diff --git a/android/assets/jsons/translations/Brazilian_Portuguese.properties b/android/assets/jsons/translations/Brazilian_Portuguese.properties index 6fa249a4fc..d82bcc80fa 100644 --- a/android/assets/jsons/translations/Brazilian_Portuguese.properties +++ b/android/assets/jsons/translations/Brazilian_Portuguese.properties @@ -1716,36 +1716,6 @@ Never destroyed when the city is captured = Invisible to others = Invisível para outros -# Conditionals -# These are optional parts that can be added to uniques to allow them only to function in some cases, -# denoted by placing them between <> brackets. An example would be: "[amount]% Strength ". -# In this case "" is a conditional. - # Requires translation! -when not at war = - # Requires translation! -when at war = - # Requires translation! -while the empire is happy = - # Requires translation! -during a Golden Age = - - # Requires translation! -if this city has at least [amount] specialists = - - # Requires translation! -for [mapUnitFilter] units = - # Requires translation! -vs cities = - # Requires translation! -vs [mapUnitFilter] units = - # Requires translation! -for combat in [tileFilter] tiles = - # Requires translation! -when attacking = - # Requires translation! -when defending = - - # In English we just paste all these conditionals at the end of each unique, but in your language that # may not turn into valid sentences. Therefore we have the following two translations to determine # where they should go. @@ -7309,3 +7279,130 @@ During the We Love The King Day, the city will grow 25% faster. = # Requires translation! This means exploration and trade is important to grow your cities! = + +#################### Lines from Unique Types ####################### + + # Requires translation! +Provides [stats] per turn = + # Requires translation! +Provides [stats] [cityFilter] per turn = + # Requires translation! +Provides [amount] Happiness = + # Requires translation! +Provides military units every ≈[amount] turns = + # Requires translation! +Provides a unique luxury = + # Requires translation! +May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion = + # Requires translation! +May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount]) = + # Requires translation! +May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] = + # Requires translation! +May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] = + # Requires translation! +May buy [baseUnitFilter] units with [stat] [cityFilter] = + # Requires translation! +May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost = + # Requires translation! +Triggers victory = + # Requires translation! +Can be purchased for [amount] [stat] [cityFilter] = + # Requires translation! +Must not be next to [terrainFilter] = + # Requires translation! +Deal [amount] damage to adjacent enemy units = + # Requires translation! +when at war = + # Requires translation! +when not at war = + # Requires translation! +while the empire is happy = + # Requires translation! +during a Golden Age = + # Requires translation! +during the [era] = + # Requires translation! +before the [era] = + # Requires translation! +starting from the [era] = + # Requires translation! +after discovering [tech] = + # Requires translation! +before discovering [tech] = + # Requires translation! +after adopting [policy] = + # Requires translation! +before adopting [policy] = + # Requires translation! +if this city has at least [amount] specialists = + # Requires translation! +for [mapUnitFilter] units = + # Requires translation! +vs cities = + # Requires translation! +vs [mapUnitFilter] units = + # Requires translation! +when fighting units from a Civilization with more Cities than you = + # Requires translation! +when attacking = + # Requires translation! +when defending = + # Requires translation! +when fighting in [tileFilter] tiles = + # Requires translation! +on foreign continents = + # Requires translation! +when above [amount] HP = + # Requires translation! +when below [amount] HP = + # Requires translation! +with [amount] to [amount] neighboring [tileFilter] tiles = + # Requires translation! +with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles = + # Requires translation! +in [tileFilter] tiles = + # Requires translation! +in [tileFilter] [tileFilter] tiles = + # Requires translation! +in tiles without [tileFilter] = + # Requires translation! +on water maps = + # Requires translation! +in [regionType] Regions = + # Requires translation! +in all except [regionType] Regions = + # Requires translation! +Free [baseUnitFilter] found in the ruins = + # Requires translation! +[amount] Free Social Policies = + # Requires translation! +[amount] population in a random city = + # Requires translation! +[amount] free random researchable Tech(s) from the [era] = + # Requires translation! +Gain [amount] [stat] = + # Requires translation! +Gain [amount]-[amount] [stat] = + # Requires translation! +Gain enough Faith for a Pantheon = + # Requires translation! +Gain enough Faith for [amount]% of a Great Prophet = + # Requires translation! +Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius = + # Requires translation! +From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance = + # Requires translation! +This Unit gains [amount] XP = + # Requires translation! +This Unit upgrades for free including special upgrades = + # Requires translation! +This Unit gains the [promotion] promotion = + # Requires translation! ++[amount]% attack strength to all [mapUnitFilter] Units for [amount] turns = + # Requires translation! +Hidden before founding a Pantheon = + # Requires translation! +Hidden after founding a Pantheon = + # Requires translation! +Hidden after generating a Great Prophet = diff --git a/android/assets/jsons/translations/Bulgarian.properties b/android/assets/jsons/translations/Bulgarian.properties index d4e248c53d..f497c2ae69 100644 --- a/android/assets/jsons/translations/Bulgarian.properties +++ b/android/assets/jsons/translations/Bulgarian.properties @@ -1776,36 +1776,6 @@ Never destroyed when the city is captured = Invisible to others = -# Conditionals -# These are optional parts that can be added to uniques to allow them only to function in some cases, -# denoted by placing them between <> brackets. An example would be: "[amount]% Strength ". -# In this case "" is a conditional. - # Requires translation! -when not at war = - # Requires translation! -when at war = - # Requires translation! -while the empire is happy = - # Requires translation! -during a Golden Age = - - # Requires translation! -if this city has at least [amount] specialists = - - # Requires translation! -for [mapUnitFilter] units = - # Requires translation! -vs cities = - # Requires translation! -vs [mapUnitFilter] units = - # Requires translation! -for combat in [tileFilter] tiles = - # Requires translation! -when attacking = - # Requires translation! -when defending = - - # In English we just paste all these conditionals at the end of each unique, but in your language that # may not turn into valid sentences. Therefore we have the following two translations to determine # where they should go. @@ -8765,3 +8735,130 @@ During the We Love The King Day, the city will grow 25% faster. = # Requires translation! This means exploration and trade is important to grow your cities! = + +#################### Lines from Unique Types ####################### + + # Requires translation! +Provides [stats] per turn = + # Requires translation! +Provides [stats] [cityFilter] per turn = + # Requires translation! +Provides [amount] Happiness = + # Requires translation! +Provides military units every ≈[amount] turns = + # Requires translation! +Provides a unique luxury = + # Requires translation! +May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion = + # Requires translation! +May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount]) = + # Requires translation! +May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] = + # Requires translation! +May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] = + # Requires translation! +May buy [baseUnitFilter] units with [stat] [cityFilter] = + # Requires translation! +May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost = + # Requires translation! +Triggers victory = + # Requires translation! +Can be purchased for [amount] [stat] [cityFilter] = + # Requires translation! +Must not be next to [terrainFilter] = + # Requires translation! +Deal [amount] damage to adjacent enemy units = + # Requires translation! +when at war = + # Requires translation! +when not at war = + # Requires translation! +while the empire is happy = + # Requires translation! +during a Golden Age = + # Requires translation! +during the [era] = + # Requires translation! +before the [era] = + # Requires translation! +starting from the [era] = + # Requires translation! +after discovering [tech] = + # Requires translation! +before discovering [tech] = + # Requires translation! +after adopting [policy] = + # Requires translation! +before adopting [policy] = + # Requires translation! +if this city has at least [amount] specialists = + # Requires translation! +for [mapUnitFilter] units = + # Requires translation! +vs cities = + # Requires translation! +vs [mapUnitFilter] units = + # Requires translation! +when fighting units from a Civilization with more Cities than you = + # Requires translation! +when attacking = + # Requires translation! +when defending = + # Requires translation! +when fighting in [tileFilter] tiles = + # Requires translation! +on foreign continents = + # Requires translation! +when above [amount] HP = + # Requires translation! +when below [amount] HP = + # Requires translation! +with [amount] to [amount] neighboring [tileFilter] tiles = + # Requires translation! +with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles = + # Requires translation! +in [tileFilter] tiles = + # Requires translation! +in [tileFilter] [tileFilter] tiles = + # Requires translation! +in tiles without [tileFilter] = + # Requires translation! +on water maps = + # Requires translation! +in [regionType] Regions = + # Requires translation! +in all except [regionType] Regions = + # Requires translation! +Free [baseUnitFilter] found in the ruins = + # Requires translation! +[amount] Free Social Policies = + # Requires translation! +[amount] population in a random city = + # Requires translation! +[amount] free random researchable Tech(s) from the [era] = + # Requires translation! +Gain [amount] [stat] = + # Requires translation! +Gain [amount]-[amount] [stat] = + # Requires translation! +Gain enough Faith for a Pantheon = + # Requires translation! +Gain enough Faith for [amount]% of a Great Prophet = + # Requires translation! +Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius = + # Requires translation! +From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance = + # Requires translation! +This Unit gains [amount] XP = + # Requires translation! +This Unit upgrades for free including special upgrades = + # Requires translation! +This Unit gains the [promotion] promotion = + # Requires translation! ++[amount]% attack strength to all [mapUnitFilter] Units for [amount] turns = + # Requires translation! +Hidden before founding a Pantheon = + # Requires translation! +Hidden after founding a Pantheon = + # Requires translation! +Hidden after generating a Great Prophet = diff --git a/android/assets/jsons/translations/Czech.properties b/android/assets/jsons/translations/Czech.properties index 5a4bd3a60c..d296e5e4d5 100644 --- a/android/assets/jsons/translations/Czech.properties +++ b/android/assets/jsons/translations/Czech.properties @@ -1410,26 +1410,6 @@ Never destroyed when the city is captured = Nikdy se nezničí při obsazení m Invisible to others = Neviditelná pro ostatní -# Conditionals -# These are optional parts that can be added to uniques to allow them only to function in some cases, -# denoted by placing them between <> brackets. An example would be: "[amount]% Strength ". -# In this case "" is a conditional. -when not at war = není-li ve válce -when at war = je-li ve válce -while the empire is happy = je-li říše spokojená -during a Golden Age = během Zlatého věku - -if this city has at least [amount] specialists = má-li toto město alespoň [amount] specialistů - - # Requires translation! -for [mapUnitFilter] units = -vs cities = proti městům -vs [mapUnitFilter] units = proti [mapUnitFilter] jednotky -for combat in [tileFilter] tiles = při boji na políčkách [tileFilter] -when attacking = při útoku -when defending = při obraně - - # In English we just paste all these conditionals at the end of each unique, but in your language that # may not turn into valid sentences. Therefore we have the following two translations to determine # where they should go. @@ -5706,3 +5686,121 @@ During the We Love The King Day, the city will grow 25% faster. = # Requires translation! This means exploration and trade is important to grow your cities! = + +#################### Lines from Unique Types ####################### + + # Requires translation! +Provides [stats] per turn = + # Requires translation! +Provides [stats] [cityFilter] per turn = + # Requires translation! +Provides [amount] Happiness = + # Requires translation! +Provides military units every ≈[amount] turns = + # Requires translation! +Provides a unique luxury = + # Requires translation! +May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion = + # Requires translation! +May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount]) = + # Requires translation! +May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] = + # Requires translation! +May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] = + # Requires translation! +May buy [baseUnitFilter] units with [stat] [cityFilter] = + # Requires translation! +May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost = + # Requires translation! +Triggers victory = + # Requires translation! +Can be purchased for [amount] [stat] [cityFilter] = + # Requires translation! +Must not be next to [terrainFilter] = + # Requires translation! +Deal [amount] damage to adjacent enemy units = +when at war = je-li ve válce +when not at war = není-li ve válce +while the empire is happy = je-li říše spokojená +during a Golden Age = během Zlatého věku + # Requires translation! +during the [era] = + # Requires translation! +before the [era] = + # Requires translation! +starting from the [era] = + # Requires translation! +after discovering [tech] = + # Requires translation! +before discovering [tech] = + # Requires translation! +after adopting [policy] = + # Requires translation! +before adopting [policy] = +if this city has at least [amount] specialists = má-li toto město alespoň [amount] specialistů + # Requires translation! +for [mapUnitFilter] units = +vs cities = proti městům +vs [mapUnitFilter] units = proti [mapUnitFilter] jednotky + # Requires translation! +when fighting units from a Civilization with more Cities than you = +when attacking = při útoku +when defending = při obraně + # Requires translation! +when fighting in [tileFilter] tiles = + # Requires translation! +on foreign continents = + # Requires translation! +when above [amount] HP = + # Requires translation! +when below [amount] HP = + # Requires translation! +with [amount] to [amount] neighboring [tileFilter] tiles = + # Requires translation! +with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles = + # Requires translation! +in [tileFilter] tiles = + # Requires translation! +in [tileFilter] [tileFilter] tiles = + # Requires translation! +in tiles without [tileFilter] = + # Requires translation! +on water maps = + # Requires translation! +in [regionType] Regions = + # Requires translation! +in all except [regionType] Regions = + # Requires translation! +Free [baseUnitFilter] found in the ruins = + # Requires translation! +[amount] Free Social Policies = + # Requires translation! +[amount] population in a random city = + # Requires translation! +[amount] free random researchable Tech(s) from the [era] = + # Requires translation! +Gain [amount] [stat] = + # Requires translation! +Gain [amount]-[amount] [stat] = + # Requires translation! +Gain enough Faith for a Pantheon = + # Requires translation! +Gain enough Faith for [amount]% of a Great Prophet = + # Requires translation! +Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius = + # Requires translation! +From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance = + # Requires translation! +This Unit gains [amount] XP = + # Requires translation! +This Unit upgrades for free including special upgrades = + # Requires translation! +This Unit gains the [promotion] promotion = + # Requires translation! ++[amount]% attack strength to all [mapUnitFilter] Units for [amount] turns = + # Requires translation! +Hidden before founding a Pantheon = + # Requires translation! +Hidden after founding a Pantheon = + # Requires translation! +Hidden after generating a Great Prophet = diff --git a/android/assets/jsons/translations/Dutch.properties b/android/assets/jsons/translations/Dutch.properties index 777ec3b50c..0a688e9651 100644 --- a/android/assets/jsons/translations/Dutch.properties +++ b/android/assets/jsons/translations/Dutch.properties @@ -1437,36 +1437,6 @@ Never destroyed when the city is captured = Nooit vernield bij verovering van de Invisible to others = Onzichtbaar voor anderen -# Conditionals -# These are optional parts that can be added to uniques to allow them only to function in some cases, -# denoted by placing them between <> brackets. An example would be: "[amount]% Strength ". -# In this case "" is a conditional. - # Requires translation! -when not at war = - # Requires translation! -when at war = - # Requires translation! -while the empire is happy = - # Requires translation! -during a Golden Age = - - # Requires translation! -if this city has at least [amount] specialists = - - # Requires translation! -for [mapUnitFilter] units = - # Requires translation! -vs cities = - # Requires translation! -vs [mapUnitFilter] units = - # Requires translation! -for combat in [tileFilter] tiles = - # Requires translation! -when attacking = - # Requires translation! -when defending = - - # In English we just paste all these conditionals at the end of each unique, but in your language that # may not turn into valid sentences. Therefore we have the following two translations to determine # where they should go. @@ -7615,3 +7585,130 @@ During the We Love The King Day, the city will grow 25% faster. = # Requires translation! This means exploration and trade is important to grow your cities! = + +#################### Lines from Unique Types ####################### + + # Requires translation! +Provides [stats] per turn = + # Requires translation! +Provides [stats] [cityFilter] per turn = + # Requires translation! +Provides [amount] Happiness = + # Requires translation! +Provides military units every ≈[amount] turns = + # Requires translation! +Provides a unique luxury = + # Requires translation! +May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion = + # Requires translation! +May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount]) = + # Requires translation! +May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] = + # Requires translation! +May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] = + # Requires translation! +May buy [baseUnitFilter] units with [stat] [cityFilter] = + # Requires translation! +May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost = + # Requires translation! +Triggers victory = + # Requires translation! +Can be purchased for [amount] [stat] [cityFilter] = + # Requires translation! +Must not be next to [terrainFilter] = + # Requires translation! +Deal [amount] damage to adjacent enemy units = + # Requires translation! +when at war = + # Requires translation! +when not at war = + # Requires translation! +while the empire is happy = + # Requires translation! +during a Golden Age = + # Requires translation! +during the [era] = + # Requires translation! +before the [era] = + # Requires translation! +starting from the [era] = + # Requires translation! +after discovering [tech] = + # Requires translation! +before discovering [tech] = + # Requires translation! +after adopting [policy] = + # Requires translation! +before adopting [policy] = + # Requires translation! +if this city has at least [amount] specialists = + # Requires translation! +for [mapUnitFilter] units = + # Requires translation! +vs cities = + # Requires translation! +vs [mapUnitFilter] units = + # Requires translation! +when fighting units from a Civilization with more Cities than you = + # Requires translation! +when attacking = + # Requires translation! +when defending = + # Requires translation! +when fighting in [tileFilter] tiles = + # Requires translation! +on foreign continents = + # Requires translation! +when above [amount] HP = + # Requires translation! +when below [amount] HP = + # Requires translation! +with [amount] to [amount] neighboring [tileFilter] tiles = + # Requires translation! +with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles = + # Requires translation! +in [tileFilter] tiles = + # Requires translation! +in [tileFilter] [tileFilter] tiles = + # Requires translation! +in tiles without [tileFilter] = + # Requires translation! +on water maps = + # Requires translation! +in [regionType] Regions = + # Requires translation! +in all except [regionType] Regions = + # Requires translation! +Free [baseUnitFilter] found in the ruins = + # Requires translation! +[amount] Free Social Policies = + # Requires translation! +[amount] population in a random city = + # Requires translation! +[amount] free random researchable Tech(s) from the [era] = + # Requires translation! +Gain [amount] [stat] = + # Requires translation! +Gain [amount]-[amount] [stat] = + # Requires translation! +Gain enough Faith for a Pantheon = + # Requires translation! +Gain enough Faith for [amount]% of a Great Prophet = + # Requires translation! +Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius = + # Requires translation! +From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance = + # Requires translation! +This Unit gains [amount] XP = + # Requires translation! +This Unit upgrades for free including special upgrades = + # Requires translation! +This Unit gains the [promotion] promotion = + # Requires translation! ++[amount]% attack strength to all [mapUnitFilter] Units for [amount] turns = + # Requires translation! +Hidden before founding a Pantheon = + # Requires translation! +Hidden after founding a Pantheon = + # Requires translation! +Hidden after generating a Great Prophet = diff --git a/android/assets/jsons/translations/English.properties b/android/assets/jsons/translations/English.properties index 6f08b6eb0d..38e4eae996 100644 --- a/android/assets/jsons/translations/English.properties +++ b/android/assets/jsons/translations/English.properties @@ -2517,36 +2517,6 @@ Never destroyed when the city is captured = Invisible to others = -# Conditionals -# These are optional parts that can be added to uniques to allow them only to function in some cases, -# denoted by placing them between <> brackets. An example would be: "[amount]% Strength ". -# In this case "" is a conditional. - # Requires translation! -when not at war = - # Requires translation! -when at war = - # Requires translation! -while the empire is happy = - # Requires translation! -during a Golden Age = - - # Requires translation! -if this city has at least [amount] specialists = - - # Requires translation! -for [mapUnitFilter] units = - # Requires translation! -vs cities = - # Requires translation! -vs [mapUnitFilter] units = - # Requires translation! -for combat in [tileFilter] tiles = - # Requires translation! -when attacking = - # Requires translation! -when defending = - - # In English we just paste all these conditionals at the end of each unique, but in your language that # may not turn into valid sentences. Therefore we have the following two translations to determine # where they should go. @@ -9523,3 +9493,130 @@ During the We Love The King Day, the city will grow 25% faster. = # Requires translation! This means exploration and trade is important to grow your cities! = + +#################### Lines from Unique Types ####################### + + # Requires translation! +Provides [stats] per turn = + # Requires translation! +Provides [stats] [cityFilter] per turn = + # Requires translation! +Provides [amount] Happiness = + # Requires translation! +Provides military units every ≈[amount] turns = + # Requires translation! +Provides a unique luxury = + # Requires translation! +May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion = + # Requires translation! +May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount]) = + # Requires translation! +May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] = + # Requires translation! +May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] = + # Requires translation! +May buy [baseUnitFilter] units with [stat] [cityFilter] = + # Requires translation! +May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost = + # Requires translation! +Triggers victory = + # Requires translation! +Can be purchased for [amount] [stat] [cityFilter] = + # Requires translation! +Must not be next to [terrainFilter] = + # Requires translation! +Deal [amount] damage to adjacent enemy units = + # Requires translation! +when at war = + # Requires translation! +when not at war = + # Requires translation! +while the empire is happy = + # Requires translation! +during a Golden Age = + # Requires translation! +during the [era] = + # Requires translation! +before the [era] = + # Requires translation! +starting from the [era] = + # Requires translation! +after discovering [tech] = + # Requires translation! +before discovering [tech] = + # Requires translation! +after adopting [policy] = + # Requires translation! +before adopting [policy] = + # Requires translation! +if this city has at least [amount] specialists = + # Requires translation! +for [mapUnitFilter] units = + # Requires translation! +vs cities = + # Requires translation! +vs [mapUnitFilter] units = + # Requires translation! +when fighting units from a Civilization with more Cities than you = + # Requires translation! +when attacking = + # Requires translation! +when defending = + # Requires translation! +when fighting in [tileFilter] tiles = + # Requires translation! +on foreign continents = + # Requires translation! +when above [amount] HP = + # Requires translation! +when below [amount] HP = + # Requires translation! +with [amount] to [amount] neighboring [tileFilter] tiles = + # Requires translation! +with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles = + # Requires translation! +in [tileFilter] tiles = + # Requires translation! +in [tileFilter] [tileFilter] tiles = + # Requires translation! +in tiles without [tileFilter] = + # Requires translation! +on water maps = + # Requires translation! +in [regionType] Regions = + # Requires translation! +in all except [regionType] Regions = + # Requires translation! +Free [baseUnitFilter] found in the ruins = + # Requires translation! +[amount] Free Social Policies = + # Requires translation! +[amount] population in a random city = + # Requires translation! +[amount] free random researchable Tech(s) from the [era] = + # Requires translation! +Gain [amount] [stat] = + # Requires translation! +Gain [amount]-[amount] [stat] = + # Requires translation! +Gain enough Faith for a Pantheon = + # Requires translation! +Gain enough Faith for [amount]% of a Great Prophet = + # Requires translation! +Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius = + # Requires translation! +From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance = + # Requires translation! +This Unit gains [amount] XP = + # Requires translation! +This Unit upgrades for free including special upgrades = + # Requires translation! +This Unit gains the [promotion] promotion = + # Requires translation! ++[amount]% attack strength to all [mapUnitFilter] Units for [amount] turns = + # Requires translation! +Hidden before founding a Pantheon = + # Requires translation! +Hidden after founding a Pantheon = + # Requires translation! +Hidden after generating a Great Prophet = diff --git a/android/assets/jsons/translations/Filipino.properties b/android/assets/jsons/translations/Filipino.properties index 71b4566d3f..8d8f5c1df1 100644 --- a/android/assets/jsons/translations/Filipino.properties +++ b/android/assets/jsons/translations/Filipino.properties @@ -2393,36 +2393,6 @@ Never destroyed when the city is captured = Invisible to others = -# Conditionals -# These are optional parts that can be added to uniques to allow them only to function in some cases, -# denoted by placing them between <> brackets. An example would be: "[amount]% Strength ". -# In this case "" is a conditional. - # Requires translation! -when not at war = - # Requires translation! -when at war = - # Requires translation! -while the empire is happy = - # Requires translation! -during a Golden Age = - - # Requires translation! -if this city has at least [amount] specialists = - - # Requires translation! -for [mapUnitFilter] units = - # Requires translation! -vs cities = - # Requires translation! -vs [mapUnitFilter] units = - # Requires translation! -for combat in [tileFilter] tiles = - # Requires translation! -when attacking = - # Requires translation! -when defending = - - # In English we just paste all these conditionals at the end of each unique, but in your language that # may not turn into valid sentences. Therefore we have the following two translations to determine # where they should go. @@ -9439,3 +9409,130 @@ During the We Love The King Day, the city will grow 25% faster. = # Requires translation! This means exploration and trade is important to grow your cities! = + +#################### Lines from Unique Types ####################### + + # Requires translation! +Provides [stats] per turn = + # Requires translation! +Provides [stats] [cityFilter] per turn = + # Requires translation! +Provides [amount] Happiness = + # Requires translation! +Provides military units every ≈[amount] turns = + # Requires translation! +Provides a unique luxury = + # Requires translation! +May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion = + # Requires translation! +May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount]) = + # Requires translation! +May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] = + # Requires translation! +May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] = + # Requires translation! +May buy [baseUnitFilter] units with [stat] [cityFilter] = + # Requires translation! +May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost = + # Requires translation! +Triggers victory = + # Requires translation! +Can be purchased for [amount] [stat] [cityFilter] = + # Requires translation! +Must not be next to [terrainFilter] = + # Requires translation! +Deal [amount] damage to adjacent enemy units = + # Requires translation! +when at war = + # Requires translation! +when not at war = + # Requires translation! +while the empire is happy = + # Requires translation! +during a Golden Age = + # Requires translation! +during the [era] = + # Requires translation! +before the [era] = + # Requires translation! +starting from the [era] = + # Requires translation! +after discovering [tech] = + # Requires translation! +before discovering [tech] = + # Requires translation! +after adopting [policy] = + # Requires translation! +before adopting [policy] = + # Requires translation! +if this city has at least [amount] specialists = + # Requires translation! +for [mapUnitFilter] units = + # Requires translation! +vs cities = + # Requires translation! +vs [mapUnitFilter] units = + # Requires translation! +when fighting units from a Civilization with more Cities than you = + # Requires translation! +when attacking = + # Requires translation! +when defending = + # Requires translation! +when fighting in [tileFilter] tiles = + # Requires translation! +on foreign continents = + # Requires translation! +when above [amount] HP = + # Requires translation! +when below [amount] HP = + # Requires translation! +with [amount] to [amount] neighboring [tileFilter] tiles = + # Requires translation! +with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles = + # Requires translation! +in [tileFilter] tiles = + # Requires translation! +in [tileFilter] [tileFilter] tiles = + # Requires translation! +in tiles without [tileFilter] = + # Requires translation! +on water maps = + # Requires translation! +in [regionType] Regions = + # Requires translation! +in all except [regionType] Regions = + # Requires translation! +Free [baseUnitFilter] found in the ruins = + # Requires translation! +[amount] Free Social Policies = + # Requires translation! +[amount] population in a random city = + # Requires translation! +[amount] free random researchable Tech(s) from the [era] = + # Requires translation! +Gain [amount] [stat] = + # Requires translation! +Gain [amount]-[amount] [stat] = + # Requires translation! +Gain enough Faith for a Pantheon = + # Requires translation! +Gain enough Faith for [amount]% of a Great Prophet = + # Requires translation! +Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius = + # Requires translation! +From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance = + # Requires translation! +This Unit gains [amount] XP = + # Requires translation! +This Unit upgrades for free including special upgrades = + # Requires translation! +This Unit gains the [promotion] promotion = + # Requires translation! ++[amount]% attack strength to all [mapUnitFilter] Units for [amount] turns = + # Requires translation! +Hidden before founding a Pantheon = + # Requires translation! +Hidden after founding a Pantheon = + # Requires translation! +Hidden after generating a Great Prophet = diff --git a/android/assets/jsons/translations/Finnish.properties b/android/assets/jsons/translations/Finnish.properties index ccb57cc9dd..3e30191d3c 100644 --- a/android/assets/jsons/translations/Finnish.properties +++ b/android/assets/jsons/translations/Finnish.properties @@ -1686,36 +1686,6 @@ Never destroyed when the city is captured = Invisible to others = -# Conditionals -# These are optional parts that can be added to uniques to allow them only to function in some cases, -# denoted by placing them between <> brackets. An example would be: "[amount]% Strength ". -# In this case "" is a conditional. - # Requires translation! -when not at war = - # Requires translation! -when at war = - # Requires translation! -while the empire is happy = - # Requires translation! -during a Golden Age = - - # Requires translation! -if this city has at least [amount] specialists = - - # Requires translation! -for [mapUnitFilter] units = - # Requires translation! -vs cities = - # Requires translation! -vs [mapUnitFilter] units = - # Requires translation! -for combat in [tileFilter] tiles = - # Requires translation! -when attacking = - # Requires translation! -when defending = - - # In English we just paste all these conditionals at the end of each unique, but in your language that # may not turn into valid sentences. Therefore we have the following two translations to determine # where they should go. @@ -7667,3 +7637,130 @@ During the We Love The King Day, the city will grow 25% faster. = # Requires translation! This means exploration and trade is important to grow your cities! = + +#################### Lines from Unique Types ####################### + + # Requires translation! +Provides [stats] per turn = + # Requires translation! +Provides [stats] [cityFilter] per turn = + # Requires translation! +Provides [amount] Happiness = + # Requires translation! +Provides military units every ≈[amount] turns = + # Requires translation! +Provides a unique luxury = + # Requires translation! +May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion = + # Requires translation! +May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount]) = + # Requires translation! +May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] = + # Requires translation! +May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] = + # Requires translation! +May buy [baseUnitFilter] units with [stat] [cityFilter] = + # Requires translation! +May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost = + # Requires translation! +Triggers victory = + # Requires translation! +Can be purchased for [amount] [stat] [cityFilter] = + # Requires translation! +Must not be next to [terrainFilter] = + # Requires translation! +Deal [amount] damage to adjacent enemy units = + # Requires translation! +when at war = + # Requires translation! +when not at war = + # Requires translation! +while the empire is happy = + # Requires translation! +during a Golden Age = + # Requires translation! +during the [era] = + # Requires translation! +before the [era] = + # Requires translation! +starting from the [era] = + # Requires translation! +after discovering [tech] = + # Requires translation! +before discovering [tech] = + # Requires translation! +after adopting [policy] = + # Requires translation! +before adopting [policy] = + # Requires translation! +if this city has at least [amount] specialists = + # Requires translation! +for [mapUnitFilter] units = + # Requires translation! +vs cities = + # Requires translation! +vs [mapUnitFilter] units = + # Requires translation! +when fighting units from a Civilization with more Cities than you = + # Requires translation! +when attacking = + # Requires translation! +when defending = + # Requires translation! +when fighting in [tileFilter] tiles = + # Requires translation! +on foreign continents = + # Requires translation! +when above [amount] HP = + # Requires translation! +when below [amount] HP = + # Requires translation! +with [amount] to [amount] neighboring [tileFilter] tiles = + # Requires translation! +with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles = + # Requires translation! +in [tileFilter] tiles = + # Requires translation! +in [tileFilter] [tileFilter] tiles = + # Requires translation! +in tiles without [tileFilter] = + # Requires translation! +on water maps = + # Requires translation! +in [regionType] Regions = + # Requires translation! +in all except [regionType] Regions = + # Requires translation! +Free [baseUnitFilter] found in the ruins = + # Requires translation! +[amount] Free Social Policies = + # Requires translation! +[amount] population in a random city = + # Requires translation! +[amount] free random researchable Tech(s) from the [era] = + # Requires translation! +Gain [amount] [stat] = + # Requires translation! +Gain [amount]-[amount] [stat] = + # Requires translation! +Gain enough Faith for a Pantheon = + # Requires translation! +Gain enough Faith for [amount]% of a Great Prophet = + # Requires translation! +Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius = + # Requires translation! +From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance = + # Requires translation! +This Unit gains [amount] XP = + # Requires translation! +This Unit upgrades for free including special upgrades = + # Requires translation! +This Unit gains the [promotion] promotion = + # Requires translation! ++[amount]% attack strength to all [mapUnitFilter] Units for [amount] turns = + # Requires translation! +Hidden before founding a Pantheon = + # Requires translation! +Hidden after founding a Pantheon = + # Requires translation! +Hidden after generating a Great Prophet = diff --git a/android/assets/jsons/translations/French.properties b/android/assets/jsons/translations/French.properties index 4db6bd2636..d140af083d 100644 --- a/android/assets/jsons/translations/French.properties +++ b/android/assets/jsons/translations/French.properties @@ -1520,36 +1520,6 @@ Never destroyed when the city is captured = Invisible to others = Invisible aux autres -# Conditionals -# These are optional parts that can be added to uniques to allow them only to function in some cases, -# denoted by placing them between <> brackets. An example would be: "[amount]% Strength ". -# In this case "" is a conditional. - # Requires translation! -when not at war = - # Requires translation! -when at war = - # Requires translation! -while the empire is happy = - # Requires translation! -during a Golden Age = - - # Requires translation! -if this city has at least [amount] specialists = - - # Requires translation! -for [mapUnitFilter] units = - # Requires translation! -vs cities = - # Requires translation! -vs [mapUnitFilter] units = - # Requires translation! -for combat in [tileFilter] tiles = - # Requires translation! -when attacking = - # Requires translation! -when defending = - - # In English we just paste all these conditionals at the end of each unique, but in your language that # may not turn into valid sentences. Therefore we have the following two translations to determine # where they should go. @@ -6507,3 +6477,130 @@ During the We Love The King Day, the city will grow 25% faster. = # Requires translation! This means exploration and trade is important to grow your cities! = + +#################### Lines from Unique Types ####################### + + # Requires translation! +Provides [stats] per turn = + # Requires translation! +Provides [stats] [cityFilter] per turn = + # Requires translation! +Provides [amount] Happiness = + # Requires translation! +Provides military units every ≈[amount] turns = + # Requires translation! +Provides a unique luxury = + # Requires translation! +May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion = + # Requires translation! +May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount]) = + # Requires translation! +May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] = + # Requires translation! +May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] = + # Requires translation! +May buy [baseUnitFilter] units with [stat] [cityFilter] = + # Requires translation! +May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost = + # Requires translation! +Triggers victory = + # Requires translation! +Can be purchased for [amount] [stat] [cityFilter] = + # Requires translation! +Must not be next to [terrainFilter] = + # Requires translation! +Deal [amount] damage to adjacent enemy units = + # Requires translation! +when at war = + # Requires translation! +when not at war = + # Requires translation! +while the empire is happy = + # Requires translation! +during a Golden Age = + # Requires translation! +during the [era] = + # Requires translation! +before the [era] = + # Requires translation! +starting from the [era] = + # Requires translation! +after discovering [tech] = + # Requires translation! +before discovering [tech] = + # Requires translation! +after adopting [policy] = + # Requires translation! +before adopting [policy] = + # Requires translation! +if this city has at least [amount] specialists = + # Requires translation! +for [mapUnitFilter] units = + # Requires translation! +vs cities = + # Requires translation! +vs [mapUnitFilter] units = + # Requires translation! +when fighting units from a Civilization with more Cities than you = + # Requires translation! +when attacking = + # Requires translation! +when defending = + # Requires translation! +when fighting in [tileFilter] tiles = + # Requires translation! +on foreign continents = + # Requires translation! +when above [amount] HP = + # Requires translation! +when below [amount] HP = + # Requires translation! +with [amount] to [amount] neighboring [tileFilter] tiles = + # Requires translation! +with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles = + # Requires translation! +in [tileFilter] tiles = + # Requires translation! +in [tileFilter] [tileFilter] tiles = + # Requires translation! +in tiles without [tileFilter] = + # Requires translation! +on water maps = + # Requires translation! +in [regionType] Regions = + # Requires translation! +in all except [regionType] Regions = + # Requires translation! +Free [baseUnitFilter] found in the ruins = + # Requires translation! +[amount] Free Social Policies = + # Requires translation! +[amount] population in a random city = + # Requires translation! +[amount] free random researchable Tech(s) from the [era] = + # Requires translation! +Gain [amount] [stat] = + # Requires translation! +Gain [amount]-[amount] [stat] = + # Requires translation! +Gain enough Faith for a Pantheon = + # Requires translation! +Gain enough Faith for [amount]% of a Great Prophet = + # Requires translation! +Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius = + # Requires translation! +From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance = + # Requires translation! +This Unit gains [amount] XP = + # Requires translation! +This Unit upgrades for free including special upgrades = + # Requires translation! +This Unit gains the [promotion] promotion = + # Requires translation! ++[amount]% attack strength to all [mapUnitFilter] Units for [amount] turns = + # Requires translation! +Hidden before founding a Pantheon = + # Requires translation! +Hidden after founding a Pantheon = + # Requires translation! +Hidden after generating a Great Prophet = diff --git a/android/assets/jsons/translations/German.properties b/android/assets/jsons/translations/German.properties index 4f73927ce2..3b965741ed 100644 --- a/android/assets/jsons/translations/German.properties +++ b/android/assets/jsons/translations/German.properties @@ -1349,25 +1349,6 @@ Never destroyed when the city is captured = Wird niemals bei einer Annektierung Invisible to others = Unsichtbar für andere -# Conditionals -# These are optional parts that can be added to uniques to allow them only to function in some cases, -# denoted by placing them between <> brackets. An example would be: "[amount]% Strength ". -# In this case "" is a conditional. -when not at war = wenn nicht im Krieg -when at war = wenn im Krieg -while the empire is happy = solange das Reich glücklich ist -during a Golden Age = während eines Goldenen Zeitalters - -if this city has at least [amount] specialists = wenn diese Stadt mindestens [amount] Spezialisten hat - -for [mapUnitFilter] units = für [mapUnitFilter] Einheiten -vs cities = vs Städte -vs [mapUnitFilter] units = vs [mapUnitFilter] Einheiten -for combat in [tileFilter] tiles = für Kampf auf [tileFilter] Feldern -when attacking = beim Angriff -when defending = beim Verteidigen - - # In English we just paste all these conditionals at the end of each unique, but in your language that # may not turn into valid sentences. Therefore we have the following two translations to determine # where they should go. @@ -5319,3 +5300,120 @@ If you manage to acquire the demanded luxury by trade, expansion, or conquest, t During the We Love The King Day, the city will grow 25% faster. = Während des Wir Lieben Den König Tags wird die Stadt um 25 % schneller wachsen. This means exploration and trade is important to grow your cities! = Das bedeutet, dass Erkundung und Handel wichtig sind, um deine Städte wachsen zu lassen! + +#################### Lines from Unique Types ####################### + + # Requires translation! +Provides [stats] per turn = + # Requires translation! +Provides [stats] [cityFilter] per turn = + # Requires translation! +Provides [amount] Happiness = + # Requires translation! +Provides military units every ≈[amount] turns = + # Requires translation! +Provides a unique luxury = + # Requires translation! +May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion = + # Requires translation! +May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount]) = + # Requires translation! +May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] = + # Requires translation! +May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] = + # Requires translation! +May buy [baseUnitFilter] units with [stat] [cityFilter] = + # Requires translation! +May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost = + # Requires translation! +Triggers victory = + # Requires translation! +Can be purchased for [amount] [stat] [cityFilter] = + # Requires translation! +Must not be next to [terrainFilter] = + # Requires translation! +Deal [amount] damage to adjacent enemy units = +when at war = wenn im Krieg +when not at war = wenn nicht im Krieg +while the empire is happy = solange das Reich glücklich ist +during a Golden Age = während eines Goldenen Zeitalters + # Requires translation! +during the [era] = + # Requires translation! +before the [era] = + # Requires translation! +starting from the [era] = + # Requires translation! +after discovering [tech] = + # Requires translation! +before discovering [tech] = + # Requires translation! +after adopting [policy] = + # Requires translation! +before adopting [policy] = +if this city has at least [amount] specialists = wenn diese Stadt mindestens [amount] Spezialisten hat +for [mapUnitFilter] units = für [mapUnitFilter] Einheiten +vs cities = vs Städte +vs [mapUnitFilter] units = vs [mapUnitFilter] Einheiten + # Requires translation! +when fighting units from a Civilization with more Cities than you = +when attacking = beim Angriff +when defending = beim Verteidigen + # Requires translation! +when fighting in [tileFilter] tiles = + # Requires translation! +on foreign continents = + # Requires translation! +when above [amount] HP = + # Requires translation! +when below [amount] HP = + # Requires translation! +with [amount] to [amount] neighboring [tileFilter] tiles = + # Requires translation! +with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles = + # Requires translation! +in [tileFilter] tiles = + # Requires translation! +in [tileFilter] [tileFilter] tiles = + # Requires translation! +in tiles without [tileFilter] = + # Requires translation! +on water maps = + # Requires translation! +in [regionType] Regions = + # Requires translation! +in all except [regionType] Regions = + # Requires translation! +Free [baseUnitFilter] found in the ruins = + # Requires translation! +[amount] Free Social Policies = + # Requires translation! +[amount] population in a random city = + # Requires translation! +[amount] free random researchable Tech(s) from the [era] = + # Requires translation! +Gain [amount] [stat] = + # Requires translation! +Gain [amount]-[amount] [stat] = + # Requires translation! +Gain enough Faith for a Pantheon = + # Requires translation! +Gain enough Faith for [amount]% of a Great Prophet = + # Requires translation! +Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius = + # Requires translation! +From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance = + # Requires translation! +This Unit gains [amount] XP = + # Requires translation! +This Unit upgrades for free including special upgrades = + # Requires translation! +This Unit gains the [promotion] promotion = + # Requires translation! ++[amount]% attack strength to all [mapUnitFilter] Units for [amount] turns = + # Requires translation! +Hidden before founding a Pantheon = + # Requires translation! +Hidden after founding a Pantheon = + # Requires translation! +Hidden after generating a Great Prophet = diff --git a/android/assets/jsons/translations/Greek.properties b/android/assets/jsons/translations/Greek.properties index d814f00140..c0c90e19f4 100644 --- a/android/assets/jsons/translations/Greek.properties +++ b/android/assets/jsons/translations/Greek.properties @@ -2119,36 +2119,6 @@ Never destroyed when the city is captured = Invisible to others = -# Conditionals -# These are optional parts that can be added to uniques to allow them only to function in some cases, -# denoted by placing them between <> brackets. An example would be: "[amount]% Strength ". -# In this case "" is a conditional. - # Requires translation! -when not at war = - # Requires translation! -when at war = - # Requires translation! -while the empire is happy = - # Requires translation! -during a Golden Age = - - # Requires translation! -if this city has at least [amount] specialists = - - # Requires translation! -for [mapUnitFilter] units = - # Requires translation! -vs cities = - # Requires translation! -vs [mapUnitFilter] units = - # Requires translation! -for combat in [tileFilter] tiles = - # Requires translation! -when attacking = - # Requires translation! -when defending = - - # In English we just paste all these conditionals at the end of each unique, but in your language that # may not turn into valid sentences. Therefore we have the following two translations to determine # where they should go. @@ -8962,3 +8932,130 @@ During the We Love The King Day, the city will grow 25% faster. = # Requires translation! This means exploration and trade is important to grow your cities! = + +#################### Lines from Unique Types ####################### + + # Requires translation! +Provides [stats] per turn = + # Requires translation! +Provides [stats] [cityFilter] per turn = + # Requires translation! +Provides [amount] Happiness = + # Requires translation! +Provides military units every ≈[amount] turns = + # Requires translation! +Provides a unique luxury = + # Requires translation! +May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion = + # Requires translation! +May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount]) = + # Requires translation! +May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] = + # Requires translation! +May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] = + # Requires translation! +May buy [baseUnitFilter] units with [stat] [cityFilter] = + # Requires translation! +May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost = + # Requires translation! +Triggers victory = + # Requires translation! +Can be purchased for [amount] [stat] [cityFilter] = + # Requires translation! +Must not be next to [terrainFilter] = + # Requires translation! +Deal [amount] damage to adjacent enemy units = + # Requires translation! +when at war = + # Requires translation! +when not at war = + # Requires translation! +while the empire is happy = + # Requires translation! +during a Golden Age = + # Requires translation! +during the [era] = + # Requires translation! +before the [era] = + # Requires translation! +starting from the [era] = + # Requires translation! +after discovering [tech] = + # Requires translation! +before discovering [tech] = + # Requires translation! +after adopting [policy] = + # Requires translation! +before adopting [policy] = + # Requires translation! +if this city has at least [amount] specialists = + # Requires translation! +for [mapUnitFilter] units = + # Requires translation! +vs cities = + # Requires translation! +vs [mapUnitFilter] units = + # Requires translation! +when fighting units from a Civilization with more Cities than you = + # Requires translation! +when attacking = + # Requires translation! +when defending = + # Requires translation! +when fighting in [tileFilter] tiles = + # Requires translation! +on foreign continents = + # Requires translation! +when above [amount] HP = + # Requires translation! +when below [amount] HP = + # Requires translation! +with [amount] to [amount] neighboring [tileFilter] tiles = + # Requires translation! +with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles = + # Requires translation! +in [tileFilter] tiles = + # Requires translation! +in [tileFilter] [tileFilter] tiles = + # Requires translation! +in tiles without [tileFilter] = + # Requires translation! +on water maps = + # Requires translation! +in [regionType] Regions = + # Requires translation! +in all except [regionType] Regions = + # Requires translation! +Free [baseUnitFilter] found in the ruins = + # Requires translation! +[amount] Free Social Policies = + # Requires translation! +[amount] population in a random city = + # Requires translation! +[amount] free random researchable Tech(s) from the [era] = + # Requires translation! +Gain [amount] [stat] = + # Requires translation! +Gain [amount]-[amount] [stat] = + # Requires translation! +Gain enough Faith for a Pantheon = + # Requires translation! +Gain enough Faith for [amount]% of a Great Prophet = + # Requires translation! +Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius = + # Requires translation! +From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance = + # Requires translation! +This Unit gains [amount] XP = + # Requires translation! +This Unit upgrades for free including special upgrades = + # Requires translation! +This Unit gains the [promotion] promotion = + # Requires translation! ++[amount]% attack strength to all [mapUnitFilter] Units for [amount] turns = + # Requires translation! +Hidden before founding a Pantheon = + # Requires translation! +Hidden after founding a Pantheon = + # Requires translation! +Hidden after generating a Great Prophet = diff --git a/android/assets/jsons/translations/Hungarian.properties b/android/assets/jsons/translations/Hungarian.properties index 6b73ad9846..bf1582f442 100644 --- a/android/assets/jsons/translations/Hungarian.properties +++ b/android/assets/jsons/translations/Hungarian.properties @@ -1686,36 +1686,6 @@ Never destroyed when the city is captured = Invisible to others = Láthatatlan mások számára -# Conditionals -# These are optional parts that can be added to uniques to allow them only to function in some cases, -# denoted by placing them between <> brackets. An example would be: "[amount]% Strength ". -# In this case "" is a conditional. - # Requires translation! -when not at war = - # Requires translation! -when at war = - # Requires translation! -while the empire is happy = - # Requires translation! -during a Golden Age = - - # Requires translation! -if this city has at least [amount] specialists = - - # Requires translation! -for [mapUnitFilter] units = - # Requires translation! -vs cities = - # Requires translation! -vs [mapUnitFilter] units = - # Requires translation! -for combat in [tileFilter] tiles = - # Requires translation! -when attacking = - # Requires translation! -when defending = - - # In English we just paste all these conditionals at the end of each unique, but in your language that # may not turn into valid sentences. Therefore we have the following two translations to determine # where they should go. @@ -7238,3 +7208,130 @@ During the We Love The King Day, the city will grow 25% faster. = # Requires translation! This means exploration and trade is important to grow your cities! = + +#################### Lines from Unique Types ####################### + + # Requires translation! +Provides [stats] per turn = + # Requires translation! +Provides [stats] [cityFilter] per turn = + # Requires translation! +Provides [amount] Happiness = + # Requires translation! +Provides military units every ≈[amount] turns = + # Requires translation! +Provides a unique luxury = + # Requires translation! +May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion = + # Requires translation! +May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount]) = + # Requires translation! +May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] = + # Requires translation! +May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] = + # Requires translation! +May buy [baseUnitFilter] units with [stat] [cityFilter] = + # Requires translation! +May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost = + # Requires translation! +Triggers victory = + # Requires translation! +Can be purchased for [amount] [stat] [cityFilter] = + # Requires translation! +Must not be next to [terrainFilter] = + # Requires translation! +Deal [amount] damage to adjacent enemy units = + # Requires translation! +when at war = + # Requires translation! +when not at war = + # Requires translation! +while the empire is happy = + # Requires translation! +during a Golden Age = + # Requires translation! +during the [era] = + # Requires translation! +before the [era] = + # Requires translation! +starting from the [era] = + # Requires translation! +after discovering [tech] = + # Requires translation! +before discovering [tech] = + # Requires translation! +after adopting [policy] = + # Requires translation! +before adopting [policy] = + # Requires translation! +if this city has at least [amount] specialists = + # Requires translation! +for [mapUnitFilter] units = + # Requires translation! +vs cities = + # Requires translation! +vs [mapUnitFilter] units = + # Requires translation! +when fighting units from a Civilization with more Cities than you = + # Requires translation! +when attacking = + # Requires translation! +when defending = + # Requires translation! +when fighting in [tileFilter] tiles = + # Requires translation! +on foreign continents = + # Requires translation! +when above [amount] HP = + # Requires translation! +when below [amount] HP = + # Requires translation! +with [amount] to [amount] neighboring [tileFilter] tiles = + # Requires translation! +with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles = + # Requires translation! +in [tileFilter] tiles = + # Requires translation! +in [tileFilter] [tileFilter] tiles = + # Requires translation! +in tiles without [tileFilter] = + # Requires translation! +on water maps = + # Requires translation! +in [regionType] Regions = + # Requires translation! +in all except [regionType] Regions = + # Requires translation! +Free [baseUnitFilter] found in the ruins = + # Requires translation! +[amount] Free Social Policies = + # Requires translation! +[amount] population in a random city = + # Requires translation! +[amount] free random researchable Tech(s) from the [era] = + # Requires translation! +Gain [amount] [stat] = + # Requires translation! +Gain [amount]-[amount] [stat] = + # Requires translation! +Gain enough Faith for a Pantheon = + # Requires translation! +Gain enough Faith for [amount]% of a Great Prophet = + # Requires translation! +Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius = + # Requires translation! +From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance = + # Requires translation! +This Unit gains [amount] XP = + # Requires translation! +This Unit upgrades for free including special upgrades = + # Requires translation! +This Unit gains the [promotion] promotion = + # Requires translation! ++[amount]% attack strength to all [mapUnitFilter] Units for [amount] turns = + # Requires translation! +Hidden before founding a Pantheon = + # Requires translation! +Hidden after founding a Pantheon = + # Requires translation! +Hidden after generating a Great Prophet = diff --git a/android/assets/jsons/translations/Indonesian.properties b/android/assets/jsons/translations/Indonesian.properties index 474a84e454..6b11c54846 100644 --- a/android/assets/jsons/translations/Indonesian.properties +++ b/android/assets/jsons/translations/Indonesian.properties @@ -1349,25 +1349,6 @@ Never destroyed when the city is captured = Tidak akan hancur jika kota direbut Invisible to others = Tidak terlihat bangsa lain -# Conditionals -# These are optional parts that can be added to uniques to allow them only to function in some cases, -# denoted by placing them between <> brackets. An example would be: "[amount]% Strength ". -# In this case "" is a conditional. -when not at war = saat tidak sedang berperang -when at war = saat sedang berperang -while the empire is happy = selama kerajaan sedang bahagia -during a Golden Age = di saat Masa Kejayaan - -if this city has at least [amount] specialists = jika kota ini memiliki setidaknya [amount] spesialis - -for [mapUnitFilter] units = untuk unit [mapUnitFilter] -vs cities = vs kota -vs [mapUnitFilter] units = vs unit [mapUnitFilter] -for combat in [tileFilter] tiles = untuk pertempuran di daerah [tileFilter] -when attacking = saat menyerang -when defending = saat bertahan - - # In English we just paste all these conditionals at the end of each unique, but in your language that # may not turn into valid sentences. Therefore we have the following two translations to determine # where they should go. @@ -5319,3 +5300,120 @@ If you manage to acquire the demanded luxury by trade, expansion, or conquest, t During the We Love The King Day, the city will grow 25% faster. = Pada Hari Kami Mencintai Raja, kota akan berkembang 25% lebih cepat. This means exploration and trade is important to grow your cities! = Ini berarti penjelajahan dan perdagangan penting agar kotamu berkembang! + +#################### Lines from Unique Types ####################### + + # Requires translation! +Provides [stats] per turn = + # Requires translation! +Provides [stats] [cityFilter] per turn = + # Requires translation! +Provides [amount] Happiness = + # Requires translation! +Provides military units every ≈[amount] turns = + # Requires translation! +Provides a unique luxury = + # Requires translation! +May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion = + # Requires translation! +May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount]) = + # Requires translation! +May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] = + # Requires translation! +May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] = + # Requires translation! +May buy [baseUnitFilter] units with [stat] [cityFilter] = + # Requires translation! +May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost = + # Requires translation! +Triggers victory = + # Requires translation! +Can be purchased for [amount] [stat] [cityFilter] = + # Requires translation! +Must not be next to [terrainFilter] = + # Requires translation! +Deal [amount] damage to adjacent enemy units = +when at war = saat sedang berperang +when not at war = saat tidak sedang berperang +while the empire is happy = selama kerajaan sedang bahagia +during a Golden Age = di saat Masa Kejayaan + # Requires translation! +during the [era] = + # Requires translation! +before the [era] = + # Requires translation! +starting from the [era] = + # Requires translation! +after discovering [tech] = + # Requires translation! +before discovering [tech] = + # Requires translation! +after adopting [policy] = + # Requires translation! +before adopting [policy] = +if this city has at least [amount] specialists = jika kota ini memiliki setidaknya [amount] spesialis +for [mapUnitFilter] units = untuk unit [mapUnitFilter] +vs cities = vs kota +vs [mapUnitFilter] units = vs unit [mapUnitFilter] + # Requires translation! +when fighting units from a Civilization with more Cities than you = +when attacking = saat menyerang +when defending = saat bertahan + # Requires translation! +when fighting in [tileFilter] tiles = + # Requires translation! +on foreign continents = + # Requires translation! +when above [amount] HP = + # Requires translation! +when below [amount] HP = + # Requires translation! +with [amount] to [amount] neighboring [tileFilter] tiles = + # Requires translation! +with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles = + # Requires translation! +in [tileFilter] tiles = + # Requires translation! +in [tileFilter] [tileFilter] tiles = + # Requires translation! +in tiles without [tileFilter] = + # Requires translation! +on water maps = + # Requires translation! +in [regionType] Regions = + # Requires translation! +in all except [regionType] Regions = + # Requires translation! +Free [baseUnitFilter] found in the ruins = + # Requires translation! +[amount] Free Social Policies = + # Requires translation! +[amount] population in a random city = + # Requires translation! +[amount] free random researchable Tech(s) from the [era] = + # Requires translation! +Gain [amount] [stat] = + # Requires translation! +Gain [amount]-[amount] [stat] = + # Requires translation! +Gain enough Faith for a Pantheon = + # Requires translation! +Gain enough Faith for [amount]% of a Great Prophet = + # Requires translation! +Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius = + # Requires translation! +From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance = + # Requires translation! +This Unit gains [amount] XP = + # Requires translation! +This Unit upgrades for free including special upgrades = + # Requires translation! +This Unit gains the [promotion] promotion = + # Requires translation! ++[amount]% attack strength to all [mapUnitFilter] Units for [amount] turns = + # Requires translation! +Hidden before founding a Pantheon = + # Requires translation! +Hidden after founding a Pantheon = + # Requires translation! +Hidden after generating a Great Prophet = diff --git a/android/assets/jsons/translations/Italian.properties b/android/assets/jsons/translations/Italian.properties index 433c728e7f..6fa51f1b94 100644 --- a/android/assets/jsons/translations/Italian.properties +++ b/android/assets/jsons/translations/Italian.properties @@ -1350,25 +1350,6 @@ Never destroyed when the city is captured = Mai distrutto quando la città viene Invisible to others = Invisibile per le altre unità -# Conditionals -# These are optional parts that can be added to uniques to allow them only to function in some cases, -# denoted by placing them between <> brackets. An example would be: "[amount]% Strength ". -# In this case "" is a conditional. -when not at war = quando non sei in guerra -when at war = quando sei in guerra -while the empire is happy = mentre l'impero è felice -during a Golden Age = durante un'Età dell'Oro - -if this city has at least [amount] specialists = se questa città possiede almeno [amount] specialisti - -for [mapUnitFilter] units = per le unità [mapUnitFilter] -vs cities = contro le città -vs [mapUnitFilter] units = contro le unità [mapUnitFilter] -for combat in [tileFilter] tiles = quando combatti su [tileFilter] -when attacking = in attacco -when defending = in difesa - - # In English we just paste all these conditionals at the end of each unique, but in your language that # may not turn into valid sentences. Therefore we have the following two translations to determine # where they should go. @@ -5321,3 +5302,120 @@ If you manage to acquire the demanded luxury by trade, expansion, or conquest, t During the We Love The King Day, the city will grow 25% faster. = Durante tale celebrazione, la città crescerà il 25% più in fretta. This means exploration and trade is important to grow your cities! = Questo rende l'esplorazione e il commercio molto importanti per la crescita delle città. + +#################### Lines from Unique Types ####################### + + # Requires translation! +Provides [stats] per turn = + # Requires translation! +Provides [stats] [cityFilter] per turn = + # Requires translation! +Provides [amount] Happiness = + # Requires translation! +Provides military units every ≈[amount] turns = + # Requires translation! +Provides a unique luxury = + # Requires translation! +May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion = + # Requires translation! +May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount]) = + # Requires translation! +May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] = + # Requires translation! +May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] = + # Requires translation! +May buy [baseUnitFilter] units with [stat] [cityFilter] = + # Requires translation! +May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost = + # Requires translation! +Triggers victory = + # Requires translation! +Can be purchased for [amount] [stat] [cityFilter] = + # Requires translation! +Must not be next to [terrainFilter] = + # Requires translation! +Deal [amount] damage to adjacent enemy units = +when at war = quando sei in guerra +when not at war = quando non sei in guerra +while the empire is happy = mentre l'impero è felice +during a Golden Age = durante un'Età dell'Oro + # Requires translation! +during the [era] = + # Requires translation! +before the [era] = + # Requires translation! +starting from the [era] = + # Requires translation! +after discovering [tech] = + # Requires translation! +before discovering [tech] = + # Requires translation! +after adopting [policy] = + # Requires translation! +before adopting [policy] = +if this city has at least [amount] specialists = se questa città possiede almeno [amount] specialisti +for [mapUnitFilter] units = per le unità [mapUnitFilter] +vs cities = contro le città +vs [mapUnitFilter] units = contro le unità [mapUnitFilter] + # Requires translation! +when fighting units from a Civilization with more Cities than you = +when attacking = in attacco +when defending = in difesa + # Requires translation! +when fighting in [tileFilter] tiles = + # Requires translation! +on foreign continents = + # Requires translation! +when above [amount] HP = + # Requires translation! +when below [amount] HP = + # Requires translation! +with [amount] to [amount] neighboring [tileFilter] tiles = + # Requires translation! +with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles = + # Requires translation! +in [tileFilter] tiles = + # Requires translation! +in [tileFilter] [tileFilter] tiles = + # Requires translation! +in tiles without [tileFilter] = + # Requires translation! +on water maps = + # Requires translation! +in [regionType] Regions = + # Requires translation! +in all except [regionType] Regions = + # Requires translation! +Free [baseUnitFilter] found in the ruins = + # Requires translation! +[amount] Free Social Policies = + # Requires translation! +[amount] population in a random city = + # Requires translation! +[amount] free random researchable Tech(s) from the [era] = + # Requires translation! +Gain [amount] [stat] = + # Requires translation! +Gain [amount]-[amount] [stat] = + # Requires translation! +Gain enough Faith for a Pantheon = + # Requires translation! +Gain enough Faith for [amount]% of a Great Prophet = + # Requires translation! +Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius = + # Requires translation! +From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance = + # Requires translation! +This Unit gains [amount] XP = + # Requires translation! +This Unit upgrades for free including special upgrades = + # Requires translation! +This Unit gains the [promotion] promotion = + # Requires translation! ++[amount]% attack strength to all [mapUnitFilter] Units for [amount] turns = + # Requires translation! +Hidden before founding a Pantheon = + # Requires translation! +Hidden after founding a Pantheon = + # Requires translation! +Hidden after generating a Great Prophet = diff --git a/android/assets/jsons/translations/Japanese.properties b/android/assets/jsons/translations/Japanese.properties index 28f0391dd9..f7e92b10d5 100644 --- a/android/assets/jsons/translations/Japanese.properties +++ b/android/assets/jsons/translations/Japanese.properties @@ -1637,36 +1637,6 @@ Never destroyed when the city is captured = Invisible to others = 他文明には表示されない -# Conditionals -# These are optional parts that can be added to uniques to allow them only to function in some cases, -# denoted by placing them between <> brackets. An example would be: "[amount]% Strength ". -# In this case "" is a conditional. - # Requires translation! -when not at war = - # Requires translation! -when at war = - # Requires translation! -while the empire is happy = - # Requires translation! -during a Golden Age = - - # Requires translation! -if this city has at least [amount] specialists = - - # Requires translation! -for [mapUnitFilter] units = - # Requires translation! -vs cities = - # Requires translation! -vs [mapUnitFilter] units = - # Requires translation! -for combat in [tileFilter] tiles = - # Requires translation! -when attacking = - # Requires translation! -when defending = - - # In English we just paste all these conditionals at the end of each unique, but in your language that # may not turn into valid sentences. Therefore we have the following two translations to determine # where they should go. @@ -6529,3 +6499,130 @@ During the We Love The King Day, the city will grow 25% faster. = # Requires translation! This means exploration and trade is important to grow your cities! = + +#################### Lines from Unique Types ####################### + + # Requires translation! +Provides [stats] per turn = + # Requires translation! +Provides [stats] [cityFilter] per turn = + # Requires translation! +Provides [amount] Happiness = + # Requires translation! +Provides military units every ≈[amount] turns = + # Requires translation! +Provides a unique luxury = + # Requires translation! +May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion = + # Requires translation! +May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount]) = + # Requires translation! +May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] = + # Requires translation! +May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] = + # Requires translation! +May buy [baseUnitFilter] units with [stat] [cityFilter] = + # Requires translation! +May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost = + # Requires translation! +Triggers victory = + # Requires translation! +Can be purchased for [amount] [stat] [cityFilter] = + # Requires translation! +Must not be next to [terrainFilter] = + # Requires translation! +Deal [amount] damage to adjacent enemy units = + # Requires translation! +when at war = + # Requires translation! +when not at war = + # Requires translation! +while the empire is happy = + # Requires translation! +during a Golden Age = + # Requires translation! +during the [era] = + # Requires translation! +before the [era] = + # Requires translation! +starting from the [era] = + # Requires translation! +after discovering [tech] = + # Requires translation! +before discovering [tech] = + # Requires translation! +after adopting [policy] = + # Requires translation! +before adopting [policy] = + # Requires translation! +if this city has at least [amount] specialists = + # Requires translation! +for [mapUnitFilter] units = + # Requires translation! +vs cities = + # Requires translation! +vs [mapUnitFilter] units = + # Requires translation! +when fighting units from a Civilization with more Cities than you = + # Requires translation! +when attacking = + # Requires translation! +when defending = + # Requires translation! +when fighting in [tileFilter] tiles = + # Requires translation! +on foreign continents = + # Requires translation! +when above [amount] HP = + # Requires translation! +when below [amount] HP = + # Requires translation! +with [amount] to [amount] neighboring [tileFilter] tiles = + # Requires translation! +with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles = + # Requires translation! +in [tileFilter] tiles = + # Requires translation! +in [tileFilter] [tileFilter] tiles = + # Requires translation! +in tiles without [tileFilter] = + # Requires translation! +on water maps = + # Requires translation! +in [regionType] Regions = + # Requires translation! +in all except [regionType] Regions = + # Requires translation! +Free [baseUnitFilter] found in the ruins = + # Requires translation! +[amount] Free Social Policies = + # Requires translation! +[amount] population in a random city = + # Requires translation! +[amount] free random researchable Tech(s) from the [era] = + # Requires translation! +Gain [amount] [stat] = + # Requires translation! +Gain [amount]-[amount] [stat] = + # Requires translation! +Gain enough Faith for a Pantheon = + # Requires translation! +Gain enough Faith for [amount]% of a Great Prophet = + # Requires translation! +Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius = + # Requires translation! +From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance = + # Requires translation! +This Unit gains [amount] XP = + # Requires translation! +This Unit upgrades for free including special upgrades = + # Requires translation! +This Unit gains the [promotion] promotion = + # Requires translation! ++[amount]% attack strength to all [mapUnitFilter] Units for [amount] turns = + # Requires translation! +Hidden before founding a Pantheon = + # Requires translation! +Hidden after founding a Pantheon = + # Requires translation! +Hidden after generating a Great Prophet = diff --git a/android/assets/jsons/translations/Korean.properties b/android/assets/jsons/translations/Korean.properties index 64862b5a61..ee2635db23 100644 --- a/android/assets/jsons/translations/Korean.properties +++ b/android/assets/jsons/translations/Korean.properties @@ -1498,36 +1498,6 @@ Never destroyed when the city is captured = 도시가 점령되었을 때에도 Invisible to others = 다른 유닛에게 보이지 않음 -# Conditionals -# These are optional parts that can be added to uniques to allow them only to function in some cases, -# denoted by placing them between <> brackets. An example would be: "[amount]% Strength ". -# In this case "" is a conditional. - # Requires translation! -when not at war = - # Requires translation! -when at war = - # Requires translation! -while the empire is happy = - # Requires translation! -during a Golden Age = - - # Requires translation! -if this city has at least [amount] specialists = - - # Requires translation! -for [mapUnitFilter] units = - # Requires translation! -vs cities = - # Requires translation! -vs [mapUnitFilter] units = - # Requires translation! -for combat in [tileFilter] tiles = - # Requires translation! -when attacking = - # Requires translation! -when defending = - - # In English we just paste all these conditionals at the end of each unique, but in your language that # may not turn into valid sentences. Therefore we have the following two translations to determine # where they should go. @@ -5968,3 +5938,130 @@ During the We Love The King Day, the city will grow 25% faster. = # Requires translation! This means exploration and trade is important to grow your cities! = + +#################### Lines from Unique Types ####################### + + # Requires translation! +Provides [stats] per turn = + # Requires translation! +Provides [stats] [cityFilter] per turn = + # Requires translation! +Provides [amount] Happiness = + # Requires translation! +Provides military units every ≈[amount] turns = + # Requires translation! +Provides a unique luxury = + # Requires translation! +May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion = + # Requires translation! +May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount]) = + # Requires translation! +May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] = + # Requires translation! +May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] = + # Requires translation! +May buy [baseUnitFilter] units with [stat] [cityFilter] = + # Requires translation! +May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost = + # Requires translation! +Triggers victory = + # Requires translation! +Can be purchased for [amount] [stat] [cityFilter] = + # Requires translation! +Must not be next to [terrainFilter] = + # Requires translation! +Deal [amount] damage to adjacent enemy units = + # Requires translation! +when at war = + # Requires translation! +when not at war = + # Requires translation! +while the empire is happy = + # Requires translation! +during a Golden Age = + # Requires translation! +during the [era] = + # Requires translation! +before the [era] = + # Requires translation! +starting from the [era] = + # Requires translation! +after discovering [tech] = + # Requires translation! +before discovering [tech] = + # Requires translation! +after adopting [policy] = + # Requires translation! +before adopting [policy] = + # Requires translation! +if this city has at least [amount] specialists = + # Requires translation! +for [mapUnitFilter] units = + # Requires translation! +vs cities = + # Requires translation! +vs [mapUnitFilter] units = + # Requires translation! +when fighting units from a Civilization with more Cities than you = + # Requires translation! +when attacking = + # Requires translation! +when defending = + # Requires translation! +when fighting in [tileFilter] tiles = + # Requires translation! +on foreign continents = + # Requires translation! +when above [amount] HP = + # Requires translation! +when below [amount] HP = + # Requires translation! +with [amount] to [amount] neighboring [tileFilter] tiles = + # Requires translation! +with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles = + # Requires translation! +in [tileFilter] tiles = + # Requires translation! +in [tileFilter] [tileFilter] tiles = + # Requires translation! +in tiles without [tileFilter] = + # Requires translation! +on water maps = + # Requires translation! +in [regionType] Regions = + # Requires translation! +in all except [regionType] Regions = + # Requires translation! +Free [baseUnitFilter] found in the ruins = + # Requires translation! +[amount] Free Social Policies = + # Requires translation! +[amount] population in a random city = + # Requires translation! +[amount] free random researchable Tech(s) from the [era] = + # Requires translation! +Gain [amount] [stat] = + # Requires translation! +Gain [amount]-[amount] [stat] = + # Requires translation! +Gain enough Faith for a Pantheon = + # Requires translation! +Gain enough Faith for [amount]% of a Great Prophet = + # Requires translation! +Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius = + # Requires translation! +From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance = + # Requires translation! +This Unit gains [amount] XP = + # Requires translation! +This Unit upgrades for free including special upgrades = + # Requires translation! +This Unit gains the [promotion] promotion = + # Requires translation! ++[amount]% attack strength to all [mapUnitFilter] Units for [amount] turns = + # Requires translation! +Hidden before founding a Pantheon = + # Requires translation! +Hidden after founding a Pantheon = + # Requires translation! +Hidden after generating a Great Prophet = diff --git a/android/assets/jsons/translations/Lithuanian.properties b/android/assets/jsons/translations/Lithuanian.properties index 3a9a73d042..ffb8d30467 100644 --- a/android/assets/jsons/translations/Lithuanian.properties +++ b/android/assets/jsons/translations/Lithuanian.properties @@ -1823,36 +1823,6 @@ Never destroyed when the city is captured = Invisible to others = -# Conditionals -# These are optional parts that can be added to uniques to allow them only to function in some cases, -# denoted by placing them between <> brackets. An example would be: "[amount]% Strength ". -# In this case "" is a conditional. - # Requires translation! -when not at war = - # Requires translation! -when at war = - # Requires translation! -while the empire is happy = - # Requires translation! -during a Golden Age = - - # Requires translation! -if this city has at least [amount] specialists = - - # Requires translation! -for [mapUnitFilter] units = - # Requires translation! -vs cities = - # Requires translation! -vs [mapUnitFilter] units = - # Requires translation! -for combat in [tileFilter] tiles = - # Requires translation! -when attacking = - # Requires translation! -when defending = - - # In English we just paste all these conditionals at the end of each unique, but in your language that # may not turn into valid sentences. Therefore we have the following two translations to determine # where they should go. @@ -8795,3 +8765,130 @@ During the We Love The King Day, the city will grow 25% faster. = # Requires translation! This means exploration and trade is important to grow your cities! = + +#################### Lines from Unique Types ####################### + + # Requires translation! +Provides [stats] per turn = + # Requires translation! +Provides [stats] [cityFilter] per turn = + # Requires translation! +Provides [amount] Happiness = + # Requires translation! +Provides military units every ≈[amount] turns = + # Requires translation! +Provides a unique luxury = + # Requires translation! +May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion = + # Requires translation! +May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount]) = + # Requires translation! +May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] = + # Requires translation! +May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] = + # Requires translation! +May buy [baseUnitFilter] units with [stat] [cityFilter] = + # Requires translation! +May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost = + # Requires translation! +Triggers victory = + # Requires translation! +Can be purchased for [amount] [stat] [cityFilter] = + # Requires translation! +Must not be next to [terrainFilter] = + # Requires translation! +Deal [amount] damage to adjacent enemy units = + # Requires translation! +when at war = + # Requires translation! +when not at war = + # Requires translation! +while the empire is happy = + # Requires translation! +during a Golden Age = + # Requires translation! +during the [era] = + # Requires translation! +before the [era] = + # Requires translation! +starting from the [era] = + # Requires translation! +after discovering [tech] = + # Requires translation! +before discovering [tech] = + # Requires translation! +after adopting [policy] = + # Requires translation! +before adopting [policy] = + # Requires translation! +if this city has at least [amount] specialists = + # Requires translation! +for [mapUnitFilter] units = + # Requires translation! +vs cities = + # Requires translation! +vs [mapUnitFilter] units = + # Requires translation! +when fighting units from a Civilization with more Cities than you = + # Requires translation! +when attacking = + # Requires translation! +when defending = + # Requires translation! +when fighting in [tileFilter] tiles = + # Requires translation! +on foreign continents = + # Requires translation! +when above [amount] HP = + # Requires translation! +when below [amount] HP = + # Requires translation! +with [amount] to [amount] neighboring [tileFilter] tiles = + # Requires translation! +with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles = + # Requires translation! +in [tileFilter] tiles = + # Requires translation! +in [tileFilter] [tileFilter] tiles = + # Requires translation! +in tiles without [tileFilter] = + # Requires translation! +on water maps = + # Requires translation! +in [regionType] Regions = + # Requires translation! +in all except [regionType] Regions = + # Requires translation! +Free [baseUnitFilter] found in the ruins = + # Requires translation! +[amount] Free Social Policies = + # Requires translation! +[amount] population in a random city = + # Requires translation! +[amount] free random researchable Tech(s) from the [era] = + # Requires translation! +Gain [amount] [stat] = + # Requires translation! +Gain [amount]-[amount] [stat] = + # Requires translation! +Gain enough Faith for a Pantheon = + # Requires translation! +Gain enough Faith for [amount]% of a Great Prophet = + # Requires translation! +Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius = + # Requires translation! +From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance = + # Requires translation! +This Unit gains [amount] XP = + # Requires translation! +This Unit upgrades for free including special upgrades = + # Requires translation! +This Unit gains the [promotion] promotion = + # Requires translation! ++[amount]% attack strength to all [mapUnitFilter] Units for [amount] turns = + # Requires translation! +Hidden before founding a Pantheon = + # Requires translation! +Hidden after founding a Pantheon = + # Requires translation! +Hidden after generating a Great Prophet = diff --git a/android/assets/jsons/translations/Malay.properties b/android/assets/jsons/translations/Malay.properties index 1dd839fbd2..8ef445a688 100644 --- a/android/assets/jsons/translations/Malay.properties +++ b/android/assets/jsons/translations/Malay.properties @@ -1550,36 +1550,6 @@ Never destroyed when the city is captured = Invisible to others = -# Conditionals -# These are optional parts that can be added to uniques to allow them only to function in some cases, -# denoted by placing them between <> brackets. An example would be: "[amount]% Strength ". -# In this case "" is a conditional. - # Requires translation! -when not at war = - # Requires translation! -when at war = - # Requires translation! -while the empire is happy = - # Requires translation! -during a Golden Age = - - # Requires translation! -if this city has at least [amount] specialists = - - # Requires translation! -for [mapUnitFilter] units = - # Requires translation! -vs cities = - # Requires translation! -vs [mapUnitFilter] units = - # Requires translation! -for combat in [tileFilter] tiles = - # Requires translation! -when attacking = - # Requires translation! -when defending = - - # In English we just paste all these conditionals at the end of each unique, but in your language that # may not turn into valid sentences. Therefore we have the following two translations to determine # where they should go. @@ -8362,3 +8332,130 @@ During the We Love The King Day, the city will grow 25% faster. = # Requires translation! This means exploration and trade is important to grow your cities! = + +#################### Lines from Unique Types ####################### + + # Requires translation! +Provides [stats] per turn = + # Requires translation! +Provides [stats] [cityFilter] per turn = + # Requires translation! +Provides [amount] Happiness = + # Requires translation! +Provides military units every ≈[amount] turns = + # Requires translation! +Provides a unique luxury = + # Requires translation! +May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion = + # Requires translation! +May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount]) = + # Requires translation! +May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] = + # Requires translation! +May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] = + # Requires translation! +May buy [baseUnitFilter] units with [stat] [cityFilter] = + # Requires translation! +May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost = + # Requires translation! +Triggers victory = + # Requires translation! +Can be purchased for [amount] [stat] [cityFilter] = + # Requires translation! +Must not be next to [terrainFilter] = + # Requires translation! +Deal [amount] damage to adjacent enemy units = + # Requires translation! +when at war = + # Requires translation! +when not at war = + # Requires translation! +while the empire is happy = + # Requires translation! +during a Golden Age = + # Requires translation! +during the [era] = + # Requires translation! +before the [era] = + # Requires translation! +starting from the [era] = + # Requires translation! +after discovering [tech] = + # Requires translation! +before discovering [tech] = + # Requires translation! +after adopting [policy] = + # Requires translation! +before adopting [policy] = + # Requires translation! +if this city has at least [amount] specialists = + # Requires translation! +for [mapUnitFilter] units = + # Requires translation! +vs cities = + # Requires translation! +vs [mapUnitFilter] units = + # Requires translation! +when fighting units from a Civilization with more Cities than you = + # Requires translation! +when attacking = + # Requires translation! +when defending = + # Requires translation! +when fighting in [tileFilter] tiles = + # Requires translation! +on foreign continents = + # Requires translation! +when above [amount] HP = + # Requires translation! +when below [amount] HP = + # Requires translation! +with [amount] to [amount] neighboring [tileFilter] tiles = + # Requires translation! +with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles = + # Requires translation! +in [tileFilter] tiles = + # Requires translation! +in [tileFilter] [tileFilter] tiles = + # Requires translation! +in tiles without [tileFilter] = + # Requires translation! +on water maps = + # Requires translation! +in [regionType] Regions = + # Requires translation! +in all except [regionType] Regions = + # Requires translation! +Free [baseUnitFilter] found in the ruins = + # Requires translation! +[amount] Free Social Policies = + # Requires translation! +[amount] population in a random city = + # Requires translation! +[amount] free random researchable Tech(s) from the [era] = + # Requires translation! +Gain [amount] [stat] = + # Requires translation! +Gain [amount]-[amount] [stat] = + # Requires translation! +Gain enough Faith for a Pantheon = + # Requires translation! +Gain enough Faith for [amount]% of a Great Prophet = + # Requires translation! +Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius = + # Requires translation! +From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance = + # Requires translation! +This Unit gains [amount] XP = + # Requires translation! +This Unit upgrades for free including special upgrades = + # Requires translation! +This Unit gains the [promotion] promotion = + # Requires translation! ++[amount]% attack strength to all [mapUnitFilter] Units for [amount] turns = + # Requires translation! +Hidden before founding a Pantheon = + # Requires translation! +Hidden after founding a Pantheon = + # Requires translation! +Hidden after generating a Great Prophet = diff --git a/android/assets/jsons/translations/Persian_(Pinglish-DIN).properties b/android/assets/jsons/translations/Persian_(Pinglish-DIN).properties index 37150b74a6..b42b50e638 100644 --- a/android/assets/jsons/translations/Persian_(Pinglish-DIN).properties +++ b/android/assets/jsons/translations/Persian_(Pinglish-DIN).properties @@ -1823,36 +1823,6 @@ Never destroyed when the city is captured = Invisible to others = -# Conditionals -# These are optional parts that can be added to uniques to allow them only to function in some cases, -# denoted by placing them between <> brackets. An example would be: "[amount]% Strength ". -# In this case "" is a conditional. - # Requires translation! -when not at war = - # Requires translation! -when at war = - # Requires translation! -while the empire is happy = - # Requires translation! -during a Golden Age = - - # Requires translation! -if this city has at least [amount] specialists = - - # Requires translation! -for [mapUnitFilter] units = - # Requires translation! -vs cities = - # Requires translation! -vs [mapUnitFilter] units = - # Requires translation! -for combat in [tileFilter] tiles = - # Requires translation! -when attacking = - # Requires translation! -when defending = - - # In English we just paste all these conditionals at the end of each unique, but in your language that # may not turn into valid sentences. Therefore we have the following two translations to determine # where they should go. @@ -8812,3 +8782,130 @@ During the We Love The King Day, the city will grow 25% faster. = # Requires translation! This means exploration and trade is important to grow your cities! = + +#################### Lines from Unique Types ####################### + + # Requires translation! +Provides [stats] per turn = + # Requires translation! +Provides [stats] [cityFilter] per turn = + # Requires translation! +Provides [amount] Happiness = + # Requires translation! +Provides military units every ≈[amount] turns = + # Requires translation! +Provides a unique luxury = + # Requires translation! +May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion = + # Requires translation! +May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount]) = + # Requires translation! +May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] = + # Requires translation! +May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] = + # Requires translation! +May buy [baseUnitFilter] units with [stat] [cityFilter] = + # Requires translation! +May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost = + # Requires translation! +Triggers victory = + # Requires translation! +Can be purchased for [amount] [stat] [cityFilter] = + # Requires translation! +Must not be next to [terrainFilter] = + # Requires translation! +Deal [amount] damage to adjacent enemy units = + # Requires translation! +when at war = + # Requires translation! +when not at war = + # Requires translation! +while the empire is happy = + # Requires translation! +during a Golden Age = + # Requires translation! +during the [era] = + # Requires translation! +before the [era] = + # Requires translation! +starting from the [era] = + # Requires translation! +after discovering [tech] = + # Requires translation! +before discovering [tech] = + # Requires translation! +after adopting [policy] = + # Requires translation! +before adopting [policy] = + # Requires translation! +if this city has at least [amount] specialists = + # Requires translation! +for [mapUnitFilter] units = + # Requires translation! +vs cities = + # Requires translation! +vs [mapUnitFilter] units = + # Requires translation! +when fighting units from a Civilization with more Cities than you = + # Requires translation! +when attacking = + # Requires translation! +when defending = + # Requires translation! +when fighting in [tileFilter] tiles = + # Requires translation! +on foreign continents = + # Requires translation! +when above [amount] HP = + # Requires translation! +when below [amount] HP = + # Requires translation! +with [amount] to [amount] neighboring [tileFilter] tiles = + # Requires translation! +with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles = + # Requires translation! +in [tileFilter] tiles = + # Requires translation! +in [tileFilter] [tileFilter] tiles = + # Requires translation! +in tiles without [tileFilter] = + # Requires translation! +on water maps = + # Requires translation! +in [regionType] Regions = + # Requires translation! +in all except [regionType] Regions = + # Requires translation! +Free [baseUnitFilter] found in the ruins = + # Requires translation! +[amount] Free Social Policies = + # Requires translation! +[amount] population in a random city = + # Requires translation! +[amount] free random researchable Tech(s) from the [era] = + # Requires translation! +Gain [amount] [stat] = + # Requires translation! +Gain [amount]-[amount] [stat] = + # Requires translation! +Gain enough Faith for a Pantheon = + # Requires translation! +Gain enough Faith for [amount]% of a Great Prophet = + # Requires translation! +Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius = + # Requires translation! +From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance = + # Requires translation! +This Unit gains [amount] XP = + # Requires translation! +This Unit upgrades for free including special upgrades = + # Requires translation! +This Unit gains the [promotion] promotion = + # Requires translation! ++[amount]% attack strength to all [mapUnitFilter] Units for [amount] turns = + # Requires translation! +Hidden before founding a Pantheon = + # Requires translation! +Hidden after founding a Pantheon = + # Requires translation! +Hidden after generating a Great Prophet = diff --git a/android/assets/jsons/translations/Persian_(Pinglish-UN).properties b/android/assets/jsons/translations/Persian_(Pinglish-UN).properties index b7d0d16764..d5ecbfb930 100644 --- a/android/assets/jsons/translations/Persian_(Pinglish-UN).properties +++ b/android/assets/jsons/translations/Persian_(Pinglish-UN).properties @@ -1820,36 +1820,6 @@ Never destroyed when the city is captured = Invisible to others = -# Conditionals -# These are optional parts that can be added to uniques to allow them only to function in some cases, -# denoted by placing them between <> brackets. An example would be: "[amount]% Strength ". -# In this case "" is a conditional. - # Requires translation! -when not at war = - # Requires translation! -when at war = - # Requires translation! -while the empire is happy = - # Requires translation! -during a Golden Age = - - # Requires translation! -if this city has at least [amount] specialists = - - # Requires translation! -for [mapUnitFilter] units = - # Requires translation! -vs cities = - # Requires translation! -vs [mapUnitFilter] units = - # Requires translation! -for combat in [tileFilter] tiles = - # Requires translation! -when attacking = - # Requires translation! -when defending = - - # In English we just paste all these conditionals at the end of each unique, but in your language that # may not turn into valid sentences. Therefore we have the following two translations to determine # where they should go. @@ -8809,3 +8779,130 @@ During the We Love The King Day, the city will grow 25% faster. = # Requires translation! This means exploration and trade is important to grow your cities! = + +#################### Lines from Unique Types ####################### + + # Requires translation! +Provides [stats] per turn = + # Requires translation! +Provides [stats] [cityFilter] per turn = + # Requires translation! +Provides [amount] Happiness = + # Requires translation! +Provides military units every ≈[amount] turns = + # Requires translation! +Provides a unique luxury = + # Requires translation! +May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion = + # Requires translation! +May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount]) = + # Requires translation! +May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] = + # Requires translation! +May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] = + # Requires translation! +May buy [baseUnitFilter] units with [stat] [cityFilter] = + # Requires translation! +May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost = + # Requires translation! +Triggers victory = + # Requires translation! +Can be purchased for [amount] [stat] [cityFilter] = + # Requires translation! +Must not be next to [terrainFilter] = + # Requires translation! +Deal [amount] damage to adjacent enemy units = + # Requires translation! +when at war = + # Requires translation! +when not at war = + # Requires translation! +while the empire is happy = + # Requires translation! +during a Golden Age = + # Requires translation! +during the [era] = + # Requires translation! +before the [era] = + # Requires translation! +starting from the [era] = + # Requires translation! +after discovering [tech] = + # Requires translation! +before discovering [tech] = + # Requires translation! +after adopting [policy] = + # Requires translation! +before adopting [policy] = + # Requires translation! +if this city has at least [amount] specialists = + # Requires translation! +for [mapUnitFilter] units = + # Requires translation! +vs cities = + # Requires translation! +vs [mapUnitFilter] units = + # Requires translation! +when fighting units from a Civilization with more Cities than you = + # Requires translation! +when attacking = + # Requires translation! +when defending = + # Requires translation! +when fighting in [tileFilter] tiles = + # Requires translation! +on foreign continents = + # Requires translation! +when above [amount] HP = + # Requires translation! +when below [amount] HP = + # Requires translation! +with [amount] to [amount] neighboring [tileFilter] tiles = + # Requires translation! +with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles = + # Requires translation! +in [tileFilter] tiles = + # Requires translation! +in [tileFilter] [tileFilter] tiles = + # Requires translation! +in tiles without [tileFilter] = + # Requires translation! +on water maps = + # Requires translation! +in [regionType] Regions = + # Requires translation! +in all except [regionType] Regions = + # Requires translation! +Free [baseUnitFilter] found in the ruins = + # Requires translation! +[amount] Free Social Policies = + # Requires translation! +[amount] population in a random city = + # Requires translation! +[amount] free random researchable Tech(s) from the [era] = + # Requires translation! +Gain [amount] [stat] = + # Requires translation! +Gain [amount]-[amount] [stat] = + # Requires translation! +Gain enough Faith for a Pantheon = + # Requires translation! +Gain enough Faith for [amount]% of a Great Prophet = + # Requires translation! +Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius = + # Requires translation! +From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance = + # Requires translation! +This Unit gains [amount] XP = + # Requires translation! +This Unit upgrades for free including special upgrades = + # Requires translation! +This Unit gains the [promotion] promotion = + # Requires translation! ++[amount]% attack strength to all [mapUnitFilter] Units for [amount] turns = + # Requires translation! +Hidden before founding a Pantheon = + # Requires translation! +Hidden after founding a Pantheon = + # Requires translation! +Hidden after generating a Great Prophet = diff --git a/android/assets/jsons/translations/Polish.properties b/android/assets/jsons/translations/Polish.properties index b94a8529db..ce7c85136a 100644 --- a/android/assets/jsons/translations/Polish.properties +++ b/android/assets/jsons/translations/Polish.properties @@ -1620,36 +1620,6 @@ Never destroyed when the city is captured = Invisible to others = Niewidoczny dla innych -# Conditionals -# These are optional parts that can be added to uniques to allow them only to function in some cases, -# denoted by placing them between <> brackets. An example would be: "[amount]% Strength ". -# In this case "" is a conditional. - # Requires translation! -when not at war = - # Requires translation! -when at war = - # Requires translation! -while the empire is happy = - # Requires translation! -during a Golden Age = - - # Requires translation! -if this city has at least [amount] specialists = - - # Requires translation! -for [mapUnitFilter] units = - # Requires translation! -vs cities = - # Requires translation! -vs [mapUnitFilter] units = - # Requires translation! -for combat in [tileFilter] tiles = - # Requires translation! -when attacking = - # Requires translation! -when defending = - - # In English we just paste all these conditionals at the end of each unique, but in your language that # may not turn into valid sentences. Therefore we have the following two translations to determine # where they should go. @@ -6576,3 +6546,130 @@ During the We Love The King Day, the city will grow 25% faster. = # Requires translation! This means exploration and trade is important to grow your cities! = + +#################### Lines from Unique Types ####################### + + # Requires translation! +Provides [stats] per turn = + # Requires translation! +Provides [stats] [cityFilter] per turn = + # Requires translation! +Provides [amount] Happiness = + # Requires translation! +Provides military units every ≈[amount] turns = + # Requires translation! +Provides a unique luxury = + # Requires translation! +May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion = + # Requires translation! +May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount]) = + # Requires translation! +May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] = + # Requires translation! +May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] = + # Requires translation! +May buy [baseUnitFilter] units with [stat] [cityFilter] = + # Requires translation! +May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost = + # Requires translation! +Triggers victory = + # Requires translation! +Can be purchased for [amount] [stat] [cityFilter] = + # Requires translation! +Must not be next to [terrainFilter] = + # Requires translation! +Deal [amount] damage to adjacent enemy units = + # Requires translation! +when at war = + # Requires translation! +when not at war = + # Requires translation! +while the empire is happy = + # Requires translation! +during a Golden Age = + # Requires translation! +during the [era] = + # Requires translation! +before the [era] = + # Requires translation! +starting from the [era] = + # Requires translation! +after discovering [tech] = + # Requires translation! +before discovering [tech] = + # Requires translation! +after adopting [policy] = + # Requires translation! +before adopting [policy] = + # Requires translation! +if this city has at least [amount] specialists = + # Requires translation! +for [mapUnitFilter] units = + # Requires translation! +vs cities = + # Requires translation! +vs [mapUnitFilter] units = + # Requires translation! +when fighting units from a Civilization with more Cities than you = + # Requires translation! +when attacking = + # Requires translation! +when defending = + # Requires translation! +when fighting in [tileFilter] tiles = + # Requires translation! +on foreign continents = + # Requires translation! +when above [amount] HP = + # Requires translation! +when below [amount] HP = + # Requires translation! +with [amount] to [amount] neighboring [tileFilter] tiles = + # Requires translation! +with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles = + # Requires translation! +in [tileFilter] tiles = + # Requires translation! +in [tileFilter] [tileFilter] tiles = + # Requires translation! +in tiles without [tileFilter] = + # Requires translation! +on water maps = + # Requires translation! +in [regionType] Regions = + # Requires translation! +in all except [regionType] Regions = + # Requires translation! +Free [baseUnitFilter] found in the ruins = + # Requires translation! +[amount] Free Social Policies = + # Requires translation! +[amount] population in a random city = + # Requires translation! +[amount] free random researchable Tech(s) from the [era] = + # Requires translation! +Gain [amount] [stat] = + # Requires translation! +Gain [amount]-[amount] [stat] = + # Requires translation! +Gain enough Faith for a Pantheon = + # Requires translation! +Gain enough Faith for [amount]% of a Great Prophet = + # Requires translation! +Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius = + # Requires translation! +From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance = + # Requires translation! +This Unit gains [amount] XP = + # Requires translation! +This Unit upgrades for free including special upgrades = + # Requires translation! +This Unit gains the [promotion] promotion = + # Requires translation! ++[amount]% attack strength to all [mapUnitFilter] Units for [amount] turns = + # Requires translation! +Hidden before founding a Pantheon = + # Requires translation! +Hidden after founding a Pantheon = + # Requires translation! +Hidden after generating a Great Prophet = diff --git a/android/assets/jsons/translations/Portuguese.properties b/android/assets/jsons/translations/Portuguese.properties index f6f762ba82..3f6d9afe46 100644 --- a/android/assets/jsons/translations/Portuguese.properties +++ b/android/assets/jsons/translations/Portuguese.properties @@ -1531,36 +1531,6 @@ Never destroyed when the city is captured = Invisible to others = Invisível para outros -# Conditionals -# These are optional parts that can be added to uniques to allow them only to function in some cases, -# denoted by placing them between <> brackets. An example would be: "[amount]% Strength ". -# In this case "" is a conditional. - # Requires translation! -when not at war = - # Requires translation! -when at war = - # Requires translation! -while the empire is happy = - # Requires translation! -during a Golden Age = - - # Requires translation! -if this city has at least [amount] specialists = - - # Requires translation! -for [mapUnitFilter] units = - # Requires translation! -vs cities = - # Requires translation! -vs [mapUnitFilter] units = - # Requires translation! -for combat in [tileFilter] tiles = - # Requires translation! -when attacking = - # Requires translation! -when defending = - - # In English we just paste all these conditionals at the end of each unique, but in your language that # may not turn into valid sentences. Therefore we have the following two translations to determine # where they should go. @@ -6920,3 +6890,130 @@ During the We Love The King Day, the city will grow 25% faster. = # Requires translation! This means exploration and trade is important to grow your cities! = + +#################### Lines from Unique Types ####################### + + # Requires translation! +Provides [stats] per turn = + # Requires translation! +Provides [stats] [cityFilter] per turn = + # Requires translation! +Provides [amount] Happiness = + # Requires translation! +Provides military units every ≈[amount] turns = + # Requires translation! +Provides a unique luxury = + # Requires translation! +May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion = + # Requires translation! +May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount]) = + # Requires translation! +May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] = + # Requires translation! +May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] = + # Requires translation! +May buy [baseUnitFilter] units with [stat] [cityFilter] = + # Requires translation! +May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost = + # Requires translation! +Triggers victory = + # Requires translation! +Can be purchased for [amount] [stat] [cityFilter] = + # Requires translation! +Must not be next to [terrainFilter] = + # Requires translation! +Deal [amount] damage to adjacent enemy units = + # Requires translation! +when at war = + # Requires translation! +when not at war = + # Requires translation! +while the empire is happy = + # Requires translation! +during a Golden Age = + # Requires translation! +during the [era] = + # Requires translation! +before the [era] = + # Requires translation! +starting from the [era] = + # Requires translation! +after discovering [tech] = + # Requires translation! +before discovering [tech] = + # Requires translation! +after adopting [policy] = + # Requires translation! +before adopting [policy] = + # Requires translation! +if this city has at least [amount] specialists = + # Requires translation! +for [mapUnitFilter] units = + # Requires translation! +vs cities = + # Requires translation! +vs [mapUnitFilter] units = + # Requires translation! +when fighting units from a Civilization with more Cities than you = + # Requires translation! +when attacking = + # Requires translation! +when defending = + # Requires translation! +when fighting in [tileFilter] tiles = + # Requires translation! +on foreign continents = + # Requires translation! +when above [amount] HP = + # Requires translation! +when below [amount] HP = + # Requires translation! +with [amount] to [amount] neighboring [tileFilter] tiles = + # Requires translation! +with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles = + # Requires translation! +in [tileFilter] tiles = + # Requires translation! +in [tileFilter] [tileFilter] tiles = + # Requires translation! +in tiles without [tileFilter] = + # Requires translation! +on water maps = + # Requires translation! +in [regionType] Regions = + # Requires translation! +in all except [regionType] Regions = + # Requires translation! +Free [baseUnitFilter] found in the ruins = + # Requires translation! +[amount] Free Social Policies = + # Requires translation! +[amount] population in a random city = + # Requires translation! +[amount] free random researchable Tech(s) from the [era] = + # Requires translation! +Gain [amount] [stat] = + # Requires translation! +Gain [amount]-[amount] [stat] = + # Requires translation! +Gain enough Faith for a Pantheon = + # Requires translation! +Gain enough Faith for [amount]% of a Great Prophet = + # Requires translation! +Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius = + # Requires translation! +From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance = + # Requires translation! +This Unit gains [amount] XP = + # Requires translation! +This Unit upgrades for free including special upgrades = + # Requires translation! +This Unit gains the [promotion] promotion = + # Requires translation! ++[amount]% attack strength to all [mapUnitFilter] Units for [amount] turns = + # Requires translation! +Hidden before founding a Pantheon = + # Requires translation! +Hidden after founding a Pantheon = + # Requires translation! +Hidden after generating a Great Prophet = diff --git a/android/assets/jsons/translations/Romanian.properties b/android/assets/jsons/translations/Romanian.properties index d9dff2b4c1..f180f82da1 100644 --- a/android/assets/jsons/translations/Romanian.properties +++ b/android/assets/jsons/translations/Romanian.properties @@ -1896,36 +1896,6 @@ Never destroyed when the city is captured = Invisible to others = Invizibil pentru alții -# Conditionals -# These are optional parts that can be added to uniques to allow them only to function in some cases, -# denoted by placing them between <> brackets. An example would be: "[amount]% Strength ". -# In this case "" is a conditional. - # Requires translation! -when not at war = - # Requires translation! -when at war = - # Requires translation! -while the empire is happy = - # Requires translation! -during a Golden Age = - - # Requires translation! -if this city has at least [amount] specialists = - - # Requires translation! -for [mapUnitFilter] units = - # Requires translation! -vs cities = - # Requires translation! -vs [mapUnitFilter] units = - # Requires translation! -for combat in [tileFilter] tiles = - # Requires translation! -when attacking = - # Requires translation! -when defending = - - # In English we just paste all these conditionals at the end of each unique, but in your language that # may not turn into valid sentences. Therefore we have the following two translations to determine # where they should go. @@ -8403,3 +8373,130 @@ During the We Love The King Day, the city will grow 25% faster. = # Requires translation! This means exploration and trade is important to grow your cities! = + +#################### Lines from Unique Types ####################### + + # Requires translation! +Provides [stats] per turn = + # Requires translation! +Provides [stats] [cityFilter] per turn = + # Requires translation! +Provides [amount] Happiness = + # Requires translation! +Provides military units every ≈[amount] turns = + # Requires translation! +Provides a unique luxury = + # Requires translation! +May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion = + # Requires translation! +May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount]) = + # Requires translation! +May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] = + # Requires translation! +May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] = + # Requires translation! +May buy [baseUnitFilter] units with [stat] [cityFilter] = + # Requires translation! +May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost = + # Requires translation! +Triggers victory = + # Requires translation! +Can be purchased for [amount] [stat] [cityFilter] = + # Requires translation! +Must not be next to [terrainFilter] = + # Requires translation! +Deal [amount] damage to adjacent enemy units = + # Requires translation! +when at war = + # Requires translation! +when not at war = + # Requires translation! +while the empire is happy = + # Requires translation! +during a Golden Age = + # Requires translation! +during the [era] = + # Requires translation! +before the [era] = + # Requires translation! +starting from the [era] = + # Requires translation! +after discovering [tech] = + # Requires translation! +before discovering [tech] = + # Requires translation! +after adopting [policy] = + # Requires translation! +before adopting [policy] = + # Requires translation! +if this city has at least [amount] specialists = + # Requires translation! +for [mapUnitFilter] units = + # Requires translation! +vs cities = + # Requires translation! +vs [mapUnitFilter] units = + # Requires translation! +when fighting units from a Civilization with more Cities than you = + # Requires translation! +when attacking = + # Requires translation! +when defending = + # Requires translation! +when fighting in [tileFilter] tiles = + # Requires translation! +on foreign continents = + # Requires translation! +when above [amount] HP = + # Requires translation! +when below [amount] HP = + # Requires translation! +with [amount] to [amount] neighboring [tileFilter] tiles = + # Requires translation! +with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles = + # Requires translation! +in [tileFilter] tiles = + # Requires translation! +in [tileFilter] [tileFilter] tiles = + # Requires translation! +in tiles without [tileFilter] = + # Requires translation! +on water maps = + # Requires translation! +in [regionType] Regions = + # Requires translation! +in all except [regionType] Regions = + # Requires translation! +Free [baseUnitFilter] found in the ruins = + # Requires translation! +[amount] Free Social Policies = + # Requires translation! +[amount] population in a random city = + # Requires translation! +[amount] free random researchable Tech(s) from the [era] = + # Requires translation! +Gain [amount] [stat] = + # Requires translation! +Gain [amount]-[amount] [stat] = + # Requires translation! +Gain enough Faith for a Pantheon = + # Requires translation! +Gain enough Faith for [amount]% of a Great Prophet = + # Requires translation! +Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius = + # Requires translation! +From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance = + # Requires translation! +This Unit gains [amount] XP = + # Requires translation! +This Unit upgrades for free including special upgrades = + # Requires translation! +This Unit gains the [promotion] promotion = + # Requires translation! ++[amount]% attack strength to all [mapUnitFilter] Units for [amount] turns = + # Requires translation! +Hidden before founding a Pantheon = + # Requires translation! +Hidden after founding a Pantheon = + # Requires translation! +Hidden after generating a Great Prophet = diff --git a/android/assets/jsons/translations/Russian.properties b/android/assets/jsons/translations/Russian.properties index eb9e3f73f4..757a305070 100644 --- a/android/assets/jsons/translations/Russian.properties +++ b/android/assets/jsons/translations/Russian.properties @@ -1351,25 +1351,6 @@ Never destroyed when the city is captured = Никогда не разрушае Invisible to others = Невидим для остальных -# Conditionals -# These are optional parts that can be added to uniques to allow them only to function in some cases, -# denoted by placing them between <> brackets. An example would be: "[amount]% Strength ". -# In this case "" is a conditional. -when not at war = в мирное время -when at war = во время войны -while the empire is happy = когда цивилизация счастлива -during a Golden Age = во время Золотого века - -if this city has at least [amount] specialists = если в этом городе имеется как минимум [amount] специалистов - -for [mapUnitFilter] units = для юнитов: [mapUnitFilter] -vs cities = против городов -vs [mapUnitFilter] units = против юнитов: [mapUnitFilter] -for combat in [tileFilter] tiles = для сражений на клетках [tileFilter] -when attacking = когда атакует -when defending = когда защищается - - # In English we just paste all these conditionals at the end of each unique, but in your language that # may not turn into valid sentences. Therefore we have the following two translations to determine # where they should go. @@ -5462,3 +5443,120 @@ During the We Love The King Day, the city will grow 25% faster. = # Requires translation! This means exploration and trade is important to grow your cities! = + +#################### Lines from Unique Types ####################### + + # Requires translation! +Provides [stats] per turn = + # Requires translation! +Provides [stats] [cityFilter] per turn = + # Requires translation! +Provides [amount] Happiness = + # Requires translation! +Provides military units every ≈[amount] turns = + # Requires translation! +Provides a unique luxury = + # Requires translation! +May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion = + # Requires translation! +May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount]) = + # Requires translation! +May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] = + # Requires translation! +May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] = + # Requires translation! +May buy [baseUnitFilter] units with [stat] [cityFilter] = + # Requires translation! +May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost = + # Requires translation! +Triggers victory = + # Requires translation! +Can be purchased for [amount] [stat] [cityFilter] = + # Requires translation! +Must not be next to [terrainFilter] = + # Requires translation! +Deal [amount] damage to adjacent enemy units = +when at war = во время войны +when not at war = в мирное время +while the empire is happy = когда цивилизация счастлива +during a Golden Age = во время Золотого века + # Requires translation! +during the [era] = + # Requires translation! +before the [era] = + # Requires translation! +starting from the [era] = + # Requires translation! +after discovering [tech] = + # Requires translation! +before discovering [tech] = + # Requires translation! +after adopting [policy] = + # Requires translation! +before adopting [policy] = +if this city has at least [amount] specialists = если в этом городе имеется как минимум [amount] специалистов +for [mapUnitFilter] units = для юнитов: [mapUnitFilter] +vs cities = против городов +vs [mapUnitFilter] units = против юнитов: [mapUnitFilter] + # Requires translation! +when fighting units from a Civilization with more Cities than you = +when attacking = когда атакует +when defending = когда защищается + # Requires translation! +when fighting in [tileFilter] tiles = + # Requires translation! +on foreign continents = + # Requires translation! +when above [amount] HP = + # Requires translation! +when below [amount] HP = + # Requires translation! +with [amount] to [amount] neighboring [tileFilter] tiles = + # Requires translation! +with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles = + # Requires translation! +in [tileFilter] tiles = + # Requires translation! +in [tileFilter] [tileFilter] tiles = + # Requires translation! +in tiles without [tileFilter] = + # Requires translation! +on water maps = + # Requires translation! +in [regionType] Regions = + # Requires translation! +in all except [regionType] Regions = + # Requires translation! +Free [baseUnitFilter] found in the ruins = + # Requires translation! +[amount] Free Social Policies = + # Requires translation! +[amount] population in a random city = + # Requires translation! +[amount] free random researchable Tech(s) from the [era] = + # Requires translation! +Gain [amount] [stat] = + # Requires translation! +Gain [amount]-[amount] [stat] = + # Requires translation! +Gain enough Faith for a Pantheon = + # Requires translation! +Gain enough Faith for [amount]% of a Great Prophet = + # Requires translation! +Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius = + # Requires translation! +From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance = + # Requires translation! +This Unit gains [amount] XP = + # Requires translation! +This Unit upgrades for free including special upgrades = + # Requires translation! +This Unit gains the [promotion] promotion = + # Requires translation! ++[amount]% attack strength to all [mapUnitFilter] Units for [amount] turns = + # Requires translation! +Hidden before founding a Pantheon = + # Requires translation! +Hidden after founding a Pantheon = + # Requires translation! +Hidden after generating a Great Prophet = diff --git a/android/assets/jsons/translations/Simplified_Chinese.properties b/android/assets/jsons/translations/Simplified_Chinese.properties index 004e71fe53..c7eaa2a222 100644 --- a/android/assets/jsons/translations/Simplified_Chinese.properties +++ b/android/assets/jsons/translations/Simplified_Chinese.properties @@ -1350,25 +1350,6 @@ Never destroyed when the city is captured = 城市被占领时不会被摧毁 Invisible to others = 对其他单位隐形 -# Conditionals -# These are optional parts that can be added to uniques to allow them only to function in some cases, -# denoted by placing them between <> brackets. An example would be: "[amount]% Strength ". -# In this case "" is a conditional. -when not at war = 当不处于战争时 -when at war = 当处于战争时 -while the empire is happy = 当帝国处于快乐时 -during a Golden Age = 在黄金时代期间 - -if this city has at least [amount] specialists = 若此城市有至少[amount]专家 - -for [mapUnitFilter] units = 对[mapUnitFilter]单位 -vs cities = 对战城市 -vs [mapUnitFilter] units = 对战[mapUnitFilter]单位 -for combat in [tileFilter] tiles = 在[tileFilter]中战斗 -when attacking = 当攻击时 -when defending = 当防御时 - - # In English we just paste all these conditionals at the end of each unique, but in your language that # may not turn into valid sentences. Therefore we have the following two translations to determine # where they should go. @@ -5322,3 +5303,120 @@ If you manage to acquire the demanded luxury by trade, expansion, or conquest, t During the We Love The King Day, the city will grow 25% faster. = 在“我们爱戴领袖日”庆祝期间,该城市的增长速度将提高25%。 This means exploration and trade is important to grow your cities! = 这意味着探索和贸易对于发展你的城市是很重要的! + +#################### Lines from Unique Types ####################### + + # Requires translation! +Provides [stats] per turn = + # Requires translation! +Provides [stats] [cityFilter] per turn = + # Requires translation! +Provides [amount] Happiness = + # Requires translation! +Provides military units every ≈[amount] turns = + # Requires translation! +Provides a unique luxury = + # Requires translation! +May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion = + # Requires translation! +May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount]) = + # Requires translation! +May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] = + # Requires translation! +May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] = + # Requires translation! +May buy [baseUnitFilter] units with [stat] [cityFilter] = + # Requires translation! +May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost = + # Requires translation! +Triggers victory = + # Requires translation! +Can be purchased for [amount] [stat] [cityFilter] = + # Requires translation! +Must not be next to [terrainFilter] = + # Requires translation! +Deal [amount] damage to adjacent enemy units = +when at war = 当处于战争时 +when not at war = 当不处于战争时 +while the empire is happy = 当帝国处于快乐时 +during a Golden Age = 在黄金时代期间 + # Requires translation! +during the [era] = + # Requires translation! +before the [era] = + # Requires translation! +starting from the [era] = + # Requires translation! +after discovering [tech] = + # Requires translation! +before discovering [tech] = + # Requires translation! +after adopting [policy] = + # Requires translation! +before adopting [policy] = +if this city has at least [amount] specialists = 若此城市有至少[amount]专家 +for [mapUnitFilter] units = 对[mapUnitFilter]单位 +vs cities = 对战城市 +vs [mapUnitFilter] units = 对战[mapUnitFilter]单位 + # Requires translation! +when fighting units from a Civilization with more Cities than you = +when attacking = 当攻击时 +when defending = 当防御时 + # Requires translation! +when fighting in [tileFilter] tiles = + # Requires translation! +on foreign continents = + # Requires translation! +when above [amount] HP = + # Requires translation! +when below [amount] HP = + # Requires translation! +with [amount] to [amount] neighboring [tileFilter] tiles = + # Requires translation! +with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles = + # Requires translation! +in [tileFilter] tiles = + # Requires translation! +in [tileFilter] [tileFilter] tiles = + # Requires translation! +in tiles without [tileFilter] = + # Requires translation! +on water maps = + # Requires translation! +in [regionType] Regions = + # Requires translation! +in all except [regionType] Regions = + # Requires translation! +Free [baseUnitFilter] found in the ruins = + # Requires translation! +[amount] Free Social Policies = + # Requires translation! +[amount] population in a random city = + # Requires translation! +[amount] free random researchable Tech(s) from the [era] = + # Requires translation! +Gain [amount] [stat] = + # Requires translation! +Gain [amount]-[amount] [stat] = + # Requires translation! +Gain enough Faith for a Pantheon = + # Requires translation! +Gain enough Faith for [amount]% of a Great Prophet = + # Requires translation! +Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius = + # Requires translation! +From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance = + # Requires translation! +This Unit gains [amount] XP = + # Requires translation! +This Unit upgrades for free including special upgrades = + # Requires translation! +This Unit gains the [promotion] promotion = + # Requires translation! ++[amount]% attack strength to all [mapUnitFilter] Units for [amount] turns = + # Requires translation! +Hidden before founding a Pantheon = + # Requires translation! +Hidden after founding a Pantheon = + # Requires translation! +Hidden after generating a Great Prophet = diff --git a/android/assets/jsons/translations/Spanish.properties b/android/assets/jsons/translations/Spanish.properties index c536f34126..1ba121b8d0 100644 --- a/android/assets/jsons/translations/Spanish.properties +++ b/android/assets/jsons/translations/Spanish.properties @@ -1413,33 +1413,6 @@ Never destroyed when the city is captured = Nunca destruido cuando una ciudad es Invisible to others = Invisible para los demás -# Conditionals -# These are optional parts that can be added to uniques to allow them only to function in some cases, -# denoted by placing them between <> brackets. An example would be: "[amount]% Strength ". -# In this case "" is a conditional. -when not at war = si no está en guerra -when at war = si está en guerra - # Requires translation! -while the empire is happy = - # Requires translation! -during a Golden Age = - -if this city has at least [amount] specialists = si esta ciudad tiene por lo menos [amount] especialistas - - # Requires translation! -for [mapUnitFilter] units = - # Requires translation! -vs cities = - # Requires translation! -vs [mapUnitFilter] units = - # Requires translation! -for combat in [tileFilter] tiles = - # Requires translation! -when attacking = - # Requires translation! -when defending = - - # In English we just paste all these conditionals at the end of each unique, but in your language that # may not turn into valid sentences. Therefore we have the following two translations to determine # where they should go. @@ -5629,3 +5602,127 @@ During the We Love The King Day, the city will grow 25% faster. = # Requires translation! This means exploration and trade is important to grow your cities! = + +#################### Lines from Unique Types ####################### + + # Requires translation! +Provides [stats] per turn = + # Requires translation! +Provides [stats] [cityFilter] per turn = + # Requires translation! +Provides [amount] Happiness = + # Requires translation! +Provides military units every ≈[amount] turns = + # Requires translation! +Provides a unique luxury = + # Requires translation! +May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion = + # Requires translation! +May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount]) = + # Requires translation! +May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] = + # Requires translation! +May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] = + # Requires translation! +May buy [baseUnitFilter] units with [stat] [cityFilter] = + # Requires translation! +May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost = + # Requires translation! +Triggers victory = + # Requires translation! +Can be purchased for [amount] [stat] [cityFilter] = + # Requires translation! +Must not be next to [terrainFilter] = + # Requires translation! +Deal [amount] damage to adjacent enemy units = +when at war = si está en guerra +when not at war = si no está en guerra + # Requires translation! +while the empire is happy = + # Requires translation! +during a Golden Age = + # Requires translation! +during the [era] = + # Requires translation! +before the [era] = + # Requires translation! +starting from the [era] = + # Requires translation! +after discovering [tech] = + # Requires translation! +before discovering [tech] = + # Requires translation! +after adopting [policy] = + # Requires translation! +before adopting [policy] = +if this city has at least [amount] specialists = si esta ciudad tiene por lo menos [amount] especialistas + # Requires translation! +for [mapUnitFilter] units = + # Requires translation! +vs cities = + # Requires translation! +vs [mapUnitFilter] units = + # Requires translation! +when fighting units from a Civilization with more Cities than you = + # Requires translation! +when attacking = + # Requires translation! +when defending = + # Requires translation! +when fighting in [tileFilter] tiles = + # Requires translation! +on foreign continents = + # Requires translation! +when above [amount] HP = + # Requires translation! +when below [amount] HP = + # Requires translation! +with [amount] to [amount] neighboring [tileFilter] tiles = + # Requires translation! +with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles = + # Requires translation! +in [tileFilter] tiles = + # Requires translation! +in [tileFilter] [tileFilter] tiles = + # Requires translation! +in tiles without [tileFilter] = + # Requires translation! +on water maps = + # Requires translation! +in [regionType] Regions = + # Requires translation! +in all except [regionType] Regions = + # Requires translation! +Free [baseUnitFilter] found in the ruins = + # Requires translation! +[amount] Free Social Policies = + # Requires translation! +[amount] population in a random city = + # Requires translation! +[amount] free random researchable Tech(s) from the [era] = + # Requires translation! +Gain [amount] [stat] = + # Requires translation! +Gain [amount]-[amount] [stat] = + # Requires translation! +Gain enough Faith for a Pantheon = + # Requires translation! +Gain enough Faith for [amount]% of a Great Prophet = + # Requires translation! +Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius = + # Requires translation! +From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance = + # Requires translation! +This Unit gains [amount] XP = + # Requires translation! +This Unit upgrades for free including special upgrades = + # Requires translation! +This Unit gains the [promotion] promotion = + # Requires translation! ++[amount]% attack strength to all [mapUnitFilter] Units for [amount] turns = + # Requires translation! +Hidden before founding a Pantheon = + # Requires translation! +Hidden after founding a Pantheon = + # Requires translation! +Hidden after generating a Great Prophet = diff --git a/android/assets/jsons/translations/Swedish.properties b/android/assets/jsons/translations/Swedish.properties index 1e5881c6b8..7d951fecb5 100644 --- a/android/assets/jsons/translations/Swedish.properties +++ b/android/assets/jsons/translations/Swedish.properties @@ -1350,25 +1350,6 @@ Never destroyed when the city is captured = Förstörs aldrig när staden blir e Invisible to others = Osynlig för andra -# Conditionals -# These are optional parts that can be added to uniques to allow them only to function in some cases, -# denoted by placing them between <> brackets. An example would be: "[amount]% Strength ". -# In this case "" is a conditional. -when not at war = medan ej i krig -when at war = medan i krig -while the empire is happy = medan riket är lyckligt -during a Golden Age = under en Guldålder - -if this city has at least [amount] specialists = om denna stad har minst [amount] specialister - -for [mapUnitFilter] units = för [mapUnitFilter]-enheter -vs cities = mot städer -vs [mapUnitFilter] units = mot [mapUnitFilter]-enheter -for combat in [tileFilter] tiles = för strid i [tileFilter]-rutor -when attacking = vid anfall -when defending = vid försvar - - # In English we just paste all these conditionals at the end of each unique, but in your language that # may not turn into valid sentences. Therefore we have the following two translations to determine # where they should go. @@ -5322,3 +5303,120 @@ If you manage to acquire the demanded luxury by trade, expansion, or conquest, t During the We Love The King Day, the city will grow 25% faster. = Under Vi Älskar Kungen-Dagen kommer staden växa 25% snabbare. This means exploration and trade is important to grow your cities! = Det betyder att utforskning och handel är viktigt för att få dina städer att växa! + +#################### Lines from Unique Types ####################### + + # Requires translation! +Provides [stats] per turn = + # Requires translation! +Provides [stats] [cityFilter] per turn = + # Requires translation! +Provides [amount] Happiness = + # Requires translation! +Provides military units every ≈[amount] turns = + # Requires translation! +Provides a unique luxury = + # Requires translation! +May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion = + # Requires translation! +May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount]) = + # Requires translation! +May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] = + # Requires translation! +May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] = + # Requires translation! +May buy [baseUnitFilter] units with [stat] [cityFilter] = + # Requires translation! +May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost = + # Requires translation! +Triggers victory = + # Requires translation! +Can be purchased for [amount] [stat] [cityFilter] = + # Requires translation! +Must not be next to [terrainFilter] = + # Requires translation! +Deal [amount] damage to adjacent enemy units = +when at war = medan i krig +when not at war = medan ej i krig +while the empire is happy = medan riket är lyckligt +during a Golden Age = under en Guldålder + # Requires translation! +during the [era] = + # Requires translation! +before the [era] = + # Requires translation! +starting from the [era] = + # Requires translation! +after discovering [tech] = + # Requires translation! +before discovering [tech] = + # Requires translation! +after adopting [policy] = + # Requires translation! +before adopting [policy] = +if this city has at least [amount] specialists = om denna stad har minst [amount] specialister +for [mapUnitFilter] units = för [mapUnitFilter]-enheter +vs cities = mot städer +vs [mapUnitFilter] units = mot [mapUnitFilter]-enheter + # Requires translation! +when fighting units from a Civilization with more Cities than you = +when attacking = vid anfall +when defending = vid försvar + # Requires translation! +when fighting in [tileFilter] tiles = + # Requires translation! +on foreign continents = + # Requires translation! +when above [amount] HP = + # Requires translation! +when below [amount] HP = + # Requires translation! +with [amount] to [amount] neighboring [tileFilter] tiles = + # Requires translation! +with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles = + # Requires translation! +in [tileFilter] tiles = + # Requires translation! +in [tileFilter] [tileFilter] tiles = + # Requires translation! +in tiles without [tileFilter] = + # Requires translation! +on water maps = + # Requires translation! +in [regionType] Regions = + # Requires translation! +in all except [regionType] Regions = + # Requires translation! +Free [baseUnitFilter] found in the ruins = + # Requires translation! +[amount] Free Social Policies = + # Requires translation! +[amount] population in a random city = + # Requires translation! +[amount] free random researchable Tech(s) from the [era] = + # Requires translation! +Gain [amount] [stat] = + # Requires translation! +Gain [amount]-[amount] [stat] = + # Requires translation! +Gain enough Faith for a Pantheon = + # Requires translation! +Gain enough Faith for [amount]% of a Great Prophet = + # Requires translation! +Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius = + # Requires translation! +From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance = + # Requires translation! +This Unit gains [amount] XP = + # Requires translation! +This Unit upgrades for free including special upgrades = + # Requires translation! +This Unit gains the [promotion] promotion = + # Requires translation! ++[amount]% attack strength to all [mapUnitFilter] Units for [amount] turns = + # Requires translation! +Hidden before founding a Pantheon = + # Requires translation! +Hidden after founding a Pantheon = + # Requires translation! +Hidden after generating a Great Prophet = diff --git a/android/assets/jsons/translations/Traditional_Chinese.properties b/android/assets/jsons/translations/Traditional_Chinese.properties index f552cefcb1..73dcdbcfb7 100644 --- a/android/assets/jsons/translations/Traditional_Chinese.properties +++ b/android/assets/jsons/translations/Traditional_Chinese.properties @@ -1719,36 +1719,6 @@ Never destroyed when the city is captured = Invisible to others = 對其他單位隱形 -# Conditionals -# These are optional parts that can be added to uniques to allow them only to function in some cases, -# denoted by placing them between <> brackets. An example would be: "[amount]% Strength ". -# In this case "" is a conditional. - # Requires translation! -when not at war = - # Requires translation! -when at war = - # Requires translation! -while the empire is happy = - # Requires translation! -during a Golden Age = - - # Requires translation! -if this city has at least [amount] specialists = - - # Requires translation! -for [mapUnitFilter] units = - # Requires translation! -vs cities = - # Requires translation! -vs [mapUnitFilter] units = - # Requires translation! -for combat in [tileFilter] tiles = - # Requires translation! -when attacking = - # Requires translation! -when defending = - - # In English we just paste all these conditionals at the end of each unique, but in your language that # may not turn into valid sentences. Therefore we have the following two translations to determine # where they should go. @@ -6689,3 +6659,130 @@ During the We Love The King Day, the city will grow 25% faster. = # Requires translation! This means exploration and trade is important to grow your cities! = + +#################### Lines from Unique Types ####################### + + # Requires translation! +Provides [stats] per turn = + # Requires translation! +Provides [stats] [cityFilter] per turn = + # Requires translation! +Provides [amount] Happiness = + # Requires translation! +Provides military units every ≈[amount] turns = + # Requires translation! +Provides a unique luxury = + # Requires translation! +May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion = + # Requires translation! +May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount]) = + # Requires translation! +May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] = + # Requires translation! +May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] = + # Requires translation! +May buy [baseUnitFilter] units with [stat] [cityFilter] = + # Requires translation! +May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost = + # Requires translation! +Triggers victory = + # Requires translation! +Can be purchased for [amount] [stat] [cityFilter] = + # Requires translation! +Must not be next to [terrainFilter] = + # Requires translation! +Deal [amount] damage to adjacent enemy units = + # Requires translation! +when at war = + # Requires translation! +when not at war = + # Requires translation! +while the empire is happy = + # Requires translation! +during a Golden Age = + # Requires translation! +during the [era] = + # Requires translation! +before the [era] = + # Requires translation! +starting from the [era] = + # Requires translation! +after discovering [tech] = + # Requires translation! +before discovering [tech] = + # Requires translation! +after adopting [policy] = + # Requires translation! +before adopting [policy] = + # Requires translation! +if this city has at least [amount] specialists = + # Requires translation! +for [mapUnitFilter] units = + # Requires translation! +vs cities = + # Requires translation! +vs [mapUnitFilter] units = + # Requires translation! +when fighting units from a Civilization with more Cities than you = + # Requires translation! +when attacking = + # Requires translation! +when defending = + # Requires translation! +when fighting in [tileFilter] tiles = + # Requires translation! +on foreign continents = + # Requires translation! +when above [amount] HP = + # Requires translation! +when below [amount] HP = + # Requires translation! +with [amount] to [amount] neighboring [tileFilter] tiles = + # Requires translation! +with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles = + # Requires translation! +in [tileFilter] tiles = + # Requires translation! +in [tileFilter] [tileFilter] tiles = + # Requires translation! +in tiles without [tileFilter] = + # Requires translation! +on water maps = + # Requires translation! +in [regionType] Regions = + # Requires translation! +in all except [regionType] Regions = + # Requires translation! +Free [baseUnitFilter] found in the ruins = + # Requires translation! +[amount] Free Social Policies = + # Requires translation! +[amount] population in a random city = + # Requires translation! +[amount] free random researchable Tech(s) from the [era] = + # Requires translation! +Gain [amount] [stat] = + # Requires translation! +Gain [amount]-[amount] [stat] = + # Requires translation! +Gain enough Faith for a Pantheon = + # Requires translation! +Gain enough Faith for [amount]% of a Great Prophet = + # Requires translation! +Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius = + # Requires translation! +From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance = + # Requires translation! +This Unit gains [amount] XP = + # Requires translation! +This Unit upgrades for free including special upgrades = + # Requires translation! +This Unit gains the [promotion] promotion = + # Requires translation! ++[amount]% attack strength to all [mapUnitFilter] Units for [amount] turns = + # Requires translation! +Hidden before founding a Pantheon = + # Requires translation! +Hidden after founding a Pantheon = + # Requires translation! +Hidden after generating a Great Prophet = diff --git a/android/assets/jsons/translations/Turkish.properties b/android/assets/jsons/translations/Turkish.properties index f159cf011f..e197a0a7f0 100644 --- a/android/assets/jsons/translations/Turkish.properties +++ b/android/assets/jsons/translations/Turkish.properties @@ -1481,30 +1481,6 @@ Never destroyed when the city is captured = Invisible to others = Başkalarına görünmez -# Conditionals -# These are optional parts that can be added to uniques to allow them only to function in some cases, -# denoted by placing them between <> brackets. An example would be: "[amount]% Strength ". -# In this case "" is a conditional. -when not at war = savaşta değilken -when at war = savaştayken -while the empire is happy = imparatorluk mutluyken -during a Golden Age = Altın Çağdayken - - # Requires translation! -if this city has at least [amount] specialists = - - # Requires translation! -for [mapUnitFilter] units = - # Requires translation! -vs cities = - # Requires translation! -vs [mapUnitFilter] units = - # Requires translation! -for combat in [tileFilter] tiles = -when attacking = saldırırken -when defending = savunurken - - # In English we just paste all these conditionals at the end of each unique, but in your language that # may not turn into valid sentences. Therefore we have the following two translations to determine # where they should go. @@ -6113,3 +6089,124 @@ During the We Love The King Day, the city will grow 25% faster. = # Requires translation! This means exploration and trade is important to grow your cities! = + +#################### Lines from Unique Types ####################### + + # Requires translation! +Provides [stats] per turn = + # Requires translation! +Provides [stats] [cityFilter] per turn = + # Requires translation! +Provides [amount] Happiness = + # Requires translation! +Provides military units every ≈[amount] turns = + # Requires translation! +Provides a unique luxury = + # Requires translation! +May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion = + # Requires translation! +May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount]) = + # Requires translation! +May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] = + # Requires translation! +May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] = + # Requires translation! +May buy [baseUnitFilter] units with [stat] [cityFilter] = + # Requires translation! +May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost = + # Requires translation! +Triggers victory = + # Requires translation! +Can be purchased for [amount] [stat] [cityFilter] = + # Requires translation! +Must not be next to [terrainFilter] = + # Requires translation! +Deal [amount] damage to adjacent enemy units = +when at war = savaştayken +when not at war = savaşta değilken +while the empire is happy = imparatorluk mutluyken +during a Golden Age = Altın Çağdayken + # Requires translation! +during the [era] = + # Requires translation! +before the [era] = + # Requires translation! +starting from the [era] = + # Requires translation! +after discovering [tech] = + # Requires translation! +before discovering [tech] = + # Requires translation! +after adopting [policy] = + # Requires translation! +before adopting [policy] = + # Requires translation! +if this city has at least [amount] specialists = + # Requires translation! +for [mapUnitFilter] units = + # Requires translation! +vs cities = + # Requires translation! +vs [mapUnitFilter] units = + # Requires translation! +when fighting units from a Civilization with more Cities than you = +when attacking = saldırırken +when defending = savunurken + # Requires translation! +when fighting in [tileFilter] tiles = + # Requires translation! +on foreign continents = + # Requires translation! +when above [amount] HP = + # Requires translation! +when below [amount] HP = + # Requires translation! +with [amount] to [amount] neighboring [tileFilter] tiles = + # Requires translation! +with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles = + # Requires translation! +in [tileFilter] tiles = + # Requires translation! +in [tileFilter] [tileFilter] tiles = + # Requires translation! +in tiles without [tileFilter] = + # Requires translation! +on water maps = + # Requires translation! +in [regionType] Regions = + # Requires translation! +in all except [regionType] Regions = + # Requires translation! +Free [baseUnitFilter] found in the ruins = + # Requires translation! +[amount] Free Social Policies = + # Requires translation! +[amount] population in a random city = + # Requires translation! +[amount] free random researchable Tech(s) from the [era] = + # Requires translation! +Gain [amount] [stat] = + # Requires translation! +Gain [amount]-[amount] [stat] = + # Requires translation! +Gain enough Faith for a Pantheon = + # Requires translation! +Gain enough Faith for [amount]% of a Great Prophet = + # Requires translation! +Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius = + # Requires translation! +From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance = + # Requires translation! +This Unit gains [amount] XP = + # Requires translation! +This Unit upgrades for free including special upgrades = + # Requires translation! +This Unit gains the [promotion] promotion = + # Requires translation! ++[amount]% attack strength to all [mapUnitFilter] Units for [amount] turns = + # Requires translation! +Hidden before founding a Pantheon = + # Requires translation! +Hidden after founding a Pantheon = + # Requires translation! +Hidden after generating a Great Prophet = diff --git a/android/assets/jsons/translations/Ukrainian.properties b/android/assets/jsons/translations/Ukrainian.properties index f3ff6f1023..b3d9689429 100644 --- a/android/assets/jsons/translations/Ukrainian.properties +++ b/android/assets/jsons/translations/Ukrainian.properties @@ -1408,26 +1408,6 @@ Never destroyed when the city is captured = Ніколи не знищуєтьс Invisible to others = Інші не бачать -# Conditionals -# These are optional parts that can be added to uniques to allow them only to function in some cases, -# denoted by placing them between <> brackets. An example would be: "[amount]% Strength ". -# In this case "" is a conditional. -when not at war = у мирний час -when at war = коли воює -while the empire is happy = поки імперія щаслива -during a Golden Age = під час Золотої Доби - -if this city has at least [amount] specialists = якщо це місто має хоча б [amount] спеціалістів - - # Requires translation! -for [mapUnitFilter] units = -vs cities = у битвах з містом -vs [mapUnitFilter] units = у битвах з [mapUnitFilter] підрозділами -for combat in [tileFilter] tiles = у битві на клітинках типу [tileFilter] -when attacking = коли у нападі -when defending = коли у захисті - - # In English we just paste all these conditionals at the end of each unique, but in your language that # may not turn into valid sentences. Therefore we have the following two translations to determine # where they should go. @@ -5721,3 +5701,121 @@ During the We Love The King Day, the city will grow 25% faster. = # Requires translation! This means exploration and trade is important to grow your cities! = + +#################### Lines from Unique Types ####################### + + # Requires translation! +Provides [stats] per turn = + # Requires translation! +Provides [stats] [cityFilter] per turn = + # Requires translation! +Provides [amount] Happiness = + # Requires translation! +Provides military units every ≈[amount] turns = + # Requires translation! +Provides a unique luxury = + # Requires translation! +May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion = + # Requires translation! +May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] at an increasing price ([amount]) = + # Requires translation! +May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] = + # Requires translation! +May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] = + # Requires translation! +May buy [baseUnitFilter] units with [stat] [cityFilter] = + # Requires translation! +May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost = + # Requires translation! +Triggers victory = + # Requires translation! +Can be purchased for [amount] [stat] [cityFilter] = + # Requires translation! +Must not be next to [terrainFilter] = + # Requires translation! +Deal [amount] damage to adjacent enemy units = +when at war = коли воює +when not at war = у мирний час +while the empire is happy = поки імперія щаслива +during a Golden Age = під час Золотої Доби + # Requires translation! +during the [era] = + # Requires translation! +before the [era] = + # Requires translation! +starting from the [era] = + # Requires translation! +after discovering [tech] = + # Requires translation! +before discovering [tech] = + # Requires translation! +after adopting [policy] = + # Requires translation! +before adopting [policy] = +if this city has at least [amount] specialists = якщо це місто має хоча б [amount] спеціалістів + # Requires translation! +for [mapUnitFilter] units = +vs cities = у битвах з містом +vs [mapUnitFilter] units = у битвах з [mapUnitFilter] підрозділами + # Requires translation! +when fighting units from a Civilization with more Cities than you = +when attacking = коли у нападі +when defending = коли у захисті + # Requires translation! +when fighting in [tileFilter] tiles = + # Requires translation! +on foreign continents = + # Requires translation! +when above [amount] HP = + # Requires translation! +when below [amount] HP = + # Requires translation! +with [amount] to [amount] neighboring [tileFilter] tiles = + # Requires translation! +with [amount] to [amount] neighboring [tileFilter] [tileFilter] tiles = + # Requires translation! +in [tileFilter] tiles = + # Requires translation! +in [tileFilter] [tileFilter] tiles = + # Requires translation! +in tiles without [tileFilter] = + # Requires translation! +on water maps = + # Requires translation! +in [regionType] Regions = + # Requires translation! +in all except [regionType] Regions = + # Requires translation! +Free [baseUnitFilter] found in the ruins = + # Requires translation! +[amount] Free Social Policies = + # Requires translation! +[amount] population in a random city = + # Requires translation! +[amount] free random researchable Tech(s) from the [era] = + # Requires translation! +Gain [amount] [stat] = + # Requires translation! +Gain [amount]-[amount] [stat] = + # Requires translation! +Gain enough Faith for a Pantheon = + # Requires translation! +Gain enough Faith for [amount]% of a Great Prophet = + # Requires translation! +Reveal up to [amount/'all'] [tileFilter] within a [amount] tile radius = + # Requires translation! +From a randomly chosen tile [amount] tiles away from the ruins, reveal tiles up to [amount] tiles away with [amount]% chance = + # Requires translation! +This Unit gains [amount] XP = + # Requires translation! +This Unit upgrades for free including special upgrades = + # Requires translation! +This Unit gains the [promotion] promotion = + # Requires translation! ++[amount]% attack strength to all [mapUnitFilter] Units for [amount] turns = + # Requires translation! +Hidden before founding a Pantheon = + # Requires translation! +Hidden after founding a Pantheon = + # Requires translation! +Hidden after generating a Great Prophet = diff --git a/android/assets/jsons/translations/completionPercentages.properties b/android/assets/jsons/translations/completionPercentages.properties index b92375cd9a..81f3847f47 100644 --- a/android/assets/jsons/translations/completionPercentages.properties +++ b/android/assets/jsons/translations/completionPercentages.properties @@ -1,29 +1,29 @@ Persian_(Pinglish-UN) = 17 -Italian = 99 -Russian = 96 -German = 99 -Swedish = 99 -Turkish = 81 -Ukrainian = 90 +Italian = 98 +Russian = 95 +German = 98 +Swedish = 98 +Turkish = 80 +Ukrainian = 89 Filipino = 3 -French = 72 -Portuguese = 62 -Indonesian = 99 +French = 71 +Portuguese = 61 +Indonesian = 98 Finnish = 44 -Spanish = 92 +Spanish = 91 Malay = 28 -Brazilian_Portuguese = 53 -Traditional_Chinese = 67 -Polish = 70 -Lithuanian = 18 +Brazilian_Portuguese = 52 +Traditional_Chinese = 66 +Polish = 69 +Lithuanian = 17 Romanian = 27 -Simplified_Chinese = 99 +Simplified_Chinese = 98 Bulgarian = 18 -Korean = 84 +Korean = 83 Persian_(Pinglish-DIN) = 17 -Japanese = 71 +Japanese = 70 English = 1 -Czech = 90 +Czech = 89 Hungarian = 54 Dutch = 45 Greek = 14 diff --git a/android/assets/jsons/translations/template.properties b/android/assets/jsons/translations/template.properties index 69475bd0cb..45edd60edf 100644 --- a/android/assets/jsons/translations/template.properties +++ b/android/assets/jsons/translations/template.properties @@ -1361,25 +1361,6 @@ Never destroyed when the city is captured = Invisible to others = -# Conditionals -# These are optional parts that can be added to uniques to allow them only to function in some cases, -# denoted by placing them between <> brackets. An example would be: "[amount]% Strength ". -# In this case "" is a conditional. -when not at war = -when at war = -while the empire is happy = -during a Golden Age = - -if this city has at least [amount] specialists = - -for [mapUnitFilter] units = -vs cities = -vs [mapUnitFilter] units = -for combat in [tileFilter] tiles = -when attacking = -when defending = - - # In English we just paste all these conditionals at the end of each unique, but in your language that # may not turn into valid sentences. Therefore we have the following two translations to determine # where they should go. diff --git a/core/src/com/unciv/models/ruleset/Belief.kt b/core/src/com/unciv/models/ruleset/Belief.kt index b8661696a4..c5149e9d76 100644 --- a/core/src/com/unciv/models/ruleset/Belief.kt +++ b/core/src/com/unciv/models/ruleset/Belief.kt @@ -1,13 +1,10 @@ package com.unciv.models.ruleset import com.unciv.UncivGame -import com.unciv.models.ruleset.unique.Unique import com.unciv.models.ruleset.unique.UniqueFlag import com.unciv.models.ruleset.unique.UniqueTarget -import com.unciv.models.stats.INamed import com.unciv.models.translations.tr import com.unciv.ui.civilopedia.FormattedLine -import com.unciv.ui.civilopedia.ICivilopediaText import kotlin.collections.ArrayList class Belief : RulesetObject() { @@ -31,7 +28,7 @@ class Belief : RulesetObject() { if (type != BeliefType.None) textList += FormattedLine("{Type}: $type", color = type.color, centered = centerType) uniqueObjects.forEach { - if (!it.hasFlag(UniqueFlag.HideInCivilopedia)) + if (!it.hasFlag(UniqueFlag.HiddenToUsers)) textList += FormattedLine(it) } return textList diff --git a/core/src/com/unciv/models/ruleset/Building.kt b/core/src/com/unciv/models/ruleset/Building.kt index 1e2ea7243f..7f3771225f 100644 --- a/core/src/com/unciv/models/ruleset/Building.kt +++ b/core/src/com/unciv/models/ruleset/Building.kt @@ -283,7 +283,7 @@ class Building : RulesetStatsObject(), INonPerpetualConstruction { textList += FormattedLine(replacementTextForUniques) else uniqueObjects.forEach { - if (!it.hasFlag(UniqueFlag.HideInCivilopedia)) + if (!it.hasFlag(UniqueFlag.HiddenToUsers)) textList += FormattedLine(it) } } diff --git a/core/src/com/unciv/models/ruleset/Nation.kt b/core/src/com/unciv/models/ruleset/Nation.kt index 6d1d5574c8..d9fe628d71 100644 --- a/core/src/com/unciv/models/ruleset/Nation.kt +++ b/core/src/com/unciv/models/ruleset/Nation.kt @@ -118,7 +118,7 @@ class Nation : RulesetObject() { textList += FormattedLine(uniqueText, indent = 1) } else { uniqueObjects.forEach { - if (!it.hasFlag(UniqueFlag.HideInCivilopedia)) + if (!it.hasFlag(UniqueFlag.HiddenToUsers)) textList += FormattedLine(it) } textList += FormattedLine() @@ -247,11 +247,11 @@ class Nation : RulesetObject() { // This does not use the auto-linking FormattedLine(Unique) for two reasons: // would look a little chaotic as unit uniques unlike most uniques are a HashSet and thus do not preserve order // No .copy() factory on FormattedLine and no FormattedLine(Unique, all other val's) constructor either - for (unique in unit.uniqueObjects.filterNot { it.text in originalUnit.uniques || it.hasFlag(UniqueFlag.HideInCivilopedia) }) { + for (unique in unit.uniqueObjects.filterNot { it.text in originalUnit.uniques || it.hasFlag(UniqueFlag.HiddenToUsers) }) { textList += FormattedLine(unique.text.tr(), indent = 1) } - for (unique in originalUnit.uniqueObjects.filterNot { it.text in unit.uniques || it.hasFlag(UniqueFlag.HideInCivilopedia) }) { + for (unique in originalUnit.uniqueObjects.filterNot { it.text in unit.uniques || it.hasFlag(UniqueFlag.HiddenToUsers) }) { textList += FormattedLine("Lost ability".tr() + " (" + "vs [${originalUnit.name}]".tr() + "): " + unique.text.tr(), indent = 1) } diff --git a/core/src/com/unciv/models/ruleset/Policy.kt b/core/src/com/unciv/models/ruleset/Policy.kt index e9938b5f8c..2c0ddc79f3 100644 --- a/core/src/com/unciv/models/ruleset/Policy.kt +++ b/core/src/com/unciv/models/ruleset/Policy.kt @@ -91,7 +91,7 @@ open class Policy : RulesetObject() { if (uniques.isNotEmpty()) { lineList += FormattedLine() uniqueObjects.forEach { - if (!it.hasFlag(UniqueFlag.HideInCivilopedia)) + if (!it.hasFlag(UniqueFlag.HiddenToUsers)) lineList += FormattedLine(it) } } diff --git a/core/src/com/unciv/models/ruleset/tech/Technology.kt b/core/src/com/unciv/models/ruleset/tech/Technology.kt index cec6e3eb49..44d6b6f452 100644 --- a/core/src/com/unciv/models/ruleset/tech/Technology.kt +++ b/core/src/com/unciv/models/ruleset/tech/Technology.kt @@ -200,7 +200,7 @@ class Technology: RulesetObject() { if (uniques.isNotEmpty()) { lineList += FormattedLine() uniqueObjects.forEach { - if (!it.hasFlag(UniqueFlag.HideInCivilopedia)) + if (!it.hasFlag(UniqueFlag.HiddenToUsers)) lineList += FormattedLine(it) } } diff --git a/core/src/com/unciv/models/ruleset/tile/Terrain.kt b/core/src/com/unciv/models/ruleset/tile/Terrain.kt index c36b48ae34..252c474475 100644 --- a/core/src/com/unciv/models/ruleset/tile/Terrain.kt +++ b/core/src/com/unciv/models/ruleset/tile/Terrain.kt @@ -116,7 +116,7 @@ class Terrain : RulesetStatsObject() { if (turnsInto == null && displayAs(TerrainType.Land, ruleset) && !isRough()) textList += FormattedLine("Open terrain") // Rough is in uniques uniqueObjects.forEach { - if (!it.hasFlag(UniqueFlag.HideInCivilopedia)) + if (!it.hasFlag(UniqueFlag.HiddenToUsers)) textList += FormattedLine(it) } diff --git a/core/src/com/unciv/models/ruleset/unique/UniqueType.kt b/core/src/com/unciv/models/ruleset/unique/UniqueType.kt index ea60aae448..b72ba5589c 100644 --- a/core/src/com/unciv/models/ruleset/unique/UniqueType.kt +++ b/core/src/com/unciv/models/ruleset/unique/UniqueType.kt @@ -56,7 +56,7 @@ enum class UniqueTarget(val inheritsFrom:UniqueTarget?=null) { } enum class UniqueFlag { - HideInCivilopedia, + HiddenToUsers, } enum class UniqueType(val text:String, vararg targets: UniqueTarget, val flags: List = emptyList()) { @@ -256,7 +256,7 @@ enum class UniqueType(val text:String, vararg targets: UniqueTarget, val flags: CanEnterIceTiles("Can enter ice tiles", UniqueTarget.Unit), CannotEnterOcean("Cannot enter ocean tiles", UniqueTarget.Unit), CannotEnterOceanUntilAstronomy("Cannot enter ocean tiles until Astronomy", UniqueTarget.Unit), - CannotBeBarbarian("Never appears as a Barbarian unit", UniqueTarget.Unit, flags = listOf(UniqueFlag.HideInCivilopedia)), + CannotBeBarbarian("Never appears as a Barbarian unit", UniqueTarget.Unit, flags = listOf(UniqueFlag.HiddenToUsers)), CanEnterForeignTiles("May enter foreign tiles without open borders", UniqueTarget.Unit), CanEnterForeignTilesButLosesReligiousStrength("May enter foreign tiles without open borders, but loses [amount] religious strength each turn it ends there", UniqueTarget.Unit), @@ -267,15 +267,15 @@ enum class UniqueType(val text:String, vararg targets: UniqueTarget, val flags: ///////////////////////////////////////// region TILE UNIQUES ///////////////////////////////////////// // region natural wonders - NaturalWonderNeighborCount("Must be adjacent to [amount] [simpleTerrain] tiles", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HideInCivilopedia)), - NaturalWonderNeighborsRange("Must be adjacent to [amount] to [amount] [simpleTerrain] tiles", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HideInCivilopedia)), - NaturalWonderSmallerLandmass("Must not be on [amount] largest landmasses", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HideInCivilopedia)), - NaturalWonderLargerLandmass("Must be on [amount] largest landmasses", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HideInCivilopedia)), - NaturalWonderLatitude("Occurs on latitudes from [amount] to [amount] percent of distance equator to pole", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HideInCivilopedia)), - NaturalWonderGroups("Occurs in groups of [amount] to [amount] tiles", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HideInCivilopedia)), - NaturalWonderConvertNeighbors("Neighboring tiles will convert to [baseTerrain]", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HideInCivilopedia)), + NaturalWonderNeighborCount("Must be adjacent to [amount] [simpleTerrain] tiles", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HiddenToUsers)), + NaturalWonderNeighborsRange("Must be adjacent to [amount] to [amount] [simpleTerrain] tiles", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HiddenToUsers)), + NaturalWonderSmallerLandmass("Must not be on [amount] largest landmasses", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HiddenToUsers)), + NaturalWonderLargerLandmass("Must be on [amount] largest landmasses", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HiddenToUsers)), + NaturalWonderLatitude("Occurs on latitudes from [amount] to [amount] percent of distance equator to pole", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HiddenToUsers)), + NaturalWonderGroups("Occurs in groups of [amount] to [amount] tiles", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HiddenToUsers)), + NaturalWonderConvertNeighbors("Neighboring tiles will convert to [baseTerrain]", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HiddenToUsers)), // The "Except [terrainFilter]" could theoretically be implemented with a conditional - NaturalWonderConvertNeighborsExcept("Neighboring tiles except [baseTerrain] will convert to [baseTerrain]", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HideInCivilopedia)), + NaturalWonderConvertNeighborsExcept("Neighboring tiles except [baseTerrain] will convert to [baseTerrain]", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HiddenToUsers)), GrantsGoldToFirstToDiscover("Grants 500 Gold to the first civilization to discover it", UniqueTarget.Terrain), // endregion @@ -291,32 +291,32 @@ enum class UniqueType(val text:String, vararg targets: UniqueTarget, val flags: BlocksLineOfSightAtSameElevation("Blocks line-of-sight from tiles at same elevation", UniqueTarget.Terrain), VisibilityElevation("Has an elevation of [amount] for visibility calculations", UniqueTarget.Terrain), - OverrideFertility("Always Fertility [amount] for Map Generation", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HideInCivilopedia)), - AddFertility("[amount] to Fertility for Map Generation", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HideInCivilopedia)), + OverrideFertility("Always Fertility [amount] for Map Generation", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HiddenToUsers)), + AddFertility("[amount] to Fertility for Map Generation", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HiddenToUsers)), - RegionRequirePercentSingleType("A Region is formed with at least [amount]% [simpleTerrain] tiles, with priority [amount]", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HideInCivilopedia)), + RegionRequirePercentSingleType("A Region is formed with at least [amount]% [simpleTerrain] tiles, with priority [amount]", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HiddenToUsers)), RegionRequirePercentTwoTypes("A Region is formed with at least [amount]% [simpleTerrain] tiles and [simpleTerrain] tiles, with priority [amount]", - UniqueTarget.Terrain, flags = listOf(UniqueFlag.HideInCivilopedia)), - RegionRequireFirstLessThanSecond("A Region can not contain more [simpleTerrain] tiles than [simpleTerrain] tiles", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HideInCivilopedia)), - IgnoreBaseTerrainForRegion("Base Terrain on this tile is not counted for Region determination", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HideInCivilopedia)), - RegionExtraResource("Starts in regions of this type receive an extra [resource]", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HideInCivilopedia)), - BlocksResources("Never receives any resources", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HideInCivilopedia)), + UniqueTarget.Terrain, flags = listOf(UniqueFlag.HiddenToUsers)), + RegionRequireFirstLessThanSecond("A Region can not contain more [simpleTerrain] tiles than [simpleTerrain] tiles", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HiddenToUsers)), + IgnoreBaseTerrainForRegion("Base Terrain on this tile is not counted for Region determination", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HiddenToUsers)), + RegionExtraResource("Starts in regions of this type receive an extra [resource]", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HiddenToUsers)), + BlocksResources("Never receives any resources", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HiddenToUsers)), - HasQuality("Considered [terrainQuality] when determining start locations", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HideInCivilopedia)), + HasQuality("Considered [terrainQuality] when determining start locations", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HiddenToUsers)), - ResourceWeighting("Generated with weight [amount]", UniqueTarget.Resource, flags = listOf(UniqueFlag.HideInCivilopedia)), - MinorDepositWeighting("Minor deposits generated with weight [amount]", UniqueTarget.Resource, flags = listOf(UniqueFlag.HideInCivilopedia)), - LuxuryWeightingForCityStates("Generated near City States with weight [amount]", UniqueTarget.Resource, flags = listOf(UniqueFlag.HideInCivilopedia)), - LuxurySpecialPlacement("Special placement during map generation", UniqueTarget.Resource, flags = listOf(UniqueFlag.HideInCivilopedia)), - ResourceFrequency("Generated on every [amount] tiles", UniqueTarget.Resource, flags = listOf(UniqueFlag.HideInCivilopedia)), + ResourceWeighting("Generated with weight [amount]", UniqueTarget.Resource, flags = listOf(UniqueFlag.HiddenToUsers)), + MinorDepositWeighting("Minor deposits generated with weight [amount]", UniqueTarget.Resource, flags = listOf(UniqueFlag.HiddenToUsers)), + LuxuryWeightingForCityStates("Generated near City States with weight [amount]", UniqueTarget.Resource, flags = listOf(UniqueFlag.HiddenToUsers)), + LuxurySpecialPlacement("Special placement during map generation", UniqueTarget.Resource, flags = listOf(UniqueFlag.HiddenToUsers)), + ResourceFrequency("Generated on every [amount] tiles", UniqueTarget.Resource, flags = listOf(UniqueFlag.HiddenToUsers)), StrategicBalanceResource("Guaranteed with Strategic Balance resource option", UniqueTarget.Resource), - NoNaturalGeneration("Doesn't generate naturally", UniqueTarget.Terrain, UniqueTarget.Resource, flags = listOf(UniqueFlag.HideInCivilopedia)), - TileGenerationConditions("Occurs at temperature between [amount] and [amount] and humidity between [amount] and [amount]", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HideInCivilopedia)), - OccursInChains("Occurs in chains at high elevations", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HideInCivilopedia)), - OccursInGroups("Occurs in groups around high elevations", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HideInCivilopedia)), - MajorStrategicFrequency("Every [amount] tiles with this terrain will receive a major deposit of a strategic resource.", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HideInCivilopedia)), + NoNaturalGeneration("Doesn't generate naturally", UniqueTarget.Terrain, UniqueTarget.Resource, flags = listOf(UniqueFlag.HiddenToUsers)), + TileGenerationConditions("Occurs at temperature between [amount] and [amount] and humidity between [amount] and [amount]", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HiddenToUsers)), + OccursInChains("Occurs in chains at high elevations", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HiddenToUsers)), + OccursInGroups("Occurs in groups around high elevations", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HiddenToUsers)), + MajorStrategicFrequency("Every [amount] tiles with this terrain will receive a major deposit of a strategic resource.", UniqueTarget.Terrain, flags = listOf(UniqueFlag.HiddenToUsers)), RareFeature("Rare feature", UniqueTarget.Terrain), diff --git a/core/src/com/unciv/models/ruleset/unit/BaseUnit.kt b/core/src/com/unciv/models/ruleset/unit/BaseUnit.kt index 86eb88e699..38f8788273 100644 --- a/core/src/com/unciv/models/ruleset/unit/BaseUnit.kt +++ b/core/src/com/unciv/models/ruleset/unit/BaseUnit.kt @@ -1,6 +1,5 @@ package com.unciv.models.ruleset.unit -import com.unciv.Constants import com.unciv.logic.city.* import com.unciv.logic.civilization.CivilizationInfo import com.unciv.logic.map.MapUnit @@ -135,7 +134,7 @@ class BaseUnit : RulesetObject(), INonPerpetualConstruction { } else if (uniques.isNotEmpty()) { textList += FormattedLine() uniqueObjects.sortedBy { it.text }.forEach { - if (!it.hasFlag(UniqueFlag.HideInCivilopedia)) + if (!it.hasFlag(UniqueFlag.HiddenToUsers)) textList += FormattedLine(it) } } diff --git a/core/src/com/unciv/models/ruleset/unit/Promotion.kt b/core/src/com/unciv/models/ruleset/unit/Promotion.kt index 45fbe3579d..e7a3c6a205 100644 --- a/core/src/com/unciv/models/ruleset/unit/Promotion.kt +++ b/core/src/com/unciv/models/ruleset/unit/Promotion.kt @@ -41,7 +41,7 @@ class Promotion : RulesetObject() { val textList = ArrayList() uniqueObjects.forEach { - if (!it.hasFlag(UniqueFlag.HideInCivilopedia)) + if (!it.hasFlag(UniqueFlag.HiddenToUsers)) textList += FormattedLine(it) } diff --git a/core/src/com/unciv/models/translations/TranslationFileWriter.kt b/core/src/com/unciv/models/translations/TranslationFileWriter.kt index daba0ec23a..a78f87ce3a 100644 --- a/core/src/com/unciv/models/translations/TranslationFileWriter.kt +++ b/core/src/com/unciv/models/translations/TranslationFileWriter.kt @@ -13,6 +13,7 @@ import com.unciv.models.ruleset.tile.TileResource import com.unciv.models.ruleset.unique.Unique import com.unciv.models.ruleset.unique.UniqueFlag import com.unciv.models.ruleset.unique.UniqueParameterType +import com.unciv.models.ruleset.unique.UniqueType import com.unciv.models.ruleset.unit.BaseUnit import com.unciv.models.ruleset.unit.Promotion import com.unciv.models.ruleset.unit.UnitType @@ -91,6 +92,16 @@ object TranslationFileWriter { linesToTranslate.addAll(fileNameToGeneratedStrings.getValue(key)) } + + linesToTranslate.add("\n\n#################### Lines from Unique Types #######################\n") + for (unique in UniqueType.values()) { + val deprecationAnnotation = unique.declaringClass.getField(unique.name) + .getAnnotation(Deprecated::class.java) + if (deprecationAnnotation != null) continue + if (unique.flags.contains(UniqueFlag.HiddenToUsers)) continue + linesToTranslate.add(unique.text + " = ") + } + var countOfTranslatableLines = 0 val countOfTranslatedLines = HashMap() @@ -258,7 +269,7 @@ object TranslationFileWriter { fun submitString(string: String) { val unique = Unique(string) - if(unique.type?.flags?.contains(UniqueFlag.HideInCivilopedia)==true) + if(unique.type?.flags?.contains(UniqueFlag.HiddenToUsers)==true) return // We don't need to translate this at all, not user-visible var stringToTranslate = string.removeConditionals() diff --git a/docs/uniques.md b/docs/uniques.md index 3901e0a826..5c140a453b 100644 --- a/docs/uniques.md +++ b/docs/uniques.md @@ -3,12 +3,12 @@ - [Improvement uniques](#improvement-uniques) - [Global uniques](#global-uniques) - [FollowerBelief uniques](#followerbelief-uniques) + - [Resource uniques](#resource-uniques) - [Building uniques](#building-uniques) - [CityState uniques](#citystate-uniques) - [Nation uniques](#nation-uniques) - [Unit uniques](#unit-uniques) - [Terrain uniques](#terrain-uniques) - - [Resource uniques](#resource-uniques) - [Conditional uniques](#conditional-uniques) - [Ruins uniques](#ruins-uniques) - [Promotion uniques](#promotion-uniques) @@ -18,7 +18,15 @@ #### [stats] Example: "[+1 Gold, +2 Production]" -Applicable to: Improvement, FollowerBelief, Global +Applicable to: Improvement, Global, FollowerBelief + +#### Provides [amount] [resource] +Example: "Provides [20] [Iron]" + +Applicable to: Improvement, Building + +#### Tile provides yield without assigned population +Applicable to: Improvement, Terrain #### Can also be built on tiles adjacent to fresh water Applicable to: Improvement @@ -97,6 +105,16 @@ Example: "[+1 Gold, +2 Production] per [20] population [in all cities]" Applicable to: Global +#### [stats] in cities with [amount] or more population +Example: "[+1 Gold, +2 Production] in cities with [20] or more population" + +Applicable to: Global, FollowerBelief + +#### [stats] in cities on [terrainFilter] tiles +Example: "[+1 Gold, +2 Production] in cities on [Grassland] tiles" + +Applicable to: Global, FollowerBelief + #### [stats] per turn from cities before [tech/policy] Example: "[+1 Gold, +2 Production] per turn from cities before [tech/policy]" @@ -112,6 +130,16 @@ Example: "[+1 Gold, +2 Production] from [Farm] tiles [in all cities]" Applicable to: Global +#### [stats] from [tileFilter] tiles without [tileFilter] [cityFilter] +Example: "[+1 Gold, +2 Production] from [Farm] tiles without [Farm] [in all cities]" + +Applicable to: Global, FollowerBelief + +#### [stats] from every [tileFilter/specialist/buildingName] +Example: "[+1 Gold, +2 Production] from every [tileFilter/specialist/buildingName]" + +Applicable to: Global, FollowerBelief + #### [amount]% [stat] Example: "[20]% [Culture]" @@ -173,6 +201,11 @@ Example: "[20]% maintenance costs for [Wounded] units" Applicable to: Global +#### [amount]% growth [cityFilter] +Example: "[20]% growth [in all cities]" + +Applicable to: Global, FollowerBelief + #### Gain a free [buildingName] [cityFilter] Example: "Gain a free [Library] [in all cities]" @@ -208,6 +241,36 @@ Example: "May buy [buildingFilter] buildings for [20] [Culture] [in all cities] Applicable to: Global +#### May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] +Example: "May buy [Melee] units for [20] [Culture] [in all cities]" + +Applicable to: Global, FollowerBelief + +#### May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] +Example: "May buy [buildingFilter] buildings for [20] [Culture] [in all cities]" + +Applicable to: Global, FollowerBelief + +#### May buy [baseUnitFilter] units with [stat] [cityFilter] +Example: "May buy [Melee] units with [Culture] [in all cities]" + +Applicable to: Global, FollowerBelief + +#### May buy [buildingFilter] buildings with [stat] [cityFilter] +Example: "May buy [buildingFilter] buildings with [Culture] [in all cities]" + +Applicable to: Global, FollowerBelief + +#### May buy [baseUnitFilter] units with [stat] for [amount] times their normal Production cost +Example: "May buy [Melee] units with [Culture] for [20] times their normal Production cost" + +Applicable to: Global, FollowerBelief + +#### May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost +Example: "May buy [buildingFilter] buildings with [Culture] for [20] times their normal Production cost" + +Applicable to: Global, FollowerBelief + #### Enables Research agreements Applicable to: Global @@ -294,111 +357,58 @@ Example: "Provides a [Library] in your first [20] cities for free" Applicable to: Global ## FollowerBelief uniques -#### [stats] in cities with [amount] or more population -Example: "[+1 Gold, +2 Production] in cities with [20] or more population" - -Applicable to: FollowerBelief, Global - -#### [stats] in cities on [terrainFilter] tiles -Example: "[+1 Gold, +2 Production] in cities on [Grassland] tiles" - -Applicable to: FollowerBelief, Global - -#### [stats] from [tileFilter] tiles without [tileFilter] [cityFilter] -Example: "[+1 Gold, +2 Production] from [Farm] tiles without [Farm] [in all cities]" - -Applicable to: FollowerBelief, Global - -#### [stats] from every [tileFilter/specialist/buildingName] -Example: "[+1 Gold, +2 Production] from every [tileFilter/specialist/buildingName]" - -Applicable to: FollowerBelief, Global - #### [amount]% [stat] from every follower, up to [amount]% Example: "[20]% [Culture] from every follower, up to [20]%" Applicable to: FollowerBelief +## Resource uniques #### [amount]% Production when constructing [buildingFilter] wonders [cityFilter] Example: "[20]% Production when constructing [buildingFilter] wonders [in all cities]" -Applicable to: FollowerBelief, Resource, Global +Applicable to: Resource, Global, FollowerBelief -#### [amount]% growth [cityFilter] -Example: "[20]% growth [in all cities]" +#### Generated with weight [amount] +Example: "Generated with weight [20]" -Applicable to: FollowerBelief, Global +Applicable to: Resource -#### May buy [baseUnitFilter] units for [amount] [stat] [cityFilter] -Example: "May buy [Melee] units for [20] [Culture] [in all cities]" +#### Minor deposits generated with weight [amount] +Example: "Minor deposits generated with weight [20]" -Applicable to: FollowerBelief, Global +Applicable to: Resource -#### May buy [buildingFilter] buildings for [amount] [stat] [cityFilter] -Example: "May buy [buildingFilter] buildings for [20] [Culture] [in all cities]" +#### Generated near City States with weight [amount] +Example: "Generated near City States with weight [20]" -Applicable to: FollowerBelief, Global +Applicable to: Resource -#### May buy [baseUnitFilter] units with [stat] [cityFilter] -Example: "May buy [Melee] units with [Culture] [in all cities]" +#### Special placement during map generation +Applicable to: Resource -Applicable to: FollowerBelief, Global +#### Generated on every [amount] tiles +Example: "Generated on every [20] tiles" -#### May buy [buildingFilter] buildings with [stat] [cityFilter] -Example: "May buy [buildingFilter] buildings with [Culture] [in all cities]" +Applicable to: Resource -Applicable to: FollowerBelief, Global +#### Guaranteed with Strategic Balance resource option +Applicable to: Resource -#### May buy [baseUnitFilter] units with [stat] for [amount] times their normal Production cost -Example: "May buy [Melee] units with [Culture] for [20] times their normal Production cost" +#### Doesn't generate naturally +Applicable to: Resource, Terrain -Applicable to: FollowerBelief, Global +#### Deposits in [tileFilter] tiles always provide [amount] resources +Example: "Deposits in [Farm] tiles always provide [20] resources" -#### May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost -Example: "May buy [buildingFilter] buildings with [Culture] for [20] times their normal Production cost" +Applicable to: Resource -Applicable to: FollowerBelief, Global +#### Can only be created by Mercantile City-States +Applicable to: Resource ## Building uniques #### Remove extra unhappiness from annexed cities Applicable to: Building -#### Consumes [amount] [resource] -Example: "Consumes [20] [Iron]" - -Applicable to: Building, Improvement, Unit - -#### Provides [amount] [resource] -Example: "Provides [20] [Iron]" - -Applicable to: Building, Improvement - -#### Unbuildable -Applicable to: Building, Unit - -#### Cannot be purchased -Applicable to: Building, Unit - -#### Can be purchased with [stat] [cityFilter] -Example: "Can be purchased with [Culture] [in all cities]" - -Applicable to: Building, Unit - -#### Can be purchased for [amount] [stat] [cityFilter] -Example: "Can be purchased for [20] [Culture] [in all cities]" - -Applicable to: Building, Unit - -#### Limited to [amount] per Civilization -Example: "Limited to [20] per Civilization" - -Applicable to: Building, Unit - -#### Hidden until [amount] social policy branches have been completed -Example: "Hidden until [20] social policy branches have been completed" - -Applicable to: Building, Unit - #### Cost increases by [amount] per owned city Example: "Cost increases by [20] per owned city" @@ -419,11 +429,6 @@ Example: "Requires a [Library] in all cities" Applicable to: Building -#### Not displayed as an available construction without [buildingName/tech/resource/policy] -Example: "Not displayed as an available construction without [buildingName/tech/resource/policy]" - -Applicable to: Building, Unit - #### Must be on [terrainFilter] Example: "Must be on [Grassland]" @@ -447,14 +452,6 @@ Applicable to: Building #### Unsellable Applicable to: Building -#### Hidden when religion is disabled -Applicable to: Building, Ruins, Unit - -#### Hidden when [victoryType] Victory is disabled -Example: "Hidden when [victoryType] Victory is disabled" - -Applicable to: Building, Unit - ## CityState uniques #### Provides [stats] per turn Example: "Provides [+1 Gold, +2 Production] per turn" @@ -497,6 +494,42 @@ Example: "Retain [20]% of the happiness from a luxury after the last copy has be Applicable to: Nation ## Unit uniques +#### Consumes [amount] [resource] +Example: "Consumes [20] [Iron]" + +Applicable to: Unit, Improvement, Building + +#### Unbuildable +Applicable to: Unit, Building + +#### Cannot be purchased +Applicable to: Unit, Building + +#### Can be purchased with [stat] [cityFilter] +Example: "Can be purchased with [Culture] [in all cities]" + +Applicable to: Unit, Building + +#### Can be purchased for [amount] [stat] [cityFilter] +Example: "Can be purchased for [20] [Culture] [in all cities]" + +Applicable to: Unit, Building + +#### Limited to [amount] per Civilization +Example: "Limited to [20] per Civilization" + +Applicable to: Unit, Building + +#### Hidden until [amount] social policy branches have been completed +Example: "Hidden until [20] social policy branches have been completed" + +Applicable to: Unit, Building + +#### Not displayed as an available construction without [buildingName/tech/resource/policy] +Example: "Not displayed as an available construction without [buildingName/tech/resource/policy]" + +Applicable to: Unit, Building + #### Founds a new city Applicable to: Unit @@ -528,6 +561,11 @@ Example: "[20] Movement" Applicable to: Unit, Global +#### [amount] Sight +Example: "[20] Sight" + +Applicable to: Unit, Global, Terrain + #### [amount]% Spread Religion Strength Example: "[20]% Spread Religion Strength" @@ -619,12 +657,15 @@ Applicable to: Unit #### Religious Unit Applicable to: Unit +#### Hidden when religion is disabled +Applicable to: Unit, Ruins, Building + +#### Hidden when [victoryType] Victory is disabled +Example: "Hidden when [victoryType] Victory is disabled" + +Applicable to: Unit, Building + ## Terrain uniques -#### [amount] Sight -Example: "[20] Sight" - -Applicable to: Terrain, Unit, Global - #### Must be adjacent to [amount] [simpleTerrain] tiles Example: "Must be adjacent to [20] [simpleTerrain] tiles" @@ -686,9 +727,6 @@ Applicable to: Terrain #### Provides a one-time Production bonus to the closest city when cut down Applicable to: Terrain -#### Tile provides yield without assigned population -Applicable to: Terrain, Improvement - #### Nullifies all other stats this tile provides Applicable to: Terrain @@ -746,9 +784,6 @@ Example: "Considered [terrainQuality] when determining start locations" Applicable to: Terrain -#### Doesn't generate naturally -Applicable to: Terrain, Resource - #### Occurs at temperature between [amount] and [amount] and humidity between [amount] and [amount] Example: "Occurs at temperature between [20] and [20] and humidity between [20] and [20]" @@ -780,41 +815,6 @@ Applicable to: Terrain #### Rough terrain Applicable to: Terrain -## Resource uniques -#### Generated with weight [amount] -Example: "Generated with weight [20]" - -Applicable to: Resource - -#### Minor deposits generated with weight [amount] -Example: "Minor deposits generated with weight [20]" - -Applicable to: Resource - -#### Generated near City States with weight [amount] -Example: "Generated near City States with weight [20]" - -Applicable to: Resource - -#### Special placement during map generation -Applicable to: Resource - -#### Generated on every [amount] tiles -Example: "Generated on every [20] tiles" - -Applicable to: Resource - -#### Guaranteed with Strategic Balance resource option -Applicable to: Resource - -#### Deposits in [tileFilter] tiles always provide [amount] resources -Example: "Deposits in [Farm] tiles always provide [20] resources" - -Applicable to: Resource - -#### Can only be created by Mercantile City-States -Applicable to: Resource - ## Conditional uniques #### Applicable to: Conditional @@ -1020,6 +1020,7 @@ Applicable to: Promotion ## Deprecated uniques - "[stats] on [tileFilter] tiles once [tech] is discovered" - Deprecated As of 3.17.10, replace with "[stats] from [tileFilter] tiles " + - "[stats] once [tech] is discovered" - Deprecated As of 3.17.10, replace with "[stats] " - "Deal 30 damage to adjacent enemy units" - Deprecated As of 3.17.10, replace with "Adjacent enemy units ending their turn take [30] damage" - "+[amount]% [stat] [cityFilter]" - Deprecated As of 3.17.10, replace with "[+amount]% [stat] [cityFilter]" - "+[amount]% [stat] in all cities" - Deprecated As of 3.17.10, replace with "[+amount]% [stat] [in all cities]" @@ -1054,7 +1055,6 @@ Applicable to: Promotion - "[stats] from every specialist" - Deprecated As of 3.16.16 - removed 3.17.11, replace with "[stats] from every specialist [in all cities]" - "[stats] if this city has at least [amount] specialists" - Deprecated As of 3.16.16 - removed 3.17.11, replace with "[stats] " - "Not displayed as an available construction unless [buildingName] is built" - Deprecated As of 3.16.11, replace with "Not displayed as an available construction without [buildingName]" - - "[stats] once [tech] is discovered" - Deprecated As of 3.17.10, replace with "[stats] " - "Double movement in coast" - Deprecated As of 3.17.1 - removed 3.17.13, replace with "Double movement in [terrainFilter]" - "Double movement rate through Forest and Jungle" - Deprecated As of 3.17.1 - removed 3.17.13, replace with "Double movement in [terrainFilter]" - "Double movement in Snow, Tundra and Hills" - Deprecated As of 3.17.1 - removed 3.17.13, replace with "Double movement in [terrainFilter]"