order at Start =
Map Type = Maailman Tyyppi
Map file = Karttatiedosto
Max Turns = Vuorojen maksimimäärä
@ -433,6 +441,8 @@ Existing = Olemassaoleva
Custom = Räätälöity
Map Generation Type = Maailman Generoinnin Tyyppi
Enabled Map Generation Types = Aktivoidut Karttagenerointityypit
# Requires translation!
Example map =
# Map types
Default = Vakio
@ -445,6 +455,10 @@ Archipelago = Saaristo
Inner Sea = Sisämeri
# Requires translation!
Perlin =
# Requires translation!
Small Continents =
# Requires translation!
Fractal =
# Requires translation!
Select players from starting locations =
@ -498,7 +512,7 @@ This is used for painting resources, not in map generator steps: = Tätä käyte
Advanced Settings = Edistyneet Asetukset
RNG Seed = Satunnaisgeneroinnin siemen
Map Elevation = Maailman Korkeus
Temperature extremeness = Lämpötilan äärimmäisyys
Temperature intensity = Lämpötilan äärimmäisyys
Temperature shift = Lämpötilan muutos
Resource richness = Resurssirikkaus
Vegetation richness = Kasvuston rikkaus
@ -1003,9 +1017,7 @@ Visible =
Permanent =
# Requires translation!
Minimap size =
# This is the leftmost Minimap size slider position
off = pois
Show minimap =
Show tutorials = Näytä opetusviestit
# Requires translation!
@ -1052,7 +1064,11 @@ When disabled, saves battery life but certain animations will be suspended = Poi
Gameplay = Pelaaminen
Check for idle units = Tarkista toimettomat yksiköt
# Requires translation!
'Next unit' button cycles idle units =
# Requires translation!
Auto Unit Cycle =
# Requires translation!
Show Small Skip/Cycle Unit Button =
Move units with a single tap = Siirrä yksikköjä yhdellä klikkauksella
# Requires translation!
Move units with a long tap =
@ -1111,8 +1127,11 @@ Could not download music! = Musiikin lataus epäonnistui!
## Advanced tab
# Requires translation!
Advanced =
# Requires translation!
Number of autosave files stored =
Turns between autosaves = Automaattitallennusten tiheys
# Requires translation!
Screen orientation =
# Requires translation!
@ -1248,16 +1267,17 @@ We have conquered the city of [cityName]! = Olemme valloittaneet kaupungin [city
# Requires translation!
Your citizens are revolting due to very high unhappiness! =
# Possible HP loss loss when attacking, e.g. (-5 HP)
# Requires translation!
([amount] HP) =
# Requires translation!
An enemy [unit] has attacked [cityName] ([amount2] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has attacked [cityName] ([amount2] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has [battleAction] our [ourUnit] ([amount2] HP) =
# Requires translation!
An enemy [unit] has attacked our [ourUnit] ([amount] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has attacked our [ourUnit] ([amount2] HP) =
Enemy city [cityName] has attacked our [ourUnit] = Viholliskaupunki [cityName] teki hyökkäyksen yksikköämme [ourUnit] vastaan
# Requires translation!
Enemy city [cityName] has attacked our [ourUnit] ([amount2] HP) =
@ -1526,6 +1546,14 @@ Turn = Vuoro
turns = vuoroa
turn = vuoro
Next unit = Seuraava yksikkö
# Requires translation!
[amount] units idle =
# Requires translation!
[idleCount] idle =
# Requires translation!
[skipCount] skipping =
# Requires translation!
Cycle =
Fog of War = Sumu
Pick a policy = Valitse linjaus
# Requires translation!
@ -1591,7 +1619,7 @@ Pillage [improvement] = Ryöstä [improvement]
# Requires translation!
Repair [improvement] - [turns] =
# Requires translation!
Wait =
Skip turn =
Are you sure you want to pillage this [improvement]? = Haluatko totisesti tuhota parannuksen [improvement]?
# Requires translation!
We have looted [amount] from a [improvement] =
@ -2174,7 +2202,7 @@ Buildings that provide this resource =
# Requires translation!
Improvements that provide this resource =
# Requires translation!
Buildings that require this resource worked near the city =
Buildings that require this resource improved near the city =
Units that consume this resource = Yksiköt jotka kuluttavat tätä resurssia
Can be built on = Voidaan rakentaa
# Requires translation!
@ -2958,7 +2986,7 @@ Land units may cross [terrainName] tiles after the first [baseUnitFilter] is ear
# Requires translation!
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory =
# Requires translation!
New [baseUnitFilter] units start with [amount] Experience [cityFilter] =
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
# Requires translation!
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion =
# Requires translation!
@ -3101,6 +3129,8 @@ Automatically built in all cities where it is buildable =
Creates a [improvementName] improvement on a specific tile =
Founds a new city = Perustaa uuden kaupungin
# Requires translation!
Founds a new puppet city =
# Requires translation!
Can instantly construct a [improvementFilter] improvement =
# Requires translation!
May create improvements on water resources =
@ -3406,6 +3436,8 @@ Provides a random bonus when entered =
# Requires translation!
Unpillagable =
# Requires translation!
Destroyed when pillaged =
# Requires translation!
Irremovable =
# Requires translation!
Will not be replaced by automated units =
@ -3446,6 +3478,8 @@ when not at war =
# Requires translation!
during a Golden Age =
# Requires translation!
when not in a Golden Age =
# Requires translation!
during We Love The King Day =
# Requires translation!
while the empire is happy =
@ -3726,6 +3760,8 @@ upon gaining a [baseUnitFilter] unit =
# Requires translation!
upon turn end =
# Requires translation!
upon turn start =
# Requires translation!
upon founding a Pantheon =
# Requires translation!
upon founding a Religion =
@ -3756,6 +3792,8 @@ upon ending a turn in a [tileFilter] tile =
# Requires translation!
upon discovering a [tileFilter] tile =
# Requires translation!
upon entering a [tileFilter] tile =
# Requires translation!
for [amount] turns =
# Requires translation!
hidden from users =
@ -4223,6 +4261,10 @@ Music Player =
# Requires translation!
Developer Console =
# Requires translation!
Idle Prev =
# Requires translation!
Idle Next =
# Requires translation!
Empire Overview Trades =
# Requires translation!
Empire Overview Units =
@ -10320,7 +10362,15 @@ Units are defenseless while embarked (cannot use modifiers), and have a fixed De
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, or command the unit to 'Wait'.\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. =
Clicking 'Next unit' moves to the next idle unit in the queue (as listed in Overview -> Units). After issuing an order to an unit, if 'Auto Unit Cycle' in Options -> Gameplay is enabled, you will automatically select the next idle unit. =
# Requires translation!
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Skip turn'. =
# Requires translation!
If you want to disable the 'Next unit' feature entirely, you can toggle it in Options -> Gameplay -> Check for idle units. =
# Requires translation!
If you'd rather 'Next unit' cycle the units and not mark them as Done, you can change it in the Options -> Gameplay menu. =
# Requires translation!
You can also cycle through the idle units using the left and right triangles on the Unit Table in the lower left of the screen. Or by default using the Cycle button next to the 'Next Unit' button. =
# Requires translation!
Contact Me =
@ -10439,7 +10489,7 @@ This is where you spend most of your time playing Unciv. See the world, control
# Requires translation!
: The name (and unit icon) of the selected unit or city, with current health if wounded. Clicking a unit name or icon will open its civilopedia entry. =
# Requires translation!
: The arrow buttons allow jumping to the next/previous unit. =
: The arrow buttons allow jumping to the next/previous idle unit. =
# Requires translation!
: For a selected unit, its promotions appear here, and clicking leads to the promotions screen for that unit. =
# Requires translation!

View File

@ -96,8 +96,8 @@ New [civName]\n(formerly known as [cityName]) = New [civName]\n(auparavant [city
Requires [buildingName] to be built in the city = Nécessite [buildingName] dans la ville
Requires [buildingName] to be built in all cities = Nécessite [buildingName] dans toutes les villes
Provides a free [buildingName] in the city = Fournit un(e) [buildingName] gratuit(e) dans la ville
Requires worked [resource] near city = Nécessite l'exploitation de [resource] près de la ville
Requires at least one of the following resources worked near the city: = Nécessite qu'au moins une des ressources suivantes soit exploitée près de la ville :
Requires improved [resource] near city = Nécessite l'aménagement de [resource] près de la ville
Requires at least one of the following resources improved near the city: = Nécessite qu'au moins une des ressources suivantes soit aménagée près de la ville :
Wonder is being built elsewhere = Merveille déjà en construction ailleurs
National Wonder is being built elsewhere = Merveille Nationale déjà en construction ailleurs
Requires a [buildingName] in all [cityFilter] cities = Nécessite [buildingName] dans toutes les villes [cityFilter]
@ -113,6 +113,8 @@ Requires [PolicyOrNationalWonder] = Nécessite [PolicyOrNationalWonder]
Cannot be purchased = Ne peut pas être acheté
Can only be purchased = Peut uniquement être acheté
See also = Voir aussi
Use default promotions = Utiliser les promotions par défaut
Default promotions for [unitType] = Promotions par défaut pour [unitType]
Requires at least one of the following: = Nécessite au moins un des éléments suivants :
Requires all of the following: = Tous les éléments suivants sont requis :
@ -375,6 +377,7 @@ Start game! = Démarrer la partie !
Map Options = Options de carte
Game Options = Options de partie
Civilizations = Civilisations
Shuffle Civ Order at Start = Mélanger l'ordre des civ. au démarrage
Map Type = Type de carte
Map file = Fichier de carte
Max Turns = Tours max
@ -386,6 +389,7 @@ Existing = Existante
Custom = Personnalisée
Map Generation Type = Type de carte générée
Enabled Map Generation Types = Types autorisés de carte générée
Example map = Exemple de carte
# Map types
Default = Défaut
@ -397,6 +401,8 @@ Four Corners = Quatre coins
Archipelago = Archipel
Inner Sea = Mer intérieure
Perlin = Perlin
Small Continents = Petits continents
Fractal = Fractale
Select players from starting locations = Définir joueurs / positions de départ
Random number of Civilizations = Nombre aléatoire de Civilisations
@ -448,7 +454,7 @@ This is used for painting resources, not in map generator steps: = Ce réglage e
Advanced Settings = Paramètres avancés
RNG Seed = Graine de génération aléatoire
Map Elevation = Altitude moyenne
Temperature extremeness = Amplitude thermique
Temperature intensity = Amplitude thermique
Temperature shift = Variation thermique
Resource richness = Abondance des ressources
Vegetation richness = Abondance de végétation
@ -810,9 +816,7 @@ Hidden = Caché
Visible = Visible
Permanent = Permanent
Minimap size = Taille de la minicarte
# This is the leftmost Minimap size slider position
off = off
Show minimap = Afficher la mini-carte
Show tutorials = Afficher les tutoriels
Reset tutorials = Réinitialiser les tutoriels
@ -846,7 +850,9 @@ When disabled, saves battery life but certain animations will be suspended = Lor
## Gameplay tab
Gameplay = Gameplay
Check for idle units = Vérifier les unités inactives
'Next unit' button cycles idle units = Le bouton 'Unité suivante' parcourt en boucle les unités inactives
Auto Unit Cycle = Passer automatiquement à l'unité suivante
Show Small Skip/Cycle Unit Button = Afficher le bouton Passer/Parcourir les unités
Move units with a single tap = Déplacer les unités avec un seul clic
Move units with a long tap = Déplacer les unités avec un clic long (écran tactile)
Auto-assign city production = Production automatique des villes
@ -886,8 +892,10 @@ Could not download music! = Impossible de télécharger la musique !
## Advanced tab
Advanced = Avancé
Number of autosave files stored = Nombre de sauvegardes automatiques stockées
Turns between autosaves = Tours entre les sauvegardes automatiques
Screen orientation = Orientation de l'écran
Landscape (fixed) = Paysage (fixe)
Portrait (fixed) = Portrait (fixe)
@ -982,12 +990,12 @@ Your Golden Age has ended. = Votre Âge d'Or a pris fin.
We have conquered the city of [cityName]! = Nous avons conquis la ville de [cityName] !
Your citizens are revolting due to very high unhappiness! = Vos citoyens se révoltent en raison du très fort mécontentement !
# Possible HP loss loss when attacking, e.g. (-5 HP)
([amount] HP) = ([amount] PV)
An enemy [unit] has attacked [cityName] ([amount2] HP) = [unit] ennemi(e) a attaqué [cityName] ([amount2] PV)
An enemy [unit] ([amount] HP) has attacked [cityName] ([amount2] HP) = [unit] ennemi(e) ([amount] PV) a attaqué [cityName] ([amount2] PV)
An enemy [unit] ([amount] HP) has [battleAction] our [ourUnit] ([amount2] HP) = [unit] ennemi(e) ([amount] PV) [battleAction] notre [ourUnit] ([amount2] HP)
An enemy [unit] has attacked our [ourUnit] ([amount] HP) = [unit] ennemi(e) a attaqué notre [ourUnit] ([amount] PV)
An enemy [unit] ([amount] HP) has attacked our [ourUnit] ([amount2] HP) = [unit] ennemi(e) ([amount] PV) a attaqué notre [ourUnit] ([amount2] PV)
Enemy city [cityName] has attacked our [ourUnit] = Ville ennemie [cityName] a attaqué notre [ourUnit]
Enemy city [cityName] has attacked our [ourUnit] ([amount2] HP) = Ville ennemie [cityName] a attaqué notre [ourUnit] ([amount2] PV)
An enemy [unit] has captured [cityName] = [unit] ennemi(e) a conquis [cityName]
@ -1105,7 +1113,7 @@ Our [name] took [tileDamage] tile damage = Notre [name] a subi [tileDamage] dég
An unknown civilization has adopted the [policyName] policy = Une civilisation inconnue a adopté la doctrine [policyName]
You gained [Stats] as your religion was spread to [cityName] = Vous avez gagné [Stats] tandis que votre religion s'est diffusée à [cityName]
You gained [Stats] as your religion was spread to an unknown city = Vous avez gagné [Stats] tandis que votre religion s'est diffusée à une ville inconnue
Your city [cityName] was converted to [religionName]! = Votre ville [cityName] s'est convertie à [religionName] !
Your city [cityName] was converted to [religionName]! = Votre ville [cityName] s'est convertie à la religion [religionName] !
Your [unitName] lost its faith after spending too long inside enemy territory! = Votre [unitName] a perdu la foi après avoir passé trop de temps en territoire ennemi !
An [unitName] has removed your religion [religionName] from its Holy City [cityName]! = Un(e) [unitName] a supprimé votre religion [religionName] de sa ville sainte [cityName] !
An [unitName] has restored [cityName] as the Holy City of your religion [religionName]! = Un(e) [unitName] a rétabli [cityName] comme ville sainte de votre religion [religionName] !
@ -1169,6 +1177,10 @@ Turn = Tour
turns = tours
turn = tour
Next unit = Unité suivante
[amount] units idle = [amount] unités inactives
[idleCount] idle = [idleCount] inactives
[skipCount] skipping = [skipCount] passées
Cycle = Parcourir
Fog of War = Brouillard de guerre
Pick a policy = Choisir une doctrine
Move Spies = Déplacer les espions
@ -1218,7 +1230,7 @@ Pillage = Pillage
Pillage [improvement] = Piller [improvement]
[improvement] (Pillaged!) = [improvement] - Pillé(e)!
Repair [improvement] - [turns] = Réparer [improvement] - [turns]
Wait = Attendre
Skip turn = Passer le tour
Are you sure you want to pillage this [improvement]? = Voulez-vous vraiment piller ce(tte) [improvement] ?
We have looted [amount] from a [improvement] = Nous avons récupéré [amount] dans un(e) [improvement]
We have looted [amount] from a [improvement] which has been sent to [cityName] = Nous avons récupéré [amount] dans un(e) [improvement] qui ont été envoyés à [cityName]
@ -1434,8 +1446,7 @@ Hurry Construction = Accélérer la construction
Hurry Construction (+[productionAmount]⚙) = Accélérer la construction (+[productionAmount]⚙)
Spread Religion = Diffuser la Religion
Spread [religionName] = Diffuser [religionName]
# Requires translation!
[civName]'s [unitName] has converted [cityName] to [religionName] =
[civName]'s [unitName] has converted [cityName] to [religionName] = [unitName] de [civName] a converti [cityName] à la religion [religionName]
Remove Heresy = Supprimer l'Hérésie
Found a Religion = Fonder une Religion
Enhance a Religion = Renforcer une Religion
@ -1642,7 +1653,7 @@ Bonus stats for improvement = Bonus de case aménagée
Buildings that consume this resource = Bâtiments consommant cette ressource
Buildings that provide this resource = Bâtiments fournissant cette ressource
Improvements that provide this resource = Aménagements fournissant cette ressource
Buildings that require this resource worked near the city = Bâtiments nécessitant que cette ressource soit exploitée près de la ville
Buildings that require this resource improved near the city = Bâtiments nécessitant que cette ressource soit aménagée près de la ville
Units that consume this resource = Unités consommant cette ressource
Can be built on = Peut être construit sur
Cannot be built on = Ne peut pas être construit sur
@ -2061,8 +2072,7 @@ Provides a unique luxury = Fournit une ressource de luxe unique
Military Units gifted from City-States start with [amount] XP = Les unités militaires offertes par les Cités-États débutent avec [amount] XP
Militaristic City-States grant units [amount] times as fast when you are at war with a common nation = Les Cités-États Militaristes fournissent des unités [amount] fois plus vite lorsque vous êtes en guerre contre une nation commune
Gifts of Gold to City-States generate [relativeAmount]% more Influence = Les présents en Or aux Cités-États génèrent [relativeAmount]% plus d'Influence
# Requires translation!
Can spend Gold to annex or puppet a City-State that has been your Ally for [amount] turns =
Can spend Gold to annex or puppet a City-State that has been your Ally for [amount] turns = Peut dépenser de l'Or pour annexer ou fantochiser une Cité-État ayant été votre alliée pendant [amount] tours
City-State territory always counts as friendly territory = Les territoires des Cités-États comptent toujours comme des territoires alliés
Allied City-States will occasionally gift Great People = Les Cités-États alliées offrent occasionnellement des Personnages Illustres
Will not be chosen for new games = Ne sera pas choisi pour une nouvelle partie
@ -2123,7 +2133,8 @@ Enables embarkation for land units = Permet d'embarquer les unités terrestres
Enables [mapUnitFilter] units to enter ocean tiles = Permet aux unités [mapUnitFilter] de traverser les cases Océan
Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned = Les unités terrestres peuvent franchir les cases [terrainName] après obtention du premier [baseUnitFilter]
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory = Les unités [mapUnitFilter] ennemies dépensent [amount] point(s) de mouvement supplémentaire(s) sur votre territoire
New [baseUnitFilter] units start with [amount] Experience [cityFilter] = Les nouvelles unités [baseUnitFilter] débutent avec [amount] XP [cityFilter]
# Requires translation!
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion = Toutes les unités [baseUnitFilter] nouvellement formées [cityFilter] reçoivent la promotion [promotion]
[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing = Les unités [mapUnitFilter] adjacentes à cette ville récupèrent [amount] PV en phase de soin
[relativeAmount]% City Strength from defensive buildings = [relativeAmount]% Puissance pour les villes avec des bâtiments défensifs
@ -2199,6 +2210,7 @@ Connects trade routes over water = Connecte les routes commerciales maritimes
Automatically built in all cities where it is buildable = Construit(e) automatiquement dans toutes les villes où cela est possible
Creates a [improvementName] improvement on a specific tile = Crée un aménagement [improvementName] sur une case spécifique
Founds a new city = Fonde une nouvelle ville
Founds a new puppet city = Fonde une nouvelle ville fantoche
Can instantly construct a [improvementFilter] improvement = Peut construire instantanément un(e) [improvementFilter]
May create improvements on water resources = Peut créer des aménagements de ressources aquatiques
Can build [improvementFilter/terrainFilter] improvements on tiles = Peut bâtir des aménagements [improvementFilter/terrainFilter] sur les cases
@ -2354,6 +2366,7 @@ Adjacent enemy units ending their turn take [amount] damage = Les unités ennemi
Great Improvement = Grand Aménagement
Provides a random bonus when entered = Offre un bonus aléatoire lorsque visité
Unpillagable = Non-pillable
Destroyed when pillaged = Détruit(e) quand pillé(e)
Irremovable = Insupprimable
Will not be replaced by automated units = Ne sera pas remplacé par les unités automatisées
Improves [resourceFilter] resource in this tile = Aménage la ressource [resourceFilter] sur cette case
@ -2374,6 +2387,7 @@ for [civFilter] Civilizations = pour [civFilter] civilisations
when at war = quand en guerre
when not at war = quand en paix
during a Golden Age = durant un Âge d'Or
when not in a Golden Age = en n'étant pas dans un Âge d'Or
during We Love The King Day = pendant la Fête du Roi
while the empire is happy = quand l'empire est heureux
when between [amount] and [amount2] Happiness = quand entre [amount] et [amount2] Bonheur
@ -2516,7 +2530,8 @@ upon discovering a Natural Wonder = en découvrant une Merveille Naturelle
upon constructing [buildingFilter] = en construisant [buildingFilter]
upon constructing [buildingFilter] [cityFilter] = en construisant [buildingFilter] [cityFilter]
upon gaining a [baseUnitFilter] unit = en obtenant une unité [baseUnitFilter]
upon turn end = en terminant un tour
upon turn end = à la fin d'un tour
upon turn start = au début d'un tour
upon founding a Pantheon = en fondant un Panthéon
upon founding a Religion = en fondant une Religion
upon enhancing a Religion = en renforçant une Religion
@ -2532,6 +2547,7 @@ upon losing the [promotion] status = en perdant le statut [promotion]
upon losing at least [amount] HP in a single attack = en perdant au moins [amount] PV en une seule attaque
upon ending a turn in a [tileFilter] tile = en terminant un tour sur une case [tileFilter]
upon discovering a [tileFilter] tile = en découvrant une case [tileFilter]
upon entering a [tileFilter] tile = en entrant sur une case [tileFilter]
for [amount] turns = pour [amount] tours
hidden from users = Caché aux joueurs
for every [countable] = pour chaque [countable]
@ -2836,6 +2852,8 @@ Open AutoPlay menu = Ouvrir le menu Jeu Auto
Empire Overview = Vue d'ensemble
Music Player = Lecteur de musique
Developer Console = Console Développeur
Idle Prev = Inactive préc.
Idle Next = Inactive suiv.
Empire Overview Trades = Vue d'ensemble - Échanges
Empire Overview Units = Vue d'ensemble - Unités
Empire Overview Politics = Vue d'ensemble - Politique
@ -4719,7 +4737,7 @@ We are tired of the pretensions of [cityState]. If someone were to put them in t
Denounce Civilization = Dénoncer une Civilisation
We have been forced to pay tribute to [civName]! We need you to tell the world of their ill deeds. = Nous avons été forcé de payer un Tribut à [civName] ! De grâce, nous vous demandons de révéler au monde leurs odieux agissements !
We have heard the tenets of [religionName] and are most curious. Will you send missionaries to teach us about your religion? = Nous avons eu vent des dogmes de [religionName] et sommes désireux d'en savoir davantage. Voudriez-vous envoyer des missionnaires pour nous enseigner votre religion ?
We have heard the tenets of [religionName] and are most curious. Will you send missionaries to teach us about your religion? = Nous avons eu vent des dogmes de [religionName] et serions désireux d'en savoir plus. Pourriez-vous envoyer des missionnaires pour nous enseigner votre religion ?
#################### Lines from Ruins from Civ V - Vanilla ####################
@ -6897,7 +6915,11 @@ Once a certain tech is researched, your land units can embark, allowing them to
Units are defenseless while embarked (cannot use modifiers), and have a fixed Defending Strength based on your tech Era, so be careful!\nRanged Units can't attack, Melee Units have a Strength penalty, and all have limited vision. = Les unités embarquées sont plus vulnérables (les bonus sont désactivés) et leur Puissance défensive est basée sur l'Ère technologique en cours, donc faites attention !\nUne fois embarquées, les unités de combat à distance ne peuvent pas attaquer, les unités de combat rapproché subissent une pénalité de Puissance, et toutes deux ont un champ de vision limité.
Idle Units = Unités inactives
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Wait'.\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 'Unité suivante', ou sur l'ordre 'Attendre'.\nSi vous ne comptez pas la déplacer de sitôt, faites-la Dormir ou Se retrancher, et elle ne sera plus proposée parmi les unités inactives.\nLe paramètre 'Unité suivante' est désactivable dans Options > Vérifier les unités inactives.
Clicking 'Next unit' moves to the next idle unit in the queue (as listed in Overview -> Units). After issuing an order to an unit, if 'Auto Unit Cycle' in Options -> Gameplay is enabled, you will automatically select the next idle unit. = Cliquer sur 'Unité suivante' sélectionne l'unité suivante inactive dans la liste de vos unités (consultable dans Vue d'ensemble > Unités). Après avoir donné un ordre à une unité, si l'option 'Passer automatiquement à l'unité suivante' est activée dans Options > Gameplay, l'unité inactive suivante sera automatiquement sélectionnée.
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Skip turn'. = Si vous ne voulez pas déplacer une unité lors d'un tour, vous pouvez la passer en cliquant de nouveau sur 'Unité suivante', ou sur l'ordre 'Passer le tour'.
If you want to disable the 'Next unit' feature entirely, you can toggle it in Options -> Gameplay -> Check for idle units. = Vous pouvez désactiver le bouton 'Unité suivante' en décochant l'option 'Vérifier les unités inactives' dans Options > Gameplay.
If you'd rather 'Next unit' cycle the units and not mark them as Done, you can change it in the Options -> Gameplay menu. = Si vous préférez que le bouton 'Unité suivante' parcourt en boucle les unités sans jamais passer leur tour, activez l'option correspondante dans Options > Gameplay.
You can also cycle through the idle units using the left and right triangles on the Unit Table in the lower left of the screen. Or by default using the Cycle button next to the 'Next Unit' button. = Il est également possible de parcourir en boucle les unités inactives en utilisant les flèches gauche/droite de la fenêtre Unités située en bas à gauche de l'écran, ou en cliquant sur le bouton Parcourir (activable dans Options > Gameplay) situé à gauche du bouton 'Unité suivante'.
Contact Me = Me contacter
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\nremarqué que ce jeu est encore incomplet.\nUnciv est open-source et gratuit, pour toujours.\nCe qui veut dire qu'il ne contient ni pub ni aucun élément payant.
@ -6965,15 +6987,15 @@ This is where you spend most of your time playing Unciv. See the world, control
: Unit Action Buttons - while a unit is selected its possible actions appear here. = ⑥: Boutons d'Action des Unités - lorsqu'une unité est sélectionnée, ses actions disponibles apparaissent ici.
: The unit/city info pane - shows information about a selected unit or city. = ⑦: Panneau d'information unité/ville - affiche les informations concernant l'unité ou la ville sélectionnée.
: The name (and unit icon) of the selected unit or city, with current health if wounded. Clicking a unit name or icon will open its civilopedia entry. = ⑧: Le nom (et l'icône) de l'unité ou de la ville sélectionnée, avec la santé actuelle si affaiblie. Cliquer sur le nom ou l'icône d'une unité ouvrira sa page dans la civilopédia.
: The arrow buttons allow jumping to the next/previous unit. = ⑨: Les flèches permettent de naviguer vers les unités suivantes/précédentes.
: The arrow buttons allow jumping to the next/previous idle unit. = ⑨: Les flèches gauche/droite permettent de sélectionner l'unité inactive précédente/suivante.
: For a selected unit, its promotions appear here, and clicking leads to the promotions screen for that unit. = ⑩: Pour l'unité sélectionnée, ses promotions s'affichent ici, et cliquer ouvre l'écran de promotion pour cette unité.
: Remaining/per turn movement points, strength and experience / XP needed for promotion. For cities, you get its combat strength. = ⑪: Points de mouvement restants pour le tour, puissance de l'unité, expérience / XP requis pour la promotion. Pour les villes, affiche leur puissance de combat.
: This button closes the selected unit/city info pane. = ⑫: Ce bouton ferme le panneau d'information de l'unité/ville sélectionnée.
: This pane appears when you order a unit to attack an enemy. On top are attacker and defender with their respective base strengths. = ⑬: Ce panneau apparaît lorsque vous donnez l'ordre à une unité d'attaquer un ennemi. En haut, l'attaquant et le défenseur avec leurs puissances de base respectives.
: Below that are strength bonuses or penalties and health bars projecting before / after the attack. = ⑭: En bas, les bonus ou pénalités de puissance, la projection des barres de santé avant / après l'attaque.
: The Attack Button - let blood flow! = ⑮: Bouton Attaque - que le sang soit versé !
: The minimap shows an overview over the world, with known cities, terrain and fog of war. Clicking will position the main map. = ⑯: La minicarte affiche la totalité du monde, avec les villes connues, les terrains et le brouillard de guerre. Cliquer modifiera la position de la carte principale.
: 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. = ⑰: Sur le côté de la minicarte se trouvent les boutons de basculement d'affichage pour le rendement des cases, l'indicateur d'exploitation, montrer/cacher les ressources. Ces boutons correspondent aux réglages d'affichage dans les options et sont cachés si vous désactivez la minicarte.
: The minimap shows an overview over the world, with known cities, terrain and fog of war. Clicking will position the main map. = ⑯: La mini-carte affiche la totalité du monde, avec les villes connues, les terrains et le brouillard de guerre. Cliquer modifiera la position de la carte principale.
: 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. = ⑰: Sur le côté de la mini-carte se trouvent les boutons de basculement d'affichage pour le rendement des cases, l'indicateur d'exploitation, montrer/cacher les ressources. Ces boutons correspondent aux réglages d'affichage dans les options et sont cachés si vous désactivez la mini-carte.
: Tile information for the selected hex - current or potential yield, terrain, effects, present units, city located there and such. Where appropriate, clicking a line opens the corresponding civilopedia entry. = ⑱: Information de case pour l'hexagone sélectionné - rendement actuel ou potentiel, terrain, effets, unités présentes, villes fondées ici, etc. Si possible, cliquer sur une ligne ouvre la page correspondante dans la civilopédia.
: Notifications - what happened during the last 'next turn' phase. Some are clickable to show a relevant place on the map, some even show several when you click repeatedly. = ⑲: Notifications - ce qui s'est passé durant la dernière phase 'tour suivant'. Certaines sont cliquables pour afficher l'emplacement correspondant sur la carte, quelques-unes en affichant même plusieurs à la suite en cliquant de manière répétée.
: The Next Turn Button - unless there are things to do, in which case the label changes to 'next unit', 'pick policy' and so on. = ⑳: Bouton Tour Suivant - s'il reste des actions à effectuer, le label change pour 'Unité suivante', 'Choisir une doctrine', etc.

View File

@ -103,8 +103,8 @@ New [civName]\n(formerly known as [cityName]) = Nova [civName]\n(antes coñecida
Requires [buildingName] to be built in the city = Require un [buildingName] na cidade
Requires [buildingName] to be built in all cities = Require un [buildingName] en cada cidade
Provides a free [buildingName] in the city = Proporciona un [buildingName] gratis na cidade
Requires worked [resource] near city = Require [resource] traballado preto da cidade
Requires at least one of the following resources worked near the city: = Require polo menos un dos seguintes recursos traballados preto da cidade:
Requires improved [resource] near city = Require [resource] mellorado preto da cidade
Requires at least one of the following resources improved near the city: = Require polo menos un dos seguintes recursos mellorados preto da cidade:
Wonder is being built elsewhere = Esta Marabilla está a construírse noutro lugar
National Wonder is being built elsewhere = Esta Marabilla Nacional está a construírse noutro lugar
Requires a [buildingName] in all [cityFilter] cities = Require un/ha [buildingName] en todalas cidades [cityFilter]
@ -120,6 +120,10 @@ Requires [PolicyOrNationalWonder] = Require [PolicyOrNationalWonder]
Cannot be purchased = Non se pode comprar
Can only be purchased = Só pode comprarse
See also = Ollar tamén
# Requires translation!
Use default promotions =
# Requires translation!
Default promotions for [unitType] =
Requires at least one of the following: = Require polo menos un do seguinte:
Requires all of the following: = Require todo o seguinte:
@ -130,8 +134,7 @@ Disables: = Desactiva:
Current construction = Construción actual
Construction queue = Lista de construción
# Requires translation!
Queue =
Queue = Lista
Pick a construction = Elixe construción
Queue empty = Lista baleira
Add to queue = Engadir á lista
@ -223,16 +226,14 @@ Current leader(s): [leaders], you: [yourScore] = Líder/es actual/is: [leaders],
Demands = Demanda
# Will be deprecated in a few versions
Please don't settle new cities near us. = Por favor, non fundes cidades preto das nosas fronteiras.
# Requires translation!
Don't settle new cities near us. =
Don't settle new cities near us. = Non fundes novas cidades preto de nós.
Very well, we shall look for new lands to settle. = Moi ben, buscaremos outras terras para colonizar.
We shall do as we please. = Faremos o que nos prazca.
We noticed your new city near our borders, despite your promise. This will have....implications. = Detectamos unha nova cidade túa preto das nosas fronteiras, a pesar da túa promesa. Isto terá... implicacións.
# Will be deprecated in a few versions
Please don't spread your religion to us. = Por favor, non nos difundas a túa relixión.
# Requires translation!
Don't spread religion in our cities. =
Don't spread religion in our cities. = Non espalles a relixión nas nosas cidades.
Very well, we shall spread our faith elsewhere. = Moi ben, espallaremos a nosa fe noutro lugar.
We noticed you have continued spreading your faith, despite your promise. This will have...consequences. = Observamos que seguiches espallando a túa fe, a pesar da túa promesa. Isto terá... consecuencias.
@ -385,6 +386,7 @@ Start game! = ¡Comezar partida!
Map Options = Opcións do Mapa
Game Options = Opcións de Partida
Civilizations = Civilizacións
Shuffle Civ Order at Start = Orde cívica aleatoria ao comezo
Map Type = Mapa
Map file = Escoller mapa
Max Turns = Quendas Máximas
@ -396,6 +398,7 @@ Existing = Existente
Custom = Personalizado
Map Generation Type = Tipo
Enabled Map Generation Types = Tipos
Example map = Mapa de exemplo
# Map types
Default = Estandar
@ -407,6 +410,8 @@ Four Corners = Catro Esquinas
Archipelago = Arquipélago
Inner Sea = Mar Interior
Perlin = Perlin
Small Continents = Pequenos continentes
Fractal = Fractal
Select players from starting locations = Engadir xogadores según as posicións iniciais
Random number of Civilizations = Cantidade aleatoria de Civs
@ -458,7 +463,7 @@ This is used for painting resources, not in map generator steps: = Isto é usado
Advanced Settings = Axustes Avanzados
RNG Seed = Semente
Map Elevation = Elevación
Temperature extremeness = Extremísmo térmico
Temperature intensity = Extremísmo térmico
Temperature shift = Cambio de Temperatura
Resource richness = Recursos
Vegetation richness = Vexetación
@ -820,9 +825,7 @@ Hidden = Ocultas
Visible = Visibles
Permanent = Permanentes
Minimap size = Tamaño do Minimapa
# This is the leftmost Minimap size slider position
off = oculto
Show minimap = Amosar minimapa
Show tutorials = Mostrar Titoriais
Reset tutorials = Reiniciar titoriais
@ -856,7 +859,9 @@ When disabled, saves battery life but certain animations will be suspended = Can
## Gameplay tab
Gameplay = xogabilidade
Check for idle units = Comprobar Unidades sen Utilizar
'Next unit' button cycles idle units = O botón 'Seguinte unidade' percorre as unidades inactivas
Auto Unit Cycle = Ciclo Aut. de Unidades
Show Small Skip/Cycle Unit Button = Mostrar o botón de unidade de salto/ciclo pequeno
Move units with a single tap = Mover Unidades cun só toque
Move units with a long tap = Mover Unidades cun toque prolongado
Auto-assign city production = Construción Automática nas Cidades
@ -896,8 +901,10 @@ Could not download music! = Non se puido descargar a música!
## Advanced tab
Advanced = Avanzado
Number of autosave files stored = Número de arquivos de gardado automático almacenados
Turns between autosaves = Quendas entre autoguardados
Screen orientation = Orientación de Pantalla
Landscape (fixed) = Horizontal (fixo)
Portrait (fixed) = Vertical (fixo)
@ -990,19 +997,14 @@ An unknown civilization has started constructing [construction]! = Unha civiliza
Your Golden Age has ended. = A túa Idade de Ouro rematou.
[cityName] has been razed to the ground! = [cityName] foi arrasada ata os cimentos!
We have conquered the city of [cityName]! = Conquistamos a cidade de [cityName]!
# Requires translation!
Your citizens are revolting due to very high unhappiness! =
Your citizens are revolting due to very high unhappiness! = Os teus cidadáns están revoltos debido á alta infelicidade!
# Possible HP loss loss when attacking, e.g. (-5 HP)
# Requires translation!
([amount] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has attacked [cityName] ([amount2] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has [battleAction] our [ourUnit] ([amount2] HP) =
# Requires translation!
An enemy [unit] has attacked our [ourUnit] ([amount] HP) =
An enemy [unit] has attacked [cityName] ([amount2] HP) = Unha [unit] inimiga atacou [cityName] ([amount2] HP)
An enemy [unit] ([amount] HP) has attacked [cityName] ([amount2] HP) = Un inimigo [unit] ([amount] HP) atacou [cityName] ([amount2] HP)
An enemy [unit] ([amount] HP) has [battleAction] our [ourUnit] ([amount2] HP) = Unha [unit] inimiga ([amount] HP) ten [battleAction] a nosa [ourUnit] ([amount2] HP)
An enemy [unit] has attacked our [ourUnit] ([amount] HP) = Unha [unit] inimiga atacou a nosa [ourUnit] ([amount] HP)
An enemy [unit] ([amount] HP) has attacked our [ourUnit] ([amount2] HP) = Un inimigo [unit] ([amount] HP) atacou a nosa [ourUnit] ([amount2] HP)
Enemy city [cityName] has attacked our [ourUnit] = A cidade inimiga de [cityName] atacou noso [ourUnit]
Enemy city [cityName] has attacked our [ourUnit] ([amount2] HP) = A cidade inimiga [cityName] atacou a nosa [ourUnit] ([amount2] HP)
An enemy [unit] has captured [cityName] = Un [unit] inimigo capturou [cityName]
@ -1184,6 +1186,10 @@ Turn = Quenda
turns = quendas
turn = quenda
Next unit = Seguinte unidade
[amount] units idle = [amount] unidades inactivas
[idleCount] idle = [idleCount] inactivo
[skipCount] skipping = [skipCount] saltando
Cycle = Ciclo
Fog of War = Néboa de guerra
Pick a policy = Elixe política
Move Spies = Mover Espías
@ -1233,7 +1239,7 @@ Pillage = Saquear
Pillage [improvement] = Saquear [improvement]
[improvement] (Pillaged!) = [improvement] (Saqueada!)
Repair [improvement] - [turns] = Reparar [improvement] - [turns]
Wait = Esperar
Skip turn = Saltar a quenda
Are you sure you want to pillage this [improvement]? = Seguro que queres saquear este [improvement]?
We have looted [amount] from a [improvement] = Saqueamos [amount] dun [improvement]
We have looted [amount] from a [improvement] which has been sent to [cityName] = Saqueamos [amount] dun [improvement] que foi enviado a [cityName]
@ -1449,8 +1455,7 @@ Hurry Construction = Acelerar Construción
Hurry Construction (+[productionAmount]⚙) = Acelerar Construción (+[productionAmount]⚙)
Spread Religion = Difundir Relixión
Spread [religionName] = Difundir [religionName]
# Requires translation!
[civName]'s [unitName] has converted [cityName] to [religionName] =
[civName]'s [unitName] has converted [cityName] to [religionName] = [unitName] de [civName] converteu [cityName] en [religionName]
Remove Heresy = Eliminar Herexía
Found a Religion = Fundar unha Relixión
Enhance a Religion = Realzar unha Relixión
@ -1622,8 +1627,7 @@ Keep it = Gárdao
Remove your troops in our border immediately! = Saca as túas tropas das nosas fronteiras inmediatamente!
Sorry. = Síntoo.
Never! = Xamais!
# Requires translation!
Those lands were not yours to take. This has not gone unnoticed. =
Those lands were not yours to take. This has not gone unnoticed. = Esas terras non eran túas para tomar. Isto non pasou desapercibido.
Offer Declaration of Friendship ([30] turns) = Ofrecer Declaración de Amizade ([30] quendas)
My friend, shall we declare our friendship to the world? = Amigo meu ¿deberiamos anunciar a nosa amizade ao mundo?
@ -1658,7 +1662,7 @@ Bonus stats for improvement = Atributos bonificacións da mellora
Buildings that consume this resource = Edificios que consomen este recurso
Buildings that provide this resource = Edificios que provén este recurso
Improvements that provide this resource = Melloras que provén este recurso
Buildings that require this resource worked near the city = Edificios que requiren este recurso traballado preto da cidade
Buildings that require this resource improved near the city = Os edificios que precisan deste recurso melloráronse preto da cidade
Units that consume this resource = Unidades que consomen este recurso
Can be built on = Pódese construír en
Cannot be built on = Non se pode construír en
@ -1873,8 +1877,7 @@ Do you want to stage a coup in [civName] with a [percent]% chance of success? =
# Spy fleeing city
After the city of [cityName] was destroyed, your spy [spyName] has fled back to our hideout. = Despois de que a cidade de [cityName] fose destruída, o teu espía [spyName] fuxiu de volta ao noso agocho.
After the city of [cityName] was conquered, your spy [spyName] has fled back to our hideout. = Despois de que a cidade de [cityName] fose conquistada, o teu espía [spyName] fuxiu de volta ao noso agocho.
# Requires translation!
After the city of [cityName] was taken over, your spy [spyName] has fled back to our hideout. =
After the city of [cityName] was taken over, your spy [spyName] has fled back to our hideout. = Despois de que a cidade de [cityName] fose tomada, o teu espía [spyName] fuxiu de volta ao noso agocho.
Due to the chaos ensuing in [cityName], your spy [spyName] has fled back to our hideout. = Debido ao caos que se produciu en [cityName], o teu espía [spyName] fuxiu de volta ao noso agocho.
# Promotions
@ -1912,8 +1915,7 @@ Enable multiplayer status button in singleplayer games = Activar o botón de est
Update status of currently played game every: = Actualiza o estado da partida en curso cada:
In-game, update status of all games every: = No xogo, actualizar o estado de todas as partidas cada:
Server address = Enderezo do servidor
# Requires translation!
Check connection =
Check connection = Comproba a conexión
Awaiting response... = Agardando resposta...
Success! = Éxito!
Failed! = Fallou!
@ -2004,8 +2006,7 @@ Gain a free [building] [cityFilter] = Gaña un [building] gratis [cityFilter]
# Countables
Remaining [civFilter] Civilizations = Civilizacións restantes [civFilter]
# Requires translation!
Owned [tileFilter] Tiles =
Owned [tileFilter] Tiles = Celas [tileFilter] en propiedade
# Unused Resources
@ -2080,8 +2081,7 @@ Provides a unique luxury = Proporciona un luxo único.
Military Units gifted from City-States start with [amount] XP = Unidades Militares agasalladas por Cidades-Estado comezan con [amount] XP
Militaristic City-States grant units [amount] times as fast when you are at war with a common nation = Cidades-Estado Militaristicas dán unidades [amount] veces máis rápido ao estár en guerra cunha nación en común
Gifts of Gold to City-States generate [relativeAmount]% more Influence = Agasallos de Ouro a Cidades-Estado xeran [relativeAmount]% máis Influencia
# Requires translation!
Can spend Gold to annex or puppet a City-State that has been your Ally for [amount] turns =
Can spend Gold to annex or puppet a City-State that has been your Ally for [amount] turns = Pode gastar ouro para anexar ou monicrequear unha cidade-estado que foi o teu aliado durante [amount] quendas
City-State territory always counts as friendly territory = O territorio cidade-estado sempre conta como territorio amigo
Allied City-States will occasionally gift Great People = Cidades-Estado aliadas agasallarán ocasionalmente Grandes Personaxes
Will not be chosen for new games = Non será usado en novas partidas
@ -2118,8 +2118,7 @@ Roads connect tiles across rivers = As estradas conectan celas a través dos rí
[relativeAmount]% maintenance on road & railroads = [relativeAmount]% ¤Mantemento en Estradas e Vías Férreas
No Maintenance costs for improvements in [tileFilter] tiles = Sen custo de ¤Mantemento para melloras en celas de [tileFilter]
[relativeAmount]% construction time for [improvementFilter] improvements = [relativeAmount]% de tempo de construción para as melloras de [improvementFilter].
# Requires translation!
Can build [improvementFilter] improvements at a [relativeAmount]% rate =
Can build [improvementFilter] improvements at a [relativeAmount]% rate = Pode crear melloras [improvementFilter] a unha taxa de [relativeAmount]%.
[relativeAmount]% maintenance cost for buildings [cityFilter] = [relativeAmount]% do custo de mantemento dos edificios [cityFilter]
Remove [buildingFilter] [cityFilter] = Eliminar [buildingFilter] [cityFilter]
Sell [buildingFilter] buildings [cityFilter] = Vender [buildingFilter] edificios [cityFilter]
@ -2143,7 +2142,8 @@ Enables embarkation for land units = Habilita a embarcación das unidades de ter
Enables [mapUnitFilter] units to enter ocean tiles = Permite a unidades [mapUnitFilter] embarcadas entrar a celas de Oceano
Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned = Unidades terrestres poden cruzar celas [terrainName] despois de obtenér o primeiro [baseUnitFilter]
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory = As unidades inimigas [mapUnitFilter] deben gastar [amount] puntos de movemento extra cando están dentro do teu territorio
New [baseUnitFilter] units start with [amount] Experience [cityFilter] = As novas unidades [baseUnitFilter] comezan con [amount] Experiencia [cityFilter]
# Requires translation!
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion = Todas as unidades de [baseUnitFilter] [cityFilter] recentemente adestradas reciben a promoción [promotion]
[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing = [mapUnitFilter] As unidades adxacentes a esta cidade sandan [amount] HP por turno ao curar
[relativeAmount]% City Strength from defensive buildings = [relativeAmount]% Forza da cidade de edificios defensivos
@ -2219,6 +2219,7 @@ Connects trade routes over water = Conecta roteiros de comercio pola auga
Automatically built in all cities where it is buildable = Construído automaticamente en todas as cidades onde sexa posible.
Creates a [improvementName] improvement on a specific tile = Crea unha mellora de [improvementName] nunha cela específica
Founds a new city = Funda unha nova cidade
Founds a new puppet city = Funda unha nova cidade monicreque
Can instantly construct a [improvementFilter] improvement = Pode construír unha mellora de [improvementFilter] de inmediato
May create improvements on water resources = Pode crear melloras en recursos acuáticos
Can build [improvementFilter/terrainFilter] improvements on tiles = Pode erixir [improvementFilter/terrainFilter]
@ -2374,6 +2375,8 @@ Adjacent enemy units ending their turn take [amount] damage = As unidades inimig
Great Improvement = Gran Mellora
Provides a random bonus when entered = Prové unha bonificación aleatoria ao entrar
Unpillagable = Insaqueable
# Requires translation!
Destroyed when pillaged =
Irremovable = Inamovible
Will not be replaced by automated units = Non será substituído por unidades automatizadas
Improves [resourceFilter] resource in this tile = Mellora o recurso [resourceFilter] nesta cela
@ -2382,8 +2385,7 @@ every [positiveAmount] turns = cada quenda [positiveAmount]
before turn number [amount] = número antes da quenda [amount]
after turn number [amount] = número despois da quenda [amount]
on [speed] game speed = en velocidade do xogo [speed]
# Requires translation!
on [difficulty] difficulty =
on [difficulty] difficulty = en [difficulty] dificultade
when [victoryType] Victory is enabled = cando a Victoria [victoryType] está activada
when [victoryType] Victory is disabled = cando a Victoria [victoryType] está desactivada
when religion is enabled = cando a relixión está habilitada
@ -2395,6 +2397,7 @@ for [civFilter] Civilizations = para as Civilizacións [civFilter]
when at war = se está en guerra
when not at war = se non está en guerra
during a Golden Age = durante unha Idade Dourada
when not in a Golden Age = cando non está nunha Idade de Ouro
during We Love The King Day = durante o Día de Amamos ao Rei
while the empire is happy = mentres o imperio é feliz
when between [amount] and [amount2] Happiness = cando entre [amount] e [amount2] Felicidade
@ -2492,8 +2495,7 @@ Gain a free [beliefType] belief = Gaña unha crenza [beliefType] gratis
Triggers voting for the Diplomatic Victory = Activa as votacións para a vitoria diplomática
Instantly consumes [positiveAmount] [stockpiledResource] = Consome de inmediato [positiveAmount] [stockpiledResource]
Instantly provides [positiveAmount] [stockpiledResource] = Prové de inmediato [positiveAmount] [stockpiledResource]
# Requires translation!
Instantly gain [amount] [stockpile] =
Instantly gain [amount] [stockpile] = Gaña instantáneamente [amount] [stockpile]
Gain [amount] [stat] = Gañar [amount] [stat]
Gain [amount]-[amount2] [stat] = Gañar [amount]-[amount2] [stat]
Gain enough Faith for a Pantheon = Gaña suficiente fe para un panteón
@ -2539,6 +2541,7 @@ upon constructing [buildingFilter] = cando se constrúa un [buildingFilter]
upon constructing [buildingFilter] [cityFilter] = cando se constrúa un [buildingFilter] [cityFilter]
upon gaining a [baseUnitFilter] unit = cando se obteña unha unidade [baseUnitFilter]
upon turn end = ao final da quenda
upon turn start = ao comezar a quenda
upon founding a Pantheon = cando de cre un Panteón
upon founding a Religion = cando se funde unha Relixión
upon enhancing a Religion = ao potenciar unha Relixión
@ -2554,11 +2557,11 @@ upon losing the [promotion] status = ao perder o estado de [promotion]
upon losing at least [amount] HP in a single attack = ao perder polo menos [amount] HP nun só ataque
upon ending a turn in a [tileFilter] tile = ao terminar a quenda nunha cela [tileFilter]
upon discovering a [tileFilter] tile = ao descubrir unha cela [tileFilter]
upon entering a [tileFilter] tile = ao entrar nunha cela [tileFilter].
for [amount] turns = por [amount] quendas
hidden from users = oculto aos usuarios
for every [countable] = por cada [countable]
# Requires translation!
for every adjacent [tileFilter] =
for every adjacent [tileFilter] = por cada adxacente [tileFilter]
for every [amount] [countable] = por cada [amount] [countable]
(modified by game speed) = (modificado pola velocidade do xogo)
Comment [comment] = Comentario [comment]
@ -2859,6 +2862,8 @@ Open AutoPlay menu = Abre o menú de reprodución automática
Empire Overview = Visión Xeral
Music Player = Reprodutor de Música
Developer Console = Consola para programadores
Idle Prev = Inactivo Anterior
Idle Next = Inactivo Seguinte
Empire Overview Trades = Visión Xeral - Comercio
Empire Overview Units = Visión Xeral - Unidades
Empire Overview Politics = Visión Xeral - Política
@ -5777,8 +5782,7 @@ Recycling Center = Centro de reciclaxe
Great Firewall = Gran Devasa (firewall)
# Requires translation!
'Distrust and caution are the parents of security.' - Benjamin Franklin =
'Distrust and caution are the parents of security.' - Benjamin Franklin = 'A desconfianza e a cautela son os pais da seguridade.' - Benjamín Franklin
CN Tower = Torre CN
'Nothing travels faster than light with the possible exception of bad news, which obeys its own special rules.' - Douglas Adams = "Nada viaxa máis rápido que a luz coa excepción das malas noticias, as cales obedecen as súas propias regras." - Douglas Adams
@ -6921,7 +6925,11 @@ Once a certain tech is researched, your land units can embark, allowing them to
Units are defenseless while embarked (cannot use modifiers), and have a fixed Defending Strength based on your tech Era, so be careful!\nRanged Units can't attack, Melee Units have a Strength penalty, and all have limited vision. = As Unidades son indefensas ao embarcar (non se benefician de modificadores), e teñen unha Forza de Defensa fixa dependendo da Era, Así que ten coidado!\nUnidades de longo alcance non poden atacar, Unidades Corpo a Corpo teñen penalidade ao atacar, e todas teñen visión limitada.
Idle Units = Unidades sen Utilizar
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Wait'.\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 queres mover unha unidade esta quenda, podes saltala facendo clic en Seguinte unidade outra vez, ou ordenando á unidade que Agarde.
Clicking 'Next unit' moves to the next idle unit in the queue (as listed in Overview -> Units). After issuing an order to an unit, if 'Auto Unit Cycle' in Options -> Gameplay is enabled, you will automatically select the next idle unit. = Ao facer clic en 'Seguinte unidade' móvese á seguinte unidade inactiva da cola (como se indica en Visión xeral -> Unidades). Despois de emitir unha orde a unha unidade, se está activado 'Ciclo de unidades automáticos' en Opcións -> Xogo, seleccionará automaticamente a seguinte unidade inactiva.
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Skip turn'. = Se non queres mover unha unidade nesta quenda, podes saltala facendo clic de novo en 'Seguinte unidade' ou ordenarlle á unidade 'Saltar quenda'.
If you want to disable the 'Next unit' feature entirely, you can toggle it in Options -> Gameplay -> Check for idle units. = Se queres desactivar a función "Seguinte unidade" por completo, podes activala en Opcións -> Xogo -> Comprobar as unidades inactivas.
If you'd rather 'Next unit' cycle the units and not mark them as Done, you can change it in the Options -> Gameplay menu. = Se prefires "Próxima unidade" facer un ciclo de unidades e non marcalas como Feitas, podes cambiala no menú Opcións -> Xogo.
You can also cycle through the idle units using the left and right triangles on the Unit Table in the lower left of the screen. Or by default using the Cycle button next to the 'Next Unit' button. = Tamén podes percorrer as unidades inactivas usando os triángulos esquerdo e dereito da táboa de unidades na parte inferior esquerda da pantalla. Ou de forma predeterminada usando o botón Ciclo xunto ao botón "Seguinte unidade".
Contact Me = Contáctame
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! Se xogaches ata aquí é probable que haxas visto que o xogo está sen acabar.\n Unciv está pensado para ser open-source e gratis, sempre.\n Isto significa que non haberá anuncios nin ningunha parvada.
@ -6989,7 +6997,7 @@ This is where you spend most of your time playing Unciv. See the world, control
: Unit Action Buttons - while a unit is selected its possible actions appear here. = ⑥: Botóns de accións das unidades - mentres unha unidade é selecionada as accións posibles aparecerán aquí.
: The unit/city info pane - shows information about a selected unit or city. = ⑦: O panel de info de unidade/cidade - mostra información acerca da unidade ou cidade selecionada.
: The name (and unit icon) of the selected unit or city, with current health if wounded. Clicking a unit name or icon will open its civilopedia entry. = ⑧: O nome (e a icona) da unidade ou cidade, coa vida actual se están feridos. Tocal o nome lévache á páxina adequada da Civilopedia.
: The arrow buttons allow jumping to the next/previous unit. = ⑨: Os botóns de frechas permítenche saltar á seguinte/previa unidade.
: The arrow buttons allow jumping to the next/previous idle unit. = ⑨: Os botóns de frecha permiten saltar á unidade inactiva seguinte/anterior.
: For a selected unit, its promotions appear here, and clicking leads to the promotions screen for that unit. = ⑩: Para unha unidade seleccionada, as súas promocións aparecerán aquí, e tocandolo leva á xanela de promocións para esa unidade.
: Remaining/per turn movement points, strength and experience / XP needed for promotion. For cities, you get its combat strength. = ⑪: Puntos de movemento restantes por quenda, forza e experiencia / EXP necesaria para promoción. Para cidades, móstrache a súa forza.
: This button closes the selected unit/city info pane. = ⑫: Este botón pecha o panel de info da unidade/cidade seleccionada.
@ -7159,16 +7167,13 @@ Right-click or long press the "Next unit" button to open a popup menu which allo
Toggle notification list display = Alternar a visualización da lista de notificacións
On the World screen, swipe the notification list to the right to temporarily hide it. Click the "Bell" button to display them again. = Na pantalla mundial, desliza a lista de notificacións cara á dereita para ocultala temporalmente. Preme o botón da 'Campá' para amosalas de novo.
The default state for the notification list can be set in Options > Display > UI - Notifications on world screen. = O estado predeterminado para a lista de notificacións pódese establecer en Opcións > Pantalla > IU - Notificacións na pantalla mundial.
# Requires translation!
Entering a City Screen quickly =
# Requires translation!
You can Right-click or long press a city button on the World screen. The result is the same as tapping it twice - once to select and move the button, again to trigger a reaction: show the City Screen (if the city is yours to inspect), or offer the foreign city info popup. =
Entering a City Screen quickly = Entrando rapidamente nunha pantalla da cidade
You can Right-click or long press a city button on the World screen. The result is the same as tapping it twice - once to select and move the button, again to trigger a reaction: show the City Screen (if the city is yours to inspect), or offer the foreign city info popup. = Podes facer clic co botón dereito do rato ou premer durante moito tempo nun botón da cidade na pantalla Mundo. O resultado é o mesmo que tocalo dúas veces: unha vez para seleccionar e mover o botón, outra vez para activar unha reacción: mostra a pantalla da cidade (se a cidade é túa para inspeccionar) ou ofrece a xanela emerxente de información da cidade estranxeira.
Upgrade multiple units of the same type = Mellorar varias unidades do mesmo tipo
On the World screen, select an unit that can be upgraded, then right-click or long press the "Upgrade" button to open a popup menu allowing to upgrade all units of this type at once. = Na pantalla mundial, escolle unha unidade que poida ser mellorada, logo fai clic dereito ou mantén premido o botón 'Mellorar' para abrir un menú despregable que permita mellorar todas as unidades deste tipo á vez.
In the Units overview, the same upgrade menu is available by clicking the unit icon in the "Upgrade" column. When an unit is upgradeable, the icon is lit if conditions are met (enough gold and/or resources), otherwise it is dimmed. = Na visión xeral das unidades, o mesmo menú de mellora está dispoñible facendo clic na icona da unidade na columna 'Mellorar'. Cando unha unidade é mellorable, a icona está iluminada se se cumpren as condicións (suficiente ouro e/ou recursos); de non ser así, está atenuada.
Additional controls for the construction queue = Controis adicionais para a cola de construción
# Requires translation!
Right-click or long press a construction item to open a popup menu with additional controls, allowing to manage production of the same item in all cities, by issuing the commands from the same City Screen. =
Right-click or long press a construction item to open a popup menu with additional controls, allowing to manage production of the same item in all cities, by issuing the commands from the same City Screen. = Fai clic co botón dereito do rato ou mantén presionado un elemento de construción para abrir un menú emerxente con controis adicionais, que permiten xestionar a produción do mesmo elemento en todas as cidades, emitindo os comandos desde a mesma pantalla da cidade.
The "Disable" option moves an item to a separated "Disabled" tab, preventing its automatic queueing by the "Auto-assign city production" option. To move a disabled item back to its initial place, enter again the popup menu, and choose "Enable". = A opción 'Desactivar' move un elemento a unha lapela separada de 'Desactivados', evitando que se asigne automaticamente pola opción 'Asignar produción da cidade automaticamente'. Para mover un elemento desactivado de volta ao seu lugar inicial, entra de novo no menú despregable e elixe 'Activar'.
Disabled items are set globally and persistent: they are not reset in a new game, or by restarting Unciv. = Os elementos desactivados están configurados de forma global e son persistentes: non se restablecen nun novo xogo nin ao reiniciar Unciv.
Show Great Person Points breakdown = Amosar desglose dos Puntos de Gran Personaxe.

View File

@ -96,8 +96,10 @@ New [civName]\n(formerly known as [cityName]) = Neu [civName]\n(ehemals bekannt
Requires [buildingName] to be built in the city = Benötigt den Bau von [buildingName] in der Stadt
Requires [buildingName] to be built in all cities = Benötigt den Bau von [buildingName] in allen Städten
Provides a free [buildingName] in the city = Stellt das Gebäude [buildingName] in der Stadt kostenlos bereit
Requires worked [resource] near city = Benötigt eine Bewirtschaftung von [resource] in der Nähe der Stadt
Requires at least one of the following resources worked near the city: = Benötigt mindestens eine der folgenden Ressourcen bewirtschaftet in der Nähe der Stadt:
# Requires translation!
Requires improved [resource] near city =
# Requires translation!
Requires at least one of the following resources improved near the city: =
Wonder is being built elsewhere = Das Wunder wird woanders gebaut
National Wonder is being built elsewhere = Das Nationale Wunder wird woanders gebaut
Requires a [buildingName] in all [cityFilter] cities = Benötigt ein(e) [buildingName] in allen [cityFilter] Städten
@ -113,6 +115,10 @@ Requires [PolicyOrNationalWonder] = Benötigt [PolicyOrNationalWonder]
Cannot be purchased = Kann nicht gekauft werden
Can only be purchased = Kann nur gekauft werden
See also = Siehe auch
# Requires translation!
Use default promotions =
# Requires translation!
Default promotions for [unitType] =
Requires at least one of the following: = Benötigt eine der folgenden Voraussetzungen:
Requires all of the following: = Benötigt folgende Voraussetzungen:
@ -123,8 +129,7 @@ Disables: = Deaktiviert:
Current construction = Aktuelle Produktion
Construction queue = Produktionswarteschlange
# Requires translation!
Queue =
Queue = Warteschlange
Pick a construction = Wähle ein Bauwerk
Queue empty = Warteschlange leer
Add to queue = Hinzufügen zur Warteschlange
@ -376,6 +381,8 @@ Start game! = Spiel starten!
Map Options = Kartenoptionen
Game Options = Spieloptionen
Civilizations = Zivilisationen
# Requires translation!
Shuffle Civ Order at Start =
Map Type = Kartentyp
Map file = Karten-Datei
Max Turns = Maximale Runden
@ -387,6 +394,8 @@ Existing = Bestehende
Custom = Benutzerdefiniert
Map Generation Type = Art der Kartenerstellung
Enabled Map Generation Types = Arten der Kartenerstellung aktivieren
# Requires translation!
Example map =
# Map types
Default = Standard
@ -398,6 +407,8 @@ Four Corners = Vier Ecken
Archipelago = Archipele
Inner Sea = Binnenmeer
Perlin = Perlin
Small Continents = Kleine Kontinente
Fractal = Fraktal
Select players from starting locations = Auswahl der Spieler aus den Startpositionen
Random number of Civilizations = Zufällige Anzahl von Zivilisationen
@ -449,7 +460,7 @@ This is used for painting resources, not in map generator steps: = Dies wird ver
Advanced Settings = Erweiterte Einstellungen
RNG Seed = Seed
Map Elevation = Erhebungen
Temperature extremeness = Temperaturextreme
Temperature intensity = Temperaturextreme
Temperature shift = Temperaturverschiebung
Resource richness = Ressourcenreichtum
Vegetation richness = Vegetationsreichtum
@ -811,9 +822,8 @@ Hidden = Versteckt
Visible = Sichtbar
Permanent = Permanent
Minimap size = Größe der Minimap
# This is the leftmost Minimap size slider position
off = aus
# Requires translation!
Show minimap =
Show tutorials = Tutorials anzeigen
Reset tutorials = Tutorials zurücksetzen
@ -847,7 +857,10 @@ When disabled, saves battery life but certain animations will be suspended = Es
## Gameplay tab
Gameplay = Spielmechanik
Check for idle units = Untätige Einheiten anzeigen
'Next unit' button cycles idle units = 'Nächste Einheit'-Schaltfläche geht die untätigen Einheiten durch
Auto Unit Cycle = Automatisches Durchgehen der Einheiten
# Requires translation!
Show Small Skip/Cycle Unit Button =
Move units with a single tap = Einheiten mit einem Klick bewegen
Move units with a long tap = Einheiten mit einem langen Klick bewegen
Auto-assign city production = Automatische Zuordnung der Stadtproduktion
@ -887,8 +900,10 @@ Could not download music! = Musik konnte nicht heruntergeladen werden!
## Advanced tab
Advanced = Erweitert
Number of autosave files stored = Anzahl der automatisch gespeicherten Spielstände
Turns between autosaves = Runden bis zum nächsten automatischen Speichern
Screen orientation = Bildschirmausrichtung
Landscape (fixed) = Quer (fixiert)
Portrait (fixed) = Hochkant (fixiert)
@ -981,16 +996,16 @@ An unknown civilization has started constructing [construction]! = Eine unbekann
Your Golden Age has ended. = Euer Goldenes Zeitalter ist vorbei.
[cityName] has been razed to the ground! = [cityName] wurde dem Erdboden gleich gemacht!
We have conquered the city of [cityName]! = Wir haben die Stadt [cityName] eingenommen!
# Requires translation!
Your citizens are revolting due to very high unhappiness! =
Your citizens are revolting due to very high unhappiness! = Deine Bürgerinnen und Bürger rebellieren, weil die Unzufriedenheit sehr groß ist!
# Possible HP loss loss when attacking, e.g. (-5 HP)
([amount] HP) = ([amount] LP)
# Requires translation!
An enemy [unit] ([amount] HP) has attacked [cityName] ([amount2] HP) =
An enemy [unit] has attacked [cityName] ([amount2] HP) =
An enemy [unit] ([amount] HP) has attacked [cityName] ([amount2] HP) = Eine feindliche [unit] Einheit ([amount] LP) hat [cityName] ([amount2] HP) angegriffen
An enemy [unit] ([amount] HP) has [battleAction] our [ourUnit] ([amount2] HP) = Eine feindliche [unit] Einheit ([amount] LP) hat unsere [ourUnit] Einheit ([amount2] LP) [battleAction]
An enemy [unit] has attacked our [ourUnit] ([amount] HP) = Eine feindliche [unit] Einheit hat unsere [ourUnit] Einheit ([amount] LP) angegriffen
# Requires translation!
An enemy [unit] ([amount] HP) has attacked our [ourUnit] ([amount2] HP) =
Enemy city [cityName] has attacked our [ourUnit] = Die feindliche Stadt [cityName] hat unsere [ourUnit] Einheit angegriffen
Enemy city [cityName] has attacked our [ourUnit] ([amount2] HP) = Die feindliche Stadt [cityName] hat unsere [ourUnit] Einheit ([amount2] LP) angegriffen
An enemy [unit] has captured [cityName] = Eine feindliche [unit] Einheit hat [cityName] eingenommen
@ -1172,6 +1187,12 @@ Turn = Runde
turns = Runden
turn = Runde
Next unit = Nächste Einheit
[amount] units idle = [amount] Einheiten untätig
[idleCount] idle = [idleCount] untätig
# Requires translation!
[skipCount] skipping =
# Requires translation!
Cycle =
Fog of War = Nebel des Krieges
Pick a policy = Wähle eine Politik
Move Spies = Bewege Spione
@ -1221,7 +1242,8 @@ Pillage = Plündern
Pillage [improvement] = [improvement] plündern
[improvement] (Pillaged!) = [improvement] (Geplündert!)
Repair [improvement] - [turns] = [improvement] reparieren - [turns]
Wait = Warten
# Requires translation!
Skip turn =
Are you sure you want to pillage this [improvement]? = Bist du sicher, dass du die Feldverbesserung [improvement] plündern willst?
We have looted [amount] from a [improvement] = Wir haben [amount] von der [improvement] Verbesserung geraubt
We have looted [amount] from a [improvement] which has been sent to [cityName] = Wir haben [amount] von der [improvement] Verbesserung geraubt und diese nach [cityName] geschickt.
@ -1437,8 +1459,7 @@ Hurry Construction = Produktion beschleunigen
Hurry Construction (+[productionAmount]⚙) = Produktion beschleunigen (+[productionAmount]⚙)
Spread Religion = Religion verbreiten
Spread [religionName] = [religionName] verbreiten
# Requires translation!
[civName]'s [unitName] has converted [cityName] to [religionName] =
[civName]'s [unitName] has converted [cityName] to [religionName] = [civName]'s [unitName] Einheit konvertierte [cityName] zu [religionName]
Remove Heresy = Ketzerei entfernen
Found a Religion = Eine Religion gründen
Enhance a Religion = Verbessere eine Religion
@ -1645,7 +1666,8 @@ Bonus stats for improvement = Boni für Verbesserung
Buildings that consume this resource = Gebäude welche diese Ressource verbrauchen
Buildings that provide this resource = Gebäude die diese Ressource bereitstellen
Improvements that provide this resource = Verbesserungen die diese Ressource bereitstellen
Buildings that require this resource worked near the city = Gebäude welche diese Ressource bewirtschaftet in der Nähe der Stadt benötigen
# Requires translation!
Buildings that require this resource improved near the city =
Units that consume this resource = Einheiten welche diese Ressource verbrauchen
Can be built on = Kann gebaut werden auf
Cannot be built on = Kann nicht gebaut werden auf
@ -2064,8 +2086,7 @@ Provides a unique luxury = Liefert eine einzigartige Luxusressource
Military Units gifted from City-States start with [amount] XP = Von Stadtstaaten geschenkte militärische Einheiten starten mit [amount] EP
Militaristic City-States grant units [amount] times as fast when you are at war with a common nation = Militaristische Stadtstaaten gewähren Einheiten [amount] mal so schnell, wenn du dich im Krieg mit einem gemeinsamen Feind befindest
Gifts of Gold to City-States generate [relativeAmount]% more Influence = Goldgeschenke an Stadtstaaten erzeugen [relativeAmount]% mehr Einfluss
# Requires translation!
Can spend Gold to annex or puppet a City-State that has been your Ally for [amount] turns =
Can spend Gold to annex or puppet a City-State that has been your Ally for [amount] turns = Es kann Gold ausgegeben werden, um einen Stadtstaat, der bereits seit [amount] Runden verbündet ist, zu annektieren oder zu einer Marionette zu machen.
City-State territory always counts as friendly territory = Das Territorium eines Stadtstaates zählt immer als befreundetes Territorium
Allied City-States will occasionally gift Great People = Verbündete Stadtstaaten werden gelegentlich Große Persönlichkeiten verschenken
Will not be chosen for new games = Wird nicht für neue Spiele ausgewählt
@ -2126,7 +2147,8 @@ Enables embarkation for land units = Ermöglicht das Einschiffen von Landeinheit
Enables [mapUnitFilter] units to enter ocean tiles = Erlaubt [mapUnitFilter] Einheiten Ozeanfelder zu betreten
Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned = Landeinheiten dürfen [terrainName] Felder überqueren, nachdem die erste [baseUnitFilter] erworben wurde
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory = Feindliche [mapUnitFilter] Einheiten müssen [amount] zusätzliche Bewegungspunkte ausgeben, wenn sie sich in deinem Gebiet befinden
New [baseUnitFilter] units start with [amount] Experience [cityFilter] = Neue [baseUnitFilter] Einheiten [cityFilter] starten mit [amount] Erfahrung
# Requires translation!
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion = Alle neu ausgebildeten [baseUnitFilter] Einheiten [cityFilter] erhalten die [promotion] Beförderung
[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing = Während Heilen, erhalten [mapUnitFilter] Einheiten, die benachbart zu dieser Stadt sind, [amount] LP pro Runde
[relativeAmount]% City Strength from defensive buildings = [relativeAmount]% Stadtstärke von Verteidigungsgebäuden
@ -2202,6 +2224,7 @@ Connects trade routes over water = Verbindet Handelsrouten über Wasser
Automatically built in all cities where it is buildable = Automatisch gebaut in allen Städten, in denen es gabeut werden kann
Creates a [improvementName] improvement on a specific tile = Erschafft eine [improvementName] Verbesserung auf einem bestimmten Feld
Founds a new city = Gründet eine neue Stadt
Founds a new puppet city = Gründet eine neue Marionettenstadt
Can instantly construct a [improvementFilter] improvement = Kann sofort eine [improvementFilter] Verbesserung bauen
May create improvements on water resources = Kann Verbesserungen auf Ressourcen im Wasser bauen
Can build [improvementFilter/terrainFilter] improvements on tiles = Kann [improvementFilter/terrainFilter] Verbesserungen auf Feldern bauen
@ -2357,6 +2380,8 @@ Adjacent enemy units ending their turn take [amount] damage = Einheiten, die in
Great Improvement = Große Verbesserung
Provides a random bonus when entered = Bietet einen Zufallsbonus bei Betreten
Unpillagable = Darf nicht geplündert werden
# Requires translation!
Destroyed when pillaged =
Irremovable = Nicht entfernbar
Will not be replaced by automated units = Wird nicht durch automatisierte Einheiten ersetzt
Improves [resourceFilter] resource in this tile = Verbessert [resourceFilter] Ressource in diesem Feld
@ -2377,6 +2402,7 @@ for [civFilter] Civilizations = für [civFilter] Zivilisationen
when at war = wenn im Krieg
when not at war = wenn nicht im Krieg
during a Golden Age = während eines Goldenen Zeitalters
when not in a Golden Age = wenn nicht in einem Goldenen Zeitalter
during We Love The King Day = während 'Wir lieben den König'-Tag
while the empire is happy = solange die Bevölkerung glücklich ist
when between [amount] and [amount2] Happiness = wenn zwischen [amount] und [amount2] Zufriedenheit
@ -2520,6 +2546,8 @@ upon constructing [buildingFilter] = beim Bau von [buildingFilter]
upon constructing [buildingFilter] [cityFilter] = beim Bau von [buildingFilter] [cityFilter]
upon gaining a [baseUnitFilter] unit = bei Erhalt einer [baseUnitFilter] Einheit
upon turn end = beim Rundenende
# Requires translation!
upon turn start =
upon founding a Pantheon = bei der Gründung eines Pantheons
upon founding a Religion = bei der Gründung einer Religion
upon enhancing a Religion = bei der Verbesserung einer Religion
@ -2535,6 +2563,7 @@ upon losing the [promotion] status = bei Verlust des [promotion] Status
upon losing at least [amount] HP in a single attack = bei Verlust von mindestens [amount] LP in einem einzigen Angriff
upon ending a turn in a [tileFilter] tile = bei Beendigung einer Runde auf einem [tileFilter] Feld
upon discovering a [tileFilter] tile = bei Entdeckung eines [tileFilter] Feldes
upon entering a [tileFilter] tile = beim Betreten eines [tileFilter] Feldes
for [amount] turns = für [amount] Runden
hidden from users = vor dem Benutzer versteckt
for every [countable] = für jede [countable]
@ -2839,6 +2868,8 @@ Open AutoPlay menu = AutoSpiel-Menü öffnen
Empire Overview = Reichsübersicht
Music Player = Musik-Player
Developer Console = Entwicklerkonsole
Idle Prev = Vorheriger Untätiger
Idle Next = Nächster Untätiger
Empire Overview Trades = Handels-Übersicht
Empire Overview Units = Einheiten-Übersicht
Empire Overview Politics = Politiken-Übersicht
@ -6900,7 +6931,16 @@ Once a certain tech is researched, your land units can embark, allowing them to
Units are defenseless while embarked (cannot use modifiers), and have a fixed Defending Strength based on your tech Era, so be careful!\nRanged Units can't attack, Melee Units have a Strength penalty, and all have limited vision. = Einheiten sind wehrlos, wenn sie eingeschifft sind (können keine Modifikatoren verwenden), und haben eine feste Verteidigungsstärke, die auf deinem Technologie-Zeitalter basiert. Also sei vorsichtig!\nFernkampfeinheiten können nicht angreifen, Nahkampfeinheiten haben einen Stärkenachteil und alle haben begrenzte Sichtweite.
Idle Units = Untätige Einheiten
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Wait'.\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. = Wenn du eine Einheit in diesem Zug nicht bewegen möchtest, kannst du sie überspringen, indem du erneut auf „Nächste Einheit“ klickst, oder der Einheit den Befehl „Warten“ gibst.\nWenn du sie für eine Weile nicht bewegst, kannst du die Einheit in den Modus Befestigen oder Schlafen versetzen - \n Einheiten im Modus Befestigen oder Schlafen gelten nicht als untätige Einheiten.\nWenn du die Funktion „Nächste Einheit“ ganz deaktivieren möchtest, kannst du sie unter Menü -> Untätige Einheiten anzeigen.
# Requires translation!
Clicking 'Next unit' moves to the next idle unit in the queue (as listed in Overview -> Units). After issuing an order to an unit, if 'Auto Unit Cycle' in Options -> Gameplay is enabled, you will automatically select the next idle unit. =
# Requires translation!
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Skip turn'. =
# Requires translation!
If you want to disable the 'Next unit' feature entirely, you can toggle it in Options -> Gameplay -> Check for idle units. =
# Requires translation!
If you'd rather 'Next unit' cycle the units and not mark them as Done, you can change it in the Options -> Gameplay menu. =
# Requires translation!
You can also cycle through the idle units using the left and right triangles on the Unit Table in the lower left of the screen. Or by default using the Cycle button next to the 'Next Unit' button. =
Contact Me = Kontaktier mich
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.
@ -6968,7 +7008,8 @@ This is where you spend most of your time playing Unciv. See the world, control
: Unit Action Buttons - while a unit is selected its possible actions appear here. = ⑥: Die Aktionsschaltflächen der Einheit - während eine Einheit ausgewählt ist, erscheinen hier ihre möglichen Aktionen.
: The unit/city info pane - shows information about a selected unit or city. = ⑦: Der Einheit-/Stadt-Info-Bereich - zeigt Informationen zu einer ausgewählten Einheit oder Stadt an.
: The name (and unit icon) of the selected unit or city, with current health if wounded. Clicking a unit name or icon will open its civilopedia entry. = ⑧: Der Name (und das Einheitensymbol) der ausgewählten Einheit oder Stadt, mit aktueller Gesundheit, falls verwundet. Durch Anklicken eines Einheitennamens oder -symbols wird der entsprechende Eintrag in der Civilopedia geöffnet.
: The arrow buttons allow jumping to the next/previous unit. = ⑨: Die Pfeiltasten ermöglichen das Springen zur nächsten/vorherigen Einheit.
# Requires translation!
: The arrow buttons allow jumping to the next/previous idle unit. =
: For a selected unit, its promotions appear here, and clicking leads to the promotions screen for that unit. = ⑩: Für eine ausgewählte Einheit werden hier ihre Beförderungen angezeigt, und ein Klick darauf führt zum Beförderungsbildschirm für diese Einheit.
: Remaining/per turn movement points, strength and experience / XP needed for promotion. For cities, you get its combat strength. = ⑪: Verbleibende/pro Runde Bewegungspunkte, Stärke und Erfahrung / EP, die für die Beförderung benötigt werden. Für Städte erhältst du ihre Kampfstärke.
: This button closes the selected unit/city info pane. = ⑫: Diese Schaltfläche schließt den ausgewählten Einheit/Stadt-Info-Bereich

View File

@ -130,9 +130,9 @@ Requires [buildingName] to be built in the city = Απαιτείται [building
Requires [buildingName] to be built in all cities = Απαιτείται [buildingName] να έχει κτισθεί σε όλες τις πόλεις
Provides a free [buildingName] in the city = Παρέχει έναν/μία/ένα δωρεάν [buildingName] στην πόλη
# Requires translation!
Requires worked [resource] near city =
Requires improved [resource] near city =
# Requires translation!
Requires at least one of the following resources worked near the city: =
Requires at least one of the following resources improved near the city: =
Wonder is being built elsewhere = Το θαύμα του κόσμου κτίζεται κάπου αλλού
National Wonder is being built elsewhere = Το εθνικό θαύμα του κόσμου κτίζεται κάπου αλλού
# Requires translation!
@ -154,6 +154,10 @@ Requires [PolicyOrNationalWonder] =
Cannot be purchased = Δεν μπορεί να αγορασθεί
Can only be purchased = Μπορεί μόνο να αγορασθεί
See also = Δες επίσης
# Requires translation!
Use default promotions =
# Requires translation!
Default promotions for [unitType] =
Requires at least one of the following: = Απαιτείται τουλάχιστον ένα από τα παρακατω:
Requires all of the following: = Απαιτούνται όλα τα παρακάτω:
@ -557,6 +561,8 @@ Start game! = Ξεκίνησε το παιχνίδι
Map Options = Ρυθμίσεις του χάρτη
Game Options = Ρυθμίσεις παιχνιδιού
Civilizations = Πολιτισμοί
# Requires translation!
Shuffle Civ Order at Start =
Map Type = Είδος χάρτη
# Requires translation!
Map file =
@ -574,6 +580,8 @@ Custom =
Map Generation Type =
# Requires translation!
Enabled Map Generation Types =
# Requires translation!
Example map =
# Map types
Default = Προεπηλεγμένος/η/ο
@ -589,6 +597,10 @@ Archipelago = Αρχιπέλαγο
Inner Sea = Εσωτερική θάλασσα
# Requires translation!
Perlin =
# Requires translation!
Small Continents =
# Requires translation!
Fractal =
# Requires translation!
Select players from starting locations =
@ -667,7 +679,7 @@ Advanced Settings = Προχωρημένες ρυθμίσεις
# Requires translation!
RNG Seed =
Map Elevation = ύψος χάρτη
Temperature extremeness =
Temperature intensity =
# Requires translation!
Temperature shift =
# Requires translation!
@ -1271,9 +1283,7 @@ Visible =
Permanent =
# Requires translation!
Minimap size =
# This is the leftmost Minimap size slider position
off = απενεργοποιημένο
Show minimap =
# Requires translation!
Show tutorials =
@ -1330,7 +1340,11 @@ Gameplay =
# Requires translation!
Check for idle units =
# Requires translation!
'Next unit' button cycles idle units =
# Requires translation!
Auto Unit Cycle =
# Requires translation!
Show Small Skip/Cycle Unit Button =
Move units with a single tap = Μετακίνα τις μονάδες με ένα πάτημα
# Requires translation!
Move units with a long tap =
@ -1394,8 +1408,11 @@ Could not download music! = Η μουσική δεν μπόρεσε να κατ
## Advanced tab
# Requires translation!
Advanced =
# Requires translation!
Number of autosave files stored =
Turns between autosaves = Αυτόματη αποθήκευση ανά γύρους
# Requires translation!
Screen orientation =
# Requires translation!
@ -1555,10 +1572,9 @@ We have conquered the city of [cityName]! =
# Requires translation!
Your citizens are revolting due to very high unhappiness! =
# Possible HP loss loss when attacking, e.g. (-5 HP)
# Requires translation!
([amount] HP) =
# Requires translation!
An enemy [unit] has attacked [cityName] ([amount2] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has attacked [cityName] ([amount2] HP) =
# Requires translation!
@ -1566,6 +1582,8 @@ An enemy [unit] ([amount] HP) has [battleAction] our [ourUnit] ([amount2] HP) =
# Requires translation!
An enemy [unit] has attacked our [ourUnit] ([amount] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has attacked our [ourUnit] ([amount2] HP) =
# Requires translation!
Enemy city [cityName] has attacked our [ourUnit] =
# Requires translation!
Enemy city [cityName] has attacked our [ourUnit] ([amount2] HP) =
@ -1884,6 +1902,14 @@ turns = γύροι
turn = Γύρος
Next unit = Επόμενη μονάδα
# Requires translation!
[amount] units idle =
# Requires translation!
[idleCount] idle =
# Requires translation!
[skipCount] skipping =
# Requires translation!
Cycle =
# Requires translation!
Fog of War =
# Requires translation!
Pick a policy =
@ -1964,7 +1990,7 @@ Pillage [improvement] = Λεηλασία [improvement]
# Requires translation!
Repair [improvement] - [turns] =
# Requires translation!
Wait =
Skip turn =
# Requires translation!
Are you sure you want to pillage this [improvement]? =
# Requires translation!
@ -2694,7 +2720,7 @@ Buildings that provide this resource =
# Requires translation!
Improvements that provide this resource =
# Requires translation!
Buildings that require this resource worked near the city =
Buildings that require this resource improved near the city =
Units that consume this resource = Μονάδες που καταναλώνουν αυτόν τον πόρο
# Requires translation!
Can be built on =
@ -3529,7 +3555,7 @@ Land units may cross [terrainName] tiles after the first [baseUnitFilter] is ear
# Requires translation!
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory =
# Requires translation!
New [baseUnitFilter] units start with [amount] Experience [cityFilter] =
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
# Requires translation!
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion =
# Requires translation!
@ -3680,6 +3706,8 @@ Creates a [improvementName] improvement on a specific tile =
# Requires translation!
Founds a new city =
# Requires translation!
Founds a new puppet city =
# Requires translation!
Can instantly construct a [improvementFilter] improvement =
# Requires translation!
May create improvements on water resources =
@ -3988,6 +4016,8 @@ Provides a random bonus when entered =
# Requires translation!
Unpillagable =
# Requires translation!
Destroyed when pillaged =
# Requires translation!
Irremovable =
# Requires translation!
Will not be replaced by automated units =
@ -4028,6 +4058,8 @@ when not at war =
# Requires translation!
during a Golden Age =
# Requires translation!
when not in a Golden Age =
# Requires translation!
during We Love The King Day =
# Requires translation!
while the empire is happy =
@ -4312,6 +4344,8 @@ upon gaining a [baseUnitFilter] unit =
# Requires translation!
upon turn end =
# Requires translation!
upon turn start =
# Requires translation!
upon founding a Pantheon =
# Requires translation!
upon founding a Religion =
@ -4342,6 +4376,8 @@ upon ending a turn in a [tileFilter] tile =
# Requires translation!
upon discovering a [tileFilter] tile =
# Requires translation!
upon entering a [tileFilter] tile =
# Requires translation!
for [amount] turns =
# Requires translation!
hidden from users =
@ -4821,6 +4857,10 @@ Music Player =
# Requires translation!
Developer Console =
# Requires translation!
Idle Prev =
# Requires translation!
Idle Next =
# Requires translation!
Empire Overview Trades =
# Requires translation!
Empire Overview Units =
@ -11669,7 +11709,15 @@ Units are defenseless while embarked (cannot use modifiers), and have a fixed De
# 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, or command the unit to 'Wait'.\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. =
Clicking 'Next unit' moves to the next idle unit in the queue (as listed in Overview -> Units). After issuing an order to an unit, if 'Auto Unit Cycle' in Options -> Gameplay is enabled, you will automatically select the next idle unit. =
# Requires translation!
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Skip turn'. =
# Requires translation!
If you want to disable the 'Next unit' feature entirely, you can toggle it in Options -> Gameplay -> Check for idle units. =
# Requires translation!
If you'd rather 'Next unit' cycle the units and not mark them as Done, you can change it in the Options -> Gameplay menu. =
# Requires translation!
You can also cycle through the idle units using the left and right triangles on the Unit Table in the lower left of the screen. Or by default using the Cycle button next to the 'Next Unit' button. =
# Requires translation!
Contact Me =
@ -11792,7 +11840,7 @@ This is where you spend most of your time playing Unciv. See the world, control
# Requires translation!
: The name (and unit icon) of the selected unit or city, with current health if wounded. Clicking a unit name or icon will open its civilopedia entry. =
# Requires translation!
: The arrow buttons allow jumping to the next/previous unit. =
: The arrow buttons allow jumping to the next/previous idle unit. =
# Requires translation!
: For a selected unit, its promotions appear here, and clicking leads to the promotions screen for that unit. =
# Requires translation!

View File

@ -62,7 +62,7 @@ Open the options table!\nClick the menu button (top left) > Click 'Options' = Ny
Construct an improvement!\nConstruct a Worker unit > Move to a Plains or Grassland tile > \n Click 'Construct improvement' (above the unit table, bottom left)\n > Choose the farm > \n Leave the worker there until it's finished = Fejlessz!\nKépezz ki egy Munkás egységet > Irányítsd az egységet egy Síkság vagy Rét mezőre > \n Nyomj a 'Területfejlesztés' gombra (az egység neve felett, balra lenn)\n > Válaszd ki a Farmot > \n Hagyd ott a munkást, amíg befejezi a munkát
Create a trade route!\nConstruct roads between your capital and another city\nOr, automate your worker and let him get to that eventually = Építs kereskedelmi útvonalat!\nÉpíts utat a fővárosod és más városok között\nvagy önállósítsd a munkásodat és hagyd, hogy magától megcsinálja majd
Conquer a city!\nBring an enemy city down to low health > \nEnter the city with a melee unit = Foglalj el egy várost!\nCsökkentsd le egy ellenséges város életerejét > \nIrányíts egy közelharci egységet a városba
Move an air unit!\nSelect an air unit > Select another city within range > \nMove the unit to the other city = Irányítsd a légi egységet!\nVálassz ki egy légi egységet > válassz ki egy másik várost a hatókörén belül
Move an air unit!\nSelect an air unit > Select another city within range > \nMove the unit to the other city = Irányítsd a légi egységet!\nVálassz ki egy légi egységet > válassz ki egy másik várost a hatókörén belül > \nKüldd az egységet a másik városba.
See your stats breakdown!\nEnter the Overview screen (top right corner) >\nClick on 'Stats' = Tekintsd meg a pontjaidat!\nNyisd meg az Áttekintés felületet (jobb felső sarok) >\nNyomj a 'Pontok' gombra
# Crash screen
@ -102,8 +102,10 @@ New [civName]\n(formerly known as [cityName]) = Új[civName]\n(korábban [cityNa
Requires [buildingName] to be built in the city = [buildingName] építése szükséges a városban
Requires [buildingName] to be built in all cities = [buildingName] építése szükséges minden városban
Provides a free [buildingName] in the city = A város ingyen kap egy [buildingName] épületet
Requires worked [resource] near city = [resource] kitermelése szükséges a város közelében
Requires at least one of the following resources worked near the city: = Az alábbi erőforrások közül legalább egyet ki kell termelni a város közelében:
# Requires translation!
Requires improved [resource] near city =
# Requires translation!
Requires at least one of the following resources improved near the city: =
Wonder is being built elsewhere = A Csoda már megépült máshol
National Wonder is being built elsewhere = A Nemzeti csoda már megépült máshol
Requires a [buildingName] in all [cityFilter] cities = [buildingName] szükséges minden [cityFilter] városban
@ -119,6 +121,10 @@ Requires [PolicyOrNationalWonder] = Szükséges: [PolicyOrNationalWonder]
Cannot be purchased = Nem lehet megvásárolni
Can only be purchased = Csak megvásárolható
See also = Lásd még
# Requires translation!
Use default promotions =
# Requires translation!
Default promotions for [unitType] =
Requires at least one of the following: = Az alábbiak közül legalább egy szükséges:
Requires all of the following: = Az alábbiak közül mindenre szükség van:
@ -393,6 +399,8 @@ Start game! = Játék indítása!
Map Options = Térképbeállítások
Game Options = Játékbeállítások
Civilizations = Civilizációk
# Requires translation!
Shuffle Civ Order at Start =
Map Type = Térkép típusa
Map file = Térképfájl
Max Turns = Körök maximális száma
@ -404,6 +412,8 @@ Existing = Létező
Custom = Egyedi
Map Generation Type = Térképgenerálás típusa
Enabled Map Generation Types = Engedélyezett térképgenerálási típusok
# Requires translation!
Example map =
# Map types
Default = Alapértelmezett
@ -415,6 +425,10 @@ Four Corners = Négy sarok
Archipelago = Szigetcsoport
Inner Sea = Belső tenger
Perlin = Perlin-zaj
# Requires translation!
Small Continents =
# Requires translation!
Fractal =
Select players from starting locations = Játékosok meghatározása a kezdőhelyek alapján
Random number of Civilizations = Véletlen számú civilizáció
@ -466,7 +480,7 @@ This is used for painting resources, not in map generator steps: = Ez az erőfor
Advanced Settings = Haladó Beállítások
RNG Seed = Véletlenszám-generátor kezdőértéke
Map Elevation = Térkép kiemelkedése
Temperature extremeness = Hőmérsékleti szélsőségek
Temperature intensity = Hőmérsékleti szélsőségek
Temperature shift = Hőmérséklet-eltolódás
Resource richness = Erőforrás-mennyiség
Vegetation richness = Növényzet mennyisége
@ -797,8 +811,7 @@ About = Infó
Version = Verzió
See online Readme = Online tájékoztató elolvasása
Visit repository = A programkód megtekintése
# Requires translation!
Visit the wiki =
Visit the wiki = Wiki megtekintése
## Display tab
Display = Kinézet
@ -833,9 +846,8 @@ Hidden = Rejtett
Visible = Látható
Permanent = Állandó
Minimap size = Kistérkép mérete
# This is the leftmost Minimap size slider position
off = ki
# Requires translation!
Show minimap =
Show tutorials = Oktatóanyag mutatása
Reset tutorials = Oktatóanyagok újraindítása
@ -869,7 +881,10 @@ When disabled, saves battery life but certain animations will be suspended = Let
## Gameplay tab
Gameplay = Játékmenet
Check for idle units = Tétlen egységek megtalálása
'Next unit' button cycles idle units = A "Következő egység" gomb a tétlen egységek között is váltogat
Auto Unit Cycle = Egységek közötti automatikus váltás
# Requires translation!
Show Small Skip/Cycle Unit Button =
Move units with a single tap = Egységek mozgatása egyszeri érintésre
Move units with a long tap = Egységek mozgatása nyomvatartott érintésre
Auto-assign city production = Város termelésének automatikus kiosztása
@ -909,8 +924,11 @@ Could not download music! = Zene letöltése sikertelen
## Advanced tab
Advanced = Haladó
# Requires translation!
Number of autosave files stored =
Turns between autosaves = Automatikus mentések közötti körök száma
Screen orientation = Képernyő iránya
Landscape (fixed) = Fekvő (rögzített)
Portrait (fixed) = Álló (rögzített)
@ -1007,16 +1025,17 @@ We have conquered the city of [cityName]! = Elfoglaltuk [cityName] városát!
# Requires translation!
Your citizens are revolting due to very high unhappiness! =
# Possible HP loss loss when attacking, e.g. (-5 HP)
# Requires translation!
([amount] HP) =
# Requires translation!
An enemy [unit] has attacked [cityName] ([amount2] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has attacked [cityName] ([amount2] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has [battleAction] our [ourUnit] ([amount2] HP) =
# Requires translation!
An enemy [unit] has attacked our [ourUnit] ([amount] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has attacked our [ourUnit] ([amount2] HP) =
Enemy city [cityName] has attacked our [ourUnit] = Az ellenséges [cityName] városa megtámadta [ourUnit] egységünket
# Requires translation!
Enemy city [cityName] has attacked our [ourUnit] ([amount2] HP) =
@ -1202,6 +1221,14 @@ Turn = Kör
turns = körök
turn = kör
Next unit = Következő egység
# Requires translation!
[amount] units idle =
# Requires translation!
[idleCount] idle =
# Requires translation!
[skipCount] skipping =
# Requires translation!
Cycle =
Fog of War = Háborús köd
Pick a policy = Válassz eszmét
Move Spies = Kémek léptetése
@ -1253,7 +1280,8 @@ Pillage = Fosztogatás
Pillage [improvement] = [improvement] kifosztása
[improvement] (Pillaged!) = [improvement] (Kifosztva!)
Repair [improvement] - [turns] = [improvement] megjavítása - [turns]
Wait = Várj
# Requires translation!
Skip turn =
Are you sure you want to pillage this [improvement]? = Biztosan ki akarod fosztani a kiválasztott [improvement] területét?
We have looted [amount] from a [improvement] = [amount] zsákmányt szereztünk egy [improvement] területéről.
We have looted [amount] from a [improvement] which has been sent to [cityName] = [amount] zsákmányt szereztünk egy [improvement] területéről, és elküldtük [cityName] városába
@ -1679,7 +1707,8 @@ Bonus stats for improvement = Bónusz területfejlesztésre
Buildings that consume this resource = Épületek, amelyeknek szüksége van erre az erőforrásra
Buildings that provide this resource = Épületek, amelyek ezt az erőforrást állítják elő
Improvements that provide this resource = Területfejlesztések, amelyek ezt az erőforrást állítják elő
Buildings that require this resource worked near the city = Épületek, amelyeknek az kell, hogy a város közelében legyen ilyen erőforrás
# Requires translation!
Buildings that require this resource improved near the city =
Units that consume this resource = Egységek, amelyeknek erre az erőforrásra van szükségük
Can be built on = Lehetséges építési helyszín:
Cannot be built on = Nem építhető ide:
@ -2174,7 +2203,8 @@ Enables embarkation for land units = Lehetővé teszi a földi egységeknek a v
Enables [mapUnitFilter] units to enter ocean tiles = [mapUnitFilter] egységek ráléphetnek az óceánmezőkre
Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned = A szárazföldi egységek képesek [terrainName] mezőkön járni, miután megjelent az első [baseUnitFilter]
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory = A területeden tartózkodó ellenséges [mapUnitFilter] egységek mozgási költsége [amount] egységgel megnő
New [baseUnitFilter] units start with [amount] Experience [cityFilter] = Az új [baseUnitFilter] egységek [amount] kezdőtapasztalattal készülnek [cityFilter]
# Requires translation!
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion = A frissen kiképzett [baseUnitFilter] egységek [promotion] előléptetést kapnak [cityFilter]
[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing = Az adott város melletti [mapUnitFilter] egységek gyógyuláskor körönként [amount] ÉP-t gyógyulnak
[relativeAmount]% City Strength from defensive buildings = [relativeAmount]%-kal nő a város védekező épületekből származó harci ereje
@ -2253,6 +2283,8 @@ Connects trade routes over water = Kereskedelmi útvonalakat létesít vízen
Automatically built in all cities where it is buildable = Magától megépül az összes olyan városban, ahol felépíthető
Creates a [improvementName] improvement on a specific tile = [improvementName] területfejlesztést létesít egy meghatározott mezőn
Founds a new city = Új várost alapít
# Requires translation!
Founds a new puppet city =
Can instantly construct a [improvementFilter] improvement = Képes azonnal létrehozni [improvementFilter] területfejlesztést
May create improvements on water resources = Vízi erőforrásmezők fejlesztésére használható
Can build [improvementFilter/terrainFilter] improvements on tiles = Képes [improvementFilter/terrainFilter] területfejlesztést építeni a mezőkön
@ -2413,6 +2445,8 @@ Adjacent enemy units ending their turn take [amount] damage = A körük végén
Great Improvement = Nevezetes területfejlesztés
Provides a random bonus when entered = Véletlenszerű jutalmat biztosít rálépéskor
Unpillagable = Nem fosztható ki
# Requires translation!
Destroyed when pillaged =
Irremovable = Elmozdíthatatlan
Will not be replaced by automated units = Nem lesz helyettesítve automatizált egységekkel
# Requires translation!
@ -2440,6 +2474,8 @@ for [civFilter] Civilizations =
when at war = háborúban
when not at war = , ha nem állsz hadban senkivel
during a Golden Age = az Aranykor időtartama alatt
# Requires translation!
when not in a Golden Age =
during We Love The King Day = a Szeretett Uralkodónk Napja idején
while the empire is happy = amíg a birodalom boldog
when between [amount] and [amount2] Happiness = [amount] és [amount2] boldogság között
@ -2602,6 +2638,8 @@ upon constructing [buildingFilter] = [buildingFilter] építésekor
upon constructing [buildingFilter] [cityFilter] = [buildingFilter] építésekor [cityFilter]
upon gaining a [baseUnitFilter] unit = [baseUnitFilter] egység megszerzésekor
upon turn end = a kör befejezésekor
# Requires translation!
upon turn start =
upon founding a Pantheon = panteon alapításakor
upon founding a Religion = vallás alapításakor
upon enhancing a Religion = vallás kibővítésekor
@ -2622,6 +2660,8 @@ upon losing the [promotion] status =
upon losing at least [amount] HP in a single attack = egyetlen támadásban legalább [amount] ÉP elvesztésekor
upon ending a turn in a [tileFilter] tile = a kör [tileFilter] mezőn való befejezésekor
upon discovering a [tileFilter] tile = egy [tileFilter] mező felfedezésekor
# Requires translation!
upon entering a [tileFilter] tile =
for [amount] turns = [amount] körig
hidden from users = a felhasználók elől rejtve
# Requires translation!
@ -2953,6 +2993,10 @@ Open AutoPlay menu = AutoPlay menü megnyitása
Empire Overview = Birodalom áttekintése
Music Player = Zenelejátszó
Developer Console = Fejlesztői konzol
# Requires translation!
Idle Prev =
# Requires translation!
Idle Next =
Empire Overview Trades = Birodalomáttekintés: Kereskedelem
Empire Overview Units = Birodalomáttekintés: Egységek
Empire Overview Politics = Birodalomáttekintés: Politika
@ -6217,63 +6261,47 @@ Marine = Tengerészgyalogos
#################### Lines from Events from Civ V - Gods & Kings ####################
Move a unit! = Mozgass egy egységet!
# Requires translation!
Click on a unit → Click on a destination → Click the arrow popup. =
Click on a unit → Click on a destination → Click the arrow popup. = Nyomj egy egységre → Nyomj a célhelyre → Nyomj a felugró nyílra.
Found a city! = Város megtalálva!
# Requires translation!
Select the Settler → Click on 'Found city'. =
Found a city! = Alapíts egy várost!
Select the Settler → Click on 'Found city'. = Válaszd ki a Telepest → Nyomj a 'Város alapítása' gombra.
Enter the city screen! = Lépj be a város menüjébe!
Click the city button twice. = Kattints a város gombra kétszer.
Enter the city screen! = Lépj a városképernyőre!
Click the city button twice. = Nyomj a város gombra kétszer.
Pick a technology to research! = Válassz egy technológiát kifejlesztésre!
# Requires translation!
Click on the tech button → Select technology → Click 'Research' (bottom right). =
Pick a technology to research! = Válassz egy kifejlesztendő technológiát!
Click on the tech button → Select technology → Click 'Research' (bottom right). = Nyomj a technológia gombra → Válassz technológiát → Nyomj a 'Feltalálás' gombra (jobb oldalt alul).
Pick a construction! = Válassz egy építkezést!
# Requires translation!
Enter city screen → Click on a unit or building → Click 'add to queue'. =
Pick a construction! = Válassz egy termelési feladatot!
Enter city screen → Click on a unit or building → Click 'add to queue'. = Lépj a városképernyőre → Nyomj egy egységre vagy egy épületre → Nyomj a 'Termelési sorhoz adás' gombra.
# Requires translation!
Pass a turn! =
# Requires translation!
Cycle through units with 'Next unit' → Click 'Next turn'. =
Pass a turn! = Fejezz be egy kört!
Cycle through units with 'Next unit' → Click 'Next turn'. = Váltogass az egységek között a 'Következő egység' gombbal → Nyomj a 'Következő kör' gombra.
# Requires translation!
Reassign worked tiles! =
# Requires translation!
Enter city screen → Click the assigned tile to unassign → Click an unassigned tile to assign population. =
Reassign worked tiles! = Csoportosíts át munkaerőt egy másik mezőre!
Enter city screen → Click the assigned tile to unassign → Click an unassigned tile to assign population. = Lépj a városképernyőre → Nyomj egy megmunkált mezőre a munka leállításához → Nyomj egy megmunkálatlan mezőre, és rendelj hozzá egy lakost.
Got it = Megvan
Meet another civilization! = Találkozz egy másik civilizációval!
Explore the map until you encounter another civilization! = Fedezd fel a térképet, amíg nem találkozol egy másik civilizációval!
# Requires translation!
Open the options dialog! =
# Requires translation!
Click the menu button (top left) → Click 'Options'. =
Open the options dialog! = Nyisd meg a beállításokat!
Click the menu button (top left) → Click 'Options'. = Nyomj a menügombra (bal fent) → Nyomj a 'Beállítások' gombra.
Construct an improvement! = Építs egy fejlesztést!
# Requires translation!
Construct a Worker unit → Move it to a Plains or Grassland tile → Click 'Construct improvement' → Choose the farm → Leave the worker there until it's finished. =
Construct a Worker unit → Move it to a Plains or Grassland tile → Click 'Construct improvement' → Choose the farm → Leave the worker there until it's finished. = Képezz ki egy Munkás egységet → Irányítsd egy Síkság vagy Rét mezőre → Nyomj a 'Területfejlesztés' gombra → Válaszd ki a Farmot → Hagyd ott a munkást, amíg befejezi a munkát.
Create a trade route! = Készíts egy kereskedelmi utat!
# Requires translation!
Construct roads between your capital and another city. Or, automate your worker and let him get to that eventually. =
Create a trade route! = Építs egy kereskedelmi útvonalat!
Construct roads between your capital and another city. Or, automate your worker and let him get to that eventually. = Építs utat a fővárosod és más városok között. Vagy önállósítsd a munkásodat és hagyd, hogy magától megcsinálja majd.
Conquer a city! = Foglalj el egy várost!
# Requires translation!
Bring an enemy city down to low health → Enter the city with a melee unit. =
Bring an enemy city down to low health → Enter the city with a melee unit. = Csökkentsd le egy ellenséges város életerejét → Küldj egy közelharci egységet a városba.
Move an air unit! = Mozgass egy légi egységet!
# Requires translation!
Select an air unit → Select another city within range → Move the unit to the other city. =
Select an air unit → Select another city within range → Move the unit to the other city. = Válassz ki egy légi egységet → Válassz ki egy másik várost a hatókörén belül → Küldd az egységet a másik városba.
# Requires translation!
See your stats breakdown! =
# Requires translation!
Enter the Overview screen (top right corner) → Click on 'Stats'. =
See your stats breakdown! = Tekintsd meg a pontjaidat!
Enter the Overview screen (top right corner) → Click on 'Stats'. = Nyisd meg az Áttekintés felületet (jobb felső sarok) → Nyomj a 'Pontok' gombra.
#################### Lines from Nations from Civ V - Gods & Kings ####################
@ -7996,7 +8024,15 @@ Units are defenseless while embarked (cannot use modifiers), and have a fixed De
Idle Units = Tétlen egységek
# Requires translation!
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Wait'.\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. =
Clicking 'Next unit' moves to the next idle unit in the queue (as listed in Overview -> Units). After issuing an order to an unit, if 'Auto Unit Cycle' in Options -> Gameplay is enabled, you will automatically select the next idle unit. =
# Requires translation!
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Skip turn'. =
# Requires translation!
If you want to disable the 'Next unit' feature entirely, you can toggle it in Options -> Gameplay -> Check for idle units. =
# Requires translation!
If you'd rather 'Next unit' cycle the units and not mark them as Done, you can change it in the Options -> Gameplay menu. =
# Requires translation!
You can also cycle through the idle units using the left and right triangles on the Unit Table in the lower left of the screen. Or by default using the Cycle button next to the 'Next Unit' button. =
Contact Me = Kapcsolatfelvétel
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. = Szia! Ha már eddig eljutottál a játékban, biztos észrevetted, hogy még nincs kész teljesen.\nAzt szerettem volna, hogy az Unciv mindig is nyílt forráskódú és ingyenes maradjon.\nEzért nincsenek benne reklámok és más hülyeségek.
@ -8076,7 +8112,8 @@ This is where you spend most of your time playing Unciv. See the world, control
: Unit Action Buttons - while a unit is selected its possible actions appear here. = ⑥: Egységek cselekvésgombjai - a kiválasztott egység cselekvési lehetőségei láthatók itt.
: The unit/city info pane - shows information about a selected unit or city. = ⑦: Az egység vagy város tájékoztatópanelje - a kiválasztott egység vagy város adatait mutatja.
: The name (and unit icon) of the selected unit or city, with current health if wounded. Clicking a unit name or icon will open its civilopedia entry. = ⑧: A kiválasztott egység vagy város neve (és egységikonja) és az aktuális életpontok, ha sérült. Az egység nevére vagy ikonjára nyomva megnyílik a hozzá tartozó civilopedia-bejegyzés.
: The arrow buttons allow jumping to the next/previous unit. = ⑨: A nyílbillentyűkkel a következő vagy előző egységre lehet ugrani.
# Requires translation!
: The arrow buttons allow jumping to the next/previous idle unit. =
# Requires translation!
: For a selected unit, its promotions appear here, and clicking leads to the promotions screen for that unit. =
: Remaining/per turn movement points, strength and experience / XP needed for promotion. For cities, you get its combat strength. = ⑪: Maradék/körönkénti mozgáspontok, harci erő(k) és aktuális/előléptetéshez szükséges tapasztalat. Városok esetén csak a harci erőt látod itt.

View File

@ -96,8 +96,8 @@ New [civName]\n(formerly known as [cityName]) = [civName] Baru\n(dulunya dikenal
Requires [buildingName] to be built in the city = Memerlukan [buildingName] untuk dibangun di kota
Requires [buildingName] to be built in all cities = Memerlukan [buildingName] untuk dibangun di semua kota
Provides a free [buildingName] in the city = Menyediakan [buildingName] gratis di kota
Requires worked [resource] near city = Memerlukan [resource] yang dikerjakan di dekat kota
Requires at least one of the following resources worked near the city: = Memerlukan setidaknya satu sumber daya berikut yang dikerjakan di dekat kota:
Requires improved [resource] near city = Memerlukan [resource] yang ditingkatkan di dekat kota
Requires at least one of the following resources improved near the city: = Memerlukan setidaknya salah satu dari sumber daya berikut yang ditingkatkan di dekat kota:
Wonder is being built elsewhere = Keajaiban Dunia ini sedang dibangun di tempat lain
National Wonder is being built elsewhere = Keajaiban Nasional ini sedang dibangun di tempat lain
Requires a [buildingName] in all [cityFilter] cities = Memerlukan [buildingName] di semua kota [cityFilter]
@ -113,6 +113,8 @@ Requires [PolicyOrNationalWonder] = Memerlukan [PolicyOrNationalWonder]
Cannot be purchased = Tidak dapat dibeli
Can only be purchased = Hanya dapat dibeli
See also = Lihat juga
Use default promotions = Menggunakan promosi bawaan
Default promotions for [unitType] = Promosi bawaan untuk [unitType]
Requires at least one of the following: = Memerlukan setidaknya salah satu dari hal-hal berikut ini:
Requires all of the following: = Memerlukan semua hal berikut ini:
@ -180,7 +182,7 @@ You and [allyCivName] have declared war against [enemyCivName]! = Kamu dan [ally
[civName] cancelled their Defensive Pact with us! = [civName] membatalkan Pakta Pertahanan mereka dengan kita!
We have cancelled our Defensive Pact with [civName]! = Kita telah membatalkan Pakta Pertahanan kita dengan [civName]!
[civName] and [targetCivName] have signed a Peace Treaty! = [civName] dan [targetCivName] telah menandatangani Traktat Perdamaian!
[civName] and [targetCivName] have signed a Peace Treaty! = [civName] dan [targetCivName] telah menandatangani Perjanjian Damai!
[civName] and [targetCivName] have signed the Declaration of Friendship! = [civName] and [targetCivName] telah menandatangani Deklarasi Pertemanan!
[civName] has denounced [targetCivName]! = [civName] telah menghina [targetCivName]!
Do you want to break your promise to [leaderName]? = Apakah kamu yakin ingin mengingkari janjimu ke [leaderName]?
@ -334,7 +336,7 @@ That is acceptable. = Itu dapat diterima.
Accept = Terima
Keep going = Teruskan
There's nothing on the table = Tidak ada apa pun di tabel
Peace Treaty = Traktat Perdamaian
Peace Treaty = Perjanjian Damai
Agreements = Perjanjian
Defensive Pact = Pakta Pertahanan
Open Borders = Buka Perbatasan
@ -375,6 +377,7 @@ Start game! = Mulai permainan!
Map Options = Opsi Peta
Game Options = Opsi Permainan
Civilizations = Peradaban
Shuffle Civ Order at Start = Acak Urutan Peradaban di Awal
Map Type = Jenis Peta
Map file = Berkas peta
Max Turns = Giliran Maks
@ -386,17 +389,20 @@ Existing = Yang Ada
Custom = Kustom
Map Generation Type = Jenis Pembuatan Peta
Enabled Map Generation Types = Jenis Pembuatan Peta yang Diaktifkan
Example map = Peta contoh
# Map types
Default = Bawaan
Pangaea = Pangea
Continent and Islands = Pulau dan Benua
Continent and Islands = Kepulauan dan Benua
Two Continents = Dua Benua
Three Continents = Tiga Benua
Four Corners = Empat Penjuru
Archipelago = Kepulauan
Inner Sea = Laut Pedalaman
Perlin = Perlin
Small Continents = Benua-benua Kecil
Fractal = Fraktal
Select players from starting locations = Pilih pemain dari tempat mulai
Random number of Civilizations = Jumlah Peradaban acak
@ -448,7 +454,7 @@ This is used for painting resources, not in map generator steps: = Ini digunakan
Advanced Settings = Pengaturan Lanjutan
RNG Seed = Benih Acak
Map Elevation = Tinggi Peta
Temperature extremeness = Keekstreman temperatur
Temperature intensity = Keekstreman temperatur
Temperature shift = Perubahan suhu
Resource richness = Kekayaan sumber daya alam
Vegetation richness = Kerimbunan tumbuhan
@ -670,7 +676,7 @@ To create a multiplayer game, check the 'multiplayer' toggle in the New Game scr
You can assign your own user ID there easily, and other players can copy their user IDs here and send them to you for you to include them in the game. = Kamu bisa memasukkan ID penggunamu dengan mudah, dan pemain lain bisa menyalin ID pengguna mereka di sini dan bermain bersama.
Once you've created your game, the Game ID gets automatically copied to your clipboard so you can send it to the other players. = Ketika kamu telah membuat permainanmu, ID permainan secara otomatis disalin ke papan klip supaya kamu bisa mengirimnya ke pemain lain.
Players can enter your game by copying the game ID to the clipboard, and clicking on the 'Add multiplayer game' button = Pemain dapat masuk ke permainanmu dengan menyalin ID permainan ke papan klip dan menekan tombol 'Tambah permainan multipemain'
The symbol of your nation will appear next to the game when it's your turn = Simbol bangsamu akan muncul di samping permainan saat giliranmu
The symbol of your nation will appear next to the game when it's your turn = Simbol bangsamu akan muncul di samping permainan pada saat giliranmu
Back = Kembali
Rename = Namakan ulang
Add multiplayer game = Tambahkan permainan multipemain
@ -810,9 +816,7 @@ Hidden = Disembunyikan
Visible = Terlihat
Permanent = Permanen
Minimap size = Ukuran peta mini
# This is the leftmost Minimap size slider position
off = mati
Show minimap = Tunjukkan peta kecil
Show tutorials = Tunjukkan tutorial
Reset tutorials = Atur ulang tutorial
@ -846,7 +850,9 @@ When disabled, saves battery life but certain animations will be suspended = Ket
## Gameplay tab
Gameplay = Permainan
Check for idle units = Cek unit yang menganggur
'Next unit' button cycles idle units = Tombol 'Unit selanjutnya' memutari unit yang menganggur
Auto Unit Cycle = Siklus Unit Otomatis
Show Small Skip/Cycle Unit Button = Tunjukkan Tombol Lewati/Siklus Unit
Move units with a single tap = Gerakkan unit dengan sekali ketuk
Move units with a long tap = Gerakkan unit dengan ketukan yang lama
Auto-assign city production = Otomatis tugaskan produksi kota
@ -886,12 +892,14 @@ Could not download music! = Tidak dapat mengunduh musik!
## Advanced tab
Advanced = Lanjutan
Number of autosave files stored = Jumlah berkas simpanan otomatis yang tersimpan
Turns between autosaves = Jumlah Giliran tiap simpanan otomatis
Screen orientation = Orientasi layar
Landscape (fixed) = Lanskap (tetap)
Portrait (fixed) = Potret (tetap)
Auto (sensor adjusted) = Otomatis (diatur sensor)
Auto (sensor adjusted) = Otomatis (disesuaikan sensor)
Enable using display cutout areas = Aktifkan penggunaan area potongan tampilan
Hide system status and navigation bars = Sembunyikan status serta bar navigasi
Font family = Keluarga fon
@ -982,12 +990,12 @@ Your Golden Age has ended. = Masa Kejayaanmu sudah berakhir.
We have conquered the city of [cityName]! = Kita telah menguasai kota [cityName]!
Your citizens are revolting due to very high unhappiness! = Wargamu memberontak karena ketidakbahagiaan yang sangat tinggi!
# Possible HP loss loss when attacking, e.g. (-5 HP)
([amount] HP) = ([amount] HP)
An enemy [unit] has attacked [cityName] ([amount2] HP) = [unit] musuh telah menyerang [cityName] ([amount2] HP)
An enemy [unit] ([amount] HP) has attacked [cityName] ([amount2] HP) = [unit] musuh ([amount] HP) telah menyerang [cityName] ([amount2] HP)
An enemy [unit] ([amount] HP) has [battleAction] our [ourUnit] ([amount2] HP) = [unit] musuh ([amount] HP) telah [battleAction] [ourUnit] kita ([amount2] HP)
An enemy [unit] has attacked our [ourUnit] ([amount] HP) = [unit] musuh telah menyerang [ourUnit] kita ([amount] HP)
An enemy [unit] ([amount] HP) has attacked our [ourUnit] ([amount2] HP) = [unit] musuh ([amount] HP) telah menyerang [ourUnit] kita ([amount2] HP)
Enemy city [cityName] has attacked our [ourUnit] = Kota musuh, [cityName], telah menyerang [ourUnit] kita
Enemy city [cityName] has attacked our [ourUnit] ([amount2] HP) = Kota musuh, [cityName], telah menyerang [ourUnit] kita ([amount2] HP)
An enemy [unit] has captured [cityName] = [unit] musuh telah merebut [cityName]
@ -1010,12 +1018,12 @@ An enemy [unit] was destroyed while attacking our [ourUnit] = [unit] musuh telah
An enemy [unit] ([amount] HP) was destroyed while attacking our [ourUnit] ([amount2] HP) = [unit] musuh ([amount] HP) telah dihancurkan ketika menyerang [ourUnit] kita ([amount2] HP)
# Interception messages
Our [attackerName] ([amount] HP) was attacked by an intercepting [interceptorName] ([amount2] HP) = [attackerName] kita ([amount] HP) telah diserang oleh [interceptorName] pencegat ([amount2] HP)
Our [attackerName] ([amount] HP) was attacked by an unknown interceptor = [attackerName] kita ([amount] HP) telah diserang oleh pencegat yang tidak diketahui
Our [attackerName] ([amount] HP) was destroyed by an intercepting [interceptorName] ([amount2] HP) = [attackerName] kita ([amount] HP) telah dihancurkan oleh [interceptorName] pencegat ([amount2] HP)
Our [attackerName] ([amount] HP) was destroyed by an unknown interceptor = [attackerName] kita ([amount] HP) telah dihancurkan oleh pencegat yang tidak diketahui
Our [interceptorName] ([amount] HP) intercepted and destroyed an enemy [attackerName] ([amount2] HP) = [interceptorName] kita ([amount] HP) telah dicegat dan dihancurkan oleh [attackerName] musuh ([amount2] HP)
Our [attackerName] ([amount] HP) destroyed an intercepting [interceptorName] ([amount2] HP) = [attackerName] kita ([amount] HP) telah menghancurkan [interceptorName] pencegat ([amount2] HP)
Our [attackerName] ([amount] HP) was attacked by an intercepting [interceptorName] ([amount2] HP) = [attackerName] kita ([amount] HP) diserang oleh [interceptorName] pencegat ([amount2] HP)
Our [attackerName] ([amount] HP) was attacked by an unknown interceptor = [attackerName] kita ([amount] HP) diserang oleh pencegat yang tidak diketahui
Our [attackerName] ([amount] HP) was destroyed by an intercepting [interceptorName] ([amount2] HP) = [attackerName] kita ([amount] HP) dihancurkan oleh [interceptorName] pencegat ([amount2] HP)
Our [attackerName] ([amount] HP) was destroyed by an unknown interceptor = [attackerName] kita ([amount] HP) dihancurkan oleh pencegat yang tidak diketahui
Our [interceptorName] ([amount] HP) intercepted and destroyed an enemy [attackerName] ([amount2] HP) = [interceptorName] kita ([amount] HP) mencegat dan menghancurkan [attackerName] musuh ([amount2] HP)
Our [attackerName] ([amount] HP) destroyed an intercepting [interceptorName] ([amount2] HP) = [attackerName] kita ([amount] HP) menghancurkan [interceptorName] pencegat ([amount2] HP)
Our [interceptorName] ([amount] HP) intercepted and was destroyed by an enemy [attackerName] ([amount2] HP) = [interceptorName] kita ([amount] HP) mencegat dan dihancurkan oleh [attackerName] musuh ([amount2] HP)
Our [interceptorName] ([amount] HP) intercepted and was destroyed by an unknown enemy = [interceptorName] kita ([amount] HP) mencegat dan dihancurkan oleh musuh yang tidak diketahui
Our [interceptorName] ([amount] HP) intercepted and attacked an enemy [attackerName] ([amount2] HP) = [interceptorName] kita ([amount] HP) mencegat dan menyerang [attackerName] musuh ([amount2] HP)
@ -1169,6 +1177,10 @@ Turn = Giliran
turns = giliran
turn = giliran
Next unit = Unit selanjutnya
[amount] units idle = [amount] unit menganggur
[idleCount] idle = [idleCount] menganggur
[skipCount] skipping = [skipCount] melewati
Cycle = Siklus
Fog of War = Kabut Perang
Pick a policy = Pilih sebuah kebijakan
Move Spies = Gerakkan Mata-mata
@ -1218,7 +1230,7 @@ Pillage = Jarah
Pillage [improvement] = Jarah [improvement]
[improvement] (Pillaged!) = [improvement] (Dijarah!)
Repair [improvement] - [turns] = Perbaiki [improvement] - [turns]
Wait = Tunggu
Skip turn = Lewati giliran
Are you sure you want to pillage this [improvement]? = Apakah kamu yakin ingin menjarah [improvement] ini?
We have looted [amount] from a [improvement] = Kita telah menjarah [amount] dari suatu [improvement]
We have looted [amount] from a [improvement] which has been sent to [cityName] = Kita telah menjarah [amount] dari sebuah [improvement], yang telah dikirimkan ke [cityName]
@ -1434,8 +1446,7 @@ Hurry Construction = Percepat Pembangunan
Hurry Construction (+[productionAmount]⚙) = Percepat Pembangunan (+[productionAmount]⚙)
Spread Religion = Sebarkan Agama
Spread [religionName] = Sebarkan [religionName]
# Requires translation!
[civName]'s [unitName] has converted [cityName] to [religionName] =
[civName]'s [unitName] has converted [cityName] to [religionName] = [unitName] [civName] telah mengkonversi [cityName] ke [religionName]
Remove Heresy = Hilangkan Kesesatan
Found a Religion = Dirikan Agama
Enhance a Religion = Perkuat Agama
@ -1538,7 +1549,7 @@ Status\n(puppet, resistance or being razed) = Status\n(boneka, perlawanan, atau
Built [building] = Membangun [building]
Add all [comment] in capital = Tambahkan semua [comment] di ibu kota
Destroy all players = Binasakan semua pemain
Capture all capitals = Tawan semua ibu kota
Capture all capitals = Rebut semua ibu kota
Complete [amount] Policy branches = Lengkapi [amount] cabang Kebijakan
You have won a [victoryType] Victory! = Kamu telah memenangkan Kemenangan [victoryType]!
[civilization] has won a [victoryType] Victory! = [civilization] telah memenangkan Kemenangan [victoryType]!
@ -1546,9 +1557,9 @@ Your civilization stands above all others! The exploits of your people shall be
You have been defeated. Your civilization has been overwhelmed by its many foes. But your people do not despair, for they know that one day you shall return - and lead them forward to victory! = Kamu telah dikalahkan. Peradabanmu kewalahan menangani musuhnya yang banyak. Tetapi rakyatmu tidak putus asa, karena mereka tahu bahwa suatu hari kamu akan kembali - dan membawa mereka menuju kemenangan!
One more turn...! = Satu giliran lagi...!
Destroy [civName] = Hancurkan [civName]
Capture [cityName] = Tawan [cityName]
Capture [cityName] = Rebut [cityName]
Destroy ? * [civName] = Hancurkan ? * [civName]
Capture ? * [cityName] = Tawan ? * [cityName]
Capture ? * [cityName] = Rebut ? * [cityName]
Majority religion of ? * [civName] = Agama mayoritas dari ? * [civName]
Our status = Status kita
Global status = Status global
@ -1642,7 +1653,7 @@ Bonus stats for improvement = Bonus statistik untuk peningkatan
Buildings that consume this resource = Bangunan yang menggunakan sumber daya ini
Buildings that provide this resource = Bangunan yang menyediakan sumber daya ini
Improvements that provide this resource = Peningkatan yang menyediakan sumber daya ini
Buildings that require this resource worked near the city = Bangunan yang memerlukan sumber daya ini dikerjakan di dekat kota
Buildings that require this resource improved near the city = Bangunan yang memerlukan sumber daya ini ditingkatkan di dekat kota
Units that consume this resource = Unit yang menggunakan sumber daya ini
Can be built on = Dapat dibangun di
Cannot be built on = Tidak dapat dibangun di
@ -1652,12 +1663,12 @@ Can be created instantly by = Dapat dibuat langsung oleh
Defence bonus = Bonus pertahanan
Movement cost = Biaya pergerakan
for = untuk
Missing translations: = Terjemahan belum ada:
Missing translations: = Terjemahan yang belum ada:
Create = Buat
Improvements = Peningkatan
Loading... = Sedang Memuat...
Filter: = Filter:
OK = BAIKLAH
OK = OKE
Map is incompatible with the chosen ruleset! = Peta tidak cocok dengan aturan dasar yang dipilih!
Base terrain [terrain] does not exist in ruleset! = Medan dasar [terrain] tidak ditemukan di aturan dasar!
Terrain feature [feature] does not exist in ruleset! = Fitur medan [feature] tidak ditemukan di aturan dasar!
@ -1741,7 +1752,7 @@ No yields = Tidak ada penghasilan
Mod: [modname] = Mod: [modname]
Search text: = Cari teks:
Invalid regular expression = Ekspresi reguler yang tidak sah
Mod filter: = Saring mod:
Mod filter: = Filter mod:
-Combined- = -Digabung-
Search! = Cari!
Results = Hasil
@ -2061,8 +2072,7 @@ Provides a unique luxury = Menyediakan sumber daya mewah unik
Military Units gifted from City-States start with [amount] XP = Unit militer yang diberikan oleh Negara-Kota memulai dengan [amount] XP
Militaristic City-States grant units [amount] times as fast when you are at war with a common nation = Negara-Kota Militeristik memberikan unit [amount] kali lipat lebih cepat ketika kamu sama-sama berperang melawan musuh yang sama
Gifts of Gold to City-States generate [relativeAmount]% more Influence = Pemberian Emas ke Negara-Kota menghasilkan [relativeAmount]% lebih banyak Pengaruh
# Requires translation!
Can spend Gold to annex or puppet a City-State that has been your Ally for [amount] turns =
Can spend Gold to annex or puppet a City-State that has been your Ally for [amount] turns = Dapat mengeluarkan Emas untuk menganeksasi atau menjadikan Negara-Kota yang telah menjadi Sekutumu sebagai boneka selama [amount] giliran
City-State territory always counts as friendly territory = Wilayah Negara-Kota selalu dihitung sebagai wilayah bersahabat
Allied City-States will occasionally gift Great People = Negara-Kota Sekutu akan secara berkala memberikan Orang Hebat
Will not be chosen for new games = Tidak akan dipilih untuk permainan baru
@ -2123,7 +2133,8 @@ Enables embarkation for land units = Memampukan unit darat untuk melaut
Enables [mapUnitFilter] units to enter ocean tiles = Memampukan unit [mapUnitFilter] memasuki ubin samudra
Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned = Unit darat dapat melewati ubin [terrainName] setelah [baseUnitFilter] pertama didapatkan
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory = Unit [mapUnitFilter] musuh harus menggunakan [amount] poin pergerakan tambahan di dalam wilayahmu
New [baseUnitFilter] units start with [amount] Experience [cityFilter] = Unit [baseUnitFilter] yang baru memulai dengan [amount] Pengalaman [cityFilter]
# Requires translation!
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion = Semua unit [baseUnitFilter] yang baru dilatih [cityFilter] mendapatkan promosi [promotion]
[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing = Unit [mapUnitFilter] yang bersebelahan dengan kota ini mendapat [amount] HP tiap giliran ketika sedang disembuhkan
[relativeAmount]% City Strength from defensive buildings = [relativeAmount]% Kekuatan Kota dari bangunan-bangunan pertahanan
@ -2199,6 +2210,7 @@ Connects trade routes over water = Menghubungkan rute perdagangan melalui air
Automatically built in all cities where it is buildable = Otomatis dibangun di semua kota jika bisa dibangun
Creates a [improvementName] improvement on a specific tile = Membuat peningkatan [improvementName] di ubin yang spesifik
Founds a new city = Mendirikan kota baru
Founds a new puppet city = Mendirikan kota boneka baru
Can instantly construct a [improvementFilter] improvement = Bisa langsung membangun peningkatan [improvementFilter]
May create improvements on water resources = Dapat membuat peningkatan di sumber daya air
Can build [improvementFilter/terrainFilter] improvements on tiles = Dapat membangun peningkatan [improvementFilter/terrainFilter] di ubin
@ -2354,6 +2366,7 @@ Adjacent enemy units ending their turn take [amount] damage = Unit musuh bersebe
Great Improvement = Peningkatan Besar
Provides a random bonus when entered = Memberikan bonus acak ketika dimasuki
Unpillagable = Tidak dapat dijarah
Destroyed when pillaged = Dihancurkan saat dijarah
Irremovable = Tidak dapat disingkirkan
Will not be replaced by automated units = Tidak akan digantikan oleh unit yang diotomatisasi
Improves [resourceFilter] resource in this tile = Meningkatkan sumber daya [resourceFilter] di ubin ini
@ -2374,6 +2387,7 @@ for [civFilter] Civilizations = untuk [civFilter] Peradaban
when at war = saat sedang berperang
when not at war = saat tidak sedang berperang
during a Golden Age = selama Masa Kejayaan
when not in a Golden Age = saat tidak berada di dalam Masa Kejayaan
during We Love The King Day = selama Hari Kami Mencintai Raja
while the empire is happy = selama kekaisaran sedang bahagia
when between [amount] and [amount2] Happiness = saat memiliki antara [amount] dan [amount2] Kebahagiaan
@ -2517,6 +2531,7 @@ upon constructing [buildingFilter] = saat membangun [buildingFilter]
upon constructing [buildingFilter] [cityFilter] = saat membangun [buildingFilter] [cityFilter]
upon gaining a [baseUnitFilter] unit = saat mendapatkan unit [baseUnitFilter]
upon turn end = saat mengakhiri giliran
upon turn start = saat memulai giliran
upon founding a Pantheon = saat mendirikan Panteon
upon founding a Religion = saat mendirikan Agama
upon enhancing a Religion = saat memperkuat Agama
@ -2532,6 +2547,7 @@ upon losing the [promotion] status = saat kehilangan status [promotion]
upon losing at least [amount] HP in a single attack = saat kehilangan setidaknya [amount] HP dalam satu serangan
upon ending a turn in a [tileFilter] tile = saat mengakhiri giliran di ubin [tileFilter]
upon discovering a [tileFilter] tile = saat menemukan ubin [tileFilter]
upon entering a [tileFilter] tile = saat memasuki ubin [tileFilter]
for [amount] turns = selama [amount] giliran
hidden from users = disembunyikan dari pengguna
for every [countable] = untuk setiap [countable]
@ -2778,7 +2794,7 @@ Dead = Mati
You declared war on us! = Kamu menyatakan perang pada kami!
Your warmongering ways are unacceptable to us. = Caramu berperang tidak dapat diterima oleh kami.
You have captured our cities! = Kamu telah menawan kota kami!
You have captured our cities! = Kamu telah merebut kota kami!
You have declared friendship with our enemies! = Kamu telah mendeklarasikan pertemanan dengan musuh kami!
Your so-called 'friendship' is worth nothing. = 'Pertemanan'mu tidak berharga apapun untuk kami.
You have declared a defensive pact with our enemies! = Kamu telah menyatakan pakta pertahanan dengan musuh-musuh kita!
@ -2792,10 +2808,10 @@ You betrayed your promise to not spread your religion to us = Kamu telah menging
Your arrogant demands are in bad taste = Tuntutan aroganmu tidak pantas
Your use of nuclear weapons is disgusting! = Caramu menggunakan senjata nuklir itu menjijikkan!
You have stolen our lands! = Kamu telah mencuri tanah kami!
You destroyed City-States that were under our protection! = Kamu telah menghancurkan Negara-Kota yang berada di bawah perlindungan kami!
You attacked City-States that were under our protection! = Kamu telah menyerang Negara-Kota yang berada di bawah perlindungan kami!
You destroyed City-States that were under our protection! = Kamu menghancurkan Negara-Kota yang berada di bawah perlindungan kami!
You attacked City-States that were under our protection! = Kamu menyerang Negara-Kota yang berada di bawah perlindungan kami!
You attacked our allied City-States! = Kamu menyerang Negara-Kota sekutu kami!
You demanded tribute from City-States that were under our protection! = Kamu telah menagih upeti dari Negara-Kota yang berada di bawah perlindungan kami!
You demanded tribute from City-States that were under our protection! = Kamu menagih upeti dari Negara-Kota yang berada di bawah perlindungan kami!
You sided with a City-State over us = Kamu lebih berpihak kepada Negara-Kota daripada kami
You spied on us! = Kamu memata-matai kami!
You took the alliance we had with a City-State = Kamu mengambil persukutuan yang kami miliki dengan sebuah Negara-Kota
@ -2836,6 +2852,8 @@ Open AutoPlay menu = Buka menu AutoMain
Empire Overview = Gambaran Kekaisaran
Music Player = Pemutar Musik
Developer Console = Konsol Pengembang
Idle Prev = Menganggur Sebelumnya
Idle Next = Menganggur Selanjutnya
Empire Overview Trades = Gambaran Perdagangan Kekaisaran
Empire Overview Units = Gambaran Unit Kekaisaran
Empire Overview Politics = Gambaran Politik Kekaisaran
@ -3028,7 +3046,7 @@ Castle = Kastel
Mughal Fort = Benteng Mughal
Himeji Castle = Kastel Himeji
Himeji Castle = Istana Himeji
'Bushido is realized in the presence of death. This means choosing death whenever there is a choice between life and death. There is no other reasoning.' - Yamamoto Tsunetomo = 'Bushido diwujudkan di hadapan kematian. Hal ini berarti memilih kematian setiap kali ada pilihan antara hidup dan mati. Tidak perlu pertimbangan lain.' - Yamamoto Tsunetomo
Ironworks = Pertukangan Besi
@ -3071,7 +3089,7 @@ Museum = Museum
The Louvre = Louvre
'Every genuine work of art has as much reason for being as the earth and the sun' - Ralph Waldo Emerson = 'Setiap karya seni yang asli memiliki jumlah alasan untuk ada yang sama dengan bumi maupun matahari' - Ralph Waldo Emerson
Public School = Sekolah Umum
Public School = Sekolah Negeri
Factory = Pabrik
@ -5064,7 +5082,7 @@ Manufactory = Perusahaan manufaktur
Customs house = Gedung pabean
Holy site = Situs agama
Holy site = Situs suci
Citadel = Benteng
@ -5198,7 +5216,7 @@ Formation I = Formasi I
Formation II = Formasi II
Blitz = Blitz
Blitz = Serangan Kilat
Woodsman = Ahli Hutan
@ -5516,7 +5534,7 @@ Atomic Bomb = Bom Atom
Rocket Artillery = Artileri Roket
Mobile SAM = Kendaraan Rudal
Mobile SAM = Kendaraan SAM
Guided Missile = Peluru Kendali
@ -5594,13 +5612,13 @@ Fertility Rites = Ritual Kesuburan
God of Craftsman = Dewa Pertukangan
God of the Open Sky = Dewa Langit
God of the Open Sky = Dewa Langit Terbuka
God of the Sea = Dewa Laut
God of War = Dewa Perang
Goddess of Festivals = Dewi Pesta
Goddess of Festivals = Dewi Festival
Goddess of Love = Dewi Cinta
@ -5626,7 +5644,7 @@ Sacred Waters = Air Suci
Stone Circles = Lingkaran Batu
Asceticism = Pertapaan
Asceticism = Asketisisme
Cathedrals = Katedral
@ -6897,7 +6915,11 @@ Once a certain tech is researched, your land units can embark, allowing them to
Units are defenseless while embarked (cannot use modifiers), and have a fixed Defending Strength based on your tech Era, so be careful!\nRanged Units can't attack, Melee Units have a Strength penalty, and all have limited vision. = Unit tidak memiliki pertahanan saat melaut (tidak dapat menggunakan pemodifikasi), dan memiliki Kekuatan Pertahanan yang tetap sesuai dengan era teknologi peradabanmu, jadi berhati-hatilah!\nUnit jarak jauh tidak bisa menyerang, unit jarak dekat mendapatkan penalti Kekuatan, dan semua unit memiliki penglihatan yang terbatas.
Idle Units = Unit Menganggur
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Wait'.\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 ingin menggerakkan unit pada giliran ini, kamu dapat melewatinya dengan mengeklik 'Unit selanjutnya' lagi, atau memerintahkan unit untuk 'Tunggu'.\nJika kamu tidak akan menggerakkannya untuk sementara, kamu dapat memerintah unit untuk memasuki mode Bertahan atau Tidur - \n unit yang sedang Bertahan atau Tidur tidak dianggap sebagai unit menganggur.\nJika kamu ingin mematikan fitur 'Unit selanjutnya' sepenuhnya, kamu dapat mengalihkannya di Menu -> Cek unit yang menganggur.
Clicking 'Next unit' moves to the next idle unit in the queue (as listed in Overview -> Units). After issuing an order to an unit, if 'Auto Unit Cycle' in Options -> Gameplay is enabled, you will automatically select the next idle unit. = Mengeklik 'Unit selanjutnya' menggerakkannya ke unit yang menganggur selanjutnya dalam antrean (seperti yang didaftarkan di Gambaran Umum -> Unit). Setelah memberikan perintah kepada unit, jika 'Siklus Unit Otomatis' di Opsi -> Permainan dinyalakan, kamu akan secara otomatis memilih unit yang menganggur selanjutnya.
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Skip turn'. = Jika kamu tidak ingin menggerakkan unit pada giliran ini, kamu dapat melewatinya dengan mengeklik 'Unit selanjutnya' lagi, atau memerintahkan unit untuk 'Lewati giliran'.
If you want to disable the 'Next unit' feature entirely, you can toggle it in Options -> Gameplay -> Check for idle units. = Jika kamu ingin mematikan fitur 'Unit selanjutnya' sepenuhnya, kamu dapat mengalihkannya di Opsi -> Permainan -> Cek unit menganggur.
If you'd rather 'Next unit' cycle the units and not mark them as Done, you can change it in the Options -> Gameplay menu. = Jika kamu lebih baik 'Unit selanjutnya' lewati unit dan tidak menandai mereka sebagai Selesai, kamu dapat mengubahnya di Opsi -> Menu permainan.
You can also cycle through the idle units using the left and right triangles on the Unit Table in the lower left of the screen. Or by default using the Cycle button next to the 'Next Unit' button. = Kamu juga dapat melewati unit yang menganggur dengan menggunakan segitiga kiri dan kanan pada Tabel Unit di kiri bawah layar. Atau secara bawaan menggunakan tombol Siklus di samping tombol 'Unit Selanjutnya'.
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 permainan ini belum lengkap.\n Unciv dibuat dengan sumber yang terbuka dan gratis, selamanya.\n Itu berarti tidak ada iklan dan omong kosong lainnya.
@ -6965,7 +6987,7 @@ This is where you spend most of your time playing Unciv. See the world, control
: Unit Action Buttons - while a unit is selected its possible actions appear here. = ⑥: Tombol Tindakan Unit - ketika unit dipilih, tindakan-tindakan yang bisa dilakukan dapat dilihat di sini.
: The unit/city info pane - shows information about a selected unit or city. = ⑦: Panel info unit/kota - menunjukkan informasi tentang unit atau kota yang dipilih.
: The name (and unit icon) of the selected unit or city, with current health if wounded. Clicking a unit name or icon will open its civilopedia entry. = ⑧: Nama (dan ikon unit) dari unit yang terpilih atau kota yang terpilih, dengan darahnya jika terluka. Dengan mengeklik nama atau ikon unit, catatan civilopedia unit yang bersangkutan akan muncul.
: The arrow buttons allow jumping to the next/previous unit. = ⑨: Tombol panah dapat digunakan untuk melompat ke unit selanjutnya/sebelumnya.
: The arrow buttons allow jumping to the next/previous idle unit. = Tombol-tombol anak panah memperbolehkan melompati ke unit menganggur selanjutnya/sebelumnya.
: For a selected unit, its promotions appear here, and clicking leads to the promotions screen for that unit. = ⑩: Bagi unit yang dipilih, promosinya muncul di sini, dan mengeklik membawanya ke layar promosi untuk unit itu.
: Remaining/per turn movement points, strength and experience / XP needed for promotion. For cities, you get its combat strength. = ⑪: Poin gerakan tersisa/giliran, kekuatan dan pengalaman/XP yang diperlukan untuk promosi. Untuk kota, kamu dapat melihat kekuatan tempurnya.
: This button closes the selected unit/city info pane. = ⑫: Tombol ini menutup panel unit/kota yang dipilih.
@ -7048,7 +7070,7 @@ Inquisitors = Inkuisitor
Inquisitors are the last religious unit, and their strength is removing other religions. = Inkuisitor adalah unit agama terakhir dan kelebihannya adalah menyingkirkan agama lain.
They can remove all other religions from one of your own cities, removing any pressures built up. = Mereka bisa menyingkirkan semua agama lain dari satu atau lebih kotamu, menghilangkan tekanan apa pun yang sudah terkumpul.
Great prophets also have this ability, and remove all other religions in the city when spreading their religion. = Nabi besar juga memiliki kemampuan ini, dan menyingkirkan semua agama lain di kota saat menyebarkan agama mereka.
Often this results in the city immediately converting to their religion = Sering kali, aksi ini langsung mengonversi kota tersebut menjadi pengikut agama mereka
Often this results in the city immediately converting to their religion = Sering kali, aksi ini langsung mengkonversi kota tersebut menjadi pengikut agama mereka
Additionally, when an inquisitor is stationed in or directly next to a city center, units of other religions cannot spread their faith there, though natural spread is unaffected. = Selain itu, saat seorang inkuisitor berada di dalam atau tepat di samping pusat kota, unit dari agama-agama lain tidak bisa menyebarkan agama mereka di sana, meskipun begitu, penyebaran secara alami tidak terpengaruh.
The Mayan unique ability, 'The Long Count', comes with a side effect: = Kemampuan unik Maya, 'Perhitungan Panjang', memiliki efek samping:

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@ -102,8 +102,8 @@ New [civName]\n(formerly known as [cityName]) = Nuova [civName]\n(ex [cityName])
Requires [buildingName] to be built in the city = La Città richiede [buildingName]
Requires [buildingName] to be built in all cities = Richiede [buildingName] in tutte le città
Provides a free [buildingName] in the city = Dona l'edificio gratuito [buildingName] nella città
Requires worked [resource] near city = Richiede che la città sfrutti [resource]
Requires at least one of the following resources worked near the city: = Richiede almeno una delle seguenti risorse sfruttate vicino alla città:
Requires improved [resource] near city = Richiede la risorsa [resource] nei pressi della città
Requires at least one of the following resources improved near the city: = Richiede almeno una delle seguenti risorse migliorate nei pressi della città:
Wonder is being built elsewhere = Meraviglia in costruzione altrove
National Wonder is being built elsewhere = Una Meraviglia Nazionale è in costruzione altrove
Requires a [buildingName] in all [cityFilter] cities = Richiede [buildingName] in tutte le città [cityFilter]
@ -119,6 +119,8 @@ Requires [PolicyOrNationalWonder] = Richiede [PolicyOrNationalWonder]
Cannot be purchased = Non acquistabile
Can only be purchased = Disponibile solo per acquisto
See also = Vedi anche
Use default promotions = Usa promozioni default
Default promotions for [unitType] = Promozioni default per [unitType]
Requires at least one of the following: = Richiede almeno uno dei seguenti:
Requires all of the following: = Richiede tutti i seguenti:
@ -199,7 +201,7 @@ They promised not to spread religion to us ([count] turns remaining) = Ci hanno
[civName] is upset that you demanded tribute from [cityState], whom they have pledged to protect! = La tua richiesta di tributo da [cityState] ha contrariato il suo protettore [civName]!
[civName] is upset that you attacked [cityState], whom they have pledged to protect! = L'attacco a [cityState] ha contrariato il suo protettore [civName]!
[civName] is upset that you attacked [cityState], whom they are allied with! = L'attacco a [cityState] ha contrariato il suo alleato [civName]!
[civName] is outraged that you destroyed [cityState], whom they had pledged to protect! = La distruzione di [cityState] ha oltraggiato il suo protettore, [civName]!
[civName] is outraged that you destroyed [cityState], whom they had pledged to protect! = La distruzione di [cityState] ha oltraggiato il suo protettore [civName]!
[civName] has destroyed [cityState], whom you had pledged to protect! = [civName] ha distrutto [cityState], che si trovava sotto la tua protezione!
Unforgivable = Imperdonabile!
@ -381,6 +383,7 @@ Start game! = Comincia la tua avventura!
Map Options = Opzioni mappa
Game Options = Opzioni di gioco
Civilizations = Civiltà
Shuffle Civ Order at Start = Mischia ordine Civiltà all'inizio
Map Type = Tipo di mappa
Map file = File mappa
Max Turns = Limite turni
@ -392,6 +395,7 @@ Existing = Esistente
Custom = Personalizzata
Map Generation Type = Tipo generazione mappa
Enabled Map Generation Types = Tipi generazione mappa abilitati
Example map = Mappa esempio
# Map types
Default = Default
@ -403,6 +407,8 @@ Four Corners = Quattro angoli
Archipelago = Arcipelago
Inner Sea = Mare interno
Perlin = Perlin
Small Continents = Piccoli continenti
Fractal = Frattale
Select players from starting locations = Seleziona giocatori da posizioni iniziali
Random number of Civilizations = Numero casuale di Civiltà
@ -454,7 +460,7 @@ This is used for painting resources, not in map generator steps: = Questo va usa
Advanced Settings = Impostazioni avanzate
RNG Seed = Seme RNG
Map Elevation = Altezza mappa
Temperature extremeness = Estremità temperatura
Temperature intensity = Estremità temperatura
Temperature shift = Cambio temperatura
Resource richness = Abbondanza risorse
Vegetation richness = Abbondanza vegetazione
@ -816,9 +822,7 @@ Hidden = Nascoste
Visible = Visibili
Permanent = Permanente
Minimap size = Grandezza minimappa
# This is the leftmost Minimap size slider position
off = Disattiva
Show minimap = Mostra minimappa
Show tutorials = Mostra tutorial
Reset tutorials = Reset tutorial
@ -852,7 +856,9 @@ When disabled, saves battery life but certain animations will be suspended = Se
## Gameplay tab
Gameplay = Gameplay
Check for idle units = Controlla unità inutilizzate
'Next unit' button cycles idle units = Il tasto 'Prossima unità' cicla tra unità inutilizzate
Auto Unit Cycle = Auto-cicla unità
Show Small Skip/Cycle Unit Button = Mostra minitasto Salta/Cicla unità
Move units with a single tap = Sposta unità con un solo tocco
Move units with a long tap = Sposta unita tenendo premuto
Auto-assign city production = Autoassegna produzione città
@ -892,8 +898,10 @@ Could not download music! = Impossibile scaricare musica!
## Advanced tab
Advanced = Avanzate
Number of autosave files stored = Numero di autosalvataggi immagazzinati
Turns between autosaves = Turni tra autosalvataggi
Screen orientation = Orientamento schermo
Landscape (fixed) = Panorama (fisso)
Portrait (fixed) = Ritratto (fisso)
@ -988,21 +996,21 @@ Your Golden Age has ended. = La tua Età dell'Oro è terminata.
We have conquered the city of [cityName]! = Abbiamo conquistato la città di [cityName]!
Your citizens are revolting due to very high unhappiness! = I tuoi cittadini si rivoltano a causa di un'infelicità elevata!
# Possible HP loss loss when attacking, e.g. (-5 HP)
([amount] HP) = ([amount] HP)
An enemy [unit] has attacked [cityName] ([amount2] HP) = [unit] nemico ha attaccato [cityName] ([amount2] HP)
An enemy [unit] ([amount] HP) has attacked [cityName] ([amount2] HP) = [unit] nemico ([amount] HP) ha attaccato [cityName] ([amount2] HP)
An enemy [unit] ([amount] HP) has [battleAction] our [ourUnit] ([amount2] HP) = [unit] nemico ([amount] HP) ha [battleAction] il tuo [ourUnit] ([amount2] HP)
An enemy [unit] has attacked our [ourUnit] ([amount] HP) = L'unità nemica [unit] ha attaccato l'unità [ourUnit] ([amount] HP)
An enemy [unit] ([amount] HP) has attacked our [ourUnit] ([amount2] HP) = [unit] nemico ([amount] HP) ha attaccato [ourUnit] ([amount2] HP)
Enemy city [cityName] has attacked our [ourUnit] = La città nemica di [cityName] ha attaccato [ourUnit]
Enemy city [cityName] has attacked our [ourUnit] ([amount2] HP) = La città nemica [cityName] ha attaccato [ourUnit] ([amount2] HP)
An enemy [unit] has captured [cityName] = Un'unità nemica [unit] ha conquistato [cityName]
An enemy [unit] has captured [cityName] = L'unità nemica [unit] ha conquistato [cityName]
An enemy [unit] ([amount] HP) has captured [cityName] ([amount2] HP) = L'unità nemica [unit] ([amount] HP) ha conquistato [cityName] ([amount2] HP)
An enemy [unit] has raided [cityName] = [unit] ha razziato [cityName]!
An enemy [unit] has raided [cityName] = L'unità nemica [unit] ha razziato [cityName]!
An enemy [unit] ([amount] HP) has raided [cityName] ([amount2] HP) = L'unità nemica [unit] ([amount] HP) ha raso al suolo [cityName] ([amount2] HP)
An enemy [unit] has captured our [ourUnit] = Un'unità nemica [unit] ha catturato [ourUnit]
An enemy [unit] has captured our [ourUnit] = L'unità nemica [unit] ha catturato [ourUnit]
An enemy [unit] ([amount] HP) has captured our [ourUnit] ([amount2] HP) = L'unità nemica [unit] ([amount] HP) ha catturato il nostro [ourUnit] ([amount2] HP)
An enemy [unit] has destroyed our [ourUnit] = Un'unità nemica [unit] ha distrutto [ourUnit]
An enemy [unit] has destroyed our [ourUnit] = L'unità nemica [unit] ha distrutto [ourUnit]
An enemy [unit] ([amount] HP) has destroyed our [ourUnit] ([amount2] HP) = L'unità nemica [unit] ([amount] HP) ha distrutto la nostra unità [ourUnit] ([amount2] HP)
Your [ourUnit] has destroyed an enemy [unit] = La tua unità [ourUnit] ha distrutto l'unità nemica [unit]
Your [ourUnit] ([amount] HP) has destroyed an enemy [unit] ([amount2] HP) = La tua unità [ourUnit] ([amount] HP) ha distrutto l'unità nemica [unit] ([amount2] HP)
@ -1175,6 +1183,10 @@ Turn = Turno
turns = turni
turn = turno
Next unit = Prossima unità
[amount] units idle = [amount] unità non mosse
[idleCount] idle = [idleCount] da muovere
[skipCount] skipping = [skipCount] saltate
Cycle = Cicla
Fog of War = Nebbia di guerra
Pick a policy = Scegli Politica
Move Spies = Sposta spie
@ -1224,7 +1236,7 @@ Pillage = Saccheggia
Pillage [improvement] = Saccheggia [improvement]
[improvement] (Pillaged!) = [improvement] (Sacco!)
Repair [improvement] - [turns] = Ripara [improvement] - [turns] turni
Wait = Attendi
Skip turn = Salta turno
Are you sure you want to pillage this [improvement]? = Vuoi davvero saccheggiare [improvement]?
We have looted [amount] from a [improvement] = Abbiamo saccheggiato [amount] da [improvement]
We have looted [amount] from a [improvement] which has been sent to [cityName] = Abbiamo saccheggiato [amount] da [improvement], e mandato il bottino a [cityName]
@ -1440,8 +1452,7 @@ Hurry Construction = Accelera costruzione
Hurry Construction (+[productionAmount]⚙) = Accellera costruzione (+[productionAmount]⚙)
Spread Religion = Diffondi religione
Spread [religionName] = Diffondi [religionName]
# Requires translation!
[civName]'s [unitName] has converted [cityName] to [religionName] =
[civName]'s [unitName] has converted [cityName] to [religionName] = [unitName] di [civName] ha convertito [cityName] a [religionName]
Remove Heresy = Rimuovi eresia
Found a Religion = Fonda Religione
Enhance a Religion = Potenzia Religione
@ -1648,7 +1659,7 @@ Bonus stats for improvement = Bonus per miglioramento
Buildings that consume this resource = Edifici che consumano questa risorsa
Buildings that provide this resource = Edifici che producono questa risorsa
Improvements that provide this resource = Miglioramenti che producono questa risorsa
Buildings that require this resource worked near the city = Edifici che richiedono la risorsa sfruttata vicino alla città
Buildings that require this resource improved near the city = Edifici che richiedono la risorsa migliorata nei pressi della città
Units that consume this resource = Unità che consumano questa risorsa
Can be built on = Può essere costruito/a su
Cannot be built on = Non costruibile su
@ -2067,8 +2078,7 @@ Provides a unique luxury = Dona una risorsa di lusso unica
Military Units gifted from City-States start with [amount] XP = Le unità militari ricevute dalle Città-Stato iniziano con [amount] XP
Militaristic City-States grant units [amount] times as fast when you are at war with a common nation = Le Città-Stato militaristiche ti donano unità [amount] volte più in fretta se siete in guerra con un nemico comune
Gifts of Gold to City-States generate [relativeAmount]% more Influence = +[relativeAmount]% Influenza dai doni in Oro alle Città-Stato
# Requires translation!
Can spend Gold to annex or puppet a City-State that has been your Ally for [amount] turns =
Can spend Gold to annex or puppet a City-State that has been your Ally for [amount] turns = Puoi spendere Oro per annettere o ridurre a fantoccio una Città-Stato che è stata tua Alleata per [amount] turni
City-State territory always counts as friendly territory = Il territorio delle Città-stato conta sempre come territorio amico
Allied City-States will occasionally gift Great People = Le Città-Stato alleate ti concederanno occasionalmente dei Grandi Personaggi
Will not be chosen for new games = Non verrà scelto per le nuove partite
@ -2129,7 +2139,8 @@ Enables embarkation for land units = Le unità terrestri possono imbarcarsi e at
Enables [mapUnitFilter] units to enter ocean tiles = Permette alle unità [mapUnitFilter] di attraversare l'oceano
Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned = Le unità possono attraversare le [terrainName] una volta quando ottieni per la prima volta [baseUnitFilter]
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory = Le unità [mapUnitFilter] spendono [amount] punti movimento extra all'interno del tuo territorio
New [baseUnitFilter] units start with [amount] Experience [cityFilter] = [amount] esperienza per le nuove unità [baseUnitFilter] [cityFilter]
# Requires translation!
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion = Tutte le unità [baseUnitFilter] addestrate [cityFilter] ottengono la promozione [promotion]
[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing = [mapUnitFilter] le unità adiacenti a questa città guariscono [amount] HP al turno quando si curano
[relativeAmount]% City Strength from defensive buildings = [relativeAmount]% Forza cittadina dagli edifici difensivi
@ -2205,6 +2216,7 @@ Connects trade routes over water = Consente le rotte commerciali marittime
Automatically built in all cities where it is buildable = Costruito automaticamente in tutte le città dove è costruibile
Creates a [improvementName] improvement on a specific tile = Crea un miglioramento [improvementName] su una casella specifica
Founds a new city = Può fondare una nuova città
Founds a new puppet city = Fonda una nuova città fantoccio
Can instantly construct a [improvementFilter] improvement = Può costruire instantaneamente un miglioramento [improvementFilter]
May create improvements on water resources = Può costruire miglioramenti sulle risorse acquatiche
Can build [improvementFilter/terrainFilter] improvements on tiles = Può costruire miglioramenti [improvementFilter/terrainFilter]
@ -2360,6 +2372,7 @@ Adjacent enemy units ending their turn take [amount] damage = Le unità nemiche
Great Improvement = Grande Miglioramento
Provides a random bonus when entered = Concede un bonus casuale all'accesso
Unpillagable = Non saccheggiabile
Destroyed when pillaged = Distrutto/a quando saccheggiato/a
Irremovable = Irremovibile
Will not be replaced by automated units = Non rimpiazzabile da unità automatizzate
Improves [resourceFilter] resource in this tile = Migliora la risorsa [resourceFilter] nella casella
@ -2380,6 +2393,7 @@ for [civFilter] Civilizations = per le civiltà [civFilter]
when at war = quando sei in guerra
when not at war = quando non sei in guerra
during a Golden Age = durante un'Età dell'Oro
when not in a Golden Age = al di fuori di un'Età dell'Oro
during We Love The King Day = durante la festa Viva il Re
while the empire is happy = mentre l'impero è felice
when between [amount] and [amount2] Happiness = se la Felicità è tra [amount] e [amount2]
@ -2523,6 +2537,7 @@ upon constructing [buildingFilter] = quando costruisci [buildingFilter]
upon constructing [buildingFilter] [cityFilter] = quando costruisci [buildingFilter] [cityFilter]
upon gaining a [baseUnitFilter] unit = quando ottieni un'unità [baseUnitFilter]
upon turn end = alla fine di un turno
upon turn start = all'inizio di un turno
upon founding a Pantheon = quando fondi un Pantheon
upon founding a Religion = quando fondi una Religione
upon enhancing a Religion = quando potenzi una Religione
@ -2538,6 +2553,7 @@ upon losing the [promotion] status = quando perdi lo stato [promotion]
upon losing at least [amount] HP in a single attack = quando perdi almeno [amount] HP in un unico attacco
upon ending a turn in a [tileFilter] tile = quando finisci un turno su una casella [tileFilter]
upon discovering a [tileFilter] tile = quando scopri una casella [tileFilter]
upon entering a [tileFilter] tile = quando attraversi una casella [tileFilter]
for [amount] turns = per [amount] turni
hidden from users = nascosto dagli utenti
for every [countable] = per ogni [countable]
@ -2761,8 +2777,7 @@ Tutorial = Tutorial
CityState = Città-Stato
ModOptions = Opzioni Mod
Event = Evento
# Requires translation!
EventChoice =
EventChoice = Scelte Evento
Conditional = Condizionale
TriggerCondition = Condizione di Attivazione
UnitTriggerCondition = Condizione di Attivazione Unità
@ -2843,6 +2858,8 @@ Open AutoPlay menu = Apri menu AutoPlay
Empire Overview = Panoramica Impero
Music Player = Lettore musicale
Developer Console = Console Developer
Idle Prev = Non Util Prec
Idle Next = Non Util Succ
Empire Overview Trades = Panoramica impero - Commerci
Empire Overview Units = Panoramica Impero - Unit<69>
Empire Overview Politics = Panoramica Impero - Politiche sociali
@ -6904,7 +6921,11 @@ Once a certain tech is researched, your land units can embark, allowing them to
Units are defenseless while embarked (cannot use modifiers), and have a fixed Defending Strength based on your tech Era, so be careful!\nRanged Units can't attack, Melee Units have a Strength penalty, and all have limited vision. = Stai attento: le unità imbarcate sono indifese (non avendo modificatori), e possiedono un raggio visione limitato e una Forza difensiva fissa in base alla tua era tecnologica.\nInoltre, le unità da tiro non possono attaccare, mentre quelle da mischia possiedono una penalità in Forza.
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, or command the unit to 'Wait'.\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 intendi spostare un'unità per il turno attuale, puoi saltarla cliccando su 'Prossima unità' o su 'Attendi'.\nSe non intendi muoverla per un tempo indeterminato, clicca su Fortifica o Riposa.\nLe unità in tali modalità non sono considerate intattive, dato che stanno compiendo un'azione.\nSe vuoi interamente disabilitare la funzione 'Prossima unità', puoi farlo in Menu -> Controlla unità inutilizzate.
Clicking 'Next unit' moves to the next idle unit in the queue (as listed in Overview -> Units). After issuing an order to an unit, if 'Auto Unit Cycle' in Options -> Gameplay is enabled, you will automatically select the next idle unit. = Se clicchi su 'Prossima unità', andrai all'unità non mossa successiva nella coda (vista in Panoramica -> Unità). Dopo aver impartito un ordine, se hai attivato 'Autocicla unità' su Opzioni -> Gameplay, selezionerai automaticamente l'unità non mossa successiva.
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Skip turn'. = Se non desideri spostare un'unità per questo turni, puoi saltarla cliccando di nuovo su 'Prossima unità' od ordinandole 'Salta'.
If you want to disable the 'Next unit' feature entirely, you can toggle it in Options -> Gameplay -> Check for idle units. = Se vuoi disabilitare interamente la caratteristica 'Prossima unità', puoi farlo su Opzioni -> Gameplay -> Controlla unità non mosse.
If you'd rather 'Next unit' cycle the units and not mark them as Done, you can change it in the Options -> Gameplay menu. = Se preferisci cliclare le unità tramite 'Prossima unità' anziché segnarle come mosse, puoi cambiare ciò su Opzioni -> Menu gameplay.
You can also cycle through the idle units using the left and right triangles on the Unit Table in the lower left of the screen. Or by default using the Cycle button next to the 'Next Unit' button. = Puoi anche scorrere tra le unità non mosse usando i tasti triangolari a destra e sinistra sulla tabella unità in basso a sinistra dello schermo, o per default usare il tasto cicla vicino a quello di 'Prossima unità'.
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.
@ -6972,7 +6993,7 @@ This is where you spend most of your time playing Unciv. See the world, control
: Unit Action Buttons - while a unit is selected its possible actions appear here. = ⑥: Tasti Azione unità. Quando selezioni un'unità le sue azioni possibili appaiono qui.
: The unit/city info pane - shows information about a selected unit or city. = ⑦: Il pannello informazioni unità/città si spiega da solo.
: The name (and unit icon) of the selected unit or city, with current health if wounded. Clicking a unit name or icon will open its civilopedia entry. = ⑧: Il nome (e l'icona) dell'unità o città selezionata, con eventuale salute attuale se ferita. Cliccando sul nome o sull'icona dell'unità aprirai la sua pagina civilopedia.
: The arrow buttons allow jumping to the next/previous unit. = ⑨: I tasti freccia permettono di saltare di unità precedente o successiva.
: The arrow buttons allow jumping to the next/previous idle unit. = ⑨: I tasti freccia consentono di passare all'unità non mossa successiva/precedente.
: For a selected unit, its promotions appear here, and clicking leads to the promotions screen for that unit. = ⑩: Qui appaiono le promozioni per l'unità selezionata: cliccaci per visualizzare la schermata promozioni.
: Remaining/per turn movement points, strength and experience / XP needed for promotion. For cities, you get its combat strength. = Questi sono i punti movimento, Forza ed Esperienza dell'unità, o la forza cittadina se hai selezionato la città.
: This button closes the selected unit/city info pane. = ⑫: Questo tasto chiude il pannello informazioni dell'unità/città selezionata.

View File

@ -102,8 +102,10 @@ New [civName]\n(formerly known as [cityName]) = ニュー[civName]\n旧[cityN
Requires [buildingName] to be built in the city = 都市で[buildingName]を建設する必要がある
Requires [buildingName] to be built in all cities = すべての都市で[buildingName]を建設する必要がある
Provides a free [buildingName] in the city = 都市に無償の[buildingName]を提供
Requires worked [resource] near city = 都市の近郊で稼働する[resource]が必要
Requires at least one of the following resources worked near the city: = 都市の近くに次の資源のどれか一つが必要:
# Requires translation!
Requires improved [resource] near city =
# Requires translation!
Requires at least one of the following resources improved near the city: =
Wonder is being built elsewhere = 他の都市で建設中
National Wonder is being built elsewhere = 国家遺産は別の地で生成されている
Requires a [buildingName] in all [cityFilter] cities = すべての[cityFilter]都市に[buildingName]が必要
@ -119,6 +121,10 @@ Requires [PolicyOrNationalWonder] = [PolicyOrNationalWonder]が必要
Cannot be purchased = 購入不可
Can only be purchased = 購入のみ
See also = 参照
# Requires translation!
Use default promotions =
# Requires translation!
Default promotions for [unitType] =
Requires at least one of the following: = 次のどれか一つが必要:
Requires all of the following: = 次のすべてが必要:
@ -411,6 +417,8 @@ Start game! = ゲーム開始
Map Options = マップ設定
Game Options = ゲーム設定
Civilizations = Civilizations
# Requires translation!
Shuffle Civ Order at Start =
Map Type = マップタイプ
Map file = マップファイル
Max Turns = 最大ターン
@ -422,6 +430,8 @@ Existing = 既存
Custom = カスタム
Map Generation Type = マップ生成タイプ
Enabled Map Generation Types = マップ生成タイプ
# Requires translation!
Example map =
# Map types
Default = デフォルト
@ -433,6 +443,10 @@ Four Corners = 四大陸
Archipelago = 多島海
Inner Sea = 内海
Perlin = パーリン
# Requires translation!
Small Continents =
# Requires translation!
Fractal =
# Requires translation!
Select players from starting locations =
@ -486,7 +500,7 @@ This is used for painting resources, not in map generator steps: =
Advanced Settings = 詳細設定
RNG Seed = RNG値
Map Elevation = マップの高さ
Temperature extremeness = 極度な気候
Temperature intensity = 極度な気候
Temperature shift = 気候の変化
Resource richness = 資源の数
Vegetation richness = 植生の豊かさ
@ -876,9 +890,8 @@ Hidden = 非表示
Visible = 表示
Permanent = 常に表示
Minimap size = ミニマップのサイズ
# This is the leftmost Minimap size slider position
off = 非表示
# Requires translation!
Show minimap =
Show tutorials = チュートリアルを表示
Reset tutorials = チュートリアルの進捗をリセット
@ -912,7 +925,11 @@ When disabled, saves battery life but certain animations will be suspended = 無
## Gameplay tab
Gameplay = 一般
Check for idle units = 動かないユニットの確認
# Requires translation!
'Next unit' button cycles idle units =
Auto Unit Cycle = 自動ユニットサイクル
# Requires translation!
Show Small Skip/Cycle Unit Button =
Move units with a single tap = シングルタップでユニットを移動
Move units with a long tap = 長押しでユニットを移動
Auto-assign city production = 都市生産の自動割り当て
@ -953,8 +970,11 @@ Could not download music! = 音楽をダウンロードできませんでした
## Advanced tab
Advanced = 拡張設定
# Requires translation!
Number of autosave files stored =
Turns between autosaves = オートセーブの間隔(ターン)
Screen orientation = 画面の向き
Landscape (fixed) = 横画面(固定)
Portrait (fixed) = 縦画面(固定)
@ -1059,16 +1079,17 @@ We have conquered the city of [cityName]! = [cityName]の都市を占領しま
# Requires translation!
Your citizens are revolting due to very high unhappiness! =
# Possible HP loss loss when attacking, e.g. (-5 HP)
# Requires translation!
([amount] HP) =
# Requires translation!
An enemy [unit] has attacked [cityName] ([amount2] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has attacked [cityName] ([amount2] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has [battleAction] our [ourUnit] ([amount2] HP) =
# Requires translation!
An enemy [unit] has attacked our [ourUnit] ([amount] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has attacked our [ourUnit] ([amount2] HP) =
Enemy city [cityName] has attacked our [ourUnit] = 敵の都市[cityName]が我々の[ourUnit]を攻撃しました
# Requires translation!
Enemy city [cityName] has attacked our [ourUnit] ([amount2] HP) =
@ -1260,6 +1281,14 @@ Turn = ターン
turns = ターン
turn = ターン
Next unit = 次のユニット
# Requires translation!
[amount] units idle =
# Requires translation!
[idleCount] idle =
# Requires translation!
[skipCount] skipping =
# Requires translation!
Cycle =
Fog of War = 戦場の霧
Pick a policy = 社会制度を選択
# Requires translation!
@ -1314,7 +1343,8 @@ Pillage = 略奪
Pillage [improvement] = 略奪 [improvement]
[improvement] (Pillaged!) = [improvement](略奪済み)
Repair [improvement] - [turns] = [improvement]を修復([turns]ターン)
Wait = 待機
# Requires translation!
Skip turn =
Are you sure you want to pillage this [improvement]? = この[improvement]を略奪してもよろしいですか?
We have looted [amount] from a [improvement] = [improvement]から[amount]を略奪しました
We have looted [amount] from a [improvement] which has been sent to [cityName] = [improvement]から[amount]を略奪し、[cityName]に送られました
@ -1763,7 +1793,8 @@ Bonus stats for improvement = タイル整備によるボーナス
Buildings that consume this resource = この資源を消費する建物
Buildings that provide this resource = この資源を生産する建物
Improvements that provide this resource = この資源を生産する土地改良
Buildings that require this resource worked near the city = 都市の近郊でこの資源が稼働している必要のある建物
# Requires translation!
Buildings that require this resource improved near the city =
Units that consume this resource = この資源を消費するユニット
Can be built on = 建設可能タイル
# Requires translation!
@ -2290,7 +2321,8 @@ Enables embarkation for land units = 地上ユニットの乗船が可能にな
Enables [mapUnitFilter] units to enter ocean tiles = [mapUnitFilter]ユニットが水上タイルに移動できる
Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned = 最初の[baseUnitFilter]を入手後、地上ユニットが[terrainName]タイル上を移動できる
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory = あなたの領土内で敵の[mapUnitFilter]ユニットの移動ポイントの消費が[amount]増加する
New [baseUnitFilter] units start with [amount] Experience [cityFilter] = [cityFilter]新しい[baseUnitFilter]ユニットが始めからXP[amount]
# Requires translation!
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion = [cityFilter]すべての新しい[baseUnitFilter]ユニットが[promotion]を得る
[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing = 都市に隣接する[mapUnitFilter]ユニットの回復時にHP[amount]
[relativeAmount]% City Strength from defensive buildings = 建物による都市の耐久[relativeAmount]%
@ -2378,6 +2410,8 @@ Connects trade routes over water = 首都との海上交易路を形成
Automatically built in all cities where it is buildable = 建設可能なすべての都市で自動建設
Creates a [improvementName] improvement on a specific tile = 特定のタイル上に改良[improvementName]を造り出す
Founds a new city = 新しい都市を建設できる
# Requires translation!
Founds a new puppet city =
Can instantly construct a [improvementFilter] improvement = タイルに[improvementFilter]を即時整備できる
May create improvements on water resources = 水上の資源上でタイル整備することができる
Can build [improvementFilter/terrainFilter] improvements on tiles = [improvementFilter/terrainFilter]を整備できる
@ -2563,6 +2597,8 @@ Adjacent enemy units ending their turn take [amount] damage = ターン終了時
Great Improvement = 偉人のタイル整備
Provides a random bonus when entered = ランダムでボーナスが入手できる
Unpillagable = 侵略不可
# Requires translation!
Destroyed when pillaged =
Irremovable = 削除不可
# Requires translation!
Will not be replaced by automated units =
@ -2599,6 +2635,8 @@ when at war = 戦時
when not at war = 非戦時
during a Golden Age = 黄金時代の間
# Requires translation!
when not in a Golden Age =
# Requires translation!
during We Love The King Day =
while the empire is happy = 国家が幸福である間
when between [amount] and [amount2] Happiness = 幸福度が[amount]から[amount2]までのとき
@ -2804,6 +2842,8 @@ upon gaining a [baseUnitFilter] unit =
# Requires translation!
upon turn end =
# Requires translation!
upon turn start =
# Requires translation!
upon founding a Pantheon =
# Requires translation!
upon founding a Religion =
@ -2833,6 +2873,8 @@ upon losing at least [amount] HP in a single attack =
upon ending a turn in a [tileFilter] tile =
# Requires translation!
upon discovering a [tileFilter] tile =
# Requires translation!
upon entering a [tileFilter] tile =
for [amount] turns = [amount]ターンの間
# Requires translation!
hidden from users =
@ -3247,6 +3289,10 @@ Music Player =
# Requires translation!
Developer Console =
# Requires translation!
Idle Prev =
# Requires translation!
Idle Next =
# Requires translation!
Empire Overview Trades =
# Requires translation!
Empire Overview Units =
@ -7842,7 +7888,15 @@ Units are defenseless while embarked (cannot use modifiers), and have a fixed De
Idle Units = 動かさないユニット
# Requires translation!
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Wait'.\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. =
Clicking 'Next unit' moves to the next idle unit in the queue (as listed in Overview -> Units). After issuing an order to an unit, if 'Auto Unit Cycle' in Options -> Gameplay is enabled, you will automatically select the next idle unit. =
# Requires translation!
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Skip turn'. =
# Requires translation!
If you want to disable the 'Next unit' feature entirely, you can toggle it in Options -> Gameplay -> Check for idle units. =
# Requires translation!
If you'd rather 'Next unit' cycle the units and not mark them as Done, you can change it in the Options -> Gameplay menu. =
# Requires translation!
You can also cycle through the idle units using the left and right triangles on the Unit Table in the lower left of the screen. Or by default using the Cycle button next to the 'Next Unit' button. =
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。
@ -7923,7 +7977,8 @@ This is where you spend most of your time playing Unciv. See the world, control
: Unit Action Buttons - while a unit is selected its possible actions appear here. = ⑥: ユニットの行動ボタン - 選択されたユニットができる行動が表示されます。
: The unit/city info pane - shows information about a selected unit or city. = ⑦: ユニット/都市情報ペイン - 選択されたユニットまたは都市についての情報が表示されます。
: The name (and unit icon) of the selected unit or city, with current health if wounded. Clicking a unit name or icon will open its civilopedia entry. = ⑧: 選択したユニットまたは都市の名前とユニットアイコンと、全快でない場合に現在のHPが表示されます。ユニットの名前かアイコンをクリックするとシヴィロペディアのページが開きます。
: The arrow buttons allow jumping to the next/previous unit. = ⑨: 矢印ボタンで次/前のユニットが選択されます。
# Requires translation!
: The arrow buttons allow jumping to the next/previous idle unit. =
# Requires translation!
: For a selected unit, its promotions appear here, and clicking leads to the promotions screen for that unit. =
: Remaining/per turn movement points, strength and experience / XP needed for promotion. For cities, you get its combat strength. = ⑪: 残り移動ポイント/ターンあたりの移動ポイント、戦闘力、現在のXP/昇進に必要なXP。都市の場合、その戦闘力が表示されます。

View File

@ -107,8 +107,10 @@ New [civName]\n(formerly known as [cityName]) =
Requires [buildingName] to be built in the city = 도시에 [buildingName] 필요
Requires [buildingName] to be built in all cities = 모든 도시에 [buildingName] 필요
Provides a free [buildingName] in the city = 도시에 [buildingName] 무료로 제공
Requires worked [resource] near city = 도시 주변에 개발된 [resource] 자원 필요
Requires at least one of the following resources worked near the city: = 도시 주변에 다음 중 하나의 자원을 개발해야함:
# Requires translation!
Requires improved [resource] near city =
# Requires translation!
Requires at least one of the following resources improved near the city: =
Wonder is being built elsewhere = 다른 도시에서 건설중
National Wonder is being built elsewhere = 다른 도시에서 건설중
Requires a [buildingName] in all [cityFilter] cities = 모든 [cityFilter] 도시에 [buildingName] 필요
@ -124,6 +126,10 @@ Requires [PolicyOrNationalWonder] = [PolicyOrNationalWonder] 필요
Cannot be purchased = 구매 불가
Can only be purchased = 구매 전용
See also = 같이 보기
# Requires translation!
Use default promotions =
# Requires translation!
Default promotions for [unitType] =
Requires at least one of the following: = 다음 중 하나가 필요함:
Requires all of the following: = 다음이 모두 필요함:
@ -410,6 +416,8 @@ Start game! = 게임 시작!
Map Options = 지도 설정
Game Options = 게임 설정
Civilizations = 문명
# Requires translation!
Shuffle Civ Order at Start =
Map Type = 지도 선택
Map file = 지도 파일
Max Turns = 최대 턴수
@ -421,6 +429,8 @@ Existing = 기존 지도
Custom = 커스텀
Map Generation Type = 지도 유형
Enabled Map Generation Types = 허용된 지도 유형
# Requires translation!
Example map =
# Map types
Default = 기본
@ -432,6 +442,10 @@ Four Corners = 사합점
Archipelago = 군도
Inner Sea = 내해
Perlin = 펄린
# Requires translation!
Small Continents =
# Requires translation!
Fractal =
# Requires translation!
Select players from starting locations =
@ -484,7 +498,7 @@ This is used for painting resources, not in map generator steps: = 자원 배치
Advanced Settings = 고급 설정
RNG Seed = 난수 시드값
Map Elevation = 육지 높이
Temperature extremeness = 온도 편차
Temperature intensity = 온도 편차
Temperature shift = 온도 편중
Resource richness = 자원 밀도
Vegetation richness = 초목 밀도
@ -855,9 +869,8 @@ Hidden = 숨기기
Visible = 보이기
Permanent = 항상 보기
Minimap size = 미니맵 크기
# This is the leftmost Minimap size slider position
off = 끄기
# Requires translation!
Show minimap =
Show tutorials = 튜토리얼 보기
Reset tutorials = 튜토리얼 초기화
@ -891,7 +904,11 @@ When disabled, saves battery life but certain animations will be suspended = 해
## Gameplay tab
Gameplay = 게임
Check for idle units = 턴 넘기기 전에 미행동 유닛 보기
# Requires translation!
'Next unit' button cycles idle units =
Auto Unit Cycle = '다음 유닛' 버튼 자동
# Requires translation!
Show Small Skip/Cycle Unit Button =
Move units with a single tap = 탭 한 번에 유닛 이동
# Requires translation!
Move units with a long tap =
@ -932,8 +949,11 @@ Could not download music! = 음악을 다운로드 할 수 없습니다!
## Advanced tab
Advanced = 고급
# Requires translation!
Number of autosave files stored =
Turns between autosaves = 자동저장 간격
Screen orientation = 화면 방향
Landscape (fixed) = 가로 고정
Portrait (fixed) = 세로 고정
@ -1031,16 +1051,17 @@ We have conquered the city of [cityName]! = [cityName]을(를) 점령했습니
# Requires translation!
Your citizens are revolting due to very high unhappiness! =
# Possible HP loss loss when attacking, e.g. (-5 HP)
# Requires translation!
([amount] HP) =
# Requires translation!
An enemy [unit] has attacked [cityName] ([amount2] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has attacked [cityName] ([amount2] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has [battleAction] our [ourUnit] ([amount2] HP) =
# Requires translation!
An enemy [unit] has attacked our [ourUnit] ([amount] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has attacked our [ourUnit] ([amount2] HP) =
Enemy city [cityName] has attacked our [ourUnit] = 적 도시 [cityName]이(가) 아군 [ourUnit]을(를) 공격했습니다.
# Requires translation!
Enemy city [cityName] has attacked our [ourUnit] ([amount2] HP) =
@ -1228,6 +1249,14 @@ Turn = 턴
turns =
turn =
Next unit = 다음 유닛
# Requires translation!
[amount] units idle =
# Requires translation!
[idleCount] idle =
# Requires translation!
[skipCount] skipping =
# Requires translation!
Cycle =
Fog of War = 전장의 안개
Pick a policy = 정책 선택
# Requires translation!
@ -1280,7 +1309,8 @@ Pillage = 약탈
Pillage [improvement] = [improvement] 약탈
[improvement] (Pillaged!) = [improvement] (약탈됨)
Repair [improvement] - [turns] = [improvement] 수리 - [turns]
Wait = 넘기기
# Requires translation!
Skip turn =
Are you sure you want to pillage this [improvement]? = [improvement]을(를) 약탈하겠습니까?
We have looted [amount] from a [improvement] = [improvement]을(를) 약탈하여 [amount]를 얻었습니다.
We have looted [amount] from a [improvement] which has been sent to [cityName] = [cityName](으)로 보내지던 [improvement]을(를) 약탈하여 [amount]를 얻었습니다.
@ -1710,7 +1740,8 @@ Bonus stats for improvement = 개발시 보너스
Buildings that consume this resource = 이 자원을 소모하는 건물
Buildings that provide this resource = 이 자원을 제공하는 건물
Improvements that provide this resource = 이 자원을 제공하는 시설
Buildings that require this resource worked near the city = 이 자원이 개발되어야 하는 건물
# Requires translation!
Buildings that require this resource improved near the city =
Units that consume this resource = 소모하는 유닛
Can be built on = 건설가능 지형:
# Requires translation!
@ -2211,7 +2242,8 @@ Enables embarkation for land units = 지상 유닛이 승선할 수 있음
Enables [mapUnitFilter] units to enter ocean tiles = [mapUnitFilter] 유닛이 대양 타일에 진입
Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned = 첫 [baseUnitFilter] 획득후 지상 유닛이 [terrainName]에 출입 가능
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory = 적 [mapUnitFilter] 유닛이 아군 영토에서 이동시 [amount] 행동력을 추가로 소모
New [baseUnitFilter] units start with [amount] Experience [cityFilter] = [cityFilter]에서 새로 생산된 [baseUnitFilter] 유닛 +[amount] XP
# Requires translation!
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion = [cityFilter]에서 새로 생산된 [baseUnitFilter] 유닛이 [promotion] 승급을 얻음
[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing = 이 도시에 인접한 [mapUnitFilter] 유닛이 회복시 추가로 [amount] HP 회복
[relativeAmount]% City Strength from defensive buildings = 방어 건물로 얻는 도시 전투력 [relativeAmount]%
@ -2292,6 +2324,8 @@ Connects trade routes over water = 바다를 통해 도시 연결
Automatically built in all cities where it is buildable = 생산 가능한 모든 도시에서 자동 생산
Creates a [improvementName] improvement on a specific tile = [improvementName] 시설을 적절한 타일에 건설
Founds a new city = 새로운 도시를 건설함
# Requires translation!
Founds a new puppet city =
Can instantly construct a [improvementFilter] improvement = [improvementFilter] 즉시 건설 가능
May create improvements on water resources = 해양 자원에 시설 건설 가능
Can build [improvementFilter/terrainFilter] improvements on tiles = [improvementFilter/terrainFilter] 건설 가능
@ -2450,6 +2484,8 @@ Adjacent enemy units ending their turn take [amount] damage = 주변에서 턴
Great Improvement = 위인 시설
Provides a random bonus when entered = 타일 진입시 무작위 보너스 제공
Unpillagable = 약탈 불가
# Requires translation!
Destroyed when pillaged =
Irremovable = 제거 불가
# Requires translation!
Will not be replaced by automated units =
@ -2483,6 +2519,8 @@ for [civFilter] Civilizations =
when at war = 전쟁 중에
when not at war = 전쟁이 없을 때
during a Golden Age = 황금기 동안
# Requires translation!
when not in a Golden Age =
during We Love The King Day = 국왕 경축일 동안
while the empire is happy = 행복 상태일 때
when between [amount] and [amount2] Happiness = 행복도 [amount] ~ [amount2] 사이일 때
@ -2648,6 +2686,8 @@ upon constructing [buildingFilter] = [buildingFilter] 건설 시
upon constructing [buildingFilter] [cityFilter] = [cityFilter]에 [buildingFilter] 건설 시
upon gaining a [baseUnitFilter] unit = [baseUnitFilter] 유닛 획득시
upon turn end = 턴이 끝날 때
# Requires translation!
upon turn start =
upon founding a Pantheon = 종교관 선택 시
upon founding a Religion = 종교 창시 시
upon enhancing a Religion = 종교 강화 시
@ -2669,6 +2709,8 @@ upon losing the [promotion] status =
upon losing at least [amount] HP in a single attack = 공격 1회에 [amount] HP 이상의 피해를 입을 시
upon ending a turn in a [tileFilter] tile = [tileFilter] 타일에서 턴을 마칠 시
upon discovering a [tileFilter] tile = [tileFilter] 타일 발견 시
# Requires translation!
upon entering a [tileFilter] tile =
for [amount] turns = [amount] 턴 동안
hidden from users = 유저에게 보이지 않음
# Requires translation!
@ -3012,6 +3054,10 @@ Music Player =
# Requires translation!
Developer Console =
# Requires translation!
Idle Prev =
# Requires translation!
Idle Next =
# Requires translation!
Empire Overview Trades =
# Requires translation!
Empire Overview Units =
@ -7241,7 +7287,15 @@ Units are defenseless while embarked (cannot use modifiers), and have a fixed De
Idle Units = 유휴 상태
# Requires translation!
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Wait'.\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. =
Clicking 'Next unit' moves to the next idle unit in the queue (as listed in Overview -> Units). After issuing an order to an unit, if 'Auto Unit Cycle' in Options -> Gameplay is enabled, you will automatically select the next idle unit. =
# Requires translation!
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Skip turn'. =
# Requires translation!
If you want to disable the 'Next unit' feature entirely, you can toggle it in Options -> Gameplay -> Check for idle units. =
# Requires translation!
If you'd rather 'Next unit' cycle the units and not mark them as Done, you can change it in the Options -> Gameplay menu. =
# Requires translation!
You can also cycle through the idle units using the left and right triangles on the Unit Table in the lower left of the screen. Or by default using the Cycle button next to the 'Next Unit' button. =
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?\n여러분이 플레이해주신 이 게임은 현재 미완성입니다.\nUnciv는 앞으로도 계속 무료 오픈소스로 배포될 예정입니다.\n광고 같은 잡다한 요소는 일절 없을 겁니다.
@ -7324,7 +7378,8 @@ This is where you spend most of your time playing Unciv. See the world, control
: Unit Action Buttons - while a unit is selected its possible actions appear here. = ⑥ 유닛 행동 버튼: 선택한 유닛이 수행할 수 있는 행동이 나타납니다.
: The unit/city info pane - shows information about a selected unit or city. = ⑦ 유닛(도시) 정보창: 선택한 유닛 또는 도시의 정보가 나타납니다.
: The name (and unit icon) of the selected unit or city, with current health if wounded. Clicking a unit name or icon will open its civilopedia entry. = ⑧ 선택한 유닛 또는 도시의 이름이 나타나고, 부상을 입었다면 현재 HP가 나타납니다. 유닛의 이름 또는 아이콘을 클릭하여 해당되는 문명 백과사전 항목으로 이동할 수 있습니다.
: The arrow buttons allow jumping to the next/previous unit. = ⑨ 화살표 버튼을 눌러서 이전/다음 유닛으로 이동할 수 있습니다.
# Requires translation!
: The arrow buttons allow jumping to the next/previous idle unit. =
# Requires translation!
: For a selected unit, its promotions appear here, and clicking leads to the promotions screen for that unit. =
: Remaining/per turn movement points, strength and experience / XP needed for promotion. For cities, you get its combat strength. = 남은행동력/최대행동력, 전투력/원거리공격력, 현재경험치/승급경험치가 나타나고, 도시는 전투력이 나타납니다.

View File

@ -116,13 +116,15 @@ New [civName]\n(formerly known as [cityName]) = Novum [civName]\n(olim [cityName
# Diplomacy,Trade,Nations
Requires [buildingName] to be built in the city = Requirit ædificium, quod sit [buildingName], in hac urbe ædificatum esse
Requires [buildingName] to be built in all cities = Requirit ædificium, quod sit [buildingName], in urbibus omnibus ædificatum esse
Requires [buildingName] to be built in all cities = Requirit ædificium, quod sit [buildingName], in omnibus urbibus ædificatum esse
Provides a free [buildingName] in the city = In hac urbe præbet ædificium gratuitum quod sit [buildingName]
Requires worked [resource] near city = Requirit [resource](m/s/um/os) prope urbem operari
Requires at least one of the following resources worked near the city: = Requirit unam de mercibus posteris prope urbem operari:
# Requires translation!
Requires improved [resource] near city =
# Requires translation!
Requires at least one of the following resources improved near the city: =
Wonder is being built elsewhere = Miraculum ædificatur alibi
National Wonder is being built elsewhere = Miraculum publicum ædificatur alibi
Requires a [buildingName] in all [cityFilter] cities = Requirit [buildingName](m/um) in urbibus omnibus [cityFilter]
Requires a [buildingName] in all [cityFilter] cities = Requirit [buildingName](m/um) in omnibus urbibus [cityFilter]
Requires a [buildingName] in at least [amount] of [cityFilter] cities = Requirit [buildingName](m/um) in urbibus [cityFilter] non paucioribus quam [amount]
[buildingName] required: = [buildingName] requiritur:
Requires a [buildingName] in this city = [buildingName] in hac urbe requiritur
@ -135,6 +137,10 @@ Requires [PolicyOrNationalWonder] = [PolicyOrNationalWonder] requiritur
Cannot be purchased = Non potest emi
Can only be purchased = Modo potest emi
See also = Et videas
# Requires translation!
Use default promotions =
# Requires translation!
Default promotions for [unitType] =
Requires at least one of the following: = Requirit unum de posteris:
Requires all of the following: = Requirit omnia de posteris:
@ -389,7 +395,7 @@ Our trade offer = Res nostrae ad mercatum
Pleasure doing business with you! =
I think not. = Non accipiam.
That is acceptable. = Accipiam.
Accept = Accipio
Accept = Assentio
# Requires translation!
Keep going =
There's nothing on the table = Nulla est in mensa
@ -397,7 +403,7 @@ Peace Treaty = Foedus de Pace
Agreements = Concordiae
Defensive Pact = Foedus de Defensione
Open Borders = Apertio Finium
Gold per turn = Solidus gressu omni
Gold per turn = Solidus omni gressu
Cities = Urbes
Technologies = Technologiae
Declarations of war = Bellum indicere
@ -435,6 +441,8 @@ Start game! = Incipiamus ludum!
Map Options = Optiones tabulæ
Game Options = Optiones ludi
Civilizations = Nationes
# Requires translation!
Shuffle Civ Order at Start =
Map Type = Forma tabulæ
Map file = Documentum tabulæ
Max Turns = Numerus maximus gressuum
@ -446,6 +454,8 @@ Existing = Exsistens
Custom = Composita
Map Generation Type = Forma generationis tabulæ
Enabled Map Generation Types = Formae habilitatae generationis tabularum
# Requires translation!
Example map =
# Map types
Default = Anteposita
@ -457,6 +467,8 @@ Four Corners = Quattuor Anguli
Archipelago = Archipelago
Inner Sea = Mare Internum
Perlin = Perlin
Small Continents = Continentes Parvæ
Fractal = Fracta
Select players from starting locations = De locis initialibus eligo lusores
Random number of Civilizations = Numerus occulendus civilizationum
@ -509,10 +521,8 @@ This is used for painting resources, not in map generator steps: =
Advanced Settings = Optiones provehendae
RNG Seed = Semen creationis caecae
Map Elevation = Elevatio tabulae
# Requires translation!
Temperature extremeness =
# Requires translation!
Temperature shift =
Temperature intensity = Gradus extremitatis temperaturæ
Temperature shift = Mutatus temperaturæ
Resource richness = Copiositas mercium
Vegetation richness = Abundantia viriditatis
Rare features richness = Abundantia adjunctorum rarorum
@ -575,11 +585,10 @@ The mod you selected is «RED»incorrectly defined!«» = Mutatio a te electa es
The mod combination you selected is incorrectly defined! = Compositio mutationum a te electa est corrupte definita!
The mod combination you selected is «RED»incorrectly defined!«» = Compositio mutationum a te electa est «RED»corrupte definita«»!
The mod combination you selected has problems. = Compositio mutationum a te electa est problematica.
You can play it, but don't expect everything to work! = Eum ludere potes, sed non exspectes omnia operari!
You can play it, but don't expect everything to work! = Eâ ludere potes, sed non exspectes omnia operari!
The mod combination you selected «GOLD»has problems«». = Compositio mutationum a te electa est «GOLD»problematica«».
You can play it, but «GOLDENROD»don't expect everything to work!«» = Eum ludere potes, sed «GOLDENROD»non exspectes omnia operari«»!
# Requires translation!
This base ruleset is not compatible with the previously selected\nextension mods. They have been disabled. =
You can play it, but «GOLDENROD»don't expect everything to work!«» = Eâ ludere potes, sed «GOLDENROD»non exspectes omnia operari«»!
This base ruleset is not compatible with the previously selected\nextension mods. They have been disabled. = Hæ regulæ primæ non sunt cum mutationibus extensionum\nprius electis compatibiles. Eæ debilitatæ sunt.
Are you really sure you want to play with the following known problems? = Vero visne ludere etsi cum rebus problematicis posteris?
Base Ruleset = Regulæ primæ
[amount] Techs = [amount] Technologiæ
@ -617,8 +626,7 @@ Are you sure you want to delete this map? = Vero visne hanc tabulam delere?
It looks like your map can't be saved! = Videtur quod tabula tua non potest servari!
Exit map editor = Exeo ex instrumento\ncompositoris tabularum
Change map ruleset = Muta regulas compactas tabulæ
# Requires translation!
Change the map to use the ruleset selected on this page =
Change the map to use the ruleset selected on this page = Muta tabulam ut regulæ compactæ in hac pagina electæ usurpentur.
Revert to map ruleset = Reverte ad regulas compactas tabulæ
# Requires translation!
Reset the controls to reflect the current map ruleset =
@ -626,10 +634,8 @@ Features = Adjuncta
Starting locations = Loci initiales
# Requires translation!
Tile Matching Criteria =
# Requires translation!
Complete match =
# Requires translation!
Except improvements =
Complete match = Comparatio completa
Except improvements = Absque meliorationibus
Base and terrain features = Fundamentalis et adjuncta humi
Base terrain only = Sola forma humi fundamentalis
Land or water only = Sola terra vel aqua
@ -668,10 +674,8 @@ Click to choose a file = Attingas ut documentum eligas
Choose an image = Eligas imaginem
Overlay opacity: = Opacitas de superponendo:
Invalid overlay image = Irrita imago superposita
# Requires translation!
World wrap is incompatible with an overlay and was deactivated. =
# Requires translation!
An overlay image is incompatible with world wrap and was deactivated. =
World wrap is incompatible with an overlay and was deactivated. = Mundum involvere non est compatibile cum superposita et est hebetatum.
An overlay image is incompatible with world wrap and was deactivated. = Imago superposita non est compatibilis cum involvendo mundum et est hebetata.
Choose a Wesnoth map file = Eligas documentum tabulæ de Wesnoth
That map is invalid! = Ista tabula non est valida!
# Requires translation!
@ -712,29 +716,24 @@ Player = Lusor
Help = Adjumentum
Username = Nomen usoris
Multiplayer = Ludus inter lusores multos
Multiplayer = Ludus multorum lusorum
Could not download game! = Non poteram indicia ludi afferre!
Could not upload game! = Non poteram indicia ludi auferre!
# Requires translation!
Couldn't connect to Multiplayer Server! =
Retry = Denuo tenta
# Requires translation!
Join game =
Join game = Convenio in ludum
Invalid game ID! = Identitas ludi est irrita!
Copy user ID = Duplica identitatem usoris
Copy game ID = Duplica identitatem ludi
# Requires translation!
UserID copied to clipboard =
# Requires translation!
Game ID copied to clipboard! =
UserID copied to clipboard = Identitas usoris ad tabellam transcribendi transcripta est
Game ID copied to clipboard! = Identitas ludi est ad tabellam transcribendi transcripta!
Friend name = Nomen amici
Player ID = Identitas lusoris
Please input a name for your friend! = Inseras nomen pro amico tuo!
Please input a player ID for your friend! = Inseras identitatem lusoris pro amico tuo!
# Requires translation!
Are you sure you want to delete this friend? =
# Requires translation!
Paste player ID from clipboard =
Are you sure you want to delete this friend? = Vero visne amovere hunc amicum?
Paste player ID from clipboard = Agglutina identitatem lusoris de tabella transcribendi
Player name already used! = Nomen lusoris in usu jam est!
Player ID already used! = Identitas lusoris in usu jam est!
Player ID is incorrect = Identitas lusoris non est recta
@ -758,10 +757,8 @@ These [numberOfPlayers] players will be adjusted = Hi [numberOfPlayers] lusores
[numberOfExplicitPlayersText] to [playerRange] actual players by adding random AI's or by randomly omitting AI's. =
# Requires translation!
Set current user =
# Requires translation!
Player ID from clipboard =
# Requires translation!
Player ID from friends list =
Player ID from clipboard = Identitas lusoris de tabella transcribendi
Player ID from friends list = Identitas lusoris ex catalogo amicorum
# Requires translation!
To create a multiplayer game, check the 'multiplayer' toggle in the New Game screen, and for each human player insert that player's user ID. =
# Requires translation!
@ -774,8 +771,7 @@ Players can enter your game by copying the game ID to the clipboard, and clickin
The symbol of your nation will appear next to the game when it's your turn =
Back = Regrediar
Rename = Denuo nomino
# Requires translation!
Add multiplayer game =
Add multiplayer game = Addo ludum multorum lusorum
Refresh list = Renova catalogum
Could not save game! = Ludum servare non potui!
Could not delete game! = Ludum delere non potui!
@ -783,15 +779,12 @@ Error while refreshing: = Error erat cum renovabam:
Current Turn: = Gressus Currens:
# Requires translation!
Add Currently Running Game =
# Requires translation!
Paste gameID from clipboard =
Paste gameID from clipboard = Agglutina identitatem ludi de tabella transcribendi
GameID = Identitas ludi
Game name = Nomen ludi
# Requires translation!
Loading latest game state... =
Loading latest game state... = Infero statum postremum ludi...
You are not allowed to spectate! = Non licet tibi spectare!
# Requires translation!
Couldn't download the latest game state! =
Couldn't download the latest game state! = Non potui afferre statum postremum ludi!
## Resign button
Resign = Victus sum
@ -845,19 +838,14 @@ Show autosaves = Ostende ludos qui \n per automataria \n servati sunt
Saved game name = Nomen ludi servati
# This is the save game name the dialog will suggest
[player] - [turns] turns = [player] - [turns] gressus
# Requires translation!
Copy to clipboard =
# Requires translation!
Copy saved game to clipboard =
# Requires translation!
Could not load game! =
# Requires translation!
Could not load game from clipboard! =
Copy to clipboard = Transcribe ad tabellam transcribendi
Copy saved game to clipboard = Duplica ludum servatum in tabellam transcribendi
Could not load game! = Non potui ludum inferre!
Could not load game from clipboard! = Non potui a tabella transcribendi inferre ludum!
# Requires translation!
Could not load game from custom location! =
The file data seems to be corrupted. = Indicia de documento videntur corrupta.
# Requires translation!
The save was created with an incompatible version of Unciv: [version]. Please update Unciv to this version or later and try again. =
The save was created with an incompatible version of Unciv: [version]. Please update Unciv to this version or later and try again. = Servatus est creatus per non compatibilem versionem de Unciv: [version]. Quæso noves Unciv ad hanc versionem aut posteriorem et denuo tentes.
# Requires translation!
You do not have sufficient permissions to access the file. =
Load [saveFileName] = Accio [saveFileName](m/um)
@ -872,7 +860,7 @@ Saving... = Noto...
Overwrite existing file? = Superscribo·ne documentum ut indicia ex eo emoveantur?
Overwrite = Superscribe \n (ut indicia substituantur)
It looks like your saved game can't be loaded! = Videtur quod ludus tuus servatus non potest acciri!
If you could copy your game data ("Copy saved game to clipboard" - = Si indicia data de ludo tuo duplicare potes ("Copy saved game to clipboard" -
If you could copy your game data ("Copy saved game to clipboard" - = Si indicia de ludo tuo duplicare potes ("Duplica ludum servatum in tabellam transcribendi" -
paste into an email to yairm210@hotmail.com) = glutines in epistulam electronicam ad yairm210@hotmail.com)
# Requires translation!
I could maybe help you figure out what went wrong, since this isn't supposed to happen! =
@ -883,10 +871,8 @@ Load from custom location =
Save to custom location =
# Requires translation!
Could not save game to custom location! =
# Requires translation!
'[saveFileName]' copied to clipboard! =
# Requires translation!
Could not save game to clipboard! =
'[saveFileName]' copied to clipboard! = '[saveFileName]' ad tabellam transcribendi transcriptum est!
Could not save game to clipboard! = Non potui servare ludum in tabellam transcribendi!
Download missing mods = Affer mutationes quæ desunt
Missing mods are downloaded successfully. = Successit affere mutationes quæ deerant.
Could not load the missing mods! = Non potui affere mutationes quæ deerant!
@ -937,9 +923,8 @@ Hidden = Occultum
Visible = Visibile
Permanent = Sempiternum
Minimap size = Magnitudo tabulae parvae
# This is the leftmost Minimap size slider position
off = hebetatus
# Requires translation!
Show minimap =
Show tutorials = Praecepta ostendantur
Reset tutorials = Repone praecepta
@ -978,7 +963,11 @@ When disabled, saves battery life but certain animations will be suspended =
Gameplay = Ludo
# Requires translation!
Check for idle units =
# Requires translation!
'Next unit' button cycles idle units =
Auto Unit Cycle = Circulus Automatarius Centuriarum
# Requires translation!
Show Small Skip/Cycle Unit Button =
Move units with a single tap = Centuriae per unum attactum moveantur
Move units with a long tap = Centuriae moveantur per attactum de tempore longinquo
Auto-assign city production = Res producendae urbis assignentur per automataria
@ -1024,8 +1013,11 @@ Could not download music! = Non potui musicam afferre!
## Advanced tab
Advanced = Provehendae
# Requires translation!
Number of autosave files stored =
Turns between autosaves = Gressûs inter ludos servandos per automataria
Screen orientation = Rotatio ostentûs
Landscape (fixed) = Conspectus humi (certa)
Portrait (fixed) = Effigies (certa)
@ -1133,15 +1125,17 @@ Your Golden Age has ended. = Sæculum aureum vestrum est finitum.
We have conquered the city of [cityName]! = Nos cepimus urbem quæ erat [cityName]!
Your citizens are revolting due to very high unhappiness! = Cives tui rebellant, quia ira admodum est magna!
# Possible HP loss loss when attacking, e.g. (-5 HP)
([amount] HP) = ([amount] sanitas)
# Requires translation!
An enemy [unit] has attacked [cityName] ([amount2] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has attacked [cityName] ([amount2] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has [battleAction] our [ourUnit] ([amount2] HP) =
# Requires translation!
An enemy [unit] has attacked our [ourUnit] ([amount] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has attacked our [ourUnit] ([amount2] HP) =
Enemy city [cityName] has attacked our [ourUnit] = [cityName], qui/quæ erat urbs hostilis, oppugnavit centuriam nostram, quæ erat [ourUnit]
Enemy city [cityName] has attacked our [ourUnit] ([amount2] HP) = [cityName], qui/quæ erat urbs hostilis, oppugnavit centuriam nostram, quæ erat [ourUnit] ([amount2] sanitas)
An enemy [unit] has captured [cityName] = Centuria hostilis, quæ erat [unit], cepit [cityName](m/um)
@ -1203,12 +1197,9 @@ A barbarian [unitType] has joined us! = Centuria barbara, quæ erat [unitType],
We have found survivors in the ruins - population added to [cityName] = In parietinis invenimus superviventes - multitudo ad [cityName](m/um) additur
We have discovered the lost technology of [techName] in the ruins! = In parietinis invenimus technologiam amissam, quæ erat [techName]!
A [unitName] has joined us! = [unitName] cum nobis coiit!
# Requires translation!
An ancient tribe trains our [unitName] in their ways of combat! =
# Requires translation!
We have found a stash of [amount] gold in the ruins! =
# Requires translation!
We have found a crudely-drawn map in the ruins! =
An ancient tribe trains our [unitName] in their ways of combat! = Gens antiqua educavit centuriam nostram, quæ erat [unitName], in suo modo prœlii!
We have found a stash of [amount] gold in the ruins! = In parietinis invenimus [amount] solidos!
We have found a crudely-drawn map in the ruins! = In parietinis invenimus chartam infabre pictam!
[unit] finished exploring. = [unit] est scrutatus/scrutata.
[unit] has no work to do. = [unit] sine negotio est/sunt.
# Requires translation!
@ -1222,26 +1213,19 @@ You and [name] are no longer allies! = Tu et [name] jam socii non estis!
[cityName] has been connected to your capital! = [cityName] est cum tua metropoli concatenatus/concatenata!
[cityName] has been disconnected from your capital! = [cityName] est a tua metropoli dejugatus/dejugata!
Connect road completed = Viæ sunt concatenatæ
# Requires translation!
[civName] has accepted your trade request =
# Requires translation!
[civName] has made a counteroffer to your trade request =
# Requires translation!
[civName] has denied your trade request =
[civName] has accepted your trade request = [civName] assensit tuum requisitum mercatum.
[civName] has made a counteroffer to your trade request = [civName] fecit oblationem contrariam ob tuum requisitum mercatum.
[civName] has denied your trade request = [civName] abdicavit tuum requisitum mercatum.
[tradeOffer] from [otherCivName] has ended = [tradeOffer] de [otherCivName](o/is) est finitus/finita
[tradeOffer] to [otherCivName] has ended = [tradeOffer] ad [otherCivName](m/um) est finitus/finita
[tradeOffer] from [otherCivName] will end in [amount] turns = [tradeOffer] de [otherCivName](o/is) finia(n)tur in [amount] gressibus
[tradeOffer] from [otherCivName] will end next turn = [tradeOffer] de [otherCivName](o/is) gressu posteriore finia(n)tur
One of our trades with [nation] has ended = Unus de mercatibus nostris cum [nation](o/is) est finitus
One of our trades with [nation] has been cut short = Deest jam merx uni de mercatibus nostris cum [nation](o/is)
# Requires translation!
[nation] agreed to stop settling cities near us! =
# Requires translation!
[nation] refused to stop settling cities near us! =
# Requires translation!
[nation] agreed to stop spreading religion to us! =
# Requires translation!
[nation] refused to stop spreading religion to us! =
[nation] agreed to stop settling cities near us! = [nation] assensit desinere condere oppida prope nos!
[nation] refused to stop settling cities near us! = [nation] recusavit desinere condere oppida prope nos!
[nation] agreed to stop spreading religion to us! = [nation] assensit desinere sternere religionem ad nos!
[nation] refused to stop spreading religion to us! = [nation] recusavit desinere sternere religionem ad nos!
We have allied with [nation]. = Nos jam sumus socii cum [nation](o/is).
We have lost alliance with [nation]. = Amisimus societatem cum [nation](o/is).
We have discovered [naturalWonder]! = [naturalWonder](m/um) invenimus!
@ -1335,6 +1319,12 @@ Turn = Gressus
turns = gressûs
turn = gressus
Next unit = Centuria posterior
[amount] units idle = [amount] centuriae otiosae
[idleCount] idle = [idleCount] otiosa(e)
# Requires translation!
[skipCount] skipping =
# Requires translation!
Cycle =
Fog of War = Nebula belli
Pick a policy = Eligas dictatum
Move Spies = Move emissarios
@ -1384,7 +1374,8 @@ Pillage = Diripe
Pillage [improvement] = Diripe [improvement](m/um)
[improvement] (Pillaged!) = [improvement] (Direpta!)
Repair [improvement] - [turns] = Repara [improvement](m/um) - [turns]
Wait = Mane
# Requires translation!
Skip turn =
Are you sure you want to pillage this [improvement]? = Vero visne [improvement](m/s/um/os) diripere?
We have looted [amount] from a [improvement] = Ab [improvement](o/is) abstulimus [amount]
We have looted [amount] from a [improvement] which has been sent to [cityName] = Ab [improvement](o/is) abstulimus [amount]. Ad [cityName](m/um) allatus/allata est
@ -1503,7 +1494,7 @@ Free = Gratuitum
[greatPerson] points = Calculi ad [greatPerson]
Great person points = Calculi personarum magnarum
Current points = Calculi nunc
Points per turn = Calculi gressu omni
Points per turn = Calculi omni gressu
Convert production to gold at a rate of 4 to 1 = Verto fabricationem in solidos cum proportione quæ est 4 pro 1
Convert production to science at a rate of [rate] to 1 = Verto fabricationem in scientiam cum proportione quæ est [rate] pro 1
Convert production to [stat] at a rate of [rate] to 1 = Verto fabricationem in [stat](m/s/um/os) cum proportione quæ est [rate] pro 1
@ -1520,20 +1511,20 @@ Citizen Focus = Res defixa civium
Avoid Growth = Cave auctum
Manual = Manualis
Please enter a new name for your city = Pro urbe tua inseras nomen novum
Please select a tile for this building's [improvement] = Sodes, tegulam pro [improvement](o/is) hujus ædificii eligas
Please select a tile for this building's [improvement] = Eligas tegulam pro [improvement](o/is) hujus ædificii
Move to the top of the queue = Move ad caput agminis
Move to the end of the queue = Move ad finem agminis
Add to the top of the queue = Adde ad caput agminis
Add to the queue in all cities = In urbibus omnibus adde ad agmen
Add or move to the top in all cities = In urbibus omnibus adde vel admove ad caput agminis
Remove from the queue in all cities = In urbibus omnibus emove ex agmine
Add to the queue in all cities = In omnibus urbibus adde ad agmen
Add or move to the top in all cities = In omnibus urbibus adde vel admove ad caput agminis
Remove from the queue in all cities = In omnibus urbibus emove ex agmine
Disable = Debilito
Enable = Habilito
# Specialized Popups - Ask for text or numbers, file picker
Invalid input! Please enter a different string. = Inserta non est valida! Sodes, lineam scripti validi inseras.
Invalid input! Please enter a valid number. = Insertus non est validus! Sodes, numerum validum inseras.
Invalid input! Please enter a different string. = Inserta non est valida! Quaeso, lineam scripti validi inseras.
Invalid input! Please enter a valid number. = Insertus non est validus! Quaeso, numerum validum inseras.
Please enter some text = Sodes, aliquod scriptum inseras
Please enter a file name = Nomen documenti inseras
File name: = Nomen documenti:
@ -1604,8 +1595,7 @@ Hurry Construction = Propera constructionem
Hurry Construction (+[productionAmount]⚙) = Propera constructionem (+[productionAmount]⚙)
Spread Religion = Sterne religionem
Spread [religionName] = Sterne [religionName]
# Requires translation!
[civName]'s [unitName] has converted [cityName] to [religionName] =
[civName]'s [unitName] has converted [cityName] to [religionName] = [unitName] de [civName] convertit [cityName](m/um) ad [religionName](m/um)
Remove Heresy = Emove haeresim
Found a Religion = Funda religionem
Enhance a Religion = Amplifica religionem
@ -1816,7 +1806,8 @@ Bonus stats for improvement = Addititiæ stat. ad meliorationem
Buildings that consume this resource = Aedificia quæ hanc mercem consumunt
Buildings that provide this resource = Aedificia quæ hanc mercem præbent
Improvements that provide this resource = Meliorationes quæ hanc mercem præbent
Buildings that require this resource worked near the city = Aedificia quae requirunt hanc mercem prope urbem operari
# Requires translation!
Buildings that require this resource improved near the city =
Units that consume this resource = Centuriæ quæ hanc mercem consumunt
Can be built on = Potest ædificari in
Cannot be built on = Non potest ædificari in
@ -2060,8 +2051,7 @@ Out-of-game, update status of all games every: = Extra ludum renovo statum de lu
# Requires translation!
Show persistent notification for turn notifier service =
# These are on Options-Advanced
# Requires translation!
Take user ID from clipboard =
Take user ID from clipboard = Sume identitatem usoris a tabella transcribendi
# Requires translation!
Doing this will reset your current user ID to the clipboard contents - are you sure? =
ID successfully set! = Identitatem ponere successit!
@ -2105,8 +2095,7 @@ Please enter the mod repository -or- archive zip -or- branch -or- release url: =
That is not a valid ZIP file = Illud non est validum ZIP condensatum documentum
Invalid Mod archive structure = Structura archii mutationis non est valida
Invalid link! = Nexus validus non est!
# Requires translation!
Paste from clipboard =
Paste from clipboard = A tabella transcribendi agglutina
Download = Afferre
Done! = Feci!
Delete [modName] = Dele [modName](m/s/um/os)
@ -2128,8 +2117,7 @@ Mods of mods = Mutationes mutationum
Mod info and options = Indicia et optiones de mutationibus
Next page = Pagina proxima
Open Github page = Videam paginam in Github
# Requires translation!
Link copied to clipboard =
Link copied to clipboard = Nexus in tabellam transcribendi transcriptus est
Permanent audiovisual mod = Status audivisificus sempiternus
Installed = Installata
Downloaded! = Attuli!
@ -2258,8 +2246,7 @@ Provides a unique luxury = Præbet luxuriam unicam
Military Units gifted from City-States start with [amount] XP = Centuriæ militares, quas civitates urbium donent, cum [amount] experientia incipiant
Militaristic City-States grant units [amount] times as fast when you are at war with a common nation = Quom belli contra nationem pleram es, militares civitates urbium [amount]-plici celeritate donent centurias
Gifts of Gold to City-States generate [relativeAmount]% more Influence = Dona solidorum danda civitatibus urbium [relativeAmount]% majore generent influentiam
# Requires translation!
Can spend Gold to annex or puppet a City-State that has been your Ally for [amount] turns =
Can spend Gold to annex or puppet a City-State that has been your Ally for [amount] turns = Potes per consumptionem solidorum affigere aut municipium facere civitatem urbis quæ et sit et esset socia tua in [amount] gressibus
City-State territory always counts as friendly territory = Terra civitatis urbis semper adnumeratur terra amica
Allied City-States will occasionally gift Great People = Civitates sociæ urbium nonnumquam donant personas magnas
Will not be chosen for new games = Non eligetur ad ludos novos
@ -2321,9 +2308,10 @@ Enables embarkation for land units = Habilitat centurias terræ ad conscensionem
Enables [mapUnitFilter] units to enter ocean tiles = Habilitat centurias quæ sunt [mapUnitFilter] ad ingressum in tegulas Oceani
Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned = Centuriæ terræ possunt ire trans tegulas, quæ sunt [terrainName], postquam [baseUnitFilter] primus est meritus
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory = Centuriæ hostiles, quæ sunt [mapUnitFilter], necesse consumant [amount] calculos addititios de movendo (i.e. momentum) quom in tua terra sunt
New [baseUnitFilter] units start with [amount] Experience [cityFilter] = Centuriæ novæ [cityFilter] cum [amount] experientia incipiunt si eæ sunt [baseUnitFilter]
# Requires translation!
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion = Centuriæ [cityFilter] noviter educandæ accipiant promotionem quæ est [promotion] si illæ sunt [baseUnitFilter]
[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing = Centuriæ, quæ sunt [mapUnitFilter] adjacen*s ad hanc urbem, medentur contra [amount] damnum cum medentur gressu omni
[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing = Centuriæ, quæ sunt [mapUnitFilter] adjacen*s ad hanc urbem, medentur contra [amount] damnum cum medentur omni gressu
[relativeAmount]% City Strength from defensive buildings = [relativeAmount]% Potentia urbis de ædificiis de defensione
[relativeAmount]% Strength for cities = [relativeAmount]% Potentiam urbibus
Costs [amount] [stockpiledResource] = Consumit [amount] [stockpiledResource](m/s/um/os)
@ -2334,7 +2322,7 @@ Enables Research agreements = Habilitat concordiam de scientia
Science gained from research agreements [relativeAmount]% = [relativeAmount]% Scientia merenda ob concordiam de scientia
Enables Defensive Pacts = Habilitat fœdera de defensione
When declaring friendship, both parties gain a [relativeAmount]% boost to great person generation = Quando indicit amicitiam, ambo accipiant [relativeAmount]% additionem ad generationem personarum magnarum
Influence of all other civilizations with all city-states degrades [relativeAmount]% faster = Influentia aliæ civilizationis omnis civitatibus urbium omnibus [relativeAmount]% addititia celeritate decrescit
Influence of all other civilizations with all city-states degrades [relativeAmount]% faster = Influentia omnis aliæ civilizationis omnibus civitatibus urbium [relativeAmount]% addititia celeritate decrescit
Gain [amount] Influence with a [baseUnitFilter] gift to a City-State = Mereas [amount] influentiam cum donas [baseUnitFilter](m/um) civitatibus urbium
Resting point for Influence with City-States following this religion [amount] = Punctum acclinandum de influentia civitatibus urbium quæ sequuntur hanc religionem [amount]
Notified of new Barbarian encampments = Nova castra barbarorum nuntientur
@ -2394,9 +2382,10 @@ Never destroyed when the city is captured = Numquam destruitur cum urbs capitur
Doubles Gold given to enemy if city is captured = Duplicat solidos (dandos) hostibus si urbs captitur
Remove extra unhappiness from annexed cities = Emovet iram addititiam ex urbibus affixis
Connects trade routes over water = Per aquam concatenat vias commercii
Automatically built in all cities where it is buildable = Est per automataria ædificandum in urbibus omnibus quibus ædificari potest
Automatically built in all cities where it is buildable = Per automataria ædificabitur in omnibus urbibus quibus ædificari possit
Creates a [improvementName] improvement on a specific tile = In tegula speciali creat meliorationem quæ sit [improvementName]
Founds a new city = Condit urbem novam
Founds a new puppet city = Condit novum municipium
Can instantly construct a [improvementFilter] improvement = Potest confestim construere melorationem quæ sit [improvementFilter]
May create improvements on water resources = Potest creare melorationes super merces aquaticas
Can build [improvementFilter/terrainFilter] improvements on tiles = Potest in tegulis ædificare melorationes quæ sint [improvementFilter/terrainFilter]
@ -2421,7 +2410,7 @@ Can transform to [unit] = Potest mutari in [unit](m/s/um/os)
[relativeAmount]% Strength for enemy [mapUnitFilter] units in adjacent [tileFilter] tiles = [relativeAmount]% Potentiam centuriis hostilibus quæ sunt [mapUnitFilter] in tegulis adjacentibus quæ sunt [tileFilter]
[relativeAmount]% Strength when stacked with [mapUnitFilter] = [relativeAmount]% Potentiam si est cum [mapUnitFilter](o/is) cumulata
[relativeAmount]% Strength bonus for [mapUnitFilter] units within [amount] tiles = [relativeAmount]% Potentiam addititiam centuriis quæ, sunt [mapUnitFilter], non absunt pluribus quam [amount] tegulis
[amount] additional attacks per turn = [amount] oppugnationes addititias gressu omni
[amount] additional attacks per turn = [amount] oppugnationes addititias omni gressu
[amount] Movement = [amount] Momentum
[amount] Sight = [amount] Conspectum
[amount] Range = [amount] Ambitum
@ -2455,7 +2444,7 @@ May heal outside of friendly territory = Potest mederi extra terram amicam
All healing effects doubled = Effectus medicus omnis duplicatur
Heals [amount] damage if it kills a unit = Medetur contra [amount] damnum si centuriam interficit
Can only heal by pillaging = Modo potest mederi per direptionem
Unit will heal every turn, even if it performs an action = Centuria medetur gressu omni etsi agat
Unit will heal every turn, even if it performs an action = Centuria omni gressu medetur etsi agat
All adjacent units heal [amount] HP when healing = Centuriæ adjacentes omnes medentur contra [amount] damnum cum medentur
No Sight = Sine conspectu
Can see over obstacles = Potest per obstaculum videre
@ -2465,7 +2454,7 @@ Cannot be carried by [mapUnitFilter] units = Non potest geri centuriis quæ sunt
[relativeAmount]% chance to intercept air attacks = Intercipiet oppugnationem aeriam cum probabilitate [relativeAmount]%
Damage taken from interception reduced by [relativeAmount]% = Damnum accipiendum de interceptione est minuendum ut [relativeAmount]% ejus elimine(n)tur
[relativeAmount]% Damage when intercepting = [relativeAmount]% Damnum cum intercipit
[amount] extra interceptions may be made per turn = [amount] interceptiones addititiæ gressu omni possunt fieri
[amount] extra interceptions may be made per turn = [amount] interceptiones addititiæ omni gressu possunt fieri
Cannot be intercepted = Non potest intercipi
Cannot intercept [mapUnitFilter] units = Non potest intercipere centurias quæ sunt [mapUnitFilter]
[relativeAmount]% Strength when performing Air Sweep = Cum verrit aëra, [relativeAmount]% potentiam
@ -2474,7 +2463,7 @@ Cannot intercept [mapUnitFilter] units = Non potest intercipere centurias quæ s
Earn [amount]% of the damage done to [combatantFilter] units as [stockpile] = Mereas [stockpile](m/s/um/os) qui/quæ si(n)t [amount]% quam damna data centuriis quæ sunt [combatantFilter]
Upon capturing a city, receive [amount] times its [stat] production as [stockpile] immediately = Statim quam urbem capis, mereas [stockpile](m/s/um/os) qui/quæ si(n)t [amount]-plex quam [stat] qu*m ea facit
Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [stockpile] = Mereas [stockpile](m/s/um/os) qui/quæ si(n)t [amount]% quam [costOrStrength] centuriæ interfectæ quæ fuerit [mapUnitFilter]
Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [stockpile] when killed within 4 tiles of a city following this religion = Mereas [stockpile](m/s/um/os) qui/quæ si(n)t [amount]% quam [costOrStrength] centuriæ, quæ fuerit [mapUnitFilter], si interfecta sit atque abforet non pluribus quam 4 tegulis ab urbe quæ sequitur hanc religionem
Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [stockpile] when killed within 4 tiles of a city following this religion = Mereas [stockpile](m/s/um/os) qui/quæ si(n)t [amount]% quam [costOrStrength] centuriæ, quæ fuerit [mapUnitFilter], si interficeretur quom abforet non pluribus quam 4 tegulis ab urbe quæ sequitur hanc religionem
May capture killed [mapUnitFilter] units = Potest capere centurias interfectas quæ fuerint [mapUnitFilter]
[amount] XP gained from combat = [amount] XP acquirenda ob prœlium
[relativeAmount]% XP gained from combat = [relativeAmount]% XP acquirenda ob prœlium
@ -2509,7 +2498,7 @@ Great Person - [comment] = Persona Magna - [comment]
Is part of Great Person group [comment] = Est de grupu personarum magnarum qui est [comment]
by consuming this unit = per consumptionem hujus centuriæ
for [amount] movement = per consumptionem [amount] momenti
for all movement = per consumptionem momenti omnis
for all movement = per consumptionem omnis momenti
requires [amount] movement = requirat [amount] momentum
costs [stats] stats = sumat [stats]
costs [amount] [stockpiledResource] = sumat [amount] [stockpiledResource]
@ -2546,12 +2535,14 @@ Can be built just outside your borders = Potest ibi extra fines tuos ædificari,
Can only be built to improve a resource = Modo potest ædificari ad meliorationem mercis
Removes removable features when built = Cum ædificatur, summovet adjuncta quæ possint summoveri
Gives a defensive bonus of [relativeAmount]% = Dat præmium defensionis quod est [relativeAmount]%
Costs [amount] [stat] per turn when in your territory = Consumat [amount] [stat](m/s/um/os) gressu omni si in terra tua sit
Costs [amount] [stat] per turn = Consumit [amount] [stat](m/s/um/os) gressu omni
Costs [amount] [stat] per turn when in your territory = Omni gressu consumat [amount] [stat](m/s/um/os) si in terra tua est
Costs [amount] [stat] per turn = Omni gressu consumit [amount] [stat](m/s/um/os)
Adjacent enemy units ending their turn take [amount] damage = Cum gressus perficitur, centuriæ hostiles adjacentes accipiunt [amount] damnum
Great Improvement = Melioratio Magna
Provides a random bonus when entered = Passive (i.e. de cæcitate) præbet rem bonam si quis ingreditur
Unpillagable = Non potest diripi
# Requires translation!
Destroyed when pillaged =
Irremovable = Non potest summoveri
Will not be replaced by automated units = Non substituetur centuriis automatariis
Improves [resourceFilter] resource in this tile = Melioret mercem in hac tegula si [resourceFilter] sit
@ -2572,6 +2563,8 @@ for [civFilter] Civilizations = civilizationibus quæ sunt [civFilter]
when at war = si belli es
when not at war = si belli non es
during a Golden Age = intra sæculum aureum
# Requires translation!
when not in a Golden Age =
during We Love The King Day = intra Festum de Amore Regis Nostri
while the empire is happy = cum imperium est lætum
when between [amount] and [amount2] Happiness = si felicitas est nec minor/major quam [amount] nec major/minor quam [amount2]
@ -2597,7 +2590,7 @@ after enhancing a religion = postquam amplificas relgionem
after generating a Great Prophet = postquam propheta magnus est ortus
if [buildingFilter] is constructed = si [buildingFilter] est ædificatum
if [buildingFilter] is not constructed = si [buildingFilter] non est ædificatum
if [buildingFilter] is constructed in all [cityFilter] cities = si [buildingFilter] est ædificatum in urbibus omnibus [cityFilter]
if [buildingFilter] is constructed in all [cityFilter] cities = si [buildingFilter] est ædificatum in omnibus urbibus [cityFilter]
if [buildingFilter] is constructed in at least [positiveAmount] of [cityFilter] cities = si [buildingFilter] est ædificatum in urbibus [cityFilter] non paucioribus quam [positiveAmount]
if [buildingFilter] is constructed by anybody = si quis ædificavit [buildingFilter](m/s/um/os)
with [resource] = cum [resource](o/is)
@ -2666,7 +2659,7 @@ Free Technology = Technologia gratuita
[positiveAmount] free random researchable Tech(s) from the [era] = [positiveAmount] Technologia(e) gratuita(e) quæ decernantur passive (i.e. de cæcitate) de technologiis, quæ possint invenire, de [era]
Reveals the entire map = Illustret tabulam omnem
Gain a free [beliefType] belief = Acquiras opinionem gratuitam quæ sit [beliefType]
Triggers voting for the Diplomatic Victory = Faciatis suffragium ad victoriam diplomaticam
Triggers voting for the Diplomatic Victory = Feratis suffragium ad victoriam diplomaticam
Instantly consumes [positiveAmount] [stockpiledResource] = Confestim consumat [positiveAmount] [stockpiledResource](m/s/um/os)
Instantly provides [positiveAmount] [stockpiledResource] = Confestim præbeat [positiveAmount] [stockpiledResource](m/s/um/os)
Instantly gain [amount] [stockpile] = Confestim mereas [amount] [stockpile](m/s/um/os)
@ -2678,7 +2671,7 @@ Gain control over [tileFilter] tiles in a [amount]-tile radius = Fias compos teg
Reveal up to [positiveAmount/'all'] [tileFilter] within a [positiveAmount] tile radius = Illustret usque ad [positiveAmount/'all'] tegulas quæ, sint [tileFilter], non absint pluribus quam [positiveAmount] tegulis
From a randomly chosen tile [positiveAmount] tiles away from the ruins, reveal tiles up to [positiveAmount2] tiles away with [positiveAmount3]% chance = A tegula, quæ sit passive (i.e. de cæcitate) delecta de tegulis quæ non absint pluribus quam [positiveAmount] tegulis a parietinis, illustret, cum probabilitate [positiveAmount3]%, tegulas quæ non absint pluribus quam [positiveAmount2] tegulis
Triggers the following global alert: [comment] = Indicet mundo: [comment]
Every major Civilization gains a spy once a civilization enters this era = Civilizatio plera omnis acquirat unum emissarium postquam aliqua civilizatio ingreditur hanc ætatem
Every major Civilization gains a spy once a civilization enters this era = Omnis civilizatio plera acquirat unum emissarium postquam aliqua civilizatio ingreditur hanc ætatem
Promotes all spies [amount] time(s) = Promoveat emissarios omnes totiens quam [amount]
Gain an extra spy = Acquiras emissarium addititium
Doing so will consume this opportunity to choose a Promotion = Hæc actio consumat hanc occasionem ad electionem promotionis
@ -2715,6 +2708,7 @@ upon constructing [buildingFilter] = quandocumque ædificas [buildingFilter](m/s
upon constructing [buildingFilter] [cityFilter] = quandocumque ædificas [buildingFilter](m/s/um/os) [cityFilter]
upon gaining a [baseUnitFilter] unit = quandocumque acquiras centuriam quæ sit [baseUnitFilter]
upon turn end = quandocumque gressus perficitur
upon turn start = quandocumque gressus incipit
upon founding a Pantheon = quando fundas Pantheum
upon founding a Religion = quando fundas religionem
upon enhancing a Religion = quando amplificas religionem
@ -2730,6 +2724,7 @@ upon losing the [promotion] status = quando amittit statum qui sit [promotion]
upon losing at least [amount] HP in a single attack = quandocumque in una oppugnatione amittit sanitatem non pauciorem quam [amount]
upon ending a turn in a [tileFilter] tile = quandocumque gressus perficitur si est in tegula quæ est [tileFilter]
upon discovering a [tileFilter] tile = quandocumque invenias tegulam quæ sit [tileFilter]
upon entering a [tileFilter] tile = quandocumque ingreditur tegulam quæ est [tileFilter]
for [amount] turns = in [amount] gressibus dehinc
hidden from users = occulitur ab usoribus
for every [countable] = ob omne(m) [countable]
@ -2813,21 +2808,21 @@ Major = Plerus
######### City filters ###########
in all cities = in urbibus omnibus
in all cities = in omnibus urbibus
in your cities = in urbibus tuis
Your = Tuis
in all coastal cities = in urbibus littoralibus
Coastal = Littoralibus
in capital = in metropoli
Capital = Metropolibus
in all non-occupied cities = in urbibus omnibus non captis
in all non-occupied cities = in omnibus urbibus non captis
Non-occupied = Non captis
in all cities with a world wonder = in urbibus omnibus cum miraculo mundi
in all cities connected to capital = in urbibus omnibus cum metropoli concatenatis
in all cities with a garrison = in urbibus omnibus cum castellano
in all cities with a world wonder = in omnibus urbibus cum miraculo mundi
in all cities connected to capital = in omnibus urbibus cum metropoli concatenatis
in all cities with a garrison = in omnibus urbibus cum castellano
Garrisoned = Munitis
in all cities in which the majority religion is a major religion = in urbibus omnibus quibus religio majoritatis est religio plera
in all cities in which the majority religion is an enhanced religion = in urbibus omnibus quibus religio majoritatis est religio amplificata
in all cities in which the majority religion is a major religion = in omnibus urbibus quibus religio majoritatis est religio plera
in all cities in which the majority religion is an enhanced religion = in omnibus urbibus quibus religio majoritatis est religio amplificata
in non-enemy foreign cities = in urbibus alienis non hostilibus
in enemy cities = in urbibus hostilibus
in foreign cities = in urbibus alienis
@ -2991,8 +2986,8 @@ You have declared a defensive pact with our enemies! = Cum nostro hoste prædica
Your so-called 'defensive pact' is worth nothing. = Id quod vocas 'fœdus de defensione' est tam 'æstimabile' quam nihilum.
You have publicly denounced us! = Aperte criminavisti nos!
You have denounced our allies = Criminavisti socium nostrum
You refused to stop settling cities near us = Abdicavisti desinere condere oppida prope nos
You refused to stop spreading religion to us = Abdicavisti desinere sternere religionem ad nos
You refused to stop settling cities near us = Recusavisti desinere condere oppida prope nos
You refused to stop spreading religion to us = Recusavisti desinere sternere religionem ad nos
You betrayed your promise to not settle cities near us = Prodidistis vestrum promissum quo ne conderetis oppida prope nos
You betrayed your promise to not spread your religion to us = Prodidistis vestrum promissum quo ne sterneretis religionem ad nos
# Requires translation!
@ -3047,6 +3042,8 @@ Empire Overview = Breviarium imperii
Music Player = Cantorium Musicarum
# Requires translation!
Developer Console =
Idle Prev = Otiosa Prior
Idle Next = Otiosa Posterior
Empire Overview Trades = Mercatus, breviario imperii
Empire Overview Units = Centuriae, breviario imperii
Empire Overview Politics = Res politicae, breviario imperii
@ -3110,8 +3107,7 @@ Disabled Constructions = Constructiones debilitatæ
Next City = Urbs posterior
Previous City = Urbs prior
Show Stats = Ostende Statisticas
# Requires translation!
Toggle Stat Details =
Toggle Stat Details = Intermutare enarrationem statisticarum
Great People Detail = Enarratio personarum magnarum
Specialist Detail = Enarratio specialistarum
Religion Detail = Enarratio religionis
@ -3163,8 +3159,7 @@ Walls = Muri
Walls of Babylon = Muri Babyloniae
The Pyramids = Pyramides
# Requires translation!
'O, let not the pains of death which come upon thee enter into my body. I am the god Tem, and I am the foremost part of the sky, and the power which protecteth me is that which is with all the gods forever.' - The Book of the Dead, translated by Sir Ernest Alfred Wallis Budge =
'O, let not the pains of death which come upon thee enter into my body. I am the god Tem, and I am the foremost part of the sky, and the power which protecteth me is that which is with all the gods forever.' - The Book of the Dead, translated by Sir Ernest Alfred Wallis Budge = 'O, ne ingrediantur dolores mortis qui accedunt tibi in corpus meum. Ego sum deus Tem, sum pars prima caeli, et potentia quae protegit me est ea quae semper cum deis omnibus est.' - Liber Mortui, primitus translatus ab domino Ernest Alfred Wallis Budge
Mausoleum of Halicarnassus = Mausoleum
# Requires translation!
@ -3194,8 +3189,7 @@ Colosseum = Colosseum
Circus Maximus = Circus Maximus
Great Wall = Murus Magnus
# Requires translation!
'The art of war teaches us to rely not on the likelihood of the enemy's not attacking, but rather on the fact that we have made our position unassailable.' - Sun Tzu =
'The art of war teaches us to rely not on the likelihood of the enemy's not attacking, but rather on the fact that we have made our position unassailable.' - Sun Tzu = 'Ars belli docet nobis ne confidamus hostes non appugnare, sed confidamus nos fecisse nostrum positum non potens appugnari.' - Sun Tzu
Temple = Templum
@ -3236,13 +3230,11 @@ Hagia Sophia = Sancta Sapientia
# Requires translation!
Angkor Wat =
# Requires translation!
'The temple is like no other building in the world. It has towers and decoration and all the refinements which the human genius can conceive of.' - Antonio da Magdalena =
'The temple is like no other building in the world. It has towers and decoration and all the refinements which the human genius can conceive of.' - Antonio da Magdalena = 'Hoc templum est simile nullis aliis aedificiis in mundo. Habet turres et decorationes et omnes concinnitates quae genius homanus potest concipere.' - Antonio da Magdalena
# Requires translation!
Chichen Itza =
# Requires translation!
'The katun is established at Chichen Itza. The settlement of the Itza shall take place there. The quetzal shall come, the green bird shall come. Ah Kantenal shall come. It is the word of God. The Itza shall come.' - The Books of Chilam Balam =
'The katun is established at Chichen Itza. The settlement of the Itza shall take place there. The quetzal shall come, the green bird shall come. Ah Kantenal shall come. It is the word of God. The Itza shall come.' - The Books of Chilam Balam = 'Katun incepit in Chichen Itza. Ibi ponatur colonia de Itza. Quetzal veniat. Avis regina veniat. Ah Kantenal veniat. Verbum Dei est. Itza veniat.' - Libri de Chilam Balam
National Treasury = Gazophylacium Publicum
@ -3315,10 +3307,8 @@ Porcelain Tower = Turris Porcellana
Windmill = Ventimolina
# Requires translation!
Kremlin =
# Requires translation!
'The Kremlin is constantly changing the rules of the game to suit its purposes. We are not playing chess, we're playing roulette.' - Garry Kasparov =
Kremlin = Cremlinum
'The Kremlin is constantly changing the rules of the game to suit its purposes. We are not playing chess, we're playing roulette.' - Garry Kasparov = 'Cremlinum assidue mutat regulas ludi ut accommodent propositis ejus. Non scaccis ludimus, sed rotula.' - Garry Kasparov
Museum = Museum
@ -3337,8 +3327,7 @@ Big Ben = Turris Horologii
Military Academy = Academia Militaris
Brandenburg Gate = Porta Brandenburgensis
# Requires translation!
'Pale Death beats equally at the poor man's gate and at the palaces of kings.' - Horace =
'Pale Death beats equally at the poor man's gate and at the palaces of kings.' - Horace = 'Pallida Mors aequo pulsat pede pauperum tabernas regumque turris.' - Quintus Horatius Flaccus
Arsenal = Fabrica Telorum
@ -3349,8 +3338,7 @@ Stock Exchange = Mercatus Partium
Broadcast Tower = Turris Disseminationis
Eiffel Tower = Turris Eiffeliana
# Requires translation!
'We live only to discover beauty, all else is a form of waiting' - Kahlil Gibran =
'We live only to discover beauty, all else is a form of waiting' - Kahlil Gibran = 'Vivimus tantummodo ad inveniendum pulchritudinem; omnis alia est forma manendi.' - Kahlil Gibran
Statue of Liberty = Statua Libertatis
# Requires translation!
@ -3376,8 +3364,7 @@ Sydney Opera House = Theatrum Melodramaticum Sydney
Manhattan Project = Propositum Manhattan
Pentagon = Pentagonum
# Requires translation!
'In preparing for battle I have always found that plans are useless, but planning is indispensable.' - Dwight D. Eisenhower =
'In preparing for battle I have always found that plans are useless, but planning is indispensable.' - Dwight D. Eisenhower = 'In paratione ad proelium semper comperiebam consilia esse inutilia, sed consilium capere est necessarium.' - Dwight D. Eisenhower
Solar Plant = Electrificina Solaris
@ -3873,10 +3860,8 @@ Hello, again. =
# Requires translation!
Oh, it's you! =
Sun Never Sets = Sol Inocciduus
# Requires translation!
Long live to Your Highness, Queen Elizabeth Gloriana, leader and protector of the glorious England! Through history, enduring many invasions, England strengthened its will, playing smartly with diplomacy, cunning, and military power, to eventually rose as one of the most dominant Empires the world has ever known. Their matchless navy, brilliant scientists and artists, and powerful merchants, have shaped the known world for centuries. =
# Requires translation!
Queen Elizabeth, will England cast once more its brightness upon all lands and seas of the world? Will your new empire shine through the ages of history? =
Long live to Your Highness, Queen Elizabeth Gloriana, leader and protector of the glorious England! Through history, enduring many invasions, England strengthened its will, playing smartly with diplomacy, cunning, and military power, to eventually rose as one of the most dominant Empires the world has ever known. Their matchless navy, brilliant scientists and artists, and powerful merchants, have shaped the known world for centuries. = Vivat vestra sublimitas, Regina Elizabetha Gloriana, ductrix ac protectrix gloriosae Angliae! Per historiam pertulerat irruptiones multas, Anglia firmavit suam voluntatem, culte agebat in rebus externis, astutia, et potentia militari, ut demum surrexit ad unum de imperiis dominantissmis quae mundus umquam scivit. Eorum classis marina inaequabilis, physici et artifices illustres, mercatoresque potentes in saeculis formabant mundum scitum.
Queen Elizabeth, will England cast once more its brightness upon all lands and seas of the world? Will your new empire shine through the ages of history? = Regina Elizabetha, iterum ad omnes terras mundi omnia mariaque obicietne Anglia suum nitorem? Per aetates historiae lucebitne tuum novum imperium?
London = Londinium
York = Eboracum
Nottingham = Nottinghamia
@ -5279,7 +5264,7 @@ God blesses those who deserve it. I am Isabel of Spain. = Deus beat eos qui mere
# Requires translation!
I hope this deal will receive your blessing. =
Seven Cities of Gold = Septem Urbes Aureae
Holy Isabella, envoy of God, Great Queen of Castille and León, your people celebrate you! Spain is a beautiful and ancient country, a link between Europe and Africa, one shore on the Mediterranean and the other on the mighty Atlantic Ocean. The Spanish culture had taken the best of the Christian and Muslim worlds, and was ready to dominate the world for centuries. Powerful Spanish military fleets and brave explorers found and conquered much of the New World. Exploiting a whole new continent and its riches, Spain reached a state of power few could compete with for hundreds of years. = Isabella sancta, nuntia Dei, Regina magna Castellae et Legionis, populus tuus celebrat te! Hispania est terra pulchra atque antiqua, est nexus inter Europam et Africam, uno litore ad Mare Mediterraneum et uno ad potentem Oceanum Atlanticum. Cultura Hispanica ceperat optimas mundorum Christiani et Musulmani, paraverat ad dominationem mundi saeculorum. Classes potentes Hispanicae et indagatores fortes invenerunt et vicerunt multum mundi novi. Usurpavit novam continentem omnem et copiam illius, Hispania attigit statum potentiae, ut pauci possent concertare in centuriis annorum.
Holy Isabella, envoy of God, Great Queen of Castille and León, your people celebrate you! Spain is a beautiful and ancient country, a link between Europe and Africa, one shore on the Mediterranean and the other on the mighty Atlantic Ocean. The Spanish culture had taken the best of the Christian and Muslim worlds, and was ready to dominate the world for centuries. Powerful Spanish military fleets and brave explorers found and conquered much of the New World. Exploiting a whole new continent and its riches, Spain reached a state of power few could compete with for hundreds of years. = Isabella sancta, nuntia Dei, Regina magna Castellae et Legionis, populus tuus celebrat te! Hispania est terra pulchra atque antiqua, est nexus inter Europam et Africam, uno litore ad Mare Mediterraneum et uno ad potentem Oceanum Atlanticum. Cultura Hispanica ceperat optimas mundorum Christiani et Musulmani, paraverat ad dominationem mundi saeculorum. Classes potentes Hispanicae et indagatores fortes invenerunt et vicerunt multum mundi novi. Usurpaverat novam continentem omnem et copiam illius, Hispania attigit statum potentiae, ut pauci possent in saeculis concertare.
O splendid and virtuous Isabella! By the will of the heavens, will Spain reborn to achieve its holy destiny and become a new El Dorado? Will your new empire shine through the ages of history? = O Isabella splendida atque virtuosa! Per voluntatem caelorum renasceturne Hispania ut attingat fatum sanctum ejus et fiat novus El Dorado? Per aetates historiae lucebitne tuum novum imperium?
Madrid = Matritum
Barcelona = Barcino
@ -6157,8 +6142,7 @@ your exploring unit receives training =
We have found survivors in the ruins! Population added to [cityName]. = In parietinis invenimus superviventes! Multitudo ad [cityName](m/um) additur.
survivors (adds population to a city) = superviventes (multitudinem urbi addere)
# Requires translation!
a stash of gold =
a stash of gold = aliquantum aurum
discover a lost technology = technologiam amissam invenire
@ -6168,8 +6152,7 @@ advanced weaponry for your explorer = arma progressûs tuo exploratori
You find evidence of Barbarian activity. Nearby Barbarian camps are revealed! = Invenis indicium de barbara actione. Castra propinqua barbarorum sunt patefacta!
reveal nearby Barbarian camps = patefacere castra propinqua barbarorum
# Requires translation!
find a crudely-drawn map =
find a crudely-drawn map = chartam infabre pictam invenire
#################### Lines from Specialists from Civ V - Vanilla ####################
@ -6198,8 +6181,7 @@ Animal Husbandry = Agricultio Bestiæ
# Requires translation!
'The haft of the arrow has been feathered with one of the eagle's own plumes, we often give our enemies the means of our own destruction' - Aesop =
Archery = Sagittatio
# Requires translation!
'The meek shall inherit the Earth, but not its mineral rights.' - J. Paul Getty =
'The meek shall inherit the Earth, but not its mineral rights.' - J. Paul Getty = 'Mites possidebunt terram, sed non jus fodiendi ejus.' - J. Paul Getty
Mining = Fodinae
'He who commands the sea has command of everything.' - Themistocles = 'Qui mari potitur, eum rerum potlri.' - Themistocles
@ -6235,8 +6217,7 @@ Iron Working = Opus Ferri
'Three things are necessary for the salvation of man: to know what he ought to believe; to know what he ought to desire; and to know what he ought to do' - St. Thomas Aquinas = 'Tria sunt homini necessaria ad salutem: scilicit scientia credendorum, scientia desiderandorum, et scientia operandorum.' - Thomas Aquinas
Theology = Theologia
# Requires translation!
'The only thing that saves us from the bureaucracy is its inefficiency' - Eugene McCarthy =
'The only thing that saves us from the bureaucracy is its inefficiency' - Eugene McCarthy = 'Sola res quae a grapheocratia servat nos est inefficacitas ejus.' - Eugene McCarthy
Civil Service = Officium Civile
# Requires translation!
'Better is bread with a happy heart than wealth with vexation.' - Amenemope =
@ -6306,7 +6287,7 @@ Rifling = Sclopetum
'If the brain were so simple we could understand it, we would be so simple we couldn't.' - Lyall Watson = 'Si cerebrum sit tam simplex ut possimus id intellegere, nos simus tam simplices ut non ita possimus.' - Lyall Watson
Biology = Biologia
'The nations of the West hope that by means of steam communication all the world will become as one family.' - Townsend Harris = 'Populi occidentis sperant quod, per communicationem vaporis, mundus omnis fiet acsi una familia sit.' - Townsend Harris
'The nations of the West hope that by means of steam communication all the world will become as one family.' - Townsend Harris = 'Populi occidentis sperant quod, per communicationem vaporis, omnis mundus fiet quasi una familia.' - Townsend Harris
Steam Power = Potentia Vaporaria
'As soon as men decide that all means are permitted to fight an evil, then their good becomes indistinguishable from the evil that they set out to destroy.' - Christopher Dawson = 'Quando homines decernunt aditus omnes esse licitos contra malitatem, quando bonitas sua fiat indiscreta quam malitas quam destruent.' - Christopher Dawson
Dynamite = Dynamites
@ -6330,7 +6311,7 @@ Telegraph = Telegraphia
Radio = Radiophonia
'Aeronautics was neither an industry nor a science. It was a miracle.' - Igor Sikorsky = 'Aeronautica nec industria nec scientia erat. Miraculum erat.' - Igor Sikorsky
Flight = Aëronautica
'Any man who can drive safely while kissing a pretty girl is simply not giving the kiss the attention it deserves.' - Albert Einstein = 'Quicumque tuto agit cum puellam pulchram basiat, simpliciter non est dans basio curam, quam mereat.' - Albert Einstein
'Any man who can drive safely while kissing a pretty girl is simply not giving the kiss the attention it deserves.' - Albert Einstein = 'Quisquis vir tuto agit cum puellam pulchram basiat, simpliciter non dat illi basio curam quantam mereat.' - Albert Einstein
Combustion = Combustio
'In nothing do men more nearly approach the gods than in giving health to men.' - Cicero = 'Homines enim ad deos nulla re propius accedunt quam salutem hominibus dando.' - Marcus Tullius Cicero
@ -6544,7 +6525,7 @@ Marks the center of a city = Indicat centrum urbis
Appearance changes with the technological era of the owning civilization = Forma ætate technologicâ civilizationis possidentis mutatur
Barbarian encampment = Castra barbarorum
Home to uncivilized barbarians, will spawn a hostile unit from time to time = Patriæ barbarorum sunt. Centurias hostilis nonnumquam generant
Home to uncivilized barbarians, will spawn a hostile unit from time to time = Patriæ barbarorum sunt. Centurias hostiles nonnumquam generant
#################### Lines from TileResources from Civ V - Vanilla ####################
@ -8970,26 +8951,22 @@ Since a city's number of Citizens, or Population, determines how many tiles a Ci
Production is the resource that lets a City Center build new things. = Fabricatio est materia qua centrum urbis aedificat res novas.
This can be new Buildings that are added to the City Center, or new Units that can go out across the World Map to advance your Nation's goals. = Hae fortasse sint aedificia, quae ad centrum urbis addantur, aut centuriae novae, quae possint ire per tabulam mundi, ad destinatum populi tui.
Everything you can build has a Production Cost. Every turn each City generates a certain amount of Production and puts it towards whatever is at the top of the Build Queue. Once the total cost is collected, the Building or Unit is built! = Id quod cumque aedificare potes, habet sumptum de fabricatione. In gressu omni urbes singulae generant aliquantum fabricationis et ponunt id ad illud quod cumque in capite agminis est. Quando sumptus totus colligitur, illud aedificium sive centuria, erit aedificatum!
Everything you can build has a Production Cost. Every turn each City generates a certain amount of Production and puts it towards whatever is at the top of the Build Queue. Once the total cost is collected, the Building or Unit is built! = Id quod cumque aedificare potes, habet sumptum de fabricatione. In omni gressu urbes singulae generant aliquantum fabricationis et ponunt id ad illud quod cumque in capite agminis est. Quando sumptus totus colligitur, illud aedificium sive centuria, erit aedificatum!
Any excess Production after something is built is overflowed to the next thing the City builds. Up to it's total Production Cost. = Quaecumque sit fabricatio superflua postquam aliquod sit aedificatum, superfluitur ad rem secundam quam haec urbs aedificet, usque ad totum sumptum fabricationis ejus.
# Requires translation!
Since this determines how quickly you can build more stuff, your Nation's Production Capacity is crucial to it's advancement and survival. =
⍾Science is the resource that unlocks new and exciting Technologies for your Nation. = ⍾Scientia est materia quae pro populo tuo disserat technologias novas atque excitantes.
Once you've Founded your Capital, you'll be prompted to Pick a Technology to Research. = Postquam condis metropolim tuam, admonearis technologiam inveniendam eligere.
Every Technology costs an amount of ⍾Science. Every turn the ⍾Science your Nation produces is paid towards Researching your chosen Technology. = Technologia omnis sumit aliquantum ⍾scientiae. In gressu omni ⍾scientia, quam populus tuus producat, impenditur ad inveniendum technologiam a te electam.
Every Technology costs an amount of ⍾Science. Every turn the ⍾Science your Nation produces is paid towards Researching your chosen Technology. = Technologia omnis sumit aliquantum ⍾scientiae. In omni gressu ⍾scientia, quam populus tuus producat, impenditur ad inveniendum technologiam a te electam.
Once a Technology has it's cost fully paid, you unlock the benefits for your Nation! This could be new Units, Buildings, or other advantages. Any surplus will overflow into the next Technology you pick to Research. = Quando unius technologiae sumptus totus impenditur, benefacta populo tuo disseras! Ea possint esse centuriam novam vel aedificium novum, vel aliqua alia bona. Si qua superflua est, superfluit in technologiam posteriorem quam elegeris ad cognitionem.
# Requires translation!
Researching a Technology in the next Era will advance you into that Era and trigger a notification to other Nations about how amazing you are! =
# Requires translation!
Since new Technologies tend to give access to better Units, Buildings, and even unlock powerful new Policies, staying ahead of the competition is one of the best ways to secure your Victory! =
Researching a Technology in the next Era will advance you into that Era and trigger a notification to other Nations about how amazing you are! = Assectatio technologiae in posteriore aetate faciet te ingressum in eam aetatem et faciet aliis populis nutium de quanto mirus es!
Since new Technologies tend to give access to better Units, Buildings, and even unlock powerful new Policies, staying ahead of the competition is one of the best ways to secure your Victory! = Quoniam nova technologia cottidie dat aditum ad meliores centurias, aedificia et quoque disserat nova dictata potentia, prae certamen consistere est unum de modis optimis ad firmandum tuam victoriam!
# Requires translation!
Ah Gold. The Universal Medium of Exchange. Everyone loves Gold! They say it can't buy Happiness, but nuclear submarines are almost as good. =
Ah Gold. The Universal Medium of Exchange. Everyone loves Gold! They say it can't buy Happiness, but nuclear submarines are almost as good. = A, aurum. Medium universale commercii. Quisque amat aurum! Aliqui dixerunt eo emere felicitatem non posse, sed naves subaquaneae nucleares fere tam bonae sunt!
# Requires translation!
You can earn more Gold from Tiles, Resources, Improvements, and eventually Buildings, Specialists, and Trade Routes. Ancient Ruins, meeting new City-States, and Pillaging are also great sources of Gold. During a Golden Age every Tile that already yields Gold will yield an additional Gold! =
# Requires translation!
Gold is how you pay for Building Maintenance, Transportation Upkeep, and Unit Upkeep. If you run out of Gold, first you'll receive penalties to your ⍾Science production, then eventually your Units will start Disbanding as you can't pay their upkeep. =
Gold is how you pay for Building Maintenance, Transportation Upkeep, and Unit Upkeep. If you run out of Gold, first you'll receive penalties to your ⍾Science production, then eventually your Units will start Disbanding as you can't pay their upkeep. = Solidi sunt ei quibus tu pendis ad tuitionem aedificiorum, tuitionem vecturae, et tuitionem centuriarum. Si solidi tibi desunt, primitus accipias poenas ad effectum ⍾scientiae tibi, et tandem centuriae tuae incipiant dimitti, quia non possis pendere ad tuitionem earum.
# Requires translation!
Gold can be used to Buy Buildings and Units, helping bring up a new City or quickly build an Army. It can also buy Tiles to add to your City. It's also used to Upgrade your units from their older, obsolete forms to new, stronger versions. And investing it into a Research Agreement is a great way to convert it into ⍾Science. =
# Requires translation!
@ -9030,7 +9007,7 @@ However, since each Road and Railroad have a Maintenance Cost, it may be more ec
Trade Route = Via commercii
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. You earn more Gold the more Population the City and your Capital has. = Urbes tuas per vias vel vias ferreas cum metropoli concatenare generet solidos per viam commercii. Plus multitudinis tua urbs et metropolis habent, plures solidos mereas.
Note that each road costs 1 Gold Maintenance per turn, and each Railroad costs 2 Gold, so it may be more economical to wait until the cities grow! = Adnota singulas vias gressu omni sumere 1 solidum, et singulas vias sumere 2 solidos, cur efficientius sit manere donec urbes augentur!
Note that each road costs 1 Gold Maintenance per turn, and each Railroad costs 2 Gold, so it may be more economical to wait until the cities grow! = Adnota singulas vias omni gressu sumere 1 solidum, et singulas vias sumere 2 solidos, cur efficientius sit manere donec urbes augentur!
Railroads connecting a city to the Capital also provide a 25% Production Boost to the City, but not the Capital. = Viae ferreae quae concatenant urbem cum metropoli etiam praebent urbi 25% additionem fabricationis, sed non metropoli.
Trade Routes are also connected over Water via certain buildings like the Harbor. As long as there is a chain that can reach the Capital, there's a Trade Route. Look for this symbol in Yellow below the City Name to mean you have an active Trade Route to your Capital. = Viae commercii etiam per aliqua aedificia portibus similia per aquam concatenatur. Via commercii ibi est, ubi catena potest metropolim attingere. Investiges symbolum flavum sub nomine urbis, quod indicat te habere actuosam viam commercii ad metropolim tuam.
Trade Routes can get broken either by Blockades or by Removing/Pillaging the connecting Road/Railroad chain. = Viae commercii possunt abrumpi per obsidionem vel per summovendum, aut diripiendum, catenam viarum aut viarum ferrearum.
@ -9045,7 +9022,7 @@ There are four ways to win in Unciv. They are:\n - Cultural Victory: Complete 5
So to sum it up, these are the basics of Unciv Found a prosperous first city, expand slowly to manage happiness, and set yourself up for the victory condition you wish to pursue.\nObviously, there is much more to it than that, but it is important not to jump into the deep end before you know how to swim. =
Enemy City = Urbs hostilis
Cities can be conquered by reducing their health to 1, and entering the city with a melee unit.\nSince cities heal each turn, it is best to attack with ranged units and use your melee units to defend them until the city has been defeated! = Urbes possunt capi per minuendum salutem earum ad 1 et imperandum centuriam propinquitatis ingredi in urbem.\nQuoniam urbes medentur gressu omni, optime est quod centuriae longinquitatis oppugnent cum centuriae propinquitatis defendant eas donec urbs sit victa!
Cities can be conquered by reducing their health to 1, and entering the city with a melee unit.\nSince cities heal each turn, it is best to attack with ranged units and use your melee units to defend them until the city has been defeated! = Urbes possunt capi per minuendum salutem earum ad 1 et imperandum centuriam propinquitatis ingredi in urbem.\nQuoniam urbes omni gressu medentur, optime est quod centuriae longinquitatis oppugnent cum centuriae propinquitatis defendant eas donec urbs sit victa!
Luxury Resource = Merx Luxuria
Luxury resources within your domain and with their specific improvement are connected to your trade network.\nEach unique Luxury resource you have adds 5 happiness to your civilization, but extra resources of the same type don't add anything, so use them for trading with other civilizations! = Merces luxuriae cum meliorationibus specialibus suis intra fines tuos sunt concatenatae in tuum reticulum commerciale.\nMerx unica tua omnis dat 5 felicitatem civilizationi tuae, sed merces addititiae generis aequi dat nullam, sic eis utaris ad commercium cum aliis civilizationibus!
@ -9081,10 +9058,17 @@ Embarking = Conscensio
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. = Postquam technologia certa sit inventa, centuriae tuae possint conscendere, sic habilitent eas trans tegulas aquae ire.\nAquam ingredi aut aqua egredi sumat gressum omnem.
Units are defenseless while embarked (cannot use modifiers), and have a fixed Defending Strength based on your tech Era, so be careful!\nRanged Units can't attack, Melee Units have a Strength penalty, and all have limited vision. = Centuriae sine defensione sint quom in navibus sint (non possit mutari), et habeant potentiam certam de defensione de aetate tua technologiarum, sic evigiles.\nCenturiae longinquitatis non possint appugnare. Centuriae propinquitatis cum poena de potentia sint. Etiam habeant visionem finitam.
Idle Units = Centuriae Otiosae
# Requires translation!
Idle Units =
Clicking 'Next unit' moves to the next idle unit in the queue (as listed in Overview -> Units). After issuing an order to an unit, if 'Auto Unit Cycle' in Options -> Gameplay is enabled, you will automatically select the next idle unit. =
# Requires translation!
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Wait'.\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, or command the unit to 'Skip turn'. =
# Requires translation!
If you want to disable the 'Next unit' feature entirely, you can toggle it in Options -> Gameplay -> Check for idle units. =
# Requires translation!
If you'd rather 'Next unit' cycle the units and not mark them as Done, you can change it in the Options -> Gameplay menu. =
# Requires translation!
You can also cycle through the idle units using the left and right triangles on the Unit Table in the lower left of the screen. Or by default using the Cycle button next to the 'Next Unit' button. =
Contact Me = Loqui ad 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. = Salve! Ut lusisti ad hoc, probabiliter videris hunc ludum incompletum esse.\n Unciv intenditur cum fonte praebito lîber esse, semper esse.\n Hoc indicat res praeconias, et alias, quae sine sententia sint, non exsistere.
@ -9128,11 +9112,11 @@ Certain bonuses are given when you are at above 30 influence.\nWhen you have abo
While working the land is good, eventually your Citizens will want to Specialize. = Cum operari agrum est bonum, cives tui tandem volent fieri specialistae.
Certain Buildings will also provide Specialist Slots. These slots will show up in the Citizen Management within the City Screen under Specialists. Each slot can be filled with a Citizen which will then become a Specialist. = Aliquanta aedificia etiam praebent spatia specialistarum. Haec spatia appeant sub "specialistis" in "administratione civium" in "ostentu urbis." Spatium omne potest impleri cive, qui tum fiat specialista.
Each Specialist will generate a certain amount of yield as indicated to the right of the available slots. = Specialista omnis generet tantum producti, quantum indicatur in loco dextro spatiorum parabilium.
While these are a great way to specialize the yield production of a City outside of the surrounding Tile Yields, Specialists have an additional value. Each one also generates Great Person Points each turn. With enough of them, a new Great Person will join your Nation. = Cum haec sunt modus bonus quo productum urbis fiat speciale extra producta tegularum circumcurrentium, specialistae habent aestimationem addititiam. Omnis etiam gressu omni generat calculos personarum magnarum. Satis cum eis, nova persona magna cum populo tuo coeat.
While these are a great way to specialize the yield production of a City outside of the surrounding Tile Yields, Specialists have an additional value. Each one also generates Great Person Points each turn. With enough of them, a new Great Person will join your Nation. = Cum haec sunt modus bonus quo productum urbis fiat speciale extra producta tegularum circumcurrentium, specialistae habent aestimationem addititiam. Omnis etiam omni gressu generat calculos personarum magnarum. Satis cum eis, nova persona magna cum populo tuo coeat.
See also Great People = Et videas Personas Magnas
Great People = Personæ Magnæ
Certain buildings, and specialists in cities, generate Great Person points per turn.\nThere are several types of Great People, and their points accumulate separately.\nThe number of points per turn and accumulated points can be viewed in the Overview screen. = Aliquanta aedificia, et specialistae in urbibus, gressu omni generant calculos personarum magnarum.\nAliquanta sunt genera personarum magnarum, et calculi earum seorsum accumulantur.\nNumerus calculorum gressûs omnis et calculi accumulati possunt in ostentu breviarii videri.
Certain buildings, and specialists in cities, generate Great Person points per turn.\nThere are several types of Great People, and their points accumulate separately.\nThe number of points per turn and accumulated points can be viewed in the Overview screen. = Aliquanta aedificia, et specialistae in urbibus, omni gressu generant calculos personarum magnarum.\nAliquanta sunt genera personarum magnarum, et calculi earum seorsum accumulantur.\nNumerus calculorum omnis gressûs et calculi accumulati possunt in ostentu breviarii videri.
# Requires translation!
Alternatively, the Great Person points breakdown per city can be viewed in each City Screen (see UI Tips article). =
Once enough points have been accumulated, a Great Person of that type will be created!\nEach Great Person can construct a certain Great Improvement which gives large yields over time, or immediately consumed to provide a certain bonus now. = Quando satis calculi sint accumulati, persona magna ejus generis creetur!\nPersona magna omnis potest construere aliqualem meliorationem magnam, quae paulatim det productum magnum, aut nunc confestim sumi ad praebendum praemium aliquale.
@ -9140,7 +9124,7 @@ Great Improvements also provide any strategic resources that are under them, so
See also Specialists = Et videas Specialistas
Removing Terrain Features = Summovere Adjuncta Humorum
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. = Aliquantae tegulae habent adjuncta humorum - similia sunt campis alluvialibus vel silvis - super se. Aliquantum horum coriorum, e.g. silva tropica, palus et silva, possunt ab opificibus summovere.\nSummovere adjunctum humi non summoveat mercem quae cumque in ea tegula est, et vulgo requiritur ad addendum meliorationes ut hae merces usurpentur.
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. = Aliquantae tegulae habent adjuncta humorum - similia sunt campis alluvialibus vel silvis - super se. Aliquantum horum coriorum, e.g. silva tropica, palus et silva, possunt ab opificibus summovere.\nSummovere adjunctum humi non summoveat mercem quae cumque in ea tegula est, et vulgo requiritur ad addendum meliorationes quo hae merces usurpentur.
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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. =
@ -9177,7 +9161,7 @@ This is where you spend most of your time playing Unciv. See the world, control
# Requires translation!
: The name (and unit icon) of the selected unit or city, with current health if wounded. Clicking a unit name or icon will open its civilopedia entry. =
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: The arrow buttons allow jumping to the next/previous unit. =
: The arrow buttons allow jumping to the next/previous idle unit. =
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: For a selected unit, its promotions appear here, and clicking leads to the promotions screen for that unit. =
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@ -9244,13 +9228,13 @@ Multi-turn AutoPlay for multiplayer is not yet supported. =
After building a shrine, your civilization will start generating ☮Faith. = Postquam aedem aedificas, civilizatio tua incipiet generare ☮fidem.
When enough ☮Faith has been generated, you will be able to found a pantheon. = Quando ☮fides satis generata sit, possis Pantheum fundare.
A pantheon will provide a small bonus for your civilization that will apply to all cities that have it as a majority religion. = Pantheum praebeat civilizationi tuae praemium parvum, quod applicetur urbibus omnibus quibus illud est religio majoritatis.
A pantheon will provide a small bonus for your civilization that will apply to all cities that have it as a majority religion. = Pantheum praebeat civilizationi tuae praemium parvum, quod applicetur omnibus urbibus quibus illud est religio majoritatis.
Each civilization can only choose a single pantheon belief, and each pantheon can only be chosen once. = Nec ulla civilizatio potest opiniones Panthei plures quam unam eligere, nec ulla opinio Panthei potest aliquotiens pluribus quam semel eligi.
Generating more ☮Faith will allow you to found a religion. = Generare ☮fidem majorem habilitet te fundare religionem.
Keep generating ☮Faith, and eventually a great prophet will be born in one of your cities. = Adsidue generes ☮fidem, ut tandem propheta magnus in una de urbibus tuis oriatur.
This great prophet can be used for multiple things: Constructing a holy site, founding a religion and spreading your religion. = Hæc propheta magnus possit ad nonnullas adhiberi: ad constructionem sitûs sancti, ad fundationem religionis et ad stratum religionis tuae.
When founding your religion, you may choose another two beliefs. The founder belief will only apply to you, while the follower belief will apply to all cities following your religion. = Quando fundas religionem, potes duas opiniones alias eligere. Opinio institutoris modo applicetur vobis, autem opinio assectatorum applicetur urbibus omnibus quae sequuntur religionem tuam.
When founding your religion, you may choose another two beliefs. The founder belief will only apply to you, while the follower belief will apply to all cities following your religion. = Quando fundas religionem, potes duas opiniones alias eligere. Opinio institutoris modo applicetur vobis, autem opinio assectatorum applicetur omnibus urbibus quae sequuntur religionem tuam.
Additionally, the city where you used your great prophet will become the holy city of that religion. = Et urbs, qua (con-)sumas prophetam magnum tuam, fiat urbs sancta illius religionis.
Once you have founded a religion, great prophets will keep being born every so often, though the amount of Faith☮ you have to save up will be higher. = Postquam fundas religionem, prophetae magni nonnumquam oriantur, autem fides☮, quantam necesse retineat, sit major.
One of these great prophets can then be used to enhance your religion. = Unus de his prophetis magnis tum possit religionem tuam amplificare.
@ -9263,7 +9247,7 @@ Pantheon and Follower beliefs apply to each city following your religion, while
Religion inside cities = Religio intra urbes
When founding a city, it won't follow a religion immediately. = Cum urbs conditur, ea non statim sequetur unam religionem.
The religion a city follows depends on the total pressure each religion has within the city. = Religio quam urbs sequitur dependet de toto impulsu quem religio omnis in urbe habet.
The religion a city follows depends on the total pressure each religion has within the city. = Religio quam urbs sequitur dependet de toto impulsu quem omnis religio in urbe habet.
Followers are allocated in the same proportions as these pressures, and these followers can be viewed in the City Screen. = Assectatores disponuntur in proportionibus aequis cum his impulsibus, et hi assectatores possunt in ostentu urbis videri.
You are allowed to check religious followers and pressures in cities you do not own by selecting them. = Tibi licet per eligedum urbes quas non possides cernere assectatores et impulsûs religiosos in eis.
In both places, a tap/click on the icon of a religion will show detailed information with its effects. = In ambobus locis, attingere symbolum religionis ostendat indicia concisa de effectibus ejus.
@ -9281,7 +9265,7 @@ But do take care, missionaries will lose 250 religious strength each turn they e
This diminishes their effectiveness when spreading religion, and if their religious strength ever reaches 0, they have lost their faith and disappear. = Hoc minuat efficaciam eorum quom sternunt religionem. Si potentia religiosa eorum quando attingit 0, amiserint fidem suam et disparebunt.
When you do spread your religion, the religious strength of the unit is added as pressure for that religion. = Quando sternis religionem tuam, potentia religiosa centuriae addatur ut fiat impulsus pro ista religione.
Cities also passively add pressure of their majority religion to nearby cities. = Urbes quoque passive addunt urbibus propinquis impulsum suae religionis majoritatis.
Each city provides +6 pressure per turn to all cities within 10 tiles, though the exact amount of pressure depends on the game speed. = Urbs omnis gressu omni praebet +6 impulsum urbibus omnibus quae non pluribus quam 10 tegulis absunt, sed exacta quantitas impulsûs dependet de celeritate ludi.
Each city provides +6 pressure per turn to all cities within 10 tiles, though the exact amount of pressure depends on the game speed. = Omnis urbs omni gressu praebet +6 impulsum omnibus urbibus quae non pluribus quam 10 tegulis absunt, sed exacta quantitas impulsûs dependet de celeritate ludi.
This pressure can also be seen in the City Screen, and gives you an idea of how religions in your cities will evolve if you don't do anything. = Hic impulsus quoque potest in ostentu urbis videri, et det tibi imaginem de religionibus, quantae in tua urbe volvent si non agis quid.
Holy cities also provide +30 pressure of the religion founded there to themselves, making it very difficult to effectively convert a holy city. = Urbes sanctae etiam praebent sibi +30 impulsum de religione ibi fundatâ, faciunt admodum difficile conversu urbis sanctae.
Lastly, before founding a religion, new cities you settle will start with 200 pressure for your pantheon. = Postremo, antequam fundas religionem, urbes a te conditae cum 200 impulsu pro Pantheo tuo incipient.
@ -9310,7 +9294,7 @@ Air Combat is very similar to normal Combat, with a few wrinkles. Damage is stil
However, before the Attacker and Defender fight, there is an added combat phase called Interception. If there is any unit with Interception Range that covers the target attacked tile, then it will attempt to Intercept the Attacking Air Unit. If multiple units can Intercept, the one with higher Intercept chance does it. = Autem, antequam oppugnator et defensor pugnent, spatium, dicitur interceptio, intra proelium addatur. Si qua centuria est cum ambitu interceptionis, intra quem est tegula intenta appugnanda, ea tentet intercipere centuriam aëriam appugnantem. Si centuriae plurales possunt intercipere, ibi quae cum probabilitate majore faciat, faciet.
Generally Land/Naval Units have an Intercept Range of 2 Tiles, and Air Units have an Intercept Range of their Attack Range. = Centuriae marinae/terrae generaliter habent ambitum interceptionis qui est 2 tegulae, et aëriae habent ambitûs interceptionis aequos ambituum oppugnationis suorum.
Ground and Naval Units don't require movement points to Intercept, just Attacks. Air Units cannot have moved nor attacked in the preceding turn. = Centuriae marinae et terrae non requirant calculos de movendo ad interceptionem, sed ad oppugnationem. Centuriae aëriae nec appugnare nec moveri potuerint in gressu priore.
The Intercepting Unit rolls to see if it hits. Whether it hits or not costs an Attack, and most units (without Promotions) can only Attack Once per Nation's Turn. It does NOT cost Movement Points, but Air Units that have used their Movement cannot Intercept between turns. = Centuria intercipiens volvat, ut contactusne cernatur. Sive contingat sive non contingat, una oppugnatio consumatur, et plurimae centuriae (sine promotione) modo possunt semel appugnare gressu omni populi. Ea NON sumat calculos de movendo, sed centuriae aëriae, quarum momentum sit in gressu priore sumptum, non possint inter gressûs intercipere.
The Intercepting Unit rolls to see if it hits. Whether it hits or not costs an Attack, and most units (without Promotions) can only Attack Once per Nation's Turn. It does NOT cost Movement Points, but Air Units that have used their Movement cannot Intercept between turns. = Centuria intercipiens volvat, ut contactusne cernatur. Sive contingat sive non contingat, una oppugnatio consumatur, et plurimae centuriae (sine promotione) modo possunt in omni gressu omnis populi semel appugnare. Ea NON sumat calculos de movendo, sed centuriae aëriae, quarum momentum sit in gressu priore sumptum, non possint inter gressûs intercipere.
If the Intercepting Unit Hits, it deals damage according to the Combat Strength calculation to the Attacking Air Unit, potentially with any Strength Bonuses that apply to Interception. It does not receive damage from the Attacking Air Unit. = Si centuria intercipiens contingit, dat centuriae aëriae appugnanti damnum ob calculum potentiae de proelio cum praemio potentiae quod cumque applicetur interceptioni. Ea non accipiet damnum de centuria aëria appugnante.
After Interception resolves, the Attacking Air Unit and the Defending Unit in the targeted tile do Combat as normal, with damage dealt to both sides. = Postquam interceptio sit certa, centuria aëria appugnans et centuria defendens in tegula intenta faciant proelium acsi cotidianum sit, ut damnum duabus detur.
To help deal with Interceptions, see Air Sweeps. = Ut adjuveris contra interceptiones, Aëra Verrere videas.
@ -9335,7 +9319,7 @@ City Blockade = Obsidio Urbis
One of your cities is under a naval blockade! When all adjacent water tiles of a coastal city are blocked - city loses harbor connection to all other cities, including capital. Make sure to de-blockade cities by deploying friendly military naval units to fight off invaders. = Una de urbibus tuis est in marina obsidione! Quom omnes adjacentes tegulae aquae urbis littoralis obsidentur, urbs amittat catenationem portus cum urbibus aliis et metropoli. Cures emovere obsidionem per ponendum centurias marinas militares amicas ad expellendum incurrentes.
Spies! = Curiosi!
The first time a civ reaches the Renaissance era each nation gets one spy. Every time a civ reaches an era afterwards they get one more spy. = Quando primitus aliqua civilizatio attingit aetatem renascentiae, populus omnis mereant unum emissarium. Quandocumque aliqua civilizatio attingit aetatem post eam, omnis pluribus mereat emissarium.
The first time a civ reaches the Renaissance era each nation gets one spy. Every time a civ reaches an era afterwards they get one more spy. = Quando primitus aliqua civilizatio attingit aetatem renascentiae, populus omnis mereat unum emissarium. Quandocumque aliqua civilizatio attingit aetatem post eam, omnis pluribus mereat emissarium.
# Requires translation!
Spies can be sent out to foreign cities to steal technology, rigging elections or stage coups. Place them in your own cities to do counter-intelligence work. =
# Requires translation!

View File

@ -107,8 +107,10 @@ New [civName]\n(formerly known as [cityName]) =
Requires [buildingName] to be built in the city = Mieste reikalinga(s): [buildingName]
Requires [buildingName] to be built in all cities = [buildingName] reikalinga(s) visuose miestuose
Provides a free [buildingName] in the city = Dovanojama(s): [buildingName] miestui
Requires worked [resource] near city = [resource] turi būti gaminama(s) šalia miesto
Requires at least one of the following resources worked near the city: = Šalia miesto turi būti gaminama(s) bent viena(s):
# Requires translation!
Requires improved [resource] near city =
# Requires translation!
Requires at least one of the following resources improved near the city: =
Wonder is being built elsewhere = Pasaulio Stebuklas jau statomas kitoje vietoje
National Wonder is being built elsewhere = Nacionalinis Stebuklas jau statomas kitoje vietoje
# Requires translation!
@ -126,6 +128,10 @@ Requires [PolicyOrNationalWonder] = Reikalinga(s): [PolicyOrNationalWonder]
Cannot be purchased = Pirkti negalima
Can only be purchased = Tik perkama
See also = Taip pat žr.
# Requires translation!
Use default promotions =
# Requires translation!
Default promotions for [unitType] =
Requires at least one of the following: = Reikia bent vieno iš:
Requires all of the following: = Reikia visų:
@ -431,6 +437,8 @@ Start game! = Pradėti žaisti!
Map Options = Žemėlapis
Game Options = Žaidimas
Civilizations = Civilizacijos
# Requires translation!
Shuffle Civ Order at Start =
Map Type = Žemėlapio tipas
Map file = Žemėlapio failas
Max Turns = Maksimaliai ėjimų
@ -445,6 +453,8 @@ Custom = Nuosavas
Map Generation Type = Žem. generavimo tipas
# Requires translation!
Enabled Map Generation Types =
# Requires translation!
Example map =
# Map types
Default = Numatytasis
@ -460,6 +470,10 @@ Archipelago = Archipelagai
Inner Sea = Vidinė jūra
# Requires translation!
Perlin =
# Requires translation!
Small Continents =
# Requires translation!
Fractal =
# Requires translation!
Select players from starting locations =
@ -525,7 +539,7 @@ This is used for painting resources, not in map generator steps: =
Advanced Settings = Papildomi nustatymai
RNG Seed = Generavimo raktas
Map Elevation = Kalnuotumas
Temperature extremeness = Temperatūrų svyravimai
Temperature intensity = Temperatūrų svyravimai
# Requires translation!
Temperature shift =
Resource richness = Resursų gausa
@ -950,9 +964,8 @@ Visible =
# Requires translation!
Permanent =
Minimap size = Mini žemėlapio dydis
# This is the leftmost Minimap size slider position
off = išj.
# Requires translation!
Show minimap =
Show tutorials = Rodyti patarimus
# Requires translation!
@ -996,7 +1009,11 @@ When disabled, saves battery life but certain animations will be suspended = Iš
Gameplay = Žaidimo eiga
Check for idle units = Laukiantys daliniai
# Requires translation!
'Next unit' button cycles idle units =
# Requires translation!
Auto Unit Cycle =
# Requires translation!
Show Small Skip/Cycle Unit Button =
Move units with a single tap = Perkelti dalinius vienu lietimu
# Requires translation!
Move units with a long tap =
@ -1048,8 +1065,11 @@ Could not download music! = Nepavyko atsisiųsti muzikos!
## Advanced tab
Advanced = Papildomi
# Requires translation!
Number of autosave files stored =
Turns between autosaves = Ėjimų tarp auto-išsaugojimų
# Requires translation!
Screen orientation =
# Requires translation!
@ -1170,16 +1190,17 @@ We have conquered the city of [cityName]! = Mes užkariavome: [cityName]!
# Requires translation!
Your citizens are revolting due to very high unhappiness! =
# Possible HP loss loss when attacking, e.g. (-5 HP)
# Requires translation!
([amount] HP) =
# Requires translation!
An enemy [unit] has attacked [cityName] ([amount2] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has attacked [cityName] ([amount2] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has [battleAction] our [ourUnit] ([amount2] HP) =
# Requires translation!
An enemy [unit] has attacked our [ourUnit] ([amount] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has attacked our [ourUnit] ([amount2] HP) =
Enemy city [cityName] has attacked our [ourUnit] = Priešo miestas: [cityName] atakuoja mūsų: [ourUnit]
# Requires translation!
Enemy city [cityName] has attacked our [ourUnit] ([amount2] HP) =
@ -1397,6 +1418,14 @@ Turn = Ėjimas
turns = ėjimai
turn = ėjimas
Next unit = Kitas
# Requires translation!
[amount] units idle =
# Requires translation!
[idleCount] idle =
# Requires translation!
[skipCount] skipping =
# Requires translation!
Cycle =
Fog of War = Karo Rūkas
Pick a policy = Santvarkos institutas
# Requires translation!
@ -1456,7 +1485,8 @@ Pillage [improvement] = Apiplėšti [improvement]
[improvement] (Pillaged!) =
# Requires translation!
Repair [improvement] - [turns] =
Wait = Palaukti
# Requires translation!
Skip turn =
Are you sure you want to pillage this [improvement]? = Ar tikrai norite apiplėšti: [improvement]?
We have looted [amount] from a [improvement] = Išplėšėme [amount] iš: [improvement]
We have looted [amount] from a [improvement] which has been sent to [cityName] = Išplėšėme [amount] iš: [improvement] ir nutempėme į: [cityName]
@ -1932,7 +1962,8 @@ Bonus stats for improvement = Priedai už patobulinimą:
Buildings that consume this resource = Pastatai vartojantys šį resursą:
Buildings that provide this resource = Pastatai tiekiantys šį resursą:
Improvements that provide this resource = Patobulinimai tiekiantys šį resursą:
Buildings that require this resource worked near the city = Pastatai reikalaujantys šalia miesto šio resurso gavybos:
# Requires translation!
Buildings that require this resource improved near the city =
Units that consume this resource = Daliniai vartojantys šį resursą:
Can be built on = Galima pastatyti ant:
# Requires translation!
@ -2493,7 +2524,8 @@ Enables embarkation for land units = Leidžia žemės daliniams bristi jūron, p
Enables [mapUnitFilter] units to enter ocean tiles = Leidžia daliniams: [mapUnitFilter] išeiti į vandenyną
Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned = Sausumos daliniai gali eiti per laukelius: [terrainName] po to kai įgytas pirmasis dalinys: [baseUnitFilter]
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory = Priešo [mapUnitFilter] daliniai turi naudoti [amount] ėjimų papildomai, kai yra jūsų teritorijoje
New [baseUnitFilter] units start with [amount] Experience [cityFilter] = Nauji: [baseUnitFilter] daliniai pradės su [amount] patirties mieste: [cityFilter]
# Requires translation!
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion = Nauji: [baseUnitFilter] daliniai mieste: [cityFilter] gaus paaukštinimą: [promotion]
[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing = [mapUnitFilter] daliniai šalia miesto atstato [amount] sveikatos per ėjimą kai gydoma
[relativeAmount]% City Strength from defensive buildings = [relativeAmount]% prie miesto stiprumo nuo gynybinių pastatų
@ -2584,6 +2616,8 @@ Automatically built in all cities where it is buildable =
Creates a [improvementName] improvement on a specific tile = Stato: [improvementName] ant specifinio laukelio
Founds a new city = Gali įkurti miestą
# Requires translation!
Founds a new puppet city =
# Requires translation!
Can instantly construct a [improvementFilter] improvement =
May create improvements on water resources = Gali kurti patobulinimus jūroje
Can build [improvementFilter/terrainFilter] improvements on tiles = Gali statyti laukelių pagerinimus: [improvementFilter/terrainFilter]
@ -2768,6 +2802,8 @@ Adjacent enemy units ending their turn take [amount] damage = Gretutiniai prieš
Great Improvement = Didis pagerinimas
Provides a random bonus when entered = Įeinant duoda atsitiktį priedą
Unpillagable = Negalima apiplėšti
# Requires translation!
Destroyed when pillaged =
Irremovable = Nepašalinama(s)
# Requires translation!
Will not be replaced by automated units =
@ -2803,6 +2839,8 @@ for [civFilter] Civilizations =
when at war = karo metu
when not at war = taikos metu
during a Golden Age = Aukso amžiaus metu
# Requires translation!
when not in a Golden Age =
during We Love The King Day = švenčių metu
while the empire is happy = kol imperija laiminga
when between [amount] and [amount2] Happiness = kada laimingumas yra tarp [amount] iki [amount2]
@ -3023,6 +3061,8 @@ upon gaining a [baseUnitFilter] unit =
# Requires translation!
upon turn end =
# Requires translation!
upon turn start =
# Requires translation!
upon founding a Pantheon =
# Requires translation!
upon founding a Religion =
@ -3052,6 +3092,8 @@ upon losing at least [amount] HP in a single attack =
upon ending a turn in a [tileFilter] tile =
# Requires translation!
upon discovering a [tileFilter] tile =
# Requires translation!
upon entering a [tileFilter] tile =
for [amount] turns = [amount] ėjimams
# Requires translation!
hidden from users =
@ -3458,6 +3500,10 @@ Music Player =
# Requires translation!
Developer Console =
# Requires translation!
Idle Prev =
# Requires translation!
Idle Next =
# Requires translation!
Empire Overview Trades =
# Requires translation!
Empire Overview Units =
@ -7738,7 +7784,15 @@ Units are defenseless while embarked (cannot use modifiers), and have a fixed De
Idle Units = Neužimti daliniai
# Requires translation!
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Wait'.\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. =
Clicking 'Next unit' moves to the next idle unit in the queue (as listed in Overview -> Units). After issuing an order to an unit, if 'Auto Unit Cycle' in Options -> Gameplay is enabled, you will automatically select the next idle unit. =
# Requires translation!
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Skip turn'. =
# Requires translation!
If you want to disable the 'Next unit' feature entirely, you can toggle it in Options -> Gameplay -> Check for idle units. =
# Requires translation!
If you'd rather 'Next unit' cycle the units and not mark them as Done, you can change it in the Options -> Gameplay menu. =
# Requires translation!
You can also cycle through the idle units using the left and right triangles on the Unit Table in the lower left of the screen. Or by default using the Cycle button next to the 'Next Unit' button. =
Contact Me = Susisiek
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. = Sveiki! Greičiausiai jau pastebėjote, \nkad žaidimas dar tobulinamas.\nUnciv - atviro kodo nemokamas žaidimas, \ntodėl jame nėra reklamų ir kitokių nesąmonių.
@ -7824,7 +7878,8 @@ This is where you spend most of your time playing Unciv. See the world, control
: Unit Action Buttons - while a unit is selected its possible actions appear here. = ⑥: Dalinio Veiksmų mygtukai - jei pasirinkti dalinį, čia atsiras tam daliniui galimų veiksmų mygtukai.
: The unit/city info pane - shows information about a selected unit or city. = ⑦: Informacija apie dalinį/miestą - rodo tam tikrą kiekį reikalingos info.
: The name (and unit icon) of the selected unit or city, with current health if wounded. Clicking a unit name or icon will open its civilopedia entry. = ⑧: Pasirinkto Dalinio/Miesto pavadinimas ir piktograma, su esama sveikata, jei gavo žalos. Paspaudus atidarys aprašymą civpedijoje.
: The arrow buttons allow jumping to the next/previous unit. = ⑨: Rodyklytės, leidžiančios pereiti nuo vieno dalinio prie kito.
# Requires translation!
: The arrow buttons allow jumping to the next/previous idle unit. =
# Requires translation!
: For a selected unit, its promotions appear here, and clicking leads to the promotions screen for that unit. =
: Remaining/per turn movement points, strength and experience / XP needed for promotion. For cities, you get its combat strength. = ⑪: Likę/Maksimalūs dalinio judėjimo taškai, jėga ir įgyta/reikalinga-paaukštinimui patirtis. Miestui - tik jėga.

View File

@ -111,8 +111,10 @@ New [civName]\n(formerly known as [cityName]) =
Requires [buildingName] to be built in the city = Memerlukan [buildingName] dibina di bandar
Requires [buildingName] to be built in all cities = Memerlukan [buildingName] dibina di semua bandar
Provides a free [buildingName] in the city = Menyediakan [buildingName] percuma di bandar
Requires worked [resource] near city = Memerlukan [resource] yang berfungsi berhampiran bandar
Requires at least one of the following resources worked near the city: = Memerlukan sekurang-kurangnya satu daripada sumber-sumber berikutan difungsikan berhampiran bandar
# Requires translation!
Requires improved [resource] near city =
# Requires translation!
Requires at least one of the following resources improved near the city: =
Wonder is being built elsewhere = Keajaiban sedang dibina di tempat lain
National Wonder is being built elsewhere = Keajaiban Kebangsaan sedang dibina di tempat lain
# Requires translation!
@ -130,6 +132,10 @@ Requires [PolicyOrNationalWonder] = Memerlukan [PolicyOrNationalWonder]
Cannot be purchased = Tidak boleh dibeli
Can only be purchased = Hanya boleh dibeli
See also = Lihat juga
# Requires translation!
Use default promotions =
# Requires translation!
Default promotions for [unitType] =
Requires at least one of the following: = Memerlukan sekurang-kurangnya satu daripada yang berikut
Requires all of the following: = Memerlukan semua yang berikut:
@ -416,6 +422,8 @@ Start game! = Mulakan permainan!
Map Options = Pilihan Peta
Game Options = Pilihan Permainan
Civilizations = Tamadun
# Requires translation!
Shuffle Civ Order at Start =
Map Type = Jenis Peta
Map file = Fail Peta
Max Turns = Pusingan Maksimum
@ -427,6 +435,8 @@ Existing = Yang sedia ada
Custom = Dibuat khas
Map Generation Type = Jenis Penghasilan Peta
Enabled Map Generation Types = Jenis Penghasilan Peta Yang Didayakan
# Requires translation!
Example map =
# Map types
Default = Asal
@ -438,6 +448,10 @@ Four Corners = Empat Penjuru
Archipelago = Kepulauan
Inner Sea = Lautan Dalam
Perlin = Perlin
# Requires translation!
Small Continents =
# Requires translation!
Fractal =
# Requires translation!
Select players from starting locations =
@ -490,7 +504,7 @@ This is used for painting resources, not in map generator steps: = Ini digunakan
Advanced Settings = Tetapan Lanjutan
RNG Seed = Benih Penjana Nombor Rawak
Map Elevation = Ketinggian Peta
Temperature extremeness = Keterlaluan suhu
Temperature intensity = Keterlaluan suhu
Temperature shift = Peralihan Suhu
Resource richness = Kekayaan sumber
Vegetation richness = Kekayaan flora
@ -903,8 +917,8 @@ Hidden = Tersorok
Visible = Terlihat
Permanent = Kekal
Minimap size = Saiz Peta Kecil
off = padamkan
# Requires translation!
Show minimap = Tunjuk peta mini
Show tutorials = Tunjuk tutorial
Reset tutorials = Tetapkan semila tutorial
@ -949,7 +963,11 @@ When disabled, saves battery life but certain animations will be suspended = Bil
Gameplay =
Check for idle units = Semak unit yang terbiar
# Requires translation!
'Next unit' button cycles idle units =
# Requires translation!
Auto Unit Cycle =
# Requires translation!
Show Small Skip/Cycle Unit Button =
Move units with a single tap = Gerak unit dengan seketik
# Requires translation!
Move units with a long tap =
@ -1001,11 +1019,16 @@ Could not download music! = Tidak dapat memuatturunkan muzik!
## Advanced tab
# Requires translation!
Advanced =
# Requires translation!
Number of autosave files stored =
Turns between autosaves = Giliran antara simpanan auto
Screen orientation = Orientasi skrin
Landscape (fixed) = Landskap (tetap)
Portrait (fixed) = Potret (tetap)
# Requires translation!
Screen orientation = Orientasi Skrin
# Requires translation!
Landscape (fixed) = Landskap (kekal)
# Requires translation!
Portrait (fixed) = Potret (kekal)
# Requires translation!
Auto (sensor adjusted) =
# Requires translation!
@ -1124,16 +1147,17 @@ Your Golden Age has ended. = Zaman Kegemilangan anda telah tamat.
We have conquered the city of [cityName]! = Kami telah menakluki bandar [cityName]!
# Requires translation!
Your citizens are revolting due to very high unhappiness! =
# Possible HP loss loss when attacking, e.g. (-5 HP)
([amount] HP) = ([amount] HP)
# Requires translation!
An enemy [unit] has attacked [cityName] ([amount2] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has attacked [cityName] ([amount2] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has [battleAction] our [ourUnit] ([amount2] HP) =
# Requires translation!
An enemy [unit] has attacked our [ourUnit] ([amount] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has attacked our [ourUnit] ([amount2] HP) =
Enemy city [cityName] has attacked our [ourUnit] = Bandar musuh [cityName] telah menyerangi [ourUnit] kami
# Requires translation!
Enemy city [cityName] has attacked our [ourUnit] ([amount2] HP) =
@ -1365,6 +1389,14 @@ Turn = Giliran
turns = giliran
turn = giliran
Next unit = Unit sterusnya
# Requires translation!
[amount] units idle =
# Requires translation!
[idleCount] idle =
# Requires translation!
[skipCount] skipping =
# Requires translation!
Cycle =
Fog of War = Kabut Perang
Pick a policy = Pilih polisi
Move Spies = Gerakkan Pengintip
@ -1422,7 +1454,8 @@ Pillage [improvement] = Rompak [improvement]
[improvement] (Pillaged!) =
# Requires translation!
Repair [improvement] - [turns] =
Wait = Nantikan
# Requires translation!
Skip turn =
Are you sure you want to pillage this [improvement]? = Adakah anda pasti ingin merompak [improvement] ini?
# Requires translation!
We have looted [amount] from a [improvement] =
@ -1998,7 +2031,8 @@ Buildings that consume this resource = Bangunan yang menggunakan sumber ini
Buildings that provide this resource =
# Requires translation!
Improvements that provide this resource =
Buildings that require this resource worked near the city = Bangunan yang memerlukan sumber ini dikerjakan berhampiran bandar
# Requires translation!
Buildings that require this resource improved near the city =
Units that consume this resource = Unit yang menggunakan sumber ini
Can be built on = Boleh dibina di
# Requires translation!
@ -2752,7 +2786,7 @@ Land units may cross [terrainName] tiles after the first [baseUnitFilter] is ear
# Requires translation!
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory =
# Requires translation!
New [baseUnitFilter] units start with [amount] Experience [cityFilter] =
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
# Requires translation!
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion =
# Requires translation!
@ -2903,6 +2937,8 @@ Creates a [improvementName] improvement on a specific tile =
# Requires translation!
Founds a new city =
# Requires translation!
Founds a new puppet city =
# Requires translation!
Can instantly construct a [improvementFilter] improvement =
# Requires translation!
May create improvements on water resources =
@ -3208,6 +3244,8 @@ Provides a random bonus when entered =
# Requires translation!
Unpillagable =
# Requires translation!
Destroyed when pillaged =
# Requires translation!
Irremovable =
# Requires translation!
Will not be replaced by automated units =
@ -3248,6 +3286,8 @@ when not at war =
# Requires translation!
during a Golden Age =
# Requires translation!
when not in a Golden Age =
# Requires translation!
during We Love The King Day =
# Requires translation!
while the empire is happy =
@ -3530,6 +3570,8 @@ upon gaining a [baseUnitFilter] unit =
# Requires translation!
upon turn end =
# Requires translation!
upon turn start =
# Requires translation!
upon founding a Pantheon =
# Requires translation!
upon founding a Religion =
@ -3560,6 +3602,8 @@ upon ending a turn in a [tileFilter] tile =
# Requires translation!
upon discovering a [tileFilter] tile =
# Requires translation!
upon entering a [tileFilter] tile =
# Requires translation!
for [amount] turns =
# Requires translation!
hidden from users =
@ -3975,6 +4019,10 @@ Music Player =
# Requires translation!
Developer Console =
# Requires translation!
Idle Prev =
# Requires translation!
Idle Next =
# Requires translation!
Empire Overview Trades =
# Requires translation!
Empire Overview Units =
@ -10738,7 +10786,15 @@ Units are defenseless while embarked (cannot use modifiers), and have a fixed De
# 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, or command the unit to 'Wait'.\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. =
Clicking 'Next unit' moves to the next idle unit in the queue (as listed in Overview -> Units). After issuing an order to an unit, if 'Auto Unit Cycle' in Options -> Gameplay is enabled, you will automatically select the next idle unit. =
# Requires translation!
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Skip turn'. =
# Requires translation!
If you want to disable the 'Next unit' feature entirely, you can toggle it in Options -> Gameplay -> Check for idle units. =
# Requires translation!
If you'd rather 'Next unit' cycle the units and not mark them as Done, you can change it in the Options -> Gameplay menu. =
# Requires translation!
You can also cycle through the idle units using the left and right triangles on the Unit Table in the lower left of the screen. Or by default using the Cycle button next to the 'Next Unit' button. =
# Requires translation!
Contact Me =
@ -10857,7 +10913,7 @@ This is where you spend most of your time playing Unciv. See the world, control
# Requires translation!
: The name (and unit icon) of the selected unit or city, with current health if wounded. Clicking a unit name or icon will open its civilopedia entry. =
# Requires translation!
: The arrow buttons allow jumping to the next/previous unit. =
: The arrow buttons allow jumping to the next/previous idle unit. =
# Requires translation!
: For a selected unit, its promotions appear here, and clicking leads to the promotions screen for that unit. =
# Requires translation!

View File

@ -120,8 +120,10 @@ New [civName]\n(formerly known as [cityName]) =
Requires [buildingName] to be built in the city = Krev at bygnaden [buildingName] er bygd i byen
Requires [buildingName] to be built in all cities = Krev at bygnaden [buildingName] er bygd i alle byane
Provides a free [buildingName] in the city = Set opp bygnaden [buildingName] i byen utan kostnad
Requires worked [resource] near city = Krev ein utvunnen ressurs [resource] nær byen
Requires at least one of the following resources worked near the city: = Krev minst éin av desse ressursane å tilverka nær byen:
# Requires translation!
Requires improved [resource] near city =
# Requires translation!
Requires at least one of the following resources improved near the city: =
Wonder is being built elsewhere = Underverket vert bygt ein annan stad
National Wonder is being built elsewhere = Nasjonalt underverk vert bygt ein annan stad
Requires a [buildingName] in all [cityFilter] cities = Krev bygnaden [buildingName] i alle [cityFilter] byar
@ -138,6 +140,10 @@ Requires [PolicyOrNationalWonder] = Krev [PolicyOrNationalWonder]
Cannot be purchased = Kan ikkje kjøpa
Can only be purchased = Kan berre kjøpa
See also = Sjå ogso
# Requires translation!
Use default promotions =
# Requires translation!
Default promotions for [unitType] =
Requires at least one of the following: = Krev minst ein av desse
Requires all of the following: = Krev alle av desse
@ -450,6 +456,8 @@ Start game! = Byrja spelet!
Map Options = Kartinnstillingar
Game Options = Spelinnstillingar
Civilizations = Sivilisasjonar
# Requires translation!
Shuffle Civ Order at Start =
Map Type = Karttype
Map file = Kartfil
Max Turns = Høgste talet på turar
@ -461,6 +469,8 @@ Existing = Eksisterande
Custom = Tilpassa
Map Generation Type = Verd
Enabled Map Generation Types = Tillatne Kartgenereringstypar
# Requires translation!
Example map =
# Map types
Default = Vanleg
@ -472,6 +482,10 @@ Four Corners = Fire hyrne
Archipelago = Øysamling
Inner Sea = Indre Sjø
Perlin = Perlin
# Requires translation!
Small Continents =
# Requires translation!
Fractal =
Select players from starting locations = Vel spelarar frå stadene ein byrjar
Random number of Civilizations = Tilfeldig tal på sivilisasjonar
@ -528,7 +542,7 @@ RNG Seed = STG-verdi
# Requires translation!
Map Elevation =
# Requires translation!
Temperature extremeness =
Temperature intensity =
Temperature shift = Temperaturskifte
Resource richness = Rikdom av ressursar
Vegetation richness = Rikdom av planteliv
@ -928,9 +942,8 @@ Hidden = Gøymd
Visible = Synleg
Permanent = Permanent
Minimap size = Kartstorleik
# This is the leftmost Minimap size slider position
off = av
# Requires translation!
Show minimap =
Show tutorials = Syn rettleiingar
Reset tutorials = Still rettleiingar attende
@ -969,7 +982,11 @@ When disabled, saves battery life but certain animations will be suspended =
## Gameplay tab
Gameplay = Spel
Check for idle units = Sjekka for ventande troppar
# Requires translation!
'Next unit' button cycles idle units =
Auto Unit Cycle = Gå gjennom Troppar av seg sjølv
# Requires translation!
Show Small Skip/Cycle Unit Button =
Move units with a single tap = Flytta på troppar med eitt enkelt trykk
# Requires translation!
Move units with a long tap =
@ -1011,8 +1028,11 @@ Could not download music! = Fekk ikkje lasta ned musikk!
## Advanced tab
Advanced = Avansert
# Requires translation!
Number of autosave files stored =
Turns between autosaves = Turar mellom sjølvlagringar
Screen orientation = Skjermretning
Landscape (fixed) = Landskap (fastsett)
Portrait (fixed) = Portrett (fastsett)
@ -1124,10 +1144,9 @@ We have conquered the city of [cityName]! = Me hærtok byen [cityName]!
# Requires translation!
Your citizens are revolting due to very high unhappiness! =
# Possible HP loss loss when attacking, e.g. (-5 HP)
# Requires translation!
([amount] HP) =
# Requires translation!
An enemy [unit] has attacked [cityName] ([amount2] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has attacked [cityName] ([amount2] HP) =
# Requires translation!
@ -1135,6 +1154,8 @@ An enemy [unit] ([amount] HP) has [battleAction] our [ourUnit] ([amount2] HP) =
# Requires translation!
An enemy [unit] has attacked our [ourUnit] ([amount] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has attacked our [ourUnit] ([amount2] HP) =
# Requires translation!
Enemy city [cityName] has attacked our [ourUnit] =
# Requires translation!
Enemy city [cityName] has attacked our [ourUnit] ([amount2] HP) =
@ -1430,6 +1451,14 @@ Turn = Tur
turns = turar
turn = tur
Next unit = Neste tropp
# Requires translation!
[amount] units idle =
# Requires translation!
[idleCount] idle =
# Requires translation!
[skipCount] skipping =
# Requires translation!
Cycle =
Fog of War = Stridståke
Pick a policy = Vedtak ei vedtekt
# Requires translation!
@ -1491,7 +1520,8 @@ Pillage = Plyndra
Pillage [improvement] = Plyndra [improvement]
[improvement] (Pillaged!) = [improvement] (Plyndra!)
Repair [improvement] - [turns] = Reparer [improvement] - [turns]
Wait = Venta
# Requires translation!
Skip turn =
Are you sure you want to pillage this [improvement]? = Er du trygg på at du vil plyndra [improvement]?
# Requires translation!
We have looted [amount] from a [improvement] =
@ -1963,7 +1993,8 @@ Bonus stats for improvement =
Buildings that consume this resource = Bygnader som forbrukar denne ressursen
Buildings that provide this resource = Bygnader som gjev denne ressursen
Improvements that provide this resource = Betringar som gjev denne ressursen
Buildings that require this resource worked near the city = Bygnader som krev denne ressursen tilverka nær byen
# Requires translation!
Buildings that require this resource improved near the city =
Units that consume this resource = Troppar som forbrukar denne ressursen
Can be built on = Kan byggja i
Cannot be built on = Kan ikkje byggja i
@ -2566,7 +2597,8 @@ Enables embarkation for land units = Lèt landtroppar å leggja ut på
Enables [mapUnitFilter] units to enter ocean tiles = Lèt [mapUnitFilter]troppar å gå inn i havruter
Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned = Landtroppar får kryssa [terrainName]-ruter etter den fyrste [baseUnitFilter] er fortent
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory = Fiendlege [mapUnitFilter]troppar må bruka [amount] meir forflyttingspoeng inni territoriet ditt
New [baseUnitFilter] units start with [amount] Experience [cityFilter] = Nye [baseUnitFilter] troppar byrjar med [amount] Erfaring [cityFilter]
# Requires translation!
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
# Requires translation!
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion =
[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing = [mapUnitFilter] Troppar som er nær denne byen lækjer [amount] HP for kvar tur ved læking
@ -2684,6 +2716,8 @@ Automatically built in all cities where it is buildable =
# Requires translation!
Creates a [improvementName] improvement on a specific tile =
Founds a new city = Tuftar ein ny by
# Requires translation!
Founds a new puppet city =
Can instantly construct a [improvementFilter] improvement = Kan byggja ei [improvementFilter]-betring med éin gong
May create improvements on water resources = Får byggja betringar på vassressursar
Can build [improvementFilter/terrainFilter] improvements on tiles = Kan byggja [improvementFilter/terrainFilter]-betringar på ruter
@ -2920,6 +2954,8 @@ Great Improvement = Stor Betring
# Requires translation!
Provides a random bonus when entered =
Unpillagable = Ikkje mogleg å plyndra
# Requires translation!
Destroyed when pillaged =
Irremovable = Ikkje mogleg å fjerna
# Requires translation!
Will not be replaced by automated units =
@ -2956,6 +2992,8 @@ when at war = når i strid
when not at war = når ikkje i strid
# Requires translation!
during a Golden Age =
# Requires translation!
when not in a Golden Age =
during We Love The King Day = på Me Elskar Kongen-dagen
# Requires translation!
while the empire is happy =
@ -3189,6 +3227,8 @@ upon constructing [buildingFilter] [cityFilter] =
# Requires translation!
upon gaining a [baseUnitFilter] unit =
upon turn end = ved turslutt
# Requires translation!
upon turn start =
upon founding a Pantheon = ved tufting av Panteon
upon founding a Religion = ved tufting av Religion
# Requires translation!
@ -3215,6 +3255,8 @@ upon losing at least [amount] HP in a single attack =
upon ending a turn in a [tileFilter] tile =
# Requires translation!
upon discovering a [tileFilter] tile =
# Requires translation!
upon entering a [tileFilter] tile =
for [amount] turns = i [amount] turar
hidden from users = gøymd for brukarar
# Requires translation!
@ -3632,6 +3674,10 @@ Music Player = Musikkspelar
# Requires translation!
Developer Console =
# Requires translation!
Idle Prev =
# Requires translation!
Idle Next =
# Requires translation!
Empire Overview Trades =
# Requires translation!
Empire Overview Units =
@ -9027,7 +9073,15 @@ Units are defenseless while embarked (cannot use modifiers), and have a fixed De
Idle Units = Ventande Troppar
# Requires translation!
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Wait'.\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. =
Clicking 'Next unit' moves to the next idle unit in the queue (as listed in Overview -> Units). After issuing an order to an unit, if 'Auto Unit Cycle' in Options -> Gameplay is enabled, you will automatically select the next idle unit. =
# Requires translation!
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Skip turn'. =
# Requires translation!
If you want to disable the 'Next unit' feature entirely, you can toggle it in Options -> Gameplay -> Check for idle units. =
# Requires translation!
If you'd rather 'Next unit' cycle the units and not mark them as Done, you can change it in the Options -> Gameplay menu. =
# Requires translation!
You can also cycle through the idle units using the left and right triangles on the Unit Table in the lower left of the screen. Or by default using the Cycle button next to the 'Next Unit' button. =
Contact Me = Tak kontakt
# Requires translation!
@ -9134,7 +9188,7 @@ This is where you spend most of your time playing Unciv. See the world, control
# Requires translation!
: The name (and unit icon) of the selected unit or city, with current health if wounded. Clicking a unit name or icon will open its civilopedia entry. =
# Requires translation!
: The arrow buttons allow jumping to the next/previous unit. =
: The arrow buttons allow jumping to the next/previous idle unit. =
# Requires translation!
: For a selected unit, its promotions appear here, and clicking leads to the promotions screen for that unit. =
# Requires translation!

View File

@ -127,9 +127,10 @@ New [civName]\n(formerly known as [cityName]) =
Requires [buildingName] to be built in the city = Niāz dārad ke [buildingName] dar šahr sāḵte šode bāšad
Requires [buildingName] to be built in all cities = Niāz dārad ke [buildingName] dar hame ye šahr hā sāḵte šode bāšad
Provides a free [buildingName] in the city = Yek [buildingName] e rāygān dar šahr erāe midahad
Requires worked [resource] near city = Niāz be yek [resource] e kār šode nazdik e šahr dārad
# Requires translation!
Requires at least one of the following resources worked near the city: =
Requires improved [resource] near city =
# Requires translation!
Requires at least one of the following resources improved near the city: =
Wonder is being built elsewhere = In Oejoobe dar jāye digari dar hāl sāḵte šodan ast
# Requires translation!
National Wonder is being built elsewhere =
@ -155,6 +156,10 @@ Cannot be purchased = Nemitavānid beḵarid
Can only be purchased =
# Requires translation!
See also =
# Requires translation!
Use default promotions =
# Requires translation!
Default promotions for [unitType] =
# Requires translation!
Requires at least one of the following: =
@ -543,6 +548,8 @@ Start game! = Šoroe bāzi!
Map Options = Tanzimāt e Nağše
Game Options = Tanzimāt e Bāzi
Civilizations = Tamaddon hā
# Requires translation!
Shuffle Civ Order at Start =
Map Type = Noe Nağše
# Requires translation!
Map file =
@ -560,6 +567,8 @@ Custom = Delḵāh
Map Generation Type = Noe Doros Kardan Nağše
# Requires translation!
Enabled Map Generation Types =
# Requires translation!
Example map =
# Map types
Default = Pišfarz
@ -577,6 +586,10 @@ Archipelago = Majmaol Jazāyer
Inner Sea =
# Requires translation!
Perlin =
# Requires translation!
Small Continents =
# Requires translation!
Fractal =
# Requires translation!
Select players from starting locations =
@ -660,7 +673,7 @@ Advanced Settings =
# Requires translation!
RNG Seed =
Map Elevation = Ertefae Nağše
Temperature extremeness = Šeddat e damā
Temperature intensity = Šeddat e damā
# Requires translation!
Temperature shift =
Resource richness = Mizān e manābe
@ -1245,10 +1258,7 @@ Visible =
Permanent =
# Requires translation!
Minimap size =
# This is the leftmost Minimap size slider position
# Requires translation!
off =
Show minimap =
Show tutorials = Nešān dādan e rāhnamāi
# Requires translation!
@ -1297,7 +1307,11 @@ When disabled, saves battery life but certain animations will be suspended = Va
Gameplay =
Check for idle units = Gaštan barāye niroo hāye bikār
# Requires translation!
'Next unit' button cycles idle units =
# Requires translation!
Auto Unit Cycle =
# Requires translation!
Show Small Skip/Cycle Unit Button =
Move units with a single tap = Harekat dādan e niroo hā bā yek kilik
# Requires translation!
Move units with a long tap =
@ -1358,8 +1372,11 @@ Could not download music! = Mosiği dānlod našod!
## Advanced tab
# Requires translation!
Advanced =
# Requires translation!
Number of autosave files stored =
Turns between autosaves = Tedād e nobat hā beyn e har zaḵire-sāzi ḵodkār
# Requires translation!
Screen orientation =
# Requires translation!
@ -1510,16 +1527,17 @@ We have conquered the city of [cityName]! = Mā bā šahrestān e [cityName] mov
# Requires translation!
Your citizens are revolting due to very high unhappiness! =
# Possible HP loss loss when attacking, e.g. (-5 HP)
# Requires translation!
([amount] HP) =
# Requires translation!
An enemy [unit] has attacked [cityName] ([amount2] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has attacked [cityName] ([amount2] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has [battleAction] our [ourUnit] ([amount2] HP) =
# Requires translation!
An enemy [unit] has attacked our [ourUnit] ([amount] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has attacked our [ourUnit] ([amount2] HP) =
Enemy city [cityName] has attacked our [ourUnit] = Šahr e [cityName] e došman be [ourUnit] e mā hamle kard
# Requires translation!
Enemy city [cityName] has attacked our [ourUnit] ([amount2] HP) =
@ -1799,6 +1817,14 @@ turns = nobat
turn = nobat
Next unit = Niroo ye baadi
# Requires translation!
[amount] units idle =
# Requires translation!
[idleCount] idle =
# Requires translation!
[skipCount] skipping =
# Requires translation!
Cycle =
# Requires translation!
Fog of War =
Pick a policy = Yek siāsat enteḵāb konid
# Requires translation!
@ -1867,7 +1893,7 @@ Pillage [improvement] = Ğārat kardan [improvement]
# Requires translation!
Repair [improvement] - [turns] =
# Requires translation!
Wait =
Skip turn =
# Requires translation!
Are you sure you want to pillage this [improvement]? =
# Requires translation!
@ -2497,7 +2523,7 @@ Buildings that provide this resource =
# Requires translation!
Improvements that provide this resource =
# Requires translation!
Buildings that require this resource worked near the city =
Buildings that require this resource improved near the city =
Units that consume this resource = Niroo hāyi ke in manba rā masraf mikonand
Can be built on = Mitavānad sāḵte šavad rooye
# Requires translation!
@ -3312,7 +3338,7 @@ Land units may cross [terrainName] tiles after the first [baseUnitFilter] is ear
# Requires translation!
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory =
# Requires translation!
New [baseUnitFilter] units start with [amount] Experience [cityFilter] =
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
# Requires translation!
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion =
# Requires translation!
@ -3462,6 +3488,8 @@ Creates a [improvementName] improvement on a specific tile =
# Requires translation!
Founds a new city =
# Requires translation!
Founds a new puppet city =
# Requires translation!
Can instantly construct a [improvementFilter] improvement =
# Requires translation!
May create improvements on water resources =
@ -3771,6 +3799,8 @@ Provides a random bonus when entered =
# Requires translation!
Unpillagable =
# Requires translation!
Destroyed when pillaged =
# Requires translation!
Irremovable =
# Requires translation!
Will not be replaced by automated units =
@ -3811,6 +3841,8 @@ when not at war =
# Requires translation!
during a Golden Age =
# Requires translation!
when not in a Golden Age =
# Requires translation!
during We Love The King Day =
# Requires translation!
while the empire is happy =
@ -4096,6 +4128,8 @@ upon gaining a [baseUnitFilter] unit =
# Requires translation!
upon turn end =
# Requires translation!
upon turn start =
# Requires translation!
upon founding a Pantheon =
# Requires translation!
upon founding a Religion =
@ -4126,6 +4160,8 @@ upon ending a turn in a [tileFilter] tile =
# Requires translation!
upon discovering a [tileFilter] tile =
# Requires translation!
upon entering a [tileFilter] tile =
# Requires translation!
for [amount] turns =
# Requires translation!
hidden from users =
@ -4617,6 +4653,10 @@ Music Player =
# Requires translation!
Developer Console =
# Requires translation!
Idle Prev =
# Requires translation!
Idle Next =
# Requires translation!
Empire Overview Trades =
# Requires translation!
Empire Overview Units =
@ -11764,7 +11804,15 @@ Units are defenseless while embarked (cannot use modifiers), and have a fixed De
# 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, or command the unit to 'Wait'.\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. =
Clicking 'Next unit' moves to the next idle unit in the queue (as listed in Overview -> Units). After issuing an order to an unit, if 'Auto Unit Cycle' in Options -> Gameplay is enabled, you will automatically select the next idle unit. =
# Requires translation!
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Skip turn'. =
# Requires translation!
If you want to disable the 'Next unit' feature entirely, you can toggle it in Options -> Gameplay -> Check for idle units. =
# Requires translation!
If you'd rather 'Next unit' cycle the units and not mark them as Done, you can change it in the Options -> Gameplay menu. =
# Requires translation!
You can also cycle through the idle units using the left and right triangles on the Unit Table in the lower left of the screen. Or by default using the Cycle button next to the 'Next Unit' button. =
# Requires translation!
Contact Me =
@ -11887,7 +11935,7 @@ This is where you spend most of your time playing Unciv. See the world, control
# Requires translation!
: The name (and unit icon) of the selected unit or city, with current health if wounded. Clicking a unit name or icon will open its civilopedia entry. =
# Requires translation!
: The arrow buttons allow jumping to the next/previous unit. =
: The arrow buttons allow jumping to the next/previous idle unit. =
# Requires translation!
: For a selected unit, its promotions appear here, and clicking leads to the promotions screen for that unit. =
# Requires translation!

View File

@ -63,7 +63,7 @@ Pass a turn!\nCycle through units with 'Next unit' > Click 'Next turn' = Yek nob
Reassign worked tiles!\nEnter city screen > Click the assigned (green) tile to unassign > \n Click an unassigned tile to assign population = zamin haaye kaar shode raa dobaare entesaab konid!\nVaared safhe ye shahr shavid > Rooye zamin e entesaab shode (sabz) kilik konid taa entesaab bardaashte shavad > \n rooye yek zamin e entesaab nashode kilik konid taa shahrvandi be aan entesaab shavad
Meet another civilization!\nExplore the map until you encounter another civilization! = Baa yek tamaddon e digar aashna shavid!\nNaghshe raa kaavosh konid taa baa yek tamaddon e digar rooberoo shavid!
Open the options table!\nClick the menu button (top left) > Click 'Options' = Menoye tanzimaat raa baaz konid!\nRooye dokme ye meno kilik konid (baalaa chap) > rooye Tanzimat kilik konid
Construct an improvement!\nConstruct a Worker unit > Move to a Plains or Grassland tile > \n Click 'Construct improvement' (above the unit table, bottom left)\n > Choose the farm > \n Leave the worker there until it's finished = yek zamin raa behbood bebakhshid!\nYek niroo ye Kaargar besaazid > Be yek zamin e dasht yaa chamanzaar harekat konid > \n Rooye Behbood bakhshidan kilik konid (baalaaye panjere ye niroo, paayin chap)\n > Mazrae raa entekhaab konid > \n Kaargar raa aanja bogzaarid taa kaar tamaam shavad
Construct an improvement!\nConstruct a Worker unit > Move to a Plains or Grassland tile > \n Click 'Construct improvement' (above the unit table, bottom left)\n > Choose the farm > \n Leave the worker there until it's finished = yek zamin raa behbood bebakhshid!\nYek niroo ye Kaargar besaazid > Be yek zamin e dasht yaa chamanzaar harekat konid > \n Rooye Behbood bakhshidan kilik konid (baalaaye panjere ye niroo, paayin chap)\n > Mazrae raa entekhaab konid > \n Kaargar raa aanjaa bogzaarid taa kaar tamaam shavad
Create a trade route!\nConstruct roads between your capital and another city\nOr, automate your worker and let him get to that eventually = Yek masir e tejaari besaazid!\nBein paaytakhtetoon va yek shahr digar jaadde bekeshid\nYaa, kaargar khod raa rooye khodkaar begozaarid va sabr konid taa oo dar nahaayat in kaar raa bokonad
Conquer a city!\nBring an enemy city down to low health > \nEnter the city with a melee unit = Yek shahr raa fath konid!\nJoon e yek shahr e doshman raa kam konid > \nBaa yek niroo ye zamini ye nazdik-bord vaared shahr shavid
Move an air unit!\nSelect an air unit > Select another city within range > \nMove the unit to the other city = Yek niroo ye havaai raa harekat dahid!\nYek niroo ye havaai raa entekhab konid > yek shahr digar ke dar bord ast raa entekhaab konid > \nNiroo raa be aan shahr montaghel konid
@ -117,8 +117,10 @@ New [civName]\n(formerly known as [cityName]) =
Requires [buildingName] to be built in the city = Niaaz daarad ke [buildingName] dar shahr saakhte shode baashad
Requires [buildingName] to be built in all cities = Niaaz daarad ke [buildingName] dar hame ye shahr haa saakhte shode baashad
Provides a free [buildingName] in the city = Yek [buildingName] e raaygaan dar shahr eraae midahad
Requires worked [resource] near city = Niaaz be yek [resource] e kaar shode nazdik e shahr daarad
Requires at least one of the following resources worked near the city: = Niaaz be haddeaghal yeki az manaabee kaar shode nazdik e shahr e zir daarad
# Requires translation!
Requires improved [resource] near city =
# Requires translation!
Requires at least one of the following resources improved near the city: =
Wonder is being built elsewhere = In Oejoobe dar jaaye digari dar haal saakhte shodan ast
National Wonder is being built elsewhere = In Oejoobe ye tabii dar jaaye digari dar haal saakhte shodan ast
# Requires translation!
@ -136,6 +138,10 @@ Requires [PolicyOrNationalWonder] = Be [PolicyOrNationalWonder] niaaz ast
Cannot be purchased = Nemitavaan kharidari kard
Can only be purchased = Faghat mitavaan kharidari kard
See also = Hamchenin Bebinid
# Requires translation!
Use default promotions =
# Requires translation!
Default promotions for [unitType] =
Requires at least one of the following: = Be had e a'ghal yek mored niaaz ast:
Requires all of the following: = Be hame ye mavared e zir niaaz ast:
@ -257,36 +263,29 @@ Current leader(s): [leaders], you: [yourScore] =
Demands = Khaaste haa
# Will be deprecated in a few versions
Please don't settle new cities near us. = Lotfan nazdik e maa shahr jadid nasaazid.
# Requires translation!
Don't settle new cities near us. =
Very well, we shall look for new lands to settle. = kheyle khob, maa donbaal e zamin haaye jadid baraaye mostaghar shodan khaahim gasht.
Please don't settle new cities near us. = Lotfan nazdik e maa shahr e jadid nasaazid.
Don't settle new cities near us. = Nazdik e maa shahr e jadid nasaazid.
Very well, we shall look for new lands to settle. = Kheyle khob, maa donbaal e zamin haaye jadid baraaye mostaghar shodan khaahim gasht.
We shall do as we please. = Maa har kaari delemaan bekhaahad anjaam midahim.
We noticed your new city near our borders, despite your promise. This will have....implications. = Maa motevajje shodim alaa-raghm e gholi ke daadid nazdik e marz haaye maa shahr saakhte id. In... payaamad haayi khaahad daasht.
We noticed your new city near our borders, despite your promise. This will have....implications. = Maa motevajjeh shodim alaa-raghm e gholi ke daadid nazdik e marz haaye maa shahr saakhte id. In... payaamad haayi khaahad daasht.
# Will be deprecated in a few versions
# Requires translation!
Please don't spread your religion to us. =
# Requires translation!
Don't spread religion in our cities. =
# Requires translation!
Very well, we shall spread our faith elsewhere. =
# Requires translation!
We noticed you have continued spreading your faith, despite your promise. This will have...consequences. =
Please don't spread your religion to us. = Lotfan dinetaan raa beyn e maa pakhsh nakonid.
Don't spread religion in our cities. = Beyn e maa din raa ravaaj nadahid.
Very well, we shall spread our faith elsewhere. = Kheyle khob, behtare dinemaan raa jaaye digari pakhsh konim.
We noticed you have continued spreading your faith, despite your promise. This will have...consequences. = Maa motevajjeh shodim alaa-raghm e gholi ke daadid be pakhsh kardan e dinetaan edaame daadid. In... payaamad haayi khaahad daasht.
I've been informed that my armies have taken tribute from [civName], a city-state under your protection.\nI assure you, this was quite unintentional, and I hope that this does not serve to drive us apart. = Be ettelaae bande reside ast ke lashkariyaan e man az [civName] baaj gerefte and, shahrestaani ke taht e hefaazat e shomaast.\nBe shomaa etminaan midaham ke in ettefaagh gheyr e amd boode, va omidvaaram ke in baes e jodaayi e maa nashavad.
I've been informed that my armies have taken tribute from [civName], a city-state under your protection.\nI assure you, this was quite unintentional, and I hope that this does not serve to drive us apart. = Be ettelaae bande reside ast ke lashkariyaan e man az [civName] baaj gerefte and, shahrestaani ke taht e hefaazat e shomaast.\nBe shomaa etminaan midaham ke in ettefaagh gheyr e amd boode, va omidvaaram ke in baaes e jodaayi e maa nashavad.
# Requires translation!
We asked [civName] for a tribute recently and they gave in.\nYou promised to protect them from such things, but we both know you cannot back that up. =
# Requires translation!
It's come to my attention that I may have attacked [civName].\nWhile it was not my goal to be at odds with your empire, this was deemed a necessary course of action. =
# Requires translation!
I thought you might like to know that I've launched an invasion of one of your little pet states.\nThe lands of [civName] will make a fine addition to my own. =
# Requires translation!
THIS MEANS WAR! =
THIS MEANS WAR! = IN BE MANAAYE JANG AST!
Return [unitName] to [civName]? = Bazgardandan e [unitName] be [civName]?
# Requires translation!
The [unitName] we liberated originally belonged to [civName]. They will be grateful if we return it to them. =
The [unitName] we liberated originally belonged to [civName]. They will be grateful if we return it to them. = Aan [unitName] ke maa aazaad kardim esaalatan be [civName] taallogh daasht. Oo khosh-haal mishavad agar be aanjaa bargardaanimash.
Enter the amount of gold = Tedaad e talaa haaraa vaared konid
@ -340,7 +339,7 @@ Maritime = Daryaai
Mercantile = Baazargaani
Religious = Mazhabi
Militaristic = Nezaami
Type = noee
Type = No
Friendly = Doost o baraadar
Hostile = Motekhasem
Irrational = Gheyre manteghi
@ -356,8 +355,7 @@ When Allies: = Hengaam e ettehaad:
# Requires translation!
The unique luxury is one of: =
Demand Tribute = Darkhaaste baaj
# Requires translation!
Tribute Willingness =
Tribute Willingness = Tamaayol be baaj
# Requires translation!
At least 0 to take gold, at least 30 and size 4 city for worker =
Take [amount] gold (-15 Influence) = Bardaashtan e [amount] talaa (-15 nofooz)
@ -371,10 +369,8 @@ Has Ally = Mottahed daarad
Has Protector = Mohaafez daarad
Demanding a Worker = Darkhaast kardan e kaaregar
Demanding a Worker from small City-State = Darkhaast kardan e kaaregar az shahrestaan e koochak
# Requires translation!
Very recently paid tribute =
# Requires translation!
Recently paid tribute =
Very recently paid tribute = Chand lahze pish baaj pardaakht karde
Recently paid tribute = Akhiran baaj pardaakht karde
Influence below -30 = Nofooz e zir e -30
Military Rank = Radeye artesh
# Requires translation!
@ -385,8 +381,7 @@ Sum: = Majmoo
Trade = Tejaarat
Offer trade = Pishnahaad tejaarat
# Requires translation!
They'll decide on their turn =
They'll decide on their turn = Sare nobateshaan tasmim migirand
Retract offer = Pas gereftan e pishnahaad
What do you have in mind? = che chizi dar nazar daarid?
Our items = Aaytem haaye maa
@ -405,8 +400,7 @@ Keep going = Edaame bede
There's nothing on the table = Hich pishnahaadi rooye miz nist
Peace Treaty = Moaahede ye Solh
Agreements = Tavaafogh haa
# Requires translation!
Defensive Pact =
Defensive Pact = Gharaar-daad e tadaafoi
Open Borders = Baaz Kardan Marz Haa
Gold per turn = Tala dar har nobat
Cities = Shahr Haa
@ -417,8 +411,7 @@ Declare war on [nation] = Eelaam jang be [nation]
Luxury resources = Manaabee loox
Strategic resources = Manaabee esteraatejik
Owned by you: [amountOwned] = Daryaai e shoma: [amountOwned]
# Requires translation!
Non-existent city =
Non-existent city = Shahr e naa mojood
# Unit differences
@ -438,12 +431,10 @@ Uniques = Bi Maanand haa
Promotions = Beh-saazi haa
Load copied data = Baargozaari e Etelaat Kopi Shode
Reset to defaults = Bazgardani be pishfarz
# Requires translation!
Select nations =
Select nations = Entekhaab e mellat haa
# Requires translation!
Set available nations for random pool =
# Requires translation!
Available nations =
Available nations = Mellat haaye mojood
# Requires translation!
Banned nations =
Are you sure you want to reset all game options to defaults? = Aayaa motmaen hastid ke mikhaahid hame ye tanzimaat baazi raa pishfarz konid?
@ -451,9 +442,10 @@ Start game! = Shoroe baazi!
Map Options = Tanzimaat e Naghshe
Game Options = Tanzimaat e Baazi
Civilizations = Tamaddon haa
Map Type = Noe Naghshe
# Requires translation!
Map file =
Shuffle Civ Order at Start =
Map Type = Noe Naghshe
Map file = Faayl e naghshe
Max Turns = Nahayat e nobat ha
Could not load map! = Nemitavaan naghshe raa baargozaari kard!
Generated = Jadid dorost kardan
@ -466,6 +458,8 @@ Custom = Delkhaah
Map Generation Type = Noe Doros Kardan Naghshe
# Requires translation!
Enabled Map Generation Types =
# Requires translation!
Example map =
# Map types
Default = Pishfarz
@ -479,15 +473,16 @@ Archipelago = Majmaol Jazaayer
Inner Sea =
# Requires translation!
Perlin =
Small Continents = Ghaarre haaye koochak
# Requires translation!
Fractal =
# Requires translation!
Select players from starting locations =
# Requires translation!
Random number of Civilizations =
Random number of Civilizations = Tedaad e random e tamaddon haa
Min number of Civilizations = Haddeaghal tedaad e tamaddon haa
Max number of Civilizations = Haddeaksar tedaad e tamaddon haa
# Requires translation!
Random number of City-States =
Random number of City-States = Tedaad e random e shahrestaan haa
Min number of City-States = Haddeaghal tedaad e shahrestaan haa
Max number of City-States = Haddeaksar tedaad e shahrestaan haa
One City Challenge = Chaalesh tak shahri
@ -507,17 +502,14 @@ Domination = Solte bar Digaraan
Cultural = Farhangi
Diplomatic = Siyaasi
Time = Zamaan
# Requires translation!
Your previous options needed to be reset to defaults. =
Your previous options needed to be reset to defaults. = Tanzimaat e ghabli e shomaa baayad be haalat e pishfarz bargardand.
# Used for random nation indicator in empire selector and unknown nation icons in various overview screens.
# Should be a single character, or at least visually square.
# Requires translation!
? =
? = ?
Map Shape = Shekl e Naghshe
# Requires translation!
Enabled Map Shapes =
Enabled Map Shapes = Shekl haaye Naghsheye Faaal Shode
Hexagonal = Shesh-zeli tor
# Requires translation!
Flat Earth Hexagonal =
@ -543,7 +535,7 @@ This is used for painting resources, not in map generator steps: =
Advanced Settings = Tanzimat e pishrafte
RNG Seed = Seed e RNG
Map Elevation = Ertefae Naghshe
Temperature extremeness = Sheddat e damaa
Temperature intensity = Sheddat e damaa
# Requires translation!
Temperature shift =
Resource richness = Mizaan e manaabe
@ -556,8 +548,7 @@ Water level = Sath e aab
Online Multiplayer = Chand-nafare e Aanlaayn
# Requires translation!
You're currently using the default multiplayer server, which is based on a free Dropbox account. Because a lot of people use this, it is uncertain if you'll actually be able to access it consistently. Consider using a custom server instead. =
# Requires translation!
Open Documentation =
Open Documentation = Baaz kardan e Mostanadaat
Don't show again = Doobare neshan nadeh
World Size = Aandaaze ye Jahaan
@ -1036,9 +1027,7 @@ Visible = Namaayaan
Permanent = Hamishegi
# Requires translation!
Minimap size =
# This is the leftmost Minimap size slider position
off = Khaamoosh
Show minimap =
Show tutorials = Neshaan daadan e raahnamaai
# Requires translation!
@ -1086,7 +1075,11 @@ When disabled, saves battery life but certain animations will be suspended = Vag
Gameplay =
Check for idle units = Gashtan baraaye niroo haaye bikaar
# Requires translation!
'Next unit' button cycles idle units =
# Requires translation!
Auto Unit Cycle =
# Requires translation!
Show Small Skip/Cycle Unit Button =
Move units with a single tap = Harekat daadan e niroo haa baa yek kilik
# Requires translation!
Move units with a long tap =
@ -1140,8 +1133,11 @@ Could not download music! = Mosighi daanlod nashod!
## Advanced tab
Advanced = Pishrafte
# Requires translation!
Number of autosave files stored =
Turns between autosaves = Tedaad e nobat haa beyn e har zakhire-saazi khodkaar
# Requires translation!
Screen orientation =
# Requires translation!
@ -1274,16 +1270,17 @@ We have conquered the city of [cityName]! = Maa baa shahrestaan e [cityName] mov
# Requires translation!
Your citizens are revolting due to very high unhappiness! =
# Possible HP loss loss when attacking, e.g. (-5 HP)
# Requires translation!
([amount] HP) =
# Requires translation!
An enemy [unit] has attacked [cityName] ([amount2] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has attacked [cityName] ([amount2] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has [battleAction] our [ourUnit] ([amount2] HP) =
# Requires translation!
An enemy [unit] has attacked our [ourUnit] ([amount] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has attacked our [ourUnit] ([amount2] HP) =
Enemy city [cityName] has attacked our [ourUnit] = Shahr e [cityName] e doshman be [ourUnit] e maa hamle kard
# Requires translation!
Enemy city [cityName] has attacked our [ourUnit] ([amount2] HP) =
@ -1506,6 +1503,14 @@ turns = nobat
turn = nobat
Next unit = Niroo ye baadi
# Requires translation!
[amount] units idle =
# Requires translation!
[idleCount] idle =
# Requires translation!
[skipCount] skipping =
# Requires translation!
Cycle =
# Requires translation!
Fog of War =
Pick a policy = Yek siaasat entekhaab konid
# Requires translation!
@ -1569,7 +1574,8 @@ Pillage [improvement] = Ghaarat kardan [improvement]
# Requires translation!
[improvement] (Pillaged!) =
Repair [improvement] - [turns] = Tamir e [improvement] - [turns]
Wait = Sabr kon
# Requires translation!
Skip turn =
# Requires translation!
Are you sure you want to pillage this [improvement]? =
# Requires translation!
@ -2120,7 +2126,7 @@ Buildings that provide this resource =
# Requires translation!
Improvements that provide this resource =
# Requires translation!
Buildings that require this resource worked near the city =
Buildings that require this resource improved near the city =
Units that consume this resource = Niroo haayi ke in manba raa masraf mikonand
Can be built on = Mitavaanad saakhte shavad rooye
# Requires translation!
@ -2886,7 +2892,7 @@ Land units may cross [terrainName] tiles after the first [baseUnitFilter] is ear
# Requires translation!
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory =
# Requires translation!
New [baseUnitFilter] units start with [amount] Experience [cityFilter] =
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
# Requires translation!
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion =
# Requires translation!
@ -3036,6 +3042,8 @@ Creates a [improvementName] improvement on a specific tile =
# Requires translation!
Founds a new city =
# Requires translation!
Founds a new puppet city =
# Requires translation!
Can instantly construct a [improvementFilter] improvement =
# Requires translation!
May create improvements on water resources =
@ -3345,6 +3353,8 @@ Provides a random bonus when entered =
# Requires translation!
Unpillagable =
# Requires translation!
Destroyed when pillaged =
# Requires translation!
Irremovable =
# Requires translation!
Will not be replaced by automated units =
@ -3385,6 +3395,8 @@ when not at war =
# Requires translation!
during a Golden Age =
# Requires translation!
when not in a Golden Age =
# Requires translation!
during We Love The King Day =
# Requires translation!
while the empire is happy =
@ -3670,6 +3682,8 @@ upon gaining a [baseUnitFilter] unit =
# Requires translation!
upon turn end =
# Requires translation!
upon turn start =
# Requires translation!
upon founding a Pantheon =
# Requires translation!
upon founding a Religion =
@ -3700,6 +3714,8 @@ upon ending a turn in a [tileFilter] tile =
# Requires translation!
upon discovering a [tileFilter] tile =
# Requires translation!
upon entering a [tileFilter] tile =
# Requires translation!
for [amount] turns =
# Requires translation!
hidden from users =
@ -4136,6 +4152,10 @@ Music Player = Pakhsh konandeye moosighi
# Requires translation!
Developer Console =
# Requires translation!
Idle Prev =
# Requires translation!
Idle Next =
# Requires translation!
Empire Overview Trades =
# Requires translation!
Empire Overview Units =
@ -10872,7 +10892,15 @@ Units are defenseless while embarked (cannot use modifiers), and have a fixed De
# 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, or command the unit to 'Wait'.\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. =
Clicking 'Next unit' moves to the next idle unit in the queue (as listed in Overview -> Units). After issuing an order to an unit, if 'Auto Unit Cycle' in Options -> Gameplay is enabled, you will automatically select the next idle unit. =
# Requires translation!
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Skip turn'. =
# Requires translation!
If you want to disable the 'Next unit' feature entirely, you can toggle it in Options -> Gameplay -> Check for idle units. =
# Requires translation!
If you'd rather 'Next unit' cycle the units and not mark them as Done, you can change it in the Options -> Gameplay menu. =
# Requires translation!
You can also cycle through the idle units using the left and right triangles on the Unit Table in the lower left of the screen. Or by default using the Cycle button next to the 'Next Unit' button. =
Contact Me = Ertebaat baa man
# Requires translation!
@ -10990,7 +11018,7 @@ This is where you spend most of your time playing Unciv. See the world, control
# Requires translation!
: The name (and unit icon) of the selected unit or city, with current health if wounded. Clicking a unit name or icon will open its civilopedia entry. =
# Requires translation!
: The arrow buttons allow jumping to the next/previous unit. =
: The arrow buttons allow jumping to the next/previous idle unit. =
# Requires translation!
: For a selected unit, its promotions appear here, and clicking leads to the promotions screen for that unit. =
# Requires translation!
@ -11223,8 +11251,7 @@ City Blockade =
One of your cities is under a naval blockade! When all adjacent water tiles of a coastal city are blocked - city loses harbor connection to all other cities, including capital. Make sure to de-blockade cities by deploying friendly military naval units to fight off invaders. =
Spies! = Jaasoos haa!
# Requires translation!
The first time a civ reaches the Renaissance era each nation gets one spy. Every time a civ reaches an era afterwards they get one more spy. =
The first time a civ reaches the Renaissance era each nation gets one spy. Every time a civ reaches an era afterwards they get one more spy. = Har tamaddoni ke baraaye avvalin baar be asre ronesaans beresad yek jaasoos be har mellat ezaafe mishavad. Har baar tamaddoni be asre badi beresad aanhaa yek jaasoose digar migirand.
# Requires translation!
Spies can be sent out to foreign cities to steal technology, rigging elections or stage coups. Place them in your own cities to do counter-intelligence work. =
# Requires translation!

View File

@ -101,8 +101,8 @@ New [civName]\n(formerly known as [cityName]) = Nowe [civName]\n(niegdyś znane
Requires [buildingName] to be built in the city = Miasto musi posiadać → [buildingName]
Requires [buildingName] to be built in all cities = Wszystkie miasta muszą posiadać: [buildingName]
Provides a free [buildingName] in the city = Zapewnia darmowy budynek: [buildingName] w tym mieście
Requires worked [resource] near city = Wymaga ulepszonego surowca [resource] w pobliżu miasta
Requires at least one of the following resources worked near the city: = Wymaga przynajmniej jednego z ulepszonych surowców w zasięgu miasta:
Requires improved [resource] near city = Wymaga ulepszonego surowca [resource] w pobliżu miasta
Requires at least one of the following resources improved near the city: = Wymaga przynajmniej jednego ulepszonego surowca (w pobliżu miasta) z przedstawionych poniżej:
Wonder is being built elsewhere = Ten Cud jest już budowany w innym mieście
National Wonder is being built elsewhere = Ten Cud Narodowy jest już budowany w innym mieście
Requires a [buildingName] in all [cityFilter] cities = Wymaga [buildingName] we wszystkich [cityFilter] miastach
@ -118,6 +118,10 @@ Requires [PolicyOrNationalWonder] = Wymaga: [PolicyOrNationalWonder]
Cannot be purchased = Nie można kupić
Can only be purchased = Może być jedynie kupione
See also = Zobacz również
# Requires translation!
Use default promotions =
# Requires translation!
Default promotions for [unitType] =
Requires at least one of the following: = Wymaga przynajmniej jednego z awansów:
Requires all of the following: = Wymaga znajomości:
@ -128,10 +132,9 @@ Disables: = Wyklucza:
Current construction = Produkcja
Construction queue = Kolejka produkcji
# Requires translation!
Queue =
Queue = Kolejka
Pick a construction = Wybierz produkcję
Queue empty = Puste
Queue empty = Pusta Kolejka
Add to queue = Dodaj do kolejki
Remove from queue = Usuń z kolejki
Show stats drilldown = Pokaż statystki miasta
@ -221,16 +224,14 @@ Current leader(s): [leaders], you: [yourScore] = Obecnie prowadzący [leaders],
Demands = Żądania
# Will be deprecated in a few versions
Please don't settle new cities near us. = Nie osiedlajcie się w pobliżu naszych ziem!
# Requires translation!
Don't settle new cities near us. =
Don't settle new cities near us. = Nie osiedlajcie się w pobliżu naszych ziem.
Very well, we shall look for new lands to settle. = W porządku, poszukamy innego miejsca
We shall do as we please. = Zrobimy co zechcemy!
We noticed your new city near our borders, despite your promise. This will have....implications. = Złamałeś obietnicę zakładając nowe miasto w pobliżu naszych ziem. Cóż...czekają cię konsekwencje...
# Will be deprecated in a few versions
Please don't spread your religion to us. = Prosimy, nie szerz wśród nas twojej religii.
# Requires translation!
Don't spread religion in our cities. =
Please don't spread your religion to us. = Prosimy, nie szerz wśród nas swojej religii.
Don't spread religion in our cities. = Nie szerz wśród nas swojej religii.
Very well, we shall spread our faith elsewhere. = Dobrze, będziemy szerzyć naszą religię gdzie indziej.
We noticed you have continued spreading your faith, despite your promise. This will have...consequences. = Zauważyliśmy, że, pomimo twojej obietnicy, w dalszym ciągu szerzysz wśród nas swoją religię. To będzie miało...konsekwencje.
@ -383,6 +384,7 @@ Start game! = Rozpocznij grę!
Map Options = Opcje mapy
Game Options = Opcje gry
Civilizations = Cywilizacje
Shuffle Civ Order at Start = Losuj kolejność gry cywilizacji
Map Type = Mapa
Map file = Gotowe mapy
Max Turns = Maksymalna liczba tur
@ -394,6 +396,7 @@ Existing = Istniejąca
Custom = Wybierz...
Map Generation Type = Rozmieszczenie lądów
Enabled Map Generation Types = Włączono generowanie rozmieszczania lądów
Example map = Mapa przykładowa
# Map types
Default = Domyślny
@ -405,6 +408,8 @@ Four Corners = Cztery krańce
Archipelago = Archipelag
Inner Sea = Morze wewnętrzne
Perlin = Perlin
Small Continents = Małe kontynenty
Fractal = Chaos
Select players from starting locations = Wybierz graczy z pól startowych
Random number of Civilizations = Losowa liczba cywilizacji
@ -456,7 +461,7 @@ This is used for painting resources, not in map generator steps: = Dotyczy to u
Advanced Settings = Opcje zaawansowane
RNG Seed = Ziarno losowości
Map Elevation = Wysokość mapy
Temperature extremeness = Skrajność temperatury
Temperature intensity = Skrajność temperatury
Temperature shift = Zmienność temperatury
Resource richness = Bogactwo surowców
Vegetation richness = Bogactwo roślinności
@ -818,9 +823,7 @@ Hidden = Schowane
Visible = Widoczne
Permanent = Na stałe
Minimap size = Wielkość minimapy
# This is the leftmost Minimap size slider position
off = wyłączone
Show minimap = Pokaż minimapę
Show tutorials = Pokaż samouczki
Reset tutorials = Zresetuj samouczki
@ -854,7 +857,10 @@ When disabled, saves battery life but certain animations will be suspended = Gdy
## Gameplay tab
Gameplay = Rozgrywka
Check for idle units = Sprawdzaj jednostki bez rozkazów
'Next unit' button cycles idle units = Przycisk 'Następna jednostka' wybiera kolejną bezczynną jednostkę
Auto Unit Cycle = Automatyczny cykl jednostek
# Requires translation!
Show Small Skip/Cycle Unit Button =
Move units with a single tap = Przemieszczaj jednostki jednym kliknięciem
Move units with a long tap = Przemieszczaj jednostki przytrzymaniem
Auto-assign city production = Automatycznie zarządzaj produkcją w miastach
@ -894,8 +900,10 @@ Could not download music! = Nie można pobrać muzyki!
## Advanced tab
Advanced = Zaawansowane
Number of autosave files stored = Liczba magazynowanych plików autozapisu
Turns between autosaves = Tury między autozapisami
Screen orientation = Orientacja ekranu
Landscape (fixed) = Pionowa (zablokowane)
Portrait (fixed) = Pozioma (zablokowane)
@ -988,19 +996,14 @@ An unknown civilization has started constructing [construction]! = Nieznana cywi
Your Golden Age has ended. = Koniec Złotej Ery!
[cityName] has been razed to the ground! = Miasto [cityName] zostało zrównane z ziemią!
We have conquered the city of [cityName]! = Zdobyliśmy miasto [cityName]!
# Requires translation!
Your citizens are revolting due to very high unhappiness! =
Your citizens are revolting due to very high unhappiness! = Twoi obywatele buntują się z powodu niezadowolenia!
# Possible HP loss loss when attacking, e.g. (-5 HP)
# Requires translation!
([amount] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has attacked [cityName] ([amount2] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has [battleAction] our [ourUnit] ([amount2] HP) =
# Requires translation!
An enemy [unit] has attacked our [ourUnit] ([amount] HP) =
An enemy [unit] has attacked [cityName] ([amount2] HP) = Wroga jednostka [unit] zaatakowała [cityName] ([amount2] PŻ)
An enemy [unit] ([amount] HP) has attacked [cityName] ([amount2] HP) = Wroga jednostka [unit] ([amount] PŻ) zaatakowała [cityName] ([amount2] PŻ)
An enemy [unit] ([amount] HP) has [battleAction] our [ourUnit] ([amount2] HP) = Wroga jednostka [unit] ([amount] PŻ) [battleAction] naszą jednostkę [ourUnit] ([amount2] PŻ)
An enemy [unit] has attacked our [ourUnit] ([amount] HP) = Wroga jednostka [unit] zaatakowała naszą jednostkę [ourUnit] ([amount] PŻ)
An enemy [unit] ([amount] HP) has attacked our [ourUnit] ([amount2] HP) = Wroga jednostka [unit] ([amount] PŻ) zaatakowała naszą jednostkę [ourUnit] ([amount2] PŻ)
Enemy city [cityName] has attacked our [ourUnit] = Wrogie miasto [cityName] ostrzelało naszą jednostkę [ourUnit]
Enemy city [cityName] has attacked our [ourUnit] ([amount2] HP) = Miasto wroga [cityName] zaatakowało naszą jednostkę [ourUnit] ([amount2] PŻ)
An enemy [unit] has captured [cityName] = Wroga jednostka [unit] zdobyła nasze miasto [cityName]
@ -1182,6 +1185,11 @@ Turn = Tura
turns = tur
turn = tura
Next unit = Następna jednostka
[amount] units idle = [amount] bezczynnych jednostek
[idleCount] idle = [idleCount] bezczynnych
# Requires translation!
[skipCount] skipping =
Cycle = Cykl
Fog of War = Mgła wojny
Pick a policy = Wybierz ustrój
Move Spies = Przemieść Szpiegów
@ -1231,7 +1239,7 @@ Pillage = Splądruj
Pillage [improvement] = Splądruj [improvement]
[improvement] (Pillaged!) = [improvement] (Splądrowane!)
Repair [improvement] - [turns] = Naprawa [improvement] - [turns]
Wait = Czekaj
Skip turn = Pomiń turę
Are you sure you want to pillage this [improvement]? = Czy na pewno chcesz splądrować [improvement]?
We have looted [amount] from a [improvement] = Zrabowaliśmy [amount] z [improvement]
We have looted [amount] from a [improvement] which has been sent to [cityName] = Zrabowaliśmy [amount] z [improvement] które były wysłane do [cityName]
@ -1447,8 +1455,7 @@ Hurry Construction = Przyspiesz Konstrukcję
Hurry Construction (+[productionAmount]⚙) = Przyśpiesz Konstrukcję (+[productionAmount]⚙)
Spread Religion = szerzyć religię
Spread [religionName] = Szerz religię [religionName]
# Requires translation!
[civName]'s [unitName] has converted [cityName] to [religionName] =
[civName]'s [unitName] has converted [cityName] to [religionName] = Jednostka [unitName] cywilizacji [civName] nawróciła [cityName] na [religionName]
Remove Heresy = Zlikwiduj Herezję
Found a Religion = Stwórz Religię
Enhance a Religion = Umocnij Religię
@ -1620,8 +1627,7 @@ Keep it = Zatrzymaj to
Remove your troops in our border immediately! = Natychmiast wycofaj swoje wojska poza nasze granice!
Sorry. = OK, Przepraszamy...
Never! = Nigdy!
# Requires translation!
Those lands were not yours to take. This has not gone unnoticed. =
Those lands were not yours to take. This has not gone unnoticed. = Nie miałeś prawa do tych ziem. Nie licz, że ujdzie ci to na sucho.
Offer Declaration of Friendship ([30] turns) = Zaoferuj Deklarację Przyjaźni ([30]⏳ tur)
My friend, shall we declare our friendship to the world? = Przyjacielu, czy powinniśmy ogłosić światu naszą Deklarację Przyjaźni?
@ -1656,7 +1662,7 @@ Bonus stats for improvement = Premia po ulepszeniu
Buildings that consume this resource = Budynki zużywające ten surowiec
Buildings that provide this resource = Budynki zapewniające ten surowiec
Improvements that provide this resource = Ulepszenia zapewniąjące ten surowiec
Buildings that require this resource worked near the city = Budynki wymagające tego surowca
Buildings that require this resource improved near the city = Budynki, które wymagają tego surowca ulepszonego w pobliżu miasta, w którym są zbudowane
Units that consume this resource = Jednostki zużywające ten surowiec
Can be built on = Do budowy nadają się obszary
Cannot be built on = Do budowy nie nadają się obszary
@ -1869,11 +1875,10 @@ Our spy [spyName] failed to stage a coup in [cityStateName] and was killed! = Na
Do you want to stage a coup in [civName] with a [percent]% chance of success? = Czy na pewno chcesz przeprowadzić rewolucję w [civName] z [percent]% powodzenia?
# Spy fleeing city
After the city of [cityName] was destroyed, your spy [spyName] has fled back to our hideout. = Po tym jak miasto [cityName] zostało zniszczone twój szpieg [spyName] uciekł z powrotem do naszego ukrycia.
After the city of [cityName] was conquered, your spy [spyName] has fled back to our hideout. = Po tym jak miasto [cityName] zostało zdobyte twój szpieg [spyName] uciekł z powrotem do naszego ukrycia.
# Requires translation!
After the city of [cityName] was taken over, your spy [spyName] has fled back to our hideout. =
Due to the chaos ensuing in [cityName], your spy [spyName] has fled back to our hideout. = Z powodu zaistniałego chaosu w [cityName] twój szpieg [spyName] uciekł z powrotem do naszego ukrycia.
After the city of [cityName] was destroyed, your spy [spyName] has fled back to our hideout. = Po tym jak miasto [cityName] zostało zniszczone twój szpieg [spyName] powrócił do naszej kryjówki.
After the city of [cityName] was conquered, your spy [spyName] has fled back to our hideout. = Po tym jak miasto [cityName] zostało zdobyte twój szpieg [spyName] powrócił do naszej kryjówki.
After the city of [cityName] was taken over, your spy [spyName] has fled back to our hideout. = Po przejęciu miasta [cityName] twój szpieg [spyName] powrócił do naszej kryjówki.
Due to the chaos ensuing in [cityName], your spy [spyName] has fled back to our hideout. = Z powodu zaistniałego chaosu w [cityName] twój szpieg [spyName] powrócił do naszej kryjówki.
# Promotions
@ -1910,8 +1915,7 @@ Enable multiplayer status button in singleplayer games = Włącz przycisk stanu
Update status of currently played game every: = Aktualizuj stan bieżącej gry co:
In-game, update status of all games every: = W grze aktualizuj stan wszystkich gier co:
Server address = Adres serwera
# Requires translation!
Check connection =
Check connection = Sprawdź połączenie
Awaiting response... = Oczekiwanie na odpowiedź...
Success! = Sukces!
Failed! = Niepowodzenie!
@ -2077,8 +2081,7 @@ Provides a unique luxury = Zapewnia unikalny surowiec luksusowy
Military Units gifted from City-States start with [amount] XP = Jednostki wojskowe otrzymane od Miast Państw dostają na start [amount] PD
Militaristic City-States grant units [amount] times as fast when you are at war with a common nation = W razie wojny ze wspólnym wrogiem Wolne Miasta (militarne) [amount] razy szybciej przekazują Ci jednostki wojskowe
Gifts of Gold to City-States generate [relativeAmount]% more Influence = ¤Złoto ofiarowane Wolnym Miastom generuje [relativeAmount]% więcej Punktów Wpływów
# Requires translation!
Can spend Gold to annex or puppet a City-State that has been your Ally for [amount] turns =
Can spend Gold to annex or puppet a City-State that has been your Ally for [amount] turns = Może zapłacić złotem by przyłączyć, lub uczynić miarionetkę z Wolnego Miasta, z którym było w sojuszu przez [amount] tur
City-State territory always counts as friendly territory = Obszar Wolnych Miast jest traktowany jako teren przyjazny
Allied City-States will occasionally gift Great People = Sojusznicze Wolne Miasta co jakiś czas podarują Ci Wielkich Ludzi
Will not be chosen for new games = Nie zostanie wybrany do nowych gier
@ -2114,9 +2117,8 @@ Improves movement speed on roads = Zwiększa prędkość poruszania się na drog
Roads connect tiles across rivers = Pozwala tworzyć mosty nad rzekami (brak kary za przejście przez rzekę)
[relativeAmount]% maintenance on road & railroads = Koszty utrzymania dróg i linii kolejowych mniejsze o [relativeAmount]%
No Maintenance costs for improvements in [tileFilter] tiles = Brak kosztów utrzymania dla ulepszeń na polach [tileFilter]
[relativeAmount]% construction time for [improvementFilter] improvements = [relativeAmount]% czasu produkcji dla ulepszeń [improvementFilter]
# Requires translation!
Can build [improvementFilter] improvements at a [relativeAmount]% rate =
[relativeAmount]% construction time for [improvementFilter] improvements = Może budować ulepszenia [improvementFilter] [relativeAmount]% szybciej
Can build [improvementFilter] improvements at a [relativeAmount]% rate = Może budować ulepszenia [improvementFilter] [relativeAmount]% szybciej
[relativeAmount]% maintenance cost for buildings [cityFilter] = Koszt utrzymania budynków [cityFilter] mniejszy o [relativeAmount]% ¤Złota
Remove [buildingFilter] [cityFilter] = Usuń [buildingFilter] w [cityFilter]
Sell [buildingFilter] buildings [cityFilter] = Sprzedaj budynki [buildingFilter] [cityFilter]
@ -2140,7 +2142,8 @@ Enables embarkation for land units = Pozwala na zaokrętowanie jednostek lądowy
Enables [mapUnitFilter] units to enter ocean tiles = Możliwość natychmiastowego wypłynięcia na Ocean otrzymują jednostki [mapUnitFilter]
Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned = Pierwszy wygenerowany [baseUnitFilter] umożliwia jednostkom przechodzenie przez [terrainName]
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory = Wroga jednostka [mapUnitFilter] musi spędzić [amount] dodatkowych punktów ruchu gdy jest na twoim terytorium
New [baseUnitFilter] units start with [amount] Experience [cityFilter] = Nowe jednostki [baseUnitFilter] tworzone [cityFilter] otrzymują na start +[amount] PD
# Requires translation!
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion = Nowe jednostki [baseUnitFilter] otrzymują darmowy awans „[promotion]” [cityFilter]
[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing = Odzyskanie [amount] PŻ na turę dla [mapUnitFilter] jednostek sąsiadujących z tym miastem
[relativeAmount]% City Strength from defensive buildings = [relativeAmount]%†Siły bojowej dla miast z budynków obronnych
@ -2216,6 +2219,7 @@ Connects trade routes over water = Umożliwa tworzenie morskich szlaków handlow
Automatically built in all cities where it is buildable = Automatycznie budowane we wszystkich miastach gdzie jest to możliwe
Creates a [improvementName] improvement on a specific tile = Tworzy ulepszenia [improvementName] na określonych polach
Founds a new city = Może zakładać nowe miasta
Founds a new puppet city = Zakłada nowe miasto marionetkowe
Can instantly construct a [improvementFilter] improvement = Może natychmiastowo wybudować [improvementFilter]
May create improvements on water resources = Może budować ulepszenia na wodzie
Can build [improvementFilter/terrainFilter] improvements on tiles = Może budować ulepszenia [improvementFilter/terrainFilter]
@ -2371,6 +2375,8 @@ Adjacent enemy units ending their turn take [amount] damage = Wrogie jednostki k
Great Improvement = Wielkie Ulepszenie
Provides a random bonus when entered = Po wejściu zapewnia losowy bonus
Unpillagable = Nie można splądrować.
# Requires translation!
Destroyed when pillaged =
Irremovable = Nie można usunąć.
Will not be replaced by automated units = Nie zostanie zamieniony przez zautomatyzoane jednostki
Improves [resourceFilter] resource in this tile = Ulepsza [resourceFilter] na tym polu
@ -2391,6 +2397,7 @@ for [civFilter] Civilizations = dla cywilizacji [civFilter]
when at war = podczas wojny
when not at war = w czasie trwania pokoju
during a Golden Age = podczas Złotej Ery
when not in a Golden Age = gdy jest się w Złotej Erze
during We Love The King Day = podczas Dnia Uwielbienia Króla
while the empire is happy = jeśli Obywatele są ⌣Zadowoleni
when between [amount] and [amount2] Happiness = kiedy Zadowolenie wynosi [amount] do [amount2]
@ -2488,8 +2495,7 @@ Gain a free [beliefType] belief = Zdobądź darmowe wierzenie [beliefType]
Triggers voting for the Diplomatic Victory = Rozpoczyna głosowanie za Zwycięstwem Dyplomatycznym
Instantly consumes [positiveAmount] [stockpiledResource] = Natychmiastowo zużywa [positiveAmount] [stockpiledResource]
Instantly provides [positiveAmount] [stockpiledResource] = Natychmiastowo zapewnia [positiveAmount] [stockpiledResource]
# Requires translation!
Instantly gain [amount] [stockpile] =
Instantly gain [amount] [stockpile] = Natychmiastowo zdobądź [amount] [stockpile]
Gain [amount] [stat] = Zdobądź [amount] [stat]
Gain [amount]-[amount2] [stat] = Zdobądź [amount]-[amount2] [stat]
Gain enough Faith for a Pantheon = Zdobądź wystarczającą ilość Wiary dla Panteonu
@ -2535,6 +2541,7 @@ upon constructing [buildingFilter] = po wybudowaniu [buildingFilter]
upon constructing [buildingFilter] [cityFilter] = po wybudowaniu [buildingFilter] [cityFilter]
upon gaining a [baseUnitFilter] unit = po zdobyciu jednostki [baseUnitFilter]
upon turn end = po zakończeniu tury
upon turn start = po rozpoczęciu tury
upon founding a Pantheon = po założeniu Panteonu
upon founding a Religion = po założeniu Religii
upon enhancing a Religion = po rozszerzeniu Religii
@ -2550,6 +2557,7 @@ upon losing the [promotion] status = po utracie statusu [promotion]
upon losing at least [amount] HP in a single attack = po straceniu przynajmniej [amount] PŻ w pojedynczym ataku
upon ending a turn in a [tileFilter] tile = po zakończeniu tury na polu [tileFilter]
upon discovering a [tileFilter] tile = po odkryciu pola [tileFilter]
upon entering a [tileFilter] tile = po wkroczeniu na pole [tileFilter]
for [amount] turns = przez [amount] ⏳tur
hidden from users = Ukryte przed graczami
for every [countable] = za każdy [countable]
@ -2854,6 +2862,8 @@ Open AutoPlay menu = Otwórz menu Automatyzacji Rozgrywki
Empire Overview = Przegląd Imperium
Music Player = Odtwarzacz muzyki
Developer Console = Konsola dla twórców
Idle Prev = Poprzedni Bezczynny
Idle Next = Następny Bezczynny
Empire Overview Trades = Przegląd handlu
Empire Overview Units = Przegląd jednostek
Empire Overview Politics = Przegląd polityki
@ -6915,7 +6925,16 @@ Once a certain tech is researched, your land units can embark, allowing them to
Units are defenseless while embarked (cannot use modifiers), and have a fixed Defending Strength based on your tech Era, so be careful!\nRanged Units can't attack, Melee Units have a Strength penalty, and all have limited vision. = Jednostki zaokrętowane tracą możliwości obronne (nie mogą używać modyfikatorów) i mają stałą siłę obrony opartą na aktualnej erze technologicznej.\nPonadto ograniczone są ich zdolności bojowe:\n Jednostki walczące na dystans nie mogą atakować\n Jednostki walczące w zwarciu mają karę do siły\n Wszystkie zaokrętowane jednostki mają ograniczone pole widzenia.
Idle Units = Jednostki nieaktywne
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Wait'.\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. = Jeśli nie chcesz ruszać jednostki w tej turze, możesz ją pominąć, klikając ponownie 'Następna jednostka', lub nakazać jednostce 'Czekaj'. Jeśli nie chcesz jej ruszać przez jakiś czas, możesz sprawić, by jednostka przeszła w tryb ufortyfikowania lub uśpienia - jednostki w trybie ufortyfikowania lub uśpienia nie są uważane za jednostki bezczynne. W menu -> Sprawdź bezczynne jednostki, możesz kompletnie wyłączyć funkcję 'Następna jednostka'.
# Requires translation!
Clicking 'Next unit' moves to the next idle unit in the queue (as listed in Overview -> Units). After issuing an order to an unit, if 'Auto Unit Cycle' in Options -> Gameplay is enabled, you will automatically select the next idle unit. =
# Requires translation!
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Skip turn'. =
# Requires translation!
If you want to disable the 'Next unit' feature entirely, you can toggle it in Options -> Gameplay -> Check for idle units. =
# Requires translation!
If you'd rather 'Next unit' cycle the units and not mark them as Done, you can change it in the Options -> Gameplay menu. =
# Requires translation!
You can also cycle through the idle units using the left and right triangles on the Unit Table in the lower left of the screen. Or by default using the Cycle button next to the 'Next Unit' button. =
Contact Me = Kontakt z autorem
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!\n\nJeżeli doszedłeś do tego etapu gry zauważyłeś, że gra jest jeszcze niekompletna.\nUnciv to gra na zawsze otwarta i bezpłatna. Oznacza to brak reklam i innych dziwactw.
@ -6983,7 +7002,8 @@ This is where you spend most of your time playing Unciv. See the world, control
: Unit Action Buttons - while a unit is selected its possible actions appear here. = ⑥: Przyciski akcji jednostki po wybraniu jednostki pojawiają się akcje, które może wykonać.
: The unit/city info pane - shows information about a selected unit or city. = ⑦: Informacja o jednostce/mieście — pokazuje informacje o wybranej jednostce lub mieście.
: The name (and unit icon) of the selected unit or city, with current health if wounded. Clicking a unit name or icon will open its civilopedia entry. = ⑧: Nazwa (i ikona) wybranej jednostki lub miasta, z aktualnym stanem zdrowia (PŻ). Kliknięcie nazwy jednostki lub ikony otworzy jej opis w Civilopedii.
: The arrow buttons allow jumping to the next/previous unit. = ⑨: Przyciski strzałek umożliwiają przechodzenie do następnej/poprzedniej jednostki.
# Requires translation!
: The arrow buttons allow jumping to the next/previous idle unit. =
: For a selected unit, its promotions appear here, and clicking leads to the promotions screen for that unit. = ⑩: Dla wybranej jednostki pojawiają się tutaj jej promocje, a kliknięcie prowadzi do ekranu promocji dla tej jednostki.
: Remaining/per turn movement points, strength and experience / XP needed for promotion. For cities, you get its combat strength. = ⑪: Pozostałe/możliwe punkty ruchu, †Siła bojowa oraz Doświadczenie (PD) potrzebne do awansu. W przypadku miast zobaczymy jego †Siłę bojową i ‡Siłę ostrzału.
: This button closes the selected unit/city info pane. = ⑫: Przycisk 'X' zamyka okno informacji o Jednostce/Mieście.

View File

@ -102,8 +102,10 @@ New [civName]\n(formerly known as [cityName]) = Nova [civName]\n(anteriormente c
Requires [buildingName] to be built in the city = Requer [buildingName] para ser construido na cidade
Requires [buildingName] to be built in all cities = Requer [buildingName] para ser construido em todas as cidades
Provides a free [buildingName] in the city = Provê um(a) [buildingName] grátis na cidade
Requires worked [resource] near city = Requer [resource] trabalhado perto da cidade
Requires at least one of the following resources worked near the city: = Requer pelo menos um dos seguintes recursos trabalhados perto da cidade:
# Requires translation!
Requires improved [resource] near city =
# Requires translation!
Requires at least one of the following resources improved near the city: =
Wonder is being built elsewhere = Uma maravilha está a ser construida numa cidade estrangeira
National Wonder is being built elsewhere = A Maravilha Nacional está a ser construída noutro lugar
Requires a [buildingName] in all [cityFilter] cities = Requer um(a) [buildingName] em todas as cidades [cityFilter]
@ -119,6 +121,10 @@ Requires [PolicyOrNationalWonder] = Requer [PolicyOrNationalWonder]
Cannot be purchased = Não pode ser comprado
Can only be purchased = Só pode ser comprado
See also = Vê também
# Requires translation!
Use default promotions =
# Requires translation!
Default promotions for [unitType] =
Requires at least one of the following: = Requer pelo menos um dos seguintes:
Requires all of the following: = Requer todos os seguintes:
@ -129,9 +135,8 @@ Disables: = Desativar
Current construction = Construção atual
Construction queue = Fila de construção
# Requires translation!
Queue =
Pick a construction = SelecionA uma construção
Queue = Fila
Pick a construction = Seleciona uma construção
Queue empty = Fila vazia
Add to queue = Adicionar à fila
Remove from queue = remover da fila
@ -222,16 +227,14 @@ Current leader(s): [leaders], you: [yourScore] = Líder(es) atual(is): [leaders]
Demands = Exigências
# Will be deprecated in a few versions
Please don't settle new cities near us. = Por favor não fundes cidades perto de nós.
# Requires translation!
Don't settle new cities near us. =
Don't settle new cities near us. = Não fundes cidades perto de nós.
Very well, we shall look for new lands to settle. = Muito bem, procuraremos novas terras para colonizar.
We shall do as we please. = Faremos o que quisermos.
We noticed your new city near our borders, despite your promise. This will have....implications. = Nós notamos a tua nova cidade perto das nossas fronteiras, apesar da tua promessa. Isso terá... consequências.
# Will be deprecated in a few versions
Please don't spread your religion to us. = Por favor, não nos espalhe tua religião.
# Requires translation!
Don't spread religion in our cities. =
Please don't spread your religion to us. = Por favor, não nos espalhe a tua religião.
Don't spread religion in our cities. = Não nos espalhe a tua religião.
Very well, we shall spread our faith elsewhere. = Muito bem, espalharemos nossa fé noutro lugar.
We noticed you have continued spreading your faith, despite your promise. This will have...consequences. = Notamos que continuaste a espalhar a tua fé, apesar da tua promessa. Isto terá... consequências.
@ -384,6 +387,8 @@ Start game! = Começar partida!
Map Options = Opções de mapa
Game Options = Opções de jogo
Civilizations = Civilizações
# Requires translation!
Shuffle Civ Order at Start =
Map Type = Tipo de mapa
Map file = Ficheiro do Mapa
Max Turns = Turnos máximos
@ -395,6 +400,7 @@ Existing = Existente
Custom = Customizado
Map Generation Type = Tipo de geração de mapa
Enabled Map Generation Types = Tipos de geração de mapa habilitados
Example map = Mapa de exemplo
# Map types
Default = Padrão
@ -406,6 +412,9 @@ Four Corners = Quatro Cantos
Archipelago = Arquipélago
Inner Sea = Mar Interior
Perlin = Perlin
Small Continents = Pequenos continentes
# Requires translation!
Fractal =
Select players from starting locations = Selecionar jogadores dos locais de início
Random number of Civilizations = Número aleatório de civilizações
@ -457,7 +466,7 @@ This is used for painting resources, not in map generator steps: = Isto é usado
Advanced Settings = Definições avançadas
RNG Seed = Seed RNG
Map Elevation = Altura do Mapa
Temperature extremeness = Severidade da temperatura
Temperature intensity = Severidade da temperatura
Temperature shift = Mudança de temperatura
Resource richness = Abundância de recursos
Vegetation richness = Abundância de vegetação
@ -819,9 +828,8 @@ Hidden = Escondido
Visible = Visível
Permanent = Permanente
Minimap size = Tamanho do minimapa
# This is the leftmost Minimap size slider position
off = desligado
# Requires translation!
Show minimap =
Show tutorials = Mostrar tutoriais
Reset tutorials = Reiniciar tutoriais
@ -855,7 +863,11 @@ When disabled, saves battery life but certain animations will be suspended = Qua
## Gameplay tab
Gameplay = Jogatina
Check for idle units = Checar unidades inativas
# Requires translation!
'Next unit' button cycles idle units =
Auto Unit Cycle = Ciclo Automático de Unidades
# Requires translation!
Show Small Skip/Cycle Unit Button =
Move units with a single tap = Mover unidades com apenas um toque
Move units with a long tap = Mover unidades com um toque longo
Auto-assign city production = Atribuir automaticamente produção da cidade
@ -895,8 +907,10 @@ Could not download music! = Não foi possível transferir!
## Advanced tab
Advanced = Avançado
Number of autosave files stored = Número de arquivos autosaves armazenados
Turns between autosaves = Turnos entre autosaves
Screen orientation = Orientação do ecrã
Landscape (fixed) = Paisagem (fixo)
Portrait (fixed) = Retrato (fixo)
@ -989,19 +1003,14 @@ An unknown civilization has started constructing [construction]! = Uma civiliza
Your Golden Age has ended. = A tua idade de ouro terminou.
[cityName] has been razed to the ground! = [cityName] foi queimada ás cinzas!
We have conquered the city of [cityName]! = Consquistamos a cidade de [cityName]!
# Requires translation!
Your citizens are revolting due to very high unhappiness! =
Your citizens are revolting due to very high unhappiness! = Os teus cidadãos estão a revoltar-se devido à uma alta infelicidade!
# Possible HP loss loss when attacking, e.g. (-5 HP)
# Requires translation!
([amount] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has attacked [cityName] ([amount2] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has [battleAction] our [ourUnit] ([amount2] HP) =
# Requires translation!
An enemy [unit] has attacked our [ourUnit] ([amount] HP) =
An enemy [unit] has attacked [cityName] ([amount2] HP) = Um [unit] inimigo atacou [cityName] ([amount2] HP)
An enemy [unit] ([amount] HP) has attacked [cityName] ([amount2] HP) = Um [unit] ([amount] HP) inimigo atacou [cityName] ([amount2] HP)
An enemy [unit] ([amount] HP) has [battleAction] our [ourUnit] ([amount2] HP) = Um [unit] ([amount] HP) inimigo [battleAction] nosso [ourUnit] ([amount2] HP)
An enemy [unit] has attacked our [ourUnit] ([amount] HP) = Um [unit] inimigo atacou nosso [ourUnit] ([amount] HP)
An enemy [unit] ([amount] HP) has attacked our [ourUnit] ([amount2] HP) = Um [unit] ([amount] HP) inimigo atacou nosso [ourUnit] ([amount2] HP)
Enemy city [cityName] has attacked our [ourUnit] = A cidade inimiga [cityName] atacou nosso(a) [ourUnit]
Enemy city [cityName] has attacked our [ourUnit] ([amount2] HP) = A cidade inimiga [cityName] atacou nosso(a) [ourUnit] ([amount2] de HP)
An enemy [unit] has captured [cityName] = Um(a) [unit] inimigo(a) capturou [cityName]
@ -1183,6 +1192,10 @@ Turn = Turno
turns = turnos
turn = turno
Next unit = Próxima unidade
[amount] units idle = [amount] unidades inativas
[idleCount] idle = [idleCount] inativa(s)
[skipCount] skipping = a saltar [skipCount]
Cycle = Ciclo
Fog of War = Nevoeiro de Guerra
Pick a policy = Escolhe uma política
Move Spies = Mover os espiões
@ -1232,7 +1245,7 @@ Pillage = Pilhar
Pillage [improvement] = Pilhar [improvement]
[improvement] (Pillaged!) = [improvement] (Pilhado!)
Repair [improvement] - [turns] = Reparar [improvement] - [turns]
Wait = Esperar
Skip turn = Saltar o turno
Are you sure you want to pillage this [improvement]? = Tens a certeza que desejas pilhar esta [improvement]?
We have looted [amount] from a [improvement] = Nós roubamos [amount] de uma [improvement]
We have looted [amount] from a [improvement] which has been sent to [cityName] = Nós roubamos [amount] de uma [improvement] que foi enviada para [cityName]
@ -1448,8 +1461,7 @@ Hurry Construction = Apressar a construção
Hurry Construction (+[productionAmount]⚙) = Apressar a construção (+[productionAmount]⚙)
Spread Religion = Espalha a religião
Spread [religionName] = Expalha o [religionName]
# Requires translation!
[civName]'s [unitName] has converted [cityName] to [religionName] =
[civName]'s [unitName] has converted [cityName] to [religionName] = [unitName] de [civName] converteu [cityName] para [religionName]
Remove Heresy = Remover Heresia
Found a Religion = Funda uma religião
Enhance a Religion = Melhorar uma religião
@ -1621,8 +1633,7 @@ Keep it = Manter
Remove your troops in our border immediately! = Retira as tuas tropas da nossa fronteira imediatamente.
Sorry. = Desculpa.
Never! = Nunca!
# Requires translation!
Those lands were not yours to take. This has not gone unnoticed. =
Those lands were not yours to take. This has not gone unnoticed. = Estas terras não eram as tuas para as pegar. Isto não passou despercebido.
Offer Declaration of Friendship ([30] turns) = Oferecer a Declaração de Amizade ([30] turnos)
My friend, shall we declare our friendship to the world? = Meu amigo, devemos declarar nossa amizade ao mundo?
@ -1657,7 +1668,8 @@ Bonus stats for improvement = Bonus de estatisticas por melhoria
Buildings that consume this resource = Edifícios que consomem este recurso
Buildings that provide this resource = Edifícios que fornecem este recurso
Improvements that provide this resource = Melhorias que fornecem este recurso
Buildings that require this resource worked near the city = Edifícios que requerem este recurso funcionaram perto da cidade
# Requires translation!
Buildings that require this resource improved near the city =
Units that consume this resource = Unidades que consomem esse recurso
Can be built on = Pode ser construido em
Cannot be built on = Não pode ser construído sobre
@ -1872,8 +1884,7 @@ Do you want to stage a coup in [civName] with a [percent]% chance of success? =
# Spy fleeing city
After the city of [cityName] was destroyed, your spy [spyName] has fled back to our hideout. = Depois da cidade de [cityName] ter sido destruída, o teu espião [spyName] fugiu para o nosso esconderijo.
After the city of [cityName] was conquered, your spy [spyName] has fled back to our hideout. = Depois da cidade de [cityName] ter sido conquistada, o teu espião [spyName] fugiu para o nosso esconderijo.
# Requires translation!
After the city of [cityName] was taken over, your spy [spyName] has fled back to our hideout. =
After the city of [cityName] was taken over, your spy [spyName] has fled back to our hideout. = Depois da cidade de [cityName] ter sido apanhada, o teu espião [spyName] fugiu para o nosso esconderijo.
Due to the chaos ensuing in [cityName], your spy [spyName] has fled back to our hideout. = Devido ao caos que se instalou em [cityName], o teu espião [spyName] fugiu para o nosso esconderijo.
# Promotions
@ -1911,8 +1922,7 @@ Enable multiplayer status button in singleplayer games = Ativar botão de status
Update status of currently played game every: = Atualizar o status do jogo atualmente jogado a cada:
In-game, update status of all games every: = Em jogo, atualizar o status de todos os jogos a cada:
Server address = Endereço do servidor
# Requires translation!
Check connection =
Check connection = Verificar conexão
Awaiting response... = À espera de resposta...
Success! = Sucesso!
Failed! = Fracasso!
@ -2003,8 +2013,7 @@ Gain a free [building] [cityFilter] = Ganha um [building] [cityFilter] grátis
# Countables
Remaining [civFilter] Civilizations = Restam [civFilter] civilizações
# Requires translation!
Owned [tileFilter] Tiles =
Owned [tileFilter] Tiles = blocos [tileFilter] apanhados
# Unused Resources
@ -2079,8 +2088,7 @@ Provides a unique luxury = Fornece um luxo único
Military Units gifted from City-States start with [amount] XP = [amount] XP de Unidades Militares oferecidas pelas Cidades-Estado
Militaristic City-States grant units [amount] times as fast when you are at war with a common nation = Cidades-estados militaristas concedem unidades [amount] vezes mais rápido quando estiver em guerra com uma nação comum
Gifts of Gold to City-States generate [relativeAmount]% more Influence = Presentes de ouro para cidades-estados geram [relativeAmount]% mais influência
# Requires translation!
Can spend Gold to annex or puppet a City-State that has been your Ally for [amount] turns =
Can spend Gold to annex or puppet a City-State that has been your Ally for [amount] turns = Pode gastar ouro para anexar ou fantochear uma Cidade-estado que já foi o teu aliado por [amount] turnos
City-State territory always counts as friendly territory = Cidade-estado sempre conta como território amigável
Allied City-States will occasionally gift Great People = As cidades-estados aliadas ocasionalmente presentearão Pessoas Experientes
Will not be chosen for new games = Não será escolhido para novos jogos
@ -2117,8 +2125,7 @@ Roads connect tiles across rivers = Estradas ligam blocos através de rios
[relativeAmount]% maintenance on road & railroads = [relativeAmount]% de manutenção em estradas e ferrovias
No Maintenance costs for improvements in [tileFilter] tiles = Não há custos de manutenção para melhorias em terrenos [tileFilter]
[relativeAmount]% construction time for [improvementFilter] improvements = [relativeAmount]% tempo de construção para [improvementFilter] melhorias
# Requires translation!
Can build [improvementFilter] improvements at a [relativeAmount]% rate =
Can build [improvementFilter] improvements at a [relativeAmount]% rate = Pode construir melhorias [improvementFilter] em [relativeAmount]%
[relativeAmount]% maintenance cost for buildings [cityFilter] = [relativeAmount]% de custo de manutenção para edifícios [cityFilter]
Remove [buildingFilter] [cityFilter] = Remover [buildingFilter] [cityFilter]
Sell [buildingFilter] buildings [cityFilter] = Vender [buildingFilter] edifícios [cityFilter]
@ -2142,7 +2149,8 @@ Enables embarkation for land units = Permite o embarque de unidades terrestres
Enables [mapUnitFilter] units to enter ocean tiles = Permite que as unidades [mapUnitFilter] entrem em terrenos oceânicos
Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned = As unidades terrestres podem atravessar os blocos de [terrainName] depois de ganharem o primeiro [baseUnitFilter]
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory = Unidades inimigas [mapUnitFilter] devem gastar [amount] pontos de movimento extra quando dentro do teu território
New [baseUnitFilter] units start with [amount] Experience [cityFilter] = Novas unidades [baseUnitFilter] começam com [amount] de experiência [cityFilter]
# Requires translation!
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion = Todas as unidades [baseUnitFilter] recém-treinadas [cityFilter] recebem a promoção [promotion]
[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing = [mapUnitFilter] Unidades adjacentes a esta cidade curam [amount] de vida por turno ao curar
[relativeAmount]% City Strength from defensive buildings = [relativeAmount]% Força da cidade proveniente de edifícios defensivos
@ -2217,7 +2225,8 @@ Remove extra unhappiness from annexed cities = Remove infelicidade extra das cid
Connects trade routes over water = Conecta rotas comerciais marítimas
Automatically built in all cities where it is buildable = Construído automaticamente em todas as cidades onde é possível construir
Creates a [improvementName] improvement on a specific tile = Cria uma melhoria [improvementName] num bloco específico
Founds a new city = Estabelecer uma nova cidade
Founds a new city = Funda uma nova cidade
Founds a new puppet city = Funda uma nova cidade fantoche
Can instantly construct a [improvementFilter] improvement = É capaz de construir instantaneamente um melhoramento [improvementFilter]
May create improvements on water resources = Pode criar melhorias em recursos aquáticos
Can build [improvementFilter/terrainFilter] improvements on tiles = Pode construir [improvementFilter/terrainFilter] melhoramentos em blocos
@ -2374,6 +2383,8 @@ Adjacent enemy units ending their turn take [amount] damage = As unidades inimig
Great Improvement = Grande Melhoria
Provides a random bonus when entered = Oferece um bónus aleatório ao entrar
Unpillagable = Insaqueável
# Requires translation!
Destroyed when pillaged =
Irremovable = Irremovível
Will not be replaced by automated units = Não será sobrescrito por unidades automatizadas
Improves [resourceFilter] resource in this tile = Melhora o recurso [resourceFilter] neste bloco
@ -2381,9 +2392,8 @@ Will not build [baseUnitFilter/buildingFilter] = Não será construído [baseUni
every [positiveAmount] turns = cada [positiveAmount] turnos
before turn number [amount] = antes do turno [amount]
after turn number [amount] = depois do turno [amount]
on [speed] game speed = on [speed] velocidade do jogo
# Requires translation!
on [difficulty] difficulty =
on [speed] game speed = na velocidade [speed] do jogo
on [difficulty] difficulty = na dificuldade [difficulty]
when [victoryType] Victory is enabled = quando Vitória [victoryType] é ativada
when [victoryType] Victory is disabled = quando Vitória [victoryType] é desativada
when religion is enabled = quando a religião é ativada
@ -2395,6 +2405,7 @@ for [civFilter] Civilizations = para civilizações [civFilter]
when at war = quando em guerra
when not at war = quando não em guerra
during a Golden Age = durante uma Era Dourada
when not in a Golden Age = quando não numa Era Dourada
during We Love The King Day = durante o Dia do Rei
while the empire is happy = enquanto o império estiver feliz
when between [amount] and [amount2] Happiness = quando entre [amount] e [amount2] Felicidade
@ -2492,8 +2503,7 @@ Gain a free [beliefType] belief = Ganha uma crença [beliefType] grátis
Triggers voting for the Diplomatic Victory = Desencadeia a votação para a vitória diplomática
Instantly consumes [positiveAmount] [stockpiledResource] = Consome instantaneamente [positiveAmount] [stockpiledResource]
Instantly provides [positiveAmount] [stockpiledResource] = Fornece instantaneamente [positiveAmount] [stockpiledResource]
# Requires translation!
Instantly gain [amount] [stockpile] =
Instantly gain [amount] [stockpile] = Ganha instantaneamente [amount] [stockpile]
Gain [amount] [stat] = Ganha [amount] [stat]
Gain [amount]-[amount2] [stat] = Ganha [amount]-[amount2] [stat]
Gain enough Faith for a Pantheon = Ganha Fé suficiente para um Panteão
@ -2538,7 +2548,8 @@ upon discovering a Natural Wonder = ao descobrir uma Maravilha Natural
upon constructing [buildingFilter] = na construção de [buildingFilter]
upon constructing [buildingFilter] [cityFilter] = ao construir [buildingFilter] [cityFilter]
upon gaining a [baseUnitFilter] unit = ao obter uma unidade [baseUnitFilter]
upon turn end = no final do turno
upon turn end = ao final do turno
upon turn start = ao começo do turno
upon founding a Pantheon = ao fundar um Panteão
upon founding a Religion = ao fundar uma Religião
upon enhancing a Religion = ao melhorar uma Religião
@ -2554,6 +2565,7 @@ upon losing the [promotion] status = ao perder o estado de [promotion]
upon losing at least [amount] HP in a single attack = ao perder pelo menos [amount] HP num único ataque
upon ending a turn in a [tileFilter] tile = ao terminar um turno num bloco [tileFilter]
upon discovering a [tileFilter] tile = ao descobrir um bloco [tileFilter]
upon entering a [tileFilter] tile = ao entrar num bloco [tileFilter]
for [amount] turns = durante [amount] turnos
hidden from users = escondido dos utilizadores
for every [countable] = para cada [countable]
@ -2858,6 +2870,8 @@ Open AutoPlay menu = Abrir menu de automação
Empire Overview = Visão geral do império
Music Player = Música do jogador
Developer Console = Console de Desenvolvedor
Idle Prev = Unidade inativa anterior
Idle Next = Próxima unidade inativa
Empire Overview Trades = Visão geral das trocas do império
Empire Overview Units = Visão geral das unidades do império
Empire Overview Politics = Visão geral das políticas do império
@ -5631,18 +5645,15 @@ Fishing Boats = Barcos de pesca
Fort = Forte
# Requires translation!
Reduces movement cost to ½ if the other tile also has a Road or Railroad =
Reduces movement cost to ½ if the other tile also has a Road or Railroad = Reduz o custo de movimento a ½ se o outro bloco também tem uma Estrada ou Ferrovia
# Requires translation!
Reduces movement cost to ⅓ with Machinery =
# Requires translation!
Requires Engineering to bridge rivers =
Railroad = Ferrovia
# Requires translation!
Reduces movement cost to ⅒ if the other tile also has a Railroad =
# Requires translation!
Provides a +25% [Production] bonus to cities connected to the capital by Railroads =
Reduces movement cost to ⅒ if the other tile also has a Railroad = Reduz o custo de movimento a ⅒ se o outro bloco também tem uma Ferrovia
Provides a +25% [Production] bonus to cities connected to the capital by Railroads = Fornece um bonus de 25% em [Production] às cidades ligadas à capital pelas Ferrovias
Remove Forest = Cortar floresta
# Requires translation!
@ -5660,8 +5671,7 @@ Remove Railroad = Remover ferrovia
Cancel improvement order = Cancelar ordem de melhoria
# Requires translation!
Repairs a pillaged Improvement or Route =
Repairs a pillaged Improvement or Route = Repara uma melhoria ou rota saqueada
Academy = Academia
@ -5689,8 +5699,7 @@ City ruins = Ruínas da cidade
A bleak reminder of the destruction wreaked by War =
City center = Centro da cidade
# Requires translation!
Marks the center of a city =
Marks the center of a city = Marca o centro da cidade
# Requires translation!
Appearance changes with the technological era of the owning civilization =
@ -5757,27 +5766,21 @@ Whales = Baleias
Pearls = Pérolas
# Requires translation!
Jewelry =
Jewelry = Jóia
# Requires translation!
Porcelain =
Porcelain = Porcelana
#################### Lines from UnitPromotions from Civ V - Vanilla ####################
# Requires translation!
Sword =
Sword = Espada
Mounted = Montado(a)
Siege = Cerco
# Requires translation!
Ranged Gunpowder =
# Requires translation!
Armored =
# Requires translation!
Melee Water =
# Requires translation!
Ranged Water =
Armored = Armado
Melee Water = Corpo a corpo na agua
Ranged Water = De longa distância na agua
Submarine = Submarino
Heal Instantly = Cura Instantânea
@ -5967,8 +5970,7 @@ Pictish Courage =
Home Sweet Home = Lar doce lar
# Requires translation!
[unit] ability =
[unit] ability = habilidade de [unit]
#################### Lines from UnitTypes from Civ V - Vanilla ####################
@ -6198,9 +6200,8 @@ SS Stasis Chamber = Câmara de biostase de Nave Espacial
#################### Lines from VictoryTypes from Civ V - Vanilla ####################
Complete all the spaceship parts\nto win! =
# Requires translation!
spaceship parts =
Complete all the spaceship parts\nto win! = Completa todas as peças da nave espacial\npara ganhar!
spaceship parts = peças da nave espacial
You have achieved victory through mastery of Science! You have conquered the mysteries of nature and led your people on a voyage to a brave new world! Your triumph will be remembered as long as the stars burn in the night sky! = Venceste através do domínio da Ciência! Conquistaste os mistérios da natureza e lideraste o teu povo para uma viagem a um mundo desconhecido! O teu triunfo será relembrado enquanto as estrelas brilharem no céu noturno!
# Requires translation!
@ -6282,8 +6283,7 @@ Feed the World = Alimenta o mundo
# Requires translation!
Guruship =
# Requires translation!
Holy Warriors =
Holy Warriors = Guerreiros sagrados
Liturgical Drama = Drama Litúrgico
@ -6402,12 +6402,10 @@ Leaning Tower of Pisa = Torre Inclinada de Pisa
'Don't clap too hard - it's a very old building.' - John Osbourne = 'Não dês aplausos tão fortes - é uma construção muito antiga.' - John Osbourne
# Requires translation!
Coffee House =
Coffee House = Casa do café
# Requires translation!
Police Station =
Police Station = Estação policial
# Requires translation!
@ -6419,8 +6417,7 @@ Neuschwanstein = Castelo de Neuschwanstein
'...the location is one of the most beautiful to be found, holy and unapproachable, a worthy temple for the divine friend who has brought salvation and true blessing to the world.' - King Ludwig II of Bavaria =
# Requires translation!
Recycling Center =
Recycling Center = Centro de reciclagem
# Requires translation!
@ -6438,8 +6435,7 @@ Hubble Space Telescope = Teléscopio espacial Hubble
'The wonder is, not that the field of stars is so vast, but that man has measured it.' - Anatole France =
# Requires translation!
Cathedral =
Cathedral = Catedral
# Requires translation!
@ -6558,8 +6554,7 @@ Anthea =
Aeneas =
# Requires translation!
Leander =
# Requires translation!
Christianity =
Christianity = Cristianismo
# Requires translation!
Li =
@ -7972,8 +7967,7 @@ Kabah =
The Maya =
# Requires translation!
I didn't want to do this. We declare war. =
I didn't want to do this. We declare war. = Eu não queria fazer isto. Nós declaramos guerra.
# Requires translation!
I will fear no evil. For god is with me! =
# Requires translation!
@ -8393,7 +8387,15 @@ Units are defenseless while embarked (cannot use modifiers), and have a fixed De
# 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, or command the unit to 'Wait'.\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. =
Clicking 'Next unit' moves to the next idle unit in the queue (as listed in Overview -> Units). After issuing an order to an unit, if 'Auto Unit Cycle' in Options -> Gameplay is enabled, you will automatically select the next idle unit. =
# Requires translation!
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Skip turn'. =
# Requires translation!
If you want to disable the 'Next unit' feature entirely, you can toggle it in Options -> Gameplay -> Check for idle units. =
# Requires translation!
If you'd rather 'Next unit' cycle the units and not mark them as Done, you can change it in the Options -> Gameplay menu. =
# Requires translation!
You can also cycle through the idle units using the left and right triangles on the Unit Table in the lower left of the screen. Or by default using the Cycle button next to the 'Next Unit' button. =
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.
@ -8420,8 +8422,7 @@ The amount of ⍾Science you receive at the end is dependent on the ⍾Science g
# Requires translation!
Note that before you can invest in a research agreement, you must have a Declaraction of Friendship, both Nations need the required Technology, and both Nations need enough Gold on hand for the agreement. =
# Requires translation!
Defensive Pacts =
Defensive Pacts = Pactos defensivos
# Requires translation!
Defensive pacts allow you and another civ to protect one another from aggressors.\nOnce the defensive pact is signed, you will be drawn into their future defensive wars, just as they will be drawn into your future defensive wars. Declaring war on any Civ will remove all of your defensive pacts. You will have to re-sign them to use their effect. =
# Requires translation!
@ -8473,15 +8474,14 @@ All of these can be reassigned. =
This is where you spend most of your time playing Unciv. See the world, control your units, access other screens from here. = É aqui que tu passas a maior parte do tempo a jogar Unciv. Vê o mundo, controla as tuas unidades, acessa outras telas daqui.
: The menu button - civilopedia, save, load, options... = ①: O botão de menu - civilopédia, salvar, carregar, opções ...
# Requires translation!
: The player/nation whose turn it is - click for diplomacy overview. =
: The player/nation whose turn it is - click for diplomacy overview. = ②: O jogador/nação do qual é o turno - clica em visão geral da diplomacia.
: The Technology Button - shows the tech tree which allows viewing or researching technologies. = ③: O botão de tecnologia - mostra a árvore de tecnologia que permite visualizar ou pesquisar tecnologias.
: The Social Policies Button - shows enacted and selectable policies, and with enough culture points you can enact new ones. = ④: O botão de políticas sociais - mostra as políticas aprovadas e selecionáveis e, com pontos de cultura suficientes, podes aprovar novas.
: The Diplomacy Button - shows the diplomacy manager where you can talk to other civilizations. = ⑤: O botão Diplomacia - mostra ao gerente da diplomacia onde podes conversar com outras civilizações.
: Unit Action Buttons - while a unit is selected its possible actions appear here. = ⑥: Botões de ação da unidade - enquanto uma unidade é selecionada, as tuas ações possíveis aparecem aqui.
: The unit/city info pane - shows information about a selected unit or city. = ⑦: O painel de informações da unidade/cidade - mostra informações sobre uma unidade ou cidade selecionada.
: The name (and unit icon) of the selected unit or city, with current health if wounded. Clicking a unit name or icon will open its civilopedia entry. = ⑧: O nome (e o ícone da unidade) da unidade ou cidade selecionada, com a saúde atual, se ferido. Clicar no nome ou ícone de uma unidade abrirá a tua entrada na civilopédia.
: The arrow buttons allow jumping to the next/previous unit. = ⑨: Os botões de seta permitem saltar para a unidade seguinte/anterior.
: The arrow buttons allow jumping to the next/previous idle unit. = ⑨: Os botões de seta permitem saltar à próxima/anterior unidade.
# Requires translation!
: For a selected unit, its promotions appear here, and clicking leads to the promotions screen for that unit. =
: Remaining/per turn movement points, strength and experience / XP needed for promotion. For cities, you get its combat strength. = ⑪: Pontos de movimento restantes/por turno, força e experiência / XP necessários para promoção. Para cidades, obténs a tua força de combate.

View File

@ -103,8 +103,10 @@ New [civName]\n(formerly known as [cityName]) =
Requires [buildingName] to be built in the city = Necesită ca [buildingName] să fie construit(ă) în oraș
Requires [buildingName] to be built in all cities = Necesită ca [buildingName] să fie construit(ă) în toate orașele
Provides a free [buildingName] in the city = Oferă gratuit un/o [buildingName] în oraș
Requires worked [resource] near city = Necesită [resource] prelucrat(ă) în apropierea orașului
Requires at least one of the following resources worked near the city: = Necesită cel puțin una dintre următoarele resurse prelucrate în apropierea orașului:
# Requires translation!
Requires improved [resource] near city =
# Requires translation!
Requires at least one of the following resources improved near the city: =
Wonder is being built elsewhere = Această Minune este în proces de construire în altă parte
National Wonder is being built elsewhere = Minunea Națională se construiește în altă parte
# Requires translation!
@ -122,6 +124,10 @@ Requires [PolicyOrNationalWonder] = Necesită [PolicyOrNationalWonder]
Cannot be purchased = Nu poate fi cumpărat
Can only be purchased = Poate fi doar cumpărat
See also = Vezi și
# Requires translation!
Use default promotions =
# Requires translation!
Default promotions for [unitType] =
Requires at least one of the following: = Necesită cel puțin una dintre următoarele:
Requires all of the following: = Necesită toate cele ce urmează:
@ -407,6 +413,8 @@ Start game! = Începe jocul!
Map Options = Opțiuni ale hărții
Game Options = Opțiuni ale jocului
Civilizations = Civilizații
# Requires translation!
Shuffle Civ Order at Start =
Map Type = Tipul hărții
Map file = Fișier hartă
Max Turns = Număr maxim de rânduri
@ -418,6 +426,8 @@ Existing = Existent
Custom = Personalizat
Map Generation Type = Tip de generare a hărții
Enabled Map Generation Types = Tipuri de generare a hărții activate
# Requires translation!
Example map =
# Map types
Default = Implicit
@ -430,6 +440,10 @@ Archipelago = Arhipeleag
Inner Sea = Mare interioară
# Requires translation!
Perlin =
# Requires translation!
Small Continents =
# Requires translation!
Fractal =
# Requires translation!
Select players from starting locations =
@ -485,7 +499,7 @@ This is used for painting resources, not in map generator steps: =
Advanced Settings = Setări Avansate
RNG Seed = RNG Seed
Map Elevation = Înălțimea hărții
Temperature extremeness = Extremitatea temperaturii
Temperature intensity = Extremitatea temperaturii
Temperature shift = Schimbarea temperaturii
Resource richness = Abundența resurselor
Vegetation richness = Abundența vegetației
@ -867,9 +881,8 @@ Hidden = Ascuns
Visible = Vizibil
Permanent = Permanent
Minimap size = Dimensiunea mini-hărții
# This is the leftmost Minimap size slider position
off = oprit
# Requires translation!
Show minimap =
Show tutorials = Arată tutorialele
Reset tutorials = Resetează tutorialele
@ -906,7 +919,11 @@ When disabled, saves battery life but certain animations will be suspended = Câ
## Gameplay tab
Gameplay = Gameplay
Check for idle units = Verifică pentru unități inactive
# Requires translation!
'Next unit' button cycles idle units =
Auto Unit Cycle = Ciclu automat de unități
# Requires translation!
Show Small Skip/Cycle Unit Button =
Move units with a single tap = Mută unitățile cu o singură apăsare
# Requires translation!
Move units with a long tap =
@ -950,8 +967,11 @@ Could not download music! = Nu s-a putut descărca muzica!
## Advanced tab
Advanced = Avansat
# Requires translation!
Number of autosave files stored =
Turns between autosaves = Rânduri între salvările automate
Screen orientation = Orientarea ecranului
Landscape (fixed) = Peisaj (fixă)
Portrait (fixed) = Portret (fixă)
@ -1064,16 +1084,17 @@ We have conquered the city of [cityName]! = Am cucerit orașul [cityName]!
# Requires translation!
Your citizens are revolting due to very high unhappiness! =
# Possible HP loss loss when attacking, e.g. (-5 HP)
# Requires translation!
([amount] HP) =
# Requires translation!
An enemy [unit] has attacked [cityName] ([amount2] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has attacked [cityName] ([amount2] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has [battleAction] our [ourUnit] ([amount2] HP) =
# Requires translation!
An enemy [unit] has attacked our [ourUnit] ([amount] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has attacked our [ourUnit] ([amount2] HP) =
Enemy city [cityName] has attacked our [ourUnit] = Orașul inamic [cityName] ne-a atacat un [ourUnit]
# Requires translation!
Enemy city [cityName] has attacked our [ourUnit] ([amount2] HP) =
@ -1293,6 +1314,14 @@ Turn = Rând
turns = rânduri
turn = rând
Next unit = Următoarea unitate
# Requires translation!
[amount] units idle =
# Requires translation!
[idleCount] idle =
# Requires translation!
[skipCount] skipping =
# Requires translation!
Cycle =
Fog of War = Ceața de război
Pick a policy = Alege o politică
# Requires translation!
@ -1349,7 +1378,8 @@ Pillage [improvement] = Jefuiește [improvement]
# Requires translation!
[improvement] (Pillaged!) =
Repair [improvement] - [turns] = Repară [improvement] - [turns]
Wait = Aștepta
# Requires translation!
Skip turn =
Are you sure you want to pillage this [improvement]? = Ești sigur că vrei să jefuiești aceasta [improvement]?
We have looted [amount] from a [improvement] = Am jefuit [amount] dintr-o [improvement]
We have looted [amount] from a [improvement] which has been sent to [cityName] = Am jefuit [amount] dintr-o [improvement] care a fost trimisă către [cityName]
@ -1788,7 +1818,8 @@ Bonus stats for improvement = Statistici bonus pentru îmbunătățire
Buildings that consume this resource = Clădiri care consumă această resursă
Buildings that provide this resource = Clădiri care asigură această resursă
Improvements that provide this resource = Îmbunătățiri care oferă această resursă
Buildings that require this resource worked near the city = Clădirile care necesită această resursă au funcționat în apropierea orașului
# Requires translation!
Buildings that require this resource improved near the city =
Units that consume this resource = Unitățile care consumă această resursă
Can be built on = Se poate construi pe
# Requires translation!
@ -2353,7 +2384,8 @@ Enables [mapUnitFilter] units to enter ocean tiles = Permite unităților [mapUn
Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned =
# Requires translation!
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory =
New [baseUnitFilter] units start with [amount] Experience [cityFilter] = Noile unități [baseUnitFilter] încep cu [amount] Experiență [cityFilter]
# Requires translation!
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion = Toate unitățile [baseUnitFilter] [cityFilter] nou-instruite primesc promoția [promotion]
# Requires translation!
[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing =
@ -2462,6 +2494,8 @@ Automatically built in all cities where it is buildable =
Creates a [improvementName] improvement on a specific tile =
Founds a new city = Fondează un nou oraș
# Requires translation!
Founds a new puppet city =
# Requires translation!
Can instantly construct a [improvementFilter] improvement =
May create improvements on water resources = Poate crea îmbunătățiri pe resurse acvatice
# Requires translation!
@ -2700,6 +2734,8 @@ Provides a random bonus when entered =
# Requires translation!
Unpillagable =
# Requires translation!
Destroyed when pillaged =
# Requires translation!
Irremovable =
# Requires translation!
Will not be replaced by automated units =
@ -2737,6 +2773,8 @@ when at war =
# Requires translation!
when not at war =
during a Golden Age = în timpul unei Epoci de Aur
# Requires translation!
when not in a Golden Age =
during We Love The King Day = În timpul Zilei Iubim regele
while the empire is happy = în timp ce imperiul este fericit
# Requires translation!
@ -2978,6 +3016,8 @@ upon gaining a [baseUnitFilter] unit =
# Requires translation!
upon turn end =
# Requires translation!
upon turn start =
# Requires translation!
upon founding a Pantheon =
# Requires translation!
upon founding a Religion =
@ -3007,6 +3047,8 @@ upon losing at least [amount] HP in a single attack =
upon ending a turn in a [tileFilter] tile =
# Requires translation!
upon discovering a [tileFilter] tile =
# Requires translation!
upon entering a [tileFilter] tile =
for [amount] turns = pentru [amount] rânduri
# Requires translation!
hidden from users =
@ -3404,6 +3446,10 @@ Music Player =
# Requires translation!
Developer Console =
# Requires translation!
Idle Prev =
# Requires translation!
Idle Next =
# Requires translation!
Empire Overview Trades =
# Requires translation!
Empire Overview Units =
@ -8164,7 +8210,15 @@ Units are defenseless while embarked (cannot use modifiers), and have a fixed De
# 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, or command the unit to 'Wait'.\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. =
Clicking 'Next unit' moves to the next idle unit in the queue (as listed in Overview -> Units). After issuing an order to an unit, if 'Auto Unit Cycle' in Options -> Gameplay is enabled, you will automatically select the next idle unit. =
# Requires translation!
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Skip turn'. =
# Requires translation!
If you want to disable the 'Next unit' feature entirely, you can toggle it in Options -> Gameplay -> Check for idle units. =
# Requires translation!
If you'd rather 'Next unit' cycle the units and not mark them as Done, you can change it in the Options -> Gameplay menu. =
# Requires translation!
You can also cycle through the idle units using the left and right triangles on the Unit Table in the lower left of the screen. Or by default using the Cycle button next to the 'Next Unit' button. =
Contact Me = Contactează-mă
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! Dacă ai jucat până în punctul ăsta, probabil ai văzut că jocul este momentan incomplet.\n Unciv este menit să fie open-source și liber, pentru totdeauna.\n Asta însemnă că nu vor fii reclame sau orice alte prostii.
@ -8283,7 +8337,7 @@ This is where you spend most of your time playing Unciv. See the world, control
# Requires translation!
: The name (and unit icon) of the selected unit or city, with current health if wounded. Clicking a unit name or icon will open its civilopedia entry. =
# Requires translation!
: The arrow buttons allow jumping to the next/previous unit. =
: The arrow buttons allow jumping to the next/previous idle unit. =
# Requires translation!
: For a selected unit, its promotions appear here, and clicking leads to the promotions screen for that unit. =
# Requires translation!

View File

@ -96,8 +96,10 @@ New [civName]\n(formerly known as [cityName]) = Новый [civName]\n(ране
Requires [buildingName] to be built in the city = Требуется [buildingName] в городе
Requires [buildingName] to be built in all cities = Требуется [buildingName] во всех городах
Provides a free [buildingName] in the city = В городе бесплатно появляется [buildingName]
Requires worked [resource] near city = Требуется добыча [resource] в городе
Requires at least one of the following resources worked near the city: = Требуется хотя бы один из следующих ресурсов, обрабатываемых возле города:
# Requires translation!
Requires improved [resource] near city =
# Requires translation!
Requires at least one of the following resources improved near the city: =
Wonder is being built elsewhere = Чудо света уже строится в другом месте
National Wonder is being built elsewhere = Национальное чудо уже строится в другом месте
Requires a [buildingName] in all [cityFilter] cities = Требуется [buildingName] во всех городах [cityFilter]
@ -113,6 +115,10 @@ Requires [PolicyOrNationalWonder] = Требуется [PolicyOrNationalWonder]
Cannot be purchased = Нельзя купить
Can only be purchased = Можно только купить
See also = См. также
# Requires translation!
Use default promotions =
# Requires translation!
Default promotions for [unitType] =
Requires at least one of the following: = Требуется хотя бы одно из следующего:
Requires all of the following: = Требуется всё из следующего:
@ -123,8 +129,7 @@ Disables: = Недоступно:
Current construction = Текущее строительство
Construction queue = Очередь строительства
# Requires translation!
Queue =
Queue = Очередь
Pick a construction = Выберите проект
Queue empty = Очередь пуста
Add to queue = Добавить в очередь
@ -376,6 +381,8 @@ Start game! = Начать игру!
Map Options = Настройки Карты
Game Options = Настройки Игры
Civilizations = Цивилизации
# Requires translation!
Shuffle Civ Order at Start =
Map Type = Тип карты
Map file = Файл карты
Max Turns = Макс. ходов
@ -387,6 +394,8 @@ Existing = Существующий
Custom = Свой
Map Generation Type = Тип генерации карты
Enabled Map Generation Types = Включенные типы генерации карт
# Requires translation!
Example map =
# Map types
Default = По умолчанию
@ -398,6 +407,8 @@ Four Corners = Четыре Угла
Archipelago = Архипелаги
Inner Sea = Внутреннее Море
Perlin = Шум Перлина
Small Continents = Маленькие Континенты
Fractal = Фрактал
Select players from starting locations = Выбор игроков из стартовых локаций
Random number of Civilizations = Случайное количество цивилизаций
@ -449,7 +460,8 @@ This is used for painting resources, not in map generator steps: = Исполь
Advanced Settings = Дополнительные настройки
RNG Seed = Сид
Map Elevation = Гористость
Temperature extremeness = Перепады температур
# Requires translation!
Temperature intensity =
Temperature shift = Смещение температуры
Resource richness = Богатство ресурсами
Vegetation richness = Богатство растительностью
@ -811,9 +823,8 @@ Hidden = Скрыты
Visible = Видимы
Permanent = Перманентны
Minimap size = Размер миникарты
# This is the leftmost Minimap size slider position
off = откл.
# Requires translation!
Show minimap =
Show tutorials = Показывать обучение
Reset tutorials = Сбросить обучение
@ -847,7 +858,10 @@ When disabled, saves battery life but certain animations will be suspended = К
## Gameplay tab
Gameplay = Геймплей
Check for idle units = Проверять незанятые юниты
'Next unit' button cycles idle units = Кнопка 'Следующий юнит' зацикливается на незанятых юнитах
Auto Unit Cycle = Автоматически переключаться между незанятыми юнитами
# Requires translation!
Show Small Skip/Cycle Unit Button =
Move units with a single tap = Перемещать юниты одним касанием
Move units with a long tap = Перемещать юниты долгим касанием
Auto-assign city production = Автопроизводство в городах
@ -887,8 +901,10 @@ Could not download music! = Не удалось скачать музыку!
## Advanced tab
Advanced = Дополнительно
Number of autosave files stored = Количество хранимых файлов автосохранений
Turns between autosaves = Ходов между автосохранениями
Screen orientation = Ориентация экрана
Landscape (fixed) = Альбомная
Portrait (fixed) = Портретная
@ -981,18 +997,16 @@ An unknown civilization has started constructing [construction]! = Неизве
Your Golden Age has ended. = Ваш золотой век завершился.
[cityName] has been razed to the ground! = Город [cityName] был разрушен до основания!
We have conquered the city of [cityName]! = Мы завоевываем город [cityName]!
# Requires translation!
Your citizens are revolting due to very high unhappiness! =
Your citizens are revolting due to very high unhappiness! = Ваши граждане восстают из-за высокого уровня недовольства!
# Possible HP loss loss when attacking, e.g. (-5 HP)
([amount] HP) = ([amount] ОЗ)
# Requires translation!
An enemy [unit] ([amount] HP) has attacked [cityName] ([amount2] HP) =
An enemy [unit] has attacked [cityName] ([amount2] HP) =
An enemy [unit] ([amount] HP) has attacked [cityName] ([amount2] HP) = [unit] ([amount] ОЗ) врага атаковал [cityName] ([amount2] ОЗ)
An enemy [unit] ([amount] HP) has [battleAction] our [ourUnit] ([amount2] HP) = [unit] ([amount] ОЗ) врага [battleAction] [ourUnit] ([amount2] ОЗ)
An enemy [unit] has attacked our [ourUnit] ([amount] HP) = [unit] врага атаковал [ourUnit] ([amount] ОЗ)
# Requires translation!
An enemy [unit] ([amount] HP) has [battleAction] our [ourUnit] ([amount2] HP) =
# Requires translation!
An enemy [unit] has attacked our [ourUnit] ([amount] HP) =
An enemy [unit] ([amount] HP) has attacked our [ourUnit] ([amount2] HP) =
Enemy city [cityName] has attacked our [ourUnit] = Вражеский город [cityName] атакует [ourUnit]
Enemy city [cityName] has attacked our [ourUnit] ([amount2] HP) = Вражеский город [cityName] атакует [ourUnit] ([amount2] ОЗ)
An enemy [unit] has captured [cityName] = [unit] врага захватывает город [cityName]
@ -1174,6 +1188,12 @@ Turn = Ход
turns = х.
turn = ход
Next unit = Следующий юнит
[amount] units idle = [amount] незанятых юнитов
[idleCount] idle = [idleCount] без действий
# Requires translation!
[skipCount] skipping =
# Requires translation!
Cycle =
Fog of War = Туман войны
Pick a policy = Выбрать институт
Move Spies = Переместить Шпионов
@ -1223,7 +1243,8 @@ Pillage = Разграбить
Pillage [improvement] = Разграбить [improvement]
[improvement] (Pillaged!) = [improvement] (Разграблено!)
Repair [improvement] - [turns] = Починить [improvement] - [turns]
Wait = Ждать
# Requires translation!
Skip turn =
Are you sure you want to pillage this [improvement]? = Вы уверены, что хотите разграбить: [improvement]?
We have looted [amount] from a [improvement] = Мы добыли [amount] с улучшения [improvement]
We have looted [amount] from a [improvement] which has been sent to [cityName] = Мы добыли [amount] с улучшения [improvement], переслав всё городу [cityName]
@ -1648,7 +1669,8 @@ Bonus stats for improvement = Бонусы за улучшение
Buildings that consume this resource = Постройки, которые потребляют этот ресурс
Buildings that provide this resource = Постройки, которые предоставляют этот ресурс
Improvements that provide this resource = Улучшения, которые предоставляют этот ресурс
Buildings that require this resource worked near the city = Постройки, которым требуется добыча этого ресурса в городе
# Requires translation!
Buildings that require this resource improved near the city =
Units that consume this resource = Юниты, которые потребляют этот ресурс
Can be built on = Можно строить на клетках
Cannot be built on = Невозможно построить на
@ -2129,7 +2151,8 @@ Enables embarkation for land units = Позволяет сухопутным ю
Enables [mapUnitFilter] units to enter ocean tiles = Позволяет юнитам: [mapUnitFilter] выходить в океан
Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned = Сухопутные юниты могут пересекать клетки [terrainName] после того, как появился первый [baseUnitFilter]
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory = Вражеские юниты: [mapUnitFilter] тратят дополнительные [amount] очков передвижения в пределах ваших земель
New [baseUnitFilter] units start with [amount] Experience [cityFilter] = Новые [baseUnitFilter] юниты получают [amount] очков опыта [cityFilter]
# Requires translation!
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion = Все [baseUnitFilter] юниты после прохождения обучения [cityFilter] получают повышение [promotion]
[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing = [mapUnitFilter] юниты рядом с городом восстанавливают [amount] ОЗ за ход во время лечения
[relativeAmount]% City Strength from defensive buildings = [relativeAmount]% к мощи города от защитных сооружений
@ -2205,6 +2228,8 @@ Connects trade routes over water = Создает морские торговы
Automatically built in all cities where it is buildable = Автоматически строится во всех городах, где его можно построить
Creates a [improvementName] improvement on a specific tile = Создает улучшение [improvementName] на определенной клетке
Founds a new city = Может основать город
# Requires translation!
Founds a new puppet city =
Can instantly construct a [improvementFilter] improvement = Может мгновенно создать [improvementFilter]
May create improvements on water resources = Может создавать улучшения на морских ресурсах
Can build [improvementFilter/terrainFilter] improvements on tiles = Может создавать на клетках улучшения: [improvementFilter/terrainFilter]
@ -2360,6 +2385,8 @@ Adjacent enemy units ending their turn take [amount] damage = Соседние
Great Improvement = Великое улучшение
Provides a random bonus when entered = Предоставляет случайный бонус при заходе
Unpillagable = Нельзя разграбить
# Requires translation!
Destroyed when pillaged =
Irremovable = Нельзя удалить
Will not be replaced by automated units = Не будет заменён автоматизированными юнитами
Improves [resourceFilter] resource in this tile = Улучшает [resourceFilter] ресурс в этой клетке
@ -2380,6 +2407,8 @@ for [civFilter] Civilizations = для [civFilter] цивилизаций
when at war = во время войны
when not at war = в мирное время
during a Golden Age = во время золотого века
# Requires translation!
when not in a Golden Age =
during We Love The King Day = во время Дня любви к отчизне
while the empire is happy = когда цивилизация счастлива
when between [amount] and [amount2] Happiness = когда счастье между [amount] и [amount2]
@ -2523,6 +2552,8 @@ upon constructing [buildingFilter] = при строительстве [building
upon constructing [buildingFilter] [cityFilter] = при строительстве [buildingFilter] в [cityFilter]
upon gaining a [baseUnitFilter] unit = при получении юнита [baseUnitFilter]
upon turn end = в конце хода
# Requires translation!
upon turn start =
upon founding a Pantheon = при основании пантеона
upon founding a Religion = при основании религии
upon enhancing a Religion = при укреплении религии
@ -2538,6 +2569,8 @@ upon losing the [promotion] status = при потере статуса [promoti
upon losing at least [amount] HP in a single attack = при потере как минимум [amount] ОЗ за одну атаку
upon ending a turn in a [tileFilter] tile = при окончании хода на [tileFilter]
upon discovering a [tileFilter] tile = при нахождении клетки [tileFilter]
# Requires translation!
upon entering a [tileFilter] tile =
for [amount] turns = на [amount] ходов
hidden from users = спрятано от пользователей
for every [countable] = за каждый [countable]
@ -2842,6 +2875,10 @@ Open AutoPlay menu = Открыть меню авто-игры
Empire Overview = Обзор империи
Music Player = Музыкальный проигрыватель
Developer Console = Консоль разработчика
# Requires translation!
Idle Prev =
# Requires translation!
Idle Next =
Empire Overview Trades = Обзор торговли империи
Empire Overview Units = Обзор юнитов империи
Empire Overview Politics = Обзор институтов империи
@ -6903,7 +6940,16 @@ Once a certain tech is researched, your land units can embark, allowing them to
Units are defenseless while embarked (cannot use modifiers), and have a fixed Defending Strength based on your tech Era, so be careful!\nRanged Units can't attack, Melee Units have a Strength penalty, and all have limited vision. = Юниты теряют обороноспособность когда погружены (не могут использовать модификаторы), и имеют фиксированную силу защиты в зависимости от вашей технологической эпохи, так что будьте осторожны!\nДальнобойные юниты не могут атаковать, юниты ближнего боя получают боевой штраф, и вместе имеют ограниченную дальность видимости.
Idle Units = Незанятые юниты
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Wait'.\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 юнита в этом ходу, вы можете пропустить его очередным нажатием 'Следующий юнит' или командой юниту "Ждать".\nЕсли вы планируете не перемещать его довольно долго, вы можете переместить юнита в режим Укрепления или в Спящий режим. - \n Юниты в укреплении или спячке не считаются за незанятых. \nЕсли вы хотите полностью убрать кнопку 'Следующий юнит', вы можете отключить еë в Меню -> Проверять незанятые юниты.
# Requires translation!
Clicking 'Next unit' moves to the next idle unit in the queue (as listed in Overview -> Units). After issuing an order to an unit, if 'Auto Unit Cycle' in Options -> Gameplay is enabled, you will automatically select the next idle unit. =
# Requires translation!
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Skip turn'. =
# Requires translation!
If you want to disable the 'Next unit' feature entirely, you can toggle it in Options -> Gameplay -> Check for idle units. =
# Requires translation!
If you'd rather 'Next unit' cycle the units and not mark them as Done, you can change it in the Options -> Gameplay menu. =
# Requires translation!
You can also cycle through the idle units using the left and right triangles on the Unit Table in the lower left of the screen. Or by default using the Cycle button next to the 'Next Unit' button. =
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\nзаметили, что игра еще не закончена.\nUnciv задумана как бесплатная игра с открытым исходным\nкодом, поэтому в ней нет рекламы и прочей ерунды.
@ -6971,7 +7017,8 @@ This is where you spend most of your time playing Unciv. See the world, control
: Unit Action Buttons - while a unit is selected its possible actions appear here. = ⑥: Кнопки "Действий юнита" - если вы выбрали юнита тут появятся его доступные действия.
: The unit/city info pane - shows information about a selected unit or city. = ⑦: Инфо-панель юнита/города - показывает информацию о выбранном юните или городе.
: The name (and unit icon) of the selected unit or city, with current health if wounded. Clicking a unit name or icon will open its civilopedia entry. = ⑧: Имя (и значок юнита) выбранного юнита или города, с текущим здоровьем, если повреждён. Нажатие на имя или значок юнита откроет его описание в цивилопедии.
: The arrow buttons allow jumping to the next/previous unit. = ⑨: Стрелки позволяют переходить к следующему/предыдущему юниту.
# Requires translation!
: The arrow buttons allow jumping to the next/previous idle unit. =
: For a selected unit, its promotions appear here, and clicking leads to the promotions screen for that unit. = ⑩: Здесь появляются улучшения выбранного юнита, нажатие на них ведëт в экран улучшений этого юнита.
: Remaining/per turn movement points, strength and experience / XP needed for promotion. For cities, you get its combat strength. = ⑪: Доступно/максимум очков передвижения, боевая мощь и опыт/опыт нужный для повышения. В случае города отображается его мощь.
: This button closes the selected unit/city info pane. = ⑫: Эта кнопка закрывает инфо-панель выбранного юнита/города.

View File

@ -115,8 +115,10 @@ New [civName]\n(formerly known as [cityName]) =
Requires [buildingName] to be built in the city = У варошови мусит быти поставлено: [buildingName]
Requires [buildingName] to be built in all cities = У вшиткых варошах мусит быти поставлено: [buildingName]
Provides a free [buildingName] in the city = Варош задарь дустає будову: [buildingName]
Requires worked [resource] near city = Коло вароша мусит быти добываный ресурс: [resource]
Requires at least one of the following resources worked near the city: = Коло вароша мусит добывати ся один из сих ресурсув:
# Requires translation!
Requires improved [resource] near city =
# Requires translation!
Requires at least one of the following resources improved near the city: =
Wonder is being built elsewhere = Чудо уже ся ставит у другому варошови.
National Wonder is being built elsewhere = Національноє чудо уже ся ставит у другому варошови.
# Requires translation!
@ -134,6 +136,10 @@ Requires [PolicyOrNationalWonder] = Мусай мати: [PolicyOrNationalWonder
Cannot be purchased = Неслобудно купити
Can only be purchased = Мож лем купити
See also = Ни, ще сесе
# Requires translation!
Use default promotions =
# Requires translation!
Default promotions for [unitType] =
Requires at least one of the following: = Вымагат хуть даштось из слідувучого:
Requires all of the following: = Вымагат ушитко из слідувучого
@ -516,6 +522,8 @@ Start game! = Зачати бавку!
Map Options = Штімованя мапы
Game Options = Штімованя бавкы
Civilizations = Цівілізації
# Requires translation!
Shuffle Civ Order at Start =
Map Type = Филь мапы
Map file = Файл мапы
Max Turns = Ограниченя по ходох
@ -531,6 +539,8 @@ Custom = Избраный
Map Generation Type =
# Requires translation!
Enabled Map Generation Types =
# Requires translation!
Example map =
# Map types
Default = Вбычный
@ -543,6 +553,10 @@ Four Corners =
Archipelago = Архіпелаґ
Inner Sea = Уднушньоє море
Perlin = Перлін
# Requires translation!
Small Continents =
# Requires translation!
Fractal =
# Requires translation!
Select players from starting locations =
@ -608,7 +622,7 @@ RNG Seed =
# Requires translation!
Map Elevation =
# Requires translation!
Temperature extremeness =
Temperature intensity =
# Requires translation!
Temperature shift =
# Requires translation!
@ -1244,10 +1258,7 @@ Visible =
Permanent =
# Requires translation!
Minimap size =
# This is the leftmost Minimap size slider position
# Requires translation!
off =
Show minimap =
Show tutorials = Давати пудповідкы
Reset tutorials = Спрятати пудповідкы
@ -1300,8 +1311,12 @@ When disabled, saves battery life but certain animations will be suspended =
Gameplay = Ігробіг
Check for idle units = Проникати незахосновані формованя
# Requires translation!
'Next unit' button cycles idle units =
# Requires translation!
Auto Unit Cycle =
# Requires translation!
Show Small Skip/Cycle Unit Button =
# Requires translation!
Move units with a single tap =
# Requires translation!
Move units with a long tap =
@ -1367,8 +1382,11 @@ Could not download music! =
# Requires translation!
Advanced =
# Requires translation!
Number of autosave files stored =
# Requires translation!
Turns between autosaves =
# Requires translation!
Screen orientation =
# Requires translation!
@ -1535,10 +1553,9 @@ We have conquered the city of [cityName]! =
# Requires translation!
Your citizens are revolting due to very high unhappiness! =
# Possible HP loss loss when attacking, e.g. (-5 HP)
# Requires translation!
([amount] HP) =
# Requires translation!
An enemy [unit] has attacked [cityName] ([amount2] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has attacked [cityName] ([amount2] HP) =
# Requires translation!
@ -1546,6 +1563,8 @@ An enemy [unit] ([amount] HP) has [battleAction] our [ourUnit] ([amount2] HP) =
# Requires translation!
An enemy [unit] has attacked our [ourUnit] ([amount] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has attacked our [ourUnit] ([amount2] HP) =
# Requires translation!
Enemy city [cityName] has attacked our [ourUnit] =
# Requires translation!
Enemy city [cityName] has attacked our [ourUnit] ([amount2] HP) =
@ -1884,6 +1903,14 @@ turn =
# Requires translation!
Next unit =
# Requires translation!
[amount] units idle =
# Requires translation!
[idleCount] idle =
# Requires translation!
[skipCount] skipping =
# Requires translation!
Cycle =
# Requires translation!
Fog of War =
# Requires translation!
Pick a policy =
@ -1982,7 +2009,7 @@ Pillage [improvement] =
# Requires translation!
Repair [improvement] - [turns] =
# Requires translation!
Wait =
Skip turn =
# Requires translation!
Are you sure you want to pillage this [improvement]? =
# Requires translation!
@ -2666,7 +2693,7 @@ Buildings that provide this resource =
# Requires translation!
Improvements that provide this resource =
# Requires translation!
Buildings that require this resource worked near the city =
Buildings that require this resource improved near the city =
# Requires translation!
Units that consume this resource =
# Requires translation!
@ -3320,7 +3347,8 @@ Enables embarkation for land units = Дозволяє наземним підр
Enables [mapUnitFilter] units to enter ocean tiles = Дозволяє підрозділам типу [mapUnitFilter] виходити в океан
Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned = Наземні підрозділи зможуть перетинати клітини типу [terrainName] після першого здобутого [baseUnitFilter]
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory = Ворожі [mapUnitFilter] підрозділи витрачають додатково [amount] одиниць ➡Переміщення на вашій території
New [baseUnitFilter] units start with [amount] Experience [cityFilter] = Нові підрозділи типу [baseUnitFilter] отримують [amount] Досвіду [cityFilter]
# Requires translation!
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion = Усі нові [baseUnitFilter] підрозділи [cityFilter] отримують підвищення "[promotion]"
[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing = [mapUnitFilter] підрозділи поруч із цим містом лікуються на [amount] здоров'я за хід під час лікування
[relativeAmount]% City Strength from defensive buildings = [relativeAmount]% до †Сили міста від захисних споруд
@ -3433,6 +3461,8 @@ Creates a [improvementName] improvement on a specific tile =
# Requires translation!
Founds a new city =
# Requires translation!
Founds a new puppet city =
# Requires translation!
Can instantly construct a [improvementFilter] improvement =
# Requires translation!
May create improvements on water resources =
@ -3715,6 +3745,8 @@ Provides a random bonus when entered =
# Requires translation!
Unpillagable =
# Requires translation!
Destroyed when pillaged =
# Requires translation!
Irremovable =
# Requires translation!
Will not be replaced by automated units =
@ -3751,6 +3783,8 @@ for [civFilter] Civilizations =
when at war = кой воює
when not at war = у мирный час
during a Golden Age = пуд час Золотої добы
# Requires translation!
when not in a Golden Age =
during We Love The King Day = пуд час Сята Любови ид Правителю
# Requires translation!
while the empire is happy =
@ -4006,6 +4040,8 @@ upon constructing [buildingFilter] [cityFilter] = побудовавши [buildi
upon gaining a [baseUnitFilter] unit = [baseUnitFilter]
# Requires translation!
upon turn end =
# Requires translation!
upon turn start =
upon founding a Pantheon = заложивши Пантеон
upon founding a Religion = заложивши Реліґію
upon enhancing a Religion = пудперши Реліґію
@ -4031,6 +4067,8 @@ upon ending a turn in a [tileFilter] tile =
# Requires translation!
upon discovering a [tileFilter] tile =
# Requires translation!
upon entering a [tileFilter] tile =
# Requires translation!
for [amount] turns =
# Requires translation!
hidden from users =
@ -4407,6 +4445,10 @@ Empire Overview = Обникованя імперії
Music Player = Зыгравач музыкы
# Requires translation!
Developer Console =
# Requires translation!
Idle Prev =
# Requires translation!
Idle Next =
Empire Overview Trades = Обникованя
Empire Overview Units = Обникованя формовань імперії
Empire Overview Politics = Обникованя інстітуцій імперії
@ -8943,7 +8985,15 @@ Units are defenseless while embarked (cannot use modifiers), and have a fixed De
# 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, or command the unit to 'Wait'.\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. =
Clicking 'Next unit' moves to the next idle unit in the queue (as listed in Overview -> Units). After issuing an order to an unit, if 'Auto Unit Cycle' in Options -> Gameplay is enabled, you will automatically select the next idle unit. =
# Requires translation!
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Skip turn'. =
# Requires translation!
If you want to disable the 'Next unit' feature entirely, you can toggle it in Options -> Gameplay -> Check for idle units. =
# Requires translation!
If you'd rather 'Next unit' cycle the units and not mark them as Done, you can change it in the Options -> Gameplay menu. =
# Requires translation!
You can also cycle through the idle units using the left and right triangles on the Unit Table in the lower left of the screen. Or by default using the Cycle button next to the 'Next Unit' button. =
# Requires translation!
Contact Me =
@ -9049,7 +9099,8 @@ This is where you spend most of your time playing Unciv. See the world, control
: Unit Action Buttons - while a unit is selected its possible actions appear here. = ⑥:
: The unit/city info pane - shows information about a selected unit or city. = ⑦:
: The name (and unit icon) of the selected unit or city, with current health if wounded. Clicking a unit name or icon will open its civilopedia entry. = ⑧:
: The arrow buttons allow jumping to the next/previous unit. = ⑨:
# Requires translation!
: The arrow buttons allow jumping to the next/previous idle unit. =
# Requires translation!
: For a selected unit, its promotions appear here, and clicking leads to the promotions screen for that unit. =
: Remaining/per turn movement points, strength and experience / XP needed for promotion. For cities, you get its combat strength. = ⑪:

View File

@ -28,7 +28,7 @@ Fastlane_short_description = 4X文明建设类游戏
# Documentation: https://f-droid.org/en/docs/Build_Metadata_Reference/#Description
# English to translate: https://github.com/yairm210/Unciv/blob/master/fastlane/metadata/android/en-US/full_description.txt
Fastlane_full_description = 重新实现有史以来最著名的文明建设类游戏-快,小,无广告,永远免费!\n\n建设文明发展科技扩展城市征战四方\n\n请求漏洞待办事项列表位于https://github.com/yairm210/Unciv/issues欢迎每一个小小的帮助\n\n问题评论只是无聊在https://discord.gg/bjrB4Xw上加入我们\n\n想帮忙把游戏翻译成你的语言吗给我发送电子邮件到yairm210@hotmail.com。\n\n熟悉Java或Kotlin在https://github.com/yairm210/Unciv加入我们。\n\n看不懂英文但仍然希望为社区做贡献加入中文社区QQ群675179266或点击网址http://qm.qq.com/cgi-bin/qm/qr?_wv=1027&k=UHIJomTUkhevKOkwu5vQtyDMHO6oqqB2&authKey=vLV%2FVDcmUU7uPA2ggTe8F6x%2FM4ySgZxQ50VjNLCYQL%2BI8lAgFUOVA90nHcVCZ78s&noverify=0&group_code=675179266\n\n世界正在等待你能建立一个经得起时间考验的文明吗?\n\n用户发起的下载和多人游戏功能需要“完全网络访问”权限。用于实现多人游戏回合通知的API会自动包含所有其他列出的权限。网络权限用于列出模组、下载模组、下载音乐以及上传/下载多人游戏。Unciv不会发起其他互联网通信。
Fastlane_full_description = 重新打造经典:史上最具影响力的文明建设游戏——快速、轻量、无广告,永远免费!在游戏中,你可以建设属于自己的文明,发展科技,扩张城市,征服四方。遇到问题、发现漏洞,或者想参与开发,可以访问我们的待办事项列表 GitHub Issueshttps://github.com/yairm210/Unciv/issues我们欢迎每一位小伙伴的参与。想讨论游戏、有疑问或者只是想找地方消遣加入我们的 Discord 社区https://discord.gg/bjrB4Xw。如果你熟悉 Java 或 Kotlin欢迎来 GitHub 项目https://github.com/yairm210/Unciv 找我们,一起让游戏变得更好。不懂英文但想为社区做贡献?可以加入我们的中文社区 QQ 群675179266或者点击 http://qm.qq.com/cgi-bin/qm/qr?_wv=1027&k=UHIJomTUkhevKOkwu5vQtyDMHO6oqqB2&authKey=vLV%2FVDcmUU7uPA2ggTe8F6x%2FM4ySgZxQ50VjNLCYQL%2BI8lAgFUOVA90nHcVCZ78s&noverify=0&group_code=675179266。世界正等待你的创造,你能建立一个经得起时间考验的文明吗?用户发起的下载和多人游戏功能需要“完全网络访问”权限,用于实现多人游戏回合通知的 API 会自动包含所有其他列出的权限,网络权限仅用于列出模组、下载模组、下载音乐以及上传/下载多人游戏Unciv 不会发起其他互联网通信。
# Starting from here normal translations start, as described in
@ -38,7 +38,7 @@ Fastlane_full_description = 重新实现有史以来最著名的文明建设类
Delete = 删除
# Base ruleset names
Civ V - Vanilla = 文明5 - 无DLC
Civ V - Vanilla = 文明5 - 本体
Civ V - Gods & Kings = 文明5 - 众神与国王
# Obsolete Tutorial tasks - the active lines are moved to 'Lines from Events', much later in the tranlsation file.
@ -53,7 +53,7 @@ Pass a turn!\nCycle through units with 'Next unit' > Click 'Next turn' = 跳过
Reassign worked tiles!\nEnter city screen > Click the assigned (green) tile to unassign > \n Click an unassigned tile to assign population = 重新调整工作地块!\n进入城市界面 > 点击已分配市民的地块取消分配 > \n 点击未被分配市民的地块分配市民
Meet another civilization!\nExplore the map until you encounter another civilization! = 认识其他文明!\n探索地图直到你遇见另一个文明!
Open the options table!\nClick the menu button (top left) > Click 'Options' = 打开设置选项!\n点击菜单按钮(左上角) > 点击 “选项”
Construct an improvement!\nConstruct a Worker unit > Move to a Plains or Grassland tile > \n Click 'Construct improvement' (above the unit table, bottom left)\n > Choose the farm > \n Leave the worker there until it's finished = 建造地块设施!\n建造一个工人 > 移动工人至平原或草原地块 > \n 点击 “建造设施” 按钮(左下角) > 选择 “农场” > \n 不向工人下达其他指令直至建造完成
Construct an improvement!\nConstruct a Worker unit > Move to a Plains or Grassland tile > \n Click 'Construct improvement' (above the unit table, bottom left)\n > Choose the farm > \n Leave the worker there until it's finished = 建造地块改良!\n建造一个工人 > 移动工人至平原或草原地块 > \n 点击 “建造改良” 按钮(左下角) > 选择 “农场” > \n 不向工人下达其他指令直至建造完成
Create a trade route!\nConstruct roads between your capital and another city\nOr, automate your worker and let him get to that eventually = 建立贸易路线!\n建造道路连接你的首都和其他城市\n或将工人设置为 “自动工作”,其将自动完成连接
Conquer a city!\nBring an enemy city down to low health > \nEnter the city with a melee unit = 占领城市!\n攻击敌方城市使其耐久降为 1 > \n使用近战单位占领城市
Move an air unit!\nSelect an air unit > Select another city within range > \nMove the unit to the other city = 移动空军单位!\n选择一个空军单位 > 选取移动范围内的其他城市 > \n将单位移至该城市
@ -85,19 +85,19 @@ Hydro Plant = 水电站
# City naming when list exhausted
New [cityName] = 第二[cityName]
Neo [cityName] = 第三[cityName]
Nova [cityName] = 第四[cityName]
Altera [cityName] = 第五[cityName]
New [civName]\n(formerly known as [cityName]) = 第二[civName]\n一般认作[cityName]
New [cityName] = [cityName]-乙
Neo [cityName] = [cityName]-丙
Nova [cityName] = [cityName]-丁
Altera [cityName] = [cityName]-戊
New [civName]\n(formerly known as [cityName]) = [civName]\n一般认作[cityName]
# Diplomacy,Trade,Nations
Requires [buildingName] to be built in the city = 要求此城建有[buildingName]
Requires [buildingName] to be built in all cities = 要求所有城市建有[buildingName]
Provides a free [buildingName] in the city = 此城立刻建造免费的[buildingName]
Requires worked [resource] near city = 要求此城附近有已开发的[resource]
Requires at least one of the following resources worked near the city: = 要求此城附近有以下已开发资源之一
Requires improved [resource] near city = 要求此城附近有已改良的[resource]
Requires at least one of the following resources improved near the city: = 要求此城附近有已改良的至少一个
Wonder is being built elsewhere = 其他城市正在建造该奇观
National Wonder is being built elsewhere = 其他城市正在建造该国家奇观
Requires a [buildingName] in all [cityFilter] cities = 要求所有[cityFilter]城市建有[buildingName]
@ -113,6 +113,10 @@ Requires [PolicyOrNationalWonder] = 需要[PolicyOrNationalWonder]
Cannot be purchased = 不可购买获得
Can only be purchased = 仅可购买获得
See also = 索引
# Requires translation!
Use default promotions =
# Requires translation!
Default promotions for [unitType] =
Requires at least one of the following: = 需要以下至少一项:
Requires all of the following: = 需要以下全部:
@ -123,8 +127,7 @@ Disables: = 禁用:
Current construction = 当前项目
Construction queue = 等待中的项目
# Requires translation!
Queue =
Queue = 队列
Pick a construction = 选择建造目标
Queue empty = 队列为空
Add to queue = 加入队列
@ -253,7 +256,7 @@ Revoke protection for [cityStateName]? = 撤销对[cityStateName]的保护
Pledge to protect = 承诺保护
Declare Protection of [cityStateName]? = 要声明保护[cityStateName]吗?
Build [improvementName] on [resourceName] (200 Gold) = 援建[improvementName]以开采[resourceName]花费200金
Gift Improvement = 援建改良设施
Gift Improvement = 援建改良
[civName] is able to provide [unitName] once [techName] [isOrAre] researched. = 研究[techName]后[civName]会赠送名称[isOrAre][unitName]的单位
is =
are =
@ -376,6 +379,7 @@ Start game! = 开始游戏!
Map Options = 地图设置
Game Options = 游戏设置
Civilizations = 文明
Shuffle Civ Order at Start = 随机打乱文明行动顺序
Map Type = 地图创建方式
Map file = 地图文件
Max Turns = 最大回合
@ -387,17 +391,20 @@ Existing = 从文件载入
Custom = 自定义
Map Generation Type = 生成地图类型
Enabled Map Generation Types = 可用的生成地图类型
Example map = 地图示例
# Map types
Default = 预设
Default = 默认
Pangaea = 盘古大陆
Continent and Islands = 大陆与群岛
Two Continents = 两个大洲
Three Continents = 三个大洲
Four Corners = 四
Two Continents = 两片大陆
Three Continents = 三片大陆
Four Corners = 四片大陆
Archipelago = 群岛
Inner Sea = 内海
Perlin = 柏林算法/千湖
Perlin = 柏林噪音
Small Continents = 多片大陆
Fractal = 分形体
Select players from starting locations = 从初始位置挑选玩家
Random number of Civilizations = 随机文明数量
@ -449,7 +456,7 @@ This is used for painting resources, not in map generator steps: = 仅用于绘
Advanced Settings = 高级设置
RNG Seed = 随机种子
Map Elevation = 地图海拔
Temperature extremeness = 气温上限
Temperature intensity = 气温上限
Temperature shift = 温度变化
Resource richness = 资源丰富度
Vegetation richness = 植被密度
@ -518,7 +525,7 @@ Base Ruleset = 基本规则集
[amount] Units = [amount]种单位
[amount] Buildings = [amount]种建筑
[amount] Resources = [amount]种资源
[amount] Improvements = [amount]种改良设施
[amount] Improvements = [amount]种改良
[amount] Religions = [amount]个宗教
[amount] Beliefs = [amount]类信仰
@ -555,7 +562,7 @@ Features = 地形
Starting locations = 文明起源位置
Tile Matching Criteria = 地块匹配条件
Complete match = 完整检查
Except improvements = 不检查地块设施
Except improvements = 不检查地块改良
Base and terrain features = 仅检查地形地貌
Base terrain only = 仅检查地形
Land or water only = 仅检查陆地还是水上
@ -615,7 +622,7 @@ Floodfill = 填充刷
[nation] starting location = [nation]起源位置
Any Civ = 任一文明
Remove features = 移除地形
Remove improvement = 移除地块设施
Remove improvement = 移除改良
Remove resource = 移除资源
Remove starting locations = 移除起始位
Remove rivers = 移除河流
@ -811,9 +818,7 @@ Hidden = 已隐藏
Visible = 已显示
Permanent = 永久
Minimap size = 小地图大小
# This is the leftmost Minimap size slider position
off = 关闭
Show minimap = 显示小地图
Show tutorials = 显示教程
Reset tutorials = 重置教程
@ -830,12 +835,12 @@ Size of Unitset art in Civilopedia = 文明百科单位图片大小
Visual Hints = 视觉提示
Show worked tiles = 显示工作地块
Show resources and improvements = 显示资源与设施
Show resources and improvements = 显示资源与改良
Show tile yields = 显示地块产出
Show unit movement arrows = 显示单位移动箭头
Show suggested city locations for units that can found cities = 为能找到城市的单位显示建议的城市位置
Show pixel units = 显示像素单位
Show pixel improvements = 显示像素设施
Show pixel units = 显示单位像素材质
Show pixel improvements = 显示改良像素材质
Unit icon opacity = 单位图标不透明度
### Performance subgroup
@ -847,12 +852,14 @@ When disabled, saves battery life but certain animations will be suspended = 禁
## Gameplay tab
Gameplay = 游戏内容
Check for idle units = 回合结束前查看闲置单位
'Next unit' button cycles idle units = 「下个闲置单位」按钮循环空闲单位
Auto Unit Cycle = 自动循环单位
Show Small Skip/Cycle Unit Button = 显示小号的跳过/循环单位按钮
Move units with a single tap = 点击目标地块立即移动
Move units with a long tap = 长按以移动单位
Auto-assign city production = 自动分配城市产能
Auto-build roads = 自动建造道路/铁路
Automated workers replace improvements = 工人自动更换设施
Automated workers replace improvements = 工人自动翻新改良
Automated units move on turn start = 每回合开始时自动移动单位
Automated units can upgrade = 单位自动可以升级
Automated units choose promotions = 单位自动选择升级
@ -887,8 +894,10 @@ Could not download music! = 无法下载音乐!
## Advanced tab
Advanced = 高级
Number of autosave files stored = 存储的自动存档数量
Turns between autosaves = 自动存档间隔回合
Screen orientation = 屏幕方向
Landscape (fixed) = 横屏
Portrait (fixed) = 竖屏
@ -981,19 +990,14 @@ An unknown civilization has started constructing [construction]! = 一个未知
Your Golden Age has ended. = 你的黄金时代结束了
[cityName] has been razed to the ground! = [cityName] 已被夷为平地!
We have conquered the city of [cityName]! = 我们已经占领城市[cityName]
# Requires translation!
Your citizens are revolting due to very high unhappiness! =
Your citizens are revolting due to very high unhappiness! = 您的公民因极度不满而正在反叛!
# Possible HP loss loss when attacking, e.g. (-5 HP)
# Requires translation!
([amount] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has attacked [cityName] ([amount2] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has [battleAction] our [ourUnit] ([amount2] HP) =
# Requires translation!
An enemy [unit] has attacked our [ourUnit] ([amount] HP) =
An enemy [unit] has attacked [cityName] ([amount2] HP) = 敌方的[unit]攻击了[cityName][amount2] HP
An enemy [unit] ([amount] HP) has attacked [cityName] ([amount2] HP) = 敌方的[unit][amount] HP攻击了[cityName][amount2] HP
An enemy [unit] ([amount] HP) has [battleAction] our [ourUnit] ([amount2] HP) = 敌方的[unit][amount] HP[battleAction]了我们的[ourUnit][amount2] HP
An enemy [unit] has attacked our [ourUnit] ([amount] HP) = 敌方的[unit]攻击了我们的[ourUnit][amount] HP
An enemy [unit] ([amount] HP) has attacked our [ourUnit] ([amount2] HP) = 敌方的[unit][amount] HP攻击了我们的[ourUnit][amount2] HP
Enemy city [cityName] has attacked our [ourUnit] = 敌方城市[cityName]攻击了我们的[ourUnit]
Enemy city [cityName] has attacked our [ourUnit] ([amount2] HP) = 敌方城市[cityName]攻击了我们的[ourUnit],造成[amount2]点伤害
An enemy [unit] has captured [cityName] = 敌方的[unit]占领了[cityName]
@ -1030,7 +1034,7 @@ Nothing tried to intercept our [attackerName] = 无人试图拦截我方[attacke
An enemy [unit] was spotted near our territory = 我们的领土附近发现了敌方的[unit]
An enemy [unit] was spotted in our territory = 我们的领土内发现了敌方的[unit]
An enemy [unit] has destroyed our tile improvement [improvement] = 敌方的[unit]摧毁了我们的[improvement]地块设施
An enemy [unit] has destroyed our tile improvement [improvement] = 敌方的[unit]摧毁了我们的[improvement]改良
Your city [cityName] can bombard the enemy! = 你的城市[cityName]可以轰击敌人!
[amount] of your cities can bombard the enemy! = 你有 [amount] 座城市可以轰击敌人!
[amount] enemy units were spotted near our territory = 我们的领土附近发现了 [amount] 个敌方单位
@ -1175,8 +1179,12 @@ Turn = 回合
turns = 回合
turn = 回合
Next unit = 下个闲置单位
[amount] units idle = [amount]个单位闲置
[idleCount] idle = [idleCount] 闲置
[skipCount] skipping = 跳过[skipCount]
Cycle = 周期
Fog of War = 战争迷雾
Pick a policy = 选择一项社会政策
Pick a policy = 推行新政策
Move Spies = 转移间谍
Movement = 移动力
Strength = 战斗力
@ -1186,9 +1194,9 @@ Range = 攻击范围
XP = 经验值
Move unit = 移动单位
Stop movement = 停止移动
Show unit destination = 显示单元目的地
Show unit destination = 显示单位移动轨迹
Swap units = 交换单位
Construct improvement = 建造设施
Construct improvement = 修建改良
Automate = 自动工作
Stop automation = 停止自动工作
Construct road = 建造道路
@ -1224,7 +1232,7 @@ Pillage = 劫掠地块
Pillage [improvement] = 劫掠地块 [improvement]
[improvement] (Pillaged!) = [improvement](被劫掠!)
Repair [improvement] - [turns] = 修理[improvement] - 需要[turns]
Wait = 等待
Skip turn = 跳过回合
Are you sure you want to pillage this [improvement]? = 你确定要劫掠这个[improvement]吗?
We have looted [amount] from a [improvement] = 我们从[improvement]劫掠了[amount]
We have looted [amount] from a [improvement] which has been sent to [cityName] = 我们从[improvement]劫掠了[amount]并将其运至[cityName]
@ -1296,7 +1304,7 @@ Purchase = 购买
No space available to place [unit] near [city] = [city]附近没有位置部署[unit]
Maintenance cost = 建筑维护费
Pick construction = 选择建造/训练
Pick improvement = 选择设施
Pick improvement = 选择改良
Tile owned by [civName] - [cityName] = 地块属于 [civName] - [cityName]
Tile owned by [civName] (You) = 地块属于[civName](你)
Unowned tile = 无主地块
@ -1307,8 +1315,8 @@ Not in city work range = 不属于市民可工作范围
Pick now! = 选择此项!
Remove [feature] first = 需要先移除[feature]才能建造
Research [tech] first = 需要先研究[tech]
Have this tile close to your borders = 该地块设施一定要建在领土边界附近!
Have this tile inside your empire = 该地块设施一定要建在您的领土内!
Have this tile close to your borders = 该地块改良一定要建在领土边界附近!
Have this tile inside your empire = 该地块改良一定要建在您的领土内!
Acquire more [resource] = 需要更多[resource]
Build [building] = 建造[building]
Train [unit] = 组建[unit]
@ -1386,7 +1394,7 @@ Wonder = 奇观
National Wonder = 国家奇观
National Wonders = 国家奇观
Wonders enabled = 解锁奇观
Tile improvements enabled = 解锁地块设施
Tile improvements enabled = 解锁地块改良
Reveals [resource] on the map = 在地图上显示[resource]
XP for new units = 新组建单位的初始经验值
provide = 提供
@ -1427,8 +1435,8 @@ Stacked with [unitType] = 与[unitType]单位叠放
Unit ability = 单位能力
The following improvements [stats]: = 下列设施[stats]
The following improvements on [tileType] tiles [stats]: = 建造在[tileType]地块上的下列设施[stats]
The following improvements [stats]: = 下列改良[stats]
The following improvements on [tileType] tiles [stats]: = 建造在[tileType]地块上的下列改良[stats]
# Unit actions
@ -1440,8 +1448,7 @@ Hurry Construction = 加速建造/训练
Hurry Construction (+[productionAmount]⚙) = 加速建造/训练(+[productionAmount]⚙)
Spread Religion = 传播宗教
Spread [religionName] = 传播[religionName]
# Requires translation!
[civName]'s [unitName] has converted [cityName] to [religionName] =
[civName]'s [unitName] has converted [cityName] to [religionName] = [civName]的[unitName]已经将[cityName]转变成[religionName]城市。
Remove Heresy = 清除异端
Found a Religion = 创建一个宗教
Enhance a Religion = 加强宗教信仰
@ -1512,7 +1519,7 @@ You = 你
Turn [turnNumber] = 回合[turnNumber]
Location = 位置
Unimproved = 未开发
Number of tiles with this resource\nin your territory, without an\nappropriate improvement to use it = 指在您的领地中,但未被使用妥当的地块设施来开发的资源总量。
Number of tiles with this resource\nin your territory, without an\nappropriate improvement to use it = 指在您的领地中,但未被使用妥当的地块改良来开发的资源总量。
We Love The King Day = “我们爱戴领袖日”
WLTK+ = 庆祝数量
Number of your cities celebrating\n'We Love The King Day' thanks\nto access to this resource = 由于对此类资源的接入,\n您城市正在庆祝“我们爱戴领袖日”的城市数量
@ -1613,8 +1620,7 @@ Keep it = 占领
Remove your troops in our border immediately! = 请停止这种无理而且野蛮的行径!马上让你的人滚出我的领土!
Sorry. = 十分抱歉,请您原谅我的鲁莽之举。
Never! = 哈哈不行!愤怒展现出了你的无能。
# Requires translation!
Those lands were not yours to take. This has not gone unnoticed. =
Those lands were not yours to take. This has not gone unnoticed. = 那些土地不可能让你拿走,不要以为我没看见。
Offer Declaration of Friendship ([30] turns) = 邀请联合发布友谊宣言([30] 回合)
My friend, shall we declare our friendship to the world? = 我的朋友,我们要向全世界宣布我们的友谊吗?
@ -1627,7 +1633,7 @@ We have signed a Declaration of Friendship with [otherCiv]! = 我们已经与[ot
Basics = 基础
Resources = 资源
Terrains = 地形
Tile Improvements = 地块设施
Tile Improvements = 地块改良
Unique to [civName], replaces [unitName] = 为[civName]文明独有内容,其替代了:[unitName]
Unique to [civName] = [civName]独有
Tutorials = 教程
@ -1644,24 +1650,24 @@ Occurs on [listOfTerrains] = 可能出现在以下地形:[listOfTerrains]
Occurs on: = 出现在:
Placed on [terrainType] = 可出现在[terrainType]之上
Can be found on = 可能发现该资源的地形地貌:
Improved by [improvement] = 开发该资源所需设施[improvement]
Bonus stats for improvement = 开发该资源后设施所获奖励效果:
Improved by [improvement] = 开发该资源所需改良[improvement]
Bonus stats for improvement = 开发该资源后改良所获奖励效果:
Buildings that consume this resource = 消耗该资源的建筑:
Buildings that provide this resource = 提供该资源的建筑:
Improvements that provide this resource = 提供该资源的地块设施
Buildings that require this resource worked near the city = 需要该资源在城市周边开发的建筑:
Improvements that provide this resource = 提供该资源的地块改良
Buildings that require this resource improved near the city = 需要城市附近有已改良该资源的建筑
Units that consume this resource = 消耗该资源的单位有
Can be built on = 可以建造
Can be built on = 可以建造
Cannot be built on = 不可建造
or [terrainType] = 或[terrainType]
Can be constructed by = 可被建造。需要
Can be created instantly by = 可以被立即创建。需要
Can be constructed by = 可由其修建
Can be created instantly by = 可由其立刻修建
Defence bonus = 防御力加成
Movement cost = 移动力消耗
for = ,当建造在拥有下列资源的地块上时:
Missing translations: = 未翻译的词条:
Create = 创建
Improvements = 设施
Improvements = 改良
Loading... = 加载中...
Filter: = 过滤条件:
OK = 确定
@ -1669,7 +1675,7 @@ Map is incompatible with the chosen ruleset! = 该地图与选中的规则集不
Base terrain [terrain] does not exist in ruleset! = 规则集中不存在基础地形[terrain]
Terrain feature [feature] does not exist in ruleset! = 地貌[feature]在规则集中不存在!
Resource [resource] does not exist in ruleset! = 资源[resource]在规则集中不存在!
Improvement [improvement] does not exist in ruleset! = 地块设施[improvement]在规则集中不存在!
Improvement [improvement] does not exist in ruleset! = 地块改良[improvement]在规则集中不存在!
Nation [nation] does not exist in ruleset! = 国家[nation]在规则集中不存在!
Natural Wonder [naturalWonder] does not exist in ruleset! = 自然奇观[naturalWonder]在规则集中不存在!
non-[filter] = 非[filter]
@ -1725,7 +1731,7 @@ Gold cost modifier: [amount]%¤ = 金钱购买力:[amount]%¤
Science cost modifier: [amount]%⍾ = 科研成本:[amount]%⍾
Culture cost modifier: [amount]%♪ = 文化需求量:[amount]%♪
Faith cost modifier: [amount]%☮ = 信仰需求量:[amount]%☮
Improvement build length modifier: [amount]%⏳ = 地块设施建造时长:[amount]%⏳
Improvement build length modifier: [amount]%⏳ = 地块改良建造时长:[amount]%⏳
Diplomatic deal duration: [amount] turns⏳ = 外交周期时长:[amount]回合⏳
Gold gift influence gain modifier: [amount]%¤ = 城邦赠礼所获影响力: [amount]%¤
City-state tribute scaling interval: [amount] turns⏳ = 城邦进贡间隔:[amount] 回合⏳
@ -1734,8 +1740,8 @@ Golden age length modifier: [amount]%⌣ = 黄金时代时长:[amount]%⌣
Adjacent city religious pressure: [amount]☮ = 相邻城市宗教传播压力:[amount]☮
Peace deal duration: [amount] turns⏳ = 和平条约时长:[amount]回合⏳
Start year: [comment] = 起始年代[comment]
Pillaging this improvement yields [stats] = 劫掠该地块设施可获得[stats]
Pillaging this improvement yields approximately [stats] = 劫掠该地块设施可获得约[stats]
Pillaging this improvement yields [stats] = 劫掠该地块改良可获得[stats]
Pillaging this improvement yields approximately [stats] = 劫掠该地块改良可获得约[stats]
Needs removal of terrain features to be built = 在建造前需先移除地貌
Air Intercept Range: [amount] = 空中扫荡范围:[amount]
Unit type = 单位类型
@ -1902,8 +1908,7 @@ Enable multiplayer status button in singleplayer games = 在单人游戏中显
Update status of currently played game every: = 请选择当前多人游戏同步频率
In-game, update status of all games every: = 请选择游戏运行时所有多人游戏的同步频率
Server address = 服务器地址
# Requires translation!
Check connection =
Check connection = 检测连接
Awaiting response... = 等待服务器回应...
Success! = 成功!
Failed! = 失败!
@ -2069,8 +2074,7 @@ Provides a unique luxury = 提供一种独特的奢侈资源
Military Units gifted from City-States start with [amount] XP = 城邦赠送的军事单位起始拥有[amount]经验
Militaristic City-States grant units [amount] times as fast when you are at war with a common nation = 与共同的敌人交战时,军事型城邦提供单位的频率为通常的[amount]倍。
Gifts of Gold to City-States generate [relativeAmount]% more Influence = 赠与城邦金钱提升的影响力+[relativeAmount]%
# Requires translation!
Can spend Gold to annex or puppet a City-State that has been your Ally for [amount] turns =
Can spend Gold to annex or puppet a City-State that has been your Ally for [amount] turns = 可以花费金钱来吞并或傀儡一个已经连续[amount]回合成为你盟友的城邦
City-State territory always counts as friendly territory = 城邦领土始终视为友好领土
Allied City-States will occasionally gift Great People = 附属城邦随机赠送伟人
Will not be chosen for new games = 不能在新游戏中选择
@ -2105,10 +2109,9 @@ Enables conversion of city production to [civWideStat] = 允许在城市中将
Improves movement speed on roads = 提高道路上的移动速度
Roads connect tiles across rivers = 道路/铁路可跨河建造
[relativeAmount]% maintenance on road & railroads = 道路/铁路维护费[relativeAmount]%
No Maintenance costs for improvements in [tileFilter] tiles = 在[tileFilter]地块的设施无维修费用
[relativeAmount]% construction time for [improvementFilter] improvements = 对 [improvementFilter] 地块设施 [relativeAmount]% 的建造时间
# Requires translation!
Can build [improvementFilter] improvements at a [relativeAmount]% rate =
No Maintenance costs for improvements in [tileFilter] tiles = 在[tileFilter]地块的改良无维修费用
[relativeAmount]% construction time for [improvementFilter] improvements = 对 [improvementFilter] 地块改良 [relativeAmount]% 的建造时间
Can build [improvementFilter] improvements at a [relativeAmount]% rate = 可以以[relativeAmount]%的速度建造[improvementFilter]地块改进改良。
[relativeAmount]% maintenance cost for buildings [cityFilter] = [cityFilter][relativeAmount]%建筑维护费
Remove [buildingFilter] [cityFilter] = 移除[cityFilter]城市的[buildingFilter]
Sell [buildingFilter] buildings [cityFilter] = 拆毁[cityFilter]的[buildingFilter](返还少量金钱)
@ -2132,7 +2135,8 @@ Enables embarkation for land units = 陆军单位拥有船运能力
Enables [mapUnitFilter] units to enter ocean tiles = 允许[mapUnitFilter]单位进入海洋
Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned = 获得首个[baseUnitFilter]以后,陆地单位能穿过[terrainName]地块
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory = 敌方的[mapUnitFilter]必须在你的土地上花费额外的[amount]点行动力
New [baseUnitFilter] units start with [amount] Experience [cityFilter] = [cityFilter]新[baseUnitFilter]获得[amount]初始经验值
# Requires translation!
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion = [cityFilter]新[baseUnitFilter]获得[promotion]晋升
[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing = 毗邻城市中心的[mapUnitFilter]单位自愈时[amount]点生命值
[relativeAmount]% City Strength from defensive buildings = 建筑提供的防御力[relativeAmount]%
@ -2208,9 +2212,10 @@ Connects trade routes over water = 通过海路建立贸易路线
Automatically built in all cities where it is buildable = 在所有可建造的城市中自动建造
Creates a [improvementName] improvement on a specific tile = 可以在一个特定的地块上建造[improvementName]
Founds a new city = 建立新城市
Can instantly construct a [improvementFilter] improvement = 可立即建造[improvementFilter]地块设施
May create improvements on water resources = 可在水上资源建造设施
Can build [improvementFilter/terrainFilter] improvements on tiles = 可以建造地块设施:[improvementFilter/terrainFilter]
Founds a new puppet city = 建立新傀儡城市
Can instantly construct a [improvementFilter] improvement = 可立即建造[improvementFilter]地块改良
May create improvements on water resources = 可在水上资源建造改良
Can build [improvementFilter/terrainFilter] improvements on tiles = 可以建造地块改良:[improvementFilter/terrainFilter]
Can Spread Religion = 可以传播宗教
Can remove other religions from cities = 可以驱除城市异教
May found a religion = 可创建一个宗教
@ -2296,7 +2301,7 @@ Invisible to non-adjacent units = 对非相邻单位隐身
Can see invisible [mapUnitFilter] units = 能发现隐形的[mapUnitFilter]单位
May upgrade to [unit] through ruins-like effects = 可在废墟中升级为[unit]
Can upgrade to [unit] = 可升级为[unit]
Destroys tile improvements when attacking = 攻击时摧毁地块设施
Destroys tile improvements when attacking = 攻击时摧毁地块改良
Cannot move = 不可移动
Double movement in [terrainFilter] = 在[terrainFilter]中拥有双倍移动力
All tiles cost 1 movement = 进行移动力损耗计算时忽略所有影响
@ -2360,9 +2365,11 @@ Gives a defensive bonus of [relativeAmount]% = 提供[relativeAmount]%防御力
Costs [amount] [stat] per turn when in your territory = 建在你的领土内时每回合扣除[amount][stat]
Costs [amount] [stat] per turn = 每回合扣除[amount][stat]
Adjacent enemy units ending their turn take [amount] damage = 相邻的敌方单位结束回合时受到[amount]伤害
Great Improvement = 伟人设施
Great Improvement = 伟人改良
Provides a random bonus when entered = 有单位进入则提供随机奖励
Unpillagable = 不可劫掠
# Requires translation!
Destroyed when pillaged =
Irremovable = 不可劫掠且不可摧毁
Will not be replaced by automated units = 将不会自动交换单位
Improves [resourceFilter] resource in this tile = 改良此地块的[resourceFilter]资源
@ -2383,6 +2390,7 @@ for [civFilter] Civilizations = 令[civFilter]
when at war = 交战时
when not at war = 和平时
during a Golden Age = 黄金时代期间
when not in a Golden Age = 非黄金时代期间
during We Love The King Day = “我们爱戴领袖日”期间
while the empire is happy = 处于快乐时
when between [amount] and [amount2] Happiness = 快乐在[amount]到[amount2]之间时
@ -2480,8 +2488,7 @@ Gain a free [beliefType] belief = 获得免费的[beliefType]信仰
Triggers voting for the Diplomatic Victory = 发起外交胜利投票
Instantly consumes [positiveAmount] [stockpiledResource] = 立即消耗 [positiveAmount] [stockpiledResource]
Instantly provides [positiveAmount] [stockpiledResource] = 立即提供 [positiveAmount] [stockpiledResource]
# Requires translation!
Instantly gain [amount] [stockpile] =
Instantly gain [amount] [stockpile] = 立即获得 [amount] [stockpile]
Gain [amount] [stat] = 获得[amount][stat]
Gain [amount]-[amount2] [stat] = 获得[amount]-[amount2][stat]
Gain enough Faith for a Pantheon = 为万神殿获得足够的信仰
@ -2527,8 +2534,9 @@ upon constructing [buildingFilter] = 一旦建造[buildingFilter]
upon constructing [buildingFilter] [cityFilter] = 一旦[cityFilter]建造[buildingFilter]
upon gaining a [baseUnitFilter] unit = 一旦获得[baseUnitFilter]单位
upon turn end = 回合结束时
upon founding a Pantheon = 创建万神殿时
upon founding a Religion = 创建宗教时
upon turn start = 回合开始时
upon founding a Pantheon = 创立万神殿时
upon founding a Religion = 创立宗教时
upon enhancing a Religion = 强化宗教时
upon damaging a [mapUnitFilter] unit = 攻击[mapUnitFilter]单位时
upon defeating a [mapUnitFilter] unit = 击败[mapUnitFilter]单位时
@ -2542,6 +2550,7 @@ upon losing the [promotion] status = 一旦失去[promotion]
upon losing at least [amount] HP in a single attack = 单次战斗中丢失至少[amount]HP时
upon ending a turn in a [tileFilter] tile = 在[tileFilter]地块上结束回合时
upon discovering a [tileFilter] tile = 当发现[tileFilter]地块后
upon entering a [tileFilter] tile = 一旦踏入[tileFilter]
for [amount] turns = 持续[amount]回合
hidden from users = 对玩家隐藏
for every [countable] = 每有1个[countable]
@ -2704,7 +2713,7 @@ Desirable = 想要的
######### Improvement Filters ###########
Improvement = 地块设施
Improvement = 地块改良
Great = 伟人
######### resourceFilter ###########
@ -2846,6 +2855,8 @@ Open AutoPlay menu = 打开「自动操作」菜单
Empire Overview = 国家概览
Music Player = 音乐播放器
Developer Console = 开发者控制台
Idle Prev = 闲置上一个
Idle Next = 闲置下一个
Empire Overview Trades = 国家概览-贸易
Empire Overview Units = 国家概览-单位
Empire Overview Politics = 国家概览-政策
@ -5062,9 +5073,9 @@ Remove Road = 拆毁道路
Remove Railroad = 拆除铁路
Cancel improvement order = 取消建造设施
Cancel improvement order = 取消建造改良
Repairs a pillaged Improvement or Route = 修理一个被劫掠的地块设施或路线
Repairs a pillaged Improvement or Route = 修理一个被劫掠的地块改良或路线
Academy = 学院
@ -5825,8 +5836,8 @@ Explore the map until you encounter another civilization! = 探索地图,直
Open the options dialog! = 打开“选项”对话框!
Click the menu button (top left) → Click 'Options'. = 点击左上角菜单按钮→点击“选项”。
Construct an improvement! = 建造改良设施
Construct a Worker unit → Move it to a Plains or Grassland tile → Click 'Construct improvement' → Choose the farm → Leave the worker there until it's finished. = 组建工人单位→移动至平原或草原→点击“建造设施”→选择农场→直至工人建造完毕。
Construct an improvement! = 建造改良改良
Construct a Worker unit → Move it to a Plains or Grassland tile → Click 'Construct improvement' → Choose the farm → Leave the worker there until it's finished. = 组建工人单位→移动至平原或草原→点击“建造改良”→选择农场→直至工人建造完毕。
Create a trade route! = 创建一条贸易线路!
Construct roads between your capital and another city. Or, automate your worker and let him get to that eventually. = 用道路将你的首都和其他城市连接起来;或者使工人自动工作,他们最终会连接城市。
@ -6829,7 +6840,7 @@ Researching a Technology in the next Era will advance you into that Era and trig
Since new Technologies tend to give access to better Units, Buildings, and even unlock powerful new Policies, staying ahead of the competition is one of the best ways to secure your Victory! = 由于新技科技往往可以提供更好的单位、建筑,甚至解锁强大的新政策,领先于竞争对手是确保您获得胜利的最佳方式之一!
Ah Gold. The Universal Medium of Exchange. Everyone loves Gold! They say it can't buy Happiness, but nuclear submarines are almost as good. = 黄金是通用的交换媒介。每个人都喜欢黄金!有钱不一定幸福,但没钱一定不幸福。
You can earn more Gold from Tiles, Resources, Improvements, and eventually Buildings, Specialists, and Trade Routes. Ancient Ruins, meeting new City-States, and Pillaging are also great sources of Gold. During a Golden Age every Tile that already yields Gold will yield an additional Gold! = 您可以通过地块、资源、改良设施,以及最终的建筑、专家和贸易路线来赚取更多黄金。古代遗迹、遇见新的城邦和掠夺也是黄金的绝佳来源。在黄金时代,每个已经产出黄金的地块将额外产出黄金!
You can earn more Gold from Tiles, Resources, Improvements, and eventually Buildings, Specialists, and Trade Routes. Ancient Ruins, meeting new City-States, and Pillaging are also great sources of Gold. During a Golden Age every Tile that already yields Gold will yield an additional Gold! = 您可以通过地块、资源、改良改良,以及最终的建筑、专家和贸易路线来赚取更多黄金。古代遗迹、遇见新的城邦和掠夺也是黄金的绝佳来源。在黄金时代,每个已经产出黄金的地块将额外产出黄金!
Gold is how you pay for Building Maintenance, Transportation Upkeep, and Unit Upkeep. If you run out of Gold, first you'll receive penalties to your ⍾Science production, then eventually your Units will start Disbanding as you can't pay their upkeep. = 黄金用于支付建筑维护、运输维护和单位维护费用。如果您用完了黄金,首先您的⍾科科研产量将受到惩罚,最终您的单位将开始解散,因为您无法支付他们的维护费用。
Gold can be used to Buy Buildings and Units, helping bring up a new City or quickly build an Army. It can also buy Tiles to add to your City. It's also used to Upgrade your units from their older, obsolete forms to new, stronger versions. And investing it into a Research Agreement is a great way to convert it into ⍾Science. = 黄金可以用来购买建筑和单位,帮助建立新的城市或快速建立军队。它还可以购买地块以扩展您的城市。它还可以用来升级您的单位,从旧的、过时的形式升级到新的、更强的版本。将其投资于科研协定是将其转化为⍾科研的好方法。
Gold is also very valuable in Diplomacy. You can directly Gift Gold to City-States to gain their favor. Use it to balance a Trade Deal with other Nations. Or demand every last drop after a successful war and your enemy sues for peace. = 黄金在外交中也非常有价值。您可以直接赠送黄金给城邦以获得他们的好感。用它来平衡与其他国家的贸易协议。或者在成功的战争后要求对方在求和时交出每一滴黄金。
@ -6875,10 +6886,10 @@ Enemy City = 敌方城市
Cities can be conquered by reducing their health to 1, and entering the city with a melee unit.\nSince cities heal each turn, it is best to attack with ranged units and use your melee units to defend them until the city has been defeated! = 您已经包围了敌人的一座城市!\n当城市的耐久降至1时就可以被占领。\n只能使用近战单位占领城市。\n城市每回合会自动回复少许耐久所以最好先使用远程单位攻击它\n同时使用您的近战单位来保护远程单位直到城市被占领!
Luxury Resource = 奢侈资源
Luxury resources within your domain and with their specific improvement are connected to your trade network.\nEach unique Luxury resource you have adds 5 happiness to your civilization, but extra resources of the same type don't add anything, so use them for trading with other civilizations! = 你的领土内的奢侈资源需要建造相应的设施来开发,已开发的奢侈资源可以用来与其他文明贸易。\n您拥有的每种独一无二的奢侈资源都会给您的文明+5快乐\n每种奢侈资源只能提供一份快乐加成数量超过1的同种资源并不会提供更多的快乐\n所以用它们和其他文明进行贸易吧!
Luxury resources within your domain and with their specific improvement are connected to your trade network.\nEach unique Luxury resource you have adds 5 happiness to your civilization, but extra resources of the same type don't add anything, so use them for trading with other civilizations! = 你的领土内的奢侈资源需要建造相应的改良来开发,已开发的奢侈资源可以用来与其他文明贸易。\n您拥有的每种独一无二的奢侈资源都会给您的文明+5快乐\n每种奢侈资源只能提供一份快乐加成数量超过1的同种资源并不会提供更多的快乐\n所以用它们和其他文明进行贸易吧!
Strategic Resource = 战略资源
Strategic resources within your domain and with their specific improvement are connected to your trade network.\nStrategic resources allow you to train units and construct buildings that require those specific resources, for example the Horseman requires Horses. = 你的领土内的战略资源需要建造相应的设施来开发,已开发的战略资源可以用来与其他文明贸易。\n建造/组建特定的项目(单位/建筑)时将会消耗相应的战略资源。如需要消耗1单位的马来组建1个骑手单位\n没有马就不能组建骑手。当该单位或建筑被摧毁时此资源将能再次使用。\n如果获取资源途径出现中断需要该资源的单位将受到战斗力减成直至重新获得该资源。
Strategic resources within your domain and with their specific improvement are connected to your trade network.\nStrategic resources allow you to train units and construct buildings that require those specific resources, for example the Horseman requires Horses. = 你的领土内的战略资源需要建造相应的改良来开发,已开发的战略资源可以用来与其他文明贸易。\n建造/组建特定的项目(单位/建筑)时将会消耗相应的战略资源。如需要消耗1单位的马来组建1个骑手单位\n没有马就不能组建骑手。当该单位或建筑被摧毁时此资源将能再次使用。\n如果获取资源途径出现中断需要该资源的单位将受到战斗力减成直至重新获得该资源。
Unlike Luxury Resources, each Strategic Resource on the map provides more than one of that resource.\nThe top bar keeps count of how many unused strategic resources you own.\nA full drilldown of resources is available in the Resources tab in the Overview screen. = 与奢侈资源不同地图上显示的每个战略资源图标将提供多于1单位的该种资源。\n顶部信息栏显示了你拥有多少未使用的战略资源。\n在概览界面点击“资源”按钮可以查看你所拥有资源的完整信息。
The city can no longer put up any resistance!\nHowever, to conquer it, you must enter the city with a melee unit = 这座城市再也不能抵抗了!\n然而要征服城市请使用您的近战单位占领它。
@ -6897,7 +6908,7 @@ Injured Units = 受伤单位
Injured units deal less damage, but recover after turns that they have been inactive.\nUnits heal 10 health per turn in enemy territory or neutral land,\n 20 inside your territory and 25 in your cities. = 报告大人,您的单位受伤了!\n受伤的单位会对敌方造成更少的伤害您可能会好奇怎么能治疗他们呢其实很简单您只需要在他们不受攻击的情况下原地待命他们中的医疗兵就会开始工作了\n在异国领土和无主的领土上每回合会恢复10点生命值在己方领土上会恢复20点在本方城市中会恢复25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改良。\n改良可以提高地块的产出\n当市民在建有改良的地块工作时,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。
@ -6907,7 +6918,11 @@ Once a certain tech is researched, your land units can embark, allowing them to
Units are defenseless while embarked (cannot use modifiers), and have a fixed Defending Strength based on your tech Era, so be careful!\nRanged Units can't attack, Melee Units have a Strength penalty, and all have limited vision. = 在水中的陆军单位是没有反伤的,并且根据你的科技时代有一个固定的防御能力。所以你最好看好你在水中的单位。\n水中的陆地远程单位不能攻击近战单位有攻击力削弱所有的单位视力削弱。在研究特定的科技后可以消除这些DeBuff哦
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, or command the unit to 'Wait'.\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. = 如果你在这一回合不想移动一个单位,你可以通过再次点击“下一单位”来跳过它,或者命令该单位“等待”。\n如果你暂时不打算移动它你可以让单位进入加固或睡眠模式——处于加固或睡眠状态的单位不被视为闲置单位。\n如果你想完全禁用“下一单位”功能你可以在菜单 -> 检查闲置单位中切换它。
Clicking 'Next unit' moves to the next idle unit in the queue (as listed in Overview -> Units). After issuing an order to an unit, if 'Auto Unit Cycle' in Options -> Gameplay is enabled, you will automatically select the next idle unit. = 点击“下个闲置单位”按钮会移动到队列中的下一个闲置单位(如在“概览”->“单位”中所列出的)。如果在“选项”->“游戏内容”中启用了“自动循环单位”,那么在向一个单位下达命令后,系统将自动选择下一个闲置单位。
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Skip turn'. = 如果你不想在这一回合移动某个单位,可以通过再次点击“下个闲置单位”按钮跳过它,或者命令该单位“跳过回合”。
If you want to disable the 'Next unit' feature entirely, you can toggle it in Options -> Gameplay -> Check for idle units. = 如果你想要完全禁用“下个闲置单位”功能,可以在“选项”->“游戏内容”->“回合结束前查看闲置单位”中切换该选项。
If you'd rather 'Next unit' cycle the units and not mark them as Done, you can change it in the Options -> Gameplay menu. = 如果你希望“下个闲置单位”功能在循环单位时不将它们标记为“已完成”,你可以在“选项”->“游戏内容”菜单中进行更改。
You can also cycle through the idle units using the left and right triangles on the Unit Table in the lower left of the screen. Or by default using the Cycle button next to the 'Next Unit' button. = 你还可以通过屏幕左下角的单位表中的左右三角按钮来循环浏览闲置单位。或者,默认情况下,也可以使用“下个闲置单位”按钮旁边的“循环”按钮来实现。
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大部分内容,\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。
@ -6915,7 +6930,7 @@ What motivates me to keep working on it, \n besides the fact I think it's amazi
Every rating and review that I get puts a smile on my face =)\n So contact me! Send me an email, review, Github issue\n or mail pigeon, and let's figure out how to make the game \n even more awesome!\n(Contact info is in the Play Store) = 如果喜欢它请到Play Store对它进行评价。\n如果您发现了游戏存在的问题或有什么好的意见和建议\n请联系我\n我的email地址yairm210@hotmail.com\nGitHub项目页面https://github.com/yairm210/Unciv。
Pillaging = 劫掠地块
Military units can pillage improvements, which heals them 25 health and ruins the improvement.\nThe tile can still be worked, but advantages from the improvement - stat bonuses and resources - will be lost.\nWorkers can repair these improvements, which takes less time than building the improvement from scratch.\nPillaging certain improvements will result in your units looting gold from the improvement. = 军事单位可以劫掠地块设施“劫掠”可以回复单位25点生命值同时将设施化为废墟。\n被“劫掠”的地块仍旧可以工作但从地块设施获得的效果——例如基本资源加成和战略资源收益——将会消失。\n工人可以修复这些化为废墟的设施,所花费时间将比重新建造它们要少。\n劫掠特定的地块设施(比如牧场)可以为您带来金钱的收入。
Military units can pillage improvements, which heals them 25 health and ruins the improvement.\nThe tile can still be worked, but advantages from the improvement - stat bonuses and resources - will be lost.\nWorkers can repair these improvements, which takes less time than building the improvement from scratch.\nPillaging certain improvements will result in your units looting gold from the improvement. = 军事单位可以劫掠地块改良“劫掠”可以回复单位25点生命值同时将改良化为废墟。\n被“劫掠”的地块仍旧可以工作但从地块改良获得的效果——例如基本资源加成和战略资源收益——将会消失。\n工人可以修复这些化为废墟的改良,所花费时间将比重新建造它们要少。\n劫掠特定的地块改良(比如牧场)可以为您带来金钱的收入。
Experience = 经验
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. = 战斗中单位获得的经验可用于该单位的晋升。\n单位在近战攻击时获得的经验大于远程攻击时在进攻时获得的经验大于防御时。
@ -6949,17 +6964,17 @@ See also Great People = 另见伟人
Great People = 伟人
Certain buildings, and specialists in cities, generate Great Person points per turn.\nThere are several types of Great People, and their points accumulate separately.\nThe number of points per turn and accumulated points can be viewed in the Overview screen. = 特定的建筑和城市中的专业人员,每回合会产生伟人点数。\n不同类型的伟人他们的点数积累分别独立计算。\n每回合可获得的伟人点数和已积累的伟人点数可以在概览界面查看。
Alternatively, the Great Person points breakdown per city can be viewed in each City Screen (see UI Tips article). = 或者,每个城市中伟人点数的来源明细可以在每个城市屏幕中查看(参见用户界面提示文章)。
Once enough points have been accumulated, a Great Person of that type will be created!\nEach Great Person can construct a certain Great Improvement which gives large yields over time, or immediately consumed to provide a certain bonus now. = 一旦点数累积足够,一位伟人将会诞生!\n伟人可以建造相应的伟人设施以提供持续的高收益;也可以被立即消耗来提供一定的奖励。
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! = 伟人设施同时还有开发其所在地块战略资源的功能,所以请不必担心伟人设施所在地块的战略资源开发问题!
Once enough points have been accumulated, a Great Person of that type will be created!\nEach Great Person can construct a certain Great Improvement which gives large yields over time, or immediately consumed to provide a certain bonus now. = 一旦点数累积足够,一位伟人将会诞生!\n伟人可以建造相应的伟人改良以提供持续的高收益;也可以被立即消耗来提供一定的奖励。
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! = 伟人改良同时还有开发其所在地块战略资源的功能,所以请不必担心伟人改良所在地块的战略资源开发问题!
See also Specialists = 另见专家
Removing Terrain Features = 清除地貌
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. = 某些地块含有地貌,如冲积平原或森林。其中一些图层(如丛林、沼泽和森林)可以由工人清除。\n清除地貌不会删除地块中的任何资源通常需要"清除地貌"才能添加利用这些资源的设施
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. = 某些地块含有地貌,如冲积平原或森林。其中一些图层(如丛林、沼泽和森林)可以由工人清除。\n清除地貌不会删除地块中的任何资源通常需要"清除地貌"才能添加利用这些资源的改良
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. = 自然奇观,例如富士山、直布罗陀岩和大堡礁,是独特的、不可逾越的地形特征,是大自然的杰作,它们具有使其与普通地形截然不同的特殊品质。\n如果由您的城市开发它们可以为您带来大量的文化、⍾科研、金钱或产能这就是为什么您可能需要尽快将它们纳入您的帝国。
Keyboard = 关于键盘
If you have a keyboard, some shortcut keys become available. Unit command or improvement picker keys, for example, are shown directly in their corresponding buttons. = 如果您有键盘,则可以使用一些快捷键。例如,单位指令或地块设施选择的快捷键直接显示在其相应的按钮中。
If you have a keyboard, some shortcut keys become available. Unit command or improvement picker keys, for example, are shown directly in their corresponding buttons. = 如果您有键盘,则可以使用一些快捷键。例如,单位指令或地块改良选择的快捷键直接显示在其相应的按钮中。
On the world screen the hotkeys are as follows: = 在世界地图界面上的热键如下:
Space or 'N' - Next unit or turn\n'E' - Empire overview (last viewed page)\n'+', '-' - Zoom in / out\nHome - center on capital or open its City Screen if already centered = 空格键 or 'N' - 下个闲置单位 or 下一回合\n'E' - 概览界面(最近浏览的页面)\n'+', '-' - 放大 / 缩小\n回车键 - 当前游玩文明的首都显示在屏幕中心(如果已经位于屏幕中心则打开城市界面)
F1 - Open Civilopedia\nF2 - Empire overview Trades\nF3 - Empire overview Units\nF4 - Empire overview Diplomacy\nF5 - Social policies\nF6 - Technologies\nF7 - Empire overview Cities\nF8 - Victory Progress\nF9 - Empire overview Stats\nF10 - Empire overview Resources\nF11 - Quicksave\nF12 - Quickload = F1 - 打开文明百科\nF2 - 贸易概览\nF3 - 单位概览\nF4 - 外交概览\nF5 - 社会政策\nF6 - 科技\nF7 - 城市概览\nF8 - 胜利进度\nF9 - 统计概览\nF10 - 资源概览\nF11 - 快速保存\nF12 - 快速读取
@ -6975,7 +6990,7 @@ This is where you spend most of your time playing Unciv. See the world, control
: Unit Action Buttons - while a unit is selected its possible actions appear here. = ⑥: 单位指令按钮 - 当一个单位处于选中状态,它的所有可操作指令将显示在此位置。
: The unit/city info pane - shows information about a selected unit or city. = ⑦: 单位/城市信息面板 - 显示所选单位/城市的信息。
: The name (and unit icon) of the selected unit or city, with current health if wounded. Clicking a unit name or icon will open its civilopedia entry. = ⑧:所选单位/城市的名称(如果所选的是单位,还将显示单位图标)。如果单位/城市受到伤害,则名称后会显示当前生命值。点击单位名称/图标将打开相应的文明百科条目。
: The arrow buttons allow jumping to the next/previous unit. = ⑨: 箭头按钮 - 点击将跳转到下一个/前一个单位。
: The arrow buttons allow jumping to the next/previous idle unit. = ⑨:箭头按钮可以用来跳转到下一个或上一个闲置单位。
: For a selected unit, its promotions appear here, and clicking leads to the promotions screen for that unit. = ⑩: 晋升选项 - 点击可晋升单位,进入其晋升界面。
: Remaining/per turn movement points, strength and experience / XP needed for promotion. For cities, you get its combat strength. = ⑪: 单位的基础移动力和剩余移动力、战斗力、单位已获得的经验值和晋升需要的经验值。对于城市,此处将显示城市的战斗力和轰击战斗力。
: This button closes the selected unit/city info pane. = ⑫: 此按钮用于关闭单位/城市信息面板。
@ -6983,7 +6998,7 @@ This is where you spend most of your time playing Unciv. See the world, control
: Below that are strength bonuses or penalties and health bars projecting before / after the attack. = ⑭: 下面是攻击前/后的生命值条和力量加成或惩罚。
: The Attack Button - let blood flow! = ⑮: 攻击按钮 - 一旦发动,浮尸千里,血流成河!
: The minimap shows an overview over the world, with known cities, terrain and fog of war. Clicking will position the main map. = ⑯: 小地图可概览整个世界地图,包括已知城市、地形和战争迷雾。点击小地图上某一点,世界地图将直接定位到对应的具体位置。
: 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. = ⑰: 小地图的左侧显示的是功能切换按钮 - 用来切换地块产出、工作地块、资源与设施等信息的显示/隐藏。这些设置项同样可以在选项界面找到。如果您停用小地图,这些按钮将会隐藏。
: 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. = ⑰: 小地图的左侧显示的是功能切换按钮 - 用来切换地块产出、工作地块、资源与改良等信息的显示/隐藏。这些设置项同样可以在选项界面找到。如果您停用小地图,这些按钮将会隐藏。
: Tile information for the selected hex - current or potential yield, terrain, effects, present units, city located there and such. Where appropriate, clicking a line opens the corresponding civilopedia entry. = ⑱: 所选项目详细信息界面 - 当前或潜在产出、地形、单位等。点击可跳转行即可进入其对应的百科条目。
: Notifications - what happened during the last 'next turn' phase. Some are clickable to show a relevant place on the map, some even show several when you click repeatedly. = ⑲: 通知 - 上一回合发生的事件。点击部分通知可跳转至地图相关位置,部分通知重复点击时会显示多个相关位置。
: The Next Turn Button - unless there are things to do, in which case the label changes to 'next unit', 'pick policy' and so on. = ⑳: 下一回合按钮 - 根据设置和游戏状态,按钮有时可能显示为 “下个闲置单位”、“选择一项社会政策” 等。
@ -7174,31 +7189,18 @@ External links support right-click or long press to copy the link to the clipboa
Example: The 'Open Github page' button on the Mod management screen. = 示例模组管理屏幕上的“打开Github页面”按钮。
Differences from Civilization V = 与文明V的不同之处
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Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept. =
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Science Queueing\nIn Civilization V, Science yield is calculated after production, so if you finish an item and have Science (or Gold) queued as a perpetual construction, the Production overflow from item will be converted into Science (or Gold), but the Production is not consumed, as this will only happen again on the next turn. By immediately swapping out your perpetual construction for an item on the next turn, you'll get this Science (or Gold) for free. This doesn't apply to Unciv, so don't bother. =
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Double Aqueducts\nIn Civilization V, the game sells existing copies of the building for you before providing a free copy of the building. So, if you build an aqueduct in a city, and then in the turn of adopting Tradition Complete you sell a cheap building (e.g a shrine) beforehand, the game is unable to sell more than 1 building per turn, and thus you'll keep your aqueduct, together with the new free aqueduct. Not applicable to Unciv. =
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Legalism Oxford\nIn Civilization V, national wonders such as Oxford University are considered culture buildings, so you can get them for free with Legalism. Not applicable to Unciv. =
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Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents. =
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Citizen Conversion\nIn Civilization V, a citizen is born religious if the parent city is already converted. This is not the case in Unciv, which can lead to temporary deconversion of a city when it grows. =
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Unassigned Citizens\nIn Civilization V, unassigned citizens are considered specialists, and subject to the same type of bonuses (e.g. Korea's ability). It can be worthwhile to leave citizens unassigned, instead of being assigned to a tile. Not applicable to Unciv. =
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Settler Construction\nIn Civilization V, cities can't starve when constructing settlers, so you can assign all citizens to production tiles and none to food tiles. In Unciv, citizens keep consuming two food per turn. =
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Water Melee Attack\nAs result of a Discord poll, Water Melee units can attack military land units on the shore, unlike in Civilization V. =
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Tile improvements\nIn Civilzation V, workers start working on an improvement-under-construction at the beginning of movement. Unciv changes this, to allow players to assign workers to tiles, and then reconsider and change improvement or move them elsewhere. =
# Requires translation!
Forest and Jungle Visibility\nIn Unciv, forests and jungles are visible 1 tile outside visibility range. In Civilization V, this is the behaviour of hills and mountains, but not of forests and jungles, yet jungle and forest can block hills, and hill + forest can block mountain, indicating they're on the same elevation. This is considered to be a bug in the otherwise well-structured visibility logic in Civilization V. =
Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept. = 工作重心\n在文明V中城市的食物产量首先被计算然后通过消耗存储的食物来增长人口增长然后计算生产以此类推依次计算其他统计数据。因此市民可以在出生的同时生产产出。将城市焦点设置为生产以将新生市民分配到丘陵上这样他们将为生产做出贡献然后在下一轮手动重新分配到增长地块。或者你可以将城市工作重心设置为金钱如富饶山信仰如西奈山或任何带来最大产出的地方。在Unciv中市民只会在下一回合开始生产产出所以你可以忽略这个概念。
Science Queueing\nIn Civilization V, Science yield is calculated after production, so if you finish an item and have Science (or Gold) queued as a perpetual construction, the Production overflow from item will be converted into Science (or Gold), but the Production is not consumed, as this will only happen again on the next turn. By immediately swapping out your perpetual construction for an item on the next turn, you'll get this Science (or Gold) for free. This doesn't apply to Unciv, so don't bother. = 研究队列\n在文明V中科研产出在产能产出之后计算因此如果你完成一个科技并且已经将科研或金钱排队为永久建设那么项目的生产溢出将转换为科研或金钱但产能不会消耗因为只会在下一回合再发生。通过立即在下一回合将你的永久建设换成项目你将免费获得科学科研或金钱。这不适用于Unciv所以不必担心。
Double Aqueducts\nIn Civilization V, the game sells existing copies of the building for you before providing a free copy of the building. So, if you build an aqueduct in a city, and then in the turn of adopting Tradition Complete you sell a cheap building (e.g a shrine) beforehand, the game is unable to sell more than 1 building per turn, and thus you'll keep your aqueduct, together with the new free aqueduct. Not applicable to Unciv. = 双引水渠\n在文明V中游戏会在为你提供一个建筑物的免费复制之前出售现有的建筑物。因此如果在一个城市中建造了一个水渠并在采纳传统政策的回合之前卖掉了一个廉价建筑物例如一个神社游戏无法在每回合出售多个建筑物因此你将保留你的引水渠并获得新的免费引水渠。不适用于Unciv。
Legalism Oxford\nIn Civilization V, national wonders such as Oxford University are considered culture buildings, so you can get them for free with Legalism. Not applicable to Unciv. = 律法统治的牛津大学\n在文明V中像牛津大学这样的国家奇迹被视为文化建筑因此你可以通过推行律法统治免费获得它们。不适用于Unciv。
Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents. = 道路和堡垒\n在文明V中你不能在敌方领土中使用路和堡垒。在Unciv中你可以使用它们所以在战争时无脑地在每个地方建造是没有意义的你需要决定什么时候以及如何使用道路和堡垒比你的对手更有利。
Citizen Conversion\nIn Civilization V, a citizen is born religious if the parent city is already converted. This is not the case in Unciv, which can lead to temporary deconversion of a city when it grows. = 市民宗教转换\n在文明V中如果父城市已经被转化一个市民出生时会成为宗教市民。在Unciv中并非如此这可能导致城市在增长时出现暂时的反转。
Unassigned Citizens\nIn Civilization V, unassigned citizens are considered specialists, and subject to the same type of bonuses (e.g. Korea's ability). It can be worthwhile to leave citizens unassigned, instead of being assigned to a tile. Not applicable to Unciv. = 未分配市民\n在文明V中未分配市民被视为专家并受到相同类型的奖励例如朝鲜的特殊能力影响有时将市民保持未分配可能比分配到地块上更值得。不适用于Unciv。
Settler Construction\nIn Civilization V, cities can't starve when constructing settlers, so you can assign all citizens to production tiles and none to food tiles. In Unciv, citizens keep consuming two food per turn. = 组建移民\n在文明V中建造殖民者时城市不会挨饿因此你可以将所有市民分配到生产地块而不是分配到食物地块。在Unciv中市民每回合仍会消耗两个食物。
Water Melee Attack\nAs result of a Discord poll, Water Melee units can attack military land units on the shore, unlike in Civilization V. = 水陆突袭\n根据Discord上的投票结果水陆突袭单位可以袭击岸上的军事陆地单位这与文明V不同。
Tile improvements\nIn Civilzation V, workers start working on an improvement-under-construction at the beginning of movement. Unciv changes this, to allow players to assign workers to tiles, and then reconsider and change improvement or move them elsewhere. = 地块改良\n在文明V中工人在移动时开始建造一个正在建设的改良。Unciv不同可以让玩家将工人分配到地块上然后重新考虑并更改改良或将它们移动工人。
Forest and Jungle Visibility\nIn Unciv, forests and jungles are visible 1 tile outside visibility range. In Civilization V, this is the behaviour of hills and mountains, but not of forests and jungles, yet jungle and forest can block hills, and hill + forest can block mountain, indicating they're on the same elevation. This is considered to be a bug in the otherwise well-structured visibility logic in Civilization V. = 森林和丛林的视野\n在Unciv中森林和丛林的视野比视野范围大1个地块。在文明V中这是山丘和山脉的行为但不适用于森林和丛林然而丛林和森林可以阻塞山丘山丘+森林可以阻塞山脉表明它们处于同一高度。在文明V中与其他逻辑相比这被认为是一个错误。
# Requires translation!
Founding Cities\nThe Settler is a unit that can found a new city. You can build a Settler unit in a city with at least 2 population, and then move them to a good location to found a new city. This will usually be your main way of acquiring more cities. =
# Requires translation!
Food conversion to Production\nDuring the construction of a Settler, the city will not grow. Instead, the 1st, 2nd, 4th, and from there on every 4th, excess Food (Growth) is converted into Production, with the rest of the excess Food being lost. =
Founding Cities\nThe Settler is a unit that can found a new city. You can build a Settler unit in a city with at least 2 population, and then move them to a good location to found a new city. This will usually be your main way of acquiring more cities. = 建城\n移民是一个可以建立新城市的单位你可以在至少有2个人口的城市中建造移民然后将它们移动到一个好地块来建立一个新城市。这通常是你获取更多城市的主要途径。
Food conversion to Production\nDuring the construction of a Settler, the city will not grow. Instead, the 1st, 2nd, 4th, and from there on every 4th, excess Food (Growth) is converted into Production, with the rest of the excess Food being lost. = 食物转化为生产\n在建造移民时城市人口不会增长。相反第1、第2、第4以及从那时起每4多余的食物增长会转化为产能其余多余的食物将会丢失。

View File

@ -96,8 +96,8 @@ New [civName]\n(formerly known as [cityName]) = Nueva [civName]\n(anteriormente
Requires [buildingName] to be built in the city = Requiere un [buildingName] en la ciudad
Requires [buildingName] to be built in all cities = Requiere un [buildingName] en cada ciudad
Provides a free [buildingName] in the city = Proporciona un [buildingName] gratis en la ciudad
Requires worked [resource] near city = Requiere [resource] trabajado cerca de la ciudad
Requires at least one of the following resources worked near the city: = Requiere por lo menos uno de los siguientes recursos trabajados cerca de la ciudad:
Requires improved [resource] near city = Requiere [resource] mejorado cerca de la ciudad
Requires at least one of the following resources improved near the city: = Requiere al menos uno de los siguientes recursos mejorados cerca de la ciudad:
Wonder is being built elsewhere = Esta Maravilla se está construyendo en otro lugar
National Wonder is being built elsewhere = Esta Maravilla Nacional se está construyendo en otro lugar
Requires a [buildingName] in all [cityFilter] cities = Requiere un/a [buildingName] en todas las ciudades [cityFilter]
@ -113,6 +113,8 @@ Requires [PolicyOrNationalWonder] = Requiere [PolicyOrNationalWonder]
Cannot be purchased = No se puede comprar
Can only be purchased = Solo puede comprarse
See also = Ver también
Use default promotions = Utilice promociones por defecto
Default promotions for [unitType] = Promociones por defecto para [unitType]
Requires at least one of the following: = Requiere al menos uno de lo siguiente:
Requires all of the following: = Requiere todo lo siguiente:
@ -375,6 +377,7 @@ Start game! = ¡Empezar partida!
Map Options = Opciones del Mapa
Game Options = Opciones de Partida
Civilizations = Civilizaciones
Shuffle Civ Order at Start = Mezclar el orden de las civ al inicio
Map Type = Mapa
Map file = Escoger mapa
Max Turns = ⏳Turnos Máximos
@ -386,6 +389,7 @@ Existing = Existente
Custom = Personalizado
Map Generation Type = Tipo
Enabled Map Generation Types = Tipos
Example map = Mapa de ejemplo
# Map types
Default = Estandar
@ -397,6 +401,8 @@ Four Corners = Cuatro Esquinas
Archipelago = Archipiélago
Inner Sea = Mar Interior
Perlin = Perlin
Small Continents = Continentes pequeños
Fractal = Fractal
Select players from starting locations = Añadir jugadores según las pocisiones iniciales
Random number of Civilizations = Cantidad aleatoria de Civs
@ -448,7 +454,7 @@ This is used for painting resources, not in map generator steps: = Esto es usado
Advanced Settings = Ajustes Avanzados
RNG Seed = Semilla
Map Elevation = Elevación
Temperature extremeness = Extremismo térmico
Temperature intensity = Extremismo térmico
Temperature shift = Cambio de Temperatura
Resource richness = Recursos
Vegetation richness = Vegetación
@ -752,8 +758,7 @@ Overwrite existing file? = ¿Sobreescribir el archivo existente?
Overwrite = Sobreescribir
It looks like your saved game can't be loaded! = ¡Parece que tu partida guardada no se puede cargar!
If you could copy your game data ("Copy saved game to clipboard" - = Si puedes, copia los datos de tu partida ("Copiar partida guardada al portapapeles" -
# Requires translation!
paste into an email to yairm210@hotmail.com) =
paste into an email to yairm210@hotmail.com) = envialos por mail a yairm210@hotmail.com)
I could maybe help you figure out what went wrong, since this isn't supposed to happen! = Tal vez podría ayudarte a descubrir qué ha ido mal, ¡esto no debería haber ocurrido!
Missing mods: [mods] = Mods perdidos: [mods]
Load from custom location = Cargar desde ubicación personalizada
@ -811,9 +816,7 @@ Hidden = Ocultas
Visible = Visibles
Permanent = Permanentes
Minimap size = Tamaño del Minimapa
# This is the leftmost Minimap size slider position
off = oculto
Show minimap = Mostrar minimapa
Show tutorials = Mostrar Tutoriales
Reset tutorials = Reiniciar tutoriales
@ -846,8 +849,10 @@ When disabled, saves battery life but certain animations will be suspended = Cua
## Gameplay tab
Gameplay = Jugabilidad
Check for idle units = Comprobar Unidades inactivas
Check for idle units = Verificar Unidades inactivas
'Next unit' button cycles idle units = El botón de 'Siguiente unidad' activa y desactiva las unidades inactivas
Auto Unit Cycle = Ciclo Aut. de Unidades
Show Small Skip/Cycle Unit Button = Mostrar pequeño botón de salto/ciclo unidad
Move units with a single tap = Mover Unidades con un solo toque
Move units with a long tap = Mover unidades con toque prolongado
Auto-assign city production = Construcción Automática en las Ciudades
@ -887,8 +892,10 @@ Could not download music! = ¡No se pudo descargar la música!
## Advanced tab
Advanced = Avanzado
Number of autosave files stored = Número de archivos de guardado automático almacenados
Turns between autosaves = ⏳Turnos entre autoguardados
Screen orientation = Orientación de Pantalla
Landscape (fixed) = Horizontal (fijo)
Portrait (fixed) = Vertical (fijo)
@ -983,12 +990,12 @@ Your Golden Age has ended. = Tu Edad de Oro ha terminado.
We have conquered the city of [cityName]! = ¡Hemos conquistado la ciudad de [cityName]!
Your citizens are revolting due to very high unhappiness! = ¡Tus ciudadanos se están rebelando debido a una infelicidad muy alta!
# Possible HP loss loss when attacking, e.g. (-5 HP)
([amount] HP) = ([amount] HP)
An enemy [unit] has attacked [cityName] ([amount2] HP) = Un [unit] enemigo ha atacado a [cityName] ([amount2] HP)
An enemy [unit] ([amount] HP) has attacked [cityName] ([amount2] HP) = Un [unit] enemigo ([amount] HP) ha atacado a [cityName] ([amount2] HP)
An enemy [unit] ([amount] HP) has [battleAction] our [ourUnit] ([amount2] HP) = Un [unit] enemigo ([amount] HP) ha [battleAction] nuestro [ourUnit] ([amount2] HP)
An enemy [unit] has attacked our [ourUnit] ([amount] HP) = Un [unit] enemigo ha atacado a nuestro [ourUnit] ([amount] HP)
An enemy [unit] ([amount] HP) has attacked our [ourUnit] ([amount2] HP) = Un [unit] enemigo ([amount] HP) ha atacado a nuestro [ourUnit] ([amount2] HP)
Enemy city [cityName] has attacked our [ourUnit] = La ciudad enemiga de [cityName] ha atacado a nuestro [ourUnit]
Enemy city [cityName] has attacked our [ourUnit] ([amount2] HP) = La ciudad enemiga de [cityName] ha atacado a nuestro [ourUnit] ([amount2] HP)
An enemy [unit] has captured [cityName] = Un [unit] enemigo ha capturado [cityName]
@ -1170,6 +1177,10 @@ Turn = Turno
turns = turnos
turn = turno
Next unit = Siguiente unidad
[amount] units idle = [amount] unidades inactivas
[idleCount] idle = [idleCount] inactivas
[skipCount] skipping = [skipCount] omitiendo
Cycle = Ciclo
Fog of War = Niebla de guerra
Pick a policy = Elige política
Move Spies = Mover Espías
@ -1219,7 +1230,7 @@ Pillage = Saquear
Pillage [improvement] = Saquear [improvement]
[improvement] (Pillaged!) = [improvement] (¡Saqueada!)
Repair [improvement] - [turns] = Reparar [improvement] - [turns]
Wait = Esperar
Skip turn = Saltar turno
Are you sure you want to pillage this [improvement]? = ¿Seguro que quieres saquear este [improvement]?
We have looted [amount] from a [improvement] = Hemos saqueado [amount] de un [improvement]
We have looted [amount] from a [improvement] which has been sent to [cityName] = Saqueamos [amount] de un [improvement] que fue enviado a [cityName]
@ -1435,8 +1446,7 @@ Hurry Construction = Acelerar Construcción
Hurry Construction (+[productionAmount]⚙) = Acelerar Construcción (+[productionAmount]⚙)
Spread Religion = Difundir Religión
Spread [religionName] = Difundir [religionName]
# Requires translation!
[civName]'s [unitName] has converted [cityName] to [religionName] =
[civName]'s [unitName] has converted [cityName] to [religionName] = [unitName] de [civName]'s ha convertido [cityName] a [religionName]
Remove Heresy = Eliminar Herejía
Found a Religion = Fundar una Religión
Enhance a Religion = Realzar una Religión
@ -1643,7 +1653,7 @@ Bonus stats for improvement = Atributos bonus de la mejora
Buildings that consume this resource = Edificios que consumen este recurso
Buildings that provide this resource = Edificios que proveen este recurso
Improvements that provide this resource = Mejoras que proveen este recurso
Buildings that require this resource worked near the city = Edificios que requieren este recurso trabajado cerca de la ciudad
Buildings that require this resource improved near the city = Edificios que requieren este recurso mejorado cerca de la ciudad
Units that consume this resource = Unidades que consumen este recurso
Can be built on = Se puede construir en
Cannot be built on = No se puede construir en
@ -1864,8 +1874,7 @@ Due to the chaos ensuing in [cityName], your spy [spyName] has fled back to our
# Promotions
Pick promotion = Elige promoción
# Requires translation!
OR =
OR = O
units in open terrain = unidades en terreno abierto
units in rough terrain = unidades en terreno abrupto
wounded units = unidades heridas
@ -2063,8 +2072,7 @@ Provides a unique luxury = Proporciona un lujo único.
Military Units gifted from City-States start with [amount] XP = Unidades Militares regaladas por Ciudades-Estado comienzan con [amount] XP
Militaristic City-States grant units [amount] times as fast when you are at war with a common nation = Ciudades-Estado Militaristicas dán unidades [amount] veces más rápido al estár en guerra con una nación en común
Gifts of Gold to City-States generate [relativeAmount]% more Influence = Regalos de Oro a Ciudades-Estado generan [relativeAmount]% más Influencia
# Requires translation!
Can spend Gold to annex or puppet a City-State that has been your Ally for [amount] turns =
Can spend Gold to annex or puppet a City-State that has been your Ally for [amount] turns = Puede gastar oro para anexar o convertir en títere una ciudad-estado que haya sido su aliada durante [amount] turnos.
City-State territory always counts as friendly territory = Territorio de Ciudad-Estado siempre cuenta como territorio amigo
Allied City-States will occasionally gift Great People = Ciudades-Estado aliadas regalarán ocasionalmente Grandes Personas
Will not be chosen for new games = No será usado en nuevas partidas
@ -2125,7 +2133,8 @@ Enables embarkation for land units = Habilita la embarcación a las unidades de
Enables [mapUnitFilter] units to enter ocean tiles = Permite a unidades [mapUnitFilter] embarcadas entrar a casillas de Oceano
Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned = Unidades terrestres pueden cruzar casillas [terrainName] después de obtenér el primer [baseUnitFilter]
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory = Unidades [mapUnitFilter] enemigas deberán gastar [amount] punto de Movimiento extra al estár dentro de su territotio.
New [baseUnitFilter] units start with [amount] Experience [cityFilter] = Nuevas unidades [baseUnitFilter] comienzan con [amount] Experiencia [cityFilter]
# Requires translation!
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion = Todas las unidades [baseUnitFilter] recién entrenadas [cityFilter] reciben la promoción [promotion]
[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing = Unidades [mapUnitFilter] adyacentes a esta ciudad se curan [amount] HP por turno al sanarse
[relativeAmount]% City Strength from defensive buildings = [relativeAmount]% Fuerza de Ciudad por edificios defensivos
@ -2201,6 +2210,7 @@ Connects trade routes over water = Conecta rutas de comercio por el agua
Automatically built in all cities where it is buildable = Construído automáticamente en todas las ciudades donde sea posible.
Creates a [improvementName] improvement on a specific tile = Crea una mejora de [improvementName] en una casilla específica
Founds a new city = Funda una nueva ciudad
Founds a new puppet city = Funda una nueva ciudad títere
Can instantly construct a [improvementFilter] improvement = Puede construir una mejora de [improvementFilter] de inmediato
May create improvements on water resources = Puede crear mejoras en recursos acuáticos
Can build [improvementFilter/terrainFilter] improvements on tiles = Puede eregir: [improvementFilter/terrainFilter]
@ -2356,6 +2366,7 @@ Adjacent enemy units ending their turn take [amount] damage = Las unidades enemi
Great Improvement = Gran Mejora
Provides a random bonus when entered = Provee un bonus aleatorio al entrar
Unpillagable = Insaqueable
Destroyed when pillaged = Destruido cuando fue saqueado
Irremovable = Inremovible
Will not be replaced by automated units = No será reemplazado por unidades automatizadas
Improves [resourceFilter] resource in this tile = Mejora el recurso '[resourceFilter]' en esta casilla
@ -2376,6 +2387,7 @@ for [civFilter] Civilizations = para [civFilter] Civilizaciones
when at war = si está en guerra
when not at war = si no está en guerra
during a Golden Age = durante una Edad Dorada
when not in a Golden Age = cuando no estás en una edad de oro
during We Love The King Day = durante el Día de Amamos al Rey
while the empire is happy = mientras el imperio es feliz
when between [amount] and [amount2] Happiness = cuando esté entre [amount] y [amount2] Felicidad
@ -2519,6 +2531,7 @@ upon constructing [buildingFilter] = cuando se construya un/a [buildingFilter]
upon constructing [buildingFilter] [cityFilter] = cuando se construya un/a [buildingFilter] [cityFilter]
upon gaining a [baseUnitFilter] unit = cuando se obtenga un/a [baseUnitFilter]
upon turn end = al terminar el turno
upon turn start = cuando inicie el turno
upon founding a Pantheon = cuando de cree un Panteón
upon founding a Religion = cuando se funde una Religión
upon enhancing a Religion = cuando se realce una Religión
@ -2534,6 +2547,7 @@ upon losing the [promotion] status = al perder el estado de [promotion]
upon losing at least [amount] HP in a single attack = al perder por lo menos [amount] HP en un solo ataque
upon ending a turn in a [tileFilter] tile = al terminar turno en una casilla de [tileFilter]
upon discovering a [tileFilter] tile = al descubrir una casilla de [tileFilter]
upon entering a [tileFilter] tile = al entrar en una casilla de [tileFilter]
for [amount] turns = Por [amount] ⏳turnos
hidden from users = oculto al jugador
for every [countable] = por cada [countable]
@ -2838,6 +2852,8 @@ Open AutoPlay menu = Abrir menú de AutoJuego
Empire Overview = Visión General
Music Player = Reproductor de Música
Developer Console = Consola de Desarrollador
Idle Prev = Inactiva anterior
Idle Next = Inactiva siguiente
Empire Overview Trades = Visión General - Comercio
Empire Overview Units = Visión General - Unidades
Empire Overview Politics = Visión General - Política
@ -6899,7 +6915,11 @@ Once a certain tech is researched, your land units can embark, allowing them to
Units are defenseless while embarked (cannot use modifiers), and have a fixed Defending Strength based on your tech Era, so be careful!\nRanged Units can't attack, Melee Units have a Strength penalty, and all have limited vision. = Las Unidades son indefensas al embarcar (no se benefician de modificadores), y tienen una Fuerza de Defensa fija dependiendo de la Era, ¡así que ten cuidado!\nUnidades de largo alcance no pueden atacar, Unidades Cuerpo a Cuerpo tienen penalidad al atacar, y todas tienen visión limitada.
Idle Units = Unidades sin Utilizar
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Wait'.\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 omitirlo haciendo clic en "Siguiente unidad" nuevamente, o ordenarle a la unidad que "Espere".\nSi no la vas a mover por un tiempo, puedes hacer que la unidad entre en modo Fortificar o Dormir -\n las unidades en Fortificar o Dormir no se consideran unidades inactivas.\nSi quieres deshabilitar la función "Siguiente unidad" por completo, puedes alternarla en Menú -> Comprobar unidades inactivas.
Clicking 'Next unit' moves to the next idle unit in the queue (as listed in Overview -> Units). After issuing an order to an unit, if 'Auto Unit Cycle' in Options -> Gameplay is enabled, you will automatically select the next idle unit. = Al hacer clic en "Siguiente unidad", se pasa a la siguiente unidad inactiva de la cola (como se indica en Descripción general -> Unidades). Después de dar una orden a una unidad, si está habilitado "Ciclo automático de unidad" en Opciones -> Juego, seleccionará automáticamente la siguiente unidad inactiva.
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Skip turn'. = Si no quieres mover una unidad este turno, puedes omitirla haciendo clic nuevamente en "Siguiente unidad" o ordenarle a la unidad que "Omita turno".
If you want to disable the 'Next unit' feature entirely, you can toggle it in Options -> Gameplay -> Check for idle units. = Si deseas desactivar la función "Siguiente unidad" por completo, puedes activarla en Opciones -> Jugabilidad -> Verificar unidades inactivas.
If you'd rather 'Next unit' cycle the units and not mark them as Done, you can change it in the Options -> Gameplay menu. = Si prefieres que 'Siguiente unidad' cicle las unidades y no las marques como Terminadas, puedes cambiarlo en el menú Opciones.
You can also cycle through the idle units using the left and right triangles on the Unit Table in the lower left of the screen. Or by default using the Cycle button next to the 'Next Unit' button. = También puedes recorrer las unidades inactivas usando los triángulos izquierdo y derecho en la Tabla de unidades en la parte inferior izquierda de la pantalla. O, de manera predeterminada, usando el botón Ciclo junto al botón "Siguiente unidad".
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.
@ -6967,7 +6987,7 @@ This is where you spend most of your time playing Unciv. See the world, control
: Unit Action Buttons - while a unit is selected its possible actions appear here. = ⑥: Botones de aciones de las unidades - mientras una unidad es selecionada las acciones posibles aparecerán aquí.
: The unit/city info pane - shows information about a selected unit or city. = ⑦: El panel de info de unidad/ciudad - muestra información acerca de la unidad o ciudad selecionada.
: The name (and unit icon) of the selected unit or city, with current health if wounded. Clicking a unit name or icon will open its civilopedia entry. = ⑧: El nombre (y el icono) de la unidad o ciudad, con la vida actual si están heridos. Tocal el nombre te lleva a la página adequada de la Civilopedia.
: The arrow buttons allow jumping to the next/previous unit. = ⑨: Los botones de flechas te permiten saltar a la siguiente/previa unidad.
: The arrow buttons allow jumping to the next/previous idle unit. = ⑨: Los botones de flecha permiten saltar a la siguiente/anterior unidad inactiva. =
: For a selected unit, its promotions appear here, and clicking leads to the promotions screen for that unit. = ⑩: Para una unidad seleccionada, sus promociones aparecen aquí, y hacer clic lleva a la pantalla de promociones para esa unidad.
: Remaining/per turn movement points, strength and experience / XP needed for promotion. For cities, you get its combat strength. = ⑪: Puntos de movimiento restantes por turno, fuerza y experiencia / EXP necesaria para promoción. Para ciudades, te muestra su fuerza.
: This button closes the selected unit/city info pane. = ⑫: Este botón cierra el panel de info de la unidad/ciudad seleccionada.

View File

@ -108,8 +108,10 @@ New [civName]\n(formerly known as [cityName]) =
Requires [buildingName] to be built in the city = Kräver att [buildingName] byggts i staden
Requires [buildingName] to be built in all cities = Kräver att [buildingName] byggts i alla städer
Provides a free [buildingName] in the city = Ger en gratis [buildingName] i staden
Requires worked [resource] near city = Kräver arbetad [resource] nära staden
Requires at least one of the following resources worked near the city: = Kräver att åtminstone en av följande resurser arbetas nära staden:
# Requires translation!
Requires improved [resource] near city =
# Requires translation!
Requires at least one of the following resources improved near the city: =
Wonder is being built elsewhere = Undret byggs någon annanstans
National Wonder is being built elsewhere = Det Nationella Undret byggs någon annanstans
# Requires translation!
@ -127,6 +129,10 @@ Requires [PolicyOrNationalWonder] = Kräver [PolicyOrNationalWonder]
Cannot be purchased = Kan inte köpas
Can only be purchased = Kan endast köpas
See also = Se även
# Requires translation!
Use default promotions =
# Requires translation!
Default promotions for [unitType] =
Requires at least one of the following: = Kräver minst en av de följande:
Requires all of the following: = Kräver allt av det följande:
@ -426,6 +432,8 @@ Start game! = Starta spel!
Map Options = Kartalternativ
Game Options = Spelalternativ
Civilizations = Civilisationer
# Requires translation!
Shuffle Civ Order at Start =
Map Type = Karttyp
Map file = Kartfil
Max Turns = Maxdrag
@ -438,6 +446,8 @@ Custom = Egen
Map Generation Type = Kartgenerationstyp
# Requires translation!
Enabled Map Generation Types =
# Requires translation!
Example map =
# Map types
Default = Standard
@ -450,6 +460,10 @@ Archipelago = Skärgård
Inner Sea = Innanhav
# Requires translation!
Perlin =
# Requires translation!
Small Continents =
# Requires translation!
Fractal =
# Requires translation!
Select players from starting locations =
@ -511,7 +525,7 @@ This is used for painting resources, not in map generator steps: =
Advanced Settings = Avancerade Inställningar
RNG Seed = RNG-frö
Map Elevation = Karthöjd
Temperature extremeness = Temperaturextremvärden
Temperature intensity = Temperaturextremvärden
Temperature shift = Temperaturskifte
Resource richness = Resursrikedom
Vegetation richness = Växtrikedom
@ -926,9 +940,8 @@ Hidden = Dold
Visible = Synlig
Permanent = Permanent
Minimap size = Minikartstorlek
# This is the leftmost Minimap size slider position
off = av
# Requires translation!
Show minimap =
Show tutorials = Visa övningar
Reset tutorials = Återställ övningar
@ -970,7 +983,11 @@ When disabled, saves battery life but certain animations will be suspended = Nä
Gameplay = Spelupplägg
Check for idle units = Kolla efter lediga enheter
# Requires translation!
'Next unit' button cycles idle units =
# Requires translation!
Auto Unit Cycle =
# Requires translation!
Show Small Skip/Cycle Unit Button =
Move units with a single tap = Flytta enheter med ett enda tryck
# Requires translation!
Move units with a long tap =
@ -1017,8 +1034,11 @@ Could not download music! = Kunde inte ladda ned musik!
## Advanced tab
Advanced = Avancerat
# Requires translation!
Number of autosave files stored =
Turns between autosaves = Drag mellan autosparning
Screen orientation = Skärmorientering
# Requires translation!
Landscape (fixed) =
@ -1136,16 +1156,17 @@ We have conquered the city of [cityName]! = Vi har erövrat staden [cityName]!
# Requires translation!
Your citizens are revolting due to very high unhappiness! =
# Possible HP loss loss when attacking, e.g. (-5 HP)
# Requires translation!
([amount] HP) =
# Requires translation!
An enemy [unit] has attacked [cityName] ([amount2] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has attacked [cityName] ([amount2] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has [battleAction] our [ourUnit] ([amount2] HP) =
# Requires translation!
An enemy [unit] has attacked our [ourUnit] ([amount] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has attacked our [ourUnit] ([amount2] HP) =
Enemy city [cityName] has attacked our [ourUnit] = Den fientliga staden [cityName] har anfallit vår [ourUnit]
# Requires translation!
Enemy city [cityName] has attacked our [ourUnit] ([amount2] HP) =
@ -1383,6 +1404,14 @@ Turn = Drag
turns = drag
turn = drag
Next unit = Nästa enhet
# Requires translation!
[amount] units idle =
# Requires translation!
[idleCount] idle =
# Requires translation!
[skipCount] skipping =
# Requires translation!
Cycle =
Fog of War = Krigsdimma
Pick a policy = Välj en policy
# Requires translation!
@ -1443,7 +1472,8 @@ Pillage [improvement] = Plundra [improvement]
[improvement] (Pillaged!) =
# Requires translation!
Repair [improvement] - [turns] =
Wait = Vänta
# Requires translation!
Skip turn =
Are you sure you want to pillage this [improvement]? = Är du säker på att du vill plundra denna [improvement]?
We have looted [amount] from a [improvement] = Vi har plundrat [amount] från en [improvement]
We have looted [amount] from a [improvement] which has been sent to [cityName] = Vi har plundrat [amount] från en [improvement] vilket skickats till [cityName]
@ -1922,7 +1952,8 @@ Bonus stats for improvement = Bonusstatistik för förbättring
Buildings that consume this resource = Byggnader som konsumerar denna resurs
Buildings that provide this resource = Byggnader som tillför denna resurs
Improvements that provide this resource = Förbättringar som tillför denna resurs
Buildings that require this resource worked near the city = Byggnader som kräver denna resurs arbetande nära staden
# Requires translation!
Buildings that require this resource improved near the city =
Units that consume this resource = Enheter som konsumerar denna resurs
Can be built on = Kan byggas på
# Requires translation!
@ -2494,7 +2525,8 @@ Enables [mapUnitFilter] units to enter ocean tiles = Möjliggör [mapUnitFilter]
Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned = Landenheter kan gå igenom [terrainName]-rutor efter att den första [baseUnitFilter] tjänats in
# Requires translation!
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory =
New [baseUnitFilter] units start with [amount] Experience [cityFilter] = Nya [baseUnitFilter] enheter startar med [amount] Erfarenhet [cityFilter]
# Requires translation!
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion = Alla nytränade [baseUnitFilter]-enheter [cityFilter] får [promotion]-befordringen
[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing = [mapUnitFilter]-enheter bredvid denna stad läker [amount] KP per drag då de läker
[relativeAmount]% City Strength from defensive buildings = [relativeAmount]% Stadsstyrka från försvarsbyggnader
@ -2586,6 +2618,8 @@ Automatically built in all cities where it is buildable =
Creates a [improvementName] improvement on a specific tile = Skapar en [improvementName]-förbättring på en anvisad ruta
Founds a new city = Grundar en ny stad
# Requires translation!
Founds a new puppet city =
# Requires translation!
Can instantly construct a [improvementFilter] improvement =
May create improvements on water resources = Kan skapa förbättringar på vattenresurser
Can build [improvementFilter/terrainFilter] improvements on tiles = Kan bygga [improvementFilter/terrainFilter]-förbättringar på rutor
@ -2774,6 +2808,8 @@ Adjacent enemy units ending their turn take [amount] damage = Angränsande fient
Great Improvement = Stor Förbättring
Provides a random bonus when entered = Ger en slumpmässig bonus då man går in i den
Unpillagable = Oplundringsbar
# Requires translation!
Destroyed when pillaged =
Irremovable = Oborttaglig
# Requires translation!
Will not be replaced by automated units =
@ -2810,6 +2846,8 @@ when at war = medan i krig
when not at war = medan ej i krig
during a Golden Age = under en Guldålder
# Requires translation!
when not in a Golden Age =
# Requires translation!
during We Love The King Day =
while the empire is happy = medan riket är lyckligt
when between [amount] and [amount2] Happiness = då mellan [amount] och [amount2] Lycka
@ -3033,6 +3071,8 @@ upon gaining a [baseUnitFilter] unit =
# Requires translation!
upon turn end =
# Requires translation!
upon turn start =
# Requires translation!
upon founding a Pantheon =
# Requires translation!
upon founding a Religion =
@ -3062,6 +3102,8 @@ upon losing at least [amount] HP in a single attack =
upon ending a turn in a [tileFilter] tile =
# Requires translation!
upon discovering a [tileFilter] tile =
# Requires translation!
upon entering a [tileFilter] tile =
for [amount] turns = i [amount] drag
# Requires translation!
hidden from users =
@ -3468,6 +3510,10 @@ Music Player =
# Requires translation!
Developer Console =
# Requires translation!
Idle Prev =
# Requires translation!
Idle Next =
# Requires translation!
Empire Overview Trades =
# Requires translation!
Empire Overview Units =
@ -8074,7 +8120,15 @@ Units are defenseless while embarked (cannot use modifiers), and have a fixed De
Idle Units = Sysslolösa Enheter
# Requires translation!
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Wait'.\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. =
Clicking 'Next unit' moves to the next idle unit in the queue (as listed in Overview -> Units). After issuing an order to an unit, if 'Auto Unit Cycle' in Options -> Gameplay is enabled, you will automatically select the next idle unit. =
# Requires translation!
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Skip turn'. =
# Requires translation!
If you want to disable the 'Next unit' feature entirely, you can toggle it in Options -> Gameplay -> Check for idle units. =
# Requires translation!
If you'd rather 'Next unit' cycle the units and not mark them as Done, you can change it in the Options -> Gameplay menu. =
# Requires translation!
You can also cycle through the idle units using the left and right triangles on the Unit Table in the lower left of the screen. Or by default using the Cycle button next to the 'Next Unit' button. =
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.
@ -8160,7 +8214,8 @@ This is where you spend most of your time playing Unciv. See the world, control
: Unit Action Buttons - while a unit is selected its possible actions appear here. = ⑥: Enhetshandlingsknappar - då en enhet är vald visas dess möjliga handlingar här.
: The unit/city info pane - shows information about a selected unit or city. = ⑦: Enhets-/Stadsinformationspanelen - visar information om en vald enhet eller stad.
: The name (and unit icon) of the selected unit or city, with current health if wounded. Clicking a unit name or icon will open its civilopedia entry. = ⑧: Namnet (och enhetsikonen) på den valda enheten eller staden, med dess nuvarande hälsa om den är skadad. Genom att klicka enhetens namn eller ikon öppnas dess civilopediartikel.
: The arrow buttons allow jumping to the next/previous unit. = ⑨: Pilknapparna låter dig hoppa till nästa/föregående enhet.
# Requires translation!
: The arrow buttons allow jumping to the next/previous idle unit. =
# Requires translation!
: For a selected unit, its promotions appear here, and clicking leads to the promotions screen for that unit. =
: Remaining/per turn movement points, strength and experience / XP needed for promotion. For cities, you get its combat strength. = ⑪: Återstående/per drag förflyttningspoäng, styrka och erfarenhet / EP som behövs för befordring. För städer visas dess stridsstyrka.

File diff suppressed because it is too large Load Diff

View File

@ -105,8 +105,10 @@ New [civName]\n(formerly known as [cityName]) = 新[civName](原先被稱作[c
Requires [buildingName] to be built in the city = 需要該城市建有[buildingName]
Requires [buildingName] to be built in all cities = 需要所有城市建有[buildingName]
Provides a free [buildingName] in the city = 城市獲得一座免費的建築:[buildingName]
Requires worked [resource] near city = 需要城市附近有已開發的資源:[resource]
Requires at least one of the following resources worked near the city: = 至少需要城市附近有以下其中一種資源:
# Requires translation!
Requires improved [resource] near city =
# Requires translation!
Requires at least one of the following resources improved near the city: =
Wonder is being built elsewhere = 其他城市正在建造該奇觀
National Wonder is being built elsewhere = 其他城市正在建造該國家級奇觀
Requires a [buildingName] in all [cityFilter] cities = 需要所有[cityFilter]城市建有[buildingName]
@ -122,6 +124,10 @@ Requires [PolicyOrNationalWonder] = 需要[PolicyOrNationalWonder]
Cannot be purchased = 無法購買
Can only be purchased = 才可購買
See also = 另見
# Requires translation!
Use default promotions =
# Requires translation!
Default promotions for [unitType] =
Requires at least one of the following: = 至少需要以下的其中之一:
Requires all of the following: = 需要以下全部:
@ -387,6 +393,8 @@ Start game! = 開始遊戲!
Map Options = 地圖設置
Game Options = 遊戲設置
Civilizations = 文明
# Requires translation!
Shuffle Civ Order at Start =
Map Type = 地圖創建方式
Map file = 地圖檔
Max Turns = 最多回合數
@ -398,6 +406,8 @@ Existing = 從文件載入
Custom = 自訂
Map Generation Type = 生成地圖類型
Enabled Map Generation Types = 允許的地圖類型
# Requires translation!
Example map =
# Map types
Default = 預設
@ -409,6 +419,10 @@ Four Corners = 四島
Archipelago = 群島
Inner Sea = 內海
Perlin = 依據柏林噪聲演算法
# Requires translation!
Small Continents =
# Requires translation!
Fractal =
Select players from starting locations = 依起始地點選擇玩家
Random number of Civilizations = 文明數量隨機
@ -460,7 +474,7 @@ This is used for painting resources, not in map generator steps: = 僅用於繪
Advanced Settings = 進階設置
RNG Seed = 隨機種子
Map Elevation = 地圖海拔
Temperature extremeness = 氣溫上限
Temperature intensity = 氣溫上限
Temperature shift = 溫度偏移
Resource richness = 資源豐富度
Vegetation richness = 植被密度
@ -824,9 +838,8 @@ Hidden = 已隱藏
Visible = 已顯示
Permanent = 永久
Minimap size = 小地圖大小
# This is the leftmost Minimap size slider position
off =
# Requires translation!
Show minimap =
Show tutorials = 顯示教學
Reset tutorials = 重設教學
@ -860,7 +873,11 @@ When disabled, saves battery life but certain animations will be suspended = 禁
## Gameplay tab
Gameplay = 內容
Check for idle units = 回合結束前查看閒置單位
# Requires translation!
'Next unit' button cycles idle units =
Auto Unit Cycle = 自動循環單位
# Requires translation!
Show Small Skip/Cycle Unit Button =
Move units with a single tap = 點擊目標地區立即移動
Move units with a long tap = 長按以移動單位
Auto-assign city production = 自動分配城市產能
@ -900,8 +917,11 @@ Could not download music! = 無法下載音樂!
## Advanced tab
Advanced = 更多
# Requires translation!
Number of autosave files stored =
Turns between autosaves = 自動存檔間隔回合
Screen orientation = 螢幕方向
Landscape (fixed) = 橫向
Portrait (fixed) = 直向
@ -997,16 +1017,17 @@ We have conquered the city of [cityName]! = 我們已經佔領城市[cityName]!
# Requires translation!
Your citizens are revolting due to very high unhappiness! =
# Possible HP loss loss when attacking, e.g. (-5 HP)
# Requires translation!
([amount] HP) =
# Requires translation!
An enemy [unit] has attacked [cityName] ([amount2] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has attacked [cityName] ([amount2] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has [battleAction] our [ourUnit] ([amount2] HP) =
# Requires translation!
An enemy [unit] has attacked our [ourUnit] ([amount] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has attacked our [ourUnit] ([amount2] HP) =
Enemy city [cityName] has attacked our [ourUnit] = 敵方城市[cityName]攻擊了我方[ourUnit]
Enemy city [cityName] has attacked our [ourUnit] ([amount2] HP) = 敵方城市[cityName]攻擊了我方[ourUnit]([amount2] HP)
An enemy [unit] has captured [cityName] = 敵方的[unit]佔領了[cityName]
@ -1188,6 +1209,14 @@ Turn = 回合
turns = 回合
turn = 回合
Next unit = 下個閒置單位
# Requires translation!
[amount] units idle =
# Requires translation!
[idleCount] idle =
# Requires translation!
[skipCount] skipping =
# Requires translation!
Cycle =
Fog of War = 戰爭迷霧
Pick a policy = 選擇一項社會政策
Move Spies = 移動間諜
@ -1239,7 +1268,8 @@ Pillage = 劫掠
Pillage [improvement] = 劫掠 [improvement]
[improvement] (Pillaged!) = [improvement](被劫掠!)
Repair [improvement] - [turns] = 修復[improvement] - [turns]
Wait = 等待
# Requires translation!
Skip turn =
Are you sure you want to pillage this [improvement]? = 你確定要劫掠這個[improvement]
We have looted [amount] from a [improvement] = 我們從[improvement]中掠奪[amount]
We have looted [amount] from a [improvement] which has been sent to [cityName] = 我們從[improvement]中掠奪了[amount]並運送至[cityName]
@ -1665,7 +1695,8 @@ Bonus stats for improvement = 開發該資源後設施所獲獎勵效果:
Buildings that consume this resource = 消耗該資源的建築:
Buildings that provide this resource = 提供該資源的建築:
Improvements that provide this resource = 提供該資源的設施:
Buildings that require this resource worked near the city = 需要該資源在城市附近開發的建築
# Requires translation!
Buildings that require this resource improved near the city =
Units that consume this resource = 消耗該資源的單位:
Can be built on = 可以建造於
Cannot be built on = 不可建造於
@ -2151,7 +2182,8 @@ Enables embarkation for land units = 地面單位獲得船運能力
Enables [mapUnitFilter] units to enter ocean tiles = 允許[mapUnitFilter]單位進入海洋區塊
Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned = 獲得第一個[baseUnitFilter]後,地面單位能夠穿越[terrainName]地塊
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory = 敵方[mapUnitFilter]單位在你境內時,需額外花費[amount]移動力
New [baseUnitFilter] units start with [amount] Experience [cityFilter] = [cityFilter]中生產[baseUnitFilter]單位獲得 [amount] 初始經驗值
# Requires translation!
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion = [cityFilter]新生成的[baseUnitFilter]單位獲得[promotion]能力
[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing = 鄰近此城市的[mapUnitFilter]單位每回合恢復[amount]生命值
[relativeAmount]% City Strength from defensive buildings = [relativeAmount]%來自防禦建築的城市強度
@ -2227,6 +2259,8 @@ Connects trade routes over water = 通過水路建立貿易路線
Automatically built in all cities where it is buildable = 在可建造該建築的所有城市自動建造
Creates a [improvementName] improvement on a specific tile = 在一個特定的地塊上建造[improvementName]
Founds a new city = 建立新城市
# Requires translation!
Founds a new puppet city =
Can instantly construct a [improvementFilter] improvement = 可立即建造 [improvementFilter] 地塊設施
May create improvements on water resources = 可在水上資源建造設施(工船將被消耗掉)
Can build [improvementFilter/terrainFilter] improvements on tiles = 可在地塊上建造[improvementFilter/terrainFilter]改良設施
@ -2382,6 +2416,8 @@ Adjacent enemy units ending their turn take [amount] damage = 鄰近的敵方單
Great Improvement = 偉人設施
Provides a random bonus when entered = 當進入時提供隨機獎勵
Unpillagable = 不可掠奪
# Requires translation!
Destroyed when pillaged =
Irremovable = 不可移動
Will not be replaced by automated units = 不會被自動化的單位替換
Improves [resourceFilter] resource in this tile = 改良這個地塊上的[resourceFilter]
@ -2402,6 +2438,8 @@ for [civFilter] Civilizations = 針對 [civFilter] 文明
when at war = 僅戰爭時
when not at war = 僅非戰爭時
during a Golden Age = 僅黃金時代期間
# Requires translation!
when not in a Golden Age =
during We Love The King Day = 於慶祝我們愛國王日時
while the empire is happy = 當帝國高興時
when between [amount] and [amount2] Happiness = 當快樂介於[amount]到[amount2]之間時
@ -2548,6 +2586,8 @@ upon constructing [buildingFilter] = 每當[buildingFilter]落成時
upon constructing [buildingFilter] [cityFilter] = 每當[buildingFilter][cityFilter]落成時
upon gaining a [baseUnitFilter] unit = 每當獲得 [baseUnitFilter] 單位時
upon turn end = 每回合結束時
# Requires translation!
upon turn start =
upon founding a Pantheon = 創立萬神殿時
upon founding a Religion = 創立宗教時
upon enhancing a Religion = 強化宗教時
@ -2563,6 +2603,8 @@ upon losing the [promotion] status = 當失去[promotion]狀態時
upon losing at least [amount] HP in a single attack = 每當在單次戰鬥中失去至少 [amount] HP時
upon ending a turn in a [tileFilter] tile = 每當在[tileFilter]地塊上結束回合時
upon discovering a [tileFilter] tile = 每當發現[tileFilter]地塊時
# Requires translation!
upon entering a [tileFilter] tile =
for [amount] turns = [amount]回合內
hidden from users = 對使用者隱藏
for every [countable] = 每持有1單位 [countable]
@ -2876,6 +2918,10 @@ Open AutoPlay menu = 打開自動遊玩選單
Empire Overview = 帝國概覽
Music Player = 音樂播放器
Developer Console = 開發人員介面
# Requires translation!
Idle Prev =
# Requires translation!
Idle Next =
Empire Overview Trades = 帝國概覽-貿易
Empire Overview Units = 帝國概覽-單位
Empire Overview Politics = 帝國概覽-政治
@ -7052,7 +7098,15 @@ Units are defenseless while embarked (cannot use modifiers), and have a fixed De
Idle Units = 空閒單位
# Requires translation!
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Wait'.\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. =
Clicking 'Next unit' moves to the next idle unit in the queue (as listed in Overview -> Units). After issuing an order to an unit, if 'Auto Unit Cycle' in Options -> Gameplay is enabled, you will automatically select the next idle unit. =
# Requires translation!
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Skip turn'. =
# Requires translation!
If you want to disable the 'Next unit' feature entirely, you can toggle it in Options -> Gameplay -> Check for idle units. =
# Requires translation!
If you'd rather 'Next unit' cycle the units and not mark them as Done, you can change it in the Options -> Gameplay menu. =
# Requires translation!
You can also cycle through the idle units using the left and right triangles on the Unit Table in the lower left of the screen. Or by default using the Cycle button next to the 'Next Unit' button. =
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。
@ -7136,7 +7190,8 @@ This is where you spend most of your time playing Unciv. See the world, control
: Unit Action Buttons - while a unit is selected its possible actions appear here. = ⑥:單位操作按鈕 - 選擇一個單位後,其可用的操作會顯示在此。
: The unit/city info pane - shows information about a selected unit or city. = ⑦:單位/城市訊息 - 顯示所選單位或城市的訊息。
: The name (and unit icon) of the selected unit or city, with current health if wounded. Clicking a unit name or icon will open its civilopedia entry. = ⑧:所選單位(和單位圖標)/城市的名稱,若其受傷則顯示當前生命值。點擊單位名稱或圖標會打開其文明百科條目。
: The arrow buttons allow jumping to the next/previous unit. = ⑨:箭頭按鈕 - 點擊將跳轉到下一個/上一個單位。
# Requires translation!
: The arrow buttons allow jumping to the next/previous idle unit. =
# Requires translation!
: For a selected unit, its promotions appear here, and clicking leads to the promotions screen for that unit. =
: Remaining/per turn movement points, strength and experience / XP needed for promotion. For cities, you get its combat strength. = ⑪:剩餘/每回合移動點數,戰鬥力和經驗值/晉升所需經驗值。若選中城市,則顯示其戰鬥力與轟擊戰鬥力。

View File

@ -107,8 +107,10 @@ New [civName]\n(formerly known as [cityName]) =
Requires [buildingName] to be built in the city = Şehirde [buildingName] yapısının olması gerekir
Requires [buildingName] to be built in all cities = Bütün şehirlerde [buildingName] yapısının olması gerekir
Provides a free [buildingName] in the city = Şehirde ücretsiz bir [buildingName] sağlar
Requires worked [resource] near city = Şehir yakınlarında işlenen [resource] gerektirir
Requires at least one of the following resources worked near the city: = Şehrin yakınlarında bu kaynaklardan en az birinin işleniyor olması gerekir:
# Requires translation!
Requires improved [resource] near city =
# Requires translation!
Requires at least one of the following resources improved near the city: =
Wonder is being built elsewhere = Eser başka bir yerde inşa ediliyor
National Wonder is being built elsewhere = Ulusal Harika başka bir yerde inşa edilmekte
Requires a [buildingName] in all [cityFilter] cities = Tüm [cityFilter] şehirlerinde bir [buildingName] gerektirir
@ -124,6 +126,10 @@ Requires [PolicyOrNationalWonder] = [PolicyOrNationalWonder] gerekiyor
Cannot be purchased = Satın alınamaz
Can only be purchased = Sadece satın alınabilir
See also = Ayrıca bakınız
# Requires translation!
Use default promotions =
# Requires translation!
Default promotions for [unitType] =
Requires at least one of the following: = Bunlardan en az birisini gerektirir:
Requires all of the following: = Bunların hepsini gerektirir:
@ -407,6 +413,8 @@ Start game! = Oyunu başlat!
Map Options = Harita seçenekleri
Game Options = Oyun seçenekleri
Civilizations = Medeniyetler
# Requires translation!
Shuffle Civ Order at Start =
Map Type = Harita türü
Map file = Harita dosyası
Max Turns = Azami Tur
@ -418,6 +426,8 @@ Existing = Mevcut
Custom = Özel
Map Generation Type = Harita oluşturma türü
Enabled Map Generation Types = Etkin Harita Oluşturma Türleri
# Requires translation!
Example map =
# Map types
Default = Varsayılan
@ -429,6 +439,10 @@ Four Corners = Dört Köşe
Archipelago = Takımadalar
Inner Sea = İç Deniz
Perlin = Karışık
# Requires translation!
Small Continents =
# Requires translation!
Fractal =
Select players from starting locations = Başlangıç konumlarından oyuncuları seçin
Random number of Civilizations = Rastgele medeniyet sayısı
@ -480,7 +494,7 @@ This is used for painting resources, not in map generator steps: = Bu kaynaklar
Advanced Settings = Gelişmiş Ayarlar
RNG Seed = RNG Kodu
Map Elevation = Harita Yüksekliği
Temperature extremeness = Sıcaklık aşırılığı
Temperature intensity = Sıcaklık aşırılığı
Temperature shift = Sıcaklık değişimi
Resource richness = Kaynak zenginliği
Vegetation richness = Bitki örtüsü
@ -726,15 +740,11 @@ You can only resign if it's your turn = Sadece sıra sende ise istifa edebilirsi
[civName] resigned and is now controlled by AI = [civName] istifa etti ve artık YZ tarafından kontrol ediliyor
## Force resign button
# Requires translation!
Force current player to resign =
# Requires translation!
Are you sure you want to force the current player to resign? =
Force current player to resign = Mevcut oyuncuyu oyunu terk etmeye zorla
Are you sure you want to force the current player to resign? = Mevcut oyuncuyu oyunu terk etmeye zorlamak istediğine emin misin?
# Requires translation!
Skip turn of current player =
# Requires translation!
Are you sure you want to skip the turn of the current player? =
Skip turn of current player = Mevcut oyuncunun turunu atla
Are you sure you want to skip the turn of the current player? = Mevcut oyuncunun turunu atlamak istediğine emin misin?
Last refresh: [duration] ago = Son yenileme: [duration] önce
Current Turn: [civName] since [duration] ago = Şu Anki Tur: [duration] süredir [civName]
@ -775,8 +785,7 @@ Could not load game from clipboard! = Panodan oyun yüklenemedi!
Could not load game from custom location! = Oyun özel konumdan yüklenemiyor!
The file data seems to be corrupted. = Dosyadaki bilgiler bozulmuş gibi görünüyor.
The save was created with an incompatible version of Unciv: [version]. Please update Unciv to this version or later and try again. = Bu kayıt uncivin uyumsuz bir sürümü ile kaydedilmiş: [version]. Lütfen uncivi bu sürüme ya da üstüne güncelleyip tekrar deneyin.
# Requires translation!
You do not have sufficient permissions to access the file. =
You do not have sufficient permissions to access the file. = Bu dosyaya erişmek için yeterli yetkin yok.
Load [saveFileName] = Yükle [saveFileName]
Are you sure you want to delete this save? = Bu kaydı silmek istediğine emin misin?
Delete save = Oyunu sil
@ -795,10 +804,8 @@ Missing mods: [mods] = Eksik modlar: [mods]
Load from custom location = Özel konumdan yükle
Save to custom location = Özel konuma kaydet
Could not save game to custom location! = Oyun özel konuma kaydedilemiyor!
# Requires translation!
'[saveFileName]' copied to clipboard! =
# Requires translation!
Could not save game to clipboard! =
'[saveFileName]' copied to clipboard! = '[saveFileName]' panoya kopyalandı!
Could not save game to clipboard! = Oyun panoya kopyalanamadı!
Download missing mods = Eksik modları indir
Missing mods are downloaded successfully. = Eksik modlar başarıyla indirildi.
Could not load the missing mods! = Eksik modlar yüklenemiyor!
@ -814,8 +821,7 @@ About = Hakkında
Version = Sürüm
See online Readme = GitHub okubeni sayfasını görüntüle
Visit repository = GitHub depoyu ziyaret et
# Requires translation!
Visit the wiki =
Visit the wiki = Wikipedia'yı ziyaret et
## Display tab
Display = Görünüş
@ -850,9 +856,8 @@ Hidden = Gizli
Visible = Görünür
Permanent = Kalıcı
Minimap size = Minik harita boyutu
# This is the leftmost Minimap size slider position
off = kapalı
# Requires translation!
Show minimap =
Show tutorials = Eğiticileri göster
Reset tutorials = Eğiticileri sıfırla
@ -886,10 +891,12 @@ When disabled, saves battery life but certain animations will be suspended = Dev
## Gameplay tab
Gameplay = Oynanış
Check for idle units = Boş birimleri kontrol edin
'Next unit' button cycles idle units = 'Yeni birim' butonu boş birimlerde dolanır
Auto Unit Cycle = Otomatik Birim Döngüsü
Move units with a single tap = Tek dokunuşla birimleri taşı
# Requires translation!
Move units with a long tap =
Show Small Skip/Cycle Unit Button =
Move units with a single tap = Tek dokunuşla birimleri taşı
Move units with a long tap = Birimleri uzun dokunuş ile ilerlet
Auto-assign city production = Şehir üretimini otomatik ata
Auto-build roads = Yolları otomatik oluştur
Automated workers replace improvements = Otomatik moddaki işciler geliştirmeleri değiştirebilsin
@ -927,8 +934,10 @@ Could not download music! = Müzik indirilemedi!
## Advanced tab
Advanced = Gelişmiş
Number of autosave files stored = Otomatik kayıt dosyası sayısı
Turns between autosaves = Otomatik kayıtlar arası tur sayısı
Screen orientation = Ekran yönü
Landscape (fixed) = Yatay (sabit)
Portrait (fixed) = Dikey (sabit)
@ -1021,19 +1030,18 @@ An unknown civilization has started constructing [construction]! = Bilinmeyen bi
Your Golden Age has ended. = Altın Çağınız sona erdi.
[cityName] has been razed to the ground! = [cityName] yerle bir edildi!
We have conquered the city of [cityName]! = [cityName] şehrini fethettik!
# Requires translation!
Your citizens are revolting due to very high unhappiness! =
Your citizens are revolting due to very high unhappiness! = Vatandaşların, yüksek mutsuzluktan dolayı isyan ediyor!
# Possible HP loss loss when attacking, e.g. (-5 HP)
# Requires translation!
([amount] HP) =
# Requires translation!
An enemy [unit] has attacked [cityName] ([amount2] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has attacked [cityName] ([amount2] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has [battleAction] our [ourUnit] ([amount2] HP) =
An enemy [unit] has attacked our [ourUnit] ([amount] HP) = Düşman [unit] bizim [ourUnit] birimimize ([amount] Canlı) saldırdı
# Requires translation!
An enemy [unit] has attacked our [ourUnit] ([amount] HP) =
An enemy [unit] ([amount] HP) has attacked our [ourUnit] ([amount2] HP) =
Enemy city [cityName] has attacked our [ourUnit] = Düşman şehri [cityName], [ourUnit] birimimize saldırdı
# Requires translation!
Enemy city [cityName] has attacked our [ourUnit] ([amount2] HP) =
@ -1109,8 +1117,7 @@ You and [name] are no longer allies! = Siz ve [name] artık müttefik değilsini
[civName] has denounced us! = [civName] bizi kınadı!
[cityName] has been connected to your capital! = [cityName] başkentinize bağlandı!
[cityName] has been disconnected from your capital! = [cityName], başkentinizle bağlantısı kesildi!
# Requires translation!
Connect road completed =
Connect road completed = Bağlantı yolu tamamlandı
[civName] has accepted your trade request = [civName] ticaret talebinizi kabul etti
[civName] has made a counteroffer to your trade request = [civName] teklifinize karşı bunu önerdi
[civName] has denied your trade request = [civName] ticaret talebinizi reddetti
@ -1122,10 +1129,8 @@ One of our trades with [nation] has ended = [nation] ile yaptığımız ticaretl
One of our trades with [nation] has been cut short = [nation] ile yaptığımız ticaretlerden biri kısa kesildi
[nation] agreed to stop settling cities near us! = [nation] yakınlarımıza şehir kurmaktan vazgeçmeyi kabul etti!
[nation] refused to stop settling cities near us! = [nation] yakınlarımıza şehir kurmaktan vazgeçmeyi reddetti!
# Requires translation!
[nation] agreed to stop spreading religion to us! =
# Requires translation!
[nation] refused to stop spreading religion to us! =
[nation] agreed to stop spreading religion to us! = [nation] bize dinlerini yaymaktan vazgeçmeyi kabul etti!
[nation] refused to stop spreading religion to us! = [nation] bize dinlerini yaymaktan vazgeçmeyi reddetti!
We have allied with [nation]. = [nation] ile ittifak oluşturduk.
We have lost alliance with [nation]. = [nation] ile ittifakımızı kaybettik.
We have discovered [naturalWonder]! = [naturalWonder] doğal harikasını keşfettik!
@ -1200,8 +1205,7 @@ due to our [unitName] defeating a [otherUnitName] = [unitName] birimimiz, [other
due to our [unitName] being defeated by a [otherUnitName] = [unitName] birimimiz [otherUnitName] birimine yenildiği için
due to our [unitName] losing [amount] HP = [unitName] birimimiz [amount] can haybettiği için
due to our [unitName] being promoted = [unitName] birimimiz terfi ettiği için
# Requires translation!
due to expending our [unitName] =
due to expending our [unitName] = [unitName] birimimiz terhis edildiği için
from the ruins = Yıkıntılardan
# World Screen UI
@ -1220,6 +1224,13 @@ Turn = Tur
turns = tur
turn = tur
Next unit = Sonraki birim
[amount] units idle = [amount] birim boşta
# Requires translation!
[idleCount] idle =
# Requires translation!
[skipCount] skipping =
# Requires translation!
Cycle =
Fog of War = Savaş Sisi
Pick a policy = Bir politika seçin
Move Spies = Casusları Hareket Ettir
@ -1240,10 +1251,8 @@ Construct road = Yol yap
Fortify = Tahkimat yap
Fortify until healed = İyileşene kadar tahkimat yap
Fortification = Tahkimat
# Requires translation!
Guard =
# Requires translation!
Guarding =
Guard = Savun
Guarding = Savunuyor
Sleep = Uyu
Sleep until healed = İyileşene kadar uyu
Moving = Harekette
@ -1271,7 +1280,8 @@ Pillage = Yağmala
Pillage [improvement] = Yağmala [improvement]
[improvement] (Pillaged!) = [improvement] (yağmalanmış!)
Repair [improvement] - [turns] = [improvement] geliştirmesini tamir et - [turns]
Wait = Bekle
# Requires translation!
Skip turn =
Are you sure you want to pillage this [improvement]? = Bu [improvement] geliştirmesini yağmalamak istediğinizden emin misiniz?
We have looted [amount] from a [improvement] = [improvement] geliştirmesinden [amount] ¤Altın yağmaladık
We have looted [amount] from a [improvement] which has been sent to [cityName] = [improvement] geliştirmesinden [amount] ¤Altın yağmaladık ve [cityName] şehrine yolladık
@ -1487,8 +1497,7 @@ Hurry Construction = İnşayı Hızlandır
Hurry Construction (+[productionAmount]⚙) = İnşayı Hızlandır (+[productionAmount]⚙)
Spread Religion = Dini Yay
Spread [religionName] = [religionName] Dinini Yay
# Requires translation!
[civName]'s [unitName] has converted [cityName] to [religionName] =
[civName]'s [unitName] has converted [cityName] to [religionName] = [civName] medeniyetinin [unitName] birimi [cityName] şehrini [religionName] dinine çevirdi
Remove Heresy = Kafirleri Yok Et
Found a Religion = Bir Din Kur
Enhance a Religion = Bir Dini Değiştir
@ -1555,8 +1564,7 @@ Somewhere around [city] = [city] şehrinin etrafında bir yerde
Far away = Çok uzak
Status = Durum
Current turn = Şu anki tur
# Requires translation!
You =
You = Sen
Turn [turnNumber] = Tur [turnNumber]
Location = Konum
Unimproved = Geliştirilmemiş
@ -1661,8 +1669,7 @@ Keep it = Kalsın
Remove your troops in our border immediately! = Sınırımızdaki birliklerinizi derhal kaldırın!
Sorry. = Afedersiniz.
Never! = Asla!
# Requires translation!
Those lands were not yours to take. This has not gone unnoticed. =
Those lands were not yours to take. This has not gone unnoticed. = O topraklar senin hakkın değildi. Bu karşılıksız kalmayacak.
Offer Declaration of Friendship ([30] turns) = Dostluk Bildirgesi teklif et ([30] tur)
My friend, shall we declare our friendship to the world? = Dostum, dostluğumuzu bütün dünyaya duyuracalım mı?
@ -1697,7 +1704,8 @@ Bonus stats for improvement = Geliştirmelerin sağladığı fazladan verimler
Buildings that consume this resource = Bu kaynağı kullanan binalar
Buildings that provide this resource = Bu kaynağı üreten binalar
Improvements that provide this resource = Bu kaynağı üreten geliştirmeler
Buildings that require this resource worked near the city = Şehir içinde bu kaynağın işlenmişini gerektiren binalar
# Requires translation!
Buildings that require this resource improved near the city =
Units that consume this resource = Bu kaynağı kullanan birlikler
Can be built on = Üzerine inşa edilebilir
Cannot be built on = Üzerine inşa edilemez
@ -1882,8 +1890,7 @@ Move = Hareket et
After an unknown civilization entered the [eraName], we have recruited [spyName] as a spy! = Bilinmeyen bir uygarlık [eraName] çağına girince, [spyName] casus olarak işe alındı!
We have recruited [spyName] as a spy! = [spyName] casus olarak işe alındı!
Your spy [spyName] has leveled up! = Casusunuz [spyName] seviye atladı!
# Requires translation!
Your spy [spyName] has leveled up [amount] times! =
Your spy [spyName] has leveled up [amount] times! = Casusunuz [spyName] [amount] kere seviye atladı!
Your spy [spyName] cannot steal any more techs from [civName] as we've already researched all the technology they know! = Casusun [spyName], [civName] uygarlığından çalabileceği her şeyi çaldı!
# Stealing Technology defending civ
@ -1906,14 +1913,10 @@ The election in [cityStateName] were rigged by [civName]! =
Your spy lost the election in [cityName]! =
# City-Ctate Coups
# Requires translation!
Stage Coup =
# Requires translation!
Your spy [spyName] successfully staged a coup in [cityName]! =
# Requires translation!
A spy from [civName] successfully staged a coup in our former ally [cityStateName]! =
# Requires translation!
A spy from [civName] successfully staged a coup in [cityStateName]! =
Stage Coup = Darbe düzenle
Your spy [spyName] successfully staged a coup in [cityName]! = Casusunuz [spyName], [cityName] şehri üzerinde başarılı bir darbe düzenledi!
A spy from [civName] successfully staged a coup in our former ally [cityStateName]! = [civName] medeniyetinin casusu, eski müttefikimiz [cityStateName] üzerinde başarılı bir darbe düzenledi!
A spy from [civName] successfully staged a coup in [cityStateName]! = [civName] medeniyetinin casusu, [cityStateName] üzerinde başarılı bir darbe düzenledi!
# Requires translation!
A spy from [civName] failed to stage a coup in our ally [cityStateName] and was killed! =
# Requires translation!
@ -1963,8 +1966,7 @@ Enable multiplayer status button in singleplayer games = Çok oyunculu gösterge
Update status of currently played game every: = Açılan oyunu şu kadar sürede bir güncelle:
In-game, update status of all games every: = Oyundayken bütün oyunları şu kadar sürede bir güncelle:
Server address = Sunucu adresi
# Requires translation!
Check connection =
Check connection = Bağlantıyı kontrol et
Awaiting response... = Yanıt bekleniyor...
Success! = Başarılı!
Failed! = Başarısız!
@ -2132,8 +2134,7 @@ Provides a unique luxury = Benzersiz bir lüks sağlıyor
Military Units gifted from City-States start with [amount] XP = Şehir Devletlerinden hediye edilen Askeri birimler [amount] deneyim ile başlar
Militaristic City-States grant units [amount] times as fast when you are at war with a common nation = Askerî bir Şehir Devletinin savaş açtığı bir uygarlığa siz de savaş açmışsanız Şehir Devletinin verdiği birlikler [amount] kat daha hızlı sağlanır
Gifts of Gold to City-States generate [relativeAmount]% more Influence = Şehir Devletlerine hediye edilen ¤Altınlar [relativeAmount]% daha fazla Nüfuz sağlar
# Requires translation!
Can spend Gold to annex or puppet a City-State that has been your Ally for [amount] turns =
Can spend Gold to annex or puppet a City-State that has been your Ally for [amount] turns = [amount] tur boyunca müttefikin olan Şehir devletini ilhak etmek veya vasallaştırmak için altın harcanabilir
City-State territory always counts as friendly territory = Şehir Devleti bölgesi her zaman dost bölge olarak sayılır
Allied City-States will occasionally gift Great People = İttifak olduğunuz Şehir Devletleri arada Harika Kişiler hediye eder
Will not be chosen for new games = Yeni oyunlarda seçili olmayacak
@ -2195,7 +2196,8 @@ Enables embarkation for land units = Kara birimleri için denize girmeyi mümkü
Enables [mapUnitFilter] units to enter ocean tiles = [mapUnitFilter] birimlerinin okyanus karolarına girmesini etkinleştirir
Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned = Kara birimleri ilk [baseUnitFilter] kazanıldıktan sonra [terrainName] karolarını aşabilir.
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory = Düşman [mapUnitFilter] birimleri bölgenizdeyken [amount] ekstra hareket puanı harcamalıdır
New [baseUnitFilter] units start with [amount] Experience [cityFilter] = [cityFilter] yeni eğitilen [baseUnitFilter] birlikleri [amount] deneyim ile başlar
# Requires translation!
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion = [cityFilter] Yeni eğitilmiş [baseUnitFilter] birlikleri [promotion] terfisini alır
[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing = Bu şehir merkezine bitişik olan [mapUnitFilter] birimleri iyileşirken [amount] can iyileşir.
[relativeAmount]% City Strength from defensive buildings = Savunma binalarından [relativeAmount]% Şehir Gücü
@ -2271,6 +2273,8 @@ Connects trade routes over water = Ticaret yollarını su üzerinden bağlar
Automatically built in all cities where it is buildable = İnşa edilebildiği tüm şehirlerde otomatik olarak inşa edilir
Creates a [improvementName] improvement on a specific tile = Belirli bir karoda [improvementName] iyileştirmesi oluşturur
Founds a new city = Yeni bir şehir kurar
# Requires translation!
Founds a new puppet city =
Can instantly construct a [improvementFilter] improvement = Anında bir [improvementFilter] oluşturabilir
May create improvements on water resources = Su kaynakları üzerinde geliştirmeler yapabilir
Can build [improvementFilter/terrainFilter] improvements on tiles = Karolara [improvementFilter/terrainFilter] geliştirmeleri inşa edebilir
@ -2316,11 +2320,9 @@ Ranged attacks may be performed over obstacles = Menzilli saldırılar engeller
Nuclear weapon of Strength [amount] = [amount] Gücünde nükleer silah
No defensive terrain bonus = Arazilerin savunma bonuslarını kullanamaz
No defensive terrain penalty = Defansif zemin dezavantajı yok
# Requires translation!
No damage penalty for wounded units =
No damage penalty for wounded units = Yaralı birimler için kanama hasarı yok
Uncapturable = Ele geçirilemez
# Requires translation!
Withdraws before melee combat =
Withdraws before melee combat = Yakın dövüş öncesi pes etme
Unable to capture cities = Şehirleri ele geçiremez
Unable to pillage tiles = Karo yağmalanamıyor
No movement cost to pillage = Yağma için hareket maliyeti yoktur
@ -2389,8 +2391,7 @@ for all movement = tüm hareketler için,
requires [amount] movement = [amount] hareket gerektirir
costs [stats] stats = [stats] tutar
costs [amount] [stockpiledResource] = [amount] [stockpiledResource] tutar
# Requires translation!
removing the [promotion] promotion/status =
removing the [promotion] promotion/status = [promotion] rütbesi veya statüsü siliniyor
once = bir kere
[amount] times = [amount] kere
[amount] additional time(s) = ek [amount] kere
@ -2429,36 +2430,32 @@ Adjacent enemy units ending their turn take [amount] damage = Sıralarını biti
Great Improvement = Büyük Geliştirme
Provides a random bonus when entered = Bulunduğu karoya girildiğinde rastgele bir ödül sağlar
Unpillagable = Yağmalanamaz
Irremovable = Kaldırılamaz
# Requires translation!
Will not be replaced by automated units =
Destroyed when pillaged =
Irremovable = Kaldırılamaz
Will not be replaced by automated units = Otomatikleştirilmiş birlikler ile yer değiştirmeyecek
# Requires translation!
Improves [resourceFilter] resource in this tile =
Will not build [baseUnitFilter/buildingFilter] = [baseUnitFilter/buildingFilter] oluşturulmayacak
every [positiveAmount] turns = her [positiveAmount] turda
# Requires translation!
before turn number [amount] =
# Requires translation!
after turn number [amount] =
before turn number [amount] = [amount]. turdan önce
after turn number [amount] = [amount]. turdan sonra
on [speed] game speed = [speed] oyun hızında
# Requires translation!
on [difficulty] difficulty =
on [difficulty] difficulty = [difficulty] zorluğunda
when [victoryType] Victory is enabled = [victoryType] kazanma şartı etkin olduğunda
when [victoryType] Victory is disabled = [victoryType] kazanma şartı kapalı olduğunda
# Requires translation!
when religion is enabled =
# Requires translation!
when religion is disabled =
# Requires translation!
when espionage is enabled =
# Requires translation!
when espionage is disabled =
when religion is enabled = Din özelliği açıksa
when religion is disabled = Din özelliği kapalıysa
when espionage is enabled = Casus özelliği açıksa
when espionage is disabled = Casus özelliği kapalıysa
with [amount]% chance = [amount]% şans ile
# Requires translation!
for [civFilter] Civilizations =
when at war = savaştayken
when not at war = savaşta değilken
during a Golden Age = Altın Çağdayken
# Requires translation!
when not in a Golden Age =
during We Love The King Day = Çok Yaşa Kral Günü boyunca
while the empire is happy = imparatorluk mutluyken
when between [amount] and [amount2] Happiness = ⌣Mutluluk [amount] ile [amount2] değerleri arasındayken
@ -2483,8 +2480,7 @@ before enhancing a religion = Dini geliştirmeden önce
after enhancing a religion = Dini geliştirdikten sonra
after generating a Great Prophet = Büyük bir Peygamber yarattıktan sonra
if [buildingFilter] is constructed = [buildingFilter] bulunması durumunda
# Requires translation!
if [buildingFilter] is not constructed =
if [buildingFilter] is not constructed = [buildingFilter] bulunmaması durumunda
if [buildingFilter] is constructed in all [cityFilter] cities = [buildingFilter] bulunan ve [cityFilter] şehirlerde
if [buildingFilter] is constructed in at least [positiveAmount] of [cityFilter] cities = [buildingFilter] en az [positiveAmount] adet bulunan ve [cityFilter] şehirlerde
if [buildingFilter] is constructed by anybody = [buildingFilter] herhangi bir şehir tarafından yapılan ve
@ -2503,10 +2499,8 @@ in cities with a [buildingFilter] = [buildingFilter] olan şehirlerde
in cities without a [buildingFilter] = [buildingFilter] olmayan şehirlerde
in cities with at least [amount] [populationFilter] = En az [amount] [populationFilter] bulunan şehirlerde
in cities with [amount] [populationFilter] = [amount] [populationFilter] olan şehirlerde
# Requires translation!
in cities with between [amount] and [amount2] [populationFilter] =
# Requires translation!
in cities with less than [amount] [populationFilter] =
in cities with between [amount] and [amount2] [populationFilter] = Nüfusu [amount] ile [amount2] [populationFilter] arasında olan şehirlerde
in cities with less than [amount] [populationFilter] = Nüfusu [amount] [populationFilter] kişiden az olan şehirlerde
with a garrison = Garnizon bulunan
for [mapUnitFilter] units = [mapUnitFilter] birimler için
when [mapUnitFilter] = [mapUnitFilter] açık iken
@ -2553,8 +2547,7 @@ Free Great Person = Ücretsiz Harika Kişi
Discover [tech] = [tech] teknolojisini keşfedin
Adopt [policy] = [policy] politikasını benimseyin
Remove [policy] = [policy] politikasını kaldırın
# Requires translation!
Remove [policy] and refund [amount]% of its cost =
Remove [policy] and refund [amount]% of its cost = [policy] politikasını kaldırın ve harcadığınız ücretin %[amount]'sini geri alın
Free Technology = Ücretsiz Teknoloji
[positiveAmount] Free Technologies = [positiveAmount] ücretsiz Teknoloji
[positiveAmount] free random researchable Tech(s) from the [era] = [era] dönemine ait ücretsiz rastgele araştırılabilir [positiveAmount] Teknoloji
@ -2563,8 +2556,7 @@ Gain a free [beliefType] belief = Ücretsiz bir [beliefType] ☮İnancı kazanı
Triggers voting for the Diplomatic Victory = Diplomatik Zafer oylamasını tetikler.
Instantly consumes [positiveAmount] [stockpiledResource] = Anında [positiveAmount] [stockpiledResource] tüketir
Instantly provides [positiveAmount] [stockpiledResource] = Anında [positiveAmount] [stockpiledResource] sağlar
# Requires translation!
Instantly gain [amount] [stockpile] =
Instantly gain [amount] [stockpile] = Anında [amount] [stockpile] kazanın
Gain [amount] [stat] = [amount] [stat] kazanın
Gain [amount]-[amount2] [stat] = [amount]-[amount2] [stat] kazanın
Gain enough Faith for a Pantheon = Bir Pantheona yetecek kadar ☮İnanç kazanın
@ -2624,6 +2616,8 @@ upon constructing [buildingFilter] = [buildingFilter] inşa edildiğinde
upon constructing [buildingFilter] [cityFilter] = [cityFilter] [buildingFilter] inşa edildiğinde
upon gaining a [baseUnitFilter] unit = [baseUnitFilter] birimi kazanıldığında
upon turn end = tur bittiğinde
# Requires translation!
upon turn start =
upon founding a Pantheon = bir Panteon kurulduğunda
upon founding a Religion = bir din kurulduğunda
upon enhancing a Religion = bir din geliştirildiğinde
@ -2645,6 +2639,8 @@ upon losing the [promotion] status =
upon losing at least [amount] HP in a single attack = tek bir saldırıda en az [amount] can kaybedildiğinde
upon ending a turn in a [tileFilter] tile = bir tur [tileFilter] karosunda sonlandığında
upon discovering a [tileFilter] tile = bir [tileFilter] karosu keşfedildiğinde
# Requires translation!
upon entering a [tileFilter] tile =
for [amount] turns = [amount] tur boyunca
hidden from users = kullanıcılardan gizlendi
# Requires translation!
@ -2672,15 +2668,12 @@ Can be used as permanent audiovisual mod = Daimi görsel-işitsel mod olarak kul
Cannot be used as permanent audiovisual mod = Daimi görsel-işitsel mod olarak kullanılamaz
# Requires translation!
Mod preselects map [comment] =
# Requires translation!
if [modFilter] is enabled =
# Requires translation!
if [modFilter] is not enabled =
if [modFilter] is enabled = [modFilter] modu aktifse
if [modFilter] is not enabled = [modFilter] modu aktif değilse
######### countable ###########
# Requires translation!
year =
year = yıl
######### 'all' ###########
@ -2722,15 +2715,12 @@ Air = Hava
######### civFilter ###########
# Requires translation!
AI player =
# Requires translation!
Human player =
AI player = Yapay zeka
Human player = İnsan oyuncu
######### nationFilter ###########
# Requires translation!
Major =
Major = Majör
######### City filters ###########
@ -2769,12 +2759,9 @@ in cities following this religion = Bu dini benimsemiş şehirlerde
######### buildingFilter ###########
Building = Yapı
# Requires translation!
National =
# Requires translation!
World Wonder =
# Requires translation!
World =
National = Ulusal
World Wonder = Dünya Harikası
World = Dünya
######### Population Filters ###########
@ -2809,8 +2796,7 @@ All Road = Tüm yol
######### simpleTerrain ###########
# Requires translation!
Elevated =
Elevated = Yükseltilmiş
######### Region Types ###########
@ -2828,16 +2814,14 @@ Great = Harika
######### resourceFilter ###########
# Requires translation!
any =
any = herhangi bir
######### beliefType ###########
Founder = Kurucu
Follower = İnanan
Enhancer = Değiştiren
# Requires translation!
Any =
Any = Hiçbir
######### Prophet Action Filters ###########
@ -2855,10 +2839,8 @@ enhancing = geliştirirken
######### unitTriggerTarget ###########
# Requires translation!
This Unit =
# Requires translation!
Target Unit =
This Unit = Bu birim
Target Unit = Hedef birim
######### Unique Specials ###########
@ -2867,8 +2849,7 @@ all healing effects doubled = bütün iyileştirici etkiler iki katına çıkar
The Spaceship = Uzay Gemisi
Units ending their turn on [Mountain] tiles take [50] damage = [Mountain] karolarında sıralarını sonlandıran birimler [50] hasar alır
Maya Long Count calendar cycle = Maya Uzun Sayım Takvim Döngüsü
# Requires translation!
Meet another civilization =
Meet another civilization = Başka bir medeniyet ile tanışın
Triggerable = Tetiklenebilir
UnitTriggerable = BirimTetiklenebilir
Global = Küresel
@ -2888,10 +2869,8 @@ Speed = Hız
Tutorial = Öğretici
CityState = ŞehirDevleti
ModOptions = ModSeçenekleri
# Requires translation!
Event =
# Requires translation!
EventChoice =
Event = Olay
EventChoice = OlaySeçimi
Conditional = Koşullu
TriggerCondition = TetikleyiciKoşulu
UnitTriggerCondition = BirimTetikleyiciKoşulu
@ -2905,10 +2884,8 @@ Establishing Network = Ağ Kurmak
Observing City = Şehri Gözlemlemek
Stealing Tech = Teknoloji Çalmak
Rigging Elections = Seçimlere Hile Karıştırmak
# Requires translation!
Coup =
# Requires translation!
Counter-intelligence =
Coup = Darbe
Counter-intelligence = Karşı-zeka
Dead = Ölüm
@ -2934,8 +2911,7 @@ Your use of nuclear weapons is disgusting! = Nükleer silah kullanman iğrenç!
You have stolen our lands! = Topraklarımızı çaldın!
You destroyed City-States that were under our protection! = Himayemiz altındaki Şehir Devletlerini yok ettin!
You attacked City-States that were under our protection! = Himayemiz altındaki Şehir Devletlerine saldırdın!
# Requires translation!
You attacked our allied City-States! =
You attacked our allied City-States! = Bizim müttefikimiz olan Sehir devletine saldırdın!
You demanded tribute from City-States that were under our protection! = Himayemiz altındaki Şehir Devletlerini haraca bağlamak istedin!
You sided with a City-State over us = Bize karşı bir Şehir Devletinin yanında durdun!
You spied on us! = Bize casus gönderip casusluk yaptın!
@ -2979,6 +2955,8 @@ Open AutoPlay menu = Otomatik Oynat menüsünü aç
Empire Overview = İmparatorluğa Genel Bakış
Music Player = Müzik Çalar
Developer Console = Geliştirici Konsolu
Idle Prev = Önceki boşta birim
Idle Next = Sonrakı boşta birim
Empire Overview Trades = İmparatorluğa Genel Bakış Ticaret
Empire Overview Units = İmparatorluğa Genel Bakış Birimler
Empire Overview Politics = İmparatorluğa Genel Bakış Politika
@ -5897,8 +5875,7 @@ Recycling Center = Geri Dönüştürme Merkezi
Great Firewall = Büyük Güvenlik Duvarı
# Requires translation!
'Distrust and caution are the parents of security.' - Benjamin Franklin =
'Distrust and caution are the parents of security.' - Benjamin Franklin = 'KuşkuGüvensizlik ve dikkat, emniyetin ebebeyinleridir.' - Benjamin Franklin
CN Tower = CN Kulesi
'Nothing travels faster than light with the possible exception of bad news, which obeys its own special rules.' - Douglas Adams = 'Hiçbir şey ışıktan hızlı gitmez; kötü haberler hariç, onların kendine özgü kuralları vardır.' - Douglas Adams
@ -5931,52 +5908,35 @@ Marine = Deniz Piyadesi
#################### Lines from Events from Civ V - Gods & Kings ####################
# Requires translation!
Move a unit! =
# Requires translation!
Click on a unit → Click on a destination → Click the arrow popup. =
Move a unit! = Birimi hareket ettir!
Click on a unit → Click on a destination → Click the arrow popup. = Birime tıkla → Varış noktasına tıkla → Ardından çıkan oka tıkla.
# Requires translation!
Found a city! =
# Requires translation!
Select the Settler → Click on 'Found city'. =
Found a city! = Bir Şehir kur!
Select the Settler → Click on 'Found city'. = Yerleşimciyi seç → 'Şehir kur' seçeneğine tıkla.
# Requires translation!
Enter the city screen! =
# Requires translation!
Click the city button twice. =
Enter the city screen! = Şehir ekranına gir!
Click the city button twice. = Butona iki kere tıkla
# Requires translation!
Pick a technology to research! =
# Requires translation!
Click on the tech button → Select technology → Click 'Research' (bottom right). =
Pick a technology to research! = Araştırmak için bir teknoloji seç!
Click on the tech button → Select technology → Click 'Research' (bottom right). = Teknoloji butonuna tıkla → Teknolojiyi seç → Sağ alttaki 'Araştır' seçeneğine bas.
# Requires translation!
Pick a construction! =
# Requires translation!
Enter city screen → Click on a unit or building → Click 'add to queue'. =
Pick a construction! = Bir üretim seç!
Enter city screen → Click on a unit or building → Click 'add to queue'. = Şehir ekranına gir → Bir birime veya binaya tıkla → 'Sıraya ekle' seçeneğini seç.
# Requires translation!
Pass a turn! =
# Requires translation!
Cycle through units with 'Next unit' → Click 'Next turn'. =
Pass a turn! = Turu atla!
Cycle through units with 'Next unit' → Click 'Next turn'. = 'Yeni birim' seçeneği ile boştaki birimlerin arasında dolaş → 'Yeni tur' seçeneğine tıkla.
# Requires translation!
Reassign worked tiles! =
# Requires translation!
Enter city screen → Click the assigned tile to unassign → Click an unassigned tile to assign population. =
# Requires translation!
Got it =
# Requires translation!
Meet another civilization! =
# Requires translation!
Explore the map until you encounter another civilization! =
Got it = Tamamdır
Meet another civilization! = Başka bir medeniyet ile tanış!
Explore the map until you encounter another civilization! = Başka bir medeniyete denk gelene kadar haritayı gez!
# Requires translation!
Open the options dialog! =
# Requires translation!
Click the menu button (top left) → Click 'Options'. =
Open the options dialog! = Diyalog seçeneklerini aç!
Click the menu button (top left) → Click 'Options'. = Sol üsttek, Menüye tıkla → 'Seçenekler'e tıkla.
# Requires translation!
Construct an improvement! =
@ -5988,8 +5948,7 @@ Create a trade route! =
# Requires translation!
Construct roads between your capital and another city. Or, automate your worker and let him get to that eventually. =
# Requires translation!
Conquer a city! =
Conquer a city! = Bir şehri fethet!
# Requires translation!
Bring an enemy city down to low health → Enter the city with a melee unit. =
@ -6951,8 +6910,7 @@ Inquisitor = Engizisyon Üyesi
Introduction = Giriş
Welcome to Unciv!\nBecause this is a complex game, there are basic tasks to help familiarize you with the game.\nThese are completely optional, and you're welcome to explore the game on your own! = Unciv'e hoşgeldin! Bu karışık bir oyun olduğundan burada seni oyuna alıştıracak bazı basit görevler var. Bunlar tamamen isteğe bağlı, ve bu yüzden oyunu kendin keşfetmekte özgürsün!
# Requires translation!
Welcome to Unciv! =
Welcome to Unciv! = Unciv'e hosşgeldin!
# Requires translation!
Because this is a complex game, there are some tutorials to help familiarize you with it. These can be disbaled in the Options -> Display menu, but please hang on if you're new here! =
# Requires translation!
@ -7029,12 +6987,9 @@ Gold is also very valuable in Diplomacy. You can directly Gift Gold to City-Stat
Ironically, some may consider Gold to be one of the less important Resources. But it's flexible nature and importance to keep your Nation running makes it a precious thing to pay attention to. After all, everyone loves Gold. =
# Requires translation!
Not to be confused with the Resource of the same name, Gold Ore =
# Requires translation!
See also: Trade Route =
# Requires translation!
See also: Golden Age =
# Requires translation!
See also: Research Agreements =
See also: Trade Route = Bakınız: Ticaret Yolları
See also: Golden Age = Bakınız: Altın Çağ
See also: Research Agreements = Bakınız: Araştırma Antlaşmaları
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 youll find that it is more and more difficult to keep your empire happy. = Şehirlerin büyüyüp geliştikçe artık tek bir şehre bağlı olmayan bir ⌣Mutluluk mekaniğiyle uğraşman gerekicek.\nOnun yerine bütün imparatorluğun aynı ⌣Mutluluğu paylaşacak.\nŞehirlerinin Nüfuzu arttıkça onları mutlu tutmanın daha da zorlaştığını farkedeceksin.
In addition, you cant even build any city improvements that increase happiness until youve done the appropriate research.\nIf your empires 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. = Ayrıca ⌣Mutluluğu artıran binaları şehrine inşa etmen için önce onlar için gereken teknolojiyi araştırman gerek.\nİmparatorluğunun ⌣Mutluluğu 0'ın altına inerse şehirlerinin büyüme oranı düşecek.\nEğer imparatorluğun aşırı mutsuz olursa (buna arayüzün en üstündeki gülücük ifadesinden bakabilirsin)\nordularının savaştaki performansı oldukça düşecek.
@ -7061,8 +7016,7 @@ Connecting your cities to the capital by Roads and/or Railroads will generate Go
# Requires translation!
However, since each Road and Railroad have a Maintenance Cost, it may be more economical to wait until the cities grow and only place where needed. =
# Requires translation!
Trade Route =
Trade Route = Ticaret Yolları
# Requires translation!
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. You earn more Gold the more Population the City and your Capital has. =
# Requires translation!
@ -7073,8 +7027,7 @@ Railroads connecting a city to the Capital also provide a 25% Production Boost t
Trade Routes are also connected over Water via certain buildings like the Harbor. As long as there is a chain that can reach the Capital, there's a Trade Route. Look for this symbol in Yellow below the City Name to mean you have an active Trade Route to your Capital. =
# Requires translation!
Trade Routes can get broken either by Blockades or by Removing/Pillaging the connecting Road/Railroad chain. =
# Requires translation!
See also City Blockade =
See also City Blockade = Bakınız: Şehir Ablukası
Victory Types = Zafer Türleri
Once youve settled your first two or three cities youre probably 100 to 150 turns into the game.\nNow is a good time to start thinking about how, exactly, you want to win if you havent already. = İlk 2 veya 3 şehrinizi kurduysanız 100 veya 150 civarı bir turdasınız demektir\nBu durumda bir an önce Zafer seçiminizi yapmanız yararınıza olacaktır!
@ -7118,7 +7071,15 @@ Units are defenseless while embarked (cannot use modifiers), and have a fixed De
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, or command the unit to 'Wait'.\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. =
Clicking 'Next unit' moves to the next idle unit in the queue (as listed in Overview -> Units). After issuing an order to an unit, if 'Auto Unit Cycle' in Options -> Gameplay is enabled, you will automatically select the next idle unit. =
# Requires translation!
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Skip turn'. =
# Requires translation!
If you want to disable the 'Next unit' feature entirely, you can toggle it in Options -> Gameplay -> Check for idle units. =
# Requires translation!
If you'd rather 'Next unit' cycle the units and not mark them as Done, you can change it in the Options -> Gameplay menu. =
# Requires translation!
You can also cycle through the idle units using the left and right triangles on the Unit Table in the lower left of the screen. Or by default using the Cycle button next to the 'Next Unit' button. =
Contact Me = Bana Ulaşın
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. = Merhaba! Buraya kadar oynadıysan büyük ihtimal farketmişsindir ki bu daha tamamlanmış bir oyun değil.\nUnciv sonsuza kadar bedava ve açık kaynaklı olmayı amaçlıyor.\nBu da demek oluyor ki reklam ve benzeri saçmalıklar yok.
@ -7161,8 +7122,7 @@ Certain Buildings will also provide Specialist Slots. These slots will show up i
Each Specialist will generate a certain amount of yield as indicated to the right of the available slots. =
# Requires translation!
While these are a great way to specialize the yield production of a City outside of the surrounding Tile Yields, Specialists have an additional value. Each one also generates Great Person Points each turn. With enough of them, a new Great Person will join your Nation. =
# Requires translation!
See also Great People =
See also Great People = Bakınız: Büyük İnsanlar
Great People = Harika Kişiler
Certain buildings, and specialists in cities, generate Great Person points per turn.\nThere are several types of Great People, and their points accumulate separately.\nThe number of points per turn and accumulated points can be viewed in the Overview screen. = Bazı binalar ve şehirde çalışan uzmanlar her tur Harika Kişi puanı üretir.\nBirçok tür Harika Kişi vardır, her birinin puanı birbirinden ayrı toplanır.\nHer tur elde ettiğin puan sayısı ve birikmiş toplam puan sayısına genel bakış menüsünden erişebilirsin.
@ -7198,7 +7158,8 @@ This is where you spend most of your time playing Unciv. See the world, control
: Unit Action Buttons - while a unit is selected its possible actions appear here. = ⑥: Birim Eylem Tuşları - Bir birim seçiliyken onun yapabileceği eylemler burada gösterilir.
: The unit/city info pane - shows information about a selected unit or city. = ⑦: Birim / Şehir bilgi panosu - seçilmiş birim veya şehir hakkında bilgi gösterir.
: The name (and unit icon) of the selected unit or city, with current health if wounded. Clicking a unit name or icon will open its civilopedia entry. = ⑧: Seçilmiş birim veya şehrin ismi, ikonu ve yaralıysa canı burada gözükür. Birimin ismine veya ikonuna basmak o birimin civilopedia sayfasını açar.
: The arrow buttons allow jumping to the next/previous unit. = ⑨: Ok tuşları bir sonraki/bir önceki birime geçmeyi sağlar.
# Requires translation!
: The arrow buttons allow jumping to the next/previous idle unit. =
# Requires translation!
: For a selected unit, its promotions appear here, and clicking leads to the promotions screen for that unit. =
: Remaining/per turn movement points, strength and experience / XP needed for promotion. For cities, you get its combat strength. = ⑪: Mevcut / Kalan Tur başına izin verilen hareket puanları, birimin gücü ve bir sonraki terfisine kalan deneyim puanı sayısını gösterir, şehirler için ise de şehrin gücü burada gözükür.
@ -7324,8 +7285,7 @@ Your unit will always draw an Interception, if one can reach the target tile, ev
If the Interceptor is not an Air Unit (eg Land or Sea), the Air Sweeping unit and Interceptor take no damage! = Önleyici birim bir hava birimi değilse (mesela kara veya su birimi), hem hava taraması yapan hem de önleyen birim hasar almaz!
If the Interceptor is an Air Unit, the two units will damage each other in a straight fight with no Interception bonuses. And only the Attacking Air Sweep Unit gets any Air Sweep strength bonuses. = Önleyici birim eğer bir hava birimiyse, önleme terfi bonusları sayılmadan ikisi birbiriyle savaşır. Sadece hava taramasını yapan birim hava taraması terfi bonusundan faydalanır.
# Requires translation!
Fortify, Guard, Withdraw =
Fortify, Guard, Withdraw = Güçlendir, Savun, Çekil
# Requires translation!
Most Land units have the ability to Fortify. As they spend time without moving, they will slowly gain a Fortification Bonus to their Combat Strength representing digging in and preparing in case of an attack. =
# Requires translation!
@ -7340,8 +7300,7 @@ Enemy military land units block tiles they are standing on. Enemy military naval
City Blockade = Şehir Engellemesi
One of your cities is under a naval blockade! When all adjacent water tiles of a coastal city are blocked - city loses harbor connection to all other cities, including capital. Make sure to de-blockade cities by deploying friendly military naval units to fight off invaders. = Şehirlerinden birisi deniz yoluyla engellenmiş! Şehrin bitişiğindeki bütün karolar engellendiği zaman - şehir diğer bütün şehirlere olan deniz yolu bağlantısını kaybeder, başkent dahil.\nŞehrin deniz yolunu geri açmak için düşman gemilerinin şehrinin yakınlarında durmasına izin verme, bunun için askeri gemi birimlerini kullan.
# Requires translation!
Spies! =
Spies! = Casuslar!
# Requires translation!
The first time a civ reaches the Renaissance era each nation gets one spy. Every time a civ reaches an era afterwards they get one more spy. =
# Requires translation!
@ -7394,8 +7353,7 @@ The arrow keys allow navigation as well - left/right for categories, up/down for
UI Tips =
# Requires translation!
World screen =
# Requires translation!
Skip all units to end a turn quickly =
Skip all units to end a turn quickly = Turu hızlı bitirmek için tüm birimleri atla
# Requires translation!
Right-click or long press the "Next unit" button to open a popup menu which allows to end a turn without having to cycle through all units. If some units are automated, a dedicated button is available to move them before ending the turn. =
# Requires translation!

View File

@ -96,8 +96,10 @@ New [civName]\n(formerly known as [cityName]) = Нова цивілізація
Requires [buildingName] to be built in the city = У місті мусить бути споруда: [buildingName]
Requires [buildingName] to be built in all cities = У всіх містах мусить бути споруда: [buildingName]
Provides a free [buildingName] in the city = Безкоштовно надає місту споруду: [buildingName]
Requires worked [resource] near city = Біля міста мусить видобуватися ресурс: [resource]
Requires at least one of the following resources worked near the city: = Біля міста має видобуватись один з ресурсів:
# Requires translation!
Requires improved [resource] near city =
# Requires translation!
Requires at least one of the following resources improved near the city: =
Wonder is being built elsewhere = Диво будується в іншому місці
National Wonder is being built elsewhere = Національне диво будується в іншому місці
Requires a [buildingName] in all [cityFilter] cities = Вимагає [buildingName] у всіх містах [cityFilter]
@ -113,6 +115,10 @@ Requires [PolicyOrNationalWonder] = Вимагає: [PolicyOrNationalWonder]
Cannot be purchased = Не можна придбати
Can only be purchased = Можна лише придбати
See also = Див. також
# Requires translation!
Use default promotions =
# Requires translation!
Default promotions for [unitType] =
Requires at least one of the following: = Вимагає хоча б одне з наступного:
Requires all of the following: = Вимагає все з наступного:
@ -123,8 +129,7 @@ Disables: = Забороняє створювати:
Current construction = Зараз створюється
Construction queue = Черга на створення
# Requires translation!
Queue =
Queue = Черга
Pick a construction = Оберіть проєкт
Queue empty = Черга порожня
Add to queue = Додати до черги
@ -216,16 +221,14 @@ Current leader(s): [leaders], you: [yourScore] = Поточні лідер(и):
Demands = Вимоги
# Will be deprecated in a few versions
Please don't settle new cities near us. = Будь ласка, не засновуйте нові міста поблизу нас.
# Requires translation!
Don't settle new cities near us. =
Don't settle new cities near us. = Не засновуйте нових міст поблизу нас.
Very well, we shall look for new lands to settle. = Дуже добре, ми будемо шукати нові землі для заселення.
We shall do as we please. = Ми будемо робити так, як забажаємо.
We noticed your new city near our borders, despite your promise. This will have....implications. = Ми помітили ваше нове місто біля наших кордонів, незважаючи на вашу обіцянку. Це матиме... наслідки.
# Will be deprecated in a few versions
Please don't spread your religion to us. = Будь ласка не поширюйте вашу релігію у нас.
# Requires translation!
Don't spread religion in our cities. =
Don't spread religion in our cities. = Не поширюйте релігію в наших містах.
Very well, we shall spread our faith elsewhere. = Гаразд, ми поширюватимемо нашу віру деінде.
We noticed you have continued spreading your faith, despite your promise. This will have...consequences. = Ми помітили, що ви продовжуєте поширювати вашу віру, незважаючи на вашу обіцянку. Це матиме... наслідки.
@ -378,6 +381,8 @@ Start game! = Почати!
Map Options = Налаштування мапи
Game Options = Налаштування гри
Civilizations = Цивілізації
# Requires translation!
Shuffle Civ Order at Start =
Map Type = Тип мапи
Map file = Файл мапи
Max Turns = Обмеження ходів
@ -389,6 +394,7 @@ Existing = Наявна
Custom = Користувацький
Map Generation Type = Тип генерації мапи
Enabled Map Generation Types = Дозволені типи генерації мапи
Example map = Приклад мапи
# Map types
Default = За замовчуванням
@ -400,6 +406,8 @@ Four Corners = Чотири кути
Archipelago = Архіпелаг
Inner Sea = Внутрішнє море
Perlin = Перлін
Small Continents = Малі континенти
Fractal = Фрактал
Select players from starting locations = Оберіть гравців на стартових локаціях
Random number of Civilizations = Випадкова кількість Цивілізацій
@ -451,7 +459,7 @@ This is used for painting resources, not in map generator steps: = Викори
Advanced Settings = Розширені налаштування
RNG Seed = Ключ генерації
Map Elevation = Висота мапи
Temperature extremeness = Екстремальні температури
Temperature intensity = Екстремальні температури
Temperature shift = Перепади температур
Resource richness = Багатство ресурсів
Vegetation richness = Багатство рослинності
@ -813,9 +821,8 @@ Hidden = Сховані
Visible = Видимі
Permanent = Закріплені
Minimap size = Розмір мінімапи
# This is the leftmost Minimap size slider position
off = вимкнено
# Requires translation!
Show minimap =
Show tutorials = Показувати підказки
Reset tutorials = Скинути підказки
@ -848,8 +855,11 @@ When disabled, saves battery life but certain animations will be suspended = К
## Gameplay tab
Gameplay = Ігролад
Check for idle units = Перевіряти неробочі підрозділи
Check for idle units = Перевіряти незайняті підрозділи
'Next unit' button cycles idle units = Кнопка 'Наступний підрозділ' перебирає незайняті підрозділи
Auto Unit Cycle = Автоматично перебирати підрозділи
# Requires translation!
Show Small Skip/Cycle Unit Button =
Move units with a single tap = Переміщати підрозділи одним натиском
Move units with a long tap = Переміщати підрозділи довгим натиском
Auto-assign city production = Автоматично обирати виробництво у містах
@ -889,8 +899,10 @@ Could not download music! = Не вдалося завантажити музи
## Advanced tab
Advanced = Розширені
Number of autosave files stored = Кількість файлів автозбережень
Turns between autosaves = Ходів між автозбереженнями
Screen orientation = Орієнтація екрану
Landscape (fixed) = Ландшафтна
Portrait (fixed) = Портретна
@ -983,19 +995,14 @@ An unknown civilization has started constructing [construction]! = Невідо
Your Golden Age has ended. = Ваша Золота доба завершилася.
[cityName] has been razed to the ground! = Місто [cityName] зруйновано вщент!
We have conquered the city of [cityName]! = Ми захопили місто [cityName]!
# Requires translation!
Your citizens are revolting due to very high unhappiness! =
Your citizens are revolting due to very high unhappiness! = Ваші громадяни повстали через надвисокий рівень нещастя!
# Possible HP loss loss when attacking, e.g. (-5 HP)
# Requires translation!
([amount] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has attacked [cityName] ([amount2] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has [battleAction] our [ourUnit] ([amount2] HP) =
# Requires translation!
An enemy [unit] has attacked our [ourUnit] ([amount] HP) =
An enemy [unit] has attacked [cityName] ([amount2] HP) = Ворожий підрозділ [unit] напав на місто [cityName] ([amount2] ОЗ)
An enemy [unit] ([amount] HP) has attacked [cityName] ([amount2] HP) = Ворожий підрозділ [unit] ([amount] ОЗ) напав на місто [cityName] ([amount2] ОЗ)
An enemy [unit] ([amount] HP) has [battleAction] our [ourUnit] ([amount2] HP) = Ворожий підрозділ [unit] ([amount] ОЗ) [battleAction] наш підрозділ [ourUnit] ([amount2] ОЗ)
An enemy [unit] has attacked our [ourUnit] ([amount] HP) = Ворожий підрозділ [unit] напав на наш підрозділ [ourUnit] ([amount] ОЗ)
An enemy [unit] ([amount] HP) has attacked our [ourUnit] ([amount2] HP) = Ворожий підрозділ [unit] ([amount] ОЗ) напав на наш підрозділ [ourUnit] ([amount2] ОЗ)
Enemy city [cityName] has attacked our [ourUnit] = Вороже місто [cityName] атакувало наш підрозділ [ourUnit]
Enemy city [cityName] has attacked our [ourUnit] ([amount2] HP) = Вороже місто [cityName] атакувало наш підрозділ [ourUnit] ([amount2] ОЗ)
An enemy [unit] has captured [cityName] = Ворожий підрозділ [unit] захопив місто [cityName]
@ -1177,6 +1184,10 @@ Turn = Хід
turns = ходів
turn = хід
Next unit = Наступний підрозділ
[amount] units idle = Незайнятих підрозділів: [amount]
[idleCount] idle = [idleCount] незайнятих
[skipCount] skipping = [skipCount] пропущено
Cycle = Перебирати
Fog of War = Туман війни
Pick a policy = Обрати політику
Move Spies = Пересунути шпигунів
@ -1226,7 +1237,7 @@ Pillage = Пограбувати
Pillage [improvement] = Пограбувати [improvement]
[improvement] (Pillaged!) = [improvement] (Пограбовано!)
Repair [improvement] - [turns] = Полагодити [improvement] - [turns]
Wait = Зачекати
Skip turn = Пропустити хід
Are you sure you want to pillage this [improvement]? = Ви впевнені, що хочете пограбувати: [improvement]?
We have looted [amount] from a [improvement] = Ми награбували [amount] з [improvement]
We have looted [amount] from a [improvement] which has been sent to [cityName] = Ми награбували [amount] з [improvement], яке було надіслано до міста [cityName]
@ -1442,8 +1453,7 @@ Hurry Construction = Прискорити будування
Hurry Construction (+[productionAmount]⚙) = Прискорити будування (+[productionAmount]⚙)
Spread Religion = Поширити релігію
Spread [religionName] = Поширити [religionName]
# Requires translation!
[civName]'s [unitName] has converted [cityName] to [religionName] =
[civName]'s [unitName] has converted [cityName] to [religionName] = Підрозділ [unitName] ([civName]) навернув місто [cityName] на [religionName]
Remove Heresy = Прибрати єресь
Found a Religion = Заснувати релігію
Enhance a Religion = Покращити релігію
@ -1615,8 +1625,7 @@ Keep it = Залишити собі
Remove your troops in our border immediately! = Негайно приберіть свої війська від нашого кордону!
Sorry. = Вибачте.
Never! = Ніколи!
# Requires translation!
Those lands were not yours to take. This has not gone unnoticed. =
Those lands were not yours to take. This has not gone unnoticed. = Ті землі були не для вас. Це не минуло непоміченим.
Offer Declaration of Friendship ([30] turns) = Запропонувати Декларацію дружби ([30]⏳)
My friend, shall we declare our friendship to the world? = Мій друже, чи проголосимо ми нашу дружбу всьому Світові?
@ -1651,7 +1660,8 @@ Bonus stats for improvement = Бонусні характеристики за
Buildings that consume this resource = Споруди, які потребують даний ресурс
Buildings that provide this resource = Споруди, які постачають даний ресурс
Improvements that provide this resource = Покращення, які забезпечують даний ресурс
Buildings that require this resource worked near the city = Споруди, які потребують добування даного ресурсу біля міста
# Requires translation!
Buildings that require this resource improved near the city =
Units that consume this resource = Підрозділи, які потребують даний ресурс
Can be built on = Можна побудувати на клітинках:
Cannot be built on = Не може бути побудовано на клітинці
@ -1866,8 +1876,7 @@ Do you want to stage a coup in [civName] with a [percent]% chance of success? =
# Spy fleeing city
After the city of [cityName] was destroyed, your spy [spyName] has fled back to our hideout. = Після знищення міста [cityName], ваш шпигун [spyName] втік назад в укриття.
After the city of [cityName] was conquered, your spy [spyName] has fled back to our hideout. = Після захоплення міста [cityName], ваш шпигун [spyName] втік назад в укриття.
# Requires translation!
After the city of [cityName] was taken over, your spy [spyName] has fled back to our hideout. =
After the city of [cityName] was taken over, your spy [spyName] has fled back to our hideout. = Після перевороту в місті [cityName], ваш шпигун [spyName] втік назад в укриття.
Due to the chaos ensuing in [cityName], your spy [spyName] has fled back to our hideout. = Через хаос у [cityName], ваш шпигун [spyName] втік назад в укриття.
# Promotions
@ -1905,8 +1914,7 @@ Enable multiplayer status button in singleplayer games = Показувати к
Update status of currently played game every: = Оновлювати статус поточної гри кожні:
In-game, update status of all games every: = У грі, оновлювати статуси всіх ігор кожні:
Server address = Адреса серверу
# Requires translation!
Check connection =
Check connection = Перевірка з'єднання
Awaiting response... = Очікування відповіді...
Success! = Успіх!
Failed! = Невдача!
@ -2072,8 +2080,7 @@ Provides a unique luxury = Забезпечує унікальний ресур
Military Units gifted from City-States start with [amount] XP = Військові підрозділи надані містами-державами починають з [amount] Досвіду
Militaristic City-States grant units [amount] times as fast when you are at war with a common nation = Військові міста-держави надають підрозділи у [amount] рази швидше, якщо ви воюєте зі спільним ворогом
Gifts of Gold to City-States generate [relativeAmount]% more Influence = Подарунки містам-державам дають на [relativeAmount]% більше Впливу
# Requires translation!
Can spend Gold to annex or puppet a City-State that has been your Ally for [amount] turns =
Can spend Gold to annex or puppet a City-State that has been your Ally for [amount] turns = Може за золото анексувати чи перетворити на маріонетку місто-державу, яка була у союзі із вами упродовж [amount] ходів
City-State territory always counts as friendly territory = Територія міст-держав завжди вважається дружньою
Allied City-States will occasionally gift Great People = Союзні міста-держави будуть час від часу дарувати видатних людей
Will not be chosen for new games = Не буде вибиратися для нових ігор
@ -2110,8 +2117,7 @@ Roads connect tiles across rivers = Дороги зʼєднують клітин
[relativeAmount]% maintenance on road & railroads = [relativeAmount]% за утримання доріг і залізниць
No Maintenance costs for improvements in [tileFilter] tiles = Покращення на клітинках типу [tileFilter] утримуються безкоштовно
[relativeAmount]% construction time for [improvementFilter] improvements = [relativeAmount]% часу на будівництво покращення [improvementFilter]
# Requires translation!
Can build [improvementFilter] improvements at a [relativeAmount]% rate =
Can build [improvementFilter] improvements at a [relativeAmount]% rate = Може будувати покращення [improvementFilter] із швидкістю [relativeAmount]%
[relativeAmount]% maintenance cost for buildings [cityFilter] = [relativeAmount]% до вартості утримання споруд [cityFilter]
Remove [buildingFilter] [cityFilter] = Прибрати [buildingFilter] [cityFilter]
Sell [buildingFilter] buildings [cityFilter] = Продати споруди [buildingFilter] [cityFilter]
@ -2135,7 +2141,8 @@ Enables embarkation for land units = Дозволяє наземним підр
Enables [mapUnitFilter] units to enter ocean tiles = Дозволяє підрозділам типу [mapUnitFilter] виходити в океан
Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned = Наземні підрозділи зможуть перетинати клітини типу [terrainName] після першого здобутого [baseUnitFilter]
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory = Ворожі [mapUnitFilter] підрозділи витрачають додатково [amount] одиниць ➡Переміщення на вашій території
New [baseUnitFilter] units start with [amount] Experience [cityFilter] = Нові підрозділи типу [baseUnitFilter] отримують [amount] Досвіду [cityFilter]
# Requires translation!
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion = Усі нові [baseUnitFilter] підрозділи [cityFilter] отримують підвищення "[promotion]"
[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing = [mapUnitFilter] підрозділи поруч із цим містом лікуються на [amount] здоровʼя за хід під час лікування
[relativeAmount]% City Strength from defensive buildings = [relativeAmount]% до †Сили міста від захисних споруд
@ -2211,6 +2218,7 @@ Connects trade routes over water = Зʼєднує водні торгові шл
Automatically built in all cities where it is buildable = Автоматично будувати в усіх містах, де це можливо
Creates a [improvementName] improvement on a specific tile = Створює покращення [improvementName] на певній клітинці
Founds a new city = Може заснувати нове місто
Founds a new puppet city = Заснувати нове маріонеткове місто
Can instantly construct a [improvementFilter] improvement = Може миттєво створити покращення: [improvementFilter]
May create improvements on water resources = Може створювати покращення на водних ресурсах
Can build [improvementFilter/terrainFilter] improvements on tiles = Може будувати на клітинках покращення: [improvementFilter/terrainFilter]
@ -2366,6 +2374,8 @@ Adjacent enemy units ending their turn take [amount] damage = Ворожі ві
Great Improvement = Велике покращення
Provides a random bonus when entered = Забезпечують випадковий бонус на вході
Unpillagable = Не піддається грабунку
# Requires translation!
Destroyed when pillaged =
Irremovable = Не прибирається
Will not be replaced by automated units = Не буде замінене автоматизованими підрозділами
Improves [resourceFilter] resource in this tile = Покращує ресурс [resourceFilter] в цій клітинці
@ -2386,6 +2396,7 @@ for [civFilter] Civilizations = для націй [civFilter]
when at war = коли воює
when not at war = у мирний час
during a Golden Age = під час Золотої доби
when not in a Golden Age = не під час Золотої доби
during We Love The King Day = під час Дня Любові до Короля
while the empire is happy = поки імперія щаслива
when between [amount] and [amount2] Happiness = коли більше [amount] та менше [amount2] ⌣Щастя
@ -2483,8 +2494,7 @@ Gain a free [beliefType] belief = Отримати безкоштовну дог
Triggers voting for the Diplomatic Victory = Розпочинає голосування за Дипломатичну перемогу
Instantly consumes [positiveAmount] [stockpiledResource] = Миттєво споживає [positiveAmount] [stockpiledResource]
Instantly provides [positiveAmount] [stockpiledResource] = Миттєво надає [positiveAmount] [stockpiledResource]
# Requires translation!
Instantly gain [amount] [stockpile] =
Instantly gain [amount] [stockpile] = Миттєво здобути [amount] [stockpile]
Gain [amount] [stat] = Отримати [amount] [stat]
Gain [amount]-[amount2] [stat] = Отримати [amount]-[amount2] [stat]
Gain enough Faith for a Pantheon = Отримати достатньо ☮Віри для Пантеону
@ -2530,6 +2540,7 @@ upon constructing [buildingFilter] = побудувавши [buildingFilter]
upon constructing [buildingFilter] [cityFilter] = побудувавши [buildingFilter] [cityFilter]
upon gaining a [baseUnitFilter] unit = після отримання підрозділу типу [baseUnitFilter]
upon turn end = на кінець ходу
upon turn start = на початок ходу
upon founding a Pantheon = заснувавши Пантеон
upon founding a Religion = заснувавши Релігію
upon enhancing a Religion = покращивши Релігію
@ -2545,6 +2556,7 @@ upon losing the [promotion] status = при втраті статусу [promoti
upon losing at least [amount] HP in a single attack = при втраті принаймні [amount] ОЗ за одну атаку
upon ending a turn in a [tileFilter] tile = при закінченні ходу в клітинках типу [tileFilter]
upon discovering a [tileFilter] tile = при знаходженні клітинки типу [tileFilter]
upon entering a [tileFilter] tile = під час переміщення на клітинку [tileFilter]
for [amount] turns = на [amount]⏳
hidden from users = приховано від користувачів
for every [countable] = для кожного [countable]
@ -2849,6 +2861,8 @@ Open AutoPlay menu = Відкрити меню авто-гри
Empire Overview = Огляд імперії
Music Player = Програвач музики
Developer Console = Консоль розробника
Idle Prev = Попередній незайнятий
Idle Next = Наступний незайнятий
Empire Overview Trades = Огляд угод імперії
Empire Overview Units = Огляд підрозділів імперії
Empire Overview Politics = Огляд політик імперії
@ -6917,7 +6931,15 @@ Units are defenseless while embarked (cannot use modifiers), and have a fixed De
Idle Units = Незайняті підрозділи
# Requires translation!
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Wait'.\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. =
Clicking 'Next unit' moves to the next idle unit in the queue (as listed in Overview -> Units). After issuing an order to an unit, if 'Auto Unit Cycle' in Options -> Gameplay is enabled, you will automatically select the next idle unit. =
# Requires translation!
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Skip turn'. =
# Requires translation!
If you want to disable the 'Next unit' feature entirely, you can toggle it in Options -> Gameplay -> Check for idle units. =
# Requires translation!
If you'd rather 'Next unit' cycle the units and not mark them as Done, you can change it in the Options -> Gameplay menu. =
# Requires translation!
You can also cycle through the idle units using the left and right triangles on the Unit Table in the lower left of the screen. Or by default using the Cycle button next to the 'Next Unit' button. =
Contact Me = Звʼяжіться зі мною
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.\n Unciv задумувалась бути з відкритим вихідним кодом та безкоштовною, назавжди.\n Тобто це означає, що не буде реклами чи іншої нісенітниці.
@ -6985,7 +7007,8 @@ This is where you spend most of your time playing Unciv. See the world, control
: Unit Action Buttons - while a unit is selected its possible actions appear here. = ⑥: Кнопки управління підрозділом - тут показані можливі накази для вибраного підрозділу.
: The unit/city info pane - shows information about a selected unit or city. = ⑦: Панель інформації підрозділу/міста - показує інформацію про вибраний підрозділ або місто.
: The name (and unit icon) of the selected unit or city, with current health if wounded. Clicking a unit name or icon will open its civilopedia entry. = ⑧: Імʼя (та іконка) обраного підрозділу або міста, з панеллю здоровʼя, якщо поранено. Після натискання іконки або імені підрозділу, має відкритись сторінка цивілопедії про цей підрозділ.
: The arrow buttons allow jumping to the next/previous unit. = ⑨: За допомогою стрілок можна переключатись між підрозділами.
# Requires translation!
: The arrow buttons allow jumping to the next/previous idle unit. =
: For a selected unit, its promotions appear here, and clicking leads to the promotions screen for that unit. = ⑩: Підвищення обраного підрозділа відображаються тут, і натискання перекидає на екран підвищень для цього підрозділа.
: Remaining/per turn movement points, strength and experience / XP needed for promotion. For cities, you get its combat strength. = ⑪: Залишкові/на хід одиниці ➡Переміщення, †Сила, поточний досвід/досвід, необхідний для підвищення. В містах показано їхню силу.
: This button closes the selected unit/city info pane. = ⑫: Ця кнопка закриває панель інформації вибраного підрозділу/міста.
@ -7153,8 +7176,7 @@ World screen = Екран світу
Skip all units to end a turn quickly = Пропустити ходи всіх підрозділів, щоб завершити хід швидше
Right-click or long press the "Next unit" button to open a popup menu which allows to end a turn without having to cycle through all units. If some units are automated, a dedicated button is available to move them before ending the turn. = Натисніть правою кнопкою миші, або здійсніть довге натискання на кнопку "Наступний підрозділ" щоб відкрити меню, яке дозволяє завершити хід без необхідності проходити скрізь усі ваші підрозділи. Якщо певні підрозділи було автоматизовано, доступна окрема кнопка, яка дозволить рушити їх перед завершенням ходу.
Toggle notification list display = Перемкнути відображення списку сповіщень
# Requires translation!
On the World screen, swipe the notification list to the right to temporarily hide it. Click the "Bell" button to display them again. =
On the World screen, swipe the notification list to the right to temporarily hide it. Click the "Bell" button to display them again. = На екрані світу змахніть сповіщення в правий бік щоб тимчасово їх приховати. Натисніть на кнопку із дзвіночком щоб повернути їх назад.
# Requires translation!
The default state for the notification list can be set in Options > Display > UI - Notifications on world screen. =
Entering a City Screen quickly = Швидкий вхід до екрану міста

View File

@ -102,8 +102,10 @@ New [civName]\n(formerly known as [cityName]) = [civName] mới\n(trước đây
Requires [buildingName] to be built in the city = Yêu cầu [buildingName] được xây trong thành phố
Requires [buildingName] to be built in all cities = Yêu cầu [buildingName] được xây trong tất cả thành phố
Provides a free [buildingName] in the city = Cung cấp một [buildingName] miễn phí cho thành phố
Requires worked [resource] near city = Yêu cầu [resource] gần thành phố
Requires at least one of the following resources worked near the city: = Yêu cầu ít nhất một trong những tài nguyên sau hoạt động gần thành phố:
# Requires translation!
Requires improved [resource] near city =
# Requires translation!
Requires at least one of the following resources improved near the city: =
Wonder is being built elsewhere = Kì quan đang được xây tại nơi khác
National Wonder is being built elsewhere = Kỳ quan Quốc gia đang được xây dựng ở nơi khác
Requires a [buildingName] in all [cityFilter] cities = Yêu cầu [buildingName] ở tất cả các thành phố [cityFilter]
@ -119,6 +121,10 @@ Requires [PolicyOrNationalWonder] = Yêu cầu [PolicyOrNationalWonder]
Cannot be purchased = Không thể mua
Can only be purchased = Chỉ có thể mua
See also = Xem thêm
# Requires translation!
Use default promotions =
# Requires translation!
Default promotions for [unitType] =
Requires at least one of the following: = Yêu cầu ít nhất một trong những điều sau:
Requires all of the following: = Yêu cầu tất cả những điều sau:
@ -384,6 +390,8 @@ Start game! = Bắt đầu!
Map Options = Cài đặt bản đồ
Game Options = Cài đặt trò chơi
Civilizations = Nền văn minh
# Requires translation!
Shuffle Civ Order at Start =
Map Type = Loại bản đồ
Map file = Tệp bản đồ
Max Turns = Số lượt tối đa
@ -395,6 +403,8 @@ Existing = Đã có sẵn
Custom = Tùy chỉnh
Map Generation Type = Loại tạo bản đồ
Enabled Map Generation Types = Các loại tạo bản đồ được bật
# Requires translation!
Example map =
# Map types
Default = Mặc định
@ -407,6 +417,10 @@ Archipelago = Quần đảo
Inner Sea = Nội Hải
# Requires translation!
Perlin =
# Requires translation!
Small Continents =
# Requires translation!
Fractal =
Select players from starting locations = Chọn người chơi từ vị trí bắt đầu
Random number of Civilizations = Số lượng ngẫu nhiên các nền văn minh
@ -458,7 +472,7 @@ This is used for painting resources, not in map generator steps: = Điều này
Advanced Settings = Cài đặt nâng cao
RNG Seed = RNG Seed
Map Elevation = Chiều cao bản đồ
Temperature extremeness = Độ khắc nghiệt của nhiệt độ
Temperature intensity = Độ khắc nghiệt của nhiệt độ
Temperature shift = Sự thay đổi nhiệt độ
Resource richness = Độ giàu tài nguyên
Vegetation richness = Độ giàu thảm thực vật
@ -820,9 +834,8 @@ Hidden = Ẩn
Visible = Hiển thị
Permanent = Vĩnh viễn
Minimap size = Kích thước bản đồ nhỏ nhất
# This is the leftmost Minimap size slider position
off = tắt
# Requires translation!
Show minimap =
Show tutorials = Hiện phần hướng dẫn
Reset tutorials = Đặt lại hướng dẫn
@ -856,7 +869,11 @@ When disabled, saves battery life but certain animations will be suspended = Khi
## Gameplay tab
Gameplay = Gameplay
Check for idle units = Kiểm tra các đơn vị nhàn rỗi
# Requires translation!
'Next unit' button cycles idle units =
Auto Unit Cycle = Chu kỳ đơn vị tự động
# Requires translation!
Show Small Skip/Cycle Unit Button =
Move units with a single tap = Di chuyển đơn vị với một chạm
Move units with a long tap = Di chuyển đơn vị với việc nhấn giữ
Auto-assign city production = Tự động chỉ định sản xuất cho thành phố
@ -896,8 +913,11 @@ Could not download music! = Không thể tải nhạc!
## Advanced tab
Advanced = Nâng cao
# Requires translation!
Number of autosave files stored =
Turns between autosaves = Chuyển giữa các lần lưu tự động
Screen orientation = Hướng màn hình
Landscape (fixed) = Phong cảnh (cố định)
Portrait (fixed) = Chân dung (cố định)
@ -993,16 +1013,17 @@ We have conquered the city of [cityName]! = Chúng ta đã chiếm được thà
# Requires translation!
Your citizens are revolting due to very high unhappiness! =
# Possible HP loss loss when attacking, e.g. (-5 HP)
# Requires translation!
([amount] HP) =
# Requires translation!
An enemy [unit] has attacked [cityName] ([amount2] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has attacked [cityName] ([amount2] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has [battleAction] our [ourUnit] ([amount2] HP) =
# Requires translation!
An enemy [unit] has attacked our [ourUnit] ([amount] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has attacked our [ourUnit] ([amount2] HP) =
Enemy city [cityName] has attacked our [ourUnit] = Thành phố địch [cityName] đã tấn công [ourUnit] của ta
# Requires translation!
Enemy city [cityName] has attacked our [ourUnit] ([amount2] HP) =
@ -1185,6 +1206,14 @@ Turn = Lượt
turns = lượt
turn = lượt
Next unit = Đơn vị kế tiếp
# Requires translation!
[amount] units idle =
# Requires translation!
[idleCount] idle =
# Requires translation!
[skipCount] skipping =
# Requires translation!
Cycle =
Fog of War = Sương mù chiến tranh
Pick a policy = Chọn chính sách
Move Spies = Di chuyển gián điệp
@ -1236,7 +1265,8 @@ Pillage = Cướp bóc
Pillage [improvement] = Cướp bóc [improvement]
[improvement] (Pillaged!) = [improvement] (Bị cướp phá!)
Repair [improvement] - [turns] = Sửa chữa [improvement] - [turns]
Wait = Chờ đã
# Requires translation!
Skip turn =
Are you sure you want to pillage this [improvement]? = Bạn có chắc chắn muốn tận dụng [improvement] này không?
We have looted [amount] from a [improvement] = Chúng tôi đã cướp [amount] từ [improvement]
We have looted [amount] from a [improvement] which has been sent to [cityName] = Chúng tôi đã cướp được [amount] từ [improvement] đã được gửi đến [cityName]
@ -1661,7 +1691,8 @@ Bonus stats for improvement = Số liệu thống kê thưởng cho sự cải t
Buildings that consume this resource = Các tòa nhà sử dụng tài nguyên này
Buildings that provide this resource = Các tòa nhà cung cấp tài nguyên này
Improvements that provide this resource = Những cải tiến cung cấp tài nguyên này
Buildings that require this resource worked near the city = Các tòa nhà yêu cầu tài nguyên này đã hoạt động gần thành phố
# Requires translation!
Buildings that require this resource improved near the city =
Units that consume this resource = Các đơn vị sử dụng tài nguyên này
Can be built on = Có thể xây trên
Cannot be built on = Không thể xây dựng trên
@ -2147,7 +2178,8 @@ Enables embarkation for land units = Cho phép bắt tay vào các đơn vị đ
Enables [mapUnitFilter] units to enter ocean tiles = Cho phép các đơn vị [mapUnitFilter] nhập các ô đại dương
Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned = Các đơn vị đất có thể vượt qua các ô [terrainName] sau khi kiếm được [baseUnitFilter] đầu tiên
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory = Các đơn vị [mapUnitFilter] của kẻ thù phải tiêu tốn thêm [amount] điểm di chuyển khi ở bên trong lãnh thổ của bạn
New [baseUnitFilter] units start with [amount] Experience [cityFilter] = Các đơn vị [baseUnitFilter] mới bắt đầu với [amount] Kinh nghiệm [cityFilter]
# Requires translation!
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion = Tất cả các đơn vị [baseUnitFilter] mới được đào tạo [cityFilter] đều nhận được thăng cấp [promotion]
[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing = [mapUnitFilter] Các đơn vị lân cận thành phố này hồi máu [amount] HP mỗi lượt khi hồi máu
[relativeAmount]% City Strength from defensive buildings = [relativeAmount]% Sức mạnh thành phố từ các công trình phòng thủ
@ -2223,6 +2255,8 @@ Connects trade routes over water = Kết nối các tuyến đường thương m
Automatically built in all cities where it is buildable = Được xây dựng tự động ở tất cả các thành phố có thể xây dựng được
Creates a [improvementName] improvement on a specific tile = Tạo một cải tiến [improvementName] trên một ô cụ thể
Founds a new city = Lập thành phố mới
# Requires translation!
Founds a new puppet city =
Can instantly construct a [improvementFilter] improvement = Có thể xây dựng ngay một cải tiến [improvementFilter]
May create improvements on water resources = Có thể cải thiện nguồn nước
Can build [improvementFilter/terrainFilter] improvements on tiles = Có thể xây dựng các cải tiến [improvementFilter/terrainFilter] trên các ô xếp
@ -2379,6 +2413,8 @@ Adjacent enemy units ending their turn take [amount] damage = Các đơn vị k
Great Improvement = Cải tiến tuyệt vời
Provides a random bonus when entered = Cung cấp phần thưởng ngẫu nhiên khi nhập
Unpillagable = Không thể gắn thẻ
# Requires translation!
Destroyed when pillaged =
Irremovable = Không thể thay đổi
Will not be replaced by automated units = Sẽ không bị thay thế bởi đơn vị tự động
Improves [resourceFilter] resource in this tile = Cải thiện tài nguyên [resourceFilter] trong ô này
@ -2405,6 +2441,8 @@ for [civFilter] Civilizations =
when at war = khi có chiến tranh
when not at war = khi không có chiến tranh
during a Golden Age = trong thời kỳ hoàng kim
# Requires translation!
when not in a Golden Age =
during We Love The King Day = trong Ngày Chúng ta Yêu Vua
while the empire is happy = trong khi đế chế hạnh phúc
when between [amount] and [amount2] Happiness = khi từ [amount] đến [amount2] Hạnh phúc
@ -2551,6 +2589,8 @@ upon constructing [buildingFilter] = khi xây dựng [buildingFilter]
upon constructing [buildingFilter] [cityFilter] = khi xây dựng [buildingFilter] [cityFilter]
upon gaining a [baseUnitFilter] unit = khi nhận được một đơn vị [baseUnitFilter]
upon turn end = khi kết thúc lượt
# Requires translation!
upon turn start =
upon founding a Pantheon = khi thành lập một Tôn giáo
upon founding a Religion = khi thành lập một Tôn giáo
upon enhancing a Religion = khi cải thiện một Tôn giáo
@ -2570,6 +2610,8 @@ upon losing the [promotion] status =
upon losing at least [amount] HP in a single attack = khi mất ít nhất [amount] HP trong một đòn tấn công
upon ending a turn in a [tileFilter] tile = khi kết thúc lượt trên ô [tileFilter]
upon discovering a [tileFilter] tile = khi khám phá ô [tileFilter]
# Requires translation!
upon entering a [tileFilter] tile =
for [amount] turns = cho [amount] lượt
hidden from users = ẩn khỏi người dùng
for every [countable] = cho mỗi [countable]
@ -2880,6 +2922,10 @@ Open AutoPlay menu = Mở menu Tự động phát
Empire Overview = Tổng quan Đế chế
Music Player = Trình phát nhạc
Developer Console = Bảng điều khiển phát triển
# Requires translation!
Idle Prev =
# Requires translation!
Idle Next =
Empire Overview Trades = Tổng quan Đế chế Giao dịch
Empire Overview Units = Tổng quan Đế chế Đơn vị
Empire Overview Politics = Tổng quan Đế chế Chính trị
@ -6986,7 +7032,15 @@ Units are defenseless while embarked (cannot use modifiers), and have a fixed De
Idle Units = Đơn vị không hoạt động
# Requires translation!
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Wait'.\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. =
Clicking 'Next unit' moves to the next idle unit in the queue (as listed in Overview -> Units). After issuing an order to an unit, if 'Auto Unit Cycle' in Options -> Gameplay is enabled, you will automatically select the next idle unit. =
# Requires translation!
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Skip turn'. =
# Requires translation!
If you want to disable the 'Next unit' feature entirely, you can toggle it in Options -> Gameplay -> Check for idle units. =
# Requires translation!
If you'd rather 'Next unit' cycle the units and not mark them as Done, you can change it in the Options -> Gameplay menu. =
# Requires translation!
You can also cycle through the idle units using the left and right triangles on the Unit Table in the lower left of the screen. Or by default using the Cycle button next to the 'Next Unit' button. =
Contact Me = Liên hệ với tôi
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. = Chào bạn! Nếu bạn đã chơi đến đây, bạn có thể thấy rằng trò chơi hiện chưa hoàn thành. \n Unciv có nghĩa là nguồn mở và miễn phí, mãi mãi. \n Điều đó có nghĩa là không có quảng cáo hoặc bất kỳ điều gì vô nghĩa khác.
@ -7066,7 +7120,8 @@ This is where you spend most of your time playing Unciv. See the world, control
: Unit Action Buttons - while a unit is selected its possible actions appear here. = ⑥: Các nút Hành động của Đơn vị - trong khi một đơn vị được chọn, các hành động có thể có của nó sẽ xuất hiện ở đây.
: The unit/city info pane - shows information about a selected unit or city. = ⑦: Ngăn thông tin đơn vị / thành phố - hiển thị thông tin về một đơn vị hoặc thành phố đã chọn.
: The name (and unit icon) of the selected unit or city, with current health if wounded. Clicking a unit name or icon will open its civilopedia entry. = ⑧: Tên (và biểu tượng đơn vị) của đơn vị hoặc thành phố đã chọn, với sức khỏe hiện tại nếu bị thương. Nhấp vào tên hoặc biểu tượng đơn vị sẽ mở mục nhập từ điển dân dụng của nó.
: The arrow buttons allow jumping to the next/previous unit. = ⑨: Các nút mũi tên cho phép chuyển sang đơn vị tiếp theo / trước đó.
# Requires translation!
: The arrow buttons allow jumping to the next/previous idle unit. =
# Requires translation!
: For a selected unit, its promotions appear here, and clicking leads to the promotions screen for that unit. =
: Remaining/per turn movement points, strength and experience / XP needed for promotion. For cities, you get its combat strength. = ⑪: Điểm di chuyển còn lại / mỗi lượt, sức mạnh và kinh nghiệm / XP cần thiết để thăng cấp. Đối với các thành phố, bạn có được sức mạnh chiến đấu của nó.

View File

@ -104,8 +104,10 @@ New [civName]\n(formerly known as [cityName]) = Entsha [civName]\n(phambilini eb
Requires [buildingName] to be built in the city = Idinga i-[buildingName] ukuthi yakhiwe edolobheni
Requires [buildingName] to be built in all cities = Idinga i-[buildingName] ukuthi yakhiwe kuwo wonke amadolobha
Provides a free [buildingName] in the city = Inikeza i-[buildingName] yamahhala edolobheni
Requires worked [resource] near city = Idinga [resource] esetshenziwe eduze nedolobha
Requires at least one of the following resources worked near the city: = Idinga okungenani isisetshenziswa esisodwa kwezilandelayo ezisetshenzwe eduze kwedolobha:
# Requires translation!
Requires improved [resource] near city =
# Requires translation!
Requires at least one of the following resources improved near the city: =
Wonder is being built elsewhere = iSimangaliso siyakhiwa kwenye indawo
National Wonder is being built elsewhere = iSimangaliso sesizwe sakhiwa kwenye indawo
Requires a [buildingName] in all [cityFilter] cities = Idinga i-[buildingName] kuwo wonke amadolobha e-[cityFilter]
@ -121,6 +123,10 @@ Requires [PolicyOrNationalWonder] = Idinga [PolicyOrNationalWonder]
Cannot be purchased = Ayikwazi ukuthengwa
Can only be purchased = Ingathengwa kuphela
See also = Bhekafuthi
# Requires translation!
Use default promotions =
# Requires translation!
Default promotions for [unitType] =
Requires at least one of the following: = Idinga okungenani okukodwa kokulandelayo
Requires all of the following: = Idinga konke okulandelayo
@ -398,6 +404,8 @@ Start game! = Qalisa umdlalo!
Map Options = Map Options
Game Options = Ama-Options Omdlalo
Civilizations = Izizwe
# Requires translation!
Shuffle Civ Order at Start =
Map Type = Map Type
Map file = Map file
Max Turns = Max Turns
@ -409,6 +417,8 @@ Existing = Existing
Custom = Custom
Map Generation Type = Map Generation Type
Enabled Map Generation Types = Enabled Map Generation Types
# Requires translation!
Example map =
# Map types
Default = Default
@ -420,6 +430,10 @@ Four Corners = Four Corners
Archipelago = Archipelago
Inner Sea = Inner Sea
Perlin = Perlin
# Requires translation!
Small Continents =
# Requires translation!
Fractal =
Select players from starting locations = Khetha abadlali abanye kuma starting locations
Random number of Civilizations = Random number of Civilizations
@ -471,7 +485,7 @@ This is used for painting resources, not in map generator steps: = Lokhu kusetsh
Advanced Settings = Advanced Settings
RNG Seed = RNG Seed
Map Elevation = Map Elevation
Temperature extremeness = Temperature extremeness
Temperature intensity = Temperature intensity
Temperature shift = Temperature shift
Resource richness = Resource richness
Vegetation richness = Vegetation richness
@ -985,9 +999,8 @@ Visible =
# Requires translation!
Permanent =
Minimap size = Ubukhulu be-Minimap
# This is the leftmost Minimap size slider position
off = Cishiwe
# Requires translation!
Show minimap =
Show tutorials = Veza ama-tutorials
Reset tutorials = Qalisa phansi ama-tutorial
@ -1029,7 +1042,11 @@ When disabled, saves battery life but certain animations will be suspended =
## Gameplay tab
Gameplay = Umdlalo
Check for idle units = Bhekha ama-unit angenzi lutho
# Requires translation!
'Next unit' button cycles idle units =
Auto Unit Cycle = Waphinde ama-unit nautomatically
# Requires translation!
Show Small Skip/Cycle Unit Button =
Move units with a single tap = Hambisa ama-unit ngoku chofoza kanye
# Requires translation!
Move units with a long tap =
@ -1070,8 +1087,11 @@ Could not download music! = Umculo awukwazanga ukudownloada!
## Advanced tab
Advanced = Okuphezulu
# Requires translation!
Number of autosave files stored =
Turns between autosaves = Turns between autosaves
Screen orientation = Screen orientation
Landscape (fixed) = Landscape (fixed)
Portrait (fixed) = Portrait (fixed)
@ -1232,10 +1252,9 @@ We have conquered the city of [cityName]! =
# Requires translation!
Your citizens are revolting due to very high unhappiness! =
# Possible HP loss loss when attacking, e.g. (-5 HP)
# Requires translation!
([amount] HP) =
# Requires translation!
An enemy [unit] has attacked [cityName] ([amount2] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has attacked [cityName] ([amount2] HP) =
# Requires translation!
@ -1243,6 +1262,8 @@ An enemy [unit] ([amount] HP) has [battleAction] our [ourUnit] ([amount2] HP) =
# Requires translation!
An enemy [unit] has attacked our [ourUnit] ([amount] HP) =
# Requires translation!
An enemy [unit] ([amount] HP) has attacked our [ourUnit] ([amount2] HP) =
# Requires translation!
Enemy city [cityName] has attacked our [ourUnit] =
# Requires translation!
Enemy city [cityName] has attacked our [ourUnit] ([amount2] HP) =
@ -1581,6 +1602,14 @@ turn =
# Requires translation!
Next unit =
# Requires translation!
[amount] units idle =
# Requires translation!
[idleCount] idle =
# Requires translation!
[skipCount] skipping =
# Requires translation!
Cycle =
# Requires translation!
Fog of War =
# Requires translation!
Pick a policy =
@ -1679,7 +1708,7 @@ Pillage [improvement] =
# Requires translation!
Repair [improvement] - [turns] =
# Requires translation!
Wait =
Skip turn =
# Requires translation!
Are you sure you want to pillage this [improvement]? =
# Requires translation!
@ -2488,7 +2517,7 @@ Buildings that provide this resource =
# Requires translation!
Improvements that provide this resource =
# Requires translation!
Buildings that require this resource worked near the city =
Buildings that require this resource improved near the city =
# Requires translation!
Units that consume this resource =
# Requires translation!
@ -3359,7 +3388,7 @@ Land units may cross [terrainName] tiles after the first [baseUnitFilter] is ear
# Requires translation!
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory =
# Requires translation!
New [baseUnitFilter] units start with [amount] Experience [cityFilter] =
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
# Requires translation!
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion =
# Requires translation!
@ -3511,6 +3540,8 @@ Creates a [improvementName] improvement on a specific tile =
# Requires translation!
Founds a new city =
# Requires translation!
Founds a new puppet city =
# Requires translation!
Can instantly construct a [improvementFilter] improvement =
# Requires translation!
May create improvements on water resources =
@ -3821,6 +3852,8 @@ Provides a random bonus when entered =
# Requires translation!
Unpillagable =
# Requires translation!
Destroyed when pillaged =
# Requires translation!
Irremovable =
# Requires translation!
Will not be replaced by automated units =
@ -3861,6 +3894,8 @@ when not at war =
# Requires translation!
during a Golden Age =
# Requires translation!
when not in a Golden Age =
# Requires translation!
during We Love The King Day =
# Requires translation!
while the empire is happy =
@ -4147,6 +4182,8 @@ upon gaining a [baseUnitFilter] unit =
# Requires translation!
upon turn end =
# Requires translation!
upon turn start =
# Requires translation!
upon founding a Pantheon =
# Requires translation!
upon founding a Religion =
@ -4177,6 +4214,8 @@ upon ending a turn in a [tileFilter] tile =
# Requires translation!
upon discovering a [tileFilter] tile =
# Requires translation!
upon entering a [tileFilter] tile =
# Requires translation!
for [amount] turns =
# Requires translation!
hidden from users =
@ -4695,6 +4734,10 @@ Music Player =
# Requires translation!
Developer Console =
# Requires translation!
Idle Prev =
# Requires translation!
Idle Next =
# Requires translation!
Empire Overview Trades =
# Requires translation!
Empire Overview Units =
@ -11908,7 +11951,15 @@ Units are defenseless while embarked (cannot use modifiers), and have a fixed De
# 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, or command the unit to 'Wait'.\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. =
Clicking 'Next unit' moves to the next idle unit in the queue (as listed in Overview -> Units). After issuing an order to an unit, if 'Auto Unit Cycle' in Options -> Gameplay is enabled, you will automatically select the next idle unit. =
# Requires translation!
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Skip turn'. =
# Requires translation!
If you want to disable the 'Next unit' feature entirely, you can toggle it in Options -> Gameplay -> Check for idle units. =
# Requires translation!
If you'd rather 'Next unit' cycle the units and not mark them as Done, you can change it in the Options -> Gameplay menu. =
# Requires translation!
You can also cycle through the idle units using the left and right triangles on the Unit Table in the lower left of the screen. Or by default using the Cycle button next to the 'Next Unit' button. =
# Requires translation!
Contact Me =
@ -12031,7 +12082,7 @@ This is where you spend most of your time playing Unciv. See the world, control
# Requires translation!
: The name (and unit icon) of the selected unit or city, with current health if wounded. Clicking a unit name or icon will open its civilopedia entry. =
# Requires translation!
: The arrow buttons allow jumping to the next/previous unit. =
: The arrow buttons allow jumping to the next/previous idle unit. =
# Requires translation!
: For a selected unit, its promotions appear here, and clicking leads to the promotions screen for that unit. =
# Requires translation!

View File

@ -3,10 +3,10 @@ Bangla = 20
Belarusian = 13
Bosnian = 3
Brazilian_Portuguese = 99
Bulgarian = 47
Catalan = 100
Bulgarian = 46
Catalan = 99
Croatian = 99
Czech = 79
Czech = 78
Dutch = 99
English = 0
Filipino = 88
@ -20,23 +20,23 @@ Indonesian = 99
Italian = 99
Japanese = 81
Korean = 91
Latin = 60
Lithuanian = 83
Latin = 61
Lithuanian = 82
Malay = 24
Norwegian = 59
Persian_(Pinglish-DIN) = 11
Persian_(Pinglish-UN) = 27
Polish = 99
Portuguese = 70
Portuguese = 71
Romanian = 73
Russian = 99
Rusyn = 61
Simplified_Chinese = 99
Spanish = 99
Swedish = 77
Thai = 4
Traditional_Chinese = 96
Turkish = 94
Swedish = 76
Thai = 16
Traditional_Chinese = 95
Turkish = 95
Ukrainian = 99
Vietnamese = 96
Vietnamese = 95
Zulu = 9

View File

@ -96,8 +96,8 @@ New [civName]\n(formerly known as [cityName]) =
Requires [buildingName] to be built in the city =
Requires [buildingName] to be built in all cities =
Provides a free [buildingName] in the city =
Requires worked [resource] near city =
Requires at least one of the following resources worked near the city: =
Requires improved [resource] near city =
Requires at least one of the following resources improved near the city: =
Wonder is being built elsewhere =
National Wonder is being built elsewhere =
Requires a [buildingName] in all [cityFilter] cities =
@ -113,6 +113,8 @@ Requires [PolicyOrNationalWonder] =
Cannot be purchased =
Can only be purchased =
See also =
Use default promotions =
Default promotions for [unitType] =
Requires at least one of the following: =
Requires all of the following: =
@ -375,6 +377,7 @@ Start game! =
Map Options =
Game Options =
Civilizations =
Shuffle Civ Order at Start =
Map Type =
Map file =
Max Turns =
@ -386,6 +389,7 @@ Existing =
Custom =
Map Generation Type =
Enabled Map Generation Types =
Example map =
# Map types
Default =
@ -397,6 +401,8 @@ Four Corners =
Archipelago =
Inner Sea =
Perlin =
Small Continents =
Fractal =
Select players from starting locations =
Random number of Civilizations =
@ -448,7 +454,7 @@ This is used for painting resources, not in map generator steps: =
Advanced Settings =
RNG Seed =
Map Elevation =
Temperature extremeness =
Temperature intensity =
Temperature shift =
Resource richness =
Vegetation richness =
@ -810,9 +816,7 @@ Hidden =
Visible =
Permanent =
Minimap size =
# This is the leftmost Minimap size slider position
off =
Show minimap =
Show tutorials =
Reset tutorials =
@ -846,7 +850,9 @@ When disabled, saves battery life but certain animations will be suspended =
## Gameplay tab
Gameplay =
Check for idle units =
'Next unit' button cycles idle units =
Auto Unit Cycle =
Show Small Skip/Cycle Unit Button =
Move units with a single tap =
Move units with a long tap =
Auto-assign city production =
@ -886,8 +892,10 @@ Could not download music! =
## Advanced tab
Advanced =
Number of autosave files stored =
Turns between autosaves =
Screen orientation =
Landscape (fixed) =
Portrait (fixed) =
@ -982,12 +990,12 @@ Your Golden Age has ended. =
We have conquered the city of [cityName]! =
Your citizens are revolting due to very high unhappiness! =
# Possible HP loss loss when attacking, e.g. (-5 HP)
([amount] HP) =
An enemy [unit] has attacked [cityName] ([amount2] HP) =
An enemy [unit] ([amount] HP) has attacked [cityName] ([amount2] HP) =
An enemy [unit] ([amount] HP) has [battleAction] our [ourUnit] ([amount2] HP) =
An enemy [unit] has attacked our [ourUnit] ([amount] HP) =
An enemy [unit] ([amount] HP) has attacked our [ourUnit] ([amount2] HP) =
Enemy city [cityName] has attacked our [ourUnit] =
Enemy city [cityName] has attacked our [ourUnit] ([amount2] HP) =
An enemy [unit] has captured [cityName] =
@ -1169,6 +1177,10 @@ Turn =
turns =
turn =
Next unit =
[amount] units idle =
[idleCount] idle =
[skipCount] skipping =
Cycle =
Fog of War =
Pick a policy =
Move Spies =
@ -1218,7 +1230,8 @@ Pillage =
Pillage [improvement] =
[improvement] (Pillaged!) =
Repair [improvement] - [turns] =
Wait =
Skip =
Skip turn =
Are you sure you want to pillage this [improvement]? =
We have looted [amount] from a [improvement] =
We have looted [amount] from a [improvement] which has been sent to [cityName] =
@ -1642,7 +1655,7 @@ Bonus stats for improvement =
Buildings that consume this resource =
Buildings that provide this resource =
Improvements that provide this resource =
Buildings that require this resource worked near the city =
Buildings that require this resource improved near the city =
Units that consume this resource =
Can be built on =
Cannot be built on =

View File

@ -4,8 +4,8 @@ package com.unciv.build
object BuildConfig {
const val kotlinVersion = "1.9.24"
const val appName = "Unciv"
const val appCodeNumber = 1091
const val appVersion = "4.15.2-patch1"
const val appCodeNumber = 1105
const val appVersion = "4.15.12"
const val gdxVersion = "1.13.1"
const val ktorVersion = "2.3.12"

View File

@ -1,3 +1,144 @@
## 4.15.12
"Abundant resources" with mods with loads of resources no longer crash
AI: choose policy branch at random between those with the least remaining policies
modding: rename "experience" with "XP" for unified naming
Move Spy tech steal modifiers to mod constants - By EmperorPinguin
## 4.15.11
UI: Fixed edges for edge tiles on word wrap maps
Fixed automated road connections attempting to go through impassible tiles
Modding: Changed stockpile names to be human readable
Units with logistics that attacked but did not move, no longer heal
Added feature to save unitType promotion - By Emandac
Add "Will be destroyed when pillaged" unique - By PLynx01
## 4.15.10
modding: Validate tech row value
UI: More visible railroads
Display unexplored tiles 1-tile out from explored tiles
Retain zoom when moving between different city screens
Stats in notifications no longer have number format 'baked in'
Map no longer makes map options left-right scrollable
Only show 'move spies' button if there are places to move spies
Add Shuffle Civ option - By itanasi
## 4.15.9
Rendering performance improvements
Map example for new games is *only an example* and does not cause lag
Generate map tab in map editor properly scrollable
Added missing attack notification translations
Fixed unit statuses causing game to be unloadable
By itanasi:
- Add small Skip/Cycle Button
- Settling Suggestion Improvements
Add turn start unique - By SeventhM
## 4.15.8
"Triggers a global alert upon build start" works for units
UX:
- Added generated map type preview in New Game screen :D
- Better panel sizing in New Game screen
Fixed multiple buy buttons in construction info table
## 4.15.7
Revert all texture packing - solves several bugs at the expense of the faster rendering
Avoid rare crash when failing to load mods on Android
Fixed Unciv not starting on MacOS
modding:
- Added 'upon entering a [tileFilter] tile' trigger
- Added validation for UnitType.movementType
- populationFilter now accepts Specialist names
Fix Assignment Cycling - By itanasi
## 4.15.6
Fixed white blocks on new game from new game screen
Added stat categories for buildings in the construction list
Spy randomness is different for different spies in same city
Resize map with drag gesture - By sulai
Add info about adding project - By itanasi
## 4.15.5
Huge rendering performance changes for modded images - merely "major" change for non-modded images
Automation handles "Found City" uniques with limited uses correctly
By sulai:
- UnitTable: show a summary when no unit is selected
- Fix sticky tooltips
## 4.15.4
Greeting stats translated correctly in notifications
Multiplayer screen correctly handles errors when downloading mods
"Cannot attack" accepts "vs" conditionals
By SeventhM:
- Add a field for global unit uniques
- Allow building improvements on terrains that only allow some improvements when it has multiple uniques
- Add conditional for when you aren't in a golden age
Added an UniqueType to Found puppet city. - By Emandac
By itanasi:
- Set Avoid Growth=false on city capture
## 4.15.3
Tech screen performance improvements
Notification for city conversion when removing heresy
Fixed unique buildings/improvements with zeroed stat not showing before vs after
By sulai:
- Show "x units due" on Big Button, setting for cycling units
- Constructions table: avoid vertical movement of lower table
Added option to change the Maximum Autosave turns stored - By Emandac
Add hotkey for Idle Unit cycle buttons - By itanasi
## 4.15.2
Added notification when enemy religion spread converts a city

View File

@ -242,7 +242,7 @@ open class UncivGame(val isConsoleMode: Boolean = false) : Game(), PlatformSpeci
/** The new game info may have different mods or rulesets, which may use different resources that need to be loaded. */
private suspend fun initializeResources(newGameInfo: GameInfo) {
withGLContext {
ImageGetter.setNewRuleset(newGameInfo.ruleset)
ImageGetter.setNewRuleset(newGameInfo.ruleset, true)
}
val fullModList = newGameInfo.gameParameters.getModsAndBaseRuleset()
musicController.setModList(fullModList)
@ -337,7 +337,7 @@ open class UncivGame(val isConsoleMode: Boolean = false) : Game(), PlatformSpeci
// Re-initialize translations, images etc. that may have been 'lost' when we were playing around in NewGameScreen
val ruleset = worldScreen.gameInfo.ruleset
translations.translationActiveMods = ruleset.mods
ImageGetter.setNewRuleset(ruleset)
ImageGetter.setNewRuleset(ruleset, true)
setScreen(worldScreen)
return worldScreen
@ -487,7 +487,7 @@ open class UncivGame(val isConsoleMode: Boolean = false) : Game(), PlatformSpeci
companion object {
//region AUTOMATICALLY GENERATED VERSION DATA - DO NOT CHANGE THIS REGION, INCLUDING THIS COMMENT
val VERSION = Version("4.15.2-patch1", 1091)
val VERSION = Version("4.15.12", 1105)
//endregion
/** Global reference to the one Gdx.Game instance created by the platform launchers - do not use without checking [isCurrentInitialized] first. */

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@ -39,7 +39,6 @@ import com.unciv.models.ruleset.RulesetCache
import com.unciv.models.ruleset.Speed
import com.unciv.models.ruleset.nation.Difficulty
import com.unciv.models.ruleset.unique.LocalUniqueCache
import com.unciv.models.ruleset.unique.StateForConditionals
import com.unciv.models.ruleset.unique.UniqueType
import com.unciv.models.translations.tr
import com.unciv.ui.audio.MusicMood
@ -640,7 +639,7 @@ class GameInfo : IsPartOfGameInfoSerialization, HasGameInfoSerializationVersion
removeMissingModReferences()
for (baseUnit in ruleset.units.values)
baseUnit.ruleset = ruleset
baseUnit.setRuleset(ruleset)
for (building in ruleset.buildings.values)
building.ruleset = ruleset

View File

@ -308,6 +308,22 @@ object GameStarter {
}
}.toCollection(chosenPlayers)
// ensure Spectators always first players
val spectators = chosenPlayers.filter { it.chosenCiv == Constants.spectator }
val otherPlayers = chosenPlayers.filterNot { it.chosenCiv == Constants.spectator }.toMutableList()
// Shuffle Major Civs
if (newGameParameters.shufflePlayerOrder) {
otherPlayers.shuffle()
}
chosenPlayers.clear()
chosenPlayers.addAll(spectators)
chosenPlayers.addAll(otherPlayers)
for(player in chosenPlayers)
println(player.chosenCiv)
// Add CityStates to result - disguised as normal AI, but addCivilizations will detect them
val numberOfCityStates = if (newGameParameters.randomNumberOfCityStates) {
// This swaps min and max if the user accidentally swapped min and max
@ -349,12 +365,7 @@ object GameStarter {
.map { it.key }
.filter { it in usedCivNames }
val playersToAdd = if (newGameParameters.shufflePlayerOrder) {
chosenPlayers.toMutableList().apply { shuffle() }
} else {
chosenPlayers
}
for (player in playersToAdd) {
for (player in chosenPlayers) {
val civ = Civilization(player.chosenCiv)
when (player.chosenCiv) {
in usedMajorCivs, Constants.spectator -> {

View File

@ -313,7 +313,8 @@ class ConstructionAutomation(val cityConstructions: CityConstructions) {
value += warModifier * building.cityHealth.toFloat() / city.getMaxHealth() * personality.inverseModifierFocus(PersonalityValue.Aggressive, .3f)
value += warModifier * building.cityStrength.toFloat() / (city.getStrength() + 3) * personality.inverseModifierFocus(PersonalityValue.Aggressive, .3f) // The + 3 here is to reduce the priority of building walls immedietly
for (experienceUnique in building.getMatchingUniques(UniqueType.UnitStartingExperience, cityState)) {
for (experienceUnique in building.getMatchingUniques(UniqueType.UnitStartingExperience, cityState)
+ building.getMatchingUniques(UniqueType.UnitStartingExperienceOld, cityState)) {
var modifier = experienceUnique.params[1].toFloat() / 5
modifier *= if (cityIsOverAverageProduction) 1f else 0.2f // You shouldn't be cranking out units anytime soon
modifier *= personality.modifierFocus(PersonalityValue.Military, 0.3f)

View File

@ -182,11 +182,12 @@ object NextTurnAutomation {
if (civInfo.wantsToFocusOn(Victory.Focus.CityStates)) {
value += 5 // Generally be friendly
}
if (civInfo.getHappiness() < 5 && cityState.cityStateFunctions.canProvideStat(Stat.Happiness)) {
value += 10 - civInfo.getHappiness()
if (cityState.cityStateFunctions.canProvideStat(Stat.Happiness)) {
if (civInfo.getHappiness() < 10)
value += 10 - civInfo.getHappiness()
value += civPersonality[PersonalityValue.Happiness].toInt() - 5
}
if (civInfo.getHappiness() > 5 && cityState.cityStateFunctions.canProvideStat(Stat.Food)) {
if (cityState.cityStateFunctions.canProvideStat(Stat.Food)) {
value += 5
value += civPersonality[PersonalityValue.Food].toInt() - 5
}
@ -198,7 +199,7 @@ object NextTurnAutomation {
val ourInfluence = if (civInfo.knows(cityState))
cityState.getDiplomacyManager(civInfo)!!.getInfluence().toInt()
else 0
value += ourInfluence / 10
value += minOf(10, ourInfluence / 10) // don't let this spiral out of control
if (ourInfluence < 30) {
// Consider bullying for cash
@ -327,26 +328,22 @@ object NextTurnAutomation {
// If incomplete branches have higher priorities than any newly adoptable branch,
if (maxAdoptablePriority <= maxIncompletePriority) {
// Prioritize finishing one of the unfinished branches
incompleteBranches.filter {
priorityMap[it] == maxIncompletePriority
}.toSet()
incompleteBranches.filter { priorityMap[it] == maxIncompletePriority }.toSet()
}
// If newly adoptable branches have higher priorities than any incomplete branch,
else {
// Prioritize adopting one of the new branches
adoptableBranches.filter {
priorityMap[it] == maxAdoptablePriority
}.toSet()
adoptableBranches.filter { priorityMap[it] == maxAdoptablePriority }.toSet()
}
// branchCompletionMap but keys are only candidates
val candidateCompletionMap: Map<PolicyBranch, Int> =
civInfo.policies.branchCompletionMap.filterKeys { key ->
key in candidates
}
civInfo.policies.branchCompletionMap.filterKeys { key -> key in candidates }
// Choose the branch with the LEAST REMAINING policies, not the MOST ADOPTED ones
val targetBranch = candidateCompletionMap.minBy { it.key.policies.size - it.value }.key
val targetBranch = candidateCompletionMap.asIterable()
.groupBy { it.key.policies.size - it.value }
.minByOrNull { it.key }!!.value.random().key
val policyToAdopt: Policy =
if (civInfo.policies.isAdoptable(targetBranch)) targetBranch

View File

@ -6,7 +6,6 @@ import com.unciv.logic.civilization.Civilization
import com.unciv.logic.map.BFS
import com.unciv.logic.map.tile.Tile
import com.unciv.models.ruleset.INonPerpetualConstruction
import com.unciv.models.ruleset.Victory
import com.unciv.models.ruleset.tile.ResourceType
import com.unciv.models.ruleset.unique.UniqueType
import com.unciv.models.stats.Stat
@ -50,17 +49,7 @@ object UseGoldAutomation {
}
}
if (civ.gold < 250) return // skip checks if tryGainInfluence will bail anyway
if (civ.wantsToFocusOn(Victory.Focus.Culture)) {
for (cityState in knownCityStates.filter { it.cityStateFunctions.canProvideStat(Stat.Culture) }) {
val diploManager = cityState.getDiplomacyManager(civ)!!
if (diploManager.getInfluence() < 40) { // we want to gain influence with them
tryGainInfluence(civ, cityState)
}
}
}
if (civ.gold < 250 || knownCityStates.none()) return
if (civ.gold < 500 || knownCityStates.none()) return // skip checks if tryGainInfluence will bail anyway
val cityState = knownCityStates
.filter { it.getAllyCiv() != civ.civName }
.associateWith { NextTurnAutomation.valueCityStateAlliance(civ, it, true) }
@ -166,15 +155,15 @@ object UseGoldAutomation {
}
private fun tryGainInfluence(civInfo: Civilization, cityState: Civilization) {
if (civInfo.gold < 250) return // Save up
if (cityState.getDiplomacyManager(civInfo)!!.getInfluence() >= 20
&& civInfo.gold < 500) {
// Only make a small investment if we have a bit of influence already to build off of so we don't waste our money
cityState.cityStateFunctions.receiveGoldGift(civInfo, 250)
return
}
if (civInfo.gold < 500) return // It's not worth it to invest now, wait until you have enough for 2
cityState.cityStateFunctions.receiveGoldGift(civInfo, 500)
if (civInfo.gold < 500) return // Save up, giving 500 gold in one go typically grants +5 influence compared to giving 2×250 gold
val influence = cityState.getDiplomacyManager(civInfo)!!.getInfluence()
val stopSpending = influence > 60 + 2 * NextTurnAutomation.valueCityStateAlliance(civInfo, cityState, true)
// Don't go into a gold gift race: be content with friendship for cheap, or use the gold on more productive uses,
// for example upgrading an army to conquer the player who's contesting our city states
if (influence < 10 || stopSpending) return
// Only make an investment if we got our Pledge to Protect influence at the highest level
if (civInfo.gold >= 1000) cityState.cityStateFunctions.receiveGoldGift(civInfo, 1000)
else cityState.cityStateFunctions.receiveGoldGift(civInfo, 500)
return
}

View File

@ -24,7 +24,8 @@ object CityLocationTileRanker {
* Returns a hashmap of tiles to their ranking plus the a the highest value tile and its value
*/
fun getBestTilesToFoundCity(unit: MapUnit, distanceToSearch: Int? = null, minimumValue: Float): BestTilesToFoundCity {
val range = if (distanceToSearch != null) distanceToSearch else {
val distanceModifier = 3f // percentage penalty per aerial distance from unit (Settler)
val range = if (distanceToSearch != null) distanceToSearch else {
val distanceFromHome = if (unit.civ.cities.isEmpty()) 0
else unit.civ.cities.minOf { it.getCenterTile().aerialDistanceTo(unit.getTile()) }
(8 - distanceFromHome).coerceIn(1, 5) // Restrict vision when far from home to avoid death marches
@ -43,7 +44,9 @@ object CityLocationTileRanker {
val possibleTileLocationsWithRank = possibleCityLocations
.map {
val tileValue = rankTileToSettle(it, unit.civ, nearbyCities, baseTileMap, uniqueCache)
var tileValue = rankTileToSettle(it, unit.civ, nearbyCities, baseTileMap, uniqueCache)
val distanceScore = (unit.currentTile.aerialDistanceTo(it) * distanceModifier).coerceIn(0f, 99f)
tileValue *= (100 - distanceScore) / 100
if (tileValue >= minimumValue)
bestTilesToFoundCity.tileRankMap[it] = tileValue
@ -90,7 +93,7 @@ object CityLocationTileRanker {
val onCoast = newCityTile.isCoastalTile()
val onHill = newCityTile.isHill()
val isNextToMountain = newCityTile.isAdjacentTo("Mountain")
// Only count a luxary resource that we don't have yet as unique once
// Only count a luxury resource that we don't have yet as unique once
val newUniqueLuxuryResources = HashSet<String>()
if (onCoast) tileValue += 3

View File

@ -18,7 +18,12 @@ object CivilianUnitAutomation {
&& unit.civ.units.getCivUnits().any { unit.hasUnique(UniqueType.AddInCapital) }
fun automateCivilianUnit(unit: MapUnit, dangerousTiles: HashSet<Tile>) {
if (unit.hasUnique(UniqueType.FoundCity))
// To allow "found city" actions that can only trigger a limited number of times
val settlerUnique =
UnitActionModifiers.getUsableUnitActionUniques(unit, UniqueType.FoundCity).firstOrNull() ?:
UnitActionModifiers.getUsableUnitActionUniques(unit, UniqueType.FoundPuppetCity).firstOrNull()
if (settlerUnique != null)
return SpecificUnitAutomation.automateSettlerActions(unit, dangerousTiles)
if (tryRunAwayIfNeccessary(unit)) return

View File

@ -594,7 +594,8 @@ object UnitAutomation {
private fun chooseBombardTarget(city: City): ICombatant? {
var targets = TargetHelper.getBombardableTiles(city).map { Battle.getMapCombatantOfTile(it)!! }
.filterNot { it.isCivilian() && !it.getUnitType().hasUnique(UniqueType.Uncapturable) } // Don't bombard capturable civilians
.filterNot { it is MapUnitCombatant &&
it.isCivilian() && !it.unit.hasUnique(UniqueType.Uncapturable) } // Don't bombard capturable civilians
if (targets.none()) return null
val siegeUnits = targets

View File

@ -59,7 +59,7 @@ object Battle {
* When calculating movement distance, we assume that a hidden tile is 1 movement point,
* which can lead to EXCEEDINGLY RARE edge cases where you think
* that you can attack a tile by passing through a HIDDEN TILE,
* but the hidden tile is actually IMPASSIBLE so you stop halfway!
* but the hidden tile is actually IMPASSIBLE, so you stop halfway!
*/
if (attacker.getTile() != attackableTile.tileToAttackFrom) return false
/** Rarely, a melee unit will target a civilian then move through the civilian to get
@ -134,7 +134,7 @@ object Battle {
tile = attackedTile
))
&& doWithdrawFromMeleeAbility(attacker, defender)) return DamageDealt.None
val isAlreadyDefeatedCity = defender is CityCombatant && defender.isDefeated()
@ -417,46 +417,47 @@ object Battle {
attackerTile: Tile? = null,
damageDealt: DamageDealt? = null
) {
if (attacker.getCivInfo() != defender.getCivInfo()) {
// If what happened was that a civilian unit was captured, that's dealt with in the captureCivilianUnit function
val (battleActionIcon, battleActionString) = when {
attacker !is CityCombatant && attacker.isDefeated() ->
NotificationIcon.War to "was destroyed while attacking"
!defender.isDefeated() ->
NotificationIcon.War to "has attacked"
defender.isCity() && attacker.isMelee() && attacker.getCivInfo().isBarbarian ->
NotificationIcon.War to "has raided"
defender.isCity() && attacker.isMelee() ->
NotificationIcon.War to "has captured"
else ->
NotificationIcon.Death to "has destroyed"
}
val attackerString =
if (attacker.isCity()) "Enemy city [" + attacker.getName() + "]"
else "An enemy [" + attacker.getName() + "]"
val defenderString =
if (defender.isCity())
if (defender.isDefeated() && attacker.isRanged()) " the defence of [" + defender.getName() + "]"
else " [" + defender.getName() + "]"
else " our [" + defender.getName() + "]"
val attackerHurtString = if (damageDealt != null && damageDealt.defenderDealt != 0) " ([-${damageDealt.defenderDealt}] HP)" else ""
val defenderHurtString = if (damageDealt != null) " ([-${damageDealt.attackerDealt}] HP)" else ""
val notificationString = "[{$attackerString}{$attackerHurtString}] [$battleActionString] [{$defenderString}{$defenderHurtString}]"
val attackerIcon = if (attacker is CityCombatant) NotificationIcon.City else attacker.getName()
val defenderIcon = if (defender is CityCombatant) NotificationIcon.City else defender.getName()
val locations = LocationAction(attackedTile.position, attackerTile?.position)
defender.getCivInfo().addNotification(notificationString, locations, NotificationCategory.War, attackerIcon, battleActionIcon, defenderIcon)
if (attacker.getCivInfo() == defender.getCivInfo()) return
// If what happened was that a civilian unit was captured, that's dealt with in the captureCivilianUnit function
val (battleActionIcon, battleActionString) = when {
attacker !is CityCombatant && attacker.isDefeated() ->
NotificationIcon.War to "was destroyed while attacking"
!defender.isDefeated() ->
NotificationIcon.War to "has attacked"
defender.isCity() && attacker.isMelee() && attacker.getCivInfo().isBarbarian ->
NotificationIcon.War to "has raided"
defender.isCity() && attacker.isMelee() ->
NotificationIcon.War to "has captured"
else ->
NotificationIcon.Death to "has destroyed"
}
val attackerString =
if (attacker.isCity()) "Enemy city [" + attacker.getName() + "]"
else "An enemy [" + attacker.getName() + "]"
val defenderString =
if (defender.isCity())
if (defender.isDefeated() && attacker.isRanged()) " the defence of [" + defender.getName() + "]"
else " [" + defender.getName() + "]"
else " our [" + defender.getName() + "]"
val attackerHurtString = if (damageDealt != null && damageDealt.defenderDealt != 0) " ([-${damageDealt.defenderDealt}] HP)" else ""
val defenderHurtString = if (damageDealt != null) " ([-${damageDealt.attackerDealt}] HP)" else ""
val notificationString = "[{$attackerString}{$attackerHurtString}] [$battleActionString] [{$defenderString}{$defenderHurtString}]"
val attackerIcon = if (attacker is CityCombatant) NotificationIcon.City else attacker.getName()
val defenderIcon = if (defender is CityCombatant) NotificationIcon.City else defender.getName()
val locations = LocationAction(attackedTile.position, attackerTile?.position)
defender.getCivInfo().addNotification(notificationString, locations, NotificationCategory.War, attackerIcon, battleActionIcon, defenderIcon)
}
private fun tryHealAfterKilling(attacker: ICombatant) {
if (attacker is MapUnitCombatant)
for (unique in attacker.unit.getMatchingUniques(UniqueType.HealsAfterKilling, checkCivInfoUniques = true)) {
val amountToHeal = unique.params[0].toInt()
attacker.unit.healBy(amountToHeal)
}
if (attacker !is MapUnitCombatant) return
for (unique in attacker.unit.getMatchingUniques(UniqueType.HealsAfterKilling, checkCivInfoUniques = true)) {
val amountToHeal = unique.params[0].toInt()
attacker.unit.healBy(amountToHeal)
}
}
@ -477,48 +478,19 @@ object Battle {
}
private fun postBattleAddXp(attacker: ICombatant, defender: ICombatant) {
if (attacker.isAirUnit()) {
addXp(attacker, 4, defender)
addXp(defender, 2, attacker)
} else if (attacker.isRanged()) { // ranged attack
if(defender.isCity())
addXp(attacker, 3, defender)
else
addXp(attacker, 2, defender)
addXp(defender, 2, attacker)
} else if (!defender.isCivilian()) // unit was not captured but actually attacked
{
addXp(attacker, 5, defender)
addXp(defender, 4, attacker)
}
}
private fun reduceAttackerMovementPointsAndAttacks(attacker: ICombatant, defender: ICombatant, attackedTile: Tile) {
if (attacker !is MapUnitCombatant) {
if (attacker is CityCombatant) attacker.city.attackedThisTurn = true
return
fun addXp(attackerXp: Int, defenderXp: Int){
addXp(attacker, attackerXp, defender)
addXp(defender, defenderXp, attacker)
}
val unit = attacker.unit
// If captured this civilian, doesn't count as attack
// And we've used a movement already
if (defender.isCivilian() && attacker.getTile() == defender.getTile()) return
val stateForConditionals = StateForConditionals(attacker, defender, attackedTile, CombatAction.Attack)
unit.attacksThisTurn += 1
if (unit.hasUnique(UniqueType.CanMoveAfterAttacking, stateForConditionals)
|| unit.maxAttacksPerTurn() > unit.attacksThisTurn) {
// if it was a melee attack and we won, then the unit ALREADY got movement points deducted,
// for the movement to the enemy's tile!
// and if it's an air unit, it only has 1 movement anyway, so...
if (!attacker.unit.baseUnit.movesLikeAirUnits && !(attacker.isMelee() && defender.isDefeated()))
unit.useMovementPoints(1f)
} else unit.currentMovement = 0f
if (unit.isFortified() || unit.isSleeping() || unit.isGuarding())
attacker.unit.action = null // but not, for instance, if it's Set Up - then it should definitely keep the action!
if (attacker.isAirUnit()) addXp(4, 2)
else if (attacker.isRanged()) { // ranged attack
if (defender.isCity()) addXp(3,2)
else addXp(2, 2)
} else if (!defender.isCivilian()) // Captured units don't grant XP
addXp(5, 4)
}
// XP!
internal fun addXp(thisCombatant: ICombatant, amount: Int, otherCombatant: ICombatant) {
if (thisCombatant !is MapUnitCombatant) return
@ -547,13 +519,13 @@ object Battle {
if (!otherIsBarbarian && civ.isMajorCiv()) { // Can't get great generals from Barbarians
var greatGeneralUnits = civ.gameInfo.ruleset.greatGeneralUnits
.filter { it.hasUnique(UniqueType.GreatPersonFromCombat, stateForConditionals) &&
.filter { it.hasUnique(UniqueType.GreatPersonFromCombat, stateForConditionals) &&
// Check if the unit is allowed for the Civ, ignoring build constrants
it.getRejectionReasons(civ).none { reason ->
!reason.isConstructionRejection() &&
// Allow Generals even if not allowed via tech
!reason.techPolicyEraWonderRequirements() }
}.asSequence()
// Allow Generals even if not allowed via tech
!reason.techPolicyEraWonderRequirements() }
}.asSequence()
// For compatibility with older rulesets
if (civ.gameInfo.ruleset.greatGeneralUnits.isEmpty() &&
civ.gameInfo.ruleset.units["Great General"] != null)
@ -579,6 +551,33 @@ object Battle {
}
}
private fun reduceAttackerMovementPointsAndAttacks(attacker: ICombatant, defender: ICombatant, attackedTile: Tile) {
if (attacker !is MapUnitCombatant) {
if (attacker is CityCombatant) attacker.city.attackedThisTurn = true
return
}
val unit = attacker.unit
// If captured this civilian, doesn't count as attack
// And we've used a movement already
if (defender.isCivilian() && attacker.getTile() == defender.getTile()) return
val stateForConditionals = StateForConditionals(attacker, defender, attackedTile, CombatAction.Attack)
unit.attacksThisTurn += 1
if (unit.hasUnique(UniqueType.CanMoveAfterAttacking, stateForConditionals)
|| unit.maxAttacksPerTurn() > unit.attacksThisTurn) {
// if it was a melee attack, and we won, then the unit ALREADY got movement points deducted,
// for the movement to the enemy's tile!
// and if it's an air unit, it only has 1 movement anyway, so...
if (!attacker.unit.baseUnit.movesLikeAirUnits && !(attacker.isMelee() && defender.isDefeated()))
unit.useMovementPoints(1f)
} else unit.currentMovement = 0f
if (unit.isFortified() || unit.isSleeping() || unit.isGuarding())
attacker.unit.action = null // but not, for instance, if it's Set Up - then it should definitely keep the action!
}
private fun conquerCity(city: City, attacker: MapUnitCombatant) {
val attackerCiv = attacker.getCivInfo()
@ -624,7 +623,7 @@ object Battle {
UniqueTriggerActivation.triggerUnique(unique, attacker.unit)
}
/** Handle decision making after city conquest, namely whether the AI should liberate, puppet,
/** Handle decision-making after city conquest, namely whether the AI should liberate, puppet,
* or raze a city */
private fun automateCityConquer(civInfo: Civilization, city: City) {
if (!city.hasDiplomaticMarriage()) {

View File

@ -224,15 +224,7 @@ object BattleDamage {
val modifiers = getGeneralModifiers(defender, attacker, CombatAction.Defend, tileToAttackFrom)
val tile = defender.getTile()
if (defender is MapUnitCombatant) {
if (defender.unit.isEmbarked()) {
// embarked units get no defensive modifiers apart from this unique
if (defender.unit.hasUnique(UniqueType.DefenceBonusWhenEmbarked, checkCivInfoUniques = true))
modifiers["Embarked"] = BattleConstants.EMBARKED_DEFENCE_BONUS
return modifiers
}
if (defender is MapUnitCombatant && !defender.unit.isEmbarked()) { // Embarked units get no terrain defensive bonuses
val tileDefenceBonus = tile.getDefensiveBonus(unit = defender.unit)
if (!defender.unit.hasUnique(UniqueType.NoDefensiveTerrainBonus, checkCivInfoUniques = true) && tileDefenceBonus > 0

View File

@ -5,6 +5,7 @@ import com.unciv.logic.city.City
import com.unciv.logic.map.mapunit.MapUnit
import com.unciv.logic.map.mapunit.movement.PathsToTilesWithinTurn
import com.unciv.logic.map.tile.Tile
import com.unciv.models.ruleset.unique.StateForConditionals
import com.unciv.models.ruleset.unique.UniqueType
object TargetHelper {
@ -112,22 +113,27 @@ object TargetHelper {
)
return false
if (combatant is MapUnitCombatant && combatant.hasUnique(UniqueType.CannotAttack))
return false
if (combatant is MapUnitCombatant) {
val stateForConditionals = StateForConditionals(
unit = (combatant as? MapUnitCombatant)?.unit, tile = tile,
ourCombatant = combatant, theirCombatant = tileCombatant, combatAction = CombatAction.Attack)
if (combatant is MapUnitCombatant &&
combatant.unit.getMatchingUniques(UniqueType.CanOnlyAttackUnits).run {
any() && none { tileCombatant.matchesFilter(it.params[0]) }
}
)
return false
if (combatant.hasUnique(UniqueType.CannotAttack, stateForConditionals))
return false
if (combatant is MapUnitCombatant &&
combatant.unit.getMatchingUniques(UniqueType.CanOnlyAttackTiles).run {
any() && none { tile.matchesFilter(it.params[0]) }
}
)
return false
if (combatant.unit.getMatchingUniques(UniqueType.CanOnlyAttackUnits, stateForConditionals).run {
any() && none { tileCombatant.matchesFilter(it.params[0]) }
}
)
return false
if (combatant.unit.getMatchingUniques(UniqueType.CanOnlyAttackTiles, stateForConditionals).run {
any() && none { tile.matchesFilter(it.params[0]) }
}
)
return false
}
// Only units with the right unique can view submarines (or other invisible units) from more then one tile away.
// Garrisoned invisible units can be attacked by anyone, as else the city will be in invincible.
@ -135,6 +141,7 @@ object TargetHelper {
return combatant is MapUnitCombatant
&& combatant.getCivInfo().viewableInvisibleUnitsTiles.map { it.position }.contains(tile.position)
}
return true
}

View File

@ -14,6 +14,7 @@ import com.unciv.logic.city.managers.SpyFleeReason
import com.unciv.logic.civilization.Civilization
import com.unciv.logic.map.TileMap
import com.unciv.logic.map.mapunit.MapUnit
import com.unciv.logic.map.mapunit.UnitPromotions
import com.unciv.logic.map.tile.RoadStatus
import com.unciv.logic.map.tile.Tile
import com.unciv.models.Counter
@ -91,7 +92,11 @@ class City : IsPartOfGameInfoSerialization, INamed {
var hasSoldBuildingThisTurn = false
var isPuppet = false
var shouldReassignPopulation = false // flag so that on startTurn() we reassign population
var unitTypeShouldUseSavedPromotion = HashMap<String, Boolean>()
var cityUnitTypePromotions = HashMap<String, UnitPromotions>()
@delegate:Transient
val neighboringCities: List<City> by lazy {
civ.gameInfo.getCities().filter { it != this && it.getCenterTile().isExplored(civ) && it.getCenterTile().aerialDistanceTo(getCenterTile()) <= 12 }.toList()
@ -153,6 +158,8 @@ class City : IsPartOfGameInfoSerialization, INamed {
toReturn.avoidGrowth = avoidGrowth
toReturn.manualSpecialists = manualSpecialists
toReturn.connectedToCapitalStatus = connectedToCapitalStatus
toReturn.unitTypeShouldUseSavedPromotion = unitTypeShouldUseSavedPromotion
toReturn.cityUnitTypePromotions = cityUnitTypePromotions
return toReturn
}

View File

@ -259,7 +259,7 @@ class CityConstructions : IsPartOfGameInfoSerialization {
fun turnsToConstruction(constructionName: String, useStoredProduction: Boolean = true): Int {
val workLeft = getRemainingWork(constructionName, useStoredProduction)
if (workLeft < 0) // This most often happens when a production is more than finished in a multiplayer game while its not your turn
if (workLeft <= 0) // This most often happens when a production is more than finished in a multiplayer game while its not your turn
return 0 // So we finish it at the start of the next turn. This could technically also happen when we lower production costs during our turn,
// but distinguishing those two cases is difficult, and the second one is much rarer than the first
if (workLeft <= productionOverflow) // if we already have stored up enough production to finish it directly
@ -402,30 +402,30 @@ class CityConstructions : IsPartOfGameInfoSerialization {
val rejectionReasons =
(construction as INonPerpetualConstruction).getRejectionReasons(this)
if (rejectionReasons.any { it.hasAReasonToBeRemovedFromQueue() }) {
val workDone = getWorkDone(constructionName)
if (construction is Building) {
// Production put into wonders gets refunded
if (construction.isWonder && workDone != 0) {
city.civ.addGold(workDone)
city.civ.addNotification(
"Excess production for [$constructionName] converted to [$workDone] gold",
city.location,
NotificationCategory.Production,
NotificationIcon.Gold, "BuildingIcons/${constructionName}")
}
} else if (construction is BaseUnit) {
// Production put into upgradable units gets put into upgraded version
val cheapestUpgradeUnit = construction.getRulesetUpgradeUnits(city.state)
.map { city.civ.getEquivalentUnit(it) }
.filter { it.isBuildable(this) }
.minByOrNull { it.cost }
if (rejectionReasons.all { it.type == RejectionReasonType.Obsoleted } && cheapestUpgradeUnit != null) {
inProgressConstructions[cheapestUpgradeUnit.name] = (inProgressConstructions[cheapestUpgradeUnit.name] ?: 0) + workDone
}
if (!rejectionReasons.any { it.hasAReasonToBeRemovedFromQueue() }) continue
val workDone = getWorkDone(constructionName)
if (construction is Building) {
// Production put into wonders gets refunded
if (construction.isWonder && workDone != 0) {
city.civ.addGold(workDone)
city.civ.addNotification(
"Excess production for [$constructionName] converted to [$workDone] gold",
city.location,
NotificationCategory.Production,
NotificationIcon.Gold, "BuildingIcons/${constructionName}")
}
} else if (construction is BaseUnit) {
// Production put into upgradable units gets put into upgraded version
val cheapestUpgradeUnit = construction.getRulesetUpgradeUnits(city.state)
.map { city.civ.getEquivalentUnit(it) }
.filter { it.isBuildable(this) }
.minByOrNull { it.cost }
if (rejectionReasons.all { it.type == RejectionReasonType.Obsoleted } && cheapestUpgradeUnit != null) {
inProgressConstructions[cheapestUpgradeUnit.name] = (inProgressConstructions[cheapestUpgradeUnit.name] ?: 0) + workDone
}
inProgressConstructions.remove(constructionName)
}
inProgressConstructions.remove(constructionName)
}
}
@ -439,20 +439,20 @@ class CityConstructions : IsPartOfGameInfoSerialization {
city.gainStockpiledResource(resource, -amount)
}
if (construction !is Building) return
if (construction !is INonPerpetualConstruction) return
if (!construction.hasUnique(UniqueType.TriggersAlertOnStart)) return
val buildingIcon = "BuildingIcons/${construction.name}"
val icon = if (construction is Building) "BuildingIcons/${construction.name}" else "UnitIcons/${construction.name}"
for (otherCiv in city.civ.gameInfo.civilizations) {
if (otherCiv == city.civ) continue
when {
otherCiv.hasExplored(city.getCenterTile()) ->
otherCiv.addNotification("The city of [${city.name}] has started constructing [${construction.name}]!",
city.location, NotificationCategory.General, NotificationIcon.Construction, buildingIcon)
city.location, NotificationCategory.General, NotificationIcon.Construction, icon)
otherCiv.knows(city.civ) ->
otherCiv.addNotification("[${city.civ.civName}] has started constructing [${construction.name}]!",
NotificationCategory.General, NotificationIcon.Construction, buildingIcon)
NotificationCategory.General, NotificationIcon.Construction, icon)
else -> otherCiv.addNotification("An unknown civilization has started constructing [${construction.name}]!",
NotificationCategory.General, NotificationIcon.Construction, buildingIcon)
NotificationCategory.General, NotificationIcon.Construction, icon)
}
}
}
@ -464,6 +464,19 @@ class CityConstructions : IsPartOfGameInfoSerialization {
else if (construction is BaseUnit) {
unit = construction.construct(this, null)
?: return false // unable to place unit
// checking if it's true that we should load saved promotion for the unitType
// Check if the player want to rebuild the unit the saved promotion
// and null check.
// and finally check if the current unit has enough XP.
val savedPromotion = city.cityUnitTypePromotions[unit.baseUnit.unitType]
if (city.unitTypeShouldUseSavedPromotion[unit.baseUnit.unitType] == true &&
savedPromotion != null && unit.promotions.XP >= savedPromotion.XP) {
for (promotions in savedPromotion.promotions) {
unit.promotions.addPromotion(promotions)
}
}
}
if (construction.name in inProgressConstructions)

View File

@ -99,6 +99,8 @@ class CityConquestFunctions(val city: City) {
Battle.destroyIfDefeated(conqueredCiv, conqueringCiv, city.location)
city.health = city.getMaxHealth() / 2 // I think that cities recover to half health when conquered?
city.avoidGrowth = false // reset settings
city.setCityFocus(CityFocus.NoFocus) // reset settings
if (city.population.population > 1)
city.population.addPopulation(-1 - city.population.population / 4) // so from 2-4 population, remove 1, from 5-8, remove 2, etc.
city.reassignAllPopulation()
@ -136,6 +138,7 @@ class CityConquestFunctions(val city: City) {
fun annexCity() {
city.isPuppet = false
if (!city.isInResistance()) city.shouldReassignPopulation = true
city.avoidGrowth = false
city.setCityFocus(CityFocus.NoFocus)
city.cityStats.update()
GUI.setUpdateWorldOnNextRender()

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@ -25,10 +25,9 @@ class CityPopulationManager : IsPartOfGameInfoSerialization {
private set
var foodStored = 0
// In favor of this bad boy
val specialistAllocations = Counter<String>()
fun getNewSpecialists() = specialistAllocations //convertStatsToSpecialistHashmap(specialists)
fun getNewSpecialists() = specialistAllocations
//region pure functions
@ -87,7 +86,7 @@ class CityPopulationManager : IsPartOfGameInfoSerialization {
"Population" -> population
"Followers of the Majority Religion", "Followers of this Religion" -> city.religion.getFollowersOfMajorityReligion()
"Unemployed" -> getFreePopulation()
else -> 0
else -> specialistAllocations[filter]
}
}
@ -150,7 +149,7 @@ class CityPopulationManager : IsPartOfGameInfoSerialization {
/** Only assigns free population */
internal fun autoAssignPopulation() {
city.cityStats.update(updateCivStats = false) // calculate current stats with current assignments
city.cityStats.update() // calculate current stats with current assignments
val freePopulation = getFreePopulation()
if (freePopulation <= 0) return

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@ -276,6 +276,7 @@ class CityStateFunctions(val civInfo: Civilization) {
fun updateAllyCivForCityState() {
var newAllyName: String? = null
if (!civInfo.isCityState) return
val maxInfluence = civInfo.diplomacy
.filter { it.value.otherCiv().isMajorCiv() && !it.value.otherCiv().isDefeated() }
.maxByOrNull { it.value.getInfluence() }
@ -283,48 +284,49 @@ class CityStateFunctions(val civInfo: Civilization) {
newAllyName = maxInfluence.key
}
if (civInfo.getAllyCiv() != newAllyName) {
val oldAllyName = civInfo.getAllyCiv()
civInfo.setAllyCiv(newAllyName)
if (civInfo.getAllyCiv() == newAllyName) return
val oldAllyName = civInfo.getAllyCiv()
civInfo.setAllyCiv(newAllyName)
if (newAllyName != null) {
val newAllyCiv = civInfo.gameInfo.getCivilization(newAllyName)
val text = "We have allied with [${civInfo.civName}]."
newAllyCiv.addNotification(text,
getNotificationActions(),
NotificationCategory.Diplomacy, civInfo.civName,
NotificationIcon.Diplomacy
)
newAllyCiv.cache.updateViewableTiles()
newAllyCiv.cache.updateCivResources()
for (unique in newAllyCiv.getMatchingUniques(UniqueType.CityStateCanBeBoughtForGold) + newAllyCiv.getMatchingUniques(UniqueType.CityStateCanBeBoughtForGoldOld))
newAllyCiv.getDiplomacyManager(civInfo)!!.setFlag(DiplomacyFlags.MarriageCooldown, unique.params[0].toInt())
if (newAllyName != null) {
val newAllyCiv = civInfo.gameInfo.getCivilization(newAllyName)
val text = "We have allied with [${civInfo.civName}]."
newAllyCiv.addNotification(text,
getNotificationActions(),
NotificationCategory.Diplomacy, civInfo.civName,
NotificationIcon.Diplomacy
)
newAllyCiv.cache.updateViewableTiles()
newAllyCiv.cache.updateCivResources()
for (unique in newAllyCiv.getMatchingUniques(UniqueType.CityStateCanBeBoughtForGold) + newAllyCiv.getMatchingUniques(UniqueType.CityStateCanBeBoughtForGoldOld))
newAllyCiv.getDiplomacyManager(civInfo)!!.setFlag(DiplomacyFlags.MarriageCooldown, unique.params[0].toInt())
// Join the wars of our new ally - loop through all civs they are at war with
for (newEnemy in civInfo.gameInfo.civilizations.filter { it.isAtWarWith(newAllyCiv) && it.isAlive() } ) {
if (!civInfo.isAtWarWith(newEnemy)) {
if (!civInfo.knows(newEnemy))
// We have to meet first
civInfo.diplomacyFunctions.makeCivilizationsMeet(newEnemy, warOnContact = true)
civInfo.getDiplomacyManager(newEnemy)!!.declareWar(DeclareWarReason(WarType.CityStateAllianceWar, newAllyCiv))
}
// Join the wars of our new ally - loop through all civs they are at war with
for (newEnemy in civInfo.gameInfo.civilizations.filter { it.isAtWarWith(newAllyCiv) && it.isAlive() } ) {
if (!civInfo.isAtWarWith(newEnemy)) {
if (!civInfo.knows(newEnemy))
// We have to meet first (meet interesting people - and kill them!)
civInfo.diplomacyFunctions.makeCivilizationsMeet(newEnemy, warOnContact = true)
civInfo.getDiplomacyManager(newEnemy)!!.declareWar(DeclareWarReason(WarType.CityStateAllianceWar, newAllyCiv))
}
}
if (oldAllyName != null && civInfo.isAlive()) {
val oldAllyCiv = civInfo.gameInfo.getCivilization(oldAllyName)
val text = "We have lost alliance with [${civInfo.civName}]."
oldAllyCiv.addNotification(text,
getNotificationActions(),
NotificationCategory.Diplomacy, civInfo.civName,
NotificationIcon.Diplomacy
)
if (newAllyName != null && oldAllyCiv.knows(newAllyName)){
val diplomacyManager = oldAllyCiv.getDiplomacyManager(newAllyName)!!
diplomacyManager.addModifier(DiplomaticModifiers.StoleOurAlly, -10f)
}
oldAllyCiv.cache.updateViewableTiles()
oldAllyCiv.cache.updateCivResources()
}
if (oldAllyName != null && civInfo.isAlive()) {
val oldAllyCiv = civInfo.gameInfo.getCivilization(oldAllyName)
val text = "We have lost alliance with [${civInfo.civName}]."
oldAllyCiv.addNotification(text,
getNotificationActions(),
NotificationCategory.Diplomacy, civInfo.civName,
NotificationIcon.Diplomacy
)
if (newAllyName != null && oldAllyCiv.knows(newAllyName)){
val diplomacyManager = oldAllyCiv.getDiplomacyManager(newAllyName)!!
diplomacyManager.addModifier(DiplomaticModifiers.StoleOurAlly, -10f)
}
oldAllyCiv.cache.updateViewableTiles()
oldAllyCiv.cache.updateCivResources()
}
}
@ -626,90 +628,110 @@ class CityStateFunctions(val civInfo: Civilization) {
}
}
// Others might become wary!
if (attacker.isMinorCivAggressor()) {
for (cityState in civInfo.gameInfo.getAliveCityStates()) {
if (cityState == civInfo) // Must be a different minor
continue
if (cityState.getAllyCiv() == attacker.civName) // Must not be allied to the attacker
continue
if (!cityState.knows(attacker)) // Must have met
continue
if (cityState.questManager.wantsDead(civInfo.civName)) // Must not want us dead
continue
if (attacker.isMinorCivAggressor()) makeOtherCityStatesWaryOfAttacker(attacker)
var probability: Int
if (attacker.isMinorCivWarmonger()) {
// High probability if very aggressive
probability = when (cityState.getProximity(attacker)) {
Proximity.Neighbors -> 100
Proximity.Close -> 75
Proximity.Far -> 50
Proximity.Distant -> 25
else -> 0
}
} else {
// Lower probability if only somewhat aggressive
probability = when (cityState.getProximity(attacker)) {
Proximity.Neighbors -> 50
Proximity.Close -> 20
else -> 0
}
}
triggerProtectorCivs(attacker)
// Higher probability if already at war
if (cityState.isAtWarWith(attacker))
probability += 50
if (Random.Default.nextInt(100) <= probability) {
cityState.getDiplomacyManager(attacker)!!.becomeWary()
}
}
}
for (protector in civInfo.cityStateFunctions.getProtectorCivs()) {
val protectorDiplomacy = protector.getDiplomacyManager(attacker) ?: continue // Who?
if (protectorDiplomacy.hasModifier(DiplomaticModifiers.AttackedProtectedMinor)
&& protectorDiplomacy.getFlag(DiplomacyFlags.RememberAttackedProtectedMinor) > 50)
protectorDiplomacy.addModifier(DiplomaticModifiers.AttackedProtectedMinor, -15f) // Penalty less severe for second offence
else
protectorDiplomacy.addModifier(DiplomaticModifiers.AttackedProtectedMinor, -20f)
protectorDiplomacy.setFlag(DiplomacyFlags.RememberAttackedProtectedMinor, 75) // Reset their memory
if (protector.playerType != PlayerType.Human) // Humans can have their own emotions
attacker.addNotification("[${protector.civName}] is upset that you attacked [${civInfo.civName}], whom they have pledged to protect!",
NotificationCategory.Diplomacy, NotificationIcon.Diplomacy, protector.civName)
else // Let humans choose who to side with
protector.popupAlerts.add(
PopupAlert(
AlertType.AttackedProtectedMinor,
attacker.civName + "@" + civInfo.civName)
) // we need to pass both civs as argument, hence the horrible chimera
}
// Even if we aren't *technically* protectors, we *can* still be pissed you attacked our allies*
val allyCivName = civInfo.getAllyCiv()
val allyCiv = if (allyCivName != null) civInfo.gameInfo.getCivilization(allyCivName) else null
if (allyCiv != null && allyCiv !in civInfo.cityStateFunctions.getProtectorCivs() && allyCiv.knows(attacker)){
val allyDiplomacy = allyCiv.getDiplomacyManager(attacker)!!
// Less than if we were protectors
allyDiplomacy.addModifier(DiplomaticModifiers.AttackedAlliedMinor, -10f)
if (allyCiv.playerType != PlayerType.Human) // Humans can have their own emotions
attacker.addNotification("[${allyCiv.civName}] is upset that you attacked [${civInfo.civName}], whom they are allied with!",
NotificationCategory.Diplomacy, NotificationIcon.Diplomacy, allyCiv.civName)
else // Let humans choose who to side with
allyCiv.popupAlerts.add(
PopupAlert(
AlertType.AttackedAllyMinor,
attacker.civName + "@" + civInfo.civName)
)
}
// Even if we aren't *technically* protectors, we *can* still be pissed you attacked our allies
triggerAllyCivs(attacker)
// Set up war with major pseudo-quest
civInfo.questManager.wasAttackedBy(attacker)
civInfo.getDiplomacyManager(attacker)!!.setFlag(DiplomacyFlags.RecentlyAttacked, 2) // Reminder to ask for unit gifts in 2 turns
}
private fun makeOtherCityStatesWaryOfAttacker(attacker: Civilization) {
for (cityState in civInfo.gameInfo.getAliveCityStates()) {
if (cityState == civInfo) // Must be a different minor
continue
if (cityState.getAllyCiv() == attacker.civName) // Must not be allied to the attacker
continue
if (!cityState.knows(attacker)) // Must have met
continue
if (cityState.questManager.wantsDead(civInfo.civName)) // Must not want us dead
continue
var probability: Int = if (attacker.isMinorCivWarmonger()) {
// High probability if very aggressive
when (cityState.getProximity(attacker)) {
Proximity.Neighbors -> 100
Proximity.Close -> 75
Proximity.Far -> 50
Proximity.Distant -> 25
else -> 0
}
} else {
// Lower probability if only somewhat aggressive
when (cityState.getProximity(attacker)) {
Proximity.Neighbors -> 50
Proximity.Close -> 20
else -> 0
}
}
// Higher probability if already at war
if (cityState.isAtWarWith(attacker))
probability += 50
if (Random.nextInt(100) <= probability) {
cityState.getDiplomacyManager(attacker)!!.becomeWary()
}
}
}
private fun triggerProtectorCivs(attacker: Civilization) {
for (protector in civInfo.cityStateFunctions.getProtectorCivs()) {
val protectorDiplomacy = protector.getDiplomacyManager(attacker) ?: continue // Who?
if (protectorDiplomacy.hasModifier(DiplomaticModifiers.AttackedProtectedMinor)
&& protectorDiplomacy.getFlag(DiplomacyFlags.RememberAttackedProtectedMinor) > 50
)
protectorDiplomacy.addModifier(
DiplomaticModifiers.AttackedProtectedMinor,
-15f
) // Penalty less severe for second offence
else
protectorDiplomacy.addModifier(DiplomaticModifiers.AttackedProtectedMinor, -20f)
protectorDiplomacy.setFlag(DiplomacyFlags.RememberAttackedProtectedMinor, 75) // Reset their memory
if (protector.playerType != PlayerType.Human) // Humans can have their own emotions
attacker.addNotification(
"[${protector.civName}] is upset that you attacked [${civInfo.civName}], whom they have pledged to protect!",
NotificationCategory.Diplomacy, NotificationIcon.Diplomacy, protector.civName
)
else // Let humans choose who to side with
protector.popupAlerts.add(
PopupAlert(
AlertType.AttackedProtectedMinor,
attacker.civName + "@" + civInfo.civName
)
) // we need to pass both civs as argument, hence the horrible chimera
}
}
private fun triggerAllyCivs(attacker: Civilization) {
val allyCivName = civInfo.getAllyCiv()
val allyCiv = if (allyCivName != null) civInfo.gameInfo.getCivilization(allyCivName) else null
if (allyCiv != null && allyCiv !in civInfo.cityStateFunctions.getProtectorCivs() && allyCiv.knows(attacker)) {
val allyDiplomacy = allyCiv.getDiplomacyManager(attacker)!!
// Less than if we were protectors
allyDiplomacy.addModifier(DiplomaticModifiers.AttackedAlliedMinor, -10f)
if (allyCiv.playerType != PlayerType.Human) // Humans can have their own emotions
attacker.addNotification(
"[${allyCiv.civName}] is upset that you attacked [${civInfo.civName}], whom they are allied with!",
NotificationCategory.Diplomacy, NotificationIcon.Diplomacy, allyCiv.civName
)
else // Let humans choose who to side with
allyCiv.popupAlerts.add(
PopupAlert(
AlertType.AttackedAllyMinor,
attacker.civName + "@" + civInfo.civName
)
)
}
}
/** A city state was destroyed. Its protectors are going to be upset! */
fun cityStateDestroyed(attacker: Civilization) {
if (!civInfo.isCityState) return // What are we doing here?

View File

@ -47,11 +47,11 @@ class DiplomacyFunctions(val civInfo: Civilization) {
val faithAmount = Stats(faith = 4f)
// Later, religious city-states will also gift gold, making this the better implementation
// For now, it might be overkill though.
var meetString = "[${civInfo.civName}] has given us [${giftAmount}] as a token of goodwill for meeting us"
val religionMeetString = "[${civInfo.civName}] has also given us [${faithAmount}]"
var meetString = "[${civInfo.civName}] has given us [${giftAmount.toStringForNotifications()}] as a token of goodwill for meeting us"
val religionMeetString = "[${civInfo.civName}] has also given us [${faithAmount.toStringForNotifications()}]"
if (civInfo.diplomacy.count { it.value.otherCiv().isMajorCiv() } == 1) {
giftAmount.timesInPlace(2f)
meetString = "[${civInfo.civName}] has given us [${giftAmount}] as we are the first major civ to meet them"
meetString = "[${civInfo.civName}] has given us [${giftAmount.toStringForNotifications()}] as we are the first major civ to meet them"
}
if (cityStateLocation != null)
otherCiv.addNotification(meetString, cityStateLocation, NotificationCategory.Diplomacy, NotificationIcon.Gold)

View File

@ -92,11 +92,8 @@ class EspionageManager : IsPartOfGameInfoSerialization {
* Determines whether the NextTurnAction MoveSpies should be shown or not
* @return true if there are spies waiting to be moved
*/
fun shouldShowMoveSpies(): Boolean = !dismissedShouldMoveSpies && hasIdleSpies()
/** Are any spies in the hideout?
* @see shouldShowMoveSpies */
fun hasIdleSpies() = spyList.any { it.isIdle() }
fun shouldShowMoveSpies(): Boolean = !dismissedShouldMoveSpies && spyList.any { it.isIdle() }
&& civInfo.gameInfo.getCities().any { civInfo.hasExplored(it.getCenterTile()) && getSpyAssignedToCity(it) == null }
fun getIdleSpies(): List<Spy> {
return spyList.filterTo(mutableListOf()) { it.isIdle() }

View File

@ -69,6 +69,10 @@ class TurnManager(val civInfo: Civilization) {
civInfo.cache.updateCitiesConnectedToCapital()
startTurnFlags()
updateRevolts()
for (unique in civInfo.getTriggeredUniques(UniqueType.TriggerUponTurnStart, civInfo.state))
UniqueTriggerActivation.triggerUnique(unique, civInfo)
for (city in civInfo.cities) {
progressBar?.increment()
CityTurnManager(city).startTurn() // Most expensive part of startTurn

View File

@ -469,6 +469,9 @@ class Autosaves(val files: UncivFiles) {
}
fun autoSave(gameInfo: GameInfo, nextTurn: Boolean = false) {
// get GameSettings to check the maxAutosavesStored in the autoSave function
val settings = files.getGeneralSettings()
try {
files.saveGame(gameInfo, AUTOSAVE_FILE_NAME)
} catch (oom: OutOfMemoryError) {
@ -486,7 +489,11 @@ class Autosaves(val files: UncivFiles) {
fun getAutosaves(): Sequence<FileHandle> {
return files.getSaves().filter { it.name().startsWith(AUTOSAVE_FILE_NAME) }
}
while (getAutosaves().count() > 10) {
// added the plus 1 to avoid player choosing 6,11,21,51,101, etc.. in options.
// // with the old version with 10 has example, it would start overriding after 9 instead of 10.
// like from autosave-1 to autosave-9 after the autosave-9 the autosave-1 would override to autosave-2.
// For me it should be after autosave-10 that it should start overriding old autosaves.
while (getAutosaves().count() > settings.maxAutosavesStored+1) {
val saveToDelete = getAutosaves().minByOrNull { it.lastModified() }!!
files.deleteSave(saveToDelete.name())
}

View File

@ -73,13 +73,13 @@ class MapParameters : IsPartOfGameInfoSerialization {
var tilesPerBiomeArea = 6
var maxCoastExtension = 2
var elevationExponent = 0.7f
var temperatureExtremeness = 0.6f
var temperatureintensity = 0.6f
var vegetationRichness = 0.4f
var rareFeaturesRichness = 0.05f
var resourceRichness = 0.1f
var waterThreshold = 0.0f
/** Shifts temperature (after random, latitude and temperatureExtremeness).*/
/** Shifts temperature (after random, latitude and temperatureintensity).*/
var temperatureShift = 0f
fun clone() = MapParameters().also {
@ -99,7 +99,7 @@ class MapParameters : IsPartOfGameInfoSerialization {
it.tilesPerBiomeArea = tilesPerBiomeArea
it.maxCoastExtension = maxCoastExtension
it.elevationExponent = elevationExponent
it.temperatureExtremeness = temperatureExtremeness
it.temperatureintensity = temperatureintensity
it.temperatureShift = temperatureShift
it.vegetationRichness = vegetationRichness
it.rareFeaturesRichness = rareFeaturesRichness
@ -117,7 +117,7 @@ class MapParameters : IsPartOfGameInfoSerialization {
tilesPerBiomeArea = 6
maxCoastExtension = 2
elevationExponent = 0.7f
temperatureExtremeness = 0.6f
temperatureintensity = 0.6f
temperatureShift = 0.0f
vegetationRichness = 0.4f
rareFeaturesRichness = 0.05f
@ -163,7 +163,7 @@ class MapParameters : IsPartOfGameInfoSerialization {
if (type != MapGeneratedMainType.custom && type != MapType.empty) yield("{Map Generation Type}: {$type}, ")
yield("{RNG Seed} $seed")
yield(", {Map Elevation}=" + elevationExponent.niceToString(2))
yield(", {Temperature extremeness}=" + temperatureExtremeness.niceToString(2))
yield(", {Temperature intensity}=" + temperatureintensity.niceToString(2))
yield(", {Resource richness}=" + resourceRichness.niceToString(3))
yield(", {Vegetation richness}=" + vegetationRichness.niceToString(2))
yield(", {Rare features richness}=" + rareFeaturesRichness.niceToString(3))

View File

@ -2,7 +2,6 @@ package com.unciv.logic.map
import com.unciv.logic.civilization.Civilization
import com.unciv.logic.map.mapunit.MapUnit
import com.unciv.logic.map.tile.RoadStatus
import com.unciv.logic.map.tile.Tile
import com.unciv.utils.Log
@ -27,13 +26,15 @@ object MapPathing {
fun isValidRoadPathTile(unit: MapUnit, tile: Tile): Boolean {
val roadImprovement = tile.ruleset.roadImprovement ?: return false
val railRoadImprovement = tile.ruleset.railroadImprovement ?: return false
return tile.isLand
&& !tile.isImpassible()
&& unit.civ.hasExplored(tile)
&& tile.canCivPassThrough(unit.civ)
&& (tile.hasRoadConnection(unit.civ, false)
if (tile.isWater) return false
if (tile.isImpassible()) return false
if (!unit.civ.hasExplored(tile)) return false
if (!tile.canCivPassThrough(unit.civ)) return false
return tile.hasRoadConnection(unit.civ, false)
|| tile.hasRailroadConnection(false)
|| tile.improvementFunctions.canBuildImprovement(roadImprovement, unit.civ))
|| tile.improvementFunctions.canBuildImprovement(roadImprovement, unit.civ)
|| tile.improvementFunctions.canBuildImprovement(railRoadImprovement, unit.civ)
}

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@ -0,0 +1,14 @@
package com.unciv.logic.map
enum class NeighborDirection(val clockPosition: Int) {
TopRight(2),
BottomRight(4),
Bottom(6),
BottomLeft(8),
TopLeft(10),
Top(12);
companion object {
val byClockPosition = entries.associateBy { it.clockPosition }
}
}

View File

@ -310,6 +310,7 @@ class TileMap(initialCapacity: Int = 10) : IsPartOfGameInfoSerialization {
return null
}
/**
* Returns the clock position of [otherTile] seen from [tile]'s position
* Returns -1 if not neighbors

View File

@ -425,7 +425,7 @@ class MapGenerator(val ruleset: Ruleset, private val coroutineScope: CoroutineSc
/**
* [MapParameters.tilesPerBiomeArea] to set biomes size
* [MapParameters.temperatureExtremeness] to favor very high and very low temperatures
* [MapParameters.temperatureintensity] to favor very high and very low temperatures
* [MapParameters.temperatureShift] to shift temperature towards cold (negative) or hot (positive)
*/
private fun applyHumidityAndTemperature(tileMap: TileMap) {
@ -435,7 +435,7 @@ class MapGenerator(val ruleset: Ruleset, private val coroutineScope: CoroutineSc
tileMap.setTransients(ruleset)
val scale = tileMap.mapParameters.tilesPerBiomeArea.toDouble()
val temperatureExtremeness = tileMap.mapParameters.temperatureExtremeness
val temperatureintensity = tileMap.mapParameters.temperatureintensity
val temperatureShift = tileMap.mapParameters.temperatureShift
val humidityShift = if (temperatureShift > 0) -temperatureShift / 2 else 0f
@ -471,7 +471,7 @@ class MapGenerator(val ruleset: Ruleset, private val coroutineScope: CoroutineSc
val randomTemperature = randomness.getPerlinNoise(tile, temperatureSeed, scale = scale, nOctaves = 1)
var temperature = (5.0 * expectedTemperature + randomTemperature) / 6.0
temperature = abs(temperature).pow(1.0 - temperatureExtremeness) * temperature.sign
temperature = abs(temperature).pow(1.0 - temperatureintensity) * temperature.sign
temperature = (temperature + temperatureShift).coerceIn(-1.0..1.0)
// Old, static map generation rules - necessary for existing base ruleset mods to continue to function
@ -613,7 +613,7 @@ class MapGenerator(val ruleset: Ruleset, private val coroutineScope: CoroutineSc
}
/**
* [MapParameters.temperatureExtremeness] as in [applyHumidityAndTemperature]
* [MapParameters.temperatureintensity] as in [applyHumidityAndTemperature]
*/
private fun spawnIce(tileMap: TileMap) {
val waterTerrain: Set<String> =
@ -649,7 +649,7 @@ class MapGenerator(val ruleset: Ruleset, private val coroutineScope: CoroutineSc
val randomTemperature = randomness.getPerlinNoise(tile, temperatureSeed, scale = tileMap.mapParameters.tilesPerBiomeArea.toDouble(), nOctaves = 1)
val latitudeTemperature = 1.0 - 2.0 * abs(tile.latitude) / tileMap.maxLatitude
var temperature = ((latitudeTemperature + randomTemperature) / 2.0)
temperature = abs(temperature).pow(1.0 - tileMap.mapParameters.temperatureExtremeness) * temperature.sign
temperature = abs(temperature).pow(1.0 - tileMap.mapParameters.temperatureintensity) * temperature.sign
temperature = (temperature + tileMap.mapParameters.temperatureShift).coerceIn(-1.0..1.0)
val candidates = iceEquivalents

View File

@ -61,7 +61,9 @@ class MapRegions (val ruleset: Ruleset) {
val closeStartPenaltyForRing = mapOf(
0 to 99, 1 to 97, 2 to 95,
3 to 92, 4 to 89, 5 to 69,
6 to 57, 7 to 24, 8 to 15 )
6 to 57, 7 to 24, 8 to 20,
9 to 16, 10 to 12, 11 to 8,
12 to 6, 13 to 4) //at 14, both of us can settle a min distance expand without competing for tiles
val randomLuxuryRatios = mapOf(
1 to listOf(1f),

View File

@ -28,6 +28,7 @@ object MapRegionResources {
baseImpact: Int = 0, randomImpact: Int = 0, majorDeposit: Boolean = false
): Map<TileResource, Int> {
if (tileList.none() || resourceOptions.isEmpty()) return mapOf()
if (frequency == 0) return mapOf()
val impactType = when (resourceOptions.first().resourceType) {
ResourceType.Strategic -> ImpactType.Strategic
ResourceType.Bonus -> ImpactType.Bonus

View File

@ -109,12 +109,6 @@ class MapUnit : IsPartOfGameInfoSerialization {
}
}
@Deprecated("As of 4.14.12 - use statusMap instead (for lookup performance)")
/** This is still the source of truth, currently replicating all statuses to use both the map and the list
so that ongoing games retain their statuses until we're ready to switch over */
var statuses = ArrayList<UnitStatus>()
/** New status container - should NOT serve as source of truth since MP games going
* back and forth between older versions will lose this data! */
var statusMap = HashMap<String, UnitStatus>()
//endregion
@ -224,7 +218,6 @@ class MapUnit : IsPartOfGameInfoSerialization {
toReturn.religion = religion
toReturn.religiousStrengthLost = religiousStrengthLost
toReturn.movementMemories = movementMemories.copy()
toReturn.statuses = ArrayList(statuses)
toReturn.statusMap = HashMap(statusMap)
toReturn.mostRecentMoveType = mostRecentMoveType
toReturn.attacksSinceTurnStart = ArrayList(attacksSinceTurnStart.map { Vector2(it) })
@ -593,7 +586,7 @@ class MapUnit : IsPartOfGameInfoSerialization {
if (promotions.promotions.contains(filter)) return true
// Badly optimized, but it's rare that statuses is even non-empty
// Statuses really should be converted to a hashmap
if (getStatus(name) != null) return true
if (hasStatus(name)) return true
return false
}
}
@ -660,11 +653,7 @@ class MapUnit : IsPartOfGameInfoSerialization {
baseUnit = ruleset.units[name]
?: throw java.lang.Exception("Unit $name is not found!")
for (status in statuses){
status.setTransients(this)
statusMap[status.name] = status
}
for (status in statusMap.values) status.setTransients(this)
updateUniques()
if (action == UnitActionType.Automate.value){
automated = true
@ -673,12 +662,9 @@ class MapUnit : IsPartOfGameInfoSerialization {
}
fun updateUniques() {
val unitUniqueSources =
baseUnit.uniqueObjects.asSequence() +
type.uniqueObjects
val otherUniqueSources = promotions.getPromotions().flatMap { it.uniqueObjects } +
statuses.flatMap { it.uniques }
val uniqueSources = unitUniqueSources + otherUniqueSources
statusMap.values.flatMap { it.uniques }
val uniqueSources = baseUnit.rulesetUniqueObjects.asSequence() + otherUniqueSources
tempUniquesMap = UniqueMap(uniqueSources)
nonUnitUniquesMap = UniqueMap(otherUniqueSources)
@ -717,30 +703,30 @@ class MapUnit : IsPartOfGameInfoSerialization {
}
// Set equality automatically determines if anything changed - https://kotlinlang.org/api/latest/jvm/stdlib/kotlin.collections/-abstract-set/equals.html
if (updateCivViewableTiles && oldViewableTiles != viewableTiles
val shouldUpdateTiles = updateCivViewableTiles && oldViewableTiles != viewableTiles
// Don't bother updating if all previous and current viewable tiles are within our borders
&& (oldViewableTiles.any { it !in civ.cache.ourTilesAndNeighboringTiles }
|| viewableTiles.any { it !in civ.cache.ourTilesAndNeighboringTiles })) {
&& (oldViewableTiles.any { it !in civ.cache.ourTilesAndNeighboringTiles }
|| viewableTiles.any { it !in civ.cache.ourTilesAndNeighboringTiles })
val unfilteredTriggeredUniques = getTriggeredUniques(UniqueType.TriggerUponDiscoveringTile, StateForConditionals.IgnoreConditionals).toList()
if (unfilteredTriggeredUniques.isNotEmpty()) {
val newlyExploredTiles = viewableTiles.filter {
!it.isExplored(civ)
}
for (tile in newlyExploredTiles) {
val state = cache.state
for (unique in unfilteredTriggeredUniques) {
if (unique.getModifiers(UniqueType.TriggerUponDiscoveringTile)
.any { tile.matchesFilter(it.params[0], civ) }
&& unique.conditionalsApply(state)
)
UniqueTriggerActivation.triggerUnique(unique, this)
}
if (!shouldUpdateTiles) return
val unfilteredTriggeredUniques = getTriggeredUniques(UniqueType.TriggerUponDiscoveringTile, StateForConditionals.IgnoreConditionals).toList()
if (unfilteredTriggeredUniques.isNotEmpty()) {
val newlyExploredTiles = viewableTiles.filter { !it.isExplored(civ) }
for (tile in newlyExploredTiles) {
val state = cache.state
for (unique in unfilteredTriggeredUniques) {
if (unique.getModifiers(UniqueType.TriggerUponDiscoveringTile)
.any { tile.matchesFilter(it.params[0], civ) }
&& unique.conditionalsApply(state)
)
UniqueTriggerActivation.triggerUnique(unique, this)
}
}
civ.cache.updateViewableTiles(explorerPosition)
}
civ.cache.updateViewableTiles(explorerPosition)
}
/** Can accept a negative number to gain movement points */
@ -781,6 +767,7 @@ class MapUnit : IsPartOfGameInfoSerialization {
}
val currentTile = getTile()
if (isMoving()) {
val destinationTile = getMovementDestination()
if (!movement.canReach(destinationTile)) { // That tile that we were moving towards is now unreachable -
@ -904,7 +891,11 @@ class MapUnit : IsPartOfGameInfoSerialization {
val promotion = unique.params[0]
promotions.addPromotion(promotion, true)
}
val triggeredUniques = getTriggeredUniques(UniqueType.TriggerUponEnteringTile) { tile.matchesFilter(it.params[0]) }
for (triggeredUnique in triggeredUniques)
UniqueTriggerActivation.triggerUnique(triggeredUnique, this)
updateVisibleTiles(true, currentTile.position)
}
@ -1048,7 +1039,7 @@ class MapUnit : IsPartOfGameInfoSerialization {
}
}
fun getStatus(name:String): UnitStatus? = statuses.firstOrNull { it.name == name }
fun getStatus(name:String): UnitStatus? = statusMap[name]
fun hasStatus(name:String): Boolean = getStatus(name) != null
fun setStatus(name:String, turns:Int){
@ -1062,7 +1053,6 @@ class MapUnit : IsPartOfGameInfoSerialization {
status.name = name
status.turnsLeft = turns
status.setTransients(this)
statuses.add(status)
statusMap[status.name] = status
updateUniques()
@ -1071,10 +1061,8 @@ class MapUnit : IsPartOfGameInfoSerialization {
}
fun removeStatus(name:String){
val wereRemoved = statuses.removeAll { it.name == name }
statusMap.remove(name)
if (!wereRemoved) return
statusMap.remove(name) ?: return
updateUniques()
for (unique in getTriggeredUniques(UniqueType.TriggerUponStatusLoss){ it.params[0] == name })

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