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@ -5154,10 +5154,10 @@ Utopia Project =
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# Requires translation!
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Settler =
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# Requires translation!
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Chieftain =
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# Requires translation!
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Warlord =
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@ -11714,7 +11714,30 @@ You have entered a Golden Age!\nGolden age points are accumulated each turn by t
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# Requires translation!
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Roads and Railroads =
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# Requires translation!
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Connecting your cities to the capital by roads\n will generate gold via the trade route.\nNote that each road costs 1 gold Maintenance per turn, and each Railroad costs 2 gold,\n so it may be more economical to wait until the cities grow! =
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Roads reduce the Movement Points required to move between two tiles connected by Roads. =
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# Requires translation!
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Railroads improve this reduction even more! =
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# Requires translation!
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This greatly improves the speed you can get Units around the map. =
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# Requires translation!
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Until you research the technology that removes it, Roads do not cross Rivers =
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# Requires translation!
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Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. =
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# Requires translation!
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However, since each Road and Railroad have a Maintenance Cost, it may be more economical to wait until the cities grow and only place where needed. =
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# Requires translation!
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Trade Route =
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# Requires translation!
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Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. You earn more Gold the more Population the City and your Capital has. =
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# Requires translation!
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Note that each road costs 1 Gold Maintenance per turn, and each Railroad costs 2 Gold, so it may be more economical to wait until the cities grow! =
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# Requires translation!
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Railroads connecting a city to the Capital also provide a 25% Production Boost to the City, but not the Capital. =
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# Requires translation!
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Trade Routes are also connected over Water via certain buildings like the Harbor. As long as there is a chain that can reach the Capital, there's a Trade Route. Look for this symbol in Yellow below the City Name to mean you have an active Trade Route to your Capital. =
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# Requires translation!
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Trade Routes can get broken either by Blockades or by Removing/Pillaging the connecting Road/Railroad chain. =
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# Requires translation!
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Victory Types =
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@ -12075,6 +12098,23 @@ During the We Love The King Day, the city will grow 25% faster. =
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# Requires translation!
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This means exploration and trade is important to grow your cities! =
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# Requires translation!
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Air Combat and Interception =
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# Requires translation!
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Air Combat is very similar to normal Combat, with a few wrinkles. Damage is still dealt using the same equations based on the relative Strength of the Attacking and Defending Unit. =
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# Requires translation!
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However, before the Attacker and Defender fight, there is an added combat phase called Interception. If there is any unit with Interception Range that covers the target attacked tile, then it will attempt to Intercept the Attacking Air Unit. If multiple units can Intercept, the one with higher Intercept chance does it. =
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# Requires translation!
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Generally Land/Naval Units have an Intercept Range of 2 Tiles, and Air Units have an Intercept Range of their Attack Range. =
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# Requires translation!
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The Intercepting Unit rolls to see if it hits. Whether it hits or not costs an Attack, and most units (without Promotions) can only Attack Once per Nation's Turn. It does NOT cost Movement Points, but Air Units that have used their Movement cannot Intercept between turns. =
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# Requires translation!
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If the Intercepting Unit Hits, it deals damage according to the Combat Strength calculation to the Attacking Air Unit, potentially with any Strength Bonuses that apply to Interception. It does not receive damage from the Attacking Air Unit. =
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# Requires translation!
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After Interception resolves, the Attacking Air Unit and the Defending Unit in the targeted tile do Combat as normal, with damage dealt to both sides. =
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# Requires translation!
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To help deal with Interceptions, see Air Sweeps. =
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# Requires translation!
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Air Sweeps =
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# Requires translation!
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@ -4792,10 +4792,10 @@ Utopia Project =
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# Requires translation!
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Settler =
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# Requires translation!
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Chieftain =
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# Requires translation!
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Warlord =
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@ -11070,7 +11070,30 @@ You have entered a Golden Age!\nGolden age points are accumulated each turn by t
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# Requires translation!
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Roads and Railroads =
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# Requires translation!
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Connecting your cities to the capital by roads\n will generate gold via the trade route.\nNote that each road costs 1 gold Maintenance per turn, and each Railroad costs 2 gold,\n so it may be more economical to wait until the cities grow! =
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Roads reduce the Movement Points required to move between two tiles connected by Roads. =
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# Requires translation!
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Railroads improve this reduction even more! =
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# Requires translation!
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This greatly improves the speed you can get Units around the map. =
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# Requires translation!
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Until you research the technology that removes it, Roads do not cross Rivers =
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# Requires translation!
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Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. =
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# Requires translation!
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However, since each Road and Railroad have a Maintenance Cost, it may be more economical to wait until the cities grow and only place where needed. =
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# Requires translation!
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Trade Route =
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# Requires translation!
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Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. You earn more Gold the more Population the City and your Capital has. =
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# Requires translation!
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Note that each road costs 1 Gold Maintenance per turn, and each Railroad costs 2 Gold, so it may be more economical to wait until the cities grow! =
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# Requires translation!
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Railroads connecting a city to the Capital also provide a 25% Production Boost to the City, but not the Capital. =
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# Requires translation!
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Trade Routes are also connected over Water via certain buildings like the Harbor. As long as there is a chain that can reach the Capital, there's a Trade Route. Look for this symbol in Yellow below the City Name to mean you have an active Trade Route to your Capital. =
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# Requires translation!
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Trade Routes can get broken either by Blockades or by Removing/Pillaging the connecting Road/Railroad chain. =
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# Requires translation!
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Victory Types =
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@ -11431,6 +11454,23 @@ During the We Love The King Day, the city will grow 25% faster. =
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# Requires translation!
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This means exploration and trade is important to grow your cities! =
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# Requires translation!
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Air Combat and Interception =
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# Requires translation!
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Air Combat is very similar to normal Combat, with a few wrinkles. Damage is still dealt using the same equations based on the relative Strength of the Attacking and Defending Unit. =
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# Requires translation!
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However, before the Attacker and Defender fight, there is an added combat phase called Interception. If there is any unit with Interception Range that covers the target attacked tile, then it will attempt to Intercept the Attacking Air Unit. If multiple units can Intercept, the one with higher Intercept chance does it. =
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# Requires translation!
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Generally Land/Naval Units have an Intercept Range of 2 Tiles, and Air Units have an Intercept Range of their Attack Range. =
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# Requires translation!
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The Intercepting Unit rolls to see if it hits. Whether it hits or not costs an Attack, and most units (without Promotions) can only Attack Once per Nation's Turn. It does NOT cost Movement Points, but Air Units that have used their Movement cannot Intercept between turns. =
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# Requires translation!
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If the Intercepting Unit Hits, it deals damage according to the Combat Strength calculation to the Attacking Air Unit, potentially with any Strength Bonuses that apply to Interception. It does not receive damage from the Attacking Air Unit. =
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# Requires translation!
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After Interception resolves, the Attacking Air Unit and the Defending Unit in the targeted tile do Combat as normal, with damage dealt to both sides. =
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# Requires translation!
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To help deal with Interceptions, see Air Sweeps. =
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# Requires translation!
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Air Sweeps =
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# Requires translation!
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@ -4839,10 +4839,10 @@ Utopia Project =
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# Requires translation!
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Settler =
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# Requires translation!
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Chieftain =
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# Requires translation!
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Warlord =
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@ -11399,7 +11399,30 @@ You have entered a Golden Age!\nGolden age points are accumulated each turn by t
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# Requires translation!
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Roads and Railroads =
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# Requires translation!
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Connecting your cities to the capital by roads\n will generate gold via the trade route.\nNote that each road costs 1 gold Maintenance per turn, and each Railroad costs 2 gold,\n so it may be more economical to wait until the cities grow! =
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Roads reduce the Movement Points required to move between two tiles connected by Roads. =
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# Requires translation!
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Railroads improve this reduction even more! =
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# Requires translation!
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This greatly improves the speed you can get Units around the map. =
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# Requires translation!
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Until you research the technology that removes it, Roads do not cross Rivers =
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# Requires translation!
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Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. =
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# Requires translation!
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However, since each Road and Railroad have a Maintenance Cost, it may be more economical to wait until the cities grow and only place where needed. =
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# Requires translation!
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Trade Route =
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# Requires translation!
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Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. You earn more Gold the more Population the City and your Capital has. =
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# Requires translation!
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Note that each road costs 1 Gold Maintenance per turn, and each Railroad costs 2 Gold, so it may be more economical to wait until the cities grow! =
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# Requires translation!
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Railroads connecting a city to the Capital also provide a 25% Production Boost to the City, but not the Capital. =
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# Requires translation!
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Trade Routes are also connected over Water via certain buildings like the Harbor. As long as there is a chain that can reach the Capital, there's a Trade Route. Look for this symbol in Yellow below the City Name to mean you have an active Trade Route to your Capital. =
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# Requires translation!
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Trade Routes can get broken either by Blockades or by Removing/Pillaging the connecting Road/Railroad chain. =
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# Requires translation!
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Victory Types =
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@ -11760,6 +11783,23 @@ During the We Love The King Day, the city will grow 25% faster. =
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# Requires translation!
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This means exploration and trade is important to grow your cities! =
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# Requires translation!
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Air Combat and Interception =
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# Requires translation!
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Air Combat is very similar to normal Combat, with a few wrinkles. Damage is still dealt using the same equations based on the relative Strength of the Attacking and Defending Unit. =
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# Requires translation!
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However, before the Attacker and Defender fight, there is an added combat phase called Interception. If there is any unit with Interception Range that covers the target attacked tile, then it will attempt to Intercept the Attacking Air Unit. If multiple units can Intercept, the one with higher Intercept chance does it. =
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# Requires translation!
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Generally Land/Naval Units have an Intercept Range of 2 Tiles, and Air Units have an Intercept Range of their Attack Range. =
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# Requires translation!
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The Intercepting Unit rolls to see if it hits. Whether it hits or not costs an Attack, and most units (without Promotions) can only Attack Once per Nation's Turn. It does NOT cost Movement Points, but Air Units that have used their Movement cannot Intercept between turns. =
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# Requires translation!
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If the Intercepting Unit Hits, it deals damage according to the Combat Strength calculation to the Attacking Air Unit, potentially with any Strength Bonuses that apply to Interception. It does not receive damage from the Attacking Air Unit. =
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# Requires translation!
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After Interception resolves, the Attacking Air Unit and the Defending Unit in the targeted tile do Combat as normal, with damage dealt to both sides. =
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# Requires translation!
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To help deal with Interceptions, see Air Sweeps. =
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# Requires translation!
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Air Sweeps =
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# Requires translation!
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@ -5414,10 +5414,10 @@ Utopia Project =
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# Requires translation!
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Settler =
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# Requires translation!
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Chieftain =
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# Requires translation!
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Warlord =
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@ -11974,7 +11974,30 @@ You have entered a Golden Age!\nGolden age points are accumulated each turn by t
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# Requires translation!
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Roads and Railroads =
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# Requires translation!
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Connecting your cities to the capital by roads\n will generate gold via the trade route.\nNote that each road costs 1 gold Maintenance per turn, and each Railroad costs 2 gold,\n so it may be more economical to wait until the cities grow! =
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Roads reduce the Movement Points required to move between two tiles connected by Roads. =
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# Requires translation!
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Railroads improve this reduction even more! =
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# Requires translation!
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This greatly improves the speed you can get Units around the map. =
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# Requires translation!
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Until you research the technology that removes it, Roads do not cross Rivers =
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# Requires translation!
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Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. =
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# Requires translation!
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However, since each Road and Railroad have a Maintenance Cost, it may be more economical to wait until the cities grow and only place where needed. =
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# Requires translation!
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Trade Route =
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# Requires translation!
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Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. You earn more Gold the more Population the City and your Capital has. =
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# Requires translation!
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Note that each road costs 1 Gold Maintenance per turn, and each Railroad costs 2 Gold, so it may be more economical to wait until the cities grow! =
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# Requires translation!
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Railroads connecting a city to the Capital also provide a 25% Production Boost to the City, but not the Capital. =
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# Requires translation!
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Trade Routes are also connected over Water via certain buildings like the Harbor. As long as there is a chain that can reach the Capital, there's a Trade Route. Look for this symbol in Yellow below the City Name to mean you have an active Trade Route to your Capital. =
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# Requires translation!
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Trade Routes can get broken either by Blockades or by Removing/Pillaging the connecting Road/Railroad chain. =
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# Requires translation!
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Victory Types =
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@ -12335,6 +12358,23 @@ During the We Love The King Day, the city will grow 25% faster. =
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# Requires translation!
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This means exploration and trade is important to grow your cities! =
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# Requires translation!
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Air Combat and Interception =
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# Requires translation!
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Air Combat is very similar to normal Combat, with a few wrinkles. Damage is still dealt using the same equations based on the relative Strength of the Attacking and Defending Unit. =
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# Requires translation!
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However, before the Attacker and Defender fight, there is an added combat phase called Interception. If there is any unit with Interception Range that covers the target attacked tile, then it will attempt to Intercept the Attacking Air Unit. If multiple units can Intercept, the one with higher Intercept chance does it. =
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# Requires translation!
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Generally Land/Naval Units have an Intercept Range of 2 Tiles, and Air Units have an Intercept Range of their Attack Range. =
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# Requires translation!
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The Intercepting Unit rolls to see if it hits. Whether it hits or not costs an Attack, and most units (without Promotions) can only Attack Once per Nation's Turn. It does NOT cost Movement Points, but Air Units that have used their Movement cannot Intercept between turns. =
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# Requires translation!
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If the Intercepting Unit Hits, it deals damage according to the Combat Strength calculation to the Attacking Air Unit, potentially with any Strength Bonuses that apply to Interception. It does not receive damage from the Attacking Air Unit. =
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# Requires translation!
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After Interception resolves, the Attacking Air Unit and the Defending Unit in the targeted tile do Combat as normal, with damage dealt to both sides. =
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# Requires translation!
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To help deal with Interceptions, see Air Sweeps. =
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# Requires translation!
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Air Sweeps =
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# Requires translation!
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@ -3067,9 +3067,9 @@ Utopia Project = Projeto Utopia
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#################### Lines from Difficulties from Civ V - Vanilla ####################
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Settler = Colonizador
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Chieftain = Cacique
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Warlord = General
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Prince = Príncipe
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@ -6737,7 +6737,31 @@ There are 2 main ways to combat unhappiness:\n by building happiness buildings
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You have entered a Golden Age!\nGolden age points are accumulated each turn by the total happiness \n of your civilization\nWhen in a golden age, culture and production generation increases +20%,\n and every tile already providing at least one gold will provide an extra gold. = Você entrou na Era de Ouro! \nOs pontos da Era de Ouro são acumulados a cada turno pela felicidade total\n de sua civilização \nQuando na Era de Ouro, a geração de cultura e produção aumenta +20%,\n e cada painel já fornecendo pelo menos um de ouro fornecerá um de ouro extra.
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Roads and Railroads = Estradas e Ferrovias
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Connecting your cities to the capital by roads\n will generate gold via the trade route.\nNote that each road costs 1 gold Maintenance per turn, and each Railroad costs 2 gold,\n so it may be more economical to wait until the cities grow! = Conectar suas cidades à capital por estradas\n gerará ouro pela rota comercial.\n Observe que cada estrada custa 1 de ouro de manutenção por turno e cada estrada de ferro custa 2 de ouro,\n portanto, pode ser mais econômico esperar até as cidades crescerem!
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# Requires translation!
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Roads reduce the Movement Points required to move between two tiles connected by Roads. =
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# Requires translation!
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Railroads improve this reduction even more! =
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# Requires translation!
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This greatly improves the speed you can get Units around the map. =
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# Requires translation!
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Until you research the technology that removes it, Roads do not cross Rivers =
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# Requires translation!
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Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. =
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# Requires translation!
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However, since each Road and Railroad have a Maintenance Cost, it may be more economical to wait until the cities grow and only place where needed. =
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# Requires translation!
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Trade Route =
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# Requires translation!
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Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. You earn more Gold the more Population the City and your Capital has. =
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# Requires translation!
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Note that each road costs 1 Gold Maintenance per turn, and each Railroad costs 2 Gold, so it may be more economical to wait until the cities grow! =
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# Requires translation!
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Railroads connecting a city to the Capital also provide a 25% Production Boost to the City, but not the Capital. =
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# Requires translation!
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Trade Routes are also connected over Water via certain buildings like the Harbor. As long as there is a chain that can reach the Capital, there's a Trade Route. Look for this symbol in Yellow below the City Name to mean you have an active Trade Route to your Capital. =
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# Requires translation!
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Trade Routes can get broken either by Blockades or by Removing/Pillaging the connecting Road/Railroad chain. =
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Victory Types = Tipos de Vitória
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Once you’ve settled your first two or three cities you’re probably 100 to 150 turns into the game.\nNow is a good time to start thinking about how, exactly, you want to win – if you haven’t already. = Depois de definir suas duas ou três primeiras cidades, você provavelmente terá de 100 a 150 turnos. \nAgora é um bom momento para começar a pensar em como exatamente você deseja vencer - se ainda não o fez.
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@ -6936,6 +6960,23 @@ If you manage to acquire the demanded luxury by trade, expansion, or conquest, t
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During the We Love The King Day, the city will grow 25% faster. = Durante a celebração do Dia Do Rei, a cidade vai crescer 25% mais rápido.
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This means exploration and trade is important to grow your cities! = Isso significa que exploração e comércio são importantes para o crescimento das suas cidades!
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# Requires translation!
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Air Combat and Interception =
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# Requires translation!
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Air Combat is very similar to normal Combat, with a few wrinkles. Damage is still dealt using the same equations based on the relative Strength of the Attacking and Defending Unit. =
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# Requires translation!
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However, before the Attacker and Defender fight, there is an added combat phase called Interception. If there is any unit with Interception Range that covers the target attacked tile, then it will attempt to Intercept the Attacking Air Unit. If multiple units can Intercept, the one with higher Intercept chance does it. =
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# Requires translation!
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Generally Land/Naval Units have an Intercept Range of 2 Tiles, and Air Units have an Intercept Range of their Attack Range. =
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# Requires translation!
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The Intercepting Unit rolls to see if it hits. Whether it hits or not costs an Attack, and most units (without Promotions) can only Attack Once per Nation's Turn. It does NOT cost Movement Points, but Air Units that have used their Movement cannot Intercept between turns. =
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# Requires translation!
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If the Intercepting Unit Hits, it deals damage according to the Combat Strength calculation to the Attacking Air Unit, potentially with any Strength Bonuses that apply to Interception. It does not receive damage from the Attacking Air Unit. =
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# Requires translation!
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After Interception resolves, the Attacking Air Unit and the Defending Unit in the targeted tile do Combat as normal, with damage dealt to both sides. =
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# Requires translation!
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To help deal with Interceptions, see Air Sweeps. =
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Air Sweeps = Varreduras Aéreas
|
||||
Fighter units are able to perform Air Sweeps over a tile helping clear out potential enemy Air, Sea, or Land Interceptions that can reach that tile. = As unidades de caça são capazes de realizar Varreduras Aéreas sobre um painel, ajudando a eliminar possíveis interceptações aéreas, marítimas ou terrestres inimigas que podem alcançar esse bloco.
|
||||
While this Action will take an Attack, the benefit is drawing out Interceptions to help protect your other Air Units. Especially your Bombers. = Embora esta Ação realize um Ataque, o benefício é obter Interceptações para ajudar a proteger suas outras Unidades Aéreas. Especialmente seus bombardeiros.
|
||||
|
|
|
|||
|
|
@ -4350,9 +4350,9 @@ Utopia Project = Проект "Утопия"
|
|||
#################### Lines from Difficulties from Civ V - Vanilla ####################
|
||||
|
||||
Settler = Заселник
|
||||
|
||||
Chieftain = Вожд
|
||||
|
||||
|
||||
Warlord = Военачалник
|
||||
|
||||
Prince = Принц
|
||||
|
|
@ -9807,7 +9807,30 @@ You have entered a Golden Age!\nGolden age points are accumulated each turn by t
|
|||
|
||||
Roads and Railroads = Пътища И Железопътища
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by roads\n will generate gold via the trade route.\nNote that each road costs 1 gold Maintenance per turn, and each Railroad costs 2 gold,\n so it may be more economical to wait until the cities grow! =
|
||||
Roads reduce the Movement Points required to move between two tiles connected by Roads. =
|
||||
# Requires translation!
|
||||
Railroads improve this reduction even more! =
|
||||
# Requires translation!
|
||||
This greatly improves the speed you can get Units around the map. =
|
||||
# Requires translation!
|
||||
Until you research the technology that removes it, Roads do not cross Rivers =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. =
|
||||
# Requires translation!
|
||||
However, since each Road and Railroad have a Maintenance Cost, it may be more economical to wait until the cities grow and only place where needed. =
|
||||
|
||||
# Requires translation!
|
||||
Trade Route =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. You earn more Gold the more Population the City and your Capital has. =
|
||||
# Requires translation!
|
||||
Note that each road costs 1 Gold Maintenance per turn, and each Railroad costs 2 Gold, so it may be more economical to wait until the cities grow! =
|
||||
# Requires translation!
|
||||
Railroads connecting a city to the Capital also provide a 25% Production Boost to the City, but not the Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes are also connected over Water via certain buildings like the Harbor. As long as there is a chain that can reach the Capital, there's a Trade Route. Look for this symbol in Yellow below the City Name to mean you have an active Trade Route to your Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes can get broken either by Blockades or by Removing/Pillaging the connecting Road/Railroad chain. =
|
||||
|
||||
Victory Types = Видове Победа
|
||||
# Requires translation!
|
||||
|
|
@ -10157,6 +10180,23 @@ 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! =
|
||||
|
||||
# Requires translation!
|
||||
Air Combat and Interception =
|
||||
# Requires translation!
|
||||
Air Combat is very similar to normal Combat, with a few wrinkles. Damage is still dealt using the same equations based on the relative Strength of the Attacking and Defending Unit. =
|
||||
# Requires translation!
|
||||
However, before the Attacker and Defender fight, there is an added combat phase called Interception. If there is any unit with Interception Range that covers the target attacked tile, then it will attempt to Intercept the Attacking Air Unit. If multiple units can Intercept, the one with higher Intercept chance does it. =
|
||||
# Requires translation!
|
||||
Generally Land/Naval Units have an Intercept Range of 2 Tiles, and Air Units have an Intercept Range of their Attack Range. =
|
||||
# Requires translation!
|
||||
The Intercepting Unit rolls to see if it hits. Whether it hits or not costs an Attack, and most units (without Promotions) can only Attack Once per Nation's Turn. It does NOT cost Movement Points, but Air Units that have used their Movement cannot Intercept between turns. =
|
||||
# Requires translation!
|
||||
If the Intercepting Unit Hits, it deals damage according to the Combat Strength calculation to the Attacking Air Unit, potentially with any Strength Bonuses that apply to Interception. It does not receive damage from the Attacking Air Unit. =
|
||||
# Requires translation!
|
||||
After Interception resolves, the Attacking Air Unit and the Defending Unit in the targeted tile do Combat as normal, with damage dealt to both sides. =
|
||||
# Requires translation!
|
||||
To help deal with Interceptions, see Air Sweeps. =
|
||||
|
||||
# Requires translation!
|
||||
Air Sweeps =
|
||||
# Requires translation!
|
||||
|
|
|
|||
|
|
@ -3061,9 +3061,9 @@ Utopia Project = Projecte Utopia
|
|||
#################### Lines from Difficulties from Civ V - Vanilla ####################
|
||||
|
||||
Settler = Colon
|
||||
|
||||
Chieftain = Cabdill
|
||||
|
||||
|
||||
Warlord = Senyor de la guerra
|
||||
|
||||
Prince = Príncep
|
||||
|
|
@ -6731,7 +6731,31 @@ There are 2 main ways to combat unhappiness:\n by building happiness buildings
|
|||
You have entered a Golden Age!\nGolden age points are accumulated each turn by the total happiness \n of your civilization\nWhen in a golden age, culture and production generation increases +20%,\n and every tile already providing at least one gold will provide an extra gold. = Heu entrat en una edat d’or!\nCada torns s’acumulen tants punts d’edat d’or com la felicitat total\nde la vostra civilització.\nMentre duri una edat d’or, la generació de cultura i producció augmenta un 20 % i cada casella que produeixi almenys una unitat d’or, en produirà una d’addicional.
|
||||
|
||||
Roads and Railroads = Carreteres i ferrocarrils
|
||||
Connecting your cities to the capital by roads\n will generate gold via the trade route.\nNote that each road costs 1 gold Maintenance per turn, and each Railroad costs 2 gold,\n so it may be more economical to wait until the cities grow! = Si connecteu les ciutats a la capital per carreteres, les rutes comercials generaran or.\nTingueu en compte que cada carretera té un cost de manteniment d’1 d’or per torn i el de cada ferrocarril és de 2 d’or.
|
||||
# Requires translation!
|
||||
Roads reduce the Movement Points required to move between two tiles connected by Roads. =
|
||||
# Requires translation!
|
||||
Railroads improve this reduction even more! =
|
||||
# Requires translation!
|
||||
This greatly improves the speed you can get Units around the map. =
|
||||
# Requires translation!
|
||||
Until you research the technology that removes it, Roads do not cross Rivers =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. =
|
||||
# Requires translation!
|
||||
However, since each Road and Railroad have a Maintenance Cost, it may be more economical to wait until the cities grow and only place where needed. =
|
||||
|
||||
# Requires translation!
|
||||
Trade Route =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. You earn more Gold the more Population the City and your Capital has. =
|
||||
# Requires translation!
|
||||
Note that each road costs 1 Gold Maintenance per turn, and each Railroad costs 2 Gold, so it may be more economical to wait until the cities grow! =
|
||||
# Requires translation!
|
||||
Railroads connecting a city to the Capital also provide a 25% Production Boost to the City, but not the Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes are also connected over Water via certain buildings like the Harbor. As long as there is a chain that can reach the Capital, there's a Trade Route. Look for this symbol in Yellow below the City Name to mean you have an active Trade Route to your Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes can get broken either by Blockades or by Removing/Pillaging the connecting Road/Railroad chain. =
|
||||
|
||||
Victory Types = Tipus de victòria
|
||||
Once you’ve settled your first two or three cities you’re probably 100 to 150 turns into the game.\nNow is a good time to start thinking about how, exactly, you want to win – if you haven’t already. = Una vegada hagueu establert dues o tres ciutats, segurament haureu jugat de 100 a 150 torns.\nAra és un bon moment per començar a pensar com voleu guanyar, si no ho heu fet ja.
|
||||
|
|
@ -6930,6 +6954,23 @@ 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. = Durant el Dia del Rei, la ciutat creix un 25 % més de pressa.
|
||||
This means exploration and trade is important to grow your cities! = Això significa que l’exploració i el comerç són importants per a fer créixer les ciutats.
|
||||
|
||||
# Requires translation!
|
||||
Air Combat and Interception =
|
||||
# Requires translation!
|
||||
Air Combat is very similar to normal Combat, with a few wrinkles. Damage is still dealt using the same equations based on the relative Strength of the Attacking and Defending Unit. =
|
||||
# Requires translation!
|
||||
However, before the Attacker and Defender fight, there is an added combat phase called Interception. If there is any unit with Interception Range that covers the target attacked tile, then it will attempt to Intercept the Attacking Air Unit. If multiple units can Intercept, the one with higher Intercept chance does it. =
|
||||
# Requires translation!
|
||||
Generally Land/Naval Units have an Intercept Range of 2 Tiles, and Air Units have an Intercept Range of their Attack Range. =
|
||||
# Requires translation!
|
||||
The Intercepting Unit rolls to see if it hits. Whether it hits or not costs an Attack, and most units (without Promotions) can only Attack Once per Nation's Turn. It does NOT cost Movement Points, but Air Units that have used their Movement cannot Intercept between turns. =
|
||||
# Requires translation!
|
||||
If the Intercepting Unit Hits, it deals damage according to the Combat Strength calculation to the Attacking Air Unit, potentially with any Strength Bonuses that apply to Interception. It does not receive damage from the Attacking Air Unit. =
|
||||
# Requires translation!
|
||||
After Interception resolves, the Attacking Air Unit and the Defending Unit in the targeted tile do Combat as normal, with damage dealt to both sides. =
|
||||
# Requires translation!
|
||||
To help deal with Interceptions, see Air Sweeps. =
|
||||
|
||||
Air Sweeps = Escombrats aeris
|
||||
Fighter units are able to perform Air Sweeps over a tile helping clear out potential enemy Air, Sea, or Land Interceptions that can reach that tile. = Els avions de combat poden realitzar escombrats aeris per damunt d’una casella per eliminar els possibles interceptors aeris, navals o terrestres enemics que tinguin la casella a l’abast.
|
||||
While this Action will take an Attack, the benefit is drawing out Interceptions to help protect your other Air Units. Especially your Bombers. = Encara que amb aquesta acció la unitat pot ser atacada, es pot desviar l’atenció dels interceptors enemics per protegir altres unitats aèries, especialment els bombarders.
|
||||
|
|
|
|||
|
|
@ -3676,9 +3676,9 @@ Utopia Project = Projekt Utopie
|
|||
#################### Lines from Difficulties from Civ V - Vanilla ####################
|
||||
|
||||
Settler = Osadník
|
||||
|
||||
Chieftain = Náčelník
|
||||
|
||||
|
||||
Warlord = Válečník
|
||||
|
||||
Prince = Kníže
|
||||
|
|
@ -7818,7 +7818,31 @@ There are 2 main ways to combat unhappiness:\n by building happiness buildings
|
|||
You have entered a Golden Age!\nGolden age points are accumulated each turn by the total happiness \n of your civilization\nWhen in a golden age, culture and production generation increases +20%,\n and every tile already providing at least one gold will provide an extra gold. = Vstoupili jsme do Zlatého věku!\nZlatý věk představují body, které se získávají každé kolo jako celková Spokojenost celé naší civilizace\nVe zlatém věku je produkce a počet generovaných kulturních bodů zvýšený o +20%,\n na víc každé políčko, ze kterého získáváme alespoň jedno zlato nám poskytne další jedno extra zlato navíc.
|
||||
|
||||
Roads and Railroads = Cesty a železnice
|
||||
Connecting your cities to the capital by roads\n will generate gold via the trade route.\nNote that each road costs 1 gold Maintenance per turn, and each Railroad costs 2 gold,\n so it may be more economical to wait until the cities grow! = Propojení našich měst pomocí cest přináší zisky z obchodních cest.\nPovšimněme si, že údržba každého políčka cesty stojí každé kolo 1 zlato, železnice pak dokonce 2 zlata, takže může být ekonomicky výhodnější s výstavbou počkat, až se města rozrostou!
|
||||
# Requires translation!
|
||||
Roads reduce the Movement Points required to move between two tiles connected by Roads. =
|
||||
# Requires translation!
|
||||
Railroads improve this reduction even more! =
|
||||
# Requires translation!
|
||||
This greatly improves the speed you can get Units around the map. =
|
||||
# Requires translation!
|
||||
Until you research the technology that removes it, Roads do not cross Rivers =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. =
|
||||
# Requires translation!
|
||||
However, since each Road and Railroad have a Maintenance Cost, it may be more economical to wait until the cities grow and only place where needed. =
|
||||
|
||||
# Requires translation!
|
||||
Trade Route =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. You earn more Gold the more Population the City and your Capital has. =
|
||||
# Requires translation!
|
||||
Note that each road costs 1 Gold Maintenance per turn, and each Railroad costs 2 Gold, so it may be more economical to wait until the cities grow! =
|
||||
# Requires translation!
|
||||
Railroads connecting a city to the Capital also provide a 25% Production Boost to the City, but not the Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes are also connected over Water via certain buildings like the Harbor. As long as there is a chain that can reach the Capital, there's a Trade Route. Look for this symbol in Yellow below the City Name to mean you have an active Trade Route to your Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes can get broken either by Blockades or by Removing/Pillaging the connecting Road/Railroad chain. =
|
||||
|
||||
Victory Types = Druhy vítězství
|
||||
Once you’ve settled your first two or three cities you’re probably 100 to 150 turns into the game.\nNow is a good time to start thinking about how, exactly, you want to win – if you haven’t already. = Poté, co se podaří založit první dvě nebo tři města, uplyne obvykle kolem 100 až 150 tahů ve hře.\nNastává vhodná chvíle popřemýšlet o tom, jakým způsobem vést říši k vítězství.
|
||||
|
|
@ -8089,6 +8113,23 @@ 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! =
|
||||
|
||||
# Requires translation!
|
||||
Air Combat and Interception =
|
||||
# Requires translation!
|
||||
Air Combat is very similar to normal Combat, with a few wrinkles. Damage is still dealt using the same equations based on the relative Strength of the Attacking and Defending Unit. =
|
||||
# Requires translation!
|
||||
However, before the Attacker and Defender fight, there is an added combat phase called Interception. If there is any unit with Interception Range that covers the target attacked tile, then it will attempt to Intercept the Attacking Air Unit. If multiple units can Intercept, the one with higher Intercept chance does it. =
|
||||
# Requires translation!
|
||||
Generally Land/Naval Units have an Intercept Range of 2 Tiles, and Air Units have an Intercept Range of their Attack Range. =
|
||||
# Requires translation!
|
||||
The Intercepting Unit rolls to see if it hits. Whether it hits or not costs an Attack, and most units (without Promotions) can only Attack Once per Nation's Turn. It does NOT cost Movement Points, but Air Units that have used their Movement cannot Intercept between turns. =
|
||||
# Requires translation!
|
||||
If the Intercepting Unit Hits, it deals damage according to the Combat Strength calculation to the Attacking Air Unit, potentially with any Strength Bonuses that apply to Interception. It does not receive damage from the Attacking Air Unit. =
|
||||
# Requires translation!
|
||||
After Interception resolves, the Attacking Air Unit and the Defending Unit in the targeted tile do Combat as normal, with damage dealt to both sides. =
|
||||
# Requires translation!
|
||||
To help deal with Interceptions, see Air Sweeps. =
|
||||
|
||||
# Requires translation!
|
||||
Air Sweeps =
|
||||
# Requires translation!
|
||||
|
|
|
|||
|
|
@ -3214,9 +3214,9 @@ Utopia Project = Utopia Project
|
|||
#################### Lines from Difficulties from Civ V - Vanilla ####################
|
||||
|
||||
Settler = Kolonist
|
||||
|
||||
Chieftain = Hoofdman
|
||||
|
||||
|
||||
Warlord = Krijgsheer
|
||||
|
||||
Prince = Prins
|
||||
|
|
@ -6984,7 +6984,31 @@ There are 2 main ways to combat unhappiness:\n by building happiness buildings
|
|||
You have entered a Golden Age!\nGolden age points are accumulated each turn by the total happiness \n of your civilization\nWhen in a golden age, culture and production generation increases +20%,\n and every tile already providing at least one gold will provide an extra gold. = Je hebt een Gouden Tijdperk betreden!\nJe verdient Gouden Tijdperk punten elke beurt door het totale geluk \n van je beschaving.\nTijdens een Gouden Tijdperk verdien je 20% extra Cultuur en Productie\n en elke tegel die reeds een goud produceert, produceert een extra goud.
|
||||
|
||||
Roads and Railroads = Wegen en Spoorwegen
|
||||
Connecting your cities to the capital by roads\n will generate gold via the trade route.\nNote that each road costs 1 gold Maintenance per turn, and each Railroad costs 2 gold,\n so it may be more economical to wait until the cities grow! = Je steden verbinden met je hoofdstad via Wegen\n zal je goud verdienen via een handelsroute.\nMerk op dat elke Weg 1 goud per beurt cost in Onderhoud, en elke Spoorweg 2 goud,\n dus het kan voordeliger zijn de wachten tot de steden gegroeid zijn!
|
||||
# Requires translation!
|
||||
Roads reduce the Movement Points required to move between two tiles connected by Roads. =
|
||||
# Requires translation!
|
||||
Railroads improve this reduction even more! =
|
||||
# Requires translation!
|
||||
This greatly improves the speed you can get Units around the map. =
|
||||
# Requires translation!
|
||||
Until you research the technology that removes it, Roads do not cross Rivers =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. =
|
||||
# Requires translation!
|
||||
However, since each Road and Railroad have a Maintenance Cost, it may be more economical to wait until the cities grow and only place where needed. =
|
||||
|
||||
# Requires translation!
|
||||
Trade Route =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. You earn more Gold the more Population the City and your Capital has. =
|
||||
# Requires translation!
|
||||
Note that each road costs 1 Gold Maintenance per turn, and each Railroad costs 2 Gold, so it may be more economical to wait until the cities grow! =
|
||||
# Requires translation!
|
||||
Railroads connecting a city to the Capital also provide a 25% Production Boost to the City, but not the Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes are also connected over Water via certain buildings like the Harbor. As long as there is a chain that can reach the Capital, there's a Trade Route. Look for this symbol in Yellow below the City Name to mean you have an active Trade Route to your Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes can get broken either by Blockades or by Removing/Pillaging the connecting Road/Railroad chain. =
|
||||
|
||||
Victory Types = Overwinningstypes
|
||||
Once you’ve settled your first two or three cities you’re probably 100 to 150 turns into the game.\nNow is a good time to start thinking about how, exactly, you want to win – if you haven’t already. = Tegen de tijd dat je je eerste twee of drie steden gesticht hebt ben je waarschijnlijk 100 tot 150 beurten in het spel.\nDit is een goed moment om na te beginnen denken over hoe je precies wil winnen – als je dat nog niet gedaan hebt.
|
||||
|
|
@ -7198,6 +7222,23 @@ 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. = Tijdens de Wij Houden van de Koning Dag zal de stad 25% sneller groeien.
|
||||
This means exploration and trade is important to grow your cities! = Dit betekent dat verkennen en handelen belangrijk is om je steden te groeien!
|
||||
|
||||
# Requires translation!
|
||||
Air Combat and Interception =
|
||||
# Requires translation!
|
||||
Air Combat is very similar to normal Combat, with a few wrinkles. Damage is still dealt using the same equations based on the relative Strength of the Attacking and Defending Unit. =
|
||||
# Requires translation!
|
||||
However, before the Attacker and Defender fight, there is an added combat phase called Interception. If there is any unit with Interception Range that covers the target attacked tile, then it will attempt to Intercept the Attacking Air Unit. If multiple units can Intercept, the one with higher Intercept chance does it. =
|
||||
# Requires translation!
|
||||
Generally Land/Naval Units have an Intercept Range of 2 Tiles, and Air Units have an Intercept Range of their Attack Range. =
|
||||
# Requires translation!
|
||||
The Intercepting Unit rolls to see if it hits. Whether it hits or not costs an Attack, and most units (without Promotions) can only Attack Once per Nation's Turn. It does NOT cost Movement Points, but Air Units that have used their Movement cannot Intercept between turns. =
|
||||
# Requires translation!
|
||||
If the Intercepting Unit Hits, it deals damage according to the Combat Strength calculation to the Attacking Air Unit, potentially with any Strength Bonuses that apply to Interception. It does not receive damage from the Attacking Air Unit. =
|
||||
# Requires translation!
|
||||
After Interception resolves, the Attacking Air Unit and the Defending Unit in the targeted tile do Combat as normal, with damage dealt to both sides. =
|
||||
# Requires translation!
|
||||
To help deal with Interceptions, see Air Sweeps. =
|
||||
|
||||
Air Sweeps = Luchtaanvallen
|
||||
Fighter units are able to perform Air Sweeps over a tile helping clear out potential enemy Air, Sea, or Land Interceptions that can reach that tile. = Gevechtsvliegtuigen kunnen een Luchtaanval uitvoeren in een tegel. Dit helpt potentiële Lucht-, Zee-, of Landonderscheppingen die die tegel kunnen bereiken op te ruimen.
|
||||
While this Action will take an Attack, the benefit is drawing out Interceptions to help protect your other Air Units. Especially your Bombers. = Hoewel deze Actie een Aanval kost is het voordeel ervan dat Onderscheppingen weggeleid worden en je zo je andere Luchteenheden, vooral Bommenwerpers, kan beschermen.
|
||||
|
|
|
|||
|
|
@ -5606,10 +5606,10 @@ Utopia Project =
|
|||
|
||||
# Requires translation!
|
||||
Settler =
|
||||
|
||||
# Requires translation!
|
||||
Chieftain =
|
||||
|
||||
|
||||
# Requires translation!
|
||||
Warlord =
|
||||
|
||||
|
|
@ -12162,7 +12162,30 @@ You have entered a Golden Age!\nGolden age points are accumulated each turn by t
|
|||
# Requires translation!
|
||||
Roads and Railroads =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by roads\n will generate gold via the trade route.\nNote that each road costs 1 gold Maintenance per turn, and each Railroad costs 2 gold,\n so it may be more economical to wait until the cities grow! =
|
||||
Roads reduce the Movement Points required to move between two tiles connected by Roads. =
|
||||
# Requires translation!
|
||||
Railroads improve this reduction even more! =
|
||||
# Requires translation!
|
||||
This greatly improves the speed you can get Units around the map. =
|
||||
# Requires translation!
|
||||
Until you research the technology that removes it, Roads do not cross Rivers =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. =
|
||||
# Requires translation!
|
||||
However, since each Road and Railroad have a Maintenance Cost, it may be more economical to wait until the cities grow and only place where needed. =
|
||||
|
||||
# Requires translation!
|
||||
Trade Route =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. You earn more Gold the more Population the City and your Capital has. =
|
||||
# Requires translation!
|
||||
Note that each road costs 1 Gold Maintenance per turn, and each Railroad costs 2 Gold, so it may be more economical to wait until the cities grow! =
|
||||
# Requires translation!
|
||||
Railroads connecting a city to the Capital also provide a 25% Production Boost to the City, but not the Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes are also connected over Water via certain buildings like the Harbor. As long as there is a chain that can reach the Capital, there's a Trade Route. Look for this symbol in Yellow below the City Name to mean you have an active Trade Route to your Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes can get broken either by Blockades or by Removing/Pillaging the connecting Road/Railroad chain. =
|
||||
|
||||
# Requires translation!
|
||||
Victory Types =
|
||||
|
|
@ -12523,6 +12546,23 @@ 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! =
|
||||
|
||||
# Requires translation!
|
||||
Air Combat and Interception =
|
||||
# Requires translation!
|
||||
Air Combat is very similar to normal Combat, with a few wrinkles. Damage is still dealt using the same equations based on the relative Strength of the Attacking and Defending Unit. =
|
||||
# Requires translation!
|
||||
However, before the Attacker and Defender fight, there is an added combat phase called Interception. If there is any unit with Interception Range that covers the target attacked tile, then it will attempt to Intercept the Attacking Air Unit. If multiple units can Intercept, the one with higher Intercept chance does it. =
|
||||
# Requires translation!
|
||||
Generally Land/Naval Units have an Intercept Range of 2 Tiles, and Air Units have an Intercept Range of their Attack Range. =
|
||||
# Requires translation!
|
||||
The Intercepting Unit rolls to see if it hits. Whether it hits or not costs an Attack, and most units (without Promotions) can only Attack Once per Nation's Turn. It does NOT cost Movement Points, but Air Units that have used their Movement cannot Intercept between turns. =
|
||||
# Requires translation!
|
||||
If the Intercepting Unit Hits, it deals damage according to the Combat Strength calculation to the Attacking Air Unit, potentially with any Strength Bonuses that apply to Interception. It does not receive damage from the Attacking Air Unit. =
|
||||
# Requires translation!
|
||||
After Interception resolves, the Attacking Air Unit and the Defending Unit in the targeted tile do Combat as normal, with damage dealt to both sides. =
|
||||
# Requires translation!
|
||||
To help deal with Interceptions, see Air Sweeps. =
|
||||
|
||||
# Requires translation!
|
||||
Air Sweeps =
|
||||
# Requires translation!
|
||||
|
|
|
|||
|
|
@ -3362,9 +3362,9 @@ Utopia Project = Proyektong Yutopia
|
|||
#################### Lines from Difficulties from Civ V - Vanilla ####################
|
||||
|
||||
Settler = Naninirahan
|
||||
|
||||
Chieftain = Datu
|
||||
|
||||
|
||||
Warlord = Lakan
|
||||
|
||||
Prince = Prinsipe
|
||||
|
|
@ -7147,7 +7147,30 @@ You have entered a Golden Age!\nGolden age points are accumulated each turn by t
|
|||
|
||||
Roads and Railroads = Mga Daanan at Daambakal
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by roads\n will generate gold via the trade route.\nNote that each road costs 1 gold Maintenance per turn, and each Railroad costs 2 gold,\n so it may be more economical to wait until the cities grow! =
|
||||
Roads reduce the Movement Points required to move between two tiles connected by Roads. =
|
||||
# Requires translation!
|
||||
Railroads improve this reduction even more! =
|
||||
# Requires translation!
|
||||
This greatly improves the speed you can get Units around the map. =
|
||||
# Requires translation!
|
||||
Until you research the technology that removes it, Roads do not cross Rivers =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. =
|
||||
# Requires translation!
|
||||
However, since each Road and Railroad have a Maintenance Cost, it may be more economical to wait until the cities grow and only place where needed. =
|
||||
|
||||
# Requires translation!
|
||||
Trade Route =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. You earn more Gold the more Population the City and your Capital has. =
|
||||
# Requires translation!
|
||||
Note that each road costs 1 Gold Maintenance per turn, and each Railroad costs 2 Gold, so it may be more economical to wait until the cities grow! =
|
||||
# Requires translation!
|
||||
Railroads connecting a city to the Capital also provide a 25% Production Boost to the City, but not the Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes are also connected over Water via certain buildings like the Harbor. As long as there is a chain that can reach the Capital, there's a Trade Route. Look for this symbol in Yellow below the City Name to mean you have an active Trade Route to your Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes can get broken either by Blockades or by Removing/Pillaging the connecting Road/Railroad chain. =
|
||||
|
||||
Victory Types = Mga Uri ng Tagumpay
|
||||
# Requires translation!
|
||||
|
|
@ -7457,6 +7480,23 @@ 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. =
|
||||
This means exploration and trade is important to grow your cities! = Nangangahulugan ito na ang paggalugad at kalakalan ay mahalaga upang mapalago ang iyong mga lungsod!
|
||||
|
||||
# Requires translation!
|
||||
Air Combat and Interception =
|
||||
# Requires translation!
|
||||
Air Combat is very similar to normal Combat, with a few wrinkles. Damage is still dealt using the same equations based on the relative Strength of the Attacking and Defending Unit. =
|
||||
# Requires translation!
|
||||
However, before the Attacker and Defender fight, there is an added combat phase called Interception. If there is any unit with Interception Range that covers the target attacked tile, then it will attempt to Intercept the Attacking Air Unit. If multiple units can Intercept, the one with higher Intercept chance does it. =
|
||||
# Requires translation!
|
||||
Generally Land/Naval Units have an Intercept Range of 2 Tiles, and Air Units have an Intercept Range of their Attack Range. =
|
||||
# Requires translation!
|
||||
The Intercepting Unit rolls to see if it hits. Whether it hits or not costs an Attack, and most units (without Promotions) can only Attack Once per Nation's Turn. It does NOT cost Movement Points, but Air Units that have used their Movement cannot Intercept between turns. =
|
||||
# Requires translation!
|
||||
If the Intercepting Unit Hits, it deals damage according to the Combat Strength calculation to the Attacking Air Unit, potentially with any Strength Bonuses that apply to Interception. It does not receive damage from the Attacking Air Unit. =
|
||||
# Requires translation!
|
||||
After Interception resolves, the Attacking Air Unit and the Defending Unit in the targeted tile do Combat as normal, with damage dealt to both sides. =
|
||||
# Requires translation!
|
||||
To help deal with Interceptions, see Air Sweeps. =
|
||||
|
||||
Air Sweeps = Mga Air Sweep
|
||||
# Requires translation!
|
||||
Fighter units are able to perform Air Sweeps over a tile helping clear out potential enemy Air, Sea, or Land Interceptions that can reach that tile. =
|
||||
|
|
|
|||
|
|
@ -4501,9 +4501,9 @@ Utopia Project =
|
|||
#################### Lines from Difficulties from Civ V - Vanilla ####################
|
||||
|
||||
Settler = Uudisraivaaja
|
||||
|
||||
Chieftain = Päällikkö
|
||||
|
||||
|
||||
Warlord = Sotalordi
|
||||
|
||||
Prince = Prinssi
|
||||
|
|
@ -10027,7 +10027,30 @@ You have entered a Golden Age!\nGolden age points are accumulated each turn by t
|
|||
# Requires translation!
|
||||
Roads and Railroads =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by roads\n will generate gold via the trade route.\nNote that each road costs 1 gold Maintenance per turn, and each Railroad costs 2 gold,\n so it may be more economical to wait until the cities grow! =
|
||||
Roads reduce the Movement Points required to move between two tiles connected by Roads. =
|
||||
# Requires translation!
|
||||
Railroads improve this reduction even more! =
|
||||
# Requires translation!
|
||||
This greatly improves the speed you can get Units around the map. =
|
||||
# Requires translation!
|
||||
Until you research the technology that removes it, Roads do not cross Rivers =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. =
|
||||
# Requires translation!
|
||||
However, since each Road and Railroad have a Maintenance Cost, it may be more economical to wait until the cities grow and only place where needed. =
|
||||
|
||||
# Requires translation!
|
||||
Trade Route =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. You earn more Gold the more Population the City and your Capital has. =
|
||||
# Requires translation!
|
||||
Note that each road costs 1 Gold Maintenance per turn, and each Railroad costs 2 Gold, so it may be more economical to wait until the cities grow! =
|
||||
# Requires translation!
|
||||
Railroads connecting a city to the Capital also provide a 25% Production Boost to the City, but not the Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes are also connected over Water via certain buildings like the Harbor. As long as there is a chain that can reach the Capital, there's a Trade Route. Look for this symbol in Yellow below the City Name to mean you have an active Trade Route to your Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes can get broken either by Blockades or by Removing/Pillaging the connecting Road/Railroad chain. =
|
||||
|
||||
# Requires translation!
|
||||
Victory Types =
|
||||
|
|
@ -10383,6 +10406,23 @@ 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! =
|
||||
|
||||
# Requires translation!
|
||||
Air Combat and Interception =
|
||||
# Requires translation!
|
||||
Air Combat is very similar to normal Combat, with a few wrinkles. Damage is still dealt using the same equations based on the relative Strength of the Attacking and Defending Unit. =
|
||||
# Requires translation!
|
||||
However, before the Attacker and Defender fight, there is an added combat phase called Interception. If there is any unit with Interception Range that covers the target attacked tile, then it will attempt to Intercept the Attacking Air Unit. If multiple units can Intercept, the one with higher Intercept chance does it. =
|
||||
# Requires translation!
|
||||
Generally Land/Naval Units have an Intercept Range of 2 Tiles, and Air Units have an Intercept Range of their Attack Range. =
|
||||
# Requires translation!
|
||||
The Intercepting Unit rolls to see if it hits. Whether it hits or not costs an Attack, and most units (without Promotions) can only Attack Once per Nation's Turn. It does NOT cost Movement Points, but Air Units that have used their Movement cannot Intercept between turns. =
|
||||
# Requires translation!
|
||||
If the Intercepting Unit Hits, it deals damage according to the Combat Strength calculation to the Attacking Air Unit, potentially with any Strength Bonuses that apply to Interception. It does not receive damage from the Attacking Air Unit. =
|
||||
# Requires translation!
|
||||
After Interception resolves, the Attacking Air Unit and the Defending Unit in the targeted tile do Combat as normal, with damage dealt to both sides. =
|
||||
# Requires translation!
|
||||
To help deal with Interceptions, see Air Sweeps. =
|
||||
|
||||
# Requires translation!
|
||||
Air Sweeps =
|
||||
# Requires translation!
|
||||
|
|
|
|||
|
|
@ -2663,7 +2663,6 @@ all healing effects doubled = tous les effets de soin doublés
|
|||
The Spaceship = Vaisseau Spatial
|
||||
Units ending their turn on [Mountain] tiles take [50] damage = Les unités terminant leur tour sur les cases [Mountain] subissent [50] dégâts
|
||||
Maya Long Count calendar cycle = Compte Long du calendrier Maya
|
||||
# Requires translation!
|
||||
Meet another civilization = Rencontrer une autre civilisation
|
||||
Triggerable = Déclenchable
|
||||
UnitTriggerable = UnitéDéclenchable
|
||||
|
|
@ -3062,9 +3061,9 @@ Utopia Project = Projet Utopia
|
|||
#################### Lines from Difficulties from Civ V - Vanilla ####################
|
||||
|
||||
Settler = Colon
|
||||
|
||||
Chieftain = Chef tribal
|
||||
|
||||
|
||||
Warlord = Seigneur
|
||||
|
||||
Prince = Prince
|
||||
|
|
@ -6732,7 +6731,31 @@ There are 2 main ways to combat unhappiness:\n by building happiness buildings
|
|||
You have entered a Golden Age!\nGolden age points are accumulated each turn by the total happiness \n of your civilization\nWhen in a golden age, culture and production generation increases +20%,\n and every tile already providing at least one gold will provide an extra gold. = Vous êtes entré dans un Âge d'Or !\nLes points d'Âge d'Or s'accumulent à chaque tour grâce au bonheur en excédent dans votre empire.\nDurant un Âge d'Or, la génération de culture et de production augmente de +20%, et chaque case fournissant au moins 1 Or accordera 1 Or additionnel.
|
||||
|
||||
Roads and Railroads = Routes et Voies Ferrées
|
||||
Connecting your cities to the capital by roads\n will generate gold via the trade route.\nNote that each road costs 1 gold Maintenance per turn, and each Railroad costs 2 gold,\n so it may be more economical to wait until the cities grow! = Connectez vos villes à votre capitale par des routes.\nCela générera de l'or via les routes commerciales.\nNotez que chaque route coûte 1 Or en Entretien par tour, et 2 Or par tour pour chaque voie ferrée, si l'une comme l'autre se trouve sur votre territoire.\nIl peut être donc plus rentable d'attendre que vos villes grandissent !
|
||||
# Requires translation!
|
||||
Roads reduce the Movement Points required to move between two tiles connected by Roads. =
|
||||
# Requires translation!
|
||||
Railroads improve this reduction even more! =
|
||||
# Requires translation!
|
||||
This greatly improves the speed you can get Units around the map. =
|
||||
# Requires translation!
|
||||
Until you research the technology that removes it, Roads do not cross Rivers =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. =
|
||||
# Requires translation!
|
||||
However, since each Road and Railroad have a Maintenance Cost, it may be more economical to wait until the cities grow and only place where needed. =
|
||||
|
||||
# Requires translation!
|
||||
Trade Route =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. You earn more Gold the more Population the City and your Capital has. =
|
||||
# Requires translation!
|
||||
Note that each road costs 1 Gold Maintenance per turn, and each Railroad costs 2 Gold, so it may be more economical to wait until the cities grow! =
|
||||
# Requires translation!
|
||||
Railroads connecting a city to the Capital also provide a 25% Production Boost to the City, but not the Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes are also connected over Water via certain buildings like the Harbor. As long as there is a chain that can reach the Capital, there's a Trade Route. Look for this symbol in Yellow below the City Name to mean you have an active Trade Route to your Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes can get broken either by Blockades or by Removing/Pillaging the connecting Road/Railroad chain. =
|
||||
|
||||
Victory Types = Types de victoire
|
||||
Once you’ve settled your first two or three cities you’re probably 100 to 150 turns into the game.\nNow is a good time to start thinking about how, exactly, you want to win – if you haven’t already. = Une fois vos deux ou trois premières villes fondées, vous devriez probablement avoir atteint les 100-150 tours dans la partie. Il est donc temps de choisir exactement la manière dont vous voudriez gagner.
|
||||
|
|
@ -6931,6 +6954,23 @@ 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. = Pendant la Fête du Roi, la croissance de la ville sera 25% plus rapide.
|
||||
This means exploration and trade is important to grow your cities! = L'exploration et les échanges sont donc importants pour la croissance de vos villes !
|
||||
|
||||
# Requires translation!
|
||||
Air Combat and Interception =
|
||||
# Requires translation!
|
||||
Air Combat is very similar to normal Combat, with a few wrinkles. Damage is still dealt using the same equations based on the relative Strength of the Attacking and Defending Unit. =
|
||||
# Requires translation!
|
||||
However, before the Attacker and Defender fight, there is an added combat phase called Interception. If there is any unit with Interception Range that covers the target attacked tile, then it will attempt to Intercept the Attacking Air Unit. If multiple units can Intercept, the one with higher Intercept chance does it. =
|
||||
# Requires translation!
|
||||
Generally Land/Naval Units have an Intercept Range of 2 Tiles, and Air Units have an Intercept Range of their Attack Range. =
|
||||
# Requires translation!
|
||||
The Intercepting Unit rolls to see if it hits. Whether it hits or not costs an Attack, and most units (without Promotions) can only Attack Once per Nation's Turn. It does NOT cost Movement Points, but Air Units that have used their Movement cannot Intercept between turns. =
|
||||
# Requires translation!
|
||||
If the Intercepting Unit Hits, it deals damage according to the Combat Strength calculation to the Attacking Air Unit, potentially with any Strength Bonuses that apply to Interception. It does not receive damage from the Attacking Air Unit. =
|
||||
# Requires translation!
|
||||
After Interception resolves, the Attacking Air Unit and the Defending Unit in the targeted tile do Combat as normal, with damage dealt to both sides. =
|
||||
# Requires translation!
|
||||
To help deal with Interceptions, see Air Sweeps. =
|
||||
|
||||
Air Sweeps = Balayages aériens
|
||||
Fighter units are able to perform Air Sweeps over a tile helping clear out potential enemy Air, Sea, or Land Interceptions that can reach that tile. = Les unités Chasseur sont capables d'effectuer des Balayages aériens sur une case donnée, permettant de "déblayer" les potentielles unités d'interception ennemies (aériennes, navales, ou terrestres) pouvant défendre cette case.
|
||||
While this Action will take an Attack, the benefit is drawing out Interceptions to help protect your other Air Units. Especially your Bombers. = Bien que cette action consomme un tour d'attaque, le bénéfice est de déclencher les interceptions ennemies afin de protéger vos autres unités aériennes. En particulier vos Bombardiers.
|
||||
|
|
|
|||
|
|
@ -3080,9 +3080,9 @@ Utopia Project = Proxecto Utopía
|
|||
#################### Lines from Difficulties from Civ V - Vanilla ####################
|
||||
|
||||
Settler = Colono
|
||||
|
||||
Chieftain = Xefe
|
||||
|
||||
|
||||
Warlord = Caudillo
|
||||
|
||||
Prince = Príncipe
|
||||
|
|
@ -6750,7 +6750,31 @@ There are 2 main ways to combat unhappiness:\n by building happiness buildings
|
|||
You have entered a Golden Age!\nGolden age points are accumulated each turn by the total happiness \n of your civilization\nWhen in a golden age, culture and production generation increases +20%,\n and every tile already providing at least one gold will provide an extra gold. = Entraches nunha Idade de Ouro!\nOs puntos para a Idade de Ouro acumúlanse cada quenda coa Felicidade total \n da túa civilización\nDurante a Idade de Ouro, a ♪Cultura e a ⚙Produción aumentan nun 20%\n e cada casa que produza polo menos un de ¤Ouro producirá un extra.
|
||||
|
||||
Roads and Railroads = Estradas e Vías Férreas
|
||||
Connecting your cities to the capital by roads\n will generate gold via the trade route.\nNote that each road costs 1 gold Maintenance per turn, and each Railroad costs 2 gold,\n so it may be more economical to wait until the cities grow! = Conectar as túas cidades á capital por estradas\n xerará ¤Ouro por medio de roteiros comerciais.\nCada estrada custa 1 de ¤Ouro de mantemento por quenda, e as Vías Férreas 2¤,\n polo que sería máis económico esperar ata cas ¡cidades medren!
|
||||
# Requires translation!
|
||||
Roads reduce the Movement Points required to move between two tiles connected by Roads. =
|
||||
# Requires translation!
|
||||
Railroads improve this reduction even more! =
|
||||
# Requires translation!
|
||||
This greatly improves the speed you can get Units around the map. =
|
||||
# Requires translation!
|
||||
Until you research the technology that removes it, Roads do not cross Rivers =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. =
|
||||
# Requires translation!
|
||||
However, since each Road and Railroad have a Maintenance Cost, it may be more economical to wait until the cities grow and only place where needed. =
|
||||
|
||||
# Requires translation!
|
||||
Trade Route =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. You earn more Gold the more Population the City and your Capital has. =
|
||||
# Requires translation!
|
||||
Note that each road costs 1 Gold Maintenance per turn, and each Railroad costs 2 Gold, so it may be more economical to wait until the cities grow! =
|
||||
# Requires translation!
|
||||
Railroads connecting a city to the Capital also provide a 25% Production Boost to the City, but not the Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes are also connected over Water via certain buildings like the Harbor. As long as there is a chain that can reach the Capital, there's a Trade Route. Look for this symbol in Yellow below the City Name to mean you have an active Trade Route to your Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes can get broken either by Blockades or by Removing/Pillaging the connecting Road/Railroad chain. =
|
||||
|
||||
Victory Types = Tipos de vitorias
|
||||
Once you’ve settled your first two or three cities you’re probably 100 to 150 turns into the game.\nNow is a good time to start thinking about how, exactly, you want to win – if you haven’t already. = Unha vez teñas as túas primeiras 2 ou 3 cidades levarás entre 100 e 150 quendas de partida.\nAhora é un bo momento para empezar a pensar como gañar, se non o fixeches antes.
|
||||
|
|
@ -6949,6 +6973,23 @@ 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 o Día de Adoración ao Rey, a cidade crecerá un 25% máis rápido.
|
||||
This means exploration and trade is important to grow your cities! = Isto significa que a exploración e o comercio son importantes para facer crecer as túas cidades!
|
||||
|
||||
# Requires translation!
|
||||
Air Combat and Interception =
|
||||
# Requires translation!
|
||||
Air Combat is very similar to normal Combat, with a few wrinkles. Damage is still dealt using the same equations based on the relative Strength of the Attacking and Defending Unit. =
|
||||
# Requires translation!
|
||||
However, before the Attacker and Defender fight, there is an added combat phase called Interception. If there is any unit with Interception Range that covers the target attacked tile, then it will attempt to Intercept the Attacking Air Unit. If multiple units can Intercept, the one with higher Intercept chance does it. =
|
||||
# Requires translation!
|
||||
Generally Land/Naval Units have an Intercept Range of 2 Tiles, and Air Units have an Intercept Range of their Attack Range. =
|
||||
# Requires translation!
|
||||
The Intercepting Unit rolls to see if it hits. Whether it hits or not costs an Attack, and most units (without Promotions) can only Attack Once per Nation's Turn. It does NOT cost Movement Points, but Air Units that have used their Movement cannot Intercept between turns. =
|
||||
# Requires translation!
|
||||
If the Intercepting Unit Hits, it deals damage according to the Combat Strength calculation to the Attacking Air Unit, potentially with any Strength Bonuses that apply to Interception. It does not receive damage from the Attacking Air Unit. =
|
||||
# Requires translation!
|
||||
After Interception resolves, the Attacking Air Unit and the Defending Unit in the targeted tile do Combat as normal, with damage dealt to both sides. =
|
||||
# Requires translation!
|
||||
To help deal with Interceptions, see Air Sweeps. =
|
||||
|
||||
Air Sweeps = Varridos Aéreos
|
||||
Fighter units are able to perform Air Sweeps over a tile helping clear out potential enemy Air, Sea, or Land Interceptions that can reach that tile. = As unidades "Caza" poden facer un Varrido Aéreo sobre unha casa, axudando a limpar posibles Intercepciones Aéreas, Terrestres ou Mariñas inimigas que estean a cubrir esa casa.
|
||||
While this Action will take an Attack, the benefit is drawing out Interceptions to help protect your other Air Units. Especially your Bombers. = Aínda que esta acción suporá un ataque, o beneficio é sacar interceptacións para axudar a protexer as outras unidades aéreas. Especialmente os teus Bombardeiros.
|
||||
|
|
|
|||
|
|
@ -3061,9 +3061,9 @@ Utopia Project = Utopia-Projekt
|
|||
#################### Lines from Difficulties from Civ V - Vanilla ####################
|
||||
|
||||
Settler = Siedler
|
||||
|
||||
Chieftain = Häuptling
|
||||
|
||||
|
||||
Warlord = Kriegsherr
|
||||
|
||||
Prince = Prinz
|
||||
|
|
@ -6731,7 +6731,31 @@ There are 2 main ways to combat unhappiness:\n by building happiness buildings
|
|||
You have entered a Golden Age!\nGolden age points are accumulated each turn by the total happiness \n of your civilization\nWhen in a golden age, culture and production generation increases +20%,\n and every tile already providing at least one gold will provide an extra gold. = Ein goldenes Zeitalter hat für dich begonnen!\nPunkte für das Goldene Zeitalter werden jede Runde durch die Gesamtzufriedenheit deiner Zivilisation gesammelt.\nIn einem Goldenen Zeitalter steigt die Produktions- und Zufriedenheitsproduktion um +20% und jedes Feld, welches mindestens ein Gold bereit stellt, stellt ein extra Gold zur Verfügung.
|
||||
|
||||
Roads and Railroads = Straßen und Schienen
|
||||
Connecting your cities to the capital by roads\n will generate gold via the trade route.\nNote that each road costs 1 gold Maintenance per turn, and each Railroad costs 2 gold,\n so it may be more economical to wait until the cities grow! = Verbindungen deiner Städten zu deiner Hauptstadt produzieren Gold über einen Handelsweg.\nBeachte, dass jedes Feld Straße 1 Gold und jede Schiene 2 Gold Wartungskosten pro Runde verursacht, so kann es ökonomischer sein, zu warten bis die Städte gewachsen sind!
|
||||
# Requires translation!
|
||||
Roads reduce the Movement Points required to move between two tiles connected by Roads. =
|
||||
# Requires translation!
|
||||
Railroads improve this reduction even more! =
|
||||
# Requires translation!
|
||||
This greatly improves the speed you can get Units around the map. =
|
||||
# Requires translation!
|
||||
Until you research the technology that removes it, Roads do not cross Rivers =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. =
|
||||
# Requires translation!
|
||||
However, since each Road and Railroad have a Maintenance Cost, it may be more economical to wait until the cities grow and only place where needed. =
|
||||
|
||||
# Requires translation!
|
||||
Trade Route =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. You earn more Gold the more Population the City and your Capital has. =
|
||||
# Requires translation!
|
||||
Note that each road costs 1 Gold Maintenance per turn, and each Railroad costs 2 Gold, so it may be more economical to wait until the cities grow! =
|
||||
# Requires translation!
|
||||
Railroads connecting a city to the Capital also provide a 25% Production Boost to the City, but not the Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes are also connected over Water via certain buildings like the Harbor. As long as there is a chain that can reach the Capital, there's a Trade Route. Look for this symbol in Yellow below the City Name to mean you have an active Trade Route to your Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes can get broken either by Blockades or by Removing/Pillaging the connecting Road/Railroad chain. =
|
||||
|
||||
Victory Types = Siegestypen
|
||||
Once you’ve settled your first two or three cities you’re probably 100 to 150 turns into the game.\nNow is a good time to start thinking about how, exactly, you want to win – if you haven’t already. = Nach 100 bis 150 Runden besitzt Du vielleicht 2 oder drei Städte.\nNun ist es an der Zeit, darüber nachzudenken, wie genau Du gewinnen willst.
|
||||
|
|
@ -6930,6 +6954,23 @@ 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!
|
||||
|
||||
# Requires translation!
|
||||
Air Combat and Interception =
|
||||
# Requires translation!
|
||||
Air Combat is very similar to normal Combat, with a few wrinkles. Damage is still dealt using the same equations based on the relative Strength of the Attacking and Defending Unit. =
|
||||
# Requires translation!
|
||||
However, before the Attacker and Defender fight, there is an added combat phase called Interception. If there is any unit with Interception Range that covers the target attacked tile, then it will attempt to Intercept the Attacking Air Unit. If multiple units can Intercept, the one with higher Intercept chance does it. =
|
||||
# Requires translation!
|
||||
Generally Land/Naval Units have an Intercept Range of 2 Tiles, and Air Units have an Intercept Range of their Attack Range. =
|
||||
# Requires translation!
|
||||
The Intercepting Unit rolls to see if it hits. Whether it hits or not costs an Attack, and most units (without Promotions) can only Attack Once per Nation's Turn. It does NOT cost Movement Points, but Air Units that have used their Movement cannot Intercept between turns. =
|
||||
# Requires translation!
|
||||
If the Intercepting Unit Hits, it deals damage according to the Combat Strength calculation to the Attacking Air Unit, potentially with any Strength Bonuses that apply to Interception. It does not receive damage from the Attacking Air Unit. =
|
||||
# Requires translation!
|
||||
After Interception resolves, the Attacking Air Unit and the Defending Unit in the targeted tile do Combat as normal, with damage dealt to both sides. =
|
||||
# Requires translation!
|
||||
To help deal with Interceptions, see Air Sweeps. =
|
||||
|
||||
Air Sweeps = Luftraumsäuberungen
|
||||
Fighter units are able to perform Air Sweeps over a tile helping clear out potential enemy Air, Sea, or Land Interceptions that can reach that tile. = Jägereinheiten können Luftraumsäuberungen über einem Feld durchführen, um potenzielle feindliche Abfang-Aktionen von Luft-, See- oder Landeinheiten, die dieses Feld erreichen können, auszuschalten.
|
||||
While this Action will take an Attack, the benefit is drawing out Interceptions to help protect your other Air Units. Especially your Bombers. = Diese Aktion kostet zwar einen Angriff, hat aber den Vorteil, dass sie Abfang-Aktionen anlockt und somit wiederum deine anderen Lufteinheiten schützt. Besonders deine Bomber.
|
||||
|
|
|
|||
|
|
@ -5129,10 +5129,10 @@ Utopia Project =
|
|||
#################### Lines from Difficulties from Civ V - Vanilla ####################
|
||||
|
||||
Settler = Άποικος
|
||||
|
||||
# Requires translation!
|
||||
Chieftain =
|
||||
|
||||
|
||||
Warlord = Πολέμαρχος
|
||||
|
||||
Prince = Πρίγκηπας
|
||||
|
|
@ -11377,7 +11377,30 @@ You have entered a Golden Age!\nGolden age points are accumulated each turn by t
|
|||
# Requires translation!
|
||||
Roads and Railroads =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by roads\n will generate gold via the trade route.\nNote that each road costs 1 gold Maintenance per turn, and each Railroad costs 2 gold,\n so it may be more economical to wait until the cities grow! =
|
||||
Roads reduce the Movement Points required to move between two tiles connected by Roads. =
|
||||
# Requires translation!
|
||||
Railroads improve this reduction even more! =
|
||||
# Requires translation!
|
||||
This greatly improves the speed you can get Units around the map. =
|
||||
# Requires translation!
|
||||
Until you research the technology that removes it, Roads do not cross Rivers =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. =
|
||||
# Requires translation!
|
||||
However, since each Road and Railroad have a Maintenance Cost, it may be more economical to wait until the cities grow and only place where needed. =
|
||||
|
||||
# Requires translation!
|
||||
Trade Route =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. You earn more Gold the more Population the City and your Capital has. =
|
||||
# Requires translation!
|
||||
Note that each road costs 1 Gold Maintenance per turn, and each Railroad costs 2 Gold, so it may be more economical to wait until the cities grow! =
|
||||
# Requires translation!
|
||||
Railroads connecting a city to the Capital also provide a 25% Production Boost to the City, but not the Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes are also connected over Water via certain buildings like the Harbor. As long as there is a chain that can reach the Capital, there's a Trade Route. Look for this symbol in Yellow below the City Name to mean you have an active Trade Route to your Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes can get broken either by Blockades or by Removing/Pillaging the connecting Road/Railroad chain. =
|
||||
|
||||
# Requires translation!
|
||||
Victory Types =
|
||||
|
|
@ -11738,6 +11761,23 @@ 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! =
|
||||
|
||||
# Requires translation!
|
||||
Air Combat and Interception =
|
||||
# Requires translation!
|
||||
Air Combat is very similar to normal Combat, with a few wrinkles. Damage is still dealt using the same equations based on the relative Strength of the Attacking and Defending Unit. =
|
||||
# Requires translation!
|
||||
However, before the Attacker and Defender fight, there is an added combat phase called Interception. If there is any unit with Interception Range that covers the target attacked tile, then it will attempt to Intercept the Attacking Air Unit. If multiple units can Intercept, the one with higher Intercept chance does it. =
|
||||
# Requires translation!
|
||||
Generally Land/Naval Units have an Intercept Range of 2 Tiles, and Air Units have an Intercept Range of their Attack Range. =
|
||||
# Requires translation!
|
||||
The Intercepting Unit rolls to see if it hits. Whether it hits or not costs an Attack, and most units (without Promotions) can only Attack Once per Nation's Turn. It does NOT cost Movement Points, but Air Units that have used their Movement cannot Intercept between turns. =
|
||||
# Requires translation!
|
||||
If the Intercepting Unit Hits, it deals damage according to the Combat Strength calculation to the Attacking Air Unit, potentially with any Strength Bonuses that apply to Interception. It does not receive damage from the Attacking Air Unit. =
|
||||
# Requires translation!
|
||||
After Interception resolves, the Attacking Air Unit and the Defending Unit in the targeted tile do Combat as normal, with damage dealt to both sides. =
|
||||
# Requires translation!
|
||||
To help deal with Interceptions, see Air Sweeps. =
|
||||
|
||||
# Requires translation!
|
||||
Air Sweeps =
|
||||
# Requires translation!
|
||||
|
|
|
|||
|
|
@ -3103,9 +3103,9 @@ Utopia Project = Utópia projekt
|
|||
#################### Lines from Difficulties from Civ V - Vanilla ####################
|
||||
|
||||
Settler = Telepes
|
||||
|
||||
Chieftain = Parancsnok
|
||||
|
||||
|
||||
Warlord = Hadúr
|
||||
|
||||
Prince = Herceg
|
||||
|
|
@ -7705,7 +7705,31 @@ There are 2 main ways to combat unhappiness:\n by building happiness buildings
|
|||
You have entered a Golden Age!\nGolden age points are accumulated each turn by the total happiness \n of your civilization\nWhen in a golden age, culture and production generation increases +20%,\n and every tile already providing at least one gold will provide an extra gold. = Aranykorba léptél!\nAranykorpontokat minden körben kapsz a boldogságpontok után.\nAz Aranykor ideje alatt a kultúratermelés és a termelékenység is 20%-kal nagyobb,\nés minden mező, amelyik legalább egy aranyat termel, most egy arannyal többet ad.
|
||||
|
||||
Roads and Railroads = Utak és Vasutak
|
||||
Connecting your cities to the capital by roads\n will generate gold via the trade route.\nNote that each road costs 1 gold Maintenance per turn, and each Railroad costs 2 gold,\n so it may be more economical to wait until the cities grow! = A városaid úttal való összekötése a fővárosoddal\nkereskedelmi útvonalakat hoz létre, amelyek aranyat termelnek.\nAzt vedd figyelembe, hogy minden útnak 1 arany a fenntartási költsége körönként és minden vasútnak 2 arany,\nszóval gazdagságilag jobban megéri, ha megvárod, hogy a városaid megnőjenek!
|
||||
# Requires translation!
|
||||
Roads reduce the Movement Points required to move between two tiles connected by Roads. =
|
||||
# Requires translation!
|
||||
Railroads improve this reduction even more! =
|
||||
# Requires translation!
|
||||
This greatly improves the speed you can get Units around the map. =
|
||||
# Requires translation!
|
||||
Until you research the technology that removes it, Roads do not cross Rivers =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. =
|
||||
# Requires translation!
|
||||
However, since each Road and Railroad have a Maintenance Cost, it may be more economical to wait until the cities grow and only place where needed. =
|
||||
|
||||
# Requires translation!
|
||||
Trade Route =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. You earn more Gold the more Population the City and your Capital has. =
|
||||
# Requires translation!
|
||||
Note that each road costs 1 Gold Maintenance per turn, and each Railroad costs 2 Gold, so it may be more economical to wait until the cities grow! =
|
||||
# Requires translation!
|
||||
Railroads connecting a city to the Capital also provide a 25% Production Boost to the City, but not the Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes are also connected over Water via certain buildings like the Harbor. As long as there is a chain that can reach the Capital, there's a Trade Route. Look for this symbol in Yellow below the City Name to mean you have an active Trade Route to your Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes can get broken either by Blockades or by Removing/Pillaging the connecting Road/Railroad chain. =
|
||||
|
||||
Victory Types = Győzelmi lehetőségek
|
||||
Once you’ve settled your first two or three cities you’re probably 100 to 150 turns into the game.\nNow is a good time to start thinking about how, exactly, you want to win – if you haven’t already. = Mire megalapítod az első két-három városod, már körülbelül a 100-150. körödnél tartasz.\nHa még nem tetted, most érdemes elgondolkodni azon, hogy miként is szeretnéd megnyerni a játékot.
|
||||
|
|
@ -7912,6 +7936,23 @@ 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. = A Szeretett Uralkodónk Napja alatt a város 25%-kal gyorsabban növekszik.
|
||||
This means exploration and trade is important to grow your cities! = A felfedezés és a kereskedelem tehát fontosak a városaid növekedése szempontjából!
|
||||
|
||||
# Requires translation!
|
||||
Air Combat and Interception =
|
||||
# Requires translation!
|
||||
Air Combat is very similar to normal Combat, with a few wrinkles. Damage is still dealt using the same equations based on the relative Strength of the Attacking and Defending Unit. =
|
||||
# Requires translation!
|
||||
However, before the Attacker and Defender fight, there is an added combat phase called Interception. If there is any unit with Interception Range that covers the target attacked tile, then it will attempt to Intercept the Attacking Air Unit. If multiple units can Intercept, the one with higher Intercept chance does it. =
|
||||
# Requires translation!
|
||||
Generally Land/Naval Units have an Intercept Range of 2 Tiles, and Air Units have an Intercept Range of their Attack Range. =
|
||||
# Requires translation!
|
||||
The Intercepting Unit rolls to see if it hits. Whether it hits or not costs an Attack, and most units (without Promotions) can only Attack Once per Nation's Turn. It does NOT cost Movement Points, but Air Units that have used their Movement cannot Intercept between turns. =
|
||||
# Requires translation!
|
||||
If the Intercepting Unit Hits, it deals damage according to the Combat Strength calculation to the Attacking Air Unit, potentially with any Strength Bonuses that apply to Interception. It does not receive damage from the Attacking Air Unit. =
|
||||
# Requires translation!
|
||||
After Interception resolves, the Attacking Air Unit and the Defending Unit in the targeted tile do Combat as normal, with damage dealt to both sides. =
|
||||
# Requires translation!
|
||||
To help deal with Interceptions, see Air Sweeps. =
|
||||
|
||||
Air Sweeps = Légtértisztogatás
|
||||
Fighter units are able to perform Air Sweeps over a tile helping clear out potential enemy Air, Sea, or Land Interceptions that can reach that tile. = A vadászgép egységekkel légtértisztogatást lehet végrehajtani egy mező fölött, ami segít elvonni az adott mezőn esetlegesen bevethető ellenséges légi, vízi vagy földi légelhárítók tüzét.
|
||||
While this Action will take an Attack, the benefit is drawing out Interceptions to help protect your other Air Units. Especially your Bombers. = Ez a művelet egy támadási lehetőségbe kerül ugyan, de az előnye az, hogy segít a többi légi egységed megvédeni a légelhárítástól. Főleg a bombázókat.
|
||||
|
|
|
|||
|
|
@ -2663,7 +2663,6 @@ all healing effects doubled = semua efek penyembuhan digandakan
|
|||
The Spaceship = Pesawat Luar Angkasa
|
||||
Units ending their turn on [Mountain] tiles take [50] damage = Unit yang mengakhiri gilirannya di daerah [Mountain] mendapatkan [50] kerusakan
|
||||
Maya Long Count calendar cycle = Siklus kalender Perhitungan Panjang Maya
|
||||
# Requires translation!
|
||||
Meet another civilization = Temui peradaban lain
|
||||
Triggerable = DapatDipicu
|
||||
UnitTriggerable = DapatDipicuUnit
|
||||
|
|
@ -3062,9 +3061,9 @@ Utopia Project = Proyek Utopia
|
|||
#################### Lines from Difficulties from Civ V - Vanilla ####################
|
||||
|
||||
Settler = Pemukim
|
||||
|
||||
Chieftain = Kepala Suku
|
||||
|
||||
|
||||
Warlord = Panglima Perang
|
||||
|
||||
Prince = Pangeran
|
||||
|
|
@ -6732,7 +6731,31 @@ There are 2 main ways to combat unhappiness:\n by building happiness buildings
|
|||
You have entered a Golden Age!\nGolden age points are accumulated each turn by the total happiness \n of your civilization\nWhen in a golden age, culture and production generation increases +20%,\n and every tile already providing at least one gold will provide an extra gold. = Kamu telah memasuki Masa Kejayaan!\nPoin masa kejayaan diakumulasi setiap giliran dari total kebahagiaan \n peradabanmu.\nKetika dalam masa kejayaan, penghasilan budaya dan produksi +20%,\n dan setiap daerah yang sudah menyediakan sedikitnya satu emas akan memberikan satu emas ekstra.
|
||||
|
||||
Roads and Railroads = Jalan dan Rel Kereta
|
||||
Connecting your cities to the capital by roads\n will generate gold via the trade route.\nNote that each road costs 1 gold Maintenance per turn, and each Railroad costs 2 gold,\n so it may be more economical to wait until the cities grow! = Menghubungkan kota-kotamu ke ibu kota dengan jalan\n akan menghasilkan emas dari rute perdagangan.\nIngat bahwa setiap bagian jalan yang dibangun memerlukan biaya pemeliharaan sebesar 1 emas tiap giliran, dan setiap rel kereta memerlukan 2 emas tiap giliran,\n jadi mungkin ini lebih ekonomis untuk menunggu hingga kota-kotamu berkembang!
|
||||
# Requires translation!
|
||||
Roads reduce the Movement Points required to move between two tiles connected by Roads. =
|
||||
# Requires translation!
|
||||
Railroads improve this reduction even more! =
|
||||
# Requires translation!
|
||||
This greatly improves the speed you can get Units around the map. =
|
||||
# Requires translation!
|
||||
Until you research the technology that removes it, Roads do not cross Rivers =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. =
|
||||
# Requires translation!
|
||||
However, since each Road and Railroad have a Maintenance Cost, it may be more economical to wait until the cities grow and only place where needed. =
|
||||
|
||||
# Requires translation!
|
||||
Trade Route =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. You earn more Gold the more Population the City and your Capital has. =
|
||||
# Requires translation!
|
||||
Note that each road costs 1 Gold Maintenance per turn, and each Railroad costs 2 Gold, so it may be more economical to wait until the cities grow! =
|
||||
# Requires translation!
|
||||
Railroads connecting a city to the Capital also provide a 25% Production Boost to the City, but not the Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes are also connected over Water via certain buildings like the Harbor. As long as there is a chain that can reach the Capital, there's a Trade Route. Look for this symbol in Yellow below the City Name to mean you have an active Trade Route to your Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes can get broken either by Blockades or by Removing/Pillaging the connecting Road/Railroad chain. =
|
||||
|
||||
Victory Types = Jenis Kemenangan
|
||||
Once you’ve settled your first two or three cities you’re probably 100 to 150 turns into the game.\nNow is a good time to start thinking about how, exactly, you want to win – if you haven’t already. = Ketika kamu telah mendirikan dua atau tiga kota pertamamu, kemungkinan kamu telah 100 sampai 150 giliran dalam game ini.\nSekarang waktu yang baik untuk memikirkan dengan cara apa kamu mau menang – jika kamu belum memikirkannya.
|
||||
|
|
@ -6931,6 +6954,23 @@ 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!
|
||||
|
||||
# Requires translation!
|
||||
Air Combat and Interception =
|
||||
# Requires translation!
|
||||
Air Combat is very similar to normal Combat, with a few wrinkles. Damage is still dealt using the same equations based on the relative Strength of the Attacking and Defending Unit. =
|
||||
# Requires translation!
|
||||
However, before the Attacker and Defender fight, there is an added combat phase called Interception. If there is any unit with Interception Range that covers the target attacked tile, then it will attempt to Intercept the Attacking Air Unit. If multiple units can Intercept, the one with higher Intercept chance does it. =
|
||||
# Requires translation!
|
||||
Generally Land/Naval Units have an Intercept Range of 2 Tiles, and Air Units have an Intercept Range of their Attack Range. =
|
||||
# Requires translation!
|
||||
The Intercepting Unit rolls to see if it hits. Whether it hits or not costs an Attack, and most units (without Promotions) can only Attack Once per Nation's Turn. It does NOT cost Movement Points, but Air Units that have used their Movement cannot Intercept between turns. =
|
||||
# Requires translation!
|
||||
If the Intercepting Unit Hits, it deals damage according to the Combat Strength calculation to the Attacking Air Unit, potentially with any Strength Bonuses that apply to Interception. It does not receive damage from the Attacking Air Unit. =
|
||||
# Requires translation!
|
||||
After Interception resolves, the Attacking Air Unit and the Defending Unit in the targeted tile do Combat as normal, with damage dealt to both sides. =
|
||||
# Requires translation!
|
||||
To help deal with Interceptions, see Air Sweeps. =
|
||||
|
||||
Air Sweeps = Sweeping Udara
|
||||
Fighter units are able to perform Air Sweeps over a tile helping clear out potential enemy Air, Sea, or Land Interceptions that can reach that tile. = Unit pesawat tempur dapat melakukan Sweeping Udara pada suatu daerah untuk menyapu bersih potensi Pencegatan Udara, Laut, maupun Darat yang dilakukan musuh yang dapat mencapai daerah tersebut.
|
||||
While this Action will take an Attack, the benefit is drawing out Interceptions to help protect your other Air Units. Especially your Bombers. = Meskipun Aksi ini mengambil satu Serangan, keuntungannya adalah melucuti para Pencegat untuk membantu melindungi Unit Udaramu yang lain, terutama para Pengebom.
|
||||
|
|
|
|||
|
|
@ -3067,9 +3067,9 @@ Utopia Project = Progetto Utopia
|
|||
#################### Lines from Difficulties from Civ V - Vanilla ####################
|
||||
|
||||
Settler = Colono
|
||||
|
||||
Chieftain = Capo
|
||||
|
||||
|
||||
Warlord = Condottiero
|
||||
|
||||
Prince = Principe
|
||||
|
|
@ -6737,7 +6737,31 @@ There are 2 main ways to combat unhappiness:\n by building happiness buildings
|
|||
You have entered a Golden Age!\nGolden age points are accumulated each turn by the total happiness \n of your civilization\nWhen in a golden age, culture and production generation increases +20%,\n and every tile already providing at least one gold will provide an extra gold. = Sei entrato in un'Età dell'Oro! Che fortuna!\nI punti Età dell'Oro si accumulano ad ogni turno dalla felicità totale della tua civiltà.\nDurante l'Età dell'Oro, generi il 20% in più di Cultura e Produzione, e ogni casella che frutta minimo un punto Oro ne frutta uno aggiuntivo.
|
||||
|
||||
Roads and Railroads = Strade e ferrovie
|
||||
Connecting your cities to the capital by roads\n will generate gold via the trade route.\nNote that each road costs 1 gold Maintenance per turn, and each Railroad costs 2 gold,\n so it may be more economical to wait until the cities grow! = Connettere le Città alla tua capitale tramite la tua rete stradale generà introiti in Oro.\nNota che le Strade e le Ferrovie richiedono rispettivamente 1 e 2 Oro di mantenimento, quindi sarebbe economicamente saggio attendere una crescita maggiore delle Città.
|
||||
# Requires translation!
|
||||
Roads reduce the Movement Points required to move between two tiles connected by Roads. =
|
||||
# Requires translation!
|
||||
Railroads improve this reduction even more! =
|
||||
# Requires translation!
|
||||
This greatly improves the speed you can get Units around the map. =
|
||||
# Requires translation!
|
||||
Until you research the technology that removes it, Roads do not cross Rivers =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. =
|
||||
# Requires translation!
|
||||
However, since each Road and Railroad have a Maintenance Cost, it may be more economical to wait until the cities grow and only place where needed. =
|
||||
|
||||
# Requires translation!
|
||||
Trade Route =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. You earn more Gold the more Population the City and your Capital has. =
|
||||
# Requires translation!
|
||||
Note that each road costs 1 Gold Maintenance per turn, and each Railroad costs 2 Gold, so it may be more economical to wait until the cities grow! =
|
||||
# Requires translation!
|
||||
Railroads connecting a city to the Capital also provide a 25% Production Boost to the City, but not the Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes are also connected over Water via certain buildings like the Harbor. As long as there is a chain that can reach the Capital, there's a Trade Route. Look for this symbol in Yellow below the City Name to mean you have an active Trade Route to your Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes can get broken either by Blockades or by Removing/Pillaging the connecting Road/Railroad chain. =
|
||||
|
||||
Victory Types = Condizioni di vittoria
|
||||
Once you’ve settled your first two or three cities you’re probably 100 to 150 turns into the game.\nNow is a good time to start thinking about how, exactly, you want to win – if you haven’t already. = Una volta fondate le tue prime due/tre città, saranno passati meno di 100, forse 150 turni.\nOra dovresti pensare a come, esattamente, vincere il gioco - se non l'hai già fatto.
|
||||
|
|
@ -6936,6 +6960,23 @@ 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.
|
||||
|
||||
# Requires translation!
|
||||
Air Combat and Interception =
|
||||
# Requires translation!
|
||||
Air Combat is very similar to normal Combat, with a few wrinkles. Damage is still dealt using the same equations based on the relative Strength of the Attacking and Defending Unit. =
|
||||
# Requires translation!
|
||||
However, before the Attacker and Defender fight, there is an added combat phase called Interception. If there is any unit with Interception Range that covers the target attacked tile, then it will attempt to Intercept the Attacking Air Unit. If multiple units can Intercept, the one with higher Intercept chance does it. =
|
||||
# Requires translation!
|
||||
Generally Land/Naval Units have an Intercept Range of 2 Tiles, and Air Units have an Intercept Range of their Attack Range. =
|
||||
# Requires translation!
|
||||
The Intercepting Unit rolls to see if it hits. Whether it hits or not costs an Attack, and most units (without Promotions) can only Attack Once per Nation's Turn. It does NOT cost Movement Points, but Air Units that have used their Movement cannot Intercept between turns. =
|
||||
# Requires translation!
|
||||
If the Intercepting Unit Hits, it deals damage according to the Combat Strength calculation to the Attacking Air Unit, potentially with any Strength Bonuses that apply to Interception. It does not receive damage from the Attacking Air Unit. =
|
||||
# Requires translation!
|
||||
After Interception resolves, the Attacking Air Unit and the Defending Unit in the targeted tile do Combat as normal, with damage dealt to both sides. =
|
||||
# Requires translation!
|
||||
To help deal with Interceptions, see Air Sweeps. =
|
||||
|
||||
Air Sweeps = Perlustrazione
|
||||
Fighter units are able to perform Air Sweeps over a tile helping clear out potential enemy Air, Sea, or Land Interceptions that can reach that tile. = I caccia possono eseguire una Perlustrazione su una casella per scovare potenziali intercettatori aereii, marittimi o terrestri che possono raggiungere quella casella.
|
||||
While this Action will take an Attack, the benefit is drawing out Interceptions to help protect your other Air Units. Especially your Bombers. = Pur valendo come attacco, quest'azione permette di scovare intercettatori nemici per proteggere le altre tue unità aeree, soprattutto i bombardieri.
|
||||
|
|
|
|||
|
|
@ -91,7 +91,6 @@ Hydro Plant = 水力発電所
|
|||
|
||||
# City naming when list exhausted
|
||||
|
||||
# Requires translation!
|
||||
New [cityName] = 新[cityName]
|
||||
# Requires translation!
|
||||
Neo [cityName] =
|
||||
|
|
@ -3512,9 +3511,9 @@ Utopia Project = ユートピアプロジェクト
|
|||
#################### Lines from Difficulties from Civ V - Vanilla ####################
|
||||
|
||||
Settler = 開拓者
|
||||
|
||||
Chieftain = 酋長
|
||||
|
||||
|
||||
Warlord = 将軍
|
||||
|
||||
Prince = 皇子
|
||||
|
|
@ -7595,7 +7594,31 @@ There are 2 main ways to combat unhappiness:\n by building happiness buildings
|
|||
You have entered a Golden Age!\nGolden age points are accumulated each turn by the total happiness \n of your civilization\nWhen in a golden age, culture and production generation increases +20%,\n and every tile already providing at least one gold will provide an extra gold. = 黄金時代に突入しました!\n黄金時代のポイントは、あなたの文明の幸福度の合計によって毎ターン蓄積されます。\n黄金時代では、文化力と生産力が+20%増加し、\n少なくとも1つのゴールドを供給しているすべてのタイルは、追加でゴールドを提供します。
|
||||
|
||||
Roads and Railroads = 道と鉄道
|
||||
Connecting your cities to the capital by roads\n will generate gold via the trade route.\nNote that each road costs 1 gold Maintenance per turn, and each Railroad costs 2 gold,\n so it may be more economical to wait until the cities grow! = 都市と首都を道路で結ぶことで、道路からゴールドを獲得することができます。\nただし、道路は1ターンに1ゴールドのメンテナンスが必要で、鉄道は1本につき2ゴールドかかるので、都市が成長するのを待った方が効率的かもしれません。
|
||||
# Requires translation!
|
||||
Roads reduce the Movement Points required to move between two tiles connected by Roads. =
|
||||
# Requires translation!
|
||||
Railroads improve this reduction even more! =
|
||||
# Requires translation!
|
||||
This greatly improves the speed you can get Units around the map. =
|
||||
# Requires translation!
|
||||
Until you research the technology that removes it, Roads do not cross Rivers =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. =
|
||||
# Requires translation!
|
||||
However, since each Road and Railroad have a Maintenance Cost, it may be more economical to wait until the cities grow and only place where needed. =
|
||||
|
||||
# Requires translation!
|
||||
Trade Route =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. You earn more Gold the more Population the City and your Capital has. =
|
||||
# Requires translation!
|
||||
Note that each road costs 1 Gold Maintenance per turn, and each Railroad costs 2 Gold, so it may be more economical to wait until the cities grow! =
|
||||
# Requires translation!
|
||||
Railroads connecting a city to the Capital also provide a 25% Production Boost to the City, but not the Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes are also connected over Water via certain buildings like the Harbor. As long as there is a chain that can reach the Capital, there's a Trade Route. Look for this symbol in Yellow below the City Name to mean you have an active Trade Route to your Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes can get broken either by Blockades or by Removing/Pillaging the connecting Road/Railroad chain. =
|
||||
|
||||
Victory Types = 勝利条件の種類
|
||||
Once you’ve settled your first two or three cities you’re probably 100 to 150 turns into the game.\nNow is a good time to start thinking about how, exactly, you want to win – if you haven’t already. = 最初の2つか3つの都市を決めてしまえば、おそらく100~150ターンでゲームが終了するでしょう。\n今は、具体的にどのようにして勝ちたいかを考え始める良い時期です。
|
||||
|
|
@ -7822,6 +7845,23 @@ 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. = We Love The King Day の間は、町は25%早く成長をします。
|
||||
This means exploration and trade is important to grow your cities! = このことは、探索と交易が都市を成長させるのに重要だということを意味します。
|
||||
|
||||
# Requires translation!
|
||||
Air Combat and Interception =
|
||||
# Requires translation!
|
||||
Air Combat is very similar to normal Combat, with a few wrinkles. Damage is still dealt using the same equations based on the relative Strength of the Attacking and Defending Unit. =
|
||||
# Requires translation!
|
||||
However, before the Attacker and Defender fight, there is an added combat phase called Interception. If there is any unit with Interception Range that covers the target attacked tile, then it will attempt to Intercept the Attacking Air Unit. If multiple units can Intercept, the one with higher Intercept chance does it. =
|
||||
# Requires translation!
|
||||
Generally Land/Naval Units have an Intercept Range of 2 Tiles, and Air Units have an Intercept Range of their Attack Range. =
|
||||
# Requires translation!
|
||||
The Intercepting Unit rolls to see if it hits. Whether it hits or not costs an Attack, and most units (without Promotions) can only Attack Once per Nation's Turn. It does NOT cost Movement Points, but Air Units that have used their Movement cannot Intercept between turns. =
|
||||
# Requires translation!
|
||||
If the Intercepting Unit Hits, it deals damage according to the Combat Strength calculation to the Attacking Air Unit, potentially with any Strength Bonuses that apply to Interception. It does not receive damage from the Attacking Air Unit. =
|
||||
# Requires translation!
|
||||
After Interception resolves, the Attacking Air Unit and the Defending Unit in the targeted tile do Combat as normal, with damage dealt to both sides. =
|
||||
# Requires translation!
|
||||
To help deal with Interceptions, see Air Sweeps. =
|
||||
|
||||
Air Sweeps = 掃射
|
||||
Fighter units are able to perform Air Sweeps over a tile helping clear out potential enemy Air, Sea, or Land Interceptions that can reach that tile. = 戦闘機ユニットはそのタイル上空で掃射を行い、そのタイルに到達する可能性のある敵の空、海、陸の迎撃を一掃することができます
|
||||
While this Action will take an Attack, the benefit is drawing out Interceptions to help protect your other Air Units. Especially your Bombers. = このアクションは攻撃を奪う一方、他の航空ユニット、特に爆撃機を守るために迎撃を引き出せるという利点があります
|
||||
|
|
|
|||
|
|
@ -3179,9 +3179,9 @@ Utopia Project = 유토피아 프로젝트
|
|||
#################### Lines from Difficulties from Civ V - Vanilla ####################
|
||||
|
||||
Settler = 개척자
|
||||
|
||||
Chieftain = 족장
|
||||
|
||||
|
||||
Warlord = 장군
|
||||
|
||||
Prince = 왕자
|
||||
|
|
@ -6950,7 +6950,31 @@ There are 2 main ways to combat unhappiness:\n by building happiness buildings
|
|||
You have entered a Golden Age!\nGolden age points are accumulated each turn by the total happiness \n of your civilization\nWhen in a golden age, culture and production generation increases +20%,\n and every tile already providing at least one gold will provide an extra gold. = 문명이 황금기에 진입했습니다!\n매 턴 행복도가 문명의 황금기 점수에 누적됩니다.\n황금기 점수가 일정치에 달하면 황금기가 시작됩니다.\n황금기에는 모든 도시의 문화와 생산력이 20% 증가하고\n1골드 이상 생산하던 모든 타일에서 산출량이 1골드 증가합니다.
|
||||
|
||||
Roads and Railroads = 도로와 철도
|
||||
Connecting your cities to the capital by roads\n will generate gold via the trade route.\nNote that each road costs 1 gold Maintenance per turn, and each Railroad costs 2 gold,\n so it may be more economical to wait until the cities grow! = 도로, 철도, 항만 등으로 도시를 수도에 연결하면 무역로가 만들어져 골드를 얻을 수 있습니다.\n도로 하나당 1골드, 철도 하나당 2골드가 유지비로 소모됩니다.\n도시가 작을 때 도로를 많이 지으면 유지비가 누적되어 장기적으로 적자가 날 수 있습니다.
|
||||
# Requires translation!
|
||||
Roads reduce the Movement Points required to move between two tiles connected by Roads. =
|
||||
# Requires translation!
|
||||
Railroads improve this reduction even more! =
|
||||
# Requires translation!
|
||||
This greatly improves the speed you can get Units around the map. =
|
||||
# Requires translation!
|
||||
Until you research the technology that removes it, Roads do not cross Rivers =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. =
|
||||
# Requires translation!
|
||||
However, since each Road and Railroad have a Maintenance Cost, it may be more economical to wait until the cities grow and only place where needed. =
|
||||
|
||||
# Requires translation!
|
||||
Trade Route =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. You earn more Gold the more Population the City and your Capital has. =
|
||||
# Requires translation!
|
||||
Note that each road costs 1 Gold Maintenance per turn, and each Railroad costs 2 Gold, so it may be more economical to wait until the cities grow! =
|
||||
# Requires translation!
|
||||
Railroads connecting a city to the Capital also provide a 25% Production Boost to the City, but not the Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes are also connected over Water via certain buildings like the Harbor. As long as there is a chain that can reach the Capital, there's a Trade Route. Look for this symbol in Yellow below the City Name to mean you have an active Trade Route to your Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes can get broken either by Blockades or by Removing/Pillaging the connecting Road/Railroad chain. =
|
||||
|
||||
Victory Types = 승리 유형
|
||||
Once you’ve settled your first two or three cities you’re probably 100 to 150 turns into the game.\nNow is a good time to start thinking about how, exactly, you want to win – if you haven’t already. = 도시를 2~3개 세웠다면 아마 100~150턴 정도가 지나 있을 것입니다.\n이때부터는 승리 유형을 대략적으로 생각해보는 것이 좋습니다.
|
||||
|
|
@ -7167,6 +7191,23 @@ 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. = 국왕 경축일 동안은 도시의 성장률이 25% 증가합니다.
|
||||
This means exploration and trade is important to grow your cities! = 따라서 도시 성장에는 정찰과 거래가 중요합니다.
|
||||
|
||||
# Requires translation!
|
||||
Air Combat and Interception =
|
||||
# Requires translation!
|
||||
Air Combat is very similar to normal Combat, with a few wrinkles. Damage is still dealt using the same equations based on the relative Strength of the Attacking and Defending Unit. =
|
||||
# Requires translation!
|
||||
However, before the Attacker and Defender fight, there is an added combat phase called Interception. If there is any unit with Interception Range that covers the target attacked tile, then it will attempt to Intercept the Attacking Air Unit. If multiple units can Intercept, the one with higher Intercept chance does it. =
|
||||
# Requires translation!
|
||||
Generally Land/Naval Units have an Intercept Range of 2 Tiles, and Air Units have an Intercept Range of their Attack Range. =
|
||||
# Requires translation!
|
||||
The Intercepting Unit rolls to see if it hits. Whether it hits or not costs an Attack, and most units (without Promotions) can only Attack Once per Nation's Turn. It does NOT cost Movement Points, but Air Units that have used their Movement cannot Intercept between turns. =
|
||||
# Requires translation!
|
||||
If the Intercepting Unit Hits, it deals damage according to the Combat Strength calculation to the Attacking Air Unit, potentially with any Strength Bonuses that apply to Interception. It does not receive damage from the Attacking Air Unit. =
|
||||
# Requires translation!
|
||||
After Interception resolves, the Attacking Air Unit and the Defending Unit in the targeted tile do Combat as normal, with damage dealt to both sides. =
|
||||
# Requires translation!
|
||||
To help deal with Interceptions, see Air Sweeps. =
|
||||
|
||||
Air Sweeps = 대공 무력화
|
||||
Fighter units are able to perform Air Sweeps over a tile helping clear out potential enemy Air, Sea, or Land Interceptions that can reach that tile. = 전투기는 어느 한 타일에 대공 무력화를 실행하여 육·해·공으로부터의 적의 요격을 제거할 수 있습니다.
|
||||
While this Action will take an Attack, the benefit is drawing out Interceptions to help protect your other Air Units. Especially your Bombers. = 대공 무력화는 유닛의 공격횟수를 소모하지만\n적의 요격횟수 또한 소진시켜 아군 공중 유닛, 특히 폭격기를 지킬 수 있습니다.
|
||||
|
|
|
|||
|
|
@ -5329,9 +5329,9 @@ Utopia Project =
|
|||
#################### Lines from Difficulties from Civ V - Vanilla ####################
|
||||
|
||||
Settler = Colonus
|
||||
|
||||
Chieftain = Dux
|
||||
|
||||
|
||||
Warlord = Dominus Belli
|
||||
|
||||
Prince = Princeps
|
||||
|
|
@ -11750,7 +11750,30 @@ You have entered a Golden Age!\nGolden age points are accumulated each turn by t
|
|||
# Requires translation!
|
||||
Roads and Railroads =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by roads\n will generate gold via the trade route.\nNote that each road costs 1 gold Maintenance per turn, and each Railroad costs 2 gold,\n so it may be more economical to wait until the cities grow! =
|
||||
Roads reduce the Movement Points required to move between two tiles connected by Roads. =
|
||||
# Requires translation!
|
||||
Railroads improve this reduction even more! =
|
||||
# Requires translation!
|
||||
This greatly improves the speed you can get Units around the map. =
|
||||
# Requires translation!
|
||||
Until you research the technology that removes it, Roads do not cross Rivers =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. =
|
||||
# Requires translation!
|
||||
However, since each Road and Railroad have a Maintenance Cost, it may be more economical to wait until the cities grow and only place where needed. =
|
||||
|
||||
# Requires translation!
|
||||
Trade Route =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. You earn more Gold the more Population the City and your Capital has. =
|
||||
# Requires translation!
|
||||
Note that each road costs 1 Gold Maintenance per turn, and each Railroad costs 2 Gold, so it may be more economical to wait until the cities grow! =
|
||||
# Requires translation!
|
||||
Railroads connecting a city to the Capital also provide a 25% Production Boost to the City, but not the Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes are also connected over Water via certain buildings like the Harbor. As long as there is a chain that can reach the Capital, there's a Trade Route. Look for this symbol in Yellow below the City Name to mean you have an active Trade Route to your Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes can get broken either by Blockades or by Removing/Pillaging the connecting Road/Railroad chain. =
|
||||
|
||||
# Requires translation!
|
||||
Victory Types =
|
||||
|
|
@ -12111,6 +12134,23 @@ 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! =
|
||||
|
||||
# Requires translation!
|
||||
Air Combat and Interception =
|
||||
# Requires translation!
|
||||
Air Combat is very similar to normal Combat, with a few wrinkles. Damage is still dealt using the same equations based on the relative Strength of the Attacking and Defending Unit. =
|
||||
# Requires translation!
|
||||
However, before the Attacker and Defender fight, there is an added combat phase called Interception. If there is any unit with Interception Range that covers the target attacked tile, then it will attempt to Intercept the Attacking Air Unit. If multiple units can Intercept, the one with higher Intercept chance does it. =
|
||||
# Requires translation!
|
||||
Generally Land/Naval Units have an Intercept Range of 2 Tiles, and Air Units have an Intercept Range of their Attack Range. =
|
||||
# Requires translation!
|
||||
The Intercepting Unit rolls to see if it hits. Whether it hits or not costs an Attack, and most units (without Promotions) can only Attack Once per Nation's Turn. It does NOT cost Movement Points, but Air Units that have used their Movement cannot Intercept between turns. =
|
||||
# Requires translation!
|
||||
If the Intercepting Unit Hits, it deals damage according to the Combat Strength calculation to the Attacking Air Unit, potentially with any Strength Bonuses that apply to Interception. It does not receive damage from the Attacking Air Unit. =
|
||||
# Requires translation!
|
||||
After Interception resolves, the Attacking Air Unit and the Defending Unit in the targeted tile do Combat as normal, with damage dealt to both sides. =
|
||||
# Requires translation!
|
||||
To help deal with Interceptions, see Air Sweeps. =
|
||||
|
||||
# Requires translation!
|
||||
Air Sweeps =
|
||||
# Requires translation!
|
||||
|
|
|
|||
|
|
@ -3670,9 +3670,9 @@ Utopia Project = Utopijos Projektas
|
|||
#################### Lines from Difficulties from Civ V - Vanilla ####################
|
||||
|
||||
Settler = Gyventojas
|
||||
|
||||
Chieftain = Vadas
|
||||
|
||||
|
||||
Warlord = Karvedys
|
||||
|
||||
Prince = Kunigaikštis
|
||||
|
|
@ -7453,7 +7453,31 @@ There are 2 main ways to combat unhappiness:\n by building happiness buildings
|
|||
You have entered a Golden Age!\nGolden age points are accumulated each turn by the total happiness \n of your civilization\nWhen in a golden age, culture and production generation increases +20%,\n and every tile already providing at least one gold will provide an extra gold. = Jūs įžengėte į Ausko Amžių!\nAukso Amžiaus kaupykla kaupia Laimę kiekviename ėjime ir prikaupus reikiamą kiekį prasideda A.Amžius.\nA.Amžiaus metu kultūros ir gamybos padaugėja 20%,\no kiekvienas laukelis duodantis bent 1 aukso, duoda dar daugiau aukso.
|
||||
|
||||
Roads and Railroads = Keliai ir geležinkeliai
|
||||
Connecting your cities to the capital by roads\n will generate gold via the trade route.\nNote that each road costs 1 gold Maintenance per turn, and each Railroad costs 2 gold,\n so it may be more economical to wait until the cities grow! = Jūsų miestų jungimas keliais su sostine \nduoda pelno už prekybos maršrutus.\nKelio išlaikymas vienam ėjimui kainuoja 1 o geležinkelio 2 aukso,\n todėl neskubėkite statyti kelių kol jūsų miestai nedideli!
|
||||
# Requires translation!
|
||||
Roads reduce the Movement Points required to move between two tiles connected by Roads. =
|
||||
# Requires translation!
|
||||
Railroads improve this reduction even more! =
|
||||
# Requires translation!
|
||||
This greatly improves the speed you can get Units around the map. =
|
||||
# Requires translation!
|
||||
Until you research the technology that removes it, Roads do not cross Rivers =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. =
|
||||
# Requires translation!
|
||||
However, since each Road and Railroad have a Maintenance Cost, it may be more economical to wait until the cities grow and only place where needed. =
|
||||
|
||||
# Requires translation!
|
||||
Trade Route =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. You earn more Gold the more Population the City and your Capital has. =
|
||||
# Requires translation!
|
||||
Note that each road costs 1 Gold Maintenance per turn, and each Railroad costs 2 Gold, so it may be more economical to wait until the cities grow! =
|
||||
# Requires translation!
|
||||
Railroads connecting a city to the Capital also provide a 25% Production Boost to the City, but not the Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes are also connected over Water via certain buildings like the Harbor. As long as there is a chain that can reach the Capital, there's a Trade Route. Look for this symbol in Yellow below the City Name to mean you have an active Trade Route to your Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes can get broken either by Blockades or by Removing/Pillaging the connecting Road/Railroad chain. =
|
||||
|
||||
Victory Types = Pergalės tipai
|
||||
Once you’ve settled your first two or three cities you’re probably 100 to 150 turns into the game.\nNow is a good time to start thinking about how, exactly, you want to win – if you haven’t already. = Jei išsilaikėte šimtą ar daugiau ėjimų, pastatėte keletą miestų - laikas pagalvoti \napie pergalę, jei dar iki šiol neapsisprendėte.
|
||||
|
|
@ -7674,6 +7698,23 @@ 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. = Tokių švenčių metu miestas auga 25% greičiau.
|
||||
This means exploration and trade is important to grow your cities! = Todėl tikrai svarbu tirti pasaulį ieškant retų resursų, statant naujus miestus šalia jų, prekiaujant jais su kitomis civilizacijomis!
|
||||
|
||||
# Requires translation!
|
||||
Air Combat and Interception =
|
||||
# Requires translation!
|
||||
Air Combat is very similar to normal Combat, with a few wrinkles. Damage is still dealt using the same equations based on the relative Strength of the Attacking and Defending Unit. =
|
||||
# Requires translation!
|
||||
However, before the Attacker and Defender fight, there is an added combat phase called Interception. If there is any unit with Interception Range that covers the target attacked tile, then it will attempt to Intercept the Attacking Air Unit. If multiple units can Intercept, the one with higher Intercept chance does it. =
|
||||
# Requires translation!
|
||||
Generally Land/Naval Units have an Intercept Range of 2 Tiles, and Air Units have an Intercept Range of their Attack Range. =
|
||||
# Requires translation!
|
||||
The Intercepting Unit rolls to see if it hits. Whether it hits or not costs an Attack, and most units (without Promotions) can only Attack Once per Nation's Turn. It does NOT cost Movement Points, but Air Units that have used their Movement cannot Intercept between turns. =
|
||||
# Requires translation!
|
||||
If the Intercepting Unit Hits, it deals damage according to the Combat Strength calculation to the Attacking Air Unit, potentially with any Strength Bonuses that apply to Interception. It does not receive damage from the Attacking Air Unit. =
|
||||
# Requires translation!
|
||||
After Interception resolves, the Attacking Air Unit and the Defending Unit in the targeted tile do Combat as normal, with damage dealt to both sides. =
|
||||
# Requires translation!
|
||||
To help deal with Interceptions, see Air Sweeps. =
|
||||
|
||||
Air Sweeps = Oro mūšiai
|
||||
Fighter units are able to perform Air Sweeps over a tile helping clear out potential enemy Air, Sea, or Land Interceptions that can reach that tile. = Naikintuvai gali vykdyti oro mūšius tuo 'išvalydami' erdvę nuo potencialių priešo Oro, Jūros ar Žemės priešlėktuvinių perėmimų, kurie gali pasiekti šią erdvę
|
||||
While this Action will take an Attack, the benefit is drawing out Interceptions to help protect your other Air Units. Especially your Bombers. = Nors šis veiksmas naudoja veiksmo taškus, bet padeda apsaugoti jūsų oro dalinius. Ypač jūsų bombonešius.
|
||||
|
|
|
|||
|
|
@ -4443,10 +4443,10 @@ Utopia Project =
|
|||
#################### Lines from Difficulties from Civ V - Vanilla ####################
|
||||
|
||||
Settler = Peneroka
|
||||
|
||||
# Requires translation!
|
||||
Chieftain =
|
||||
|
||||
|
||||
# Requires translation!
|
||||
Warlord =
|
||||
|
||||
|
|
@ -10740,7 +10740,30 @@ You have entered a Golden Age!\nGolden age points are accumulated each turn by t
|
|||
# Requires translation!
|
||||
Roads and Railroads =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by roads\n will generate gold via the trade route.\nNote that each road costs 1 gold Maintenance per turn, and each Railroad costs 2 gold,\n so it may be more economical to wait until the cities grow! =
|
||||
Roads reduce the Movement Points required to move between two tiles connected by Roads. =
|
||||
# Requires translation!
|
||||
Railroads improve this reduction even more! =
|
||||
# Requires translation!
|
||||
This greatly improves the speed you can get Units around the map. =
|
||||
# Requires translation!
|
||||
Until you research the technology that removes it, Roads do not cross Rivers =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. =
|
||||
# Requires translation!
|
||||
However, since each Road and Railroad have a Maintenance Cost, it may be more economical to wait until the cities grow and only place where needed. =
|
||||
|
||||
# Requires translation!
|
||||
Trade Route =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. You earn more Gold the more Population the City and your Capital has. =
|
||||
# Requires translation!
|
||||
Note that each road costs 1 Gold Maintenance per turn, and each Railroad costs 2 Gold, so it may be more economical to wait until the cities grow! =
|
||||
# Requires translation!
|
||||
Railroads connecting a city to the Capital also provide a 25% Production Boost to the City, but not the Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes are also connected over Water via certain buildings like the Harbor. As long as there is a chain that can reach the Capital, there's a Trade Route. Look for this symbol in Yellow below the City Name to mean you have an active Trade Route to your Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes can get broken either by Blockades or by Removing/Pillaging the connecting Road/Railroad chain. =
|
||||
|
||||
# Requires translation!
|
||||
Victory Types =
|
||||
|
|
@ -11101,6 +11124,23 @@ 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! =
|
||||
|
||||
# Requires translation!
|
||||
Air Combat and Interception =
|
||||
# Requires translation!
|
||||
Air Combat is very similar to normal Combat, with a few wrinkles. Damage is still dealt using the same equations based on the relative Strength of the Attacking and Defending Unit. =
|
||||
# Requires translation!
|
||||
However, before the Attacker and Defender fight, there is an added combat phase called Interception. If there is any unit with Interception Range that covers the target attacked tile, then it will attempt to Intercept the Attacking Air Unit. If multiple units can Intercept, the one with higher Intercept chance does it. =
|
||||
# Requires translation!
|
||||
Generally Land/Naval Units have an Intercept Range of 2 Tiles, and Air Units have an Intercept Range of their Attack Range. =
|
||||
# Requires translation!
|
||||
The Intercepting Unit rolls to see if it hits. Whether it hits or not costs an Attack, and most units (without Promotions) can only Attack Once per Nation's Turn. It does NOT cost Movement Points, but Air Units that have used their Movement cannot Intercept between turns. =
|
||||
# Requires translation!
|
||||
If the Intercepting Unit Hits, it deals damage according to the Combat Strength calculation to the Attacking Air Unit, potentially with any Strength Bonuses that apply to Interception. It does not receive damage from the Attacking Air Unit. =
|
||||
# Requires translation!
|
||||
After Interception resolves, the Attacking Air Unit and the Defending Unit in the targeted tile do Combat as normal, with damage dealt to both sides. =
|
||||
# Requires translation!
|
||||
To help deal with Interceptions, see Air Sweeps. =
|
||||
|
||||
# Requires translation!
|
||||
Air Sweeps =
|
||||
# Requires translation!
|
||||
|
|
|
|||
|
|
@ -3892,9 +3892,9 @@ Utopia Project = Utopiaprosjektet
|
|||
#################### Lines from Difficulties from Civ V - Vanilla ####################
|
||||
|
||||
Settler = Nybyggjar
|
||||
|
||||
Chieftain = Hovding
|
||||
|
||||
|
||||
Warlord = Stridsherre
|
||||
|
||||
Prince = Prins
|
||||
|
|
@ -8738,7 +8738,30 @@ You have entered a Golden Age!\nGolden age points are accumulated each turn by t
|
|||
|
||||
Roads and Railroads = Vegar og Jarnvegar
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by roads\n will generate gold via the trade route.\nNote that each road costs 1 gold Maintenance per turn, and each Railroad costs 2 gold,\n so it may be more economical to wait until the cities grow! =
|
||||
Roads reduce the Movement Points required to move between two tiles connected by Roads. =
|
||||
# Requires translation!
|
||||
Railroads improve this reduction even more! =
|
||||
# Requires translation!
|
||||
This greatly improves the speed you can get Units around the map. =
|
||||
# Requires translation!
|
||||
Until you research the technology that removes it, Roads do not cross Rivers =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. =
|
||||
# Requires translation!
|
||||
However, since each Road and Railroad have a Maintenance Cost, it may be more economical to wait until the cities grow and only place where needed. =
|
||||
|
||||
# Requires translation!
|
||||
Trade Route =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. You earn more Gold the more Population the City and your Capital has. =
|
||||
# Requires translation!
|
||||
Note that each road costs 1 Gold Maintenance per turn, and each Railroad costs 2 Gold, so it may be more economical to wait until the cities grow! =
|
||||
# Requires translation!
|
||||
Railroads connecting a city to the Capital also provide a 25% Production Boost to the City, but not the Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes are also connected over Water via certain buildings like the Harbor. As long as there is a chain that can reach the Capital, there's a Trade Route. Look for this symbol in Yellow below the City Name to mean you have an active Trade Route to your Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes can get broken either by Blockades or by Removing/Pillaging the connecting Road/Railroad chain. =
|
||||
|
||||
Victory Types = Sigerstypar
|
||||
# Requires translation!
|
||||
|
|
@ -9054,6 +9077,23 @@ 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! =
|
||||
|
||||
# Requires translation!
|
||||
Air Combat and Interception =
|
||||
# Requires translation!
|
||||
Air Combat is very similar to normal Combat, with a few wrinkles. Damage is still dealt using the same equations based on the relative Strength of the Attacking and Defending Unit. =
|
||||
# Requires translation!
|
||||
However, before the Attacker and Defender fight, there is an added combat phase called Interception. If there is any unit with Interception Range that covers the target attacked tile, then it will attempt to Intercept the Attacking Air Unit. If multiple units can Intercept, the one with higher Intercept chance does it. =
|
||||
# Requires translation!
|
||||
Generally Land/Naval Units have an Intercept Range of 2 Tiles, and Air Units have an Intercept Range of their Attack Range. =
|
||||
# Requires translation!
|
||||
The Intercepting Unit rolls to see if it hits. Whether it hits or not costs an Attack, and most units (without Promotions) can only Attack Once per Nation's Turn. It does NOT cost Movement Points, but Air Units that have used their Movement cannot Intercept between turns. =
|
||||
# Requires translation!
|
||||
If the Intercepting Unit Hits, it deals damage according to the Combat Strength calculation to the Attacking Air Unit, potentially with any Strength Bonuses that apply to Interception. It does not receive damage from the Attacking Air Unit. =
|
||||
# Requires translation!
|
||||
After Interception resolves, the Attacking Air Unit and the Defending Unit in the targeted tile do Combat as normal, with damage dealt to both sides. =
|
||||
# Requires translation!
|
||||
To help deal with Interceptions, see Air Sweeps. =
|
||||
|
||||
# Requires translation!
|
||||
Air Sweeps =
|
||||
# Requires translation!
|
||||
|
|
|
|||
|
|
@ -4955,10 +4955,10 @@ Utopia Project =
|
|||
|
||||
# Requires translation!
|
||||
Settler =
|
||||
|
||||
# Requires translation!
|
||||
Chieftain =
|
||||
|
||||
|
||||
# Requires translation!
|
||||
Warlord =
|
||||
|
||||
|
|
@ -11470,7 +11470,30 @@ You have entered a Golden Age!\nGolden age points are accumulated each turn by t
|
|||
# Requires translation!
|
||||
Roads and Railroads =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by roads\n will generate gold via the trade route.\nNote that each road costs 1 gold Maintenance per turn, and each Railroad costs 2 gold,\n so it may be more economical to wait until the cities grow! =
|
||||
Roads reduce the Movement Points required to move between two tiles connected by Roads. =
|
||||
# Requires translation!
|
||||
Railroads improve this reduction even more! =
|
||||
# Requires translation!
|
||||
This greatly improves the speed you can get Units around the map. =
|
||||
# Requires translation!
|
||||
Until you research the technology that removes it, Roads do not cross Rivers =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. =
|
||||
# Requires translation!
|
||||
However, since each Road and Railroad have a Maintenance Cost, it may be more economical to wait until the cities grow and only place where needed. =
|
||||
|
||||
# Requires translation!
|
||||
Trade Route =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. You earn more Gold the more Population the City and your Capital has. =
|
||||
# Requires translation!
|
||||
Note that each road costs 1 Gold Maintenance per turn, and each Railroad costs 2 Gold, so it may be more economical to wait until the cities grow! =
|
||||
# Requires translation!
|
||||
Railroads connecting a city to the Capital also provide a 25% Production Boost to the City, but not the Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes are also connected over Water via certain buildings like the Harbor. As long as there is a chain that can reach the Capital, there's a Trade Route. Look for this symbol in Yellow below the City Name to mean you have an active Trade Route to your Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes can get broken either by Blockades or by Removing/Pillaging the connecting Road/Railroad chain. =
|
||||
|
||||
# Requires translation!
|
||||
Victory Types =
|
||||
|
|
@ -11831,6 +11854,23 @@ 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! =
|
||||
|
||||
# Requires translation!
|
||||
Air Combat and Interception =
|
||||
# Requires translation!
|
||||
Air Combat is very similar to normal Combat, with a few wrinkles. Damage is still dealt using the same equations based on the relative Strength of the Attacking and Defending Unit. =
|
||||
# Requires translation!
|
||||
However, before the Attacker and Defender fight, there is an added combat phase called Interception. If there is any unit with Interception Range that covers the target attacked tile, then it will attempt to Intercept the Attacking Air Unit. If multiple units can Intercept, the one with higher Intercept chance does it. =
|
||||
# Requires translation!
|
||||
Generally Land/Naval Units have an Intercept Range of 2 Tiles, and Air Units have an Intercept Range of their Attack Range. =
|
||||
# Requires translation!
|
||||
The Intercepting Unit rolls to see if it hits. Whether it hits or not costs an Attack, and most units (without Promotions) can only Attack Once per Nation's Turn. It does NOT cost Movement Points, but Air Units that have used their Movement cannot Intercept between turns. =
|
||||
# Requires translation!
|
||||
If the Intercepting Unit Hits, it deals damage according to the Combat Strength calculation to the Attacking Air Unit, potentially with any Strength Bonuses that apply to Interception. It does not receive damage from the Attacking Air Unit. =
|
||||
# Requires translation!
|
||||
After Interception resolves, the Attacking Air Unit and the Defending Unit in the targeted tile do Combat as normal, with damage dealt to both sides. =
|
||||
# Requires translation!
|
||||
To help deal with Interceptions, see Air Sweeps. =
|
||||
|
||||
# Requires translation!
|
||||
Air Sweeps =
|
||||
# Requires translation!
|
||||
|
|
|
|||
|
|
@ -4442,10 +4442,10 @@ Utopia Project =
|
|||
|
||||
# Requires translation!
|
||||
Settler =
|
||||
|
||||
# Requires translation!
|
||||
Chieftain =
|
||||
|
||||
|
||||
# Requires translation!
|
||||
Warlord =
|
||||
|
||||
|
|
@ -10606,7 +10606,30 @@ You have entered a Golden Age!\nGolden age points are accumulated each turn by t
|
|||
|
||||
Roads and Railroads = Jaadde va Raah aahan
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by roads\n will generate gold via the trade route.\nNote that each road costs 1 gold Maintenance per turn, and each Railroad costs 2 gold,\n so it may be more economical to wait until the cities grow! =
|
||||
Roads reduce the Movement Points required to move between two tiles connected by Roads. =
|
||||
# Requires translation!
|
||||
Railroads improve this reduction even more! =
|
||||
# Requires translation!
|
||||
This greatly improves the speed you can get Units around the map. =
|
||||
# Requires translation!
|
||||
Until you research the technology that removes it, Roads do not cross Rivers =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. =
|
||||
# Requires translation!
|
||||
However, since each Road and Railroad have a Maintenance Cost, it may be more economical to wait until the cities grow and only place where needed. =
|
||||
|
||||
# Requires translation!
|
||||
Trade Route =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. You earn more Gold the more Population the City and your Capital has. =
|
||||
# Requires translation!
|
||||
Note that each road costs 1 Gold Maintenance per turn, and each Railroad costs 2 Gold, so it may be more economical to wait until the cities grow! =
|
||||
# Requires translation!
|
||||
Railroads connecting a city to the Capital also provide a 25% Production Boost to the City, but not the Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes are also connected over Water via certain buildings like the Harbor. As long as there is a chain that can reach the Capital, there's a Trade Route. Look for this symbol in Yellow below the City Name to mean you have an active Trade Route to your Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes can get broken either by Blockades or by Removing/Pillaging the connecting Road/Railroad chain. =
|
||||
|
||||
Victory Types = Anvaa’ e Piroozi
|
||||
# Requires translation!
|
||||
|
|
@ -10954,6 +10977,23 @@ 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! =
|
||||
|
||||
# Requires translation!
|
||||
Air Combat and Interception =
|
||||
# Requires translation!
|
||||
Air Combat is very similar to normal Combat, with a few wrinkles. Damage is still dealt using the same equations based on the relative Strength of the Attacking and Defending Unit. =
|
||||
# Requires translation!
|
||||
However, before the Attacker and Defender fight, there is an added combat phase called Interception. If there is any unit with Interception Range that covers the target attacked tile, then it will attempt to Intercept the Attacking Air Unit. If multiple units can Intercept, the one with higher Intercept chance does it. =
|
||||
# Requires translation!
|
||||
Generally Land/Naval Units have an Intercept Range of 2 Tiles, and Air Units have an Intercept Range of their Attack Range. =
|
||||
# Requires translation!
|
||||
The Intercepting Unit rolls to see if it hits. Whether it hits or not costs an Attack, and most units (without Promotions) can only Attack Once per Nation's Turn. It does NOT cost Movement Points, but Air Units that have used their Movement cannot Intercept between turns. =
|
||||
# Requires translation!
|
||||
If the Intercepting Unit Hits, it deals damage according to the Combat Strength calculation to the Attacking Air Unit, potentially with any Strength Bonuses that apply to Interception. It does not receive damage from the Attacking Air Unit. =
|
||||
# Requires translation!
|
||||
After Interception resolves, the Attacking Air Unit and the Defending Unit in the targeted tile do Combat as normal, with damage dealt to both sides. =
|
||||
# Requires translation!
|
||||
To help deal with Interceptions, see Air Sweeps. =
|
||||
|
||||
# Requires translation!
|
||||
Air Sweeps =
|
||||
# Requires translation!
|
||||
|
|
@ -11117,3 +11157,4 @@ External links =
|
|||
External links support right-click or long press to copy the link to the clipboard instead of launching the browser. =
|
||||
# Requires translation!
|
||||
Example: The 'Open Github page' button on the Mod management screen. =
|
||||
|
||||
|
|
|
|||
|
|
@ -3105,9 +3105,9 @@ Utopia Project = Projekt Utopia
|
|||
#################### Lines from Difficulties from Civ V - Vanilla ####################
|
||||
|
||||
Settler = Osadnik
|
||||
|
||||
Chieftain = Kapitan
|
||||
|
||||
|
||||
Warlord = Watażka
|
||||
|
||||
Prince = Książę
|
||||
|
|
@ -6804,7 +6804,31 @@ There are 2 main ways to combat unhappiness:\n by building happiness buildings
|
|||
You have entered a Golden Age!\nGolden age points are accumulated each turn by the total happiness \n of your civilization\nWhen in a golden age, culture and production generation increases +20%,\n and every tile already providing at least one gold will provide an extra gold. = Brawo!\nTwoje imperium wkroczyło w Złotą Erę!\nPunkty Złotej Ery gromadzone są co turę bazując na ⌣Zadowoleniu Twojej cywilizacji.\nPodczas Złotej Ery ilość zdobywanej ♪Kultury i ⚙Produkcji wzrasta o 20%, a każde pole zapewniające co najmniej 1 ¤Złoto, dodatkowo będzie dodawało 1 ¤Złoto więcej!
|
||||
|
||||
Roads and Railroads = Drogi i Linie Kolejowe
|
||||
Connecting your cities to the capital by roads\n will generate gold via the trade route.\nNote that each road costs 1 gold Maintenance per turn, and each Railroad costs 2 gold,\n so it may be more economical to wait until the cities grow! = Przyłączenie miast do stolicy za pomocą linii komunikacyjnych będzie dostarczało ¤Złoto poprzez ustanowione szlaki handlowe.\nPamiętaj jednak, że utrzymanie Drogi kosztuje 1 ¤Złota na turę, a Linii Kolejowych 2 ¤Złota na turę, dlatego z ekonomicznego punktu widzenia czasem będzie lepiej poczekać aż miasta urosną.\n\nAby budować Drogi musisz odkryć → Koło.\nAby budować Linie Kolejowe musisz odkryć → Kolej.
|
||||
# Requires translation!
|
||||
Roads reduce the Movement Points required to move between two tiles connected by Roads. =
|
||||
# Requires translation!
|
||||
Railroads improve this reduction even more! =
|
||||
# Requires translation!
|
||||
This greatly improves the speed you can get Units around the map. =
|
||||
# Requires translation!
|
||||
Until you research the technology that removes it, Roads do not cross Rivers =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. =
|
||||
# Requires translation!
|
||||
However, since each Road and Railroad have a Maintenance Cost, it may be more economical to wait until the cities grow and only place where needed. =
|
||||
|
||||
# Requires translation!
|
||||
Trade Route =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. You earn more Gold the more Population the City and your Capital has. =
|
||||
# Requires translation!
|
||||
Note that each road costs 1 Gold Maintenance per turn, and each Railroad costs 2 Gold, so it may be more economical to wait until the cities grow! =
|
||||
# Requires translation!
|
||||
Railroads connecting a city to the Capital also provide a 25% Production Boost to the City, but not the Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes are also connected over Water via certain buildings like the Harbor. As long as there is a chain that can reach the Capital, there's a Trade Route. Look for this symbol in Yellow below the City Name to mean you have an active Trade Route to your Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes can get broken either by Blockades or by Removing/Pillaging the connecting Road/Railroad chain. =
|
||||
|
||||
Victory Types = Rodzaje zwycięstw
|
||||
Once you’ve settled your first two or three cities you’re probably 100 to 150 turns into the game.\nNow is a good time to start thinking about how, exactly, you want to win – if you haven’t already. = Kiedy założysz już swoje pierwsze dwa lub trzy miasta, jesteś już prawdopodobnie od 100 do 150 tury w grze.\nTo najwyższy czas, aby zastanowić się jak chcesz wygrać – o ile jeszcze tego nie zrobiłeś.
|
||||
|
|
@ -7009,6 +7033,23 @@ 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. = W tym czasie miasto rośnie 25% szybciej!
|
||||
This means exploration and trade is important to grow your cities! = To pokazuje, jak ważna dla rozwoju Miast jest eksploracja i handel!
|
||||
|
||||
# Requires translation!
|
||||
Air Combat and Interception =
|
||||
# Requires translation!
|
||||
Air Combat is very similar to normal Combat, with a few wrinkles. Damage is still dealt using the same equations based on the relative Strength of the Attacking and Defending Unit. =
|
||||
# Requires translation!
|
||||
However, before the Attacker and Defender fight, there is an added combat phase called Interception. If there is any unit with Interception Range that covers the target attacked tile, then it will attempt to Intercept the Attacking Air Unit. If multiple units can Intercept, the one with higher Intercept chance does it. =
|
||||
# Requires translation!
|
||||
Generally Land/Naval Units have an Intercept Range of 2 Tiles, and Air Units have an Intercept Range of their Attack Range. =
|
||||
# Requires translation!
|
||||
The Intercepting Unit rolls to see if it hits. Whether it hits or not costs an Attack, and most units (without Promotions) can only Attack Once per Nation's Turn. It does NOT cost Movement Points, but Air Units that have used their Movement cannot Intercept between turns. =
|
||||
# Requires translation!
|
||||
If the Intercepting Unit Hits, it deals damage according to the Combat Strength calculation to the Attacking Air Unit, potentially with any Strength Bonuses that apply to Interception. It does not receive damage from the Attacking Air Unit. =
|
||||
# Requires translation!
|
||||
After Interception resolves, the Attacking Air Unit and the Defending Unit in the targeted tile do Combat as normal, with damage dealt to both sides. =
|
||||
# Requires translation!
|
||||
To help deal with Interceptions, see Air Sweeps. =
|
||||
|
||||
Air Sweeps = Oczyszczanie Nieba
|
||||
Fighter units are able to perform Air Sweeps over a tile helping clear out potential enemy Air, Sea, or Land Interceptions that can reach that tile. = Samoloty myśliwskie mogą wykonać specjalną akcję, która pozwala im „oczyścić” niebo z potencjalnych przechwyceń wrogaich jednostek lotniczych, morskich lub lądowych.
|
||||
While this Action will take an Attack, the benefit is drawing out Interceptions to help protect your other Air Units. Especially your Bombers. = Chociaż taka akcja zużywa Atak jednostki „oczyszczającej” to przeciwnik jest zmuszony do próby przechwycenia tej jednostki, co skutecznie chroni inne ważniejsze jednostki np. Bombowce.
|
||||
|
|
|
|||
|
|
@ -3236,9 +3236,9 @@ Utopia Project = Projeto Utopia
|
|||
#################### Lines from Difficulties from Civ V - Vanilla ####################
|
||||
|
||||
Settler = Colonizador
|
||||
|
||||
Chieftain = Cacique
|
||||
|
||||
|
||||
Warlord = General
|
||||
|
||||
Prince = Príncipe
|
||||
|
|
@ -8364,7 +8364,31 @@ There are 2 main ways to combat unhappiness:\n by building happiness buildings
|
|||
You have entered a Golden Age!\nGolden age points are accumulated each turn by the total happiness \n of your civilization\nWhen in a golden age, culture and production generation increases +20%,\n and every tile already providing at least one gold will provide an extra gold. = Entraste numa Idade de Ouro!\nOs pontos da idade de ouro são acumulados a cada turno pela felicidade total\n da tua civilização\nQuando numa idade de ouro, a cultura e a produção de geração aumentam +20%,\ne cada bloco já fornece pelo menos um o ouro, fornecerá um ouro extra.
|
||||
|
||||
Roads and Railroads = Estradas e ferrovias
|
||||
Connecting your cities to the capital by roads\n will generate gold via the trade route.\nNote that each road costs 1 gold Maintenance per turn, and each Railroad costs 2 gold,\n so it may be more economical to wait until the cities grow! = Conectar as tuas cidades à capital por estradas\n gerará ouro por meio da rota comercial.\nObserva que cada estrada custa 1 ouro de manutenção por turno e cada ferrovia custa 2 ouros,\n por isso pode ser mais econômico esperar até as cidades crescerem!
|
||||
# Requires translation!
|
||||
Roads reduce the Movement Points required to move between two tiles connected by Roads. =
|
||||
# Requires translation!
|
||||
Railroads improve this reduction even more! =
|
||||
# Requires translation!
|
||||
This greatly improves the speed you can get Units around the map. =
|
||||
# Requires translation!
|
||||
Until you research the technology that removes it, Roads do not cross Rivers =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. =
|
||||
# Requires translation!
|
||||
However, since each Road and Railroad have a Maintenance Cost, it may be more economical to wait until the cities grow and only place where needed. =
|
||||
|
||||
# Requires translation!
|
||||
Trade Route =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. You earn more Gold the more Population the City and your Capital has. =
|
||||
# Requires translation!
|
||||
Note that each road costs 1 Gold Maintenance per turn, and each Railroad costs 2 Gold, so it may be more economical to wait until the cities grow! =
|
||||
# Requires translation!
|
||||
Railroads connecting a city to the Capital also provide a 25% Production Boost to the City, but not the Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes are also connected over Water via certain buildings like the Harbor. As long as there is a chain that can reach the Capital, there's a Trade Route. Look for this symbol in Yellow below the City Name to mean you have an active Trade Route to your Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes can get broken either by Blockades or by Removing/Pillaging the connecting Road/Railroad chain. =
|
||||
|
||||
Victory Types = Tipos de Vitória
|
||||
Once you’ve settled your first two or three cities you’re probably 100 to 150 turns into the game.\nNow is a good time to start thinking about how, exactly, you want to win – if you haven’t already. = Depois de definires as tuas primeiras duas ou três cidades, provavelmente terás 100 a 150 bilhetes no jogo.\nAgora é um bom momento para começar a pensar sobre como, exatamente, queres ganhar - se ainda não o fizeste.
|
||||
|
|
@ -8652,6 +8676,23 @@ 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! =
|
||||
|
||||
# Requires translation!
|
||||
Air Combat and Interception =
|
||||
# Requires translation!
|
||||
Air Combat is very similar to normal Combat, with a few wrinkles. Damage is still dealt using the same equations based on the relative Strength of the Attacking and Defending Unit. =
|
||||
# Requires translation!
|
||||
However, before the Attacker and Defender fight, there is an added combat phase called Interception. If there is any unit with Interception Range that covers the target attacked tile, then it will attempt to Intercept the Attacking Air Unit. If multiple units can Intercept, the one with higher Intercept chance does it. =
|
||||
# Requires translation!
|
||||
Generally Land/Naval Units have an Intercept Range of 2 Tiles, and Air Units have an Intercept Range of their Attack Range. =
|
||||
# Requires translation!
|
||||
The Intercepting Unit rolls to see if it hits. Whether it hits or not costs an Attack, and most units (without Promotions) can only Attack Once per Nation's Turn. It does NOT cost Movement Points, but Air Units that have used their Movement cannot Intercept between turns. =
|
||||
# Requires translation!
|
||||
If the Intercepting Unit Hits, it deals damage according to the Combat Strength calculation to the Attacking Air Unit, potentially with any Strength Bonuses that apply to Interception. It does not receive damage from the Attacking Air Unit. =
|
||||
# Requires translation!
|
||||
After Interception resolves, the Attacking Air Unit and the Defending Unit in the targeted tile do Combat as normal, with damage dealt to both sides. =
|
||||
# Requires translation!
|
||||
To help deal with Interceptions, see Air Sweeps. =
|
||||
|
||||
# Requires translation!
|
||||
Air Sweeps =
|
||||
# Requires translation!
|
||||
|
|
|
|||
|
|
@ -3607,9 +3607,9 @@ Utopia Project = Proiectul Utopia
|
|||
#################### Lines from Difficulties from Civ V - Vanilla ####################
|
||||
|
||||
Settler = Colonist
|
||||
|
||||
Chieftain = Căpetenie
|
||||
|
||||
|
||||
Warlord = Comandant
|
||||
|
||||
Prince = Prinț
|
||||
|
|
@ -7874,7 +7874,31 @@ There are 2 main ways to combat unhappiness:\n by building happiness buildings
|
|||
You have entered a Golden Age!\nGolden age points are accumulated each turn by the total happiness \n of your civilization\nWhen in a golden age, culture and production generation increases +20%,\n and every tile already providing at least one gold will provide an extra gold. =
|
||||
|
||||
Roads and Railroads = Drumuri și Căi Ferate
|
||||
Connecting your cities to the capital by roads\n will generate gold via the trade route.\nNote that each road costs 1 gold Maintenance per turn, and each Railroad costs 2 gold,\n so it may be more economical to wait until the cities grow! = Conectarea orașelor tale la capitală prin drumuri\n va genera auri via rută comercială.\n Fiecare drum costă un aur în fiecare rând și fiecare cale ferată costă 2 aur în fiecare rând,\n așa că poate fi mai economic să aștepți până ce orașele cresc!
|
||||
# Requires translation!
|
||||
Roads reduce the Movement Points required to move between two tiles connected by Roads. =
|
||||
# Requires translation!
|
||||
Railroads improve this reduction even more! =
|
||||
# Requires translation!
|
||||
This greatly improves the speed you can get Units around the map. =
|
||||
# Requires translation!
|
||||
Until you research the technology that removes it, Roads do not cross Rivers =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. =
|
||||
# Requires translation!
|
||||
However, since each Road and Railroad have a Maintenance Cost, it may be more economical to wait until the cities grow and only place where needed. =
|
||||
|
||||
# Requires translation!
|
||||
Trade Route =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. You earn more Gold the more Population the City and your Capital has. =
|
||||
# Requires translation!
|
||||
Note that each road costs 1 Gold Maintenance per turn, and each Railroad costs 2 Gold, so it may be more economical to wait until the cities grow! =
|
||||
# Requires translation!
|
||||
Railroads connecting a city to the Capital also provide a 25% Production Boost to the City, but not the Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes are also connected over Water via certain buildings like the Harbor. As long as there is a chain that can reach the Capital, there's a Trade Route. Look for this symbol in Yellow below the City Name to mean you have an active Trade Route to your Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes can get broken either by Blockades or by Removing/Pillaging the connecting Road/Railroad chain. =
|
||||
|
||||
Victory Types = Tipuri de Victorie
|
||||
Once you’ve settled your first two or three cities you’re probably 100 to 150 turns into the game.\nNow is a good time to start thinking about how, exactly, you want to win – if you haven’t already. = Odată ce ai fondat primele tale două sau trei orașe, deja ești probabil între rândurile 100 și 150.\nAcum este momentul bun să te gândești cum vrei să câștigi - dacă nu ai făcut asta deja.
|
||||
|
|
@ -8216,6 +8240,23 @@ 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! =
|
||||
|
||||
# Requires translation!
|
||||
Air Combat and Interception =
|
||||
# Requires translation!
|
||||
Air Combat is very similar to normal Combat, with a few wrinkles. Damage is still dealt using the same equations based on the relative Strength of the Attacking and Defending Unit. =
|
||||
# Requires translation!
|
||||
However, before the Attacker and Defender fight, there is an added combat phase called Interception. If there is any unit with Interception Range that covers the target attacked tile, then it will attempt to Intercept the Attacking Air Unit. If multiple units can Intercept, the one with higher Intercept chance does it. =
|
||||
# Requires translation!
|
||||
Generally Land/Naval Units have an Intercept Range of 2 Tiles, and Air Units have an Intercept Range of their Attack Range. =
|
||||
# Requires translation!
|
||||
The Intercepting Unit rolls to see if it hits. Whether it hits or not costs an Attack, and most units (without Promotions) can only Attack Once per Nation's Turn. It does NOT cost Movement Points, but Air Units that have used their Movement cannot Intercept between turns. =
|
||||
# Requires translation!
|
||||
If the Intercepting Unit Hits, it deals damage according to the Combat Strength calculation to the Attacking Air Unit, potentially with any Strength Bonuses that apply to Interception. It does not receive damage from the Attacking Air Unit. =
|
||||
# Requires translation!
|
||||
After Interception resolves, the Attacking Air Unit and the Defending Unit in the targeted tile do Combat as normal, with damage dealt to both sides. =
|
||||
# Requires translation!
|
||||
To help deal with Interceptions, see Air Sweeps. =
|
||||
|
||||
# Requires translation!
|
||||
Air Sweeps =
|
||||
# Requires translation!
|
||||
|
|
|
|||
|
|
@ -3112,9 +3112,9 @@ Utopia Project = Проект "Утопия"
|
|||
#################### Lines from Difficulties from Civ V - Vanilla ####################
|
||||
|
||||
Settler = Поселенец
|
||||
|
||||
Chieftain = Вождь
|
||||
|
||||
|
||||
Warlord = Полководец
|
||||
|
||||
Prince = Князь
|
||||
|
|
@ -6855,7 +6855,31 @@ There are 2 main ways to combat unhappiness:\n by building happiness buildings
|
|||
You have entered a Golden Age!\nGolden age points are accumulated each turn by the total happiness \n of your civilization\nWhen in a golden age, culture and production generation increases +20%,\n and every tile already providing at least one gold will provide an extra gold. = Вы вошли в золотой век!\nОчки золотого века накапливаются каждый ход за счет общего количества счастья\nвашей цивилизации.\nВо время Золотого века выработка культуры и производства увеличивается на 20%,\nа каждая клетка, производящая хотя бы одно золото, даёт дополнительное золото.
|
||||
|
||||
Roads and Railroads = Дороги и железные дороги
|
||||
Connecting your cities to the capital by roads\n will generate gold via the trade route.\nNote that each road costs 1 gold Maintenance per turn, and each Railroad costs 2 gold,\n so it may be more economical to wait until the cities grow! = Связывание ваших городов со столицей с помощью дорог\nприносит золото за торговые пути.\nИмейте в виду, что содержание каждой дороги стоит 1 золото за ход, а железной дороги - 2 золота за ход,\nтак что возможно будет экономней подождать роста ваших городов!
|
||||
# Requires translation!
|
||||
Roads reduce the Movement Points required to move between two tiles connected by Roads. =
|
||||
# Requires translation!
|
||||
Railroads improve this reduction even more! =
|
||||
# Requires translation!
|
||||
This greatly improves the speed you can get Units around the map. =
|
||||
# Requires translation!
|
||||
Until you research the technology that removes it, Roads do not cross Rivers =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. =
|
||||
# Requires translation!
|
||||
However, since each Road and Railroad have a Maintenance Cost, it may be more economical to wait until the cities grow and only place where needed. =
|
||||
|
||||
# Requires translation!
|
||||
Trade Route =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. You earn more Gold the more Population the City and your Capital has. =
|
||||
# Requires translation!
|
||||
Note that each road costs 1 Gold Maintenance per turn, and each Railroad costs 2 Gold, so it may be more economical to wait until the cities grow! =
|
||||
# Requires translation!
|
||||
Railroads connecting a city to the Capital also provide a 25% Production Boost to the City, but not the Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes are also connected over Water via certain buildings like the Harbor. As long as there is a chain that can reach the Capital, there's a Trade Route. Look for this symbol in Yellow below the City Name to mean you have an active Trade Route to your Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes can get broken either by Blockades or by Removing/Pillaging the connecting Road/Railroad chain. =
|
||||
|
||||
Victory Types = Варианты побед
|
||||
Once you’ve settled your first two or three cities you’re probably 100 to 150 turns into the game.\nNow is a good time to start thinking about how, exactly, you want to win – if you haven’t already. = Разместив два или три города, вы, наверное, сделали в игре уже 100-150 ходов.\nНастало время подумать о том, как вы хотите победить, если еще не определились.
|
||||
|
|
@ -7062,6 +7086,23 @@ 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. = Во время Дня любви к отчизне ваши города растут на 25% быстрее.
|
||||
This means exploration and trade is important to grow your cities! = Это значит, что исследование и торговля важны для роста ваших городов!
|
||||
|
||||
# Requires translation!
|
||||
Air Combat and Interception =
|
||||
# Requires translation!
|
||||
Air Combat is very similar to normal Combat, with a few wrinkles. Damage is still dealt using the same equations based on the relative Strength of the Attacking and Defending Unit. =
|
||||
# Requires translation!
|
||||
However, before the Attacker and Defender fight, there is an added combat phase called Interception. If there is any unit with Interception Range that covers the target attacked tile, then it will attempt to Intercept the Attacking Air Unit. If multiple units can Intercept, the one with higher Intercept chance does it. =
|
||||
# Requires translation!
|
||||
Generally Land/Naval Units have an Intercept Range of 2 Tiles, and Air Units have an Intercept Range of their Attack Range. =
|
||||
# Requires translation!
|
||||
The Intercepting Unit rolls to see if it hits. Whether it hits or not costs an Attack, and most units (without Promotions) can only Attack Once per Nation's Turn. It does NOT cost Movement Points, but Air Units that have used their Movement cannot Intercept between turns. =
|
||||
# Requires translation!
|
||||
If the Intercepting Unit Hits, it deals damage according to the Combat Strength calculation to the Attacking Air Unit, potentially with any Strength Bonuses that apply to Interception. It does not receive damage from the Attacking Air Unit. =
|
||||
# Requires translation!
|
||||
After Interception resolves, the Attacking Air Unit and the Defending Unit in the targeted tile do Combat as normal, with damage dealt to both sides. =
|
||||
# Requires translation!
|
||||
To help deal with Interceptions, see Air Sweeps. =
|
||||
|
||||
Air Sweeps = Воздушная зачистка
|
||||
Fighter units are able to perform Air Sweeps over a tile helping clear out potential enemy Air, Sea, or Land Interceptions that can reach that tile. = Истребители способны провести воздушную зачистку на клетке, устраняя потенциальные воздушные, морские, или наземные перехватчики врага, которые могут достичь данную клетку.
|
||||
While this Action will take an Attack, the benefit is drawing out Interceptions to help protect your other Air Units. Especially your Bombers. = Несмотря на то, что это действие окончится атакой, преимущество состоит в выискивании перехватчиков, чтобы помочь защитить ваши остальные воздушные юниты, в особенности бомбардировщики.
|
||||
|
|
|
|||
|
|
@ -4582,9 +4582,9 @@ Utopia Project = Проєкт "Утопія"
|
|||
#################### Lines from Difficulties from Civ V - Vanilla ####################
|
||||
|
||||
Settler = Поселенець
|
||||
|
||||
Chieftain = Вожай
|
||||
|
||||
|
||||
Warlord = Ґенерал
|
||||
|
||||
Prince = Князь
|
||||
|
|
@ -8661,7 +8661,30 @@ You have entered a Golden Age!\nGolden age points are accumulated each turn by t
|
|||
|
||||
Roads and Railroads = Чиненикы тай Штрекы
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by roads\n will generate gold via the trade route.\nNote that each road costs 1 gold Maintenance per turn, and each Railroad costs 2 gold,\n so it may be more economical to wait until the cities grow! =
|
||||
Roads reduce the Movement Points required to move between two tiles connected by Roads. =
|
||||
# Requires translation!
|
||||
Railroads improve this reduction even more! =
|
||||
# Requires translation!
|
||||
This greatly improves the speed you can get Units around the map. =
|
||||
# Requires translation!
|
||||
Until you research the technology that removes it, Roads do not cross Rivers =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. =
|
||||
# Requires translation!
|
||||
However, since each Road and Railroad have a Maintenance Cost, it may be more economical to wait until the cities grow and only place where needed. =
|
||||
|
||||
# Requires translation!
|
||||
Trade Route =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. You earn more Gold the more Population the City and your Capital has. =
|
||||
# Requires translation!
|
||||
Note that each road costs 1 Gold Maintenance per turn, and each Railroad costs 2 Gold, so it may be more economical to wait until the cities grow! =
|
||||
# Requires translation!
|
||||
Railroads connecting a city to the Capital also provide a 25% Production Boost to the City, but not the Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes are also connected over Water via certain buildings like the Harbor. As long as there is a chain that can reach the Capital, there's a Trade Route. Look for this symbol in Yellow below the City Name to mean you have an active Trade Route to your Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes can get broken either by Blockades or by Removing/Pillaging the connecting Road/Railroad chain. =
|
||||
|
||||
Victory Types = Виды побід
|
||||
# Requires translation!
|
||||
|
|
@ -8968,6 +8991,23 @@ During the We Love The King Day, the city will grow 25% faster. = Перебіг
|
|||
# Requires translation!
|
||||
This means exploration and trade is important to grow your cities! =
|
||||
|
||||
# Requires translation!
|
||||
Air Combat and Interception =
|
||||
# Requires translation!
|
||||
Air Combat is very similar to normal Combat, with a few wrinkles. Damage is still dealt using the same equations based on the relative Strength of the Attacking and Defending Unit. =
|
||||
# Requires translation!
|
||||
However, before the Attacker and Defender fight, there is an added combat phase called Interception. If there is any unit with Interception Range that covers the target attacked tile, then it will attempt to Intercept the Attacking Air Unit. If multiple units can Intercept, the one with higher Intercept chance does it. =
|
||||
# Requires translation!
|
||||
Generally Land/Naval Units have an Intercept Range of 2 Tiles, and Air Units have an Intercept Range of their Attack Range. =
|
||||
# Requires translation!
|
||||
The Intercepting Unit rolls to see if it hits. Whether it hits or not costs an Attack, and most units (without Promotions) can only Attack Once per Nation's Turn. It does NOT cost Movement Points, but Air Units that have used their Movement cannot Intercept between turns. =
|
||||
# Requires translation!
|
||||
If the Intercepting Unit Hits, it deals damage according to the Combat Strength calculation to the Attacking Air Unit, potentially with any Strength Bonuses that apply to Interception. It does not receive damage from the Attacking Air Unit. =
|
||||
# Requires translation!
|
||||
After Interception resolves, the Attacking Air Unit and the Defending Unit in the targeted tile do Combat as normal, with damage dealt to both sides. =
|
||||
# Requires translation!
|
||||
To help deal with Interceptions, see Air Sweeps. =
|
||||
|
||||
Air Sweeps = Воздушні захарьованя
|
||||
# Requires translation!
|
||||
Fighter units are able to perform Air Sweeps over a tile helping clear out potential enemy Air, Sea, or Land Interceptions that can reach that tile. =
|
||||
|
|
|
|||
|
|
@ -3062,9 +3062,9 @@ Utopia Project = 乌托邦计划
|
|||
#################### Lines from Difficulties from Civ V - Vanilla ####################
|
||||
|
||||
Settler = 移民
|
||||
|
||||
Chieftain = 酋长
|
||||
|
||||
|
||||
Warlord = 军阀
|
||||
|
||||
Prince = 王子
|
||||
|
|
@ -6732,7 +6732,31 @@ There are 2 main ways to combat unhappiness:\n by building happiness buildings
|
|||
You have entered a Golden Age!\nGolden age points are accumulated each turn by the total happiness \n of your civilization\nWhen in a golden age, culture and production generation increases +20%,\n and every tile already providing at least one gold will provide an extra gold. = 您的文明进入了一个黄金时代!\n您的快乐每个回合都会积累,\n当快乐积累到一定数值就会开启一个黄金时代。\n在黄金时代,文化和产能产出+20%,\n每个至少产出1金钱的地块将额外提供1金钱。
|
||||
|
||||
Roads and Railroads = 道路与铁路
|
||||
Connecting your cities to the capital by roads\n will generate gold via the trade route.\nNote that each road costs 1 gold Maintenance per turn, and each Railroad costs 2 gold,\n so it may be more economical to wait until the cities grow! = 您已经建立了第二座城市!\n通过道路连接您的城市和首都来建立贸易路线,\n贸易路线将提供额外的金钱产出。\n请注意,道路经过的每个地块都需要1金钱的维护费,\n所以等待城市的自然发展可能更经济!
|
||||
# Requires translation!
|
||||
Roads reduce the Movement Points required to move between two tiles connected by Roads. =
|
||||
# Requires translation!
|
||||
Railroads improve this reduction even more! =
|
||||
# Requires translation!
|
||||
This greatly improves the speed you can get Units around the map. =
|
||||
# Requires translation!
|
||||
Until you research the technology that removes it, Roads do not cross Rivers =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. =
|
||||
# Requires translation!
|
||||
However, since each Road and Railroad have a Maintenance Cost, it may be more economical to wait until the cities grow and only place where needed. =
|
||||
|
||||
# Requires translation!
|
||||
Trade Route =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. You earn more Gold the more Population the City and your Capital has. =
|
||||
# Requires translation!
|
||||
Note that each road costs 1 Gold Maintenance per turn, and each Railroad costs 2 Gold, so it may be more economical to wait until the cities grow! =
|
||||
# Requires translation!
|
||||
Railroads connecting a city to the Capital also provide a 25% Production Boost to the City, but not the Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes are also connected over Water via certain buildings like the Harbor. As long as there is a chain that can reach the Capital, there's a Trade Route. Look for this symbol in Yellow below the City Name to mean you have an active Trade Route to your Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes can get broken either by Blockades or by Removing/Pillaging the connecting Road/Railroad chain. =
|
||||
|
||||
Victory Types = 获取胜利的方法
|
||||
Once you’ve settled your first two or three cities you’re probably 100 to 150 turns into the game.\nNow is a good time to start thinking about how, exactly, you want to win – if you haven’t already. = 当您建立了两三座城市后,可能已经经过了100~150回合,\n这时您应该思考和谋划如何赢得游戏的胜利--如果此时你还没有胜利的话!
|
||||
|
|
@ -6931,6 +6955,23 @@ 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有着重要的意义!
|
||||
|
||||
# Requires translation!
|
||||
Air Combat and Interception =
|
||||
# Requires translation!
|
||||
Air Combat is very similar to normal Combat, with a few wrinkles. Damage is still dealt using the same equations based on the relative Strength of the Attacking and Defending Unit. =
|
||||
# Requires translation!
|
||||
However, before the Attacker and Defender fight, there is an added combat phase called Interception. If there is any unit with Interception Range that covers the target attacked tile, then it will attempt to Intercept the Attacking Air Unit. If multiple units can Intercept, the one with higher Intercept chance does it. =
|
||||
# Requires translation!
|
||||
Generally Land/Naval Units have an Intercept Range of 2 Tiles, and Air Units have an Intercept Range of their Attack Range. =
|
||||
# Requires translation!
|
||||
The Intercepting Unit rolls to see if it hits. Whether it hits or not costs an Attack, and most units (without Promotions) can only Attack Once per Nation's Turn. It does NOT cost Movement Points, but Air Units that have used their Movement cannot Intercept between turns. =
|
||||
# Requires translation!
|
||||
If the Intercepting Unit Hits, it deals damage according to the Combat Strength calculation to the Attacking Air Unit, potentially with any Strength Bonuses that apply to Interception. It does not receive damage from the Attacking Air Unit. =
|
||||
# Requires translation!
|
||||
After Interception resolves, the Attacking Air Unit and the Defending Unit in the targeted tile do Combat as normal, with damage dealt to both sides. =
|
||||
# Requires translation!
|
||||
To help deal with Interceptions, see Air Sweeps. =
|
||||
|
||||
Air Sweeps = 空中扫荡
|
||||
Fighter units are able to perform Air Sweeps over a tile helping clear out potential enemy Air, Sea, or Land Interceptions that can reach that tile. = 战斗机单位可以对一特定地块进行空中扫荡。并清除途中潜在的敌方布置于陆海空的拦截单位。
|
||||
While this Action will take an Attack, the benefit is drawing out Interceptions to help protect your other Air Units. Especially your Bombers. = 虽然这一行动将可能让扫荡的单位被攻击,但好处是扫荡的单位将会吸引拦截,以帮助保护你的其他空中单位。尤其是你的轰炸机。
|
||||
|
|
|
|||
|
|
@ -3062,9 +3062,9 @@ Utopia Project = Proyecto Utopía
|
|||
#################### Lines from Difficulties from Civ V - Vanilla ####################
|
||||
|
||||
Settler = Colono
|
||||
|
||||
Chieftain = Jefe
|
||||
|
||||
|
||||
Warlord = Caudillo
|
||||
|
||||
Prince = Príncipe
|
||||
|
|
@ -6733,7 +6733,31 @@ There are 2 main ways to combat unhappiness:\n by building happiness buildings
|
|||
You have entered a Golden Age!\nGolden age points are accumulated each turn by the total happiness \n of your civilization\nWhen in a golden age, culture and production generation increases +20%,\n and every tile already providing at least one gold will provide an extra gold. = ¡Has entrado en una Edad de Oro!\nLos puntos para la Edad de Oro se acumulan cada ⏳turno con la Felicidad total \n de tu civilización\nDurante la Edad de Oro, la ♪Cultura y la ⚙Producción aumentan en un 20%\n y cada casilla que produzca al menos uno de ¤Oro producirá uno extra.
|
||||
|
||||
Roads and Railroads = Carreteras y Vías Férreas
|
||||
Connecting your cities to the capital by roads\n will generate gold via the trade route.\nNote that each road costs 1 gold Maintenance per turn, and each Railroad costs 2 gold,\n so it may be more economical to wait until the cities grow! = Conectar tus ciudades a la capital por carreteras\n generará ¤Oro por medio de rutas comerciales.\nCada carretera cuesta 1 de ¤Oro de mantenimiento por ⏳turno, y las Vías Férreas 2¤,\n por lo que sería más económico esperar hasta que las ciudades crezcan.
|
||||
# Requires translation!
|
||||
Roads reduce the Movement Points required to move between two tiles connected by Roads. =
|
||||
# Requires translation!
|
||||
Railroads improve this reduction even more! =
|
||||
# Requires translation!
|
||||
This greatly improves the speed you can get Units around the map. =
|
||||
# Requires translation!
|
||||
Until you research the technology that removes it, Roads do not cross Rivers =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. =
|
||||
# Requires translation!
|
||||
However, since each Road and Railroad have a Maintenance Cost, it may be more economical to wait until the cities grow and only place where needed. =
|
||||
|
||||
# Requires translation!
|
||||
Trade Route =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. You earn more Gold the more Population the City and your Capital has. =
|
||||
# Requires translation!
|
||||
Note that each road costs 1 Gold Maintenance per turn, and each Railroad costs 2 Gold, so it may be more economical to wait until the cities grow! =
|
||||
# Requires translation!
|
||||
Railroads connecting a city to the Capital also provide a 25% Production Boost to the City, but not the Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes are also connected over Water via certain buildings like the Harbor. As long as there is a chain that can reach the Capital, there's a Trade Route. Look for this symbol in Yellow below the City Name to mean you have an active Trade Route to your Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes can get broken either by Blockades or by Removing/Pillaging the connecting Road/Railroad chain. =
|
||||
|
||||
Victory Types = Tipos de victorias
|
||||
Once you’ve settled your first two or three cities you’re probably 100 to 150 turns into the game.\nNow is a good time to start thinking about how, exactly, you want to win – if you haven’t already. = Una vez tengas tus primeras 2 o 3 ciudades llevarás entre 100 y 150 turnos de partida.\nAhora es un buen momento para empezar a pensar como ganar, si no lo has hecho antes.
|
||||
|
|
@ -6935,6 +6959,23 @@ 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 el Día de Adoración al Rey, la ciudad crecerá un 25% más rápido.
|
||||
This means exploration and trade is important to grow your cities! = ¡Esto significa que la exploración y el comercio son importantes para hacer crecer tus ciudades!
|
||||
|
||||
# Requires translation!
|
||||
Air Combat and Interception =
|
||||
# Requires translation!
|
||||
Air Combat is very similar to normal Combat, with a few wrinkles. Damage is still dealt using the same equations based on the relative Strength of the Attacking and Defending Unit. =
|
||||
# Requires translation!
|
||||
However, before the Attacker and Defender fight, there is an added combat phase called Interception. If there is any unit with Interception Range that covers the target attacked tile, then it will attempt to Intercept the Attacking Air Unit. If multiple units can Intercept, the one with higher Intercept chance does it. =
|
||||
# Requires translation!
|
||||
Generally Land/Naval Units have an Intercept Range of 2 Tiles, and Air Units have an Intercept Range of their Attack Range. =
|
||||
# Requires translation!
|
||||
The Intercepting Unit rolls to see if it hits. Whether it hits or not costs an Attack, and most units (without Promotions) can only Attack Once per Nation's Turn. It does NOT cost Movement Points, but Air Units that have used their Movement cannot Intercept between turns. =
|
||||
# Requires translation!
|
||||
If the Intercepting Unit Hits, it deals damage according to the Combat Strength calculation to the Attacking Air Unit, potentially with any Strength Bonuses that apply to Interception. It does not receive damage from the Attacking Air Unit. =
|
||||
# Requires translation!
|
||||
After Interception resolves, the Attacking Air Unit and the Defending Unit in the targeted tile do Combat as normal, with damage dealt to both sides. =
|
||||
# Requires translation!
|
||||
To help deal with Interceptions, see Air Sweeps. =
|
||||
|
||||
Air Sweeps = Barridos Aéreos
|
||||
Fighter units are able to perform Air Sweeps over a tile helping clear out potential enemy Air, Sea, or Land Interceptions that can reach that tile. = Las unidades "Caza" pueden hacer un Barrido Aéreo sobre una casilla, ayudando a limpiar posibles Intercepciones Aéreas, Terrestres o Marinas enemigas que estén cubriendo esa casilla.
|
||||
While this Action will take an Attack, the benefit is drawing out Interceptions to help protect your other Air Units. Especially your Bombers. = Esta acción consumirá un Ataque, a cambio de gastar las Intercepciones enemigas para proteger tus otras unidades aéreas que vayan a atacar esa casilla.
|
||||
|
|
|
|||
|
|
@ -3684,9 +3684,9 @@ Utopia Project = Utopia-projektet
|
|||
#################### Lines from Difficulties from Civ V - Vanilla ####################
|
||||
|
||||
Settler = Nybyggare
|
||||
|
||||
Chieftain = Hövding
|
||||
|
||||
|
||||
Warlord = Krigsherre
|
||||
|
||||
Prince = Prins
|
||||
|
|
@ -7793,7 +7793,31 @@ There are 2 main ways to combat unhappiness:\n by building happiness buildings
|
|||
You have entered a Golden Age!\nGolden age points are accumulated each turn by the total happiness \n of your civilization\nWhen in a golden age, culture and production generation increases +20%,\n and every tile already providing at least one gold will provide an extra gold. = Du har gått in i en Guldålder!\nGuldålderpoäng ackumuleras varje drag från den totala lyckan \n i din civilisation\nMedan du är i en guldålder, ökar kultur och produktionsgenerationen med +20%,\n och alla rutor som redan producerar åtminstone ett guld kommer producer ett extra guld.
|
||||
|
||||
Roads and Railroads = Vägar och Järnvägar
|
||||
Connecting your cities to the capital by roads\n will generate gold via the trade route.\nNote that each road costs 1 gold Maintenance per turn, and each Railroad costs 2 gold,\n so it may be more economical to wait until the cities grow! = Att koppla samman dina städer med huvudstäder med vägar\n kommer generera guld via handelsrutten.\Obs att varje väg kostar 1 guld Driftkostnad per drag, och varje Järnväg 2 guld,\n så det kan vara med ekonomiskt att vänta tills städerna växer!
|
||||
# Requires translation!
|
||||
Roads reduce the Movement Points required to move between two tiles connected by Roads. =
|
||||
# Requires translation!
|
||||
Railroads improve this reduction even more! =
|
||||
# Requires translation!
|
||||
This greatly improves the speed you can get Units around the map. =
|
||||
# Requires translation!
|
||||
Until you research the technology that removes it, Roads do not cross Rivers =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. =
|
||||
# Requires translation!
|
||||
However, since each Road and Railroad have a Maintenance Cost, it may be more economical to wait until the cities grow and only place where needed. =
|
||||
|
||||
# Requires translation!
|
||||
Trade Route =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. You earn more Gold the more Population the City and your Capital has. =
|
||||
# Requires translation!
|
||||
Note that each road costs 1 Gold Maintenance per turn, and each Railroad costs 2 Gold, so it may be more economical to wait until the cities grow! =
|
||||
# Requires translation!
|
||||
Railroads connecting a city to the Capital also provide a 25% Production Boost to the City, but not the Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes are also connected over Water via certain buildings like the Harbor. As long as there is a chain that can reach the Capital, there's a Trade Route. Look for this symbol in Yellow below the City Name to mean you have an active Trade Route to your Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes can get broken either by Blockades or by Removing/Pillaging the connecting Road/Railroad chain. =
|
||||
|
||||
Victory Types = Segertyper
|
||||
Once you’ve settled your first two or three cities you’re probably 100 to 150 turns into the game.\nNow is a good time to start thinking about how, exactly, you want to win – if you haven’t already. = När du grundat dina första två eller tre städer är du antagligen 100 till 150 drag in i spelet.\nNu är ett bra tillfälla att börja fundera på exakt hur du vill vinna - om du inte redan har det.
|
||||
|
|
@ -8016,6 +8040,23 @@ 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!
|
||||
|
||||
# Requires translation!
|
||||
Air Combat and Interception =
|
||||
# Requires translation!
|
||||
Air Combat is very similar to normal Combat, with a few wrinkles. Damage is still dealt using the same equations based on the relative Strength of the Attacking and Defending Unit. =
|
||||
# Requires translation!
|
||||
However, before the Attacker and Defender fight, there is an added combat phase called Interception. If there is any unit with Interception Range that covers the target attacked tile, then it will attempt to Intercept the Attacking Air Unit. If multiple units can Intercept, the one with higher Intercept chance does it. =
|
||||
# Requires translation!
|
||||
Generally Land/Naval Units have an Intercept Range of 2 Tiles, and Air Units have an Intercept Range of their Attack Range. =
|
||||
# Requires translation!
|
||||
The Intercepting Unit rolls to see if it hits. Whether it hits or not costs an Attack, and most units (without Promotions) can only Attack Once per Nation's Turn. It does NOT cost Movement Points, but Air Units that have used their Movement cannot Intercept between turns. =
|
||||
# Requires translation!
|
||||
If the Intercepting Unit Hits, it deals damage according to the Combat Strength calculation to the Attacking Air Unit, potentially with any Strength Bonuses that apply to Interception. It does not receive damage from the Attacking Air Unit. =
|
||||
# Requires translation!
|
||||
After Interception resolves, the Attacking Air Unit and the Defending Unit in the targeted tile do Combat as normal, with damage dealt to both sides. =
|
||||
# Requires translation!
|
||||
To help deal with Interceptions, see Air Sweeps. =
|
||||
|
||||
# Requires translation!
|
||||
Air Sweeps =
|
||||
# Requires translation!
|
||||
|
|
|
|||
|
|
@ -3391,9 +3391,9 @@ Utopia Project = 烏托邦計劃
|
|||
#################### Lines from Difficulties from Civ V - Vanilla ####################
|
||||
|
||||
Settler = 移民
|
||||
|
||||
Chieftain = 酋長
|
||||
|
||||
|
||||
Warlord = 軍閥
|
||||
|
||||
Prince = 王子
|
||||
|
|
@ -7173,7 +7173,31 @@ There are 2 main ways to combat unhappiness:\n by building happiness buildings
|
|||
You have entered a Golden Age!\nGolden age points are accumulated each turn by the total happiness \n of your civilization\nWhen in a golden age, culture and production generation increases +20%,\n and every tile already providing at least one gold will provide an extra gold. = 您的文明進入了一個黃金時代!\n您的快樂每個回合都會積累,\n當快樂積累到一定數值就會開啟一個黃金時代。\n在黃金時代,文化和產能積累速率+20%,\n每個至少產出1金錢的地塊將額外提供1金錢。
|
||||
|
||||
Roads and Railroads = 道路與鐵路
|
||||
Connecting your cities to the capital by roads\n will generate gold via the trade route.\nNote that each road costs 1 gold Maintenance per turn, and each Railroad costs 2 gold,\n so it may be more economical to wait until the cities grow! = 您已經建立了第二座城市!\n通過道路連接您的城市和首都來建立貿易路線,\n貿易路線將提供額外的金錢產出。\n請注意,道路經過的每個地塊都需要1金錢的維護費,\n所以等待城市的自然發展可能更經濟!
|
||||
# Requires translation!
|
||||
Roads reduce the Movement Points required to move between two tiles connected by Roads. =
|
||||
# Requires translation!
|
||||
Railroads improve this reduction even more! =
|
||||
# Requires translation!
|
||||
This greatly improves the speed you can get Units around the map. =
|
||||
# Requires translation!
|
||||
Until you research the technology that removes it, Roads do not cross Rivers =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. =
|
||||
# Requires translation!
|
||||
However, since each Road and Railroad have a Maintenance Cost, it may be more economical to wait until the cities grow and only place where needed. =
|
||||
|
||||
# Requires translation!
|
||||
Trade Route =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. You earn more Gold the more Population the City and your Capital has. =
|
||||
# Requires translation!
|
||||
Note that each road costs 1 Gold Maintenance per turn, and each Railroad costs 2 Gold, so it may be more economical to wait until the cities grow! =
|
||||
# Requires translation!
|
||||
Railroads connecting a city to the Capital also provide a 25% Production Boost to the City, but not the Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes are also connected over Water via certain buildings like the Harbor. As long as there is a chain that can reach the Capital, there's a Trade Route. Look for this symbol in Yellow below the City Name to mean you have an active Trade Route to your Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes can get broken either by Blockades or by Removing/Pillaging the connecting Road/Railroad chain. =
|
||||
|
||||
Victory Types = 獲取勝利的方法
|
||||
Once you’ve settled your first two or three cities you’re probably 100 to 150 turns into the game.\nNow is a good time to start thinking about how, exactly, you want to win – if you haven’t already. = 當您建立了兩三座城市後,可能已經經過了100~150回合,\n這時您應該思考和謀劃如何贏得遊戲的勝利--如果此時你還沒有勝利的話!
|
||||
|
|
@ -7391,6 +7415,23 @@ 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. = 在我們愛國王日期間,這座城市的增長速度將加快 25%。
|
||||
This means exploration and trade is important to grow your cities! = 這意味著探索和貿易對於發展您的城市很重要!
|
||||
|
||||
# Requires translation!
|
||||
Air Combat and Interception =
|
||||
# Requires translation!
|
||||
Air Combat is very similar to normal Combat, with a few wrinkles. Damage is still dealt using the same equations based on the relative Strength of the Attacking and Defending Unit. =
|
||||
# Requires translation!
|
||||
However, before the Attacker and Defender fight, there is an added combat phase called Interception. If there is any unit with Interception Range that covers the target attacked tile, then it will attempt to Intercept the Attacking Air Unit. If multiple units can Intercept, the one with higher Intercept chance does it. =
|
||||
# Requires translation!
|
||||
Generally Land/Naval Units have an Intercept Range of 2 Tiles, and Air Units have an Intercept Range of their Attack Range. =
|
||||
# Requires translation!
|
||||
The Intercepting Unit rolls to see if it hits. Whether it hits or not costs an Attack, and most units (without Promotions) can only Attack Once per Nation's Turn. It does NOT cost Movement Points, but Air Units that have used their Movement cannot Intercept between turns. =
|
||||
# Requires translation!
|
||||
If the Intercepting Unit Hits, it deals damage according to the Combat Strength calculation to the Attacking Air Unit, potentially with any Strength Bonuses that apply to Interception. It does not receive damage from the Attacking Air Unit. =
|
||||
# Requires translation!
|
||||
After Interception resolves, the Attacking Air Unit and the Defending Unit in the targeted tile do Combat as normal, with damage dealt to both sides. =
|
||||
# Requires translation!
|
||||
To help deal with Interceptions, see Air Sweeps. =
|
||||
|
||||
Air Sweeps = 空中掃蕩
|
||||
Fighter units are able to perform Air Sweeps over a tile helping clear out potential enemy Air, Sea, or Land Interceptions that can reach that tile. = 戰鬥機單位能夠在一個地塊上執行空中掃蕩,協助清理可以威脅到此地塊的敵對空中、海上或陸上單位的潛在攔截。
|
||||
While this Action will take an Attack, the benefit is drawing out Interceptions to help protect your other Air Units. Especially your Bombers. = 當這個攻擊動作發動時,將會引誘攔截者們以保護您的空中單位,特別是轟炸機。
|
||||
|
|
|
|||
|
|
@ -3128,9 +3128,9 @@ Utopia Project = Ütopya Projesi
|
|||
#################### Lines from Difficulties from Civ V - Vanilla ####################
|
||||
|
||||
Settler = Yerleşmeci
|
||||
|
||||
Chieftain = Şef
|
||||
|
||||
|
||||
Warlord = Savaş ağası
|
||||
|
||||
Prince = Prens
|
||||
|
|
@ -6827,7 +6827,31 @@ There are 2 main ways to combat unhappiness:\n by building happiness buildings
|
|||
You have entered a Golden Age!\nGolden age points are accumulated each turn by the total happiness \n of your civilization\nWhen in a golden age, culture and production generation increases +20%,\n and every tile already providing at least one gold will provide an extra gold. = Altın Çağa girdin!\nAltın Çağ puanları her tur ⌣Mutluluğunuzca artar.\nAltın Çağdayken ♪Kültür ve ⚙Üretim %20 artar ve en az 1 ¤Altın sağlayan karolar 1 tane daha sağlar.
|
||||
|
||||
Roads and Railroads = Yollar ve Demiryolları
|
||||
Connecting your cities to the capital by roads\n will generate gold via the trade route.\nNote that each road costs 1 gold Maintenance per turn, and each Railroad costs 2 gold,\n so it may be more economical to wait until the cities grow! = Şehirlerini Başkente bağlamak Ticaret Yolları vasıtasıyla uygarlığına ¤Altın sağlayacaktır.\nHer yol tur başı 1, Her Demiryolu tur başı 2 ¤Altın Bakım ücreti isteyecektir\nYani şehirleri hemen bağlamaktansa şehirler büyüdükten sonra başkente bağlamak daha ekonomiktir!
|
||||
# Requires translation!
|
||||
Roads reduce the Movement Points required to move between two tiles connected by Roads. =
|
||||
# Requires translation!
|
||||
Railroads improve this reduction even more! =
|
||||
# Requires translation!
|
||||
This greatly improves the speed you can get Units around the map. =
|
||||
# Requires translation!
|
||||
Until you research the technology that removes it, Roads do not cross Rivers =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. =
|
||||
# Requires translation!
|
||||
However, since each Road and Railroad have a Maintenance Cost, it may be more economical to wait until the cities grow and only place where needed. =
|
||||
|
||||
# Requires translation!
|
||||
Trade Route =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. You earn more Gold the more Population the City and your Capital has. =
|
||||
# Requires translation!
|
||||
Note that each road costs 1 Gold Maintenance per turn, and each Railroad costs 2 Gold, so it may be more economical to wait until the cities grow! =
|
||||
# Requires translation!
|
||||
Railroads connecting a city to the Capital also provide a 25% Production Boost to the City, but not the Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes are also connected over Water via certain buildings like the Harbor. As long as there is a chain that can reach the Capital, there's a Trade Route. Look for this symbol in Yellow below the City Name to mean you have an active Trade Route to your Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes can get broken either by Blockades or by Removing/Pillaging the connecting Road/Railroad chain. =
|
||||
|
||||
Victory Types = Zafer Türleri
|
||||
Once you’ve settled your first two or three cities you’re probably 100 to 150 turns into the game.\nNow is a good time to start thinking about how, exactly, you want to win – if you haven’t already. = İlk 2 veya 3 şehrinizi kurduysanız 100 veya 150 civarı bir turdasınız demektir\nBu durumda bir an önce Zafer seçiminizi yapmanız yararınıza olacaktır!
|
||||
|
|
@ -7033,6 +7057,23 @@ 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. = Çok Yaşa Kral Günü boyunca şehir %25 daha hızlı büyür.
|
||||
This means exploration and trade is important to grow your cities! = Bu da keşif ve takas yapmanın şehirlerini büyütmek için önemli olduğu anlamında gelir!
|
||||
|
||||
# Requires translation!
|
||||
Air Combat and Interception =
|
||||
# Requires translation!
|
||||
Air Combat is very similar to normal Combat, with a few wrinkles. Damage is still dealt using the same equations based on the relative Strength of the Attacking and Defending Unit. =
|
||||
# Requires translation!
|
||||
However, before the Attacker and Defender fight, there is an added combat phase called Interception. If there is any unit with Interception Range that covers the target attacked tile, then it will attempt to Intercept the Attacking Air Unit. If multiple units can Intercept, the one with higher Intercept chance does it. =
|
||||
# Requires translation!
|
||||
Generally Land/Naval Units have an Intercept Range of 2 Tiles, and Air Units have an Intercept Range of their Attack Range. =
|
||||
# Requires translation!
|
||||
The Intercepting Unit rolls to see if it hits. Whether it hits or not costs an Attack, and most units (without Promotions) can only Attack Once per Nation's Turn. It does NOT cost Movement Points, but Air Units that have used their Movement cannot Intercept between turns. =
|
||||
# Requires translation!
|
||||
If the Intercepting Unit Hits, it deals damage according to the Combat Strength calculation to the Attacking Air Unit, potentially with any Strength Bonuses that apply to Interception. It does not receive damage from the Attacking Air Unit. =
|
||||
# Requires translation!
|
||||
After Interception resolves, the Attacking Air Unit and the Defending Unit in the targeted tile do Combat as normal, with damage dealt to both sides. =
|
||||
# Requires translation!
|
||||
To help deal with Interceptions, see Air Sweeps. =
|
||||
|
||||
Air Sweeps = Hava Taramaları
|
||||
Fighter units are able to perform Air Sweeps over a tile helping clear out potential enemy Air, Sea, or Land Interceptions that can reach that tile. = Savaş uçakları bir karoya hava taraması yapabilir, bu taramalar o karoya yetişen önleyici birimleri hava, kara, su farketmeksizin temizlemek içindir.
|
||||
While this Action will take an Attack, the benefit is drawing out Interceptions to help protect your other Air Units. Especially your Bombers. = Bu eylem saldırı yerine geçse de amacı; diğer hava birimleri için önleyici birimlerin saldırılarını harcatmaktır, özellikle bombardıman uçakların için.
|
||||
|
|
|
|||
|
|
@ -2663,7 +2663,6 @@ all healing effects doubled = усі ефекти лікування подво
|
|||
The Spaceship = Космічний корабель
|
||||
Units ending their turn on [Mountain] tiles take [50] damage = Підрозділи, які закінчують свій хід на клітинах типу [Mountain] отримують [50] ушкоджень
|
||||
Maya Long Count calendar cycle = Цикл Довгого Рахунку календаря Майя
|
||||
# Requires translation!
|
||||
Meet another civilization = Зустріти іншу цивілізацію
|
||||
Triggerable = Активується
|
||||
UnitTriggerable = Активується підрозділом
|
||||
|
|
@ -3062,9 +3061,9 @@ Utopia Project = Проєкт "Утопія"
|
|||
#################### Lines from Difficulties from Civ V - Vanilla ####################
|
||||
|
||||
Settler = Поселенець
|
||||
|
||||
Chieftain = Вождь
|
||||
|
||||
|
||||
Warlord = Генерал
|
||||
|
||||
Prince = Принц
|
||||
|
|
@ -6732,7 +6731,31 @@ There are 2 main ways to combat unhappiness:\n by building happiness buildings
|
|||
You have entered a Golden Age!\nGolden age points are accumulated each turn by the total happiness \n of your civilization\nWhen in a golden age, culture and production generation increases +20%,\n and every tile already providing at least one gold will provide an extra gold. = Розпочалась Золота доба!\nБали Золотої доби накопичуються кожен хід за загальне ⌣Щастя \n вашої цивілізації\nПід час Золотої доби приріст ♪Культури і ⚙Виробництва збільшується на 20%,\n і кожна клітина, яка вже виробляє хоча б 1 ¤Золото, буде приносити додаткове ¤Золото.
|
||||
|
||||
Roads and Railroads = Дороги та Залізниці
|
||||
Connecting your cities to the capital by roads\n will generate gold via the trade route.\nNote that each road costs 1 gold Maintenance per turn, and each Railroad costs 2 gold,\n so it may be more economical to wait until the cities grow! = Підключення ваших міст до столиці дорогами\n призведе до отримання ¤Золота через торговий шлях.\nЗауважте, що обслуговування кожної дороги коштує 1 ¤Золото за хід,\n а кожної залізниці - 2 ¤Золота,\n тому варто почекати доки міста зростуть!
|
||||
# Requires translation!
|
||||
Roads reduce the Movement Points required to move between two tiles connected by Roads. =
|
||||
# Requires translation!
|
||||
Railroads improve this reduction even more! =
|
||||
# Requires translation!
|
||||
This greatly improves the speed you can get Units around the map. =
|
||||
# Requires translation!
|
||||
Until you research the technology that removes it, Roads do not cross Rivers =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. =
|
||||
# Requires translation!
|
||||
However, since each Road and Railroad have a Maintenance Cost, it may be more economical to wait until the cities grow and only place where needed. =
|
||||
|
||||
# Requires translation!
|
||||
Trade Route =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. You earn more Gold the more Population the City and your Capital has. =
|
||||
# Requires translation!
|
||||
Note that each road costs 1 Gold Maintenance per turn, and each Railroad costs 2 Gold, so it may be more economical to wait until the cities grow! =
|
||||
# Requires translation!
|
||||
Railroads connecting a city to the Capital also provide a 25% Production Boost to the City, but not the Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes are also connected over Water via certain buildings like the Harbor. As long as there is a chain that can reach the Capital, there's a Trade Route. Look for this symbol in Yellow below the City Name to mean you have an active Trade Route to your Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes can get broken either by Blockades or by Removing/Pillaging the connecting Road/Railroad chain. =
|
||||
|
||||
Victory Types = Види перемоги
|
||||
Once you’ve settled your first two or three cities you’re probably 100 to 150 turns into the game.\nNow is a good time to start thinking about how, exactly, you want to win – if you haven’t already. = Якщо ви побудували свої перші два-три міста, то мабуть, вже минуло 100-150 ходів.\nЗараз настав час почати думати про те, як саме ви хочете виграти, якщо ви ще цього не зробили.
|
||||
|
|
@ -6931,6 +6954,23 @@ 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. = Протягом святкування Дня Любові до Короля, місто зростає на 25% швидше.
|
||||
This means exploration and trade is important to grow your cities! = Це означає, що розвідка та торгівля - важливі для росту ваших міст!
|
||||
|
||||
# Requires translation!
|
||||
Air Combat and Interception =
|
||||
# Requires translation!
|
||||
Air Combat is very similar to normal Combat, with a few wrinkles. Damage is still dealt using the same equations based on the relative Strength of the Attacking and Defending Unit. =
|
||||
# Requires translation!
|
||||
However, before the Attacker and Defender fight, there is an added combat phase called Interception. If there is any unit with Interception Range that covers the target attacked tile, then it will attempt to Intercept the Attacking Air Unit. If multiple units can Intercept, the one with higher Intercept chance does it. =
|
||||
# Requires translation!
|
||||
Generally Land/Naval Units have an Intercept Range of 2 Tiles, and Air Units have an Intercept Range of their Attack Range. =
|
||||
# Requires translation!
|
||||
The Intercepting Unit rolls to see if it hits. Whether it hits or not costs an Attack, and most units (without Promotions) can only Attack Once per Nation's Turn. It does NOT cost Movement Points, but Air Units that have used their Movement cannot Intercept between turns. =
|
||||
# Requires translation!
|
||||
If the Intercepting Unit Hits, it deals damage according to the Combat Strength calculation to the Attacking Air Unit, potentially with any Strength Bonuses that apply to Interception. It does not receive damage from the Attacking Air Unit. =
|
||||
# Requires translation!
|
||||
After Interception resolves, the Attacking Air Unit and the Defending Unit in the targeted tile do Combat as normal, with damage dealt to both sides. =
|
||||
# Requires translation!
|
||||
To help deal with Interceptions, see Air Sweeps. =
|
||||
|
||||
Air Sweeps = Повітряні зачистки
|
||||
Fighter units are able to perform Air Sweeps over a tile helping clear out potential enemy Air, Sea, or Land Interceptions that can reach that tile. = Винищувачі можуть виконувати повітряні зачистки над обраною клітинкою у спробі виявити та знищити повітряні, морські, або сухопутні ворожі засоби перехоплення, спроможні захищати ту клітинку.
|
||||
While this Action will take an Attack, the benefit is drawing out Interceptions to help protect your other Air Units. Especially your Bombers. = Хоч ця дія і забирає одну можливість напасти, натомість вона дозволяє убезпечити інші ваші повітряні підрозділи, зокрема бомбардувальники.
|
||||
|
|
|
|||
|
|
@ -3140,9 +3140,9 @@ Utopia Project = Dự án Utopia
|
|||
#################### Lines from Difficulties from Civ V - Vanilla ####################
|
||||
|
||||
Settler = Người định cư
|
||||
|
||||
Chieftain = Thủ lĩnh
|
||||
|
||||
|
||||
Warlord = Lãnh chúa
|
||||
|
||||
Prince = Hoàng tử
|
||||
|
|
@ -6839,7 +6839,31 @@ There are 2 main ways to combat unhappiness:\n by building happiness buildings
|
|||
You have entered a Golden Age!\nGolden age points are accumulated each turn by the total happiness \n of your civilization\nWhen in a golden age, culture and production generation increases +20%,\n and every tile already providing at least one gold will provide an extra gold. = Bạn đã bước vào thời kỳ Hoàng kim!\nĐiểm Thời kì Hoàng kim được tích lũy mỗi lượt bằng tổng số hạnh phúc \n của nền văn minh của bạn\nKhi ở thời kỳ hoàng kim, thế hệ sản xuất và văn hóa tăng +20%,\n và mỗi ô đã cung cấp ít nhất một vàng sẽ cung cấp thêm một lượng vàng.
|
||||
|
||||
Roads and Railroads = Đường bộ và đường sắt
|
||||
Connecting your cities to the capital by roads\n will generate gold via the trade route.\nNote that each road costs 1 gold Maintenance per turn, and each Railroad costs 2 gold,\n so it may be more economical to wait until the cities grow! = Kết nối các thành phố của bạn với thủ đô bằng đường bộ\n sẽ tạo ra vàng thông qua tuyến đường thương mại.\nLưu ý rằng mỗi con đường tốn 1 vàng Bảo dưỡng mỗi lượt và mỗi Đường sắt có giá 2 vàng,\n vì vậy có thể tiết kiệm hơn nếu đợi đến các thành phố lớn lên!
|
||||
# Requires translation!
|
||||
Roads reduce the Movement Points required to move between two tiles connected by Roads. =
|
||||
# Requires translation!
|
||||
Railroads improve this reduction even more! =
|
||||
# Requires translation!
|
||||
This greatly improves the speed you can get Units around the map. =
|
||||
# Requires translation!
|
||||
Until you research the technology that removes it, Roads do not cross Rivers =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. =
|
||||
# Requires translation!
|
||||
However, since each Road and Railroad have a Maintenance Cost, it may be more economical to wait until the cities grow and only place where needed. =
|
||||
|
||||
# Requires translation!
|
||||
Trade Route =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. You earn more Gold the more Population the City and your Capital has. =
|
||||
# Requires translation!
|
||||
Note that each road costs 1 Gold Maintenance per turn, and each Railroad costs 2 Gold, so it may be more economical to wait until the cities grow! =
|
||||
# Requires translation!
|
||||
Railroads connecting a city to the Capital also provide a 25% Production Boost to the City, but not the Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes are also connected over Water via certain buildings like the Harbor. As long as there is a chain that can reach the Capital, there's a Trade Route. Look for this symbol in Yellow below the City Name to mean you have an active Trade Route to your Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes can get broken either by Blockades or by Removing/Pillaging the connecting Road/Railroad chain. =
|
||||
|
||||
Victory Types = Loại chiến thắng
|
||||
Once you’ve settled your first two or three cities you’re probably 100 to 150 turns into the game.\nNow is a good time to start thinking about how, exactly, you want to win – if you haven’t already. = Khi bạn đã ổn định hai hoặc ba thành phố đầu tiên của mình, bạn có thể 100 đến 150 lượt tham gia trò chơi.\nBây giờ là thời điểm tốt để bắt đầu suy nghĩ về cách, chính xác, bạn muốn giành chiến thắng - nếu bạn chưa có.
|
||||
|
|
@ -7045,6 +7069,23 @@ 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. = Trong Ngày We Love The King, thành phố sẽ phát triển nhanh hơn 25%.
|
||||
This means exploration and trade is important to grow your cities! = Điều này có nghĩa là thăm dò và thương mại là rất quan trọng để phát triển các thành phố của bạn!
|
||||
|
||||
# Requires translation!
|
||||
Air Combat and Interception =
|
||||
# Requires translation!
|
||||
Air Combat is very similar to normal Combat, with a few wrinkles. Damage is still dealt using the same equations based on the relative Strength of the Attacking and Defending Unit. =
|
||||
# Requires translation!
|
||||
However, before the Attacker and Defender fight, there is an added combat phase called Interception. If there is any unit with Interception Range that covers the target attacked tile, then it will attempt to Intercept the Attacking Air Unit. If multiple units can Intercept, the one with higher Intercept chance does it. =
|
||||
# Requires translation!
|
||||
Generally Land/Naval Units have an Intercept Range of 2 Tiles, and Air Units have an Intercept Range of their Attack Range. =
|
||||
# Requires translation!
|
||||
The Intercepting Unit rolls to see if it hits. Whether it hits or not costs an Attack, and most units (without Promotions) can only Attack Once per Nation's Turn. It does NOT cost Movement Points, but Air Units that have used their Movement cannot Intercept between turns. =
|
||||
# Requires translation!
|
||||
If the Intercepting Unit Hits, it deals damage according to the Combat Strength calculation to the Attacking Air Unit, potentially with any Strength Bonuses that apply to Interception. It does not receive damage from the Attacking Air Unit. =
|
||||
# Requires translation!
|
||||
After Interception resolves, the Attacking Air Unit and the Defending Unit in the targeted tile do Combat as normal, with damage dealt to both sides. =
|
||||
# Requires translation!
|
||||
To help deal with Interceptions, see Air Sweeps. =
|
||||
|
||||
Air Sweeps = Air Sweeps
|
||||
Fighter units are able to perform Air Sweeps over a tile helping clear out potential enemy Air, Sea, or Land Interceptions that can reach that tile. = Các đơn vị máy bay chiến đấu có thể thực hiện Quét không khí trên một ô giúp quét sạch các Đánh chặn trên không, trên biển hoặc trên đất liền của đối phương có thể tiếp cận ô đó.
|
||||
While this Action will take an Attack, the benefit is drawing out Interceptions to help protect your other Air Units. Especially your Bombers. = Mặc dù Hành động này sẽ xảy ra Tấn công, nhưng lợi ích là đưa ra các Ngăn chặn để giúp bảo vệ các Đơn vị Không quân khác của bạn. Đặc biệt là Máy bay ném bom của bạn.
|
||||
|
|
|
|||
|
|
@ -5059,10 +5059,10 @@ Utopia Project =
|
|||
|
||||
# Requires translation!
|
||||
Settler =
|
||||
|
||||
# Requires translation!
|
||||
Chieftain =
|
||||
|
||||
|
||||
# Requires translation!
|
||||
Warlord =
|
||||
|
||||
|
|
@ -11619,7 +11619,30 @@ You have entered a Golden Age!\nGolden age points are accumulated each turn by t
|
|||
# Requires translation!
|
||||
Roads and Railroads =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by roads\n will generate gold via the trade route.\nNote that each road costs 1 gold Maintenance per turn, and each Railroad costs 2 gold,\n so it may be more economical to wait until the cities grow! =
|
||||
Roads reduce the Movement Points required to move between two tiles connected by Roads. =
|
||||
# Requires translation!
|
||||
Railroads improve this reduction even more! =
|
||||
# Requires translation!
|
||||
This greatly improves the speed you can get Units around the map. =
|
||||
# Requires translation!
|
||||
Until you research the technology that removes it, Roads do not cross Rivers =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. =
|
||||
# Requires translation!
|
||||
However, since each Road and Railroad have a Maintenance Cost, it may be more economical to wait until the cities grow and only place where needed. =
|
||||
|
||||
# Requires translation!
|
||||
Trade Route =
|
||||
# Requires translation!
|
||||
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. You earn more Gold the more Population the City and your Capital has. =
|
||||
# Requires translation!
|
||||
Note that each road costs 1 Gold Maintenance per turn, and each Railroad costs 2 Gold, so it may be more economical to wait until the cities grow! =
|
||||
# Requires translation!
|
||||
Railroads connecting a city to the Capital also provide a 25% Production Boost to the City, but not the Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes are also connected over Water via certain buildings like the Harbor. As long as there is a chain that can reach the Capital, there's a Trade Route. Look for this symbol in Yellow below the City Name to mean you have an active Trade Route to your Capital. =
|
||||
# Requires translation!
|
||||
Trade Routes can get broken either by Blockades or by Removing/Pillaging the connecting Road/Railroad chain. =
|
||||
|
||||
# Requires translation!
|
||||
Victory Types =
|
||||
|
|
@ -11980,6 +12003,23 @@ 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! =
|
||||
|
||||
# Requires translation!
|
||||
Air Combat and Interception =
|
||||
# Requires translation!
|
||||
Air Combat is very similar to normal Combat, with a few wrinkles. Damage is still dealt using the same equations based on the relative Strength of the Attacking and Defending Unit. =
|
||||
# Requires translation!
|
||||
However, before the Attacker and Defender fight, there is an added combat phase called Interception. If there is any unit with Interception Range that covers the target attacked tile, then it will attempt to Intercept the Attacking Air Unit. If multiple units can Intercept, the one with higher Intercept chance does it. =
|
||||
# Requires translation!
|
||||
Generally Land/Naval Units have an Intercept Range of 2 Tiles, and Air Units have an Intercept Range of their Attack Range. =
|
||||
# Requires translation!
|
||||
The Intercepting Unit rolls to see if it hits. Whether it hits or not costs an Attack, and most units (without Promotions) can only Attack Once per Nation's Turn. It does NOT cost Movement Points, but Air Units that have used their Movement cannot Intercept between turns. =
|
||||
# Requires translation!
|
||||
If the Intercepting Unit Hits, it deals damage according to the Combat Strength calculation to the Attacking Air Unit, potentially with any Strength Bonuses that apply to Interception. It does not receive damage from the Attacking Air Unit. =
|
||||
# Requires translation!
|
||||
After Interception resolves, the Attacking Air Unit and the Defending Unit in the targeted tile do Combat as normal, with damage dealt to both sides. =
|
||||
# Requires translation!
|
||||
To help deal with Interceptions, see Air Sweeps. =
|
||||
|
||||
# Requires translation!
|
||||
Air Sweeps =
|
||||
# Requires translation!
|
||||
|
|
|
|||
|
|
@ -4,8 +4,8 @@ Belarusian = 13
|
|||
Bosnian = 3
|
||||
Brazilian_Portuguese = 99
|
||||
Bulgarian = 41
|
||||
Catalan = 100
|
||||
Czech = 78
|
||||
Catalan = 99
|
||||
Czech = 77
|
||||
Dutch = 94
|
||||
English = 0
|
||||
Filipino = 89
|
||||
|
|
@ -17,7 +17,7 @@ Greek = 13
|
|||
Hungarian = 82
|
||||
Indonesian = 99
|
||||
Italian = 99
|
||||
Japanese = 83
|
||||
Japanese = 82
|
||||
Korean = 94
|
||||
Latin = 7
|
||||
Lithuanian = 85
|
||||
|
|
@ -33,8 +33,8 @@ Rusyn = 62
|
|||
Simplified_Chinese = 99
|
||||
Spanish = 99
|
||||
Swedish = 79
|
||||
Traditional_Chinese = 91
|
||||
Traditional_Chinese = 90
|
||||
Turkish = 97
|
||||
Ukrainian = 99
|
||||
Vietnamese = 97
|
||||
Vietnamese = 96
|
||||
Zulu = 9
|
||||
|
|
|
|||
|
|
@ -1,5 +1,3 @@
|
|||
|
||||
|
||||
Fix endless loop when many units can transfer movement to each other
|
||||
|
||||
Remove line breaks from game data when loading games (affects some uploaded bug reports)
|
||||
|
|
|
|||
Loading…
Reference in New Issue
Block a user