mirror of
https://github.com/yairm210/Unciv.git
synced 2025-02-20 19:56:51 +01:00
Compare commits
23 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
f872150da4 | ||
|
|
427abfa530 | ||
|
|
9ba855d627 | ||
|
|
358602991a | ||
|
|
878f4bcc12 | ||
|
|
e3e1d0fb49 | ||
|
|
4973488b2e | ||
|
|
86522371b9 | ||
|
|
db6bfa8bfe | ||
|
|
bb2c181635 | ||
|
|
513c29339e | ||
|
|
6d278bc2fe | ||
|
|
76320bdc44 | ||
|
|
93701b80a1 | ||
|
|
2a8edb3af0 | ||
|
|
34b281ebfc | ||
|
|
5dc4a28707 | ||
|
|
95c9018b89 | ||
|
|
48e121a2a8 | ||
|
|
97d7152a5d | ||
|
|
2990454f23 | ||
|
|
3393363172 | ||
|
|
df72363bf0 |
|
|
@ -50,7 +50,7 @@ In this order:
|
|||
|
||||
Programmers start [here](https://yairm210.github.io/Unciv/Developers/Building-Locally/)!
|
||||
|
||||
Translators start [here](https://yairm210.github.io/Unciv/Other/Translating/)!
|
||||
Translators start [here](https://yairm210.github.io/Unciv/Other/Translating/)! Language completion status [here](https://github.com/yairm210/Unciv/blob/master/android/assets/jsons/translations/completionPercentages.properties)
|
||||
|
||||
Modders start [here](https://yairm210.github.io/Unciv/Modders/Mods/)!
|
||||
|
||||
|
|
|
|||
|
|
@ -200,6 +200,34 @@ OtherIcons/Stop
|
|||
orig: 100, 100
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
ImprovementIcons/Circle
|
||||
rotate: false
|
||||
xy: 289, 1590
|
||||
size: 178, 178
|
||||
orig: 178, 178
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
OtherIcons/Circle
|
||||
rotate: false
|
||||
xy: 289, 1590
|
||||
size: 178, 178
|
||||
orig: 178, 178
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
ResourceIcons/Circle
|
||||
rotate: false
|
||||
xy: 289, 1590
|
||||
size: 178, 178
|
||||
orig: 178, 178
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
StatIcons/Circle
|
||||
rotate: false
|
||||
xy: 289, 1590
|
||||
size: 178, 178
|
||||
orig: 178, 178
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
ImprovementIcons/Citadel
|
||||
rotate: false
|
||||
xy: 4, 62
|
||||
|
|
@ -459,6 +487,27 @@ StatIcons/Faith
|
|||
orig: 100, 100
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
NotificationIcons/Loading
|
||||
rotate: false
|
||||
xy: 907, 1686
|
||||
size: 100, 100
|
||||
orig: 100, 100
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
NotificationIcons/Working
|
||||
rotate: false
|
||||
xy: 907, 1686
|
||||
size: 100, 100
|
||||
orig: 100, 100
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
OtherIcons/Loading
|
||||
rotate: false
|
||||
xy: 907, 1686
|
||||
size: 100, 100
|
||||
orig: 100, 100
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
NotificationIcons/PickConstruction
|
||||
rotate: false
|
||||
xy: 1771, 1500
|
||||
|
|
@ -620,34 +669,6 @@ NotificationIcons/NextTurn
|
|||
orig: 100, 100
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
OtherIcons/Circle
|
||||
rotate: false
|
||||
xy: 289, 1590
|
||||
size: 178, 178
|
||||
orig: 178, 178
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
ImprovementIcons/Circle
|
||||
rotate: false
|
||||
xy: 289, 1590
|
||||
size: 178, 178
|
||||
orig: 178, 178
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
ResourceIcons/Circle
|
||||
rotate: false
|
||||
xy: 289, 1590
|
||||
size: 178, 178
|
||||
orig: 178, 178
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
StatIcons/Circle
|
||||
rotate: false
|
||||
xy: 289, 1590
|
||||
size: 178, 178
|
||||
orig: 178, 178
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
OtherIcons/Cities
|
||||
rotate: false
|
||||
xy: 208, 1436
|
||||
|
|
@ -823,27 +844,6 @@ OtherIcons/Load
|
|||
orig: 100, 100
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
OtherIcons/Loading
|
||||
rotate: false
|
||||
xy: 907, 1686
|
||||
size: 100, 100
|
||||
orig: 100, 100
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
NotificationIcons/Loading
|
||||
rotate: false
|
||||
xy: 907, 1686
|
||||
size: 100, 100
|
||||
orig: 100, 100
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
NotificationIcons/Working
|
||||
rotate: false
|
||||
xy: 907, 1686
|
||||
size: 100, 100
|
||||
orig: 100, 100
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
OtherIcons/LockSmall
|
||||
rotate: false
|
||||
xy: 1398, 1168
|
||||
|
|
|
|||
|
|
@ -189,7 +189,7 @@
|
|||
"name": "Barracks",
|
||||
"hurryCostModifier": 25,
|
||||
"maintenance": 1,
|
||||
"uniques": ["New [Military] units start with [15] Experience [in this city]", "Destroyed when the city is captured"],
|
||||
"uniques": ["New [Military] units start with [15] XP [in this city]", "Destroyed when the city is captured"],
|
||||
"requiredTech": "Bronze Working"
|
||||
},
|
||||
{
|
||||
|
|
@ -199,7 +199,7 @@
|
|||
"hurryCostModifier": 25,
|
||||
"maintenance": 1,
|
||||
"uniques": ["[-25]% Culture cost of natural border growth [in this city]","[-25]% Gold cost of acquiring tiles [in this city]",
|
||||
"New [Military] units start with [15] Experience [in this city]", "Destroyed when the city is captured"],
|
||||
"New [Military] units start with [15] XP [in this city]", "Destroyed when the city is captured"],
|
||||
"requiredTech": "Bronze Working"
|
||||
},
|
||||
{
|
||||
|
|
@ -640,7 +640,7 @@
|
|||
"hurryCostModifier": 25,
|
||||
"maintenance": 1,
|
||||
"requiredBuilding": "Barracks",
|
||||
"uniques": ["New [Military] units start with [15] Experience [in this city]", "Destroyed when the city is captured"],
|
||||
"uniques": ["New [Military] units start with [15] XP [in this city]", "Destroyed when the city is captured"],
|
||||
"requiredTech": "Steel"
|
||||
},
|
||||
|
||||
|
|
@ -904,7 +904,7 @@
|
|||
"hurryCostModifier": 0,
|
||||
"maintenance": 1,
|
||||
"requiredBuilding": "Armory",
|
||||
"uniques": ["New [Military] units start with [15] Experience [in this city]", "Destroyed when the city is captured"],
|
||||
"uniques": ["New [Military] units start with [15] XP [in this city]", "Destroyed when the city is captured"],
|
||||
"requiredTech": "Military Science"
|
||||
},
|
||||
{
|
||||
|
|
@ -912,7 +912,7 @@
|
|||
"culture": 3,
|
||||
"greatPersonPoints": {"Great Scientist": 2},
|
||||
"isWonder": true,
|
||||
"uniques": ["Free [Great General] appears", "New [Military] units start with [15] Experience [in this city]"],
|
||||
"uniques": ["Free [Great General] appears", "New [Military] units start with [15] XP [in this city]"],
|
||||
"requiredTech": "Military Science",
|
||||
"quote": "'Pale Death beats equally at the poor man's gate and at the palaces of kings.' - Horace"
|
||||
},
|
||||
|
|
|
|||
|
|
@ -596,7 +596,7 @@
|
|||
"name": "Total War",
|
||||
"uniques": [
|
||||
"[+25]% Production when constructing [Military] units [in all cities]",
|
||||
"New [Military] units start with [15] Experience [in all cities]"
|
||||
"New [Military] units start with [15] XP [in all cities]"
|
||||
],
|
||||
"requires": ["Police State", "Fascism"],
|
||||
"row": 3,
|
||||
|
|
|
|||
|
|
@ -170,7 +170,7 @@
|
|||
"name": "Barracks",
|
||||
"hurryCostModifier": 25,
|
||||
"maintenance": 1,
|
||||
"uniques": ["New [Military] units start with [15] Experience [in this city]", "Destroyed when the city is captured"],
|
||||
"uniques": ["New [Military] units start with [15] XP [in this city]", "Destroyed when the city is captured"],
|
||||
"requiredTech": "Bronze Working"
|
||||
},
|
||||
{
|
||||
|
|
@ -180,7 +180,7 @@
|
|||
"hurryCostModifier": 25,
|
||||
"maintenance": 1,
|
||||
"uniques": ["[-25]% Culture cost of natural border growth [in this city]","[-25]% Gold cost of acquiring tiles [in this city]",
|
||||
"New [Military] units start with [15] Experience [in this city]", "Destroyed when the city is captured"],
|
||||
"New [Military] units start with [15] XP [in this city]", "Destroyed when the city is captured"],
|
||||
"requiredTech": "Bronze Working"
|
||||
},
|
||||
{
|
||||
|
|
@ -567,7 +567,7 @@
|
|||
"hurryCostModifier": 25,
|
||||
"maintenance": 1,
|
||||
"requiredBuilding": "Barracks",
|
||||
"uniques": ["New [Military] units start with [15] Experience [in this city]", "Destroyed when the city is captured"],
|
||||
"uniques": ["New [Military] units start with [15] XP [in this city]", "Destroyed when the city is captured"],
|
||||
"requiredTech": "Machinery"
|
||||
},
|
||||
|
||||
|
|
@ -757,7 +757,7 @@
|
|||
"hurryCostModifier": 0,
|
||||
"maintenance": 1,
|
||||
"requiredBuilding": "Armory",
|
||||
"uniques": ["New [Military] units start with [15] Experience [in this city]", "Destroyed when the city is captured"],
|
||||
"uniques": ["New [Military] units start with [15] XP [in this city]", "Destroyed when the city is captured"],
|
||||
"requiredTech": "Military Science"
|
||||
},
|
||||
{
|
||||
|
|
@ -765,7 +765,7 @@
|
|||
"culture": 3,
|
||||
"greatPersonPoints": {"Great Scientist": 2},
|
||||
"isWonder": true,
|
||||
"uniques": ["Free [Great General] appears", "New [Military] units start with [15] Experience [in this city]"],
|
||||
"uniques": ["Free [Great General] appears", "New [Military] units start with [15] XP [in this city]"],
|
||||
"requiredTech": "Military Science",
|
||||
"quote": "'Pale Death beats equally at the poor man's gate and at the palaces of kings.' - Horace"
|
||||
},
|
||||
|
|
|
|||
|
|
@ -589,7 +589,7 @@
|
|||
"name": "Total War",
|
||||
"uniques": [
|
||||
"[+15]% Production when constructing [Military] units [in all cities]",
|
||||
"New [Military] units start with [15] Experience [in all cities]"
|
||||
"New [Military] units start with [15] XP [in all cities]"
|
||||
],
|
||||
"requires": ["Police State", "Fascism"],
|
||||
"row": 3,
|
||||
|
|
|
|||
|
|
@ -128,6 +128,10 @@ Requires [PolicyOrNationalWonder] = Benodig [PolicyOrNationalWonder]
|
|||
Cannot be purchased = Kan nie gekoop word nie
|
||||
Can only be purchased = Kan slegs gekoop word
|
||||
See also = Sien ook
|
||||
# Requires translation!
|
||||
Use default promotions =
|
||||
# Requires translation!
|
||||
Default promotions for [unitType] =
|
||||
|
||||
Requires at least one of the following: = Vereis ten minste een van die volgende:
|
||||
Requires all of the following: = Vereis al die volgende:
|
||||
|
|
@ -3504,7 +3508,7 @@ Land units may cross [terrainName] tiles after the first [baseUnitFilter] is ear
|
|||
# Requires translation!
|
||||
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory =
|
||||
# Requires translation!
|
||||
New [baseUnitFilter] units start with [amount] Experience [cityFilter] =
|
||||
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
|
||||
# Requires translation!
|
||||
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion =
|
||||
# Requires translation!
|
||||
|
|
@ -3968,6 +3972,8 @@ Provides a random bonus when entered =
|
|||
# Requires translation!
|
||||
Unpillagable =
|
||||
# Requires translation!
|
||||
Destroyed when pillaged =
|
||||
# Requires translation!
|
||||
Irremovable =
|
||||
# Requires translation!
|
||||
Will not be replaced by automated units =
|
||||
|
|
|
|||
|
|
@ -115,6 +115,10 @@ Requires [PolicyOrNationalWonder] = [PolicyOrNationalWonder] প্রয়ো
|
|||
Cannot be purchased = ক্রয় করা যাবে না
|
||||
Can only be purchased = শুধু ক্রয় করা যাবে
|
||||
See also = আরো দেখুন
|
||||
# Requires translation!
|
||||
Use default promotions =
|
||||
# Requires translation!
|
||||
Default promotions for [unitType] =
|
||||
|
||||
Requires at least one of the following: = এগুলোর মধ্যে অন্তত একটি প্রয়োজনঃ
|
||||
Requires all of the following: = এগুলোর সবগুলি প্রয়োজনঃ
|
||||
|
|
@ -3012,7 +3016,7 @@ Land units may cross [terrainName] tiles after the first [baseUnitFilter] is ear
|
|||
# Requires translation!
|
||||
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory =
|
||||
# Requires translation!
|
||||
New [baseUnitFilter] units start with [amount] Experience [cityFilter] =
|
||||
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
|
||||
# Requires translation!
|
||||
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion =
|
||||
# Requires translation!
|
||||
|
|
@ -3476,6 +3480,8 @@ Provides a random bonus when entered =
|
|||
# Requires translation!
|
||||
Unpillagable =
|
||||
# Requires translation!
|
||||
Destroyed when pillaged =
|
||||
# Requires translation!
|
||||
Irremovable =
|
||||
# Requires translation!
|
||||
Will not be replaced by automated units =
|
||||
|
|
|
|||
|
|
@ -125,6 +125,10 @@ Requires [PolicyOrNationalWonder] = Патрабуецца [PolicyOrNationalWond
|
|||
Cannot be purchased = Не можа быць продана
|
||||
Can only be purchased = Можа быць толі продана
|
||||
See also = Глядзець таксама
|
||||
# Requires translation!
|
||||
Use default promotions =
|
||||
# Requires translation!
|
||||
Default promotions for [unitType] =
|
||||
|
||||
Requires at least one of the following: = Патрабуе прынамсі адно з наступнага:
|
||||
Requires all of the following: = Патрабуе ўсё з наступнага:
|
||||
|
|
@ -3165,7 +3169,7 @@ Land units may cross [terrainName] tiles after the first [baseUnitFilter] is ear
|
|||
# Requires translation!
|
||||
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory =
|
||||
# Requires translation!
|
||||
New [baseUnitFilter] units start with [amount] Experience [cityFilter] =
|
||||
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
|
||||
# Requires translation!
|
||||
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion =
|
||||
# Requires translation!
|
||||
|
|
@ -3629,6 +3633,8 @@ Provides a random bonus when entered =
|
|||
# Requires translation!
|
||||
Unpillagable =
|
||||
# Requires translation!
|
||||
Destroyed when pillaged =
|
||||
# Requires translation!
|
||||
Irremovable =
|
||||
# Requires translation!
|
||||
Will not be replaced by automated units =
|
||||
|
|
|
|||
|
|
@ -132,6 +132,10 @@ Requires [PolicyOrNationalWonder] = Zahtijeva [PolicyOrNationalWonder]
|
|||
Cannot be purchased = Ne može se kupiti
|
||||
Can only be purchased = Može se kupiti samo
|
||||
See also = Vidi također
|
||||
# Requires translation!
|
||||
Use default promotions =
|
||||
# Requires translation!
|
||||
Default promotions for [unitType] =
|
||||
|
||||
Requires at least one of the following: = Zahtijeva najmanje jedno od sljedećeg:
|
||||
Requires all of the following: = Zahtijeva sve od sljedećeg:
|
||||
|
|
@ -3738,7 +3742,7 @@ Land units may cross [terrainName] tiles after the first [baseUnitFilter] is ear
|
|||
# Requires translation!
|
||||
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory =
|
||||
# Requires translation!
|
||||
New [baseUnitFilter] units start with [amount] Experience [cityFilter] =
|
||||
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
|
||||
# Requires translation!
|
||||
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion =
|
||||
# Requires translation!
|
||||
|
|
@ -4202,6 +4206,8 @@ Provides a random bonus when entered =
|
|||
# Requires translation!
|
||||
Unpillagable =
|
||||
# Requires translation!
|
||||
Destroyed when pillaged =
|
||||
# Requires translation!
|
||||
Irremovable =
|
||||
# Requires translation!
|
||||
Will not be replaced by automated units =
|
||||
|
|
|
|||
|
|
@ -96,10 +96,8 @@ New [civName]\n(formerly known as [cityName]) = Novo [civName]\n(anteriormente c
|
|||
Requires [buildingName] to be built in the city = Requer que [buildingName] esteja construído na cidade
|
||||
Requires [buildingName] to be built in all cities = Requer que [buildingName] tenha sido construído em todas as cidades
|
||||
Provides a free [buildingName] in the city = Fornece um(a) [buildingName] grátis na cidade
|
||||
# Requires translation!
|
||||
Requires improved [resource] near city =
|
||||
# Requires translation!
|
||||
Requires at least one of the following resources improved near the city: =
|
||||
Requires improved [resource] near city = Requer um(a) [resource] próximo a cidade
|
||||
Requires at least one of the following resources improved near the city: = Requer pelo menos um dos seguintes recursos proximos a cidade
|
||||
Wonder is being built elsewhere = Maravilha está sendo construída em outra cidade
|
||||
National Wonder is being built elsewhere = Maravilha Nacional está sendo construída em algum lugar.
|
||||
Requires a [buildingName] in all [cityFilter] cities = Requer um(a) [buildingName] em todas as [cityFilter] cidades
|
||||
|
|
@ -115,6 +113,8 @@ Requires [PolicyOrNationalWonder] = Requer [PolicyOrNationalWonder]
|
|||
Cannot be purchased = Não pode ser comprado
|
||||
Can only be purchased = Só pode ser comprado
|
||||
See also = Ver também
|
||||
Use default promotions = Use promoções padrão
|
||||
Default promotions for [unitType] = Promoções padrão para [unitType]
|
||||
|
||||
Requires at least one of the following: = Precisa pelo menos de um dos seguintes:
|
||||
Requires all of the following: = Precisa de todos os seguintes:
|
||||
|
|
@ -377,8 +377,7 @@ Start game! = Começar jogo!
|
|||
Map Options = Opções do Mapa
|
||||
Game Options = Opções de Jogo
|
||||
Civilizations = Civilizações
|
||||
# Requires translation!
|
||||
Shuffle Civ Order at Start =
|
||||
Shuffle Civ Order at Start = Embaralhar Ordem das Civ no Início
|
||||
Map Type = Tipo de Mapa
|
||||
Map file = Arquivo do Mapa
|
||||
Max Turns = Turnos Máximos
|
||||
|
|
@ -390,8 +389,7 @@ Existing = Existente
|
|||
Custom = Customizado
|
||||
Map Generation Type = Tipo de geração de mapa
|
||||
Enabled Map Generation Types = Tipos de geração de mapas ativados
|
||||
# Requires translation!
|
||||
Example map =
|
||||
Example map = Mapa de demonstração
|
||||
|
||||
# Map types
|
||||
Default = Padrão
|
||||
|
|
@ -818,8 +816,7 @@ Hidden = Escondido
|
|||
Visible = Visível
|
||||
Permanent = Permanente
|
||||
|
||||
# Requires translation!
|
||||
Show minimap =
|
||||
Show minimap = Mostrar minimapa
|
||||
|
||||
Show tutorials = Mostrar tutoriais
|
||||
Reset tutorials = Reiniciar tutoriais
|
||||
|
|
@ -851,12 +848,11 @@ Continuous rendering = Renderização contínua
|
|||
When disabled, saves battery life but certain animations will be suspended = Ao desabilitar, economiza bateria mas algumas animações serão suspensas
|
||||
|
||||
## Gameplay tab
|
||||
Gameplay = Jogatina
|
||||
Check for idle units = Verificar unidades inativas
|
||||
Gameplay = Jogabilidade
|
||||
Check for idle units = Verificar unidades ociosas
|
||||
'Next unit' button cycles idle units = O botão 'Próxima unidade' alterna as unidades ociosas
|
||||
Auto Unit Cycle = Ciclo Automático da Unidade
|
||||
# Requires translation!
|
||||
Show Small Skip/Cycle Unit Button =
|
||||
Show Small Skip/Cycle Unit Button = Mostrar pequeno botão de unidade de pular/ciclo
|
||||
Move units with a single tap = Mover unidades com apenas um toque
|
||||
Move units with a long tap = Mover unidades com um toque longo
|
||||
Auto-assign city production = Auto-atribuir produção na cidade
|
||||
|
|
@ -995,13 +991,11 @@ We have conquered the city of [cityName]! = Nós conquistamos a cidade de [cityN
|
|||
Your citizens are revolting due to very high unhappiness! = Seus cidadãos estão se revoltando devido à infelicidade muito alta!
|
||||
|
||||
|
||||
# Requires translation!
|
||||
An enemy [unit] has attacked [cityName] ([amount2] HP) =
|
||||
An enemy [unit] has attacked [cityName] ([amount2] HP) = Um(a) [unit] inimiga atacou [cityName] ([amount2] HP)
|
||||
An enemy [unit] ([amount] HP) has attacked [cityName] ([amount2] HP) = Um(a) [unit] inimigo(a) ([amount] HP) atacou [cityName] ([amount2] HP)
|
||||
An enemy [unit] ([amount] HP) has [battleAction] our [ourUnit] ([amount2] HP) = Um(a) [unit] inimigo(a) ([amount] HP) [battleAction] nosso(a) [ourUnit] ([amount2] HP)
|
||||
An enemy [unit] has attacked our [ourUnit] ([amount] HP) = Um(a) [unit] inimigo(a) atacou nosso(a) [ourUnit] ([amount] HP)
|
||||
# Requires translation!
|
||||
An enemy [unit] ([amount] HP) has attacked our [ourUnit] ([amount2] HP) =
|
||||
An enemy [unit] ([amount] HP) has attacked our [ourUnit] ([amount2] HP) = Um(a) [unit] ([amount] HP) atacou nosso(a) [ourUnit] ([amount2] HP)
|
||||
Enemy city [cityName] has attacked our [ourUnit] = A cidade inimiga [cityName] atacou nosso(a) [ourUnit]
|
||||
Enemy city [cityName] has attacked our [ourUnit] ([amount2] HP) = A cidade inimiga [cityName] atacou nosso(a) [ourUnit] ([amount2] HP)
|
||||
An enemy [unit] has captured [cityName] = Um(a) [unit] inimigo(a) capturou [cityName]
|
||||
|
|
@ -1185,10 +1179,8 @@ turn = turno
|
|||
Next unit = Próxima unidade
|
||||
[amount] units idle = [amount] unidades ociosas
|
||||
[idleCount] idle = [idleCount] ocioso
|
||||
# Requires translation!
|
||||
[skipCount] skipping =
|
||||
# Requires translation!
|
||||
Cycle =
|
||||
[skipCount] skipping = [skipCount] pulando
|
||||
Cycle = Ciclo
|
||||
Fog of War = Névoa de guerra
|
||||
Pick a policy = Escolha uma política
|
||||
Move Spies = Mover Espiões
|
||||
|
|
@ -1238,8 +1230,7 @@ Pillage = Saquear
|
|||
Pillage [improvement] = Saquear [improvement]
|
||||
[improvement] (Pillaged!) = [improvement] (Saqueado!)
|
||||
Repair [improvement] - [turns] = Reparar [improvement] - [turns]
|
||||
# Requires translation!
|
||||
Skip turn =
|
||||
Skip turn = Pular turno
|
||||
Are you sure you want to pillage this [improvement]? = Tem certeza de que deseja saquear esta [improvement]?
|
||||
We have looted [amount] from a [improvement] = Saqueamos [amount] de uma [improvement]
|
||||
We have looted [amount] from a [improvement] which has been sent to [cityName] = Saqueamos [amount] de um [improvement] que foi enviada para [cityName]
|
||||
|
|
@ -1662,8 +1653,7 @@ Bonus stats for improvement = Bônus de estatísticas por melhoria
|
|||
Buildings that consume this resource = Construções que consomem esse recurso
|
||||
Buildings that provide this resource = Edifícios que fornecem este recurso
|
||||
Improvements that provide this resource = Melhorias que fornecem este recurso
|
||||
# Requires translation!
|
||||
Buildings that require this resource improved near the city =
|
||||
Buildings that require this resource improved near the city = Edifícios que necessitam deste recurso perto da cidade
|
||||
Units that consume this resource = Unidades que consomem esse recurso
|
||||
Can be built on = Pode ser construído em
|
||||
Cannot be built on = Não pode ser construído em
|
||||
|
|
@ -2143,7 +2133,8 @@ Enables embarkation for land units = Permite o embarque de unidades terrestres
|
|||
Enables [mapUnitFilter] units to enter ocean tiles = Permite que unidades [mapUnitFilter] entrem em painéis oceánicos
|
||||
Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned = As unidades terrestres podem cruzar os painéis [terrainName] depois que o primeiro [baseUnitFilter] for ganho
|
||||
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory = Unidades inimigas [mapUnitFilter] devem gastar [amount] de pontos de movimento extras quando estiverem dentro do seu território
|
||||
New [baseUnitFilter] units start with [amount] Experience [cityFilter] = Novas unidades [baseUnitFilter] começam com [amount] de XP [cityFilter]
|
||||
# Requires translation!
|
||||
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
|
||||
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion = Todas as unidades [baseUnitFilter] recém-treinadas [cityFilter] recebem a promoção de [promotion]
|
||||
[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing = [mapUnitFilter] Unidades adjacentes a esta cidade curam [amount] HP por turno ao curar
|
||||
[relativeAmount]% City Strength from defensive buildings = [relativeAmount]% de força da cidade de edifícios defensivos
|
||||
|
|
@ -2374,7 +2365,8 @@ Costs [amount] [stat] per turn = Custos [amount] [stat] por turno
|
|||
Adjacent enemy units ending their turn take [amount] damage = Unidades inimigas adjacentes que terminam seu turno recebem [amount] de dano
|
||||
Great Improvement = Grande Melhoria
|
||||
Provides a random bonus when entered = Fornece um bônus aleatório quando inserido
|
||||
Unpillagable = Impossível pilhar
|
||||
Unpillagable = Impossível saquear
|
||||
Destroyed when pillaged = Destruído quando saqueado
|
||||
Irremovable = Irremovível
|
||||
Will not be replaced by automated units = Não serão substituídos por unidades automatizadas
|
||||
Improves [resourceFilter] resource in this tile = Melhora o recurso [resourceFilter] neste painel
|
||||
|
|
@ -2539,8 +2531,7 @@ upon constructing [buildingFilter] = ao construir [buildingFilter]
|
|||
upon constructing [buildingFilter] [cityFilter] = ao construir [buildingFilter] [cityFilter]
|
||||
upon gaining a [baseUnitFilter] unit = ao ganhar uma unidade [baseUnitFilter]
|
||||
upon turn end = ao final do turno
|
||||
# Requires translation!
|
||||
upon turn start =
|
||||
upon turn start = ao início do turno
|
||||
upon founding a Pantheon = ao fundar um Panteão
|
||||
upon founding a Religion = ao fundar uma Religião
|
||||
upon enhancing a Religion = ao aprimorar uma Religião
|
||||
|
|
@ -6924,16 +6915,11 @@ Once a certain tech is researched, your land units can embark, allowing them to
|
|||
Units are defenseless while embarked (cannot use modifiers), and have a fixed Defending Strength based on your tech Era, so be careful!\nRanged Units can't attack, Melee Units have a Strength penalty, and all have limited vision. = As unidades ficam indefesas enquanto embarcadas (não podem usar modificadores) e tem uma Força de Defesa fixa com base na sua Era tecnológica, então tenha cuidado!\nUnidades de Alcance não podem atacar, Unidades Corpo a Corpo têm uma penalidade de Força e todas têm visão limitada.
|
||||
|
||||
Idle Units = Unidades Inativas
|
||||
# Requires translation!
|
||||
Clicking 'Next unit' moves to the next idle unit in the queue (as listed in Overview -> Units). After issuing an order to an unit, if 'Auto Unit Cycle' in Options -> Gameplay is enabled, you will automatically select the next idle unit. =
|
||||
# Requires translation!
|
||||
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Skip turn'. =
|
||||
# Requires translation!
|
||||
If you want to disable the 'Next unit' feature entirely, you can toggle it in Options -> Gameplay -> Check for idle units. =
|
||||
# Requires translation!
|
||||
If you'd rather 'Next unit' cycle the units and not mark them as Done, you can change it in the Options -> Gameplay menu. =
|
||||
# Requires translation!
|
||||
You can also cycle through the idle units using the left and right triangles on the Unit Table in the lower left of the screen. Or by default using the Cycle button next to the 'Next Unit' button. =
|
||||
Clicking 'Next unit' moves to the next idle unit in the queue (as listed in Overview -> Units). After issuing an order to an unit, if 'Auto Unit Cycle' in Options -> Gameplay is enabled, you will automatically select the next idle unit. = Clicar em 'Próxima unidade' move para a próxima unidade ociosa na fila (conforme listado em Visão geral -> Unidades). Após emitir uma ordem para uma unidade, se 'Ciclo Automático da Unidade' em Opções -> Jogabilidade estiver habilitado, você selecionará automaticamente a próxima unidade ociosa.
|
||||
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Skip turn'. = Se você não quiser mover uma unidade neste turno, você pode ignorá-lo clicando em "Próxima unidade" novamente, ou comandar a unidade para "Pular turno".
|
||||
If you want to disable the 'Next unit' feature entirely, you can toggle it in Options -> Gameplay -> Check for idle units. = Se quiser desabilitar completamente o recurso "Próxima unidade", você pode ativá-lo em Opções -> Jogabilidade -> Verificar unidades ociosas.
|
||||
If you'd rather 'Next unit' cycle the units and not mark them as Done, you can change it in the Options -> Gameplay menu. = Se você preferir alternar as unidades em 'Próxima unidade' e não marcá-las como Concluídas, você pode alterar isso no menu Opções -> Jogabilidade.
|
||||
You can also cycle through the idle units using the left and right triangles on the Unit Table in the lower left of the screen. Or by default using the Cycle button next to the 'Next Unit' button. = Você também pode alternar entre as unidades ociosas usando os triângulos esquerdo e direito na Tabela de Unidades no canto inferior esquerdo da tela. Ou, por padrão, usando o botão Ciclo ao lado do botão 'Próxima unidade'.
|
||||
|
||||
Contact Me = Contate-me
|
||||
Hi there! If you've played this far, you've probably seen that the game is currently incomplete.\n Unciv is meant to be open-source and free, forever.\n That means no ads or any other nonsense. = Olá! Se você jogou até agora, provavelmente já viu que o jogo está incompleto.\n O Unciv é destinado a ser de código aberto e gratuito para sempre.\n Isso significa que não há anúncios ou outras bobagens.
|
||||
|
|
@ -7001,8 +6987,7 @@ This is where you spend most of your time playing Unciv. See the world, control
|
|||
⑥: Unit Action Buttons - while a unit is selected its possible actions appear here. = ⑥: Botões de ação da unidade - enquanto uma unidade é selecionada, suas ações possíveis aparecem aqui.
|
||||
⑦: The unit/city info pane - shows information about a selected unit or city. = ⑦: O painel de informações da unidade/cidade - mostra informações sobre uma unidade ou cidade selecionada.
|
||||
⑧: The name (and unit icon) of the selected unit or city, with current health if wounded. Clicking a unit name or icon will open its civilopedia entry. = ⑧: O nome (e ícone da unidade) da unidade ou cidade selecionada, com a saúde atual se ferido. Clicar no nome de uma unidade ou ícone abrirá sua entrada na civilopédia.
|
||||
# Requires translation!
|
||||
⑨: The arrow buttons allow jumping to the next/previous idle unit. =
|
||||
⑨: The arrow buttons allow jumping to the next/previous idle unit. = Os botões de seta permitem pular para a próxima/anterior unidade ociosa.
|
||||
⑩: For a selected unit, its promotions appear here, and clicking leads to the promotions screen for that unit. = ⑩: Para uma unidade selecionada, suas promoções aparecem aqui e clicar leva à tela de promoções dessa unidade.
|
||||
⑪: Remaining/per turn movement points, strength and experience / XP needed for promotion. For cities, you get its combat strength. = ⑪: Pontos de movimento restantes/por turno, força e experiência / XP necessários para promoção. Para cidades, você obtém sua força de combate.
|
||||
⑫: This button closes the selected unit/city info pane. = ⑫: Este botão fecha o painel de informações da unidade/cidade selecionada.
|
||||
|
|
|
|||
|
|
@ -128,6 +128,10 @@ Requires [PolicyOrNationalWonder] = Изисква [PolicyOrNationalWonder]
|
|||
Cannot be purchased = Не може да се закупи
|
||||
Can only be purchased = Може само да се закупи
|
||||
See also = Вижте също
|
||||
# Requires translation!
|
||||
Use default promotions =
|
||||
# Requires translation!
|
||||
Default promotions for [unitType] =
|
||||
|
||||
Requires at least one of the following: = Изисква поне едно от следните:
|
||||
Requires all of the following: = Изисква всяко от следните:
|
||||
|
|
@ -2811,7 +2815,7 @@ Land units may cross [terrainName] tiles after the first [baseUnitFilter] is ear
|
|||
# Requires translation!
|
||||
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory =
|
||||
# Requires translation!
|
||||
New [baseUnitFilter] units start with [amount] Experience [cityFilter] =
|
||||
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
|
||||
# Requires translation!
|
||||
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion =
|
||||
# Requires translation!
|
||||
|
|
@ -3271,6 +3275,8 @@ Provides a random bonus when entered =
|
|||
# Requires translation!
|
||||
Unpillagable =
|
||||
# Requires translation!
|
||||
Destroyed when pillaged =
|
||||
# Requires translation!
|
||||
Irremovable =
|
||||
# Requires translation!
|
||||
Will not be replaced by automated units =
|
||||
|
|
|
|||
|
|
@ -96,10 +96,8 @@ New [civName]\n(formerly known as [cityName]) = Nova [civName]\n(abans coneguda
|
|||
Requires [buildingName] to be built in the city = Necessita [buildingName] a la ciutat.
|
||||
Requires [buildingName] to be built in all cities = Necessita [buildingName] a cada ciutat.
|
||||
Provides a free [buildingName] in the city = Proporciona [buildingName] de franc a la ciutat.
|
||||
# Requires translation!
|
||||
Requires improved [resource] near city =
|
||||
# Requires translation!
|
||||
Requires at least one of the following resources improved near the city: =
|
||||
Requires improved [resource] near city = Cal [resource] amb millora a prop de la ciutat.
|
||||
Requires at least one of the following resources improved near the city: = Cal com a mínim un d’aquests recursos millorats a prop de la ciutat:
|
||||
Wonder is being built elsewhere = Aquesta meravella ja es construeix en un altre lloc.
|
||||
National Wonder is being built elsewhere = Aquesta meravella nacional ja es construeix en un altre lloc.
|
||||
Requires a [buildingName] in all [cityFilter] cities = Cal un/una [buildingName] a totes les ciutats [cityFilter]
|
||||
|
|
@ -115,6 +113,8 @@ Requires [PolicyOrNationalWonder] = Requereix [PolicyOrNationalWonder].
|
|||
Cannot be purchased = No es pot comprar
|
||||
Can only be purchased = Només es pot comprar
|
||||
See also = Vegeu també
|
||||
Use default promotions = Fes servir els ascensos per defecte
|
||||
Default promotions for [unitType] = Ascensos per defecte per a [unitType]
|
||||
|
||||
Requires at least one of the following: = Requereix almenys un dels següents:
|
||||
Requires all of the following: = Requereix:
|
||||
|
|
@ -377,8 +377,7 @@ Start game! = Comença la partida
|
|||
Map Options = Opcions del mapa
|
||||
Game Options = Opcions de la partida
|
||||
Civilizations = Civilitzacions
|
||||
# Requires translation!
|
||||
Shuffle Civ Order at Start =
|
||||
Shuffle Civ Order at Start = Barreja l’ordre de civilitzacions a l’inici
|
||||
Map Type = Tipus de mapa
|
||||
Map file = Fitxer de mapa
|
||||
Max Turns = Límit de torns
|
||||
|
|
@ -390,8 +389,7 @@ Existing = Existent
|
|||
Custom = Personalitzat
|
||||
Map Generation Type = Tipus de generació del mapa
|
||||
Enabled Map Generation Types = Tipus de generació de mapes activats
|
||||
# Requires translation!
|
||||
Example map =
|
||||
Example map = Mapa d’exemple
|
||||
|
||||
# Map types
|
||||
Default = Per defecte
|
||||
|
|
@ -818,8 +816,7 @@ Hidden = Amagades
|
|||
Visible = Visibles
|
||||
Permanent = Permanents
|
||||
|
||||
# Requires translation!
|
||||
Show minimap =
|
||||
Show minimap = Mostra el minimapa
|
||||
|
||||
Show tutorials = Mostra els tutorials
|
||||
Reset tutorials = Restableix els tutorials
|
||||
|
|
@ -855,8 +852,7 @@ Gameplay = Jugabilitat
|
|||
Check for idle units = Comprova les unitats aturades
|
||||
'Next unit' button cycles idle units = El botó d’«Unitat següent» passa a la següent unitat aturada
|
||||
Auto Unit Cycle = Fes el cicle d’unitats automàticament
|
||||
# Requires translation!
|
||||
Show Small Skip/Cycle Unit Button =
|
||||
Show Small Skip/Cycle Unit Button = Mostra un botó petit per a saltar o canviar d’unitat
|
||||
Move units with a single tap = Mou les unitats tocant-les una sola vegada
|
||||
Move units with a long tap = Mou les unitats amb un toc llarg
|
||||
Auto-assign city production = Assigna automàticament la producció de les ciutats
|
||||
|
|
@ -995,13 +991,11 @@ We have conquered the city of [cityName]! = Hem conquerit la ciutat de [cityName
|
|||
Your citizens are revolting due to very high unhappiness! = Els vostres ciutadans es revolten degut a la infelicitat!
|
||||
|
||||
|
||||
# Requires translation!
|
||||
An enemy [unit] has attacked [cityName] ([amount2] HP) =
|
||||
An enemy [unit] has attacked [cityName] ([amount2] HP) = Una unitat [unit] enemiga ha atacat [cityName] ([amount2] PV).
|
||||
An enemy [unit] ([amount] HP) has attacked [cityName] ([amount2] HP) = Un [unit] enemic ([amount] PV) ha atacat [cityName] ([amount2] PV).
|
||||
An enemy [unit] ([amount] HP) has [battleAction] our [ourUnit] ([amount2] HP) = Un [unit] enemic ([amount] HP) ha [battleAction] el nostre [ourUnit] ([amount2] PV)
|
||||
An enemy [unit] has attacked our [ourUnit] ([amount] HP) = Un/una [unit] enemic/ga ha atacat el/la nostre/a [ourUnit] ([amount] PV).
|
||||
# Requires translation!
|
||||
An enemy [unit] ([amount] HP) has attacked our [ourUnit] ([amount2] HP) =
|
||||
An enemy [unit] ([amount] HP) has attacked our [ourUnit] ([amount2] HP) = Una unitat enemiga [unit] ([amount] PV) ha atacat el/la nostre/a [ourUnit] ([amount2] PV).
|
||||
Enemy city [cityName] has attacked our [ourUnit] = La ciutat enemiga [cityName] ha atacat el nostre [ourUnit].
|
||||
Enemy city [cityName] has attacked our [ourUnit] ([amount2] HP) = La ciutat enemiga [cityName] ha atacat el nostre [ourUnit] ([amount2] PV).
|
||||
An enemy [unit] has captured [cityName] = Un [unit] enemic ha capturat [cityName].
|
||||
|
|
@ -1185,10 +1179,8 @@ turn = torn
|
|||
Next unit = Següent unitat
|
||||
[amount] units idle = [amount] unitats aturades
|
||||
[idleCount] idle = [idleCount] aturats
|
||||
# Requires translation!
|
||||
[skipCount] skipping =
|
||||
# Requires translation!
|
||||
Cycle =
|
||||
[skipCount] skipping = [skipCount] saltades
|
||||
Cycle = Canvia
|
||||
Fog of War = Boira de guerra
|
||||
Pick a policy = Tria una política
|
||||
Move Spies = Mou espies
|
||||
|
|
@ -1238,8 +1230,7 @@ Pillage = Saqueja
|
|||
Pillage [improvement] = Saqueja [improvement]
|
||||
[improvement] (Pillaged!) = [improvement] (saquejat!)
|
||||
Repair [improvement] - [turns] = Repara [improvement] ‒ [turns]
|
||||
# Requires translation!
|
||||
Skip turn =
|
||||
Skip turn = Salta el torn
|
||||
Are you sure you want to pillage this [improvement]? = Esteu segur que voleu saquejar la [improvement]?
|
||||
We have looted [amount] from a [improvement] = Hem saquejat [amount] de [improvement].
|
||||
We have looted [amount] from a [improvement] which has been sent to [cityName] = Hem saquejat [amount] de [improvement] i ho hem enviat a [cityName].
|
||||
|
|
@ -1662,8 +1653,7 @@ Bonus stats for improvement = Bonificacions per millora
|
|||
Buildings that consume this resource = Edificis que consumeixen el recurs
|
||||
Buildings that provide this resource = Edificis que proporcionen el recurs
|
||||
Improvements that provide this resource = Millores que proporcionen el recurs
|
||||
# Requires translation!
|
||||
Buildings that require this resource improved near the city =
|
||||
Buildings that require this resource improved near the city = Edificis que necessiten aquest recurs millorat a prop de la ciutat
|
||||
Units that consume this resource = Unitats que consumeixen el recurs
|
||||
Can be built on = Es pot construir en
|
||||
Cannot be built on = No es pot construir en
|
||||
|
|
@ -2143,7 +2133,8 @@ Enables embarkation for land units = Permet embarcar unitats terrestres
|
|||
Enables [mapUnitFilter] units to enter ocean tiles = Permet entrar a caselles d’oceà a les unitats [mapUnitFilter]
|
||||
Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned = Les unitats terrestres poden creuar caselles de [terrainName] després que s’obtingui el primer [baseUnitFilter].
|
||||
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory = Les unitats de tipus «[mapUnitFilter]» enemigues han de fer servir [amount] punts de moviment addicionals quan estan a dins del vostre territori
|
||||
New [baseUnitFilter] units start with [amount] Experience [cityFilter] = Les unitats de tipus [baseUnitFilter] noves tenen d’inici [amount] d’experiència [cityFilter]
|
||||
# Requires translation!
|
||||
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
|
||||
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion = Totes les noves unitats entrenades de tipus «[baseUnitFilter]» [cityFilter] reben l’ascens [promotion]
|
||||
[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing = Les unitats [mapUnitFilter] adjacents a aquesta ciutat guanyen [amount] de vida per torn quan es curen.
|
||||
[relativeAmount]% City Strength from defensive buildings = [relativeAmount] % de força de ciutat dels edificis defensius
|
||||
|
|
@ -2375,6 +2366,7 @@ Adjacent enemy units ending their turn take [amount] damage = Les unitats enemig
|
|||
Great Improvement = Millora gran
|
||||
Provides a random bonus when entered = S’obté una bonificació aleatòria quan s’hi entra.
|
||||
Unpillagable = No es pot saquejar.
|
||||
Destroyed when pillaged = Queda destruït quan es saqueja.
|
||||
Irremovable = No es pot treure.
|
||||
Will not be replaced by automated units = Les unitats automatizades no ho reemplaçaran
|
||||
Improves [resourceFilter] resource in this tile = Millora el recurs [resourceFilter] d’aquesta casella
|
||||
|
|
@ -2539,8 +2531,7 @@ upon constructing [buildingFilter] = quan es construeix [buildingFilter]
|
|||
upon constructing [buildingFilter] [cityFilter] = quan es construeix [buildingFilter] [cityFilter]
|
||||
upon gaining a [baseUnitFilter] unit = quan s’obté una unitat [baseUnitFilter]
|
||||
upon turn end = fins a la fi del torn
|
||||
# Requires translation!
|
||||
upon turn start =
|
||||
upon turn start = quan comença el torn
|
||||
upon founding a Pantheon = quan es funda un panteó
|
||||
upon founding a Religion = quan es funda una religió
|
||||
upon enhancing a Religion = quan es difon una religió
|
||||
|
|
@ -2556,8 +2547,7 @@ upon losing the [promotion] status = quan es perd l’estat [promotion]
|
|||
upon losing at least [amount] HP in a single attack = quan perd com a mínim [amount] PV en un sol atac
|
||||
upon ending a turn in a [tileFilter] tile = quan acaba el torn en una casella de tipus [tileFilter]
|
||||
upon discovering a [tileFilter] tile = quan es descobreix una casella [tileFilter]
|
||||
# Requires translation!
|
||||
upon entering a [tileFilter] tile =
|
||||
upon entering a [tileFilter] tile = quan entra en una casella [tileFilter]
|
||||
for [amount] turns = durant [amount] torns
|
||||
hidden from users = amagat als usuaris
|
||||
for every [countable] = per cada [countable]
|
||||
|
|
|
|||
|
|
@ -20,11 +20,11 @@ This document provides short hints only for Croatian translation and is by no me
|
|||
- [Placeholder genders](#placeholder-genders)
|
||||
- [Feminine](#feminine)
|
||||
- [Masculine](#masculine)
|
||||
- [Third gender](#third-gender)
|
||||
- [Neuter](#neuter)
|
||||
- [Mixed gender](#mixed-gender)
|
||||
- [Guess gender](#guess-gender)
|
||||
- [Unresolved gender](#unresolved-gender)
|
||||
- [Gender not applicable](#gender-not-applicable)
|
||||
- [Unresolved gender](#unresolved-gender)
|
||||
- [City names](#city-names)
|
||||
- [Cities written in English](#cities-written-in-english)
|
||||
- [Cities written in Latin letter](#cities-written-in-latin-letter)
|
||||
|
|
@ -43,7 +43,8 @@ Words in this section are difficult to translate properly or difficult for consi
|
|||
Choice of words for consistent translation in order of preference and depending on context.</br>
|
||||
First highlighted word is used and additional highlighted words are only hints, and may be used
|
||||
either depending on context or by replacing all matching alternative words as applicable.</br>
|
||||
Words in parentheses are incorrect because English translation has another word.</br>
|
||||
Words in parentheses are incorrect either because English translation has another word, or because
|
||||
we already use them to translate some other English word in translation file.</br>
|
||||
Words outside parentheses are hints as to when highlighted word should be used.
|
||||
|
||||
### Resolved Translation
|
||||
|
|
@ -131,7 +132,8 @@ Not yet translated words, mostly because no sane translation exits to Croatian l
|
|||
- Place `Postavi`
|
||||
- Gift `Poklon`, `Dar`
|
||||
- Supply `Opskrba`
|
||||
- Consume(s)/Consuming `Troši/Potrošnja`, `Iskoristiti` stvar, pojava, `Konzumiranje` biće
|
||||
- Consume(s)/Consuming `Konzumira/Konzumirati`, `Troši/Potrošnja`, `Iskoristiti`
|
||||
- Spend(s) `Troši/Potrošnja`, `Provoditi`
|
||||
- Move `Pokreni`, `Pomakni`, `Premjesti`
|
||||
- Movement `Kretnja`, `Pokret`
|
||||
- Chance `Šansa`, `Vjerojatnost`
|
||||
|
|
@ -243,7 +245,7 @@ Exceptions (use sparingly to retain consistency):
|
|||
|
||||
NOTE: Switching from formal and informal is used in diplomacy
|
||||
|
||||
Examples (formal vs informal):
|
||||
Examples (formal vs informal, to check for correct usage e.g. in combination with placeholders):
|
||||
|
||||
- Vi vs Ti
|
||||
- Vas vs Tebe, te
|
||||
|
|
@ -275,9 +277,7 @@ Use regex for quick find, e.g. for `*iš`:
|
|||
|
||||
### Grammatical gender
|
||||
|
||||
TODO: Not fully checked
|
||||
|
||||
Examples:
|
||||
Examples (to check for correct usage e.g. in combination with placeholders):
|
||||
|
||||
- Naš vs Naša
|
||||
- Našim vs Našom
|
||||
|
|
@ -289,12 +289,14 @@ Examples:
|
|||
- Njihovim vs Njihovom
|
||||
- Njihovog vs Njihove
|
||||
|
||||
TODO: Usage not fully checked:
|
||||
|
||||
- `(a)`, `(la)`, `(ica)`, `(ice)`, `(kinjo)`, `(icom)`, `(jela)`, `(na)`, `(om)`, `(icom)` (All feminine)
|
||||
- `*io`, `*la`
|
||||
|
||||
Exceptions:
|
||||
|
||||
- Use 3rd gender where appropriate to avoid grammatical gender
|
||||
- Use neuter where appropriate to avoid grammatical gender
|
||||
|
||||
### Other grammar
|
||||
|
||||
|
|
@ -328,6 +330,7 @@ When grammatical gender around a placeholder is needed we use majority gender of
|
|||
- [currentPlayerCiv]
|
||||
- [unitType]
|
||||
- [civ], [civ1], [civ2]
|
||||
- [civilization]
|
||||
|
||||
Feminine but not applicable:
|
||||
|
||||
|
|
@ -354,7 +357,6 @@ Feminine but not applicable:
|
|||
- [cityFilter]
|
||||
- [cityState]
|
||||
- [cityStateName]
|
||||
- [resource]
|
||||
- [resources]
|
||||
- [greatPerson]
|
||||
- [specialist]
|
||||
|
|
@ -373,7 +375,7 @@ Masculine but not applicable:
|
|||
- [populationFilter]
|
||||
- [battleAction]
|
||||
|
||||
### Third gender
|
||||
### Neuter
|
||||
|
||||
- [era]
|
||||
- [eraName]
|
||||
|
|
@ -383,7 +385,7 @@ Masculine but not applicable:
|
|||
|
||||
### Mixed gender
|
||||
|
||||
Use 3rd gender in translation:
|
||||
Use neuter in translation:
|
||||
|
||||
- [wonder]
|
||||
- [buildingName]
|
||||
|
|
@ -401,8 +403,9 @@ Use 3rd gender in translation:
|
|||
- [techName]
|
||||
- [technologyName]
|
||||
- [building]
|
||||
- [resource]
|
||||
|
||||
Mixed but use 3rd and masculine gender (depending on context) but not feminine:
|
||||
Mixed but use neuter or masculine (depending on context) but not feminine:
|
||||
|
||||
- [nukeType]
|
||||
|
||||
|
|
@ -423,14 +426,7 @@ Try to guess gender depending on context:
|
|||
- [countable], [countable2], [countable3]
|
||||
- [policy]
|
||||
- [code]
|
||||
|
||||
### Unresolved gender
|
||||
|
||||
TODO: Which gender are these?</br>
|
||||
TODO: There are more placeholders in properties not handled here.
|
||||
|
||||
- [costOrStrength]
|
||||
- [param]
|
||||
- [name]
|
||||
|
||||
### Gender not applicable
|
||||
|
||||
|
|
@ -448,9 +444,24 @@ TODO: There are more placeholders in properties not handled here.
|
|||
- [version]
|
||||
- [title]
|
||||
- [naturalWonder]
|
||||
- [name]
|
||||
- [thingToProduce]
|
||||
- [thingToSelect]
|
||||
- [count]
|
||||
- [influenceAmount]
|
||||
- [amountOfCulture]
|
||||
- [firstValue]
|
||||
- [secondValue]
|
||||
- [questName]
|
||||
|
||||
### Unresolved gender
|
||||
|
||||
TODO: Which gender are these?</br>
|
||||
TODO: There are more placeholders in properties not listed here.
|
||||
|
||||
- [costOrStrength]
|
||||
- [param]
|
||||
- [valueType]
|
||||
- [ability]
|
||||
|
||||
[Table of Contents](#table-of-contents)
|
||||
|
||||
|
|
@ -525,17 +536,18 @@ TODO: Which letter was historically used by these? classify them and verify tran
|
|||
|
||||
## Resources
|
||||
|
||||
The following resources were helpful for translation of cities and personal names:
|
||||
The following resources were helpful for translation of cities and person names:
|
||||
|
||||
### Hints
|
||||
|
||||
- wikipedia
|
||||
- google maps in local language first (origin country of a city), google maps in Croatian language if local language
|
||||
- Wikipedia
|
||||
- Google maps in local language first (origin country of a city), google maps in Croatian language if local language
|
||||
letter is not Latin
|
||||
- search engines
|
||||
- Multiple search engines, meta search engines
|
||||
- The Bible (e.g. Babylonian and Egyptian cities)
|
||||
- Country local lexicons
|
||||
- Country local lexicons, preferably state official lexicons
|
||||
- Deep web
|
||||
- Sample articles in Croatian or English language using a word or term which is to be translated
|
||||
|
||||
### Links
|
||||
|
||||
|
|
@ -550,6 +562,8 @@ The following resources were helpful for translation of cities and personal name
|
|||
- [Geek pravopis](https://geek.hr/pravopis/)
|
||||
- [Encyclopedia Iranica](https://iranicaonline.org/)
|
||||
|
||||
- TODO: Reference of comprehensive transliteration rules
|
||||
|
||||
[Table of Contents](#table-of-contents)
|
||||
|
||||
## Gotcha's
|
||||
|
|
@ -563,4 +577,9 @@ The following resources were helpful for translation of cities and personal name
|
|||
- Note that other slavic countries like Serbia, Macedonia, Slovakia etc. use different transliteration
|
||||
rules so they're not appropriate for translation but exceptions exist that can help. (e.g by using wikipedia)
|
||||
|
||||
- TODO: Where possible avoid "da" (dakavica) and "bude/budu" etc.
|
||||
Note that some cases are orthographically correct.
|
||||
|
||||
- Avoid anglicisms, germanisms and other borrowed words unless there is no actual Croatian equivalent
|
||||
|
||||
[Table of Contents](#table-of-contents)
|
||||
|
|
|
|||
|
|
@ -96,10 +96,8 @@ New [civName]\n(formerly known as [cityName]) = Nova [civName]\n(prethodno pozna
|
|||
Requires [buildingName] to be built in the city = Zahtijeva da [buildingName] bude izgrađeno u gradu
|
||||
Requires [buildingName] to be built in all cities = Zahtijeva da [buildingName] bude izgrađeno u svim gradovima
|
||||
Provides a free [buildingName] in the city = Pruža besplatno [buildingName] u gradu
|
||||
# Requires translation!
|
||||
Requires improved [resource] near city =
|
||||
# Requires translation!
|
||||
Requires at least one of the following resources improved near the city: =
|
||||
Requires improved [resource] near city = Zahtijeva unaprijeđeno [resource] u blizini grada
|
||||
Requires at least one of the following resources improved near the city: = Zahtijeva barem jedan od sljedećih unaprijeđenih resursa u blizini grada:
|
||||
Wonder is being built elsewhere = Čudo se gradi negdje drugdje
|
||||
National Wonder is being built elsewhere = Nacionalno Čudo se gradi negdje drugdje
|
||||
Requires a [buildingName] in all [cityFilter] cities = Zahtijeva [buildingName] u svim [cityFilter] gradovima
|
||||
|
|
@ -107,7 +105,7 @@ Requires a [buildingName] in at least [amount] of [cityFilter] cities = Zahtijev
|
|||
[buildingName] required: = Potrebno [buildingName]:
|
||||
Requires a [buildingName] in this city = Zahtijeva [buildingName] u ovom gradu
|
||||
Cannot be built with [buildingName] = Ne može se graditi s [buildingName]
|
||||
Consumes [amount] [resource] = Troši [amount] [resource]
|
||||
Consumes [amount] [resource] = Konzumira [amount] [resource]
|
||||
Need [amount] more [resource] = Treba [amount] više [resource]
|
||||
[amount] available = [amount] dostupno
|
||||
Required tech: [requiredTech] = Potrebna tehnologija: [requiredTech]
|
||||
|
|
@ -115,6 +113,8 @@ Requires [PolicyOrNationalWonder] = Zahtijeva [PolicyOrNationalWonder]
|
|||
Cannot be purchased = Ne može se kupiti
|
||||
Can only be purchased = Može se jedino kupiti
|
||||
See also = Vidi također
|
||||
Use default promotions = Koristi zadana promaknuća
|
||||
Default promotions for [unitType] = Zadana pomaknuća za [unitType]
|
||||
|
||||
Requires at least one of the following: = Zahtijeva barem jedno od sljedećeg:
|
||||
Requires all of the following: = Zahtijeva sve od sljedećeg:
|
||||
|
|
@ -207,7 +207,7 @@ Favorable = Povoljan
|
|||
Friend = Prijatelj
|
||||
Ally = Saveznik
|
||||
|
||||
[questName] (+[influenceAmount] influence) = [questName] (+[influenceAmount] utjecaj)
|
||||
[questName] (+[influenceAmount] influence) = [questName] (+[influenceAmount] utjecaja)
|
||||
[remainingTurns] turns remaining = [remainingTurns] poteza preostalo
|
||||
Current leader(s): [leaders] = Trenutačni vođa(e): [leaders]
|
||||
Current leader(s): [leaders], you: [yourScore] = Trenutačni vođa(e): [leaders], vi: [yourScore]
|
||||
|
|
@ -377,8 +377,7 @@ Start game! = Pokreni igru!
|
|||
Map Options = Opcije Karte
|
||||
Game Options = Opcije Igre
|
||||
Civilizations = Civilizacije
|
||||
# Requires translation!
|
||||
Shuffle Civ Order at Start =
|
||||
Shuffle Civ Order at Start = Promiješaj Redoslijed Civilizacija na Početku
|
||||
Map Type = Tip Karte
|
||||
Map file = Datoteka karte
|
||||
Max Turns = Maksimalno poteza
|
||||
|
|
@ -817,8 +816,7 @@ Hidden = Skriveno
|
|||
Visible = Vidljivo
|
||||
Permanent = Trajno
|
||||
|
||||
# Requires translation!
|
||||
Show minimap =
|
||||
Show minimap = Pokaži mini kartu
|
||||
|
||||
Show tutorials = Pokaži poduke
|
||||
Reset tutorials = Resetiraj poduke
|
||||
|
|
@ -854,8 +852,7 @@ Gameplay = Igranje
|
|||
Check for idle units = Provjeri jedinice u stanju mirovanja
|
||||
'Next unit' button cycles idle units = Gumb 'Sljedeća jedinica' kruži kroz jedinice u stanju mirovanja
|
||||
Auto Unit Cycle = Automatsko Kruženje Kroz Jedinice
|
||||
# Requires translation!
|
||||
Show Small Skip/Cycle Unit Button =
|
||||
Show Small Skip/Cycle Unit Button = Pokaži Mali Gumb Preskoči/Kruži Jedinicu
|
||||
Move units with a single tap = Pomiči jedinice jednim dodirom
|
||||
Move units with a long tap = Pomiči jedinice dugim dodirom
|
||||
Auto-assign city production = Automatski dodijeli proizvodnju u gradovima
|
||||
|
|
@ -1653,12 +1650,11 @@ Placed on [terrainType] = Postavlja se na [terrainType]
|
|||
Can be found on = Može se pronaći na
|
||||
Improved by [improvement] = Unaprjeđeno s [improvement]
|
||||
Bonus stats for improvement = Dodatna statistika za unaprjeđenje
|
||||
Buildings that consume this resource = Zgrade koje troše ovaj resurs
|
||||
Buildings that consume this resource = Zgrade koje konzumiraju ovaj resurs
|
||||
Buildings that provide this resource = Zgrade koje pružaju ovaj resurs
|
||||
Improvements that provide this resource = Unaprjeđenja koja pružaju ovaj resurs
|
||||
# Requires translation!
|
||||
Buildings that require this resource improved near the city =
|
||||
Units that consume this resource = Jedinice koje troše ovaj resurs
|
||||
Buildings that require this resource improved near the city = Zgrade koje zahtijevaju ovaj resurs unaprijeđen u blizini grada
|
||||
Units that consume this resource = Jedinice koje konzumiraju ovaj resurs
|
||||
Can be built on = Može se izgraditi na
|
||||
Cannot be built on = Ne može se izgraditi na
|
||||
or [terrainType] = ili [terrainType]
|
||||
|
|
@ -2088,7 +2084,7 @@ Allied City-States provide [stat] equal to [relativeAmount]% of what they produc
|
|||
City-State Influence recovers at twice the normal rate = Utjecaj Grada-Država oporavlja se dvostruko brže od normalne stope
|
||||
[relativeAmount]% growth [cityFilter] = [relativeAmount]% rasta [cityFilter]
|
||||
[amount]% Food is carried over after population increases [cityFilter] = [amount]% Hrane se prenosi nakon povećanja stanovništva [cityFilter]
|
||||
[relativeAmount]% Food consumption by specialists [cityFilter] = [relativeAmount]% Potrošnje hrane od strane specijalista [cityFilter]
|
||||
[relativeAmount]% Food consumption by specialists [cityFilter] = [relativeAmount]% konzumacije Hrane od strane specijalista [cityFilter]
|
||||
[relativeAmount]% unhappiness from the number of cities = [relativeAmount]% nezadovoljstva od broja gradova
|
||||
[relativeAmount]% Unhappiness from [populationFilter] [cityFilter] = [relativeAmount]% Nezadovoljstva od [populationFilter] [cityFilter]
|
||||
[amount] Happiness from each type of luxury resource = [amount] Zadovoljstva iz svake vrste luksuznih resursa
|
||||
|
|
@ -2137,7 +2133,8 @@ Enables embarkation for land units = Omogućuje kopnenim jedinicama ukrcaj na br
|
|||
Enables [mapUnitFilter] units to enter ocean tiles = Omogućuje [mapUnitFilter] jedinicama da uđu na polja oceana
|
||||
Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned = Kopnene jedinice mogu prelaziti [terrainName] polja nakon što se zaradi prvi [baseUnitFilter]
|
||||
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory = Neprijateljske [mapUnitFilter] jedinice moraju potrošiti [amount] dodatnih bodova kretanja kada su unutar vašeg teritorija
|
||||
New [baseUnitFilter] units start with [amount] Experience [cityFilter] = Nove [baseUnitFilter] jedinice počinju s [amount] Iskustva [cityFilter]
|
||||
# Requires translation!
|
||||
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
|
||||
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion = Sve novoobučene [baseUnitFilter] jedinice [cityFilter] dobivaju [promotion] promaknuće
|
||||
[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing = [mapUnitFilter] Jedinice uz ovaj grad liječe se [amount] Životnih Bodova po potezu kada se liječe
|
||||
[relativeAmount]% City Strength from defensive buildings = [relativeAmount]% Snage Grada od obrambenih zgrada
|
||||
|
|
@ -2369,6 +2366,7 @@ Adjacent enemy units ending their turn take [amount] damage = Susjedne neprijate
|
|||
Great Improvement = Veliko Unaprjeđenje
|
||||
Provides a random bonus when entered = Pruža nasumični bonus kada se uđe
|
||||
Unpillagable = Ne može se opljačkati
|
||||
Destroyed when pillaged = Uništeno kada je opljačkano
|
||||
Irremovable = Ne može se ukloniti
|
||||
Will not be replaced by automated units = Neće biti zamijenjeni automatiziranim jedinicama
|
||||
Improves [resourceFilter] resource in this tile = Unaprjeđuje [resourceFilter] resurs na ovom polju
|
||||
|
|
@ -2485,7 +2483,7 @@ Free Technology = Besplatna Tehnologija
|
|||
Reveals the entire map = Otkriva cijelu kartu
|
||||
Gain a free [beliefType] belief = Dobijte besplatno [beliefType] vjerovanje
|
||||
Triggers voting for the Diplomatic Victory = Okida glasovanje za diplomatsku pobjedu
|
||||
Instantly consumes [positiveAmount] [stockpiledResource] = Instantno troši [positiveAmount] [stockpiledResource]
|
||||
Instantly consumes [positiveAmount] [stockpiledResource] = Instantno konzumira [positiveAmount] [stockpiledResource]
|
||||
Instantly provides [positiveAmount] [stockpiledResource] = Instantno pruža [positiveAmount] [stockpiledResource]
|
||||
Instantly gain [amount] [stockpile] = Instantno dobijte [amount] [stockpile]
|
||||
Gain [amount] [stat] = Dobijte [amount] [stat]
|
||||
|
|
@ -3437,7 +3435,7 @@ Would you be interested in a trade agreement with England? = Dali bi bio(la) zai
|
|||
Hello, again. = Pozdrav, još jednom.
|
||||
Oh, it's you! = Oh, to si ti!
|
||||
Sun Never Sets = Sunce Nikad ne Zalazi
|
||||
Long live to Your Highness, Queen Elizabeth Gloriana, leader and protector of the glorious England! Through history, enduring many invasions, England strengthened its will, playing smartly with diplomacy, cunning, and military power, to eventually rose as one of the most dominant Empires the world has ever known. Their matchless navy, brilliant scientists and artists, and powerful merchants, have shaped the known world for centuries. = Živjela Tvoja Visost, Kraljice Elizabeta Gloriana, vođa i zaštitnica slavne Engleske! Kroz povijest, podnoseći mnoge invazije, Engleska je ojačala svoju volju, igrajući se pametno diplomacijom, lukavošću i vojnom moći, da bi se na kraju uzdigla kao jedno od najdominantnijih Carstava koje je svijet ikada vidio. Njihova neuporediva mornarica, briljantni znanstvenici i umjetnici te moćni trgovci stoljećima su oblikovali poznati svijet.
|
||||
Long live to Your Highness, Queen Elizabeth Gloriana, leader and protector of the glorious England! Through history, enduring many invasions, England strengthened its will, playing smartly with diplomacy, cunning, and military power, to eventually rose as one of the most dominant Empires the world has ever known. Their matchless navy, brilliant scientists and artists, and powerful merchants, have shaped the known world for centuries. = Živjela Tvoja Visost, Kraljice Elizabeta Gloriana, vođa i zaštitnica slavne Engleske! Kroz povijest, podnoseći mnoge invazije, Engleska je ojačala svoju volju, igrajući se pametno diplomacijom, lukavošću i vojnom moći, da bi se na kraju uzdigla kao jedno od najdominantnijih Carstava koje je svijet ikada vidio. Njihova neusporediva mornarica, briljantni znanstvenici i umjetnici te moćni trgovci stoljećima su oblikovali poznati svijet.
|
||||
Queen Elizabeth, will England cast once more its brightness upon all lands and seas of the world? Will your new empire shine through the ages of history? = Kraljice Elizabeto, hoće li Engleska još jednom baciti svoj sjaj na sve zemlje i mora svijeta? Hoće li tvoje novo carstvo sjati kroz stoljeća povijesti?
|
||||
London = London
|
||||
York = York
|
||||
|
|
@ -6917,14 +6915,11 @@ Once a certain tech is researched, your land units can embark, allowing them to
|
|||
Units are defenseless while embarked (cannot use modifiers), and have a fixed Defending Strength based on your tech Era, so be careful!\nRanged Units can't attack, Melee Units have a Strength penalty, and all have limited vision. = Jedinice su bespomoćne dok su ukrcane na brod (ne mogu koristiti modifikatore), i imaju fiksnu Snagu Obrane na temelju vaše tehnološke Ere, pa budite oprezni!\nDalekometne Jedinice ne mogu napadati, Jedinice za Blisku Borbu imaju penal na Snagu, i sve imaju ograničen vidokrug.
|
||||
|
||||
Idle Units = Jedinice u Stanju Mirovanja
|
||||
# Requires translation!
|
||||
Clicking 'Next unit' moves to the next idle unit in the queue (as listed in Overview -> Units). After issuing an order to an unit, if 'Auto Unit Cycle' in Options -> Gameplay is enabled, you will automatically select the next idle unit. =
|
||||
Clicking 'Next unit' moves to the next idle unit in the queue (as listed in Overview -> Units). After issuing an order to an unit, if 'Auto Unit Cycle' in Options -> Gameplay is enabled, you will automatically select the next idle unit. = Klikom na "Sljedeća jedinica" prelazi se na sljedeću jedinicu u stanju mirovanja u redu čekanja (kako je navedeno u Pregled -> Jedinice). Nakon izdavanja naređenja jedinici, ako je 'Automatsko Kruženje Kroz Jedinice' u Opcije -> Igranje omogućeno, automatski ćete odabrati sljedeću jedinicu u stanju mirovanja.
|
||||
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Skip turn'. = Ako ne želite pomicati jedinicu ovaj potez, možete ju preskočiti klikom na "Sljedeća jedinica" ili narediti jedinici da "Preskoči potez".
|
||||
# Requires translation!
|
||||
If you want to disable the 'Next unit' feature entirely, you can toggle it in Options -> Gameplay -> Check for idle units. =
|
||||
If you want to disable the 'Next unit' feature entirely, you can toggle it in Options -> Gameplay -> Check for idle units. = Ako želite u potpunosti onemogućiti značajku 'Sljedeća jedinica', možete je uključiti/isključiti u Opcije -> Igranje -> Provjeri jedinice u stanju mirovanja.
|
||||
If you'd rather 'Next unit' cycle the units and not mark them as Done, you can change it in the Options -> Gameplay menu. = Ako biste radije da "Sljedeća jedinica" kruži kroz jedinice a da ih ne označi kao Gotovo, možete je promijeniti u izborniku Opcije -> Igranje.
|
||||
# Requires translation!
|
||||
You can also cycle through the idle units using the left and right triangles on the Unit Table in the lower left of the screen. Or by default using the Cycle button next to the 'Next Unit' button. =
|
||||
You can also cycle through the idle units using the left and right triangles on the Unit Table in the lower left of the screen. Or by default using the Cycle button next to the 'Next Unit' button. = Također možete kružiti kroz jedinice u stanju mirovanja koristeći lijevi i desni trokut na Tablici Jedinice u donjem lijevom kutu zaslona. Ili prema zadanim postavkama pomoću gumba Kruži pored gumba 'Sljedeća jedinica'.
|
||||
|
||||
Contact Me = Kontaktirajte Me
|
||||
Hi there! If you've played this far, you've probably seen that the game is currently incomplete.\n Unciv is meant to be open-source and free, forever.\n That means no ads or any other nonsense. = Pozdrav! Ako ste igrali do sada, vjerojatno ste vidjeli da je igra trenutačno nedovršena.\n Unciv je namijenjen da bude otvorenog koda i besplatan, zauvijek.\n To znači da nema reklama ili bilo koje druge gluposti.
|
||||
|
|
@ -7192,7 +7187,7 @@ Example: The 'Open Github page' button on the Mod management screen. = Primjer:
|
|||
|
||||
Differences from Civilization V = Razlike u usporedbi s Civilizacijom V
|
||||
Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept. = Fokus proizvodnje\nU Civilizaciji V, prvo se izračunava količina hrane u gradu, zatim populacija raste konzumiranjem uskladištene hrane (rast), zatim se izračunava proizvodnja, i tako jedna po jedna izračunavaju se ostale statistike. Dakle, građani mogu proizvoditi prinose u istom potezu kada su rođeni. Fokus grada postavljen je na Proizvodnju kako bi se novorođenog građanina dodijelilo na brdo kako bi doprinio Proizvodnji, a zatim se ručno premješta na polje rasta u sljedećem potezu. Alternativno, možete postaviti fokus grada na Zlato (npr. s Cerro de Potosi), Vjeru (npr. s Sinajsko Brdo) ili bilo što, što ima najviše prinosa. U Unciv-u, građani počinju proizvoditi prinose tek u sljedećem potezu, tako da možete zanemariti cijeli ovaj koncept
|
||||
Science Queueing\nIn Civilization V, Science yield is calculated after production, so if you finish an item and have Science (or Gold) queued as a perpetual construction, the Production overflow from item will be converted into Science (or Gold), but the Production is not consumed, as this will only happen again on the next turn. By immediately swapping out your perpetual construction for an item on the next turn, you'll get this Science (or Gold) for free. This doesn't apply to Unciv, so don't bother. = Stavljanje Znanosti u Red Čekanja\nU Civilizaciji V, prinos Znanosti se izračunava nakon proizvodnje, tako da ako završite stavku i imate Znanost (ili Zlato) u redu čekanja kao trajnu izgradnju, Proizvodni preljev iz stavke bit će pretvoren u Znanost (ili Zlato), ali Proizvodnja se ne troši, jer će se to ponoviti samo na sljedećem potezu. Ako odmah zamijenite svoju trajnu izgradnju za stavku na sljedećem potezu, dobit ćete ovu Znanost (ili Zlato) besplatno. Ovo se ne odnosi na Unciv, pa se ne mučite.
|
||||
Science Queueing\nIn Civilization V, Science yield is calculated after production, so if you finish an item and have Science (or Gold) queued as a perpetual construction, the Production overflow from item will be converted into Science (or Gold), but the Production is not consumed, as this will only happen again on the next turn. By immediately swapping out your perpetual construction for an item on the next turn, you'll get this Science (or Gold) for free. This doesn't apply to Unciv, so don't bother. = Stavljanje Znanosti u Red Čekanja\nU Civilizaciji V, prinos Znanosti se izračunava nakon proizvodnje, tako da ako završite stavku i imate Znanost (ili Zlato) u redu čekanja kao trajnu izgradnju, preljev Proizvodnje iz stavke bit će pretvoren u Znanost (ili Zlato), ali Proizvodnja se ne konzumira, jer će se to ponoviti tek na sljedećem potezu. Ako odmah zamijenite svoju trajnu izgradnju za stavku na sljedećem potezu, dobit ćete ovu Znanost (ili Zlato) besplatno. Ovo se ne odnosi na Unciv, pa se ne mučite.
|
||||
Double Aqueducts\nIn Civilization V, the game sells existing copies of the building for you before providing a free copy of the building. So, if you build an aqueduct in a city, and then in the turn of adopting Tradition Complete you sell a cheap building (e.g a shrine) beforehand, the game is unable to sell more than 1 building per turn, and thus you'll keep your aqueduct, together with the new free aqueduct. Not applicable to Unciv. = Dvostruki akvadukti\nU Civilizaciji V, igra prodaje postojeće kopije zgrade za vas prije nego što pruži besplatnu kopiju zgrade. Dakle, ako izgradite akvadukt u gradu, a zatim u potezu usvajanja Tradicija je Završena prethodno prodate jeftinu zgradu (npr. svetište), igra ne može prodati više od 1 zgrade po potezu, pa ćete tako zadržati svoj akvadukt, zajedno s novim besplatnim akvaduktom. Nije primjenjivo na Unciv.
|
||||
Legalism Oxford\nIn Civilization V, national wonders such as Oxford University are considered culture buildings, so you can get them for free with Legalism. Not applicable to Unciv. = Legalizam Oxford\nU Civilizaciji V, nacionalna čuda kao što je Sveučilište Oxford smatraju se zgradama kulture, tako da ih možete dobiti besplatno uz Legalizam. Nije primjenjivo na Unciv.
|
||||
Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents. = Ceste i utvrde\nU Civilizaciji V, ne možete koristiti ceste i utvrde na neprijateljskom teritoriju. U Unciv-u ih možete koristiti, pa umjesto da ih bezumno konstruirate posvuda dok ste u ratu, trebate odlučiti hoće li i kada više koristiti vama nego vašim protivnicima
|
||||
|
|
|
|||
|
|
@ -121,6 +121,10 @@ Requires [PolicyOrNationalWonder] = Vyžaduje [PolicyOrNationalWonder]
|
|||
Cannot be purchased = Nelze koupit
|
||||
Can only be purchased = Lze pouze koupit
|
||||
See also = Viz také
|
||||
# Requires translation!
|
||||
Use default promotions =
|
||||
# Requires translation!
|
||||
Default promotions for [unitType] =
|
||||
|
||||
Requires at least one of the following: = Vyžaduje alespoň jedno z následujících:
|
||||
Requires all of the following: = Vyžaduje všechny následující:
|
||||
|
|
@ -2273,7 +2277,8 @@ Enables [mapUnitFilter] units to enter ocean tiles = Umožňuje jednotkám typu
|
|||
Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned = Pozemní jednotky mohou překročit pole [terrainName] jakmile je získán první [baseUnitFilter]
|
||||
# Requires translation!
|
||||
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory =
|
||||
New [baseUnitFilter] units start with [amount] Experience [cityFilter] = Nové [baseUnitFilter] jednotky [cityFilter] okamžitě získají [amount] zkušenosti
|
||||
# Requires translation!
|
||||
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
|
||||
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion = Nově vytrénované [baseUnitFilter] jednotky [cityFilter] získají povýšení [promotion]
|
||||
[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing = [mapUnitFilter] jednotky sousedící s městem si vyléčí [amount] zranění za kolo při každém léčení
|
||||
[relativeAmount]% City Strength from defensive buildings = [relativeAmount]% síla města z obranných budov
|
||||
|
|
@ -2563,6 +2568,8 @@ Great Improvement = Velké vylepšení
|
|||
Provides a random bonus when entered = Po vstupu poskytne jendorázový nahodný bonus
|
||||
Unpillagable = Nelze drancovat
|
||||
# Requires translation!
|
||||
Destroyed when pillaged =
|
||||
# Requires translation!
|
||||
Irremovable =
|
||||
# Requires translation!
|
||||
Will not be replaced by automated units =
|
||||
|
|
|
|||
|
|
@ -96,8 +96,7 @@ New [civName]\n(formerly known as [cityName]) = Nieuw [civName]\n(voorheen beken
|
|||
Requires [buildingName] to be built in the city = Vereist dat een [buildingName] in de stad gebouwd is
|
||||
Requires [buildingName] to be built in all cities = Vereist dat een [buildingName] in iedere stad gebouwd is
|
||||
Provides a free [buildingName] in the city = Verleent een gratis [buildingName] in de stad
|
||||
# Requires translation!
|
||||
Requires improved [resource] near city =
|
||||
Requires improved [resource] near city = Vereist verbeterde [resource] in de buurt van deze stad
|
||||
# Requires translation!
|
||||
Requires at least one of the following resources improved near the city: =
|
||||
Wonder is being built elsewhere = Wonder wordt ergens anders gebouwd
|
||||
|
|
@ -115,6 +114,10 @@ Requires [PolicyOrNationalWonder] = Vereist [PolicyOrNationalWonder]
|
|||
Cannot be purchased = Kan niet gekocht worden
|
||||
Can only be purchased = Kan alleen gekocht worden
|
||||
See also = Zie ook
|
||||
# Requires translation!
|
||||
Use default promotions =
|
||||
# Requires translation!
|
||||
Default promotions for [unitType] =
|
||||
|
||||
Requires at least one of the following: = Vereist minstens één van de volgende:
|
||||
Requires all of the following: = Vereist al het volgende:
|
||||
|
|
@ -377,8 +380,7 @@ Start game! = Start Spel!
|
|||
Map Options = Kaartopties
|
||||
Game Options = Spelopties
|
||||
Civilizations = Beschavingen
|
||||
# Requires translation!
|
||||
Shuffle Civ Order at Start =
|
||||
Shuffle Civ Order at Start = Willekeurige startvolgorde van Beschavingen
|
||||
Map Type = Kaarttype
|
||||
Map file = Kaartbestand
|
||||
Max Turns = Maximale beurten
|
||||
|
|
@ -390,8 +392,7 @@ Existing = Bestaand
|
|||
Custom = Custom
|
||||
Map Generation Type = Kaartgeneratietype
|
||||
Enabled Map Generation Types = Toegelaten kaartgeneratietypes
|
||||
# Requires translation!
|
||||
Example map =
|
||||
Example map = Voorbeeldkaart
|
||||
|
||||
# Map types
|
||||
Default = Standaard
|
||||
|
|
@ -403,10 +404,8 @@ Four Corners = Vier Hoeken
|
|||
Archipelago = Archipel
|
||||
Inner Sea = Binnenzee
|
||||
Perlin = Perlin
|
||||
# Requires translation!
|
||||
Small Continents =
|
||||
# Requires translation!
|
||||
Fractal =
|
||||
Small Continents = Kleine Continenten
|
||||
Fractal = Fractal
|
||||
|
||||
Select players from starting locations = Selecteer spelers met vaste startlocaties
|
||||
Random number of Civilizations = Willekeurig aantal Beschavingen
|
||||
|
|
@ -820,8 +819,7 @@ Hidden = Verborgen
|
|||
Visible = Zichtbaar
|
||||
Permanent = Permanent
|
||||
|
||||
# Requires translation!
|
||||
Show minimap =
|
||||
Show minimap = Toon minikaart
|
||||
|
||||
Show tutorials = Toon handleidingen
|
||||
Reset tutorials = Handleidingen opnieuw tonen
|
||||
|
|
@ -999,13 +997,11 @@ We have conquered the city of [cityName]! = We hebben de stad [cityName] ingenom
|
|||
Your citizens are revolting due to very high unhappiness! = Jouw burgers komen in opstand vanwege de hoge ontevredenheid!
|
||||
|
||||
|
||||
# Requires translation!
|
||||
An enemy [unit] has attacked [cityName] ([amount2] HP) =
|
||||
An enemy [unit] has attacked [cityName] ([amount2] HP) = Een vijandelijke [unit] heeft [cityName] ([amount2] HP) aangevallen
|
||||
An enemy [unit] ([amount] HP) has attacked [cityName] ([amount2] HP) = Een vijandelijke [unit] ([amount] HP) heeft [cityName] ([amount2] HP) aangevallen
|
||||
An enemy [unit] ([amount] HP) has [battleAction] our [ourUnit] ([amount2] HP) = Een vijandelijke [unit] ([amount] HP) heeft onze [ourUnit] ([amount2] HP) [battleAction]
|
||||
An enemy [unit] has attacked our [ourUnit] ([amount] HP) = Een vijandelijke [unit] heeft onze [ourUnit] ([amount] HP) aangevallen
|
||||
# Requires translation!
|
||||
An enemy [unit] ([amount] HP) has attacked our [ourUnit] ([amount2] HP) =
|
||||
An enemy [unit] ([amount] HP) has attacked our [ourUnit] ([amount2] HP) = Een vijandelijke [unit] ([amount] HP) heeft [ourUnit] ([amount2] HP) aangevallen
|
||||
Enemy city [cityName] has attacked our [ourUnit] = Vijandelijke stad [cityName] heeft onze [ourUnit] aangevallen
|
||||
Enemy city [cityName] has attacked our [ourUnit] ([amount2] HP) = Vijandelijke stad [cityName] heeft onze [ourUnit] ([amount2] HP) aangevallen
|
||||
An enemy [unit] has captured [cityName] = Een vijandige [unit] heeft [cityName] ingenomen
|
||||
|
|
@ -1057,7 +1053,7 @@ The City-State of [name] has been destroyed! = De stadstaat van [name] is vernie
|
|||
Your [ourUnit] captured an enemy [theirUnit]! = Je [ourUnit] heeft zojuist een [theirUnit] gevangen genomen!
|
||||
Your captured [unitName] has been returned by [civName] = Je gevangengenomen [unitName] is teruggebracht door [civName]
|
||||
Your [ourUnit] plundered [amount] [Stat] from [theirUnit] = Je [ourUnit] heeft [amount] [Stat] van [theirUnit] geplunderd
|
||||
We have captured a barbarian encampment and recovered [goldAmount] gold! = We hebben een barabarenkamp veroverd en bekwamen [goldAmount] goud!
|
||||
We have captured a barbarian encampment and recovered [goldAmount] gold! = We hebben een barbarenkamp veroverd en bekwamen [goldAmount] goud!
|
||||
An enemy [unitType] has joined us! = Een vijandige [unitType] heeft zich bij ons aangesloten!
|
||||
[unitName] can be promoted! = [unitName] kan gepromoveerd worden!
|
||||
|
||||
|
|
@ -1244,8 +1240,7 @@ Pillage = Plunderen
|
|||
Pillage [improvement] = Plunderen [improvement]
|
||||
[improvement] (Pillaged!) = [improvement] (geplunderd!)
|
||||
Repair [improvement] - [turns] = Repareer [improvement] - [turns]
|
||||
# Requires translation!
|
||||
Skip turn =
|
||||
Skip turn = Sla deze ronde over
|
||||
Are you sure you want to pillage this [improvement]? = Weet je zeker dat je deze [improvement] wilt plunderen?
|
||||
We have looted [amount] from a [improvement] = We plunderden [amount] van [improvement]
|
||||
We have looted [amount] from a [improvement] which has been sent to [cityName] = We plunderden [amount] van een [improvement] van [cityName]
|
||||
|
|
@ -1268,7 +1263,7 @@ Faith = Geloof
|
|||
|
||||
Growth = Groei
|
||||
Territory = Gebied
|
||||
Force = Forceer
|
||||
Force = Krijgsmacht
|
||||
GOLDEN AGE = GOUDEN TIJDPERK
|
||||
Golden Age = Gouden Tijdperk
|
||||
Global Effect = Globaal Effect
|
||||
|
|
@ -2149,7 +2144,8 @@ Enables embarkation for land units = Laat inschepen toe voor landeenheden
|
|||
Enables [mapUnitFilter] units to enter ocean tiles = Laat [mapUnitFilter] eenheden toe oceaan tegels te betreden
|
||||
Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned = Landeenheden mogen [terrainName] tegels oversteken nadat de eerste [baseUnitFilter] verkregen is
|
||||
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory = Vijandige [mapUnitFilter] eenheden moeten [amount] extra bewegingspunten spenderen binnen jouw grondgebied
|
||||
New [baseUnitFilter] units start with [amount] Experience [cityFilter] = Nieuwe [baseUnitFilter] eenheden starten met [amount] ervaring [cityFilter]
|
||||
# Requires translation!
|
||||
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
|
||||
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion = Alle nieuwe [baseUnitFilter] eenheden [cityFilter] ontvangen de [promotion] promotie
|
||||
[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing = [mapUnitFilter] Eenheden naast deze stad helen [amount] HP per beurt als ze aan het helen zijn.
|
||||
[relativeAmount]% City Strength from defensive buildings = [relativeAmount]% Stadsterkte van defensieve gebouwen
|
||||
|
|
@ -2165,8 +2161,8 @@ When declaring friendship, both parties gain a [relativeAmount]% boost to great
|
|||
Influence of all other civilizations with all city-states degrades [relativeAmount]% faster = Invloed van alle andere beschavingen met alle Stadstaten verminderd [relativeAmount]% sneller
|
||||
Gain [amount] Influence with a [baseUnitFilter] gift to a City-State = Krijg [amount] Invloed bij een [baseUnitFilter] geschenk aan een Stadstaat
|
||||
Resting point for Influence with City-States following this religion [amount] = Rustpunt voor invloed bij stadstaten met deze religie [amount]
|
||||
Notified of new Barbarian encampments = Gewaarschuwd voor een nieuw Barbaarkamp
|
||||
Receive triple Gold from Barbarian encampments and pillaging Cities = Ontvang driemaal zoveel Goud van Barbaarse kampen en het plunderen van Steden
|
||||
Notified of new Barbarian encampments = Gewaarschuwd voor een nieuw Barbarenkamp
|
||||
Receive triple Gold from Barbarian encampments and pillaging Cities = Ontvang driemaal zoveel Goud van Barbarenkampen en het plunderen van Steden
|
||||
When conquering an encampment, earn [amount] Gold and recruit a Barbarian unit = Als je een kamp veroverd, verdien [amount] Goud en recruteer een barbaareenheid
|
||||
When defeating a [mapUnitFilter] unit, earn [amount] Gold and recruit it = Als je een [mapUnitFilter] verslaat, verdien [amount] Goud en recruteer het
|
||||
Starting in this era disables religion = In dit tijdperk beginnen schakelt religie uit
|
||||
|
|
@ -2207,7 +2203,7 @@ Requires at least [amount] population = Vereist minstens [amount] bevolking
|
|||
Triggers a global alert upon build start = Veroorzaakt een globaal alarmsignaal bij het starten
|
||||
Triggers a global alert upon completion = Veroorzaakt een globaal alarmsignaal bij voltooiing
|
||||
Cost increases by [amount] per owned city = Kosten nemen toe met [amount] per stad in bezit
|
||||
Cost increases by [amount] when built = Kosten groeien met [amount] when built
|
||||
Cost increases by [amount] when built = Kosten groeien met [amount] wanneer het gebouwd is
|
||||
[amount]% production cost = [amount]% productie kosten
|
||||
Can only be built = Kan alleen gebouwd worden
|
||||
Must have an owned [tileFilter] within [amount] tiles = Moet [tileFilter] bezitten binnen [amount] tegels
|
||||
|
|
@ -2382,6 +2378,8 @@ Adjacent enemy units ending their turn take [amount] damage = Aangrenzende vijan
|
|||
Great Improvement = Grote Verbetering
|
||||
Provides a random bonus when entered = Geeft een willekeurige bonus bij het betreden
|
||||
Unpillagable = Kan niet worden geplunderd
|
||||
# Requires translation!
|
||||
Destroyed when pillaged =
|
||||
Irremovable = Niet verwijderbaar
|
||||
Will not be replaced by automated units = Wordt niet vervangen door geautomatiseerde eenheden
|
||||
Improves [resourceFilter] resource in this tile = Verbetert [resourceFilter] hulpbron in deze tegel
|
||||
|
|
@ -4842,7 +4840,7 @@ Mathematics = Wiskunde
|
|||
'Three things are to be looked to in a building: that it stands on the right spot; that it be securely founded; that it be successfully executed.' - Johann Wolfgang von Goethe = 'Bij een gebouw moet op drie dingen worden gelet: dat het op de juiste plek staat; dat het stevig gefundeerd is; dat het succesvol wordt uitgevoerd.' Johann Wolfgang von Goethe
|
||||
Construction = Bouwkunde
|
||||
'Do not wait to strike til the iron is hot, but make it hot by striking.' - William Butler Yeats = 'Wacht niet met smeden tot het ijzer heet is, maar maak het heet door het te smeden.' - William Butler Yeats
|
||||
Iron Working = Ijzerbewerking
|
||||
Iron Working = IJzerbewerking
|
||||
|
||||
'Three things are necessary for the salvation of man: to know what he ought to believe; to know what he ought to desire; and to know what he ought to do' - St. Thomas Aquinas = 'Drie dingen nodig voor de redding van de mens: weten wat hij hoort te geloven; weten wat hij hoort te verlangen; en weten wat hij hoort te doen.' - Thomas van Aquino
|
||||
Theology = Theologie
|
||||
|
|
@ -5119,7 +5117,7 @@ City center = Stadscentrum
|
|||
Marks the center of a city = Markeert het centrum van een stad
|
||||
Appearance changes with the technological era of the owning civilization = Uiterlijk verandert met de technologische periode van de beschaving
|
||||
|
||||
Barbarian encampment = Barbaarkamp
|
||||
Barbarian encampment = Barbarenkamp
|
||||
Home to uncivilized barbarians, will spawn a hostile unit from time to time = Thuis van onbeschaafde barbaren, vijandige eenheden zullen hier van tijd tot tijd verschijnen
|
||||
|
||||
|
||||
|
|
@ -5366,7 +5364,7 @@ Quick Study = Snelle Student
|
|||
|
||||
Haka War Dance = Haka Oorlogsdans
|
||||
|
||||
Rejuvenation = Herstel
|
||||
Rejuvenation = Verjonging
|
||||
|
||||
Slinger Withdraw = Slingeraar Terugtrekken
|
||||
|
||||
|
|
@ -5431,7 +5429,7 @@ Work Boats = Werkboten
|
|||
|
||||
Trireme = Trireem
|
||||
|
||||
Galley = Gallei
|
||||
Galley = Galei
|
||||
|
||||
Chariot Archer = Strijdwagen Boogschutter
|
||||
|
||||
|
|
@ -5479,7 +5477,7 @@ Crossbowman = Kruisboogschutter
|
|||
|
||||
Chu-Ko-Nu = Chu-Ko-Nu
|
||||
|
||||
Longbowman = Longboogschutter
|
||||
Longbowman = Langboogschutter
|
||||
|
||||
Trebuchet = Trebuchet
|
||||
|
||||
|
|
|
|||
|
|
@ -181,6 +181,10 @@ Cannot be purchased =
|
|||
Can only be purchased =
|
||||
# Requires translation!
|
||||
See also =
|
||||
# Requires translation!
|
||||
Use default promotions =
|
||||
# Requires translation!
|
||||
Default promotions for [unitType] =
|
||||
|
||||
# Requires translation!
|
||||
Requires at least one of the following: =
|
||||
|
|
@ -3928,7 +3932,7 @@ Land units may cross [terrainName] tiles after the first [baseUnitFilter] is ear
|
|||
# Requires translation!
|
||||
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory =
|
||||
# Requires translation!
|
||||
New [baseUnitFilter] units start with [amount] Experience [cityFilter] =
|
||||
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
|
||||
# Requires translation!
|
||||
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion =
|
||||
# Requires translation!
|
||||
|
|
@ -4392,6 +4396,8 @@ Provides a random bonus when entered =
|
|||
# Requires translation!
|
||||
Unpillagable =
|
||||
# Requires translation!
|
||||
Destroyed when pillaged =
|
||||
# Requires translation!
|
||||
Irremovable =
|
||||
# Requires translation!
|
||||
Will not be replaced by automated units =
|
||||
|
|
|
|||
|
|
@ -122,6 +122,10 @@ Requires [PolicyOrNationalWonder] = Kailangan ng [PolicyOrNationalWonder]
|
|||
Cannot be purchased = Hindi nabibili
|
||||
Can only be purchased = Mabibili lamang
|
||||
See also = Tingnan rin
|
||||
# Requires translation!
|
||||
Use default promotions =
|
||||
# Requires translation!
|
||||
Default promotions for [unitType] =
|
||||
|
||||
Requires at least one of the following: = Kailangan ng kahit isa ng sumusunod:
|
||||
Requires all of the following: = Kailangan ang lahat ng sumusunod:
|
||||
|
|
@ -2187,7 +2191,8 @@ Enables embarkation for land units = Pinapagana ang pagsakay sa barko para sa mg
|
|||
Enables [mapUnitFilter] units to enter ocean tiles = Pinapagana ang mga [mapUnitFilter] na yunit na pumasok sa mga karagatan na tile
|
||||
Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned = Maaaring lumakbay ang mga yunit sa lupa sa mga [terrainName] na tile pagkatapos kunin ang unang [baseUnitFilter]
|
||||
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory = Mga kalaban na [mapUnitFilter] yunit ay kailangang magbayad ng [amount] karagdagang puntos sa paggalaw kapag nasa loob ng iyong nasasakupan
|
||||
New [baseUnitFilter] units start with [amount] Experience [cityFilter] = Mga bagong [baseUnitFilter] yunit ay magsisimula sa [amount] Experience [cityFilter]
|
||||
# Requires translation!
|
||||
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
|
||||
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion = Lahat ng bagong sanay na [baseUnitFilter] yunit [cityFilter] ay makakatanggap ng [promotion] promosyon.
|
||||
[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing = [mapUnitFilter] na mga yunit na katabi ng lungsod na ito ay tatanggap ng [amount] HP kada tira kapag nagpapagaling
|
||||
[relativeAmount]% City Strength from defensive buildings = [relativeAmount]% Lakas ng Lungsod mula sa mga pangdepensa na gusali
|
||||
|
|
@ -2435,6 +2440,8 @@ Adjacent enemy units ending their turn take [amount] damage = Mga katabi na yuni
|
|||
Great Improvement = Dakilang Pagbubuti
|
||||
Provides a random bonus when entered = Nagbibigay ng sapalarang bonus kapag napuntahan
|
||||
Unpillagable = Di kayang nakawin
|
||||
# Requires translation!
|
||||
Destroyed when pillaged =
|
||||
Irremovable = Di kayang tanggalin
|
||||
# Requires translation!
|
||||
Will not be replaced by automated units =
|
||||
|
|
|
|||
|
|
@ -128,6 +128,10 @@ Requires [PolicyOrNationalWonder] = Vaatii tämän: [PolicyOrNationalWonder]
|
|||
Cannot be purchased = Ei ostettavissa
|
||||
Can only be purchased = Voidaan vain ostaa
|
||||
See also = Katso myös
|
||||
# Requires translation!
|
||||
Use default promotions =
|
||||
# Requires translation!
|
||||
Default promotions for [unitType] =
|
||||
|
||||
Requires at least one of the following: = Vaatii vähintään yhden seuraavista:
|
||||
Requires all of the following: = Vaatii kaikki seuraavista:
|
||||
|
|
@ -2982,7 +2986,7 @@ Land units may cross [terrainName] tiles after the first [baseUnitFilter] is ear
|
|||
# Requires translation!
|
||||
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory =
|
||||
# Requires translation!
|
||||
New [baseUnitFilter] units start with [amount] Experience [cityFilter] =
|
||||
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
|
||||
# Requires translation!
|
||||
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion =
|
||||
# Requires translation!
|
||||
|
|
@ -3432,6 +3436,8 @@ Provides a random bonus when entered =
|
|||
# Requires translation!
|
||||
Unpillagable =
|
||||
# Requires translation!
|
||||
Destroyed when pillaged =
|
||||
# Requires translation!
|
||||
Irremovable =
|
||||
# Requires translation!
|
||||
Will not be replaced by automated units =
|
||||
|
|
|
|||
|
|
@ -96,10 +96,8 @@ New [civName]\n(formerly known as [cityName]) = New [civName]\n(auparavant [city
|
|||
Requires [buildingName] to be built in the city = Nécessite [buildingName] dans la ville
|
||||
Requires [buildingName] to be built in all cities = Nécessite [buildingName] dans toutes les villes
|
||||
Provides a free [buildingName] in the city = Fournit un(e) [buildingName] gratuit(e) dans la ville
|
||||
# Requires translation!
|
||||
Requires improved [resource] near city =
|
||||
# Requires translation!
|
||||
Requires at least one of the following resources improved near the city: =
|
||||
Requires improved [resource] near city = Nécessite l'aménagement de [resource] près de la ville
|
||||
Requires at least one of the following resources improved near the city: = Nécessite qu'au moins une des ressources suivantes soit aménagée près de la ville :
|
||||
Wonder is being built elsewhere = Merveille déjà en construction ailleurs
|
||||
National Wonder is being built elsewhere = Merveille Nationale déjà en construction ailleurs
|
||||
Requires a [buildingName] in all [cityFilter] cities = Nécessite [buildingName] dans toutes les villes [cityFilter]
|
||||
|
|
@ -115,6 +113,8 @@ Requires [PolicyOrNationalWonder] = Nécessite [PolicyOrNationalWonder]
|
|||
Cannot be purchased = Ne peut pas être acheté
|
||||
Can only be purchased = Peut uniquement être acheté
|
||||
See also = Voir aussi
|
||||
Use default promotions = Utiliser les promotions par défaut
|
||||
Default promotions for [unitType] = Promotions par défaut pour [unitType]
|
||||
|
||||
Requires at least one of the following: = Nécessite au moins un des éléments suivants :
|
||||
Requires all of the following: = Tous les éléments suivants sont requis :
|
||||
|
|
@ -377,8 +377,7 @@ Start game! = Démarrer la partie !
|
|||
Map Options = Options de carte
|
||||
Game Options = Options de partie
|
||||
Civilizations = Civilisations
|
||||
# Requires translation!
|
||||
Shuffle Civ Order at Start =
|
||||
Shuffle Civ Order at Start = Mélanger l'ordre des civ. au démarrage
|
||||
Map Type = Type de carte
|
||||
Map file = Fichier de carte
|
||||
Max Turns = Tours max
|
||||
|
|
@ -817,8 +816,7 @@ Hidden = Caché
|
|||
Visible = Visible
|
||||
Permanent = Permanent
|
||||
|
||||
# Requires translation!
|
||||
Show minimap =
|
||||
Show minimap = Afficher la mini-carte
|
||||
|
||||
Show tutorials = Afficher les tutoriels
|
||||
Reset tutorials = Réinitialiser les tutoriels
|
||||
|
|
@ -854,8 +852,7 @@ Gameplay = Gameplay
|
|||
Check for idle units = Vérifier les unités inactives
|
||||
'Next unit' button cycles idle units = Le bouton 'Unité suivante' parcourt en boucle les unités inactives
|
||||
Auto Unit Cycle = Passer automatiquement à l'unité suivante
|
||||
# Requires translation!
|
||||
Show Small Skip/Cycle Unit Button =
|
||||
Show Small Skip/Cycle Unit Button = Afficher le bouton Passer/Parcourir les unités
|
||||
Move units with a single tap = Déplacer les unités avec un seul clic
|
||||
Move units with a long tap = Déplacer les unités avec un clic long (écran tactile)
|
||||
Auto-assign city production = Production automatique des villes
|
||||
|
|
@ -1656,8 +1653,7 @@ Bonus stats for improvement = Bonus de case aménagée
|
|||
Buildings that consume this resource = Bâtiments consommant cette ressource
|
||||
Buildings that provide this resource = Bâtiments fournissant cette ressource
|
||||
Improvements that provide this resource = Aménagements fournissant cette ressource
|
||||
# Requires translation!
|
||||
Buildings that require this resource improved near the city =
|
||||
Buildings that require this resource improved near the city = Bâtiments nécessitant que cette ressource soit aménagée près de la ville
|
||||
Units that consume this resource = Unités consommant cette ressource
|
||||
Can be built on = Peut être construit sur
|
||||
Cannot be built on = Ne peut pas être construit sur
|
||||
|
|
@ -2137,7 +2133,8 @@ Enables embarkation for land units = Permet d'embarquer les unités terrestres
|
|||
Enables [mapUnitFilter] units to enter ocean tiles = Permet aux unités [mapUnitFilter] de traverser les cases Océan
|
||||
Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned = Les unités terrestres peuvent franchir les cases [terrainName] après obtention du premier [baseUnitFilter]
|
||||
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory = Les unités [mapUnitFilter] ennemies dépensent [amount] point(s) de mouvement supplémentaire(s) sur votre territoire
|
||||
New [baseUnitFilter] units start with [amount] Experience [cityFilter] = Les nouvelles unités [baseUnitFilter] débutent avec [amount] XP [cityFilter]
|
||||
# Requires translation!
|
||||
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
|
||||
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion = Toutes les unités [baseUnitFilter] nouvellement formées [cityFilter] reçoivent la promotion [promotion]
|
||||
[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing = Les unités [mapUnitFilter] adjacentes à cette ville récupèrent [amount] PV en phase de soin
|
||||
[relativeAmount]% City Strength from defensive buildings = [relativeAmount]% Puissance pour les villes avec des bâtiments défensifs
|
||||
|
|
@ -2369,6 +2366,7 @@ Adjacent enemy units ending their turn take [amount] damage = Les unités ennemi
|
|||
Great Improvement = Grand Aménagement
|
||||
Provides a random bonus when entered = Offre un bonus aléatoire lorsque visité
|
||||
Unpillagable = Non-pillable
|
||||
Destroyed when pillaged = Détruit(e) quand pillé(e)
|
||||
Irremovable = Insupprimable
|
||||
Will not be replaced by automated units = Ne sera pas remplacé par les unités automatisées
|
||||
Improves [resourceFilter] resource in this tile = Aménage la ressource [resourceFilter] sur cette case
|
||||
|
|
@ -6917,14 +6915,11 @@ Once a certain tech is researched, your land units can embark, allowing them to
|
|||
Units are defenseless while embarked (cannot use modifiers), and have a fixed Defending Strength based on your tech Era, so be careful!\nRanged Units can't attack, Melee Units have a Strength penalty, and all have limited vision. = Les unités embarquées sont plus vulnérables (les bonus sont désactivés) et leur Puissance défensive est basée sur l'Ère technologique en cours, donc faites attention !\nUne fois embarquées, les unités de combat à distance ne peuvent pas attaquer, les unités de combat rapproché subissent une pénalité de Puissance, et toutes deux ont un champ de vision limité.
|
||||
|
||||
Idle Units = Unités inactives
|
||||
# Requires translation!
|
||||
Clicking 'Next unit' moves to the next idle unit in the queue (as listed in Overview -> Units). After issuing an order to an unit, if 'Auto Unit Cycle' in Options -> Gameplay is enabled, you will automatically select the next idle unit. =
|
||||
Clicking 'Next unit' moves to the next idle unit in the queue (as listed in Overview -> Units). After issuing an order to an unit, if 'Auto Unit Cycle' in Options -> Gameplay is enabled, you will automatically select the next idle unit. = Cliquer sur 'Unité suivante' sélectionne l'unité suivante inactive dans la liste de vos unités (consultable dans Vue d'ensemble > Unités). Après avoir donné un ordre à une unité, si l'option 'Passer automatiquement à l'unité suivante' est activée dans Options > Gameplay, l'unité inactive suivante sera automatiquement sélectionnée.
|
||||
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Skip turn'. = Si vous ne voulez pas déplacer une unité lors d'un tour, vous pouvez la passer en cliquant de nouveau sur 'Unité suivante', ou sur l'ordre 'Passer le tour'.
|
||||
# Requires translation!
|
||||
If you want to disable the 'Next unit' feature entirely, you can toggle it in Options -> Gameplay -> Check for idle units. =
|
||||
If you want to disable the 'Next unit' feature entirely, you can toggle it in Options -> Gameplay -> Check for idle units. = Vous pouvez désactiver le bouton 'Unité suivante' en décochant l'option 'Vérifier les unités inactives' dans Options > Gameplay.
|
||||
If you'd rather 'Next unit' cycle the units and not mark them as Done, you can change it in the Options -> Gameplay menu. = Si vous préférez que le bouton 'Unité suivante' parcourt en boucle les unités sans jamais passer leur tour, activez l'option correspondante dans Options > Gameplay.
|
||||
# Requires translation!
|
||||
You can also cycle through the idle units using the left and right triangles on the Unit Table in the lower left of the screen. Or by default using the Cycle button next to the 'Next Unit' button. =
|
||||
You can also cycle through the idle units using the left and right triangles on the Unit Table in the lower left of the screen. Or by default using the Cycle button next to the 'Next Unit' button. = Il est également possible de parcourir en boucle les unités inactives en utilisant les flèches gauche/droite de la fenêtre Unités située en bas à gauche de l'écran, ou en cliquant sur le bouton Parcourir (activable dans Options > Gameplay) situé à gauche du bouton 'Unité suivante'.
|
||||
|
||||
Contact Me = Me contacter
|
||||
Hi there! If you've played this far, you've probably seen that the game is currently incomplete.\n Unciv is meant to be open-source and free, forever.\n That means no ads or any other nonsense. = Salut ! Si vous avez joué jusqu'ici, vous avez probablement\nremarqué que ce jeu est encore incomplet.\nUnciv est open-source et gratuit, pour toujours.\nCe qui veut dire qu'il ne contient ni pub ni aucun élément payant.
|
||||
|
|
@ -6999,8 +6994,8 @@ This is where you spend most of your time playing Unciv. See the world, control
|
|||
⑬: This pane appears when you order a unit to attack an enemy. On top are attacker and defender with their respective base strengths. = ⑬: Ce panneau apparaît lorsque vous donnez l'ordre à une unité d'attaquer un ennemi. En haut, l'attaquant et le défenseur avec leurs puissances de base respectives.
|
||||
⑭: Below that are strength bonuses or penalties and health bars projecting before / after the attack. = ⑭: En bas, les bonus ou pénalités de puissance, la projection des barres de santé avant / après l'attaque.
|
||||
⑮: The Attack Button - let blood flow! = ⑮: Bouton Attaque - que le sang soit versé !
|
||||
⑯: The minimap shows an overview over the world, with known cities, terrain and fog of war. Clicking will position the main map. = ⑯: La minicarte affiche la totalité du monde, avec les villes connues, les terrains et le brouillard de guerre. Cliquer modifiera la position de la carte principale.
|
||||
⑰: To the side of the minimap are display feature toggling buttons - tile yield, worked indicator, show/hide resources. These mirror setting on the options screen and are hidden if you deactivate the minimap. = ⑰: Sur le côté de la minicarte se trouvent les boutons de basculement d'affichage pour le rendement des cases, l'indicateur d'exploitation, montrer/cacher les ressources. Ces boutons correspondent aux réglages d'affichage dans les options et sont cachés si vous désactivez la minicarte.
|
||||
⑯: The minimap shows an overview over the world, with known cities, terrain and fog of war. Clicking will position the main map. = ⑯: La mini-carte affiche la totalité du monde, avec les villes connues, les terrains et le brouillard de guerre. Cliquer modifiera la position de la carte principale.
|
||||
⑰: To the side of the minimap are display feature toggling buttons - tile yield, worked indicator, show/hide resources. These mirror setting on the options screen and are hidden if you deactivate the minimap. = ⑰: Sur le côté de la mini-carte se trouvent les boutons de basculement d'affichage pour le rendement des cases, l'indicateur d'exploitation, montrer/cacher les ressources. Ces boutons correspondent aux réglages d'affichage dans les options et sont cachés si vous désactivez la mini-carte.
|
||||
⑱: Tile information for the selected hex - current or potential yield, terrain, effects, present units, city located there and such. Where appropriate, clicking a line opens the corresponding civilopedia entry. = ⑱: Information de case pour l'hexagone sélectionné - rendement actuel ou potentiel, terrain, effets, unités présentes, villes fondées ici, etc. Si possible, cliquer sur une ligne ouvre la page correspondante dans la civilopédia.
|
||||
⑲: Notifications - what happened during the last 'next turn' phase. Some are clickable to show a relevant place on the map, some even show several when you click repeatedly. = ⑲: Notifications - ce qui s'est passé durant la dernière phase 'tour suivant'. Certaines sont cliquables pour afficher l'emplacement correspondant sur la carte, quelques-unes en affichant même plusieurs à la suite en cliquant de manière répétée.
|
||||
⑳: The Next Turn Button - unless there are things to do, in which case the label changes to 'next unit', 'pick policy' and so on. = ⑳: Bouton Tour Suivant - s'il reste des actions à effectuer, le label change pour 'Unité suivante', 'Choisir une doctrine', etc.
|
||||
|
|
|
|||
|
|
@ -103,10 +103,8 @@ New [civName]\n(formerly known as [cityName]) = Nova [civName]\n(antes coñecida
|
|||
Requires [buildingName] to be built in the city = Require un [buildingName] na cidade
|
||||
Requires [buildingName] to be built in all cities = Require un [buildingName] en cada cidade
|
||||
Provides a free [buildingName] in the city = Proporciona un [buildingName] gratis na cidade
|
||||
# Requires translation!
|
||||
Requires improved [resource] near city =
|
||||
# Requires translation!
|
||||
Requires at least one of the following resources improved near the city: =
|
||||
Requires improved [resource] near city = Require [resource] mellorado preto da cidade
|
||||
Requires at least one of the following resources improved near the city: = Require polo menos un dos seguintes recursos mellorados preto da cidade:
|
||||
Wonder is being built elsewhere = Esta Marabilla está a construírse noutro lugar
|
||||
National Wonder is being built elsewhere = Esta Marabilla Nacional está a construírse noutro lugar
|
||||
Requires a [buildingName] in all [cityFilter] cities = Require un/ha [buildingName] en todalas cidades [cityFilter]
|
||||
|
|
@ -122,6 +120,10 @@ Requires [PolicyOrNationalWonder] = Require [PolicyOrNationalWonder]
|
|||
Cannot be purchased = Non se pode comprar
|
||||
Can only be purchased = Só pode comprarse
|
||||
See also = Ollar tamén
|
||||
# Requires translation!
|
||||
Use default promotions =
|
||||
# Requires translation!
|
||||
Default promotions for [unitType] =
|
||||
|
||||
Requires at least one of the following: = Require polo menos un do seguinte:
|
||||
Requires all of the following: = Require todo o seguinte:
|
||||
|
|
@ -132,8 +134,7 @@ Disables: = Desactiva:
|
|||
|
||||
Current construction = Construción actual
|
||||
Construction queue = Lista de construción
|
||||
# Requires translation!
|
||||
Queue =
|
||||
Queue = Lista
|
||||
Pick a construction = Elixe construción
|
||||
Queue empty = Lista baleira
|
||||
Add to queue = Engadir á lista
|
||||
|
|
@ -225,16 +226,14 @@ Current leader(s): [leaders], you: [yourScore] = Líder/es actual/is: [leaders],
|
|||
Demands = Demanda
|
||||
# Will be deprecated in a few versions
|
||||
Please don't settle new cities near us. = Por favor, non fundes cidades preto das nosas fronteiras.
|
||||
# Requires translation!
|
||||
Don't settle new cities near us. =
|
||||
Don't settle new cities near us. = Non fundes novas cidades preto de nós.
|
||||
Very well, we shall look for new lands to settle. = Moi ben, buscaremos outras terras para colonizar.
|
||||
We shall do as we please. = Faremos o que nos prazca.
|
||||
We noticed your new city near our borders, despite your promise. This will have....implications. = Detectamos unha nova cidade túa preto das nosas fronteiras, a pesar da túa promesa. Isto terá... implicacións.
|
||||
|
||||
# Will be deprecated in a few versions
|
||||
Please don't spread your religion to us. = Por favor, non nos difundas a túa relixión.
|
||||
# Requires translation!
|
||||
Don't spread religion in our cities. =
|
||||
Don't spread religion in our cities. = Non espalles a relixión nas nosas cidades.
|
||||
Very well, we shall spread our faith elsewhere. = Moi ben, espallaremos a nosa fe noutro lugar.
|
||||
We noticed you have continued spreading your faith, despite your promise. This will have...consequences. = Observamos que seguiches espallando a túa fe, a pesar da túa promesa. Isto terá... consecuencias.
|
||||
|
||||
|
|
@ -387,8 +386,7 @@ Start game! = ¡Comezar partida!
|
|||
Map Options = Opcións do Mapa
|
||||
Game Options = Opcións de Partida
|
||||
Civilizations = Civilizacións
|
||||
# Requires translation!
|
||||
Shuffle Civ Order at Start =
|
||||
Shuffle Civ Order at Start = Orde cívica aleatoria ao comezo
|
||||
Map Type = Mapa
|
||||
Map file = Escoller mapa
|
||||
Max Turns = Quendas Máximas
|
||||
|
|
@ -400,8 +398,7 @@ Existing = Existente
|
|||
Custom = Personalizado
|
||||
Map Generation Type = Tipo
|
||||
Enabled Map Generation Types = Tipos
|
||||
# Requires translation!
|
||||
Example map =
|
||||
Example map = Mapa de exemplo
|
||||
|
||||
# Map types
|
||||
Default = Estandar
|
||||
|
|
@ -413,10 +410,8 @@ Four Corners = Catro Esquinas
|
|||
Archipelago = Arquipélago
|
||||
Inner Sea = Mar Interior
|
||||
Perlin = Perlin
|
||||
# Requires translation!
|
||||
Small Continents =
|
||||
# Requires translation!
|
||||
Fractal =
|
||||
Small Continents = Pequenos continentes
|
||||
Fractal = Fractal
|
||||
|
||||
Select players from starting locations = Engadir xogadores según as posicións iniciais
|
||||
Random number of Civilizations = Cantidade aleatoria de Civs
|
||||
|
|
@ -830,8 +825,7 @@ Hidden = Ocultas
|
|||
Visible = Visibles
|
||||
Permanent = Permanentes
|
||||
|
||||
# Requires translation!
|
||||
Show minimap =
|
||||
Show minimap = Amosar minimapa
|
||||
|
||||
Show tutorials = Mostrar Titoriais
|
||||
Reset tutorials = Reiniciar titoriais
|
||||
|
|
@ -865,11 +859,9 @@ When disabled, saves battery life but certain animations will be suspended = Can
|
|||
## Gameplay tab
|
||||
Gameplay = xogabilidade
|
||||
Check for idle units = Comprobar Unidades sen Utilizar
|
||||
# Requires translation!
|
||||
'Next unit' button cycles idle units =
|
||||
'Next unit' button cycles idle units = O botón 'Seguinte unidade' percorre as unidades inactivas
|
||||
Auto Unit Cycle = Ciclo Aut. de Unidades
|
||||
# Requires translation!
|
||||
Show Small Skip/Cycle Unit Button =
|
||||
Show Small Skip/Cycle Unit Button = Mostrar o botón de unidade de salto/ciclo pequeno
|
||||
Move units with a single tap = Mover Unidades cun só toque
|
||||
Move units with a long tap = Mover Unidades cun toque prolongado
|
||||
Auto-assign city production = Construción Automática nas Cidades
|
||||
|
|
@ -909,8 +901,7 @@ Could not download music! = Non se puido descargar a música!
|
|||
|
||||
## Advanced tab
|
||||
Advanced = Avanzado
|
||||
# Requires translation!
|
||||
Number of autosave files stored =
|
||||
Number of autosave files stored = Número de arquivos de gardado automático almacenados
|
||||
Turns between autosaves = Quendas entre autoguardados
|
||||
|
||||
|
||||
|
|
@ -1006,20 +997,14 @@ An unknown civilization has started constructing [construction]! = Unha civiliza
|
|||
Your Golden Age has ended. = A túa Idade de Ouro rematou.
|
||||
[cityName] has been razed to the ground! = [cityName] foi arrasada ata os cimentos!
|
||||
We have conquered the city of [cityName]! = Conquistamos a cidade de [cityName]!
|
||||
# Requires translation!
|
||||
Your citizens are revolting due to very high unhappiness! =
|
||||
Your citizens are revolting due to very high unhappiness! = Os teus cidadáns están revoltos debido á alta infelicidade!
|
||||
|
||||
|
||||
# Requires translation!
|
||||
An enemy [unit] has attacked [cityName] ([amount2] HP) =
|
||||
# Requires translation!
|
||||
An enemy [unit] ([amount] HP) has attacked [cityName] ([amount2] HP) =
|
||||
# Requires translation!
|
||||
An enemy [unit] ([amount] HP) has [battleAction] our [ourUnit] ([amount2] HP) =
|
||||
# Requires translation!
|
||||
An enemy [unit] has attacked our [ourUnit] ([amount] HP) =
|
||||
# Requires translation!
|
||||
An enemy [unit] ([amount] HP) has attacked our [ourUnit] ([amount2] HP) =
|
||||
An enemy [unit] has attacked [cityName] ([amount2] HP) = Unha [unit] inimiga atacou [cityName] ([amount2] HP)
|
||||
An enemy [unit] ([amount] HP) has attacked [cityName] ([amount2] HP) = Un inimigo [unit] ([amount] HP) atacou [cityName] ([amount2] HP)
|
||||
An enemy [unit] ([amount] HP) has [battleAction] our [ourUnit] ([amount2] HP) = Unha [unit] inimiga ([amount] HP) ten [battleAction] a nosa [ourUnit] ([amount2] HP)
|
||||
An enemy [unit] has attacked our [ourUnit] ([amount] HP) = Unha [unit] inimiga atacou a nosa [ourUnit] ([amount] HP)
|
||||
An enemy [unit] ([amount] HP) has attacked our [ourUnit] ([amount2] HP) = Un inimigo [unit] ([amount] HP) atacou a nosa [ourUnit] ([amount2] HP)
|
||||
Enemy city [cityName] has attacked our [ourUnit] = A cidade inimiga de [cityName] atacou noso [ourUnit]
|
||||
Enemy city [cityName] has attacked our [ourUnit] ([amount2] HP) = A cidade inimiga [cityName] atacou a nosa [ourUnit] ([amount2] HP)
|
||||
An enemy [unit] has captured [cityName] = Un [unit] inimigo capturou [cityName]
|
||||
|
|
@ -1201,14 +1186,10 @@ Turn = Quenda
|
|||
turns = quendas
|
||||
turn = quenda
|
||||
Next unit = Seguinte unidade
|
||||
# Requires translation!
|
||||
[amount] units idle =
|
||||
# Requires translation!
|
||||
[idleCount] idle =
|
||||
# Requires translation!
|
||||
[skipCount] skipping =
|
||||
# Requires translation!
|
||||
Cycle =
|
||||
[amount] units idle = [amount] unidades inactivas
|
||||
[idleCount] idle = [idleCount] inactivo
|
||||
[skipCount] skipping = [skipCount] saltando
|
||||
Cycle = Ciclo
|
||||
Fog of War = Néboa de guerra
|
||||
Pick a policy = Elixe política
|
||||
Move Spies = Mover Espías
|
||||
|
|
@ -1258,8 +1239,7 @@ Pillage = Saquear
|
|||
Pillage [improvement] = Saquear [improvement]
|
||||
[improvement] (Pillaged!) = [improvement] (Saqueada!)
|
||||
Repair [improvement] - [turns] = Reparar [improvement] - [turns]
|
||||
# Requires translation!
|
||||
Skip turn =
|
||||
Skip turn = Saltar a quenda
|
||||
Are you sure you want to pillage this [improvement]? = Seguro que queres saquear este [improvement]?
|
||||
We have looted [amount] from a [improvement] = Saqueamos [amount] dun [improvement]
|
||||
We have looted [amount] from a [improvement] which has been sent to [cityName] = Saqueamos [amount] dun [improvement] que foi enviado a [cityName]
|
||||
|
|
@ -1475,8 +1455,7 @@ Hurry Construction = Acelerar Construción
|
|||
Hurry Construction (+[productionAmount]⚙) = Acelerar Construción (+[productionAmount]⚙)
|
||||
Spread Religion = Difundir Relixión
|
||||
Spread [religionName] = Difundir [religionName]
|
||||
# Requires translation!
|
||||
[civName]'s [unitName] has converted [cityName] to [religionName] =
|
||||
[civName]'s [unitName] has converted [cityName] to [religionName] = [unitName] de [civName] converteu [cityName] en [religionName]
|
||||
Remove Heresy = Eliminar Herexía
|
||||
Found a Religion = Fundar unha Relixión
|
||||
Enhance a Religion = Realzar unha Relixión
|
||||
|
|
@ -1648,8 +1627,7 @@ Keep it = Gárdao
|
|||
Remove your troops in our border immediately! = Saca as túas tropas das nosas fronteiras inmediatamente!
|
||||
Sorry. = Síntoo.
|
||||
Never! = Xamais!
|
||||
# Requires translation!
|
||||
Those lands were not yours to take. This has not gone unnoticed. =
|
||||
Those lands were not yours to take. This has not gone unnoticed. = Esas terras non eran túas para tomar. Isto non pasou desapercibido.
|
||||
|
||||
Offer Declaration of Friendship ([30] turns) = Ofrecer Declaración de Amizade ([30] quendas)
|
||||
My friend, shall we declare our friendship to the world? = Amigo meu ¿deberiamos anunciar a nosa amizade ao mundo?
|
||||
|
|
@ -1684,8 +1662,7 @@ Bonus stats for improvement = Atributos bonificacións da mellora
|
|||
Buildings that consume this resource = Edificios que consomen este recurso
|
||||
Buildings that provide this resource = Edificios que provén este recurso
|
||||
Improvements that provide this resource = Melloras que provén este recurso
|
||||
# Requires translation!
|
||||
Buildings that require this resource improved near the city =
|
||||
Buildings that require this resource improved near the city = Os edificios que precisan deste recurso melloráronse preto da cidade
|
||||
Units that consume this resource = Unidades que consomen este recurso
|
||||
Can be built on = Pódese construír en
|
||||
Cannot be built on = Non se pode construír en
|
||||
|
|
@ -1900,8 +1877,7 @@ Do you want to stage a coup in [civName] with a [percent]% chance of success? =
|
|||
# Spy fleeing city
|
||||
After the city of [cityName] was destroyed, your spy [spyName] has fled back to our hideout. = Despois de que a cidade de [cityName] fose destruída, o teu espía [spyName] fuxiu de volta ao noso agocho.
|
||||
After the city of [cityName] was conquered, your spy [spyName] has fled back to our hideout. = Despois de que a cidade de [cityName] fose conquistada, o teu espía [spyName] fuxiu de volta ao noso agocho.
|
||||
# Requires translation!
|
||||
After the city of [cityName] was taken over, your spy [spyName] has fled back to our hideout. =
|
||||
After the city of [cityName] was taken over, your spy [spyName] has fled back to our hideout. = Despois de que a cidade de [cityName] fose tomada, o teu espía [spyName] fuxiu de volta ao noso agocho.
|
||||
Due to the chaos ensuing in [cityName], your spy [spyName] has fled back to our hideout. = Debido ao caos que se produciu en [cityName], o teu espía [spyName] fuxiu de volta ao noso agocho.
|
||||
|
||||
# Promotions
|
||||
|
|
@ -1939,8 +1915,7 @@ Enable multiplayer status button in singleplayer games = Activar o botón de est
|
|||
Update status of currently played game every: = Actualiza o estado da partida en curso cada:
|
||||
In-game, update status of all games every: = No xogo, actualizar o estado de todas as partidas cada:
|
||||
Server address = Enderezo do servidor
|
||||
# Requires translation!
|
||||
Check connection =
|
||||
Check connection = Comproba a conexión
|
||||
Awaiting response... = Agardando resposta...
|
||||
Success! = Éxito!
|
||||
Failed! = Fallou!
|
||||
|
|
@ -2031,8 +2006,7 @@ Gain a free [building] [cityFilter] = Gaña un [building] gratis [cityFilter]
|
|||
# Countables
|
||||
|
||||
Remaining [civFilter] Civilizations = Civilizacións restantes [civFilter]
|
||||
# Requires translation!
|
||||
Owned [tileFilter] Tiles =
|
||||
Owned [tileFilter] Tiles = Celas [tileFilter] en propiedade
|
||||
|
||||
# Unused Resources
|
||||
|
||||
|
|
@ -2107,8 +2081,7 @@ Provides a unique luxury = Proporciona un luxo único.
|
|||
Military Units gifted from City-States start with [amount] XP = Unidades Militares agasalladas por Cidades-Estado comezan con [amount] XP
|
||||
Militaristic City-States grant units [amount] times as fast when you are at war with a common nation = Cidades-Estado Militaristicas dán unidades [amount] veces máis rápido ao estár en guerra cunha nación en común
|
||||
Gifts of Gold to City-States generate [relativeAmount]% more Influence = Agasallos de Ouro a Cidades-Estado xeran [relativeAmount]% máis Influencia
|
||||
# Requires translation!
|
||||
Can spend Gold to annex or puppet a City-State that has been your Ally for [amount] turns =
|
||||
Can spend Gold to annex or puppet a City-State that has been your Ally for [amount] turns = Pode gastar ouro para anexar ou monicrequear unha cidade-estado que foi o teu aliado durante [amount] quendas
|
||||
City-State territory always counts as friendly territory = O territorio cidade-estado sempre conta como territorio amigo
|
||||
Allied City-States will occasionally gift Great People = Cidades-Estado aliadas agasallarán ocasionalmente Grandes Personaxes
|
||||
Will not be chosen for new games = Non será usado en novas partidas
|
||||
|
|
@ -2145,8 +2118,7 @@ Roads connect tiles across rivers = As estradas conectan celas a través dos rí
|
|||
[relativeAmount]% maintenance on road & railroads = [relativeAmount]% ¤Mantemento en Estradas e Vías Férreas
|
||||
No Maintenance costs for improvements in [tileFilter] tiles = Sen custo de ¤Mantemento para melloras en celas de [tileFilter]
|
||||
[relativeAmount]% construction time for [improvementFilter] improvements = [relativeAmount]% de tempo de construción para as melloras de [improvementFilter].
|
||||
# Requires translation!
|
||||
Can build [improvementFilter] improvements at a [relativeAmount]% rate =
|
||||
Can build [improvementFilter] improvements at a [relativeAmount]% rate = Pode crear melloras [improvementFilter] a unha taxa de [relativeAmount]%.
|
||||
[relativeAmount]% maintenance cost for buildings [cityFilter] = [relativeAmount]% do custo de mantemento dos edificios [cityFilter]
|
||||
Remove [buildingFilter] [cityFilter] = Eliminar [buildingFilter] [cityFilter]
|
||||
Sell [buildingFilter] buildings [cityFilter] = Vender [buildingFilter] edificios [cityFilter]
|
||||
|
|
@ -2170,7 +2142,8 @@ Enables embarkation for land units = Habilita a embarcación das unidades de ter
|
|||
Enables [mapUnitFilter] units to enter ocean tiles = Permite a unidades [mapUnitFilter] embarcadas entrar a celas de Oceano
|
||||
Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned = Unidades terrestres poden cruzar celas [terrainName] despois de obtenér o primeiro [baseUnitFilter]
|
||||
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory = As unidades inimigas [mapUnitFilter] deben gastar [amount] puntos de movemento extra cando están dentro do teu territorio
|
||||
New [baseUnitFilter] units start with [amount] Experience [cityFilter] = As novas unidades [baseUnitFilter] comezan con [amount] Experiencia [cityFilter]
|
||||
# Requires translation!
|
||||
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
|
||||
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion = Todas as unidades de [baseUnitFilter] [cityFilter] recentemente adestradas reciben a promoción [promotion]
|
||||
[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing = [mapUnitFilter] As unidades adxacentes a esta cidade sandan [amount] HP por turno ao curar
|
||||
[relativeAmount]% City Strength from defensive buildings = [relativeAmount]% Forza da cidade de edificios defensivos
|
||||
|
|
@ -2246,8 +2219,7 @@ Connects trade routes over water = Conecta roteiros de comercio pola auga
|
|||
Automatically built in all cities where it is buildable = Construído automaticamente en todas as cidades onde sexa posible.
|
||||
Creates a [improvementName] improvement on a specific tile = Crea unha mellora de [improvementName] nunha cela específica
|
||||
Founds a new city = Funda unha nova cidade
|
||||
# Requires translation!
|
||||
Founds a new puppet city =
|
||||
Founds a new puppet city = Funda unha nova cidade monicreque
|
||||
Can instantly construct a [improvementFilter] improvement = Pode construír unha mellora de [improvementFilter] de inmediato
|
||||
May create improvements on water resources = Pode crear melloras en recursos acuáticos
|
||||
Can build [improvementFilter/terrainFilter] improvements on tiles = Pode erixir [improvementFilter/terrainFilter]
|
||||
|
|
@ -2403,6 +2375,8 @@ Adjacent enemy units ending their turn take [amount] damage = As unidades inimig
|
|||
Great Improvement = Gran Mellora
|
||||
Provides a random bonus when entered = Prové unha bonificación aleatoria ao entrar
|
||||
Unpillagable = Insaqueable
|
||||
# Requires translation!
|
||||
Destroyed when pillaged =
|
||||
Irremovable = Inamovible
|
||||
Will not be replaced by automated units = Non será substituído por unidades automatizadas
|
||||
Improves [resourceFilter] resource in this tile = Mellora o recurso [resourceFilter] nesta cela
|
||||
|
|
@ -2411,8 +2385,7 @@ every [positiveAmount] turns = cada quenda [positiveAmount]
|
|||
before turn number [amount] = número antes da quenda [amount]
|
||||
after turn number [amount] = número despois da quenda [amount]
|
||||
on [speed] game speed = en velocidade do xogo [speed]
|
||||
# Requires translation!
|
||||
on [difficulty] difficulty =
|
||||
on [difficulty] difficulty = en [difficulty] dificultade
|
||||
when [victoryType] Victory is enabled = cando a Victoria [victoryType] está activada
|
||||
when [victoryType] Victory is disabled = cando a Victoria [victoryType] está desactivada
|
||||
when religion is enabled = cando a relixión está habilitada
|
||||
|
|
@ -2424,8 +2397,7 @@ for [civFilter] Civilizations = para as Civilizacións [civFilter]
|
|||
when at war = se está en guerra
|
||||
when not at war = se non está en guerra
|
||||
during a Golden Age = durante unha Idade Dourada
|
||||
# Requires translation!
|
||||
when not in a Golden Age =
|
||||
when not in a Golden Age = cando non está nunha Idade de Ouro
|
||||
during We Love The King Day = durante o Día de Amamos ao Rei
|
||||
while the empire is happy = mentres o imperio é feliz
|
||||
when between [amount] and [amount2] Happiness = cando entre [amount] e [amount2] Felicidade
|
||||
|
|
@ -2523,8 +2495,7 @@ Gain a free [beliefType] belief = Gaña unha crenza [beliefType] gratis
|
|||
Triggers voting for the Diplomatic Victory = Activa as votacións para a vitoria diplomática
|
||||
Instantly consumes [positiveAmount] [stockpiledResource] = Consome de inmediato [positiveAmount] [stockpiledResource]
|
||||
Instantly provides [positiveAmount] [stockpiledResource] = Prové de inmediato [positiveAmount] [stockpiledResource]
|
||||
# Requires translation!
|
||||
Instantly gain [amount] [stockpile] =
|
||||
Instantly gain [amount] [stockpile] = Gaña instantáneamente [amount] [stockpile]
|
||||
Gain [amount] [stat] = Gañar [amount] [stat]
|
||||
Gain [amount]-[amount2] [stat] = Gañar [amount]-[amount2] [stat]
|
||||
Gain enough Faith for a Pantheon = Gaña suficiente fe para un panteón
|
||||
|
|
@ -2570,8 +2541,7 @@ upon constructing [buildingFilter] = cando se constrúa un [buildingFilter]
|
|||
upon constructing [buildingFilter] [cityFilter] = cando se constrúa un [buildingFilter] [cityFilter]
|
||||
upon gaining a [baseUnitFilter] unit = cando se obteña unha unidade [baseUnitFilter]
|
||||
upon turn end = ao final da quenda
|
||||
# Requires translation!
|
||||
upon turn start =
|
||||
upon turn start = ao comezar a quenda
|
||||
upon founding a Pantheon = cando de cre un Panteón
|
||||
upon founding a Religion = cando se funde unha Relixión
|
||||
upon enhancing a Religion = ao potenciar unha Relixión
|
||||
|
|
@ -2587,13 +2557,11 @@ upon losing the [promotion] status = ao perder o estado de [promotion]
|
|||
upon losing at least [amount] HP in a single attack = ao perder polo menos [amount] HP nun só ataque
|
||||
upon ending a turn in a [tileFilter] tile = ao terminar a quenda nunha cela [tileFilter]
|
||||
upon discovering a [tileFilter] tile = ao descubrir unha cela [tileFilter]
|
||||
# Requires translation!
|
||||
upon entering a [tileFilter] tile =
|
||||
upon entering a [tileFilter] tile = ao entrar nunha cela [tileFilter].
|
||||
for [amount] turns = por [amount] quendas
|
||||
hidden from users = oculto aos usuarios
|
||||
for every [countable] = por cada [countable]
|
||||
# Requires translation!
|
||||
for every adjacent [tileFilter] =
|
||||
for every adjacent [tileFilter] = por cada adxacente [tileFilter]
|
||||
for every [amount] [countable] = por cada [amount] [countable]
|
||||
(modified by game speed) = (modificado pola velocidade do xogo)
|
||||
Comment [comment] = Comentario [comment]
|
||||
|
|
@ -2894,10 +2862,8 @@ Open AutoPlay menu = Abre o menú de reprodución automática
|
|||
Empire Overview = Visión Xeral
|
||||
Music Player = Reprodutor de Música
|
||||
Developer Console = Consola para programadores
|
||||
# Requires translation!
|
||||
Idle Prev =
|
||||
# Requires translation!
|
||||
Idle Next =
|
||||
Idle Prev = Inactivo Anterior
|
||||
Idle Next = Inactivo Seguinte
|
||||
Empire Overview Trades = Visión Xeral - Comercio
|
||||
Empire Overview Units = Visión Xeral - Unidades
|
||||
Empire Overview Politics = Visión Xeral - Política
|
||||
|
|
@ -5816,8 +5782,7 @@ Recycling Center = Centro de reciclaxe
|
|||
|
||||
|
||||
Great Firewall = Gran Devasa (firewall)
|
||||
# Requires translation!
|
||||
'Distrust and caution are the parents of security.' - Benjamin Franklin =
|
||||
'Distrust and caution are the parents of security.' - Benjamin Franklin = 'A desconfianza e a cautela son os pais da seguridade.' - Benjamín Franklin
|
||||
|
||||
CN Tower = Torre CN
|
||||
'Nothing travels faster than light with the possible exception of bad news, which obeys its own special rules.' - Douglas Adams = "Nada viaxa máis rápido que a luz coa excepción das malas noticias, as cales obedecen as súas propias regras." - Douglas Adams
|
||||
|
|
@ -6960,16 +6925,11 @@ Once a certain tech is researched, your land units can embark, allowing them to
|
|||
Units are defenseless while embarked (cannot use modifiers), and have a fixed Defending Strength based on your tech Era, so be careful!\nRanged Units can't attack, Melee Units have a Strength penalty, and all have limited vision. = As Unidades son indefensas ao embarcar (non se benefician de modificadores), e teñen unha Forza de Defensa fixa dependendo da Era, Así que ten coidado!\nUnidades de longo alcance non poden atacar, Unidades Corpo a Corpo teñen penalidade ao atacar, e todas teñen visión limitada.
|
||||
|
||||
Idle Units = Unidades sen Utilizar
|
||||
# Requires translation!
|
||||
Clicking 'Next unit' moves to the next idle unit in the queue (as listed in Overview -> Units). After issuing an order to an unit, if 'Auto Unit Cycle' in Options -> Gameplay is enabled, you will automatically select the next idle unit. =
|
||||
# Requires translation!
|
||||
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Skip turn'. =
|
||||
# Requires translation!
|
||||
If you want to disable the 'Next unit' feature entirely, you can toggle it in Options -> Gameplay -> Check for idle units. =
|
||||
# Requires translation!
|
||||
If you'd rather 'Next unit' cycle the units and not mark them as Done, you can change it in the Options -> Gameplay menu. =
|
||||
# Requires translation!
|
||||
You can also cycle through the idle units using the left and right triangles on the Unit Table in the lower left of the screen. Or by default using the Cycle button next to the 'Next Unit' button. =
|
||||
Clicking 'Next unit' moves to the next idle unit in the queue (as listed in Overview -> Units). After issuing an order to an unit, if 'Auto Unit Cycle' in Options -> Gameplay is enabled, you will automatically select the next idle unit. = Ao facer clic en 'Seguinte unidade' móvese á seguinte unidade inactiva da cola (como se indica en Visión xeral -> Unidades). Despois de emitir unha orde a unha unidade, se está activado 'Ciclo de unidades automáticos' en Opcións -> Xogo, seleccionará automaticamente a seguinte unidade inactiva.
|
||||
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Skip turn'. = Se non queres mover unha unidade nesta quenda, podes saltala facendo clic de novo en 'Seguinte unidade' ou ordenarlle á unidade 'Saltar quenda'.
|
||||
If you want to disable the 'Next unit' feature entirely, you can toggle it in Options -> Gameplay -> Check for idle units. = Se queres desactivar a función "Seguinte unidade" por completo, podes activala en Opcións -> Xogo -> Comprobar as unidades inactivas.
|
||||
If you'd rather 'Next unit' cycle the units and not mark them as Done, you can change it in the Options -> Gameplay menu. = Se prefires "Próxima unidade" facer un ciclo de unidades e non marcalas como Feitas, podes cambiala no menú Opcións -> Xogo.
|
||||
You can also cycle through the idle units using the left and right triangles on the Unit Table in the lower left of the screen. Or by default using the Cycle button next to the 'Next Unit' button. = Tamén podes percorrer as unidades inactivas usando os triángulos esquerdo e dereito da táboa de unidades na parte inferior esquerda da pantalla. Ou de forma predeterminada usando o botón Ciclo xunto ao botón "Seguinte unidade".
|
||||
|
||||
Contact Me = Contáctame
|
||||
Hi there! If you've played this far, you've probably seen that the game is currently incomplete.\n Unciv is meant to be open-source and free, forever.\n That means no ads or any other nonsense. = Hey! Se xogaches ata aquí é probable que haxas visto que o xogo está sen acabar.\n Unciv está pensado para ser open-source e gratis, sempre.\n Isto significa que non haberá anuncios nin ningunha parvada.
|
||||
|
|
@ -7037,8 +6997,7 @@ This is where you spend most of your time playing Unciv. See the world, control
|
|||
⑥: Unit Action Buttons - while a unit is selected its possible actions appear here. = ⑥: Botóns de accións das unidades - mentres unha unidade é selecionada as accións posibles aparecerán aquí.
|
||||
⑦: The unit/city info pane - shows information about a selected unit or city. = ⑦: O panel de info de unidade/cidade - mostra información acerca da unidade ou cidade selecionada.
|
||||
⑧: The name (and unit icon) of the selected unit or city, with current health if wounded. Clicking a unit name or icon will open its civilopedia entry. = ⑧: O nome (e a icona) da unidade ou cidade, coa vida actual se están feridos. Tocal o nome lévache á páxina adequada da Civilopedia.
|
||||
# Requires translation!
|
||||
⑨: The arrow buttons allow jumping to the next/previous idle unit. =
|
||||
⑨: The arrow buttons allow jumping to the next/previous idle unit. = ⑨: Os botóns de frecha permiten saltar á unidade inactiva seguinte/anterior.
|
||||
⑩: For a selected unit, its promotions appear here, and clicking leads to the promotions screen for that unit. = ⑩: Para unha unidade seleccionada, as súas promocións aparecerán aquí, e tocandolo leva á xanela de promocións para esa unidade.
|
||||
⑪: Remaining/per turn movement points, strength and experience / XP needed for promotion. For cities, you get its combat strength. = ⑪: Puntos de movemento restantes por quenda, forza e experiencia / EXP necesaria para promoción. Para cidades, móstrache a súa forza.
|
||||
⑫: This button closes the selected unit/city info pane. = ⑫: Este botón pecha o panel de info da unidade/cidade seleccionada.
|
||||
|
|
@ -7208,16 +7167,13 @@ Right-click or long press the "Next unit" button to open a popup menu which allo
|
|||
Toggle notification list display = Alternar a visualización da lista de notificacións
|
||||
On the World screen, swipe the notification list to the right to temporarily hide it. Click the "Bell" button to display them again. = Na pantalla mundial, desliza a lista de notificacións cara á dereita para ocultala temporalmente. Preme o botón da 'Campá' para amosalas de novo.
|
||||
The default state for the notification list can be set in Options > Display > UI - Notifications on world screen. = O estado predeterminado para a lista de notificacións pódese establecer en Opcións > Pantalla > IU - Notificacións na pantalla mundial.
|
||||
# Requires translation!
|
||||
Entering a City Screen quickly =
|
||||
# Requires translation!
|
||||
You can Right-click or long press a city button on the World screen. The result is the same as tapping it twice - once to select and move the button, again to trigger a reaction: show the City Screen (if the city is yours to inspect), or offer the foreign city info popup. =
|
||||
Entering a City Screen quickly = Entrando rapidamente nunha pantalla da cidade
|
||||
You can Right-click or long press a city button on the World screen. The result is the same as tapping it twice - once to select and move the button, again to trigger a reaction: show the City Screen (if the city is yours to inspect), or offer the foreign city info popup. = Podes facer clic co botón dereito do rato ou premer durante moito tempo nun botón da cidade na pantalla Mundo. O resultado é o mesmo que tocalo dúas veces: unha vez para seleccionar e mover o botón, outra vez para activar unha reacción: mostra a pantalla da cidade (se a cidade é túa para inspeccionar) ou ofrece a xanela emerxente de información da cidade estranxeira.
|
||||
Upgrade multiple units of the same type = Mellorar varias unidades do mesmo tipo
|
||||
On the World screen, select an unit that can be upgraded, then right-click or long press the "Upgrade" button to open a popup menu allowing to upgrade all units of this type at once. = Na pantalla mundial, escolle unha unidade que poida ser mellorada, logo fai clic dereito ou mantén premido o botón 'Mellorar' para abrir un menú despregable que permita mellorar todas as unidades deste tipo á vez.
|
||||
In the Units overview, the same upgrade menu is available by clicking the unit icon in the "Upgrade" column. When an unit is upgradeable, the icon is lit if conditions are met (enough gold and/or resources), otherwise it is dimmed. = Na visión xeral das unidades, o mesmo menú de mellora está dispoñible facendo clic na icona da unidade na columna 'Mellorar'. Cando unha unidade é mellorable, a icona está iluminada se se cumpren as condicións (suficiente ouro e/ou recursos); de non ser así, está atenuada.
|
||||
Additional controls for the construction queue = Controis adicionais para a cola de construción
|
||||
# Requires translation!
|
||||
Right-click or long press a construction item to open a popup menu with additional controls, allowing to manage production of the same item in all cities, by issuing the commands from the same City Screen. =
|
||||
Right-click or long press a construction item to open a popup menu with additional controls, allowing to manage production of the same item in all cities, by issuing the commands from the same City Screen. = Fai clic co botón dereito do rato ou mantén presionado un elemento de construción para abrir un menú emerxente con controis adicionais, que permiten xestionar a produción do mesmo elemento en todas as cidades, emitindo os comandos desde a mesma pantalla da cidade.
|
||||
The "Disable" option moves an item to a separated "Disabled" tab, preventing its automatic queueing by the "Auto-assign city production" option. To move a disabled item back to its initial place, enter again the popup menu, and choose "Enable". = A opción 'Desactivar' move un elemento a unha lapela separada de 'Desactivados', evitando que se asigne automaticamente pola opción 'Asignar produción da cidade automaticamente'. Para mover un elemento desactivado de volta ao seu lugar inicial, entra de novo no menú despregable e elixe 'Activar'.
|
||||
Disabled items are set globally and persistent: they are not reset in a new game, or by restarting Unciv. = Os elementos desactivados están configurados de forma global e son persistentes: non se restablecen nun novo xogo nin ao reiniciar Unciv.
|
||||
Show Great Person Points breakdown = Amosar desglose dos Puntos de Gran Personaxe.
|
||||
|
|
|
|||
|
|
@ -115,6 +115,10 @@ Requires [PolicyOrNationalWonder] = Benötigt [PolicyOrNationalWonder]
|
|||
Cannot be purchased = Kann nicht gekauft werden
|
||||
Can only be purchased = Kann nur gekauft werden
|
||||
See also = Siehe auch
|
||||
# Requires translation!
|
||||
Use default promotions =
|
||||
# Requires translation!
|
||||
Default promotions for [unitType] =
|
||||
|
||||
Requires at least one of the following: = Benötigt eine der folgenden Voraussetzungen:
|
||||
Requires all of the following: = Benötigt folgende Voraussetzungen:
|
||||
|
|
@ -2143,7 +2147,8 @@ Enables embarkation for land units = Ermöglicht das Einschiffen von Landeinheit
|
|||
Enables [mapUnitFilter] units to enter ocean tiles = Erlaubt [mapUnitFilter] Einheiten Ozeanfelder zu betreten
|
||||
Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned = Landeinheiten dürfen [terrainName] Felder überqueren, nachdem die erste [baseUnitFilter] erworben wurde
|
||||
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory = Feindliche [mapUnitFilter] Einheiten müssen [amount] zusätzliche Bewegungspunkte ausgeben, wenn sie sich in deinem Gebiet befinden
|
||||
New [baseUnitFilter] units start with [amount] Experience [cityFilter] = Neue [baseUnitFilter] Einheiten [cityFilter] starten mit [amount] Erfahrung
|
||||
# Requires translation!
|
||||
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
|
||||
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion = Alle neu ausgebildeten [baseUnitFilter] Einheiten [cityFilter] erhalten die [promotion] Beförderung
|
||||
[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing = Während Heilen, erhalten [mapUnitFilter] Einheiten, die benachbart zu dieser Stadt sind, [amount] LP pro Runde
|
||||
[relativeAmount]% City Strength from defensive buildings = [relativeAmount]% Stadtstärke von Verteidigungsgebäuden
|
||||
|
|
@ -2375,6 +2380,8 @@ Adjacent enemy units ending their turn take [amount] damage = Einheiten, die in
|
|||
Great Improvement = Große Verbesserung
|
||||
Provides a random bonus when entered = Bietet einen Zufallsbonus bei Betreten
|
||||
Unpillagable = Darf nicht geplündert werden
|
||||
# Requires translation!
|
||||
Destroyed when pillaged =
|
||||
Irremovable = Nicht entfernbar
|
||||
Will not be replaced by automated units = Wird nicht durch automatisierte Einheiten ersetzt
|
||||
Improves [resourceFilter] resource in this tile = Verbessert [resourceFilter] Ressource in diesem Feld
|
||||
|
|
|
|||
|
|
@ -154,6 +154,10 @@ Requires [PolicyOrNationalWonder] =
|
|||
Cannot be purchased = Δεν μπορεί να αγορασθεί
|
||||
Can only be purchased = Μπορεί μόνο να αγορασθεί
|
||||
See also = Δες επίσης
|
||||
# Requires translation!
|
||||
Use default promotions =
|
||||
# Requires translation!
|
||||
Default promotions for [unitType] =
|
||||
|
||||
Requires at least one of the following: = Απαιτείται τουλάχιστον ένα από τα παρακατω:
|
||||
Requires all of the following: = Απαιτούνται όλα τα παρακάτω:
|
||||
|
|
@ -3551,7 +3555,7 @@ Land units may cross [terrainName] tiles after the first [baseUnitFilter] is ear
|
|||
# Requires translation!
|
||||
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory =
|
||||
# Requires translation!
|
||||
New [baseUnitFilter] units start with [amount] Experience [cityFilter] =
|
||||
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
|
||||
# Requires translation!
|
||||
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion =
|
||||
# Requires translation!
|
||||
|
|
@ -4012,6 +4016,8 @@ Provides a random bonus when entered =
|
|||
# Requires translation!
|
||||
Unpillagable =
|
||||
# Requires translation!
|
||||
Destroyed when pillaged =
|
||||
# Requires translation!
|
||||
Irremovable =
|
||||
# Requires translation!
|
||||
Will not be replaced by automated units =
|
||||
|
|
|
|||
|
|
@ -121,6 +121,10 @@ Requires [PolicyOrNationalWonder] = Szükséges: [PolicyOrNationalWonder]
|
|||
Cannot be purchased = Nem lehet megvásárolni
|
||||
Can only be purchased = Csak megvásárolható
|
||||
See also = Lásd még
|
||||
# Requires translation!
|
||||
Use default promotions =
|
||||
# Requires translation!
|
||||
Default promotions for [unitType] =
|
||||
|
||||
Requires at least one of the following: = Az alábbiak közül legalább egy szükséges:
|
||||
Requires all of the following: = Az alábbiak közül mindenre szükség van:
|
||||
|
|
@ -2199,7 +2203,8 @@ Enables embarkation for land units = Lehetővé teszi a földi egységeknek a v
|
|||
Enables [mapUnitFilter] units to enter ocean tiles = [mapUnitFilter] egységek ráléphetnek az óceánmezőkre
|
||||
Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned = A szárazföldi egységek képesek [terrainName] mezőkön járni, miután megjelent az első [baseUnitFilter]
|
||||
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory = A területeden tartózkodó ellenséges [mapUnitFilter] egységek mozgási költsége [amount] egységgel megnő
|
||||
New [baseUnitFilter] units start with [amount] Experience [cityFilter] = Az új [baseUnitFilter] egységek [amount] kezdőtapasztalattal készülnek [cityFilter]
|
||||
# Requires translation!
|
||||
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
|
||||
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion = A frissen kiképzett [baseUnitFilter] egységek [promotion] előléptetést kapnak [cityFilter]
|
||||
[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing = Az adott város melletti [mapUnitFilter] egységek gyógyuláskor körönként [amount] ÉP-t gyógyulnak
|
||||
[relativeAmount]% City Strength from defensive buildings = [relativeAmount]%-kal nő a város védekező épületekből származó harci ereje
|
||||
|
|
@ -2440,6 +2445,8 @@ Adjacent enemy units ending their turn take [amount] damage = A körük végén
|
|||
Great Improvement = Nevezetes területfejlesztés
|
||||
Provides a random bonus when entered = Véletlenszerű jutalmat biztosít rálépéskor
|
||||
Unpillagable = Nem fosztható ki
|
||||
# Requires translation!
|
||||
Destroyed when pillaged =
|
||||
Irremovable = Elmozdíthatatlan
|
||||
Will not be replaced by automated units = Nem lesz helyettesítve automatizált egységekkel
|
||||
# Requires translation!
|
||||
|
|
|
|||
|
|
@ -96,10 +96,8 @@ New [civName]\n(formerly known as [cityName]) = [civName] Baru\n(dulunya dikenal
|
|||
Requires [buildingName] to be built in the city = Memerlukan [buildingName] untuk dibangun di kota
|
||||
Requires [buildingName] to be built in all cities = Memerlukan [buildingName] untuk dibangun di semua kota
|
||||
Provides a free [buildingName] in the city = Menyediakan [buildingName] gratis di kota
|
||||
# Requires translation!
|
||||
Requires improved [resource] near city =
|
||||
# Requires translation!
|
||||
Requires at least one of the following resources improved near the city: =
|
||||
Requires improved [resource] near city = Memerlukan [resource] yang ditingkatkan di dekat kota
|
||||
Requires at least one of the following resources improved near the city: = Memerlukan setidaknya salah satu dari sumber daya berikut yang ditingkatkan di dekat kota:
|
||||
Wonder is being built elsewhere = Keajaiban Dunia ini sedang dibangun di tempat lain
|
||||
National Wonder is being built elsewhere = Keajaiban Nasional ini sedang dibangun di tempat lain
|
||||
Requires a [buildingName] in all [cityFilter] cities = Memerlukan [buildingName] di semua kota [cityFilter]
|
||||
|
|
@ -115,6 +113,8 @@ Requires [PolicyOrNationalWonder] = Memerlukan [PolicyOrNationalWonder]
|
|||
Cannot be purchased = Tidak dapat dibeli
|
||||
Can only be purchased = Hanya dapat dibeli
|
||||
See also = Lihat juga
|
||||
Use default promotions = Menggunakan promosi bawaan
|
||||
Default promotions for [unitType] = Promosi bawaan untuk [unitType]
|
||||
|
||||
Requires at least one of the following: = Memerlukan setidaknya salah satu dari hal-hal berikut ini:
|
||||
Requires all of the following: = Memerlukan semua hal berikut ini:
|
||||
|
|
@ -377,8 +377,7 @@ Start game! = Mulai permainan!
|
|||
Map Options = Opsi Peta
|
||||
Game Options = Opsi Permainan
|
||||
Civilizations = Peradaban
|
||||
# Requires translation!
|
||||
Shuffle Civ Order at Start =
|
||||
Shuffle Civ Order at Start = Acak Urutan Peradaban di Awal
|
||||
Map Type = Jenis Peta
|
||||
Map file = Berkas peta
|
||||
Max Turns = Giliran Maks
|
||||
|
|
@ -817,8 +816,7 @@ Hidden = Disembunyikan
|
|||
Visible = Terlihat
|
||||
Permanent = Permanen
|
||||
|
||||
# Requires translation!
|
||||
Show minimap =
|
||||
Show minimap = Tunjukkan peta kecil
|
||||
|
||||
Show tutorials = Tunjukkan tutorial
|
||||
Reset tutorials = Atur ulang tutorial
|
||||
|
|
@ -854,8 +852,7 @@ Gameplay = Permainan
|
|||
Check for idle units = Cek unit yang menganggur
|
||||
'Next unit' button cycles idle units = Tombol 'Unit selanjutnya' memutari unit yang menganggur
|
||||
Auto Unit Cycle = Siklus Unit Otomatis
|
||||
# Requires translation!
|
||||
Show Small Skip/Cycle Unit Button =
|
||||
Show Small Skip/Cycle Unit Button = Tunjukkan Tombol Lewati/Siklus Unit
|
||||
Move units with a single tap = Gerakkan unit dengan sekali ketuk
|
||||
Move units with a long tap = Gerakkan unit dengan ketukan yang lama
|
||||
Auto-assign city production = Otomatis tugaskan produksi kota
|
||||
|
|
@ -1656,8 +1653,7 @@ Bonus stats for improvement = Bonus statistik untuk peningkatan
|
|||
Buildings that consume this resource = Bangunan yang menggunakan sumber daya ini
|
||||
Buildings that provide this resource = Bangunan yang menyediakan sumber daya ini
|
||||
Improvements that provide this resource = Peningkatan yang menyediakan sumber daya ini
|
||||
# Requires translation!
|
||||
Buildings that require this resource improved near the city =
|
||||
Buildings that require this resource improved near the city = Bangunan yang memerlukan sumber daya ini ditingkatkan di dekat kota
|
||||
Units that consume this resource = Unit yang menggunakan sumber daya ini
|
||||
Can be built on = Dapat dibangun di
|
||||
Cannot be built on = Tidak dapat dibangun di
|
||||
|
|
@ -2137,7 +2133,8 @@ Enables embarkation for land units = Memampukan unit darat untuk melaut
|
|||
Enables [mapUnitFilter] units to enter ocean tiles = Memampukan unit [mapUnitFilter] memasuki ubin samudra
|
||||
Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned = Unit darat dapat melewati ubin [terrainName] setelah [baseUnitFilter] pertama didapatkan
|
||||
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory = Unit [mapUnitFilter] musuh harus menggunakan [amount] poin pergerakan tambahan di dalam wilayahmu
|
||||
New [baseUnitFilter] units start with [amount] Experience [cityFilter] = Unit [baseUnitFilter] yang baru memulai dengan [amount] Pengalaman [cityFilter]
|
||||
# Requires translation!
|
||||
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
|
||||
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion = Semua unit [baseUnitFilter] yang baru dilatih [cityFilter] mendapatkan promosi [promotion]
|
||||
[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing = Unit [mapUnitFilter] yang bersebelahan dengan kota ini mendapat [amount] HP tiap giliran ketika sedang disembuhkan
|
||||
[relativeAmount]% City Strength from defensive buildings = [relativeAmount]% Kekuatan Kota dari bangunan-bangunan pertahanan
|
||||
|
|
@ -2369,6 +2366,7 @@ Adjacent enemy units ending their turn take [amount] damage = Unit musuh bersebe
|
|||
Great Improvement = Peningkatan Besar
|
||||
Provides a random bonus when entered = Memberikan bonus acak ketika dimasuki
|
||||
Unpillagable = Tidak dapat dijarah
|
||||
Destroyed when pillaged = Dihancurkan saat dijarah
|
||||
Irremovable = Tidak dapat disingkirkan
|
||||
Will not be replaced by automated units = Tidak akan digantikan oleh unit yang diotomatisasi
|
||||
Improves [resourceFilter] resource in this tile = Meningkatkan sumber daya [resourceFilter] di ubin ini
|
||||
|
|
@ -5218,7 +5216,7 @@ Formation I = Formasi I
|
|||
|
||||
Formation II = Formasi II
|
||||
|
||||
Blitz = Blitz
|
||||
Blitz = Serangan Kilat
|
||||
|
||||
Woodsman = Ahli Hutan
|
||||
|
||||
|
|
@ -6917,14 +6915,11 @@ Once a certain tech is researched, your land units can embark, allowing them to
|
|||
Units are defenseless while embarked (cannot use modifiers), and have a fixed Defending Strength based on your tech Era, so be careful!\nRanged Units can't attack, Melee Units have a Strength penalty, and all have limited vision. = Unit tidak memiliki pertahanan saat melaut (tidak dapat menggunakan pemodifikasi), dan memiliki Kekuatan Pertahanan yang tetap sesuai dengan era teknologi peradabanmu, jadi berhati-hatilah!\nUnit jarak jauh tidak bisa menyerang, unit jarak dekat mendapatkan penalti Kekuatan, dan semua unit memiliki penglihatan yang terbatas.
|
||||
|
||||
Idle Units = Unit Menganggur
|
||||
# Requires translation!
|
||||
Clicking 'Next unit' moves to the next idle unit in the queue (as listed in Overview -> Units). After issuing an order to an unit, if 'Auto Unit Cycle' in Options -> Gameplay is enabled, you will automatically select the next idle unit. =
|
||||
Clicking 'Next unit' moves to the next idle unit in the queue (as listed in Overview -> Units). After issuing an order to an unit, if 'Auto Unit Cycle' in Options -> Gameplay is enabled, you will automatically select the next idle unit. = Mengeklik 'Unit selanjutnya' menggerakkannya ke unit yang menganggur selanjutnya dalam antrean (seperti yang didaftarkan di Gambaran Umum -> Unit). Setelah memberikan perintah kepada unit, jika 'Siklus Unit Otomatis' di Opsi -> Permainan dinyalakan, kamu akan secara otomatis memilih unit yang menganggur selanjutnya.
|
||||
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Skip turn'. = Jika kamu tidak ingin menggerakkan unit pada giliran ini, kamu dapat melewatinya dengan mengeklik 'Unit selanjutnya' lagi, atau memerintahkan unit untuk 'Lewati giliran'.
|
||||
# Requires translation!
|
||||
If you want to disable the 'Next unit' feature entirely, you can toggle it in Options -> Gameplay -> Check for idle units. =
|
||||
If you want to disable the 'Next unit' feature entirely, you can toggle it in Options -> Gameplay -> Check for idle units. = Jika kamu ingin mematikan fitur 'Unit selanjutnya' sepenuhnya, kamu dapat mengalihkannya di Opsi -> Permainan -> Cek unit menganggur.
|
||||
If you'd rather 'Next unit' cycle the units and not mark them as Done, you can change it in the Options -> Gameplay menu. = Jika kamu lebih baik 'Unit selanjutnya' lewati unit dan tidak menandai mereka sebagai Selesai, kamu dapat mengubahnya di Opsi -> Menu permainan.
|
||||
# Requires translation!
|
||||
You can also cycle through the idle units using the left and right triangles on the Unit Table in the lower left of the screen. Or by default using the Cycle button next to the 'Next Unit' button. =
|
||||
You can also cycle through the idle units using the left and right triangles on the Unit Table in the lower left of the screen. Or by default using the Cycle button next to the 'Next Unit' button. = Kamu juga dapat melewati unit yang menganggur dengan menggunakan segitiga kiri dan kanan pada Tabel Unit di kiri bawah layar. Atau secara bawaan menggunakan tombol Siklus di samping tombol 'Unit Selanjutnya'.
|
||||
|
||||
Contact Me = Kontak Saya
|
||||
Hi there! If you've played this far, you've probably seen that the game is currently incomplete.\n Unciv is meant to be open-source and free, forever.\n That means no ads or any other nonsense. = Halo! Jika kamu telah bermain sejauh ini, kamu mungkin menyadari bahwa permainan ini belum lengkap.\n Unciv dibuat dengan sumber yang terbuka dan gratis, selamanya.\n Itu berarti tidak ada iklan dan omong kosong lainnya.
|
||||
|
|
|
|||
|
|
@ -102,10 +102,8 @@ New [civName]\n(formerly known as [cityName]) = Nuova [civName]\n(ex [cityName])
|
|||
Requires [buildingName] to be built in the city = La Città richiede [buildingName]
|
||||
Requires [buildingName] to be built in all cities = Richiede [buildingName] in tutte le città
|
||||
Provides a free [buildingName] in the city = Dona l'edificio gratuito [buildingName] nella città
|
||||
# Requires translation!
|
||||
Requires improved [resource] near city =
|
||||
# Requires translation!
|
||||
Requires at least one of the following resources improved near the city: =
|
||||
Requires improved [resource] near city = Richiede la risorsa [resource] nei pressi della città
|
||||
Requires at least one of the following resources improved near the city: = Richiede almeno una delle seguenti risorse migliorate nei pressi della città:
|
||||
Wonder is being built elsewhere = Meraviglia in costruzione altrove
|
||||
National Wonder is being built elsewhere = Una Meraviglia Nazionale è in costruzione altrove
|
||||
Requires a [buildingName] in all [cityFilter] cities = Richiede [buildingName] in tutte le città [cityFilter]
|
||||
|
|
@ -121,6 +119,8 @@ Requires [PolicyOrNationalWonder] = Richiede [PolicyOrNationalWonder]
|
|||
Cannot be purchased = Non acquistabile
|
||||
Can only be purchased = Disponibile solo per acquisto
|
||||
See also = Vedi anche
|
||||
Use default promotions = Usa promozioni default
|
||||
Default promotions for [unitType] = Promozioni default per [unitType]
|
||||
|
||||
Requires at least one of the following: = Richiede almeno uno dei seguenti:
|
||||
Requires all of the following: = Richiede tutti i seguenti:
|
||||
|
|
@ -383,8 +383,7 @@ Start game! = Comincia la tua avventura!
|
|||
Map Options = Opzioni mappa
|
||||
Game Options = Opzioni di gioco
|
||||
Civilizations = Civiltà
|
||||
# Requires translation!
|
||||
Shuffle Civ Order at Start =
|
||||
Shuffle Civ Order at Start = Mischia ordine Civiltà all'inizio
|
||||
Map Type = Tipo di mappa
|
||||
Map file = File mappa
|
||||
Max Turns = Limite turni
|
||||
|
|
@ -823,8 +822,7 @@ Hidden = Nascoste
|
|||
Visible = Visibili
|
||||
Permanent = Permanente
|
||||
|
||||
# Requires translation!
|
||||
Show minimap =
|
||||
Show minimap = Mostra minimappa
|
||||
|
||||
Show tutorials = Mostra tutorial
|
||||
Reset tutorials = Reset tutorial
|
||||
|
|
@ -860,8 +858,7 @@ Gameplay = Gameplay
|
|||
Check for idle units = Controlla unità inutilizzate
|
||||
'Next unit' button cycles idle units = Il tasto 'Prossima unità' cicla tra unità inutilizzate
|
||||
Auto Unit Cycle = Auto-cicla unità
|
||||
# Requires translation!
|
||||
Show Small Skip/Cycle Unit Button =
|
||||
Show Small Skip/Cycle Unit Button = Mostra minitasto Salta/Cicla unità
|
||||
Move units with a single tap = Sposta unità con un solo tocco
|
||||
Move units with a long tap = Sposta unita tenendo premuto
|
||||
Auto-assign city production = Autoassegna produzione città
|
||||
|
|
@ -1662,8 +1659,7 @@ Bonus stats for improvement = Bonus per miglioramento
|
|||
Buildings that consume this resource = Edifici che consumano questa risorsa
|
||||
Buildings that provide this resource = Edifici che producono questa risorsa
|
||||
Improvements that provide this resource = Miglioramenti che producono questa risorsa
|
||||
# Requires translation!
|
||||
Buildings that require this resource improved near the city =
|
||||
Buildings that require this resource improved near the city = Edifici che richiedono la risorsa migliorata nei pressi della città
|
||||
Units that consume this resource = Unità che consumano questa risorsa
|
||||
Can be built on = Può essere costruito/a su
|
||||
Cannot be built on = Non costruibile su
|
||||
|
|
@ -2143,7 +2139,8 @@ Enables embarkation for land units = Le unità terrestri possono imbarcarsi e at
|
|||
Enables [mapUnitFilter] units to enter ocean tiles = Permette alle unità [mapUnitFilter] di attraversare l'oceano
|
||||
Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned = Le unità possono attraversare le [terrainName] una volta quando ottieni per la prima volta [baseUnitFilter]
|
||||
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory = Le unità [mapUnitFilter] spendono [amount] punti movimento extra all'interno del tuo territorio
|
||||
New [baseUnitFilter] units start with [amount] Experience [cityFilter] = [amount] esperienza per le nuove unità [baseUnitFilter] [cityFilter]
|
||||
# Requires translation!
|
||||
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
|
||||
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion = Tutte le unità [baseUnitFilter] addestrate [cityFilter] ottengono la promozione [promotion]
|
||||
[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing = [mapUnitFilter] le unità adiacenti a questa città guariscono [amount] HP al turno quando si curano
|
||||
[relativeAmount]% City Strength from defensive buildings = [relativeAmount]% Forza cittadina dagli edifici difensivi
|
||||
|
|
@ -2375,6 +2372,7 @@ Adjacent enemy units ending their turn take [amount] damage = Le unità nemiche
|
|||
Great Improvement = Grande Miglioramento
|
||||
Provides a random bonus when entered = Concede un bonus casuale all'accesso
|
||||
Unpillagable = Non saccheggiabile
|
||||
Destroyed when pillaged = Distrutto/a quando saccheggiato/a
|
||||
Irremovable = Irremovibile
|
||||
Will not be replaced by automated units = Non rimpiazzabile da unità automatizzate
|
||||
Improves [resourceFilter] resource in this tile = Migliora la risorsa [resourceFilter] nella casella
|
||||
|
|
@ -6923,14 +6921,11 @@ Once a certain tech is researched, your land units can embark, allowing them to
|
|||
Units are defenseless while embarked (cannot use modifiers), and have a fixed Defending Strength based on your tech Era, so be careful!\nRanged Units can't attack, Melee Units have a Strength penalty, and all have limited vision. = Stai attento: le unità imbarcate sono indifese (non avendo modificatori), e possiedono un raggio visione limitato e una Forza difensiva fissa in base alla tua era tecnologica.\nInoltre, le unità da tiro non possono attaccare, mentre quelle da mischia possiedono una penalità in Forza.
|
||||
|
||||
Idle Units = Unità non usate
|
||||
# Requires translation!
|
||||
Clicking 'Next unit' moves to the next idle unit in the queue (as listed in Overview -> Units). After issuing an order to an unit, if 'Auto Unit Cycle' in Options -> Gameplay is enabled, you will automatically select the next idle unit. =
|
||||
Clicking 'Next unit' moves to the next idle unit in the queue (as listed in Overview -> Units). After issuing an order to an unit, if 'Auto Unit Cycle' in Options -> Gameplay is enabled, you will automatically select the next idle unit. = Se clicchi su 'Prossima unità', andrai all'unità non mossa successiva nella coda (vista in Panoramica -> Unità). Dopo aver impartito un ordine, se hai attivato 'Autocicla unità' su Opzioni -> Gameplay, selezionerai automaticamente l'unità non mossa successiva.
|
||||
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Skip turn'. = Se non desideri spostare un'unità per questo turni, puoi saltarla cliccando di nuovo su 'Prossima unità' od ordinandole 'Salta'.
|
||||
# Requires translation!
|
||||
If you want to disable the 'Next unit' feature entirely, you can toggle it in Options -> Gameplay -> Check for idle units. =
|
||||
If you want to disable the 'Next unit' feature entirely, you can toggle it in Options -> Gameplay -> Check for idle units. = Se vuoi disabilitare interamente la caratteristica 'Prossima unità', puoi farlo su Opzioni -> Gameplay -> Controlla unità non mosse.
|
||||
If you'd rather 'Next unit' cycle the units and not mark them as Done, you can change it in the Options -> Gameplay menu. = Se preferisci cliclare le unità tramite 'Prossima unità' anziché segnarle come mosse, puoi cambiare ciò su Opzioni -> Menu gameplay.
|
||||
# Requires translation!
|
||||
You can also cycle through the idle units using the left and right triangles on the Unit Table in the lower left of the screen. Or by default using the Cycle button next to the 'Next Unit' button. =
|
||||
You can also cycle through the idle units using the left and right triangles on the Unit Table in the lower left of the screen. Or by default using the Cycle button next to the 'Next Unit' button. = Puoi anche scorrere tra le unità non mosse usando i tasti triangolari a destra e sinistra sulla tabella unità in basso a sinistra dello schermo, o per default usare il tasto cicla vicino a quello di 'Prossima unità'.
|
||||
|
||||
Contact Me = Contattami
|
||||
Hi there! If you've played this far, you've probably seen that the game is currently incomplete.\n Unciv is meant to be open-source and free, forever.\n That means no ads or any other nonsense. = Salve! Se sei giunto/a fin qui, forse avrai visto che il gioco è al momento incompleto.\nUnciv dovrebbe essere open-source e gratuito per sempre, quindi privo di pubblicità o altre siocchezze.
|
||||
|
|
|
|||
|
|
@ -121,6 +121,10 @@ Requires [PolicyOrNationalWonder] = [PolicyOrNationalWonder]が必要
|
|||
Cannot be purchased = 購入不可
|
||||
Can only be purchased = 購入のみ
|
||||
See also = 参照
|
||||
# Requires translation!
|
||||
Use default promotions =
|
||||
# Requires translation!
|
||||
Default promotions for [unitType] =
|
||||
|
||||
Requires at least one of the following: = 次のどれか一つが必要:
|
||||
Requires all of the following: = 次のすべてが必要:
|
||||
|
|
@ -2317,7 +2321,8 @@ Enables embarkation for land units = 地上ユニットの乗船が可能にな
|
|||
Enables [mapUnitFilter] units to enter ocean tiles = [mapUnitFilter]ユニットが水上タイルに移動できる
|
||||
Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned = 最初の[baseUnitFilter]を入手後、地上ユニットが[terrainName]タイル上を移動できる
|
||||
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory = あなたの領土内で敵の[mapUnitFilter]ユニットの移動ポイントの消費が[amount]増加する
|
||||
New [baseUnitFilter] units start with [amount] Experience [cityFilter] = [cityFilter]新しい[baseUnitFilter]ユニットが始めからXP[amount]
|
||||
# Requires translation!
|
||||
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
|
||||
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion = [cityFilter]すべての新しい[baseUnitFilter]ユニットが[promotion]を得る
|
||||
[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing = 都市に隣接する[mapUnitFilter]ユニットの回復時にHP[amount]
|
||||
[relativeAmount]% City Strength from defensive buildings = 建物による都市の耐久[relativeAmount]%
|
||||
|
|
@ -2592,6 +2597,8 @@ Adjacent enemy units ending their turn take [amount] damage = ターン終了時
|
|||
Great Improvement = 偉人のタイル整備
|
||||
Provides a random bonus when entered = ランダムでボーナスが入手できる
|
||||
Unpillagable = 侵略不可
|
||||
# Requires translation!
|
||||
Destroyed when pillaged =
|
||||
Irremovable = 削除不可
|
||||
# Requires translation!
|
||||
Will not be replaced by automated units =
|
||||
|
|
|
|||
|
|
@ -126,6 +126,10 @@ Requires [PolicyOrNationalWonder] = [PolicyOrNationalWonder] 필요
|
|||
Cannot be purchased = 구매 불가
|
||||
Can only be purchased = 구매 전용
|
||||
See also = 같이 보기
|
||||
# Requires translation!
|
||||
Use default promotions =
|
||||
# Requires translation!
|
||||
Default promotions for [unitType] =
|
||||
|
||||
Requires at least one of the following: = 다음 중 하나가 필요함:
|
||||
Requires all of the following: = 다음이 모두 필요함:
|
||||
|
|
@ -2238,7 +2242,8 @@ Enables embarkation for land units = 지상 유닛이 승선할 수 있음
|
|||
Enables [mapUnitFilter] units to enter ocean tiles = [mapUnitFilter] 유닛이 대양 타일에 진입
|
||||
Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned = 첫 [baseUnitFilter] 획득후 지상 유닛이 [terrainName]에 출입 가능
|
||||
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory = 적 [mapUnitFilter] 유닛이 아군 영토에서 이동시 [amount] 행동력을 추가로 소모
|
||||
New [baseUnitFilter] units start with [amount] Experience [cityFilter] = [cityFilter]에서 새로 생산된 [baseUnitFilter] 유닛 +[amount] XP
|
||||
# Requires translation!
|
||||
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
|
||||
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion = [cityFilter]에서 새로 생산된 [baseUnitFilter] 유닛이 [promotion] 승급을 얻음
|
||||
[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing = 이 도시에 인접한 [mapUnitFilter] 유닛이 회복시 추가로 [amount] HP 회복
|
||||
[relativeAmount]% City Strength from defensive buildings = 방어 건물로 얻는 도시 전투력 [relativeAmount]%
|
||||
|
|
@ -2479,6 +2484,8 @@ Adjacent enemy units ending their turn take [amount] damage = 주변에서 턴
|
|||
Great Improvement = 위인 시설
|
||||
Provides a random bonus when entered = 타일 진입시 무작위 보너스 제공
|
||||
Unpillagable = 약탈 불가
|
||||
# Requires translation!
|
||||
Destroyed when pillaged =
|
||||
Irremovable = 제거 불가
|
||||
# Requires translation!
|
||||
Will not be replaced by automated units =
|
||||
|
|
|
|||
|
|
@ -137,6 +137,10 @@ Requires [PolicyOrNationalWonder] = [PolicyOrNationalWonder] requiritur
|
|||
Cannot be purchased = Non potest emi
|
||||
Can only be purchased = Modo potest emi
|
||||
See also = Et videas
|
||||
# Requires translation!
|
||||
Use default promotions =
|
||||
# Requires translation!
|
||||
Default promotions for [unitType] =
|
||||
|
||||
Requires at least one of the following: = Requirit unum de posteris:
|
||||
Requires all of the following: = Requirit omnia de posteris:
|
||||
|
|
@ -2304,7 +2308,8 @@ Enables embarkation for land units = Habilitat centurias terræ ad conscensionem
|
|||
Enables [mapUnitFilter] units to enter ocean tiles = Habilitat centurias quæ sunt [mapUnitFilter] ad ingressum in tegulas Oceani
|
||||
Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned = Centuriæ terræ possunt ire trans tegulas, quæ sunt [terrainName], postquam [baseUnitFilter] primus est meritus
|
||||
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory = Centuriæ hostiles, quæ sunt [mapUnitFilter], necesse consumant [amount] calculos addititios de movendo (i.e. momentum) quom in tua terra sunt
|
||||
New [baseUnitFilter] units start with [amount] Experience [cityFilter] = Centuriæ novæ [cityFilter] cum [amount] experientia incipiunt si eæ sunt [baseUnitFilter]
|
||||
# Requires translation!
|
||||
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
|
||||
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion = Centuriæ [cityFilter] noviter educandæ accipiant promotionem quæ est [promotion] si illæ sunt [baseUnitFilter]
|
||||
[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing = Centuriæ, quæ sunt [mapUnitFilter] adjacen*s ad hanc urbem, medentur contra [amount] damnum cum medentur omni gressu
|
||||
[relativeAmount]% City Strength from defensive buildings = [relativeAmount]% Potentia urbis de ædificiis de defensione
|
||||
|
|
@ -2536,6 +2541,8 @@ Adjacent enemy units ending their turn take [amount] damage = Cum gressus perfic
|
|||
Great Improvement = Melioratio Magna
|
||||
Provides a random bonus when entered = Passive (i.e. de cæcitate) præbet rem bonam si quis ingreditur
|
||||
Unpillagable = Non potest diripi
|
||||
# Requires translation!
|
||||
Destroyed when pillaged =
|
||||
Irremovable = Non potest summoveri
|
||||
Will not be replaced by automated units = Non substituetur centuriis automatariis
|
||||
Improves [resourceFilter] resource in this tile = Melioret mercem in hac tegula si [resourceFilter] sit
|
||||
|
|
|
|||
|
|
@ -128,6 +128,10 @@ Requires [PolicyOrNationalWonder] = Reikalinga(s): [PolicyOrNationalWonder]
|
|||
Cannot be purchased = Pirkti negalima
|
||||
Can only be purchased = Tik perkama
|
||||
See also = Taip pat žr.
|
||||
# Requires translation!
|
||||
Use default promotions =
|
||||
# Requires translation!
|
||||
Default promotions for [unitType] =
|
||||
|
||||
Requires at least one of the following: = Reikia bent vieno iš:
|
||||
Requires all of the following: = Reikia visų:
|
||||
|
|
@ -2520,7 +2524,8 @@ Enables embarkation for land units = Leidžia žemės daliniams bristi jūron, p
|
|||
Enables [mapUnitFilter] units to enter ocean tiles = Leidžia daliniams: [mapUnitFilter] išeiti į vandenyną
|
||||
Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned = Sausumos daliniai gali eiti per laukelius: [terrainName] po to kai įgytas pirmasis dalinys: [baseUnitFilter]
|
||||
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory = Priešo [mapUnitFilter] daliniai turi naudoti [amount] ėjimų papildomai, kai yra jūsų teritorijoje
|
||||
New [baseUnitFilter] units start with [amount] Experience [cityFilter] = Nauji: [baseUnitFilter] daliniai pradės su [amount] patirties mieste: [cityFilter]
|
||||
# Requires translation!
|
||||
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
|
||||
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion = Nauji: [baseUnitFilter] daliniai mieste: [cityFilter] gaus paaukštinimą: [promotion]
|
||||
[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing = [mapUnitFilter] daliniai šalia miesto atstato [amount] sveikatos per ėjimą kai gydoma
|
||||
[relativeAmount]% City Strength from defensive buildings = [relativeAmount]% prie miesto stiprumo nuo gynybinių pastatų
|
||||
|
|
@ -2797,6 +2802,8 @@ Adjacent enemy units ending their turn take [amount] damage = Gretutiniai prieš
|
|||
Great Improvement = Didis pagerinimas
|
||||
Provides a random bonus when entered = Įeinant duoda atsitiktį priedą
|
||||
Unpillagable = Negalima apiplėšti
|
||||
# Requires translation!
|
||||
Destroyed when pillaged =
|
||||
Irremovable = Nepašalinama(s)
|
||||
# Requires translation!
|
||||
Will not be replaced by automated units =
|
||||
|
|
|
|||
|
|
@ -132,6 +132,10 @@ Requires [PolicyOrNationalWonder] = Memerlukan [PolicyOrNationalWonder]
|
|||
Cannot be purchased = Tidak boleh dibeli
|
||||
Can only be purchased = Hanya boleh dibeli
|
||||
See also = Lihat juga
|
||||
# Requires translation!
|
||||
Use default promotions =
|
||||
# Requires translation!
|
||||
Default promotions for [unitType] =
|
||||
|
||||
Requires at least one of the following: = Memerlukan sekurang-kurangnya satu daripada yang berikut
|
||||
Requires all of the following: = Memerlukan semua yang berikut:
|
||||
|
|
@ -2892,7 +2896,7 @@ Land units may cross [terrainName] tiles after the first [baseUnitFilter] is ear
|
|||
# Requires translation!
|
||||
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory =
|
||||
# Requires translation!
|
||||
New [baseUnitFilter] units start with [amount] Experience [cityFilter] =
|
||||
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
|
||||
# Requires translation!
|
||||
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion =
|
||||
# Requires translation!
|
||||
|
|
@ -3351,6 +3355,8 @@ Provides a random bonus when entered =
|
|||
# Requires translation!
|
||||
Unpillagable =
|
||||
# Requires translation!
|
||||
Destroyed when pillaged =
|
||||
# Requires translation!
|
||||
Irremovable =
|
||||
# Requires translation!
|
||||
Will not be replaced by automated units =
|
||||
|
|
|
|||
|
|
@ -140,6 +140,10 @@ Requires [PolicyOrNationalWonder] = Krev [PolicyOrNationalWonder]
|
|||
Cannot be purchased = Kan ikkje kjøpa
|
||||
Can only be purchased = Kan berre kjøpa
|
||||
See also = Sjå ogso
|
||||
# Requires translation!
|
||||
Use default promotions =
|
||||
# Requires translation!
|
||||
Default promotions for [unitType] =
|
||||
|
||||
Requires at least one of the following: = Krev minst ein av desse
|
||||
Requires all of the following: = Krev alle av desse
|
||||
|
|
@ -2593,7 +2597,8 @@ Enables embarkation for land units = Lèt landtroppar å leggja ut på
|
|||
Enables [mapUnitFilter] units to enter ocean tiles = Lèt [mapUnitFilter]troppar å gå inn i havruter
|
||||
Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned = Landtroppar får kryssa [terrainName]-ruter etter den fyrste [baseUnitFilter] er fortent
|
||||
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory = Fiendlege [mapUnitFilter]troppar må bruka [amount] meir forflyttingspoeng inni territoriet ditt
|
||||
New [baseUnitFilter] units start with [amount] Experience [cityFilter] = Nye [baseUnitFilter] troppar byrjar med [amount] Erfaring [cityFilter]
|
||||
# Requires translation!
|
||||
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
|
||||
# Requires translation!
|
||||
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion =
|
||||
[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing = [mapUnitFilter] Troppar som er nær denne byen lækjer [amount] HP for kvar tur ved læking
|
||||
|
|
@ -2949,6 +2954,8 @@ Great Improvement = Stor Betring
|
|||
# Requires translation!
|
||||
Provides a random bonus when entered =
|
||||
Unpillagable = Ikkje mogleg å plyndra
|
||||
# Requires translation!
|
||||
Destroyed when pillaged =
|
||||
Irremovable = Ikkje mogleg å fjerna
|
||||
# Requires translation!
|
||||
Will not be replaced by automated units =
|
||||
|
|
|
|||
|
|
@ -156,6 +156,10 @@ Cannot be purchased = Nemitavānid beḵarid
|
|||
Can only be purchased =
|
||||
# Requires translation!
|
||||
See also =
|
||||
# Requires translation!
|
||||
Use default promotions =
|
||||
# Requires translation!
|
||||
Default promotions for [unitType] =
|
||||
|
||||
# Requires translation!
|
||||
Requires at least one of the following: =
|
||||
|
|
@ -3334,7 +3338,7 @@ Land units may cross [terrainName] tiles after the first [baseUnitFilter] is ear
|
|||
# Requires translation!
|
||||
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory =
|
||||
# Requires translation!
|
||||
New [baseUnitFilter] units start with [amount] Experience [cityFilter] =
|
||||
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
|
||||
# Requires translation!
|
||||
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion =
|
||||
# Requires translation!
|
||||
|
|
@ -3795,6 +3799,8 @@ Provides a random bonus when entered =
|
|||
# Requires translation!
|
||||
Unpillagable =
|
||||
# Requires translation!
|
||||
Destroyed when pillaged =
|
||||
# Requires translation!
|
||||
Irremovable =
|
||||
# Requires translation!
|
||||
Will not be replaced by automated units =
|
||||
|
|
|
|||
|
|
@ -138,6 +138,10 @@ Requires [PolicyOrNationalWonder] = Be [PolicyOrNationalWonder] niaaz ast
|
|||
Cannot be purchased = Nemitavaan kharidari kard
|
||||
Can only be purchased = Faghat mitavaan kharidari kard
|
||||
See also = Hamchenin Bebinid
|
||||
# Requires translation!
|
||||
Use default promotions =
|
||||
# Requires translation!
|
||||
Default promotions for [unitType] =
|
||||
|
||||
Requires at least one of the following: = Be had e a'ghal yek mored niaaz ast:
|
||||
Requires all of the following: = Be hame ye mavared e zir niaaz ast:
|
||||
|
|
@ -2888,7 +2892,7 @@ Land units may cross [terrainName] tiles after the first [baseUnitFilter] is ear
|
|||
# Requires translation!
|
||||
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory =
|
||||
# Requires translation!
|
||||
New [baseUnitFilter] units start with [amount] Experience [cityFilter] =
|
||||
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
|
||||
# Requires translation!
|
||||
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion =
|
||||
# Requires translation!
|
||||
|
|
@ -3349,6 +3353,8 @@ Provides a random bonus when entered =
|
|||
# Requires translation!
|
||||
Unpillagable =
|
||||
# Requires translation!
|
||||
Destroyed when pillaged =
|
||||
# Requires translation!
|
||||
Irremovable =
|
||||
# Requires translation!
|
||||
Will not be replaced by automated units =
|
||||
|
|
|
|||
|
|
@ -101,10 +101,8 @@ New [civName]\n(formerly known as [cityName]) = Nowe [civName]\n(niegdyś znane
|
|||
Requires [buildingName] to be built in the city = Miasto musi posiadać → [buildingName]
|
||||
Requires [buildingName] to be built in all cities = Wszystkie miasta muszą posiadać: [buildingName]
|
||||
Provides a free [buildingName] in the city = Zapewnia darmowy budynek: [buildingName] w tym mieście
|
||||
# Requires translation!
|
||||
Requires improved [resource] near city =
|
||||
# Requires translation!
|
||||
Requires at least one of the following resources improved near the city: =
|
||||
Requires improved [resource] near city = Wymaga ulepszonego surowca [resource] w pobliżu miasta
|
||||
Requires at least one of the following resources improved near the city: = Wymaga przynajmniej jednego ulepszonego surowca (w pobliżu miasta) z przedstawionych poniżej:
|
||||
Wonder is being built elsewhere = Ten Cud jest już budowany w innym mieście
|
||||
National Wonder is being built elsewhere = Ten Cud Narodowy jest już budowany w innym mieście
|
||||
Requires a [buildingName] in all [cityFilter] cities = Wymaga [buildingName] we wszystkich [cityFilter] miastach
|
||||
|
|
@ -120,6 +118,10 @@ Requires [PolicyOrNationalWonder] = Wymaga: [PolicyOrNationalWonder]
|
|||
Cannot be purchased = Nie można kupić
|
||||
Can only be purchased = Może być jedynie kupione
|
||||
See also = Zobacz również
|
||||
# Requires translation!
|
||||
Use default promotions =
|
||||
# Requires translation!
|
||||
Default promotions for [unitType] =
|
||||
|
||||
Requires at least one of the following: = Wymaga przynajmniej jednego z awansów:
|
||||
Requires all of the following: = Wymaga znajomości:
|
||||
|
|
@ -382,8 +384,7 @@ Start game! = Rozpocznij grę!
|
|||
Map Options = Opcje mapy
|
||||
Game Options = Opcje gry
|
||||
Civilizations = Cywilizacje
|
||||
# Requires translation!
|
||||
Shuffle Civ Order at Start =
|
||||
Shuffle Civ Order at Start = Losuj kolejność gry cywilizacji
|
||||
Map Type = Mapa
|
||||
Map file = Gotowe mapy
|
||||
Max Turns = Maksymalna liczba tur
|
||||
|
|
@ -395,8 +396,7 @@ Existing = Istniejąca
|
|||
Custom = Wybierz...
|
||||
Map Generation Type = Rozmieszczenie lądów
|
||||
Enabled Map Generation Types = Włączono generowanie rozmieszczania lądów
|
||||
# Requires translation!
|
||||
Example map =
|
||||
Example map = Mapa przykładowa
|
||||
|
||||
# Map types
|
||||
Default = Domyślny
|
||||
|
|
@ -408,10 +408,8 @@ Four Corners = Cztery krańce
|
|||
Archipelago = Archipelag
|
||||
Inner Sea = Morze wewnętrzne
|
||||
Perlin = Perlin
|
||||
# Requires translation!
|
||||
Small Continents =
|
||||
# Requires translation!
|
||||
Fractal =
|
||||
Small Continents = Małe kontynenty
|
||||
Fractal = Chaos
|
||||
|
||||
Select players from starting locations = Wybierz graczy z pól startowych
|
||||
Random number of Civilizations = Losowa liczba cywilizacji
|
||||
|
|
@ -825,8 +823,7 @@ Hidden = Schowane
|
|||
Visible = Widoczne
|
||||
Permanent = Na stałe
|
||||
|
||||
# Requires translation!
|
||||
Show minimap =
|
||||
Show minimap = Pokaż minimapę
|
||||
|
||||
Show tutorials = Pokaż samouczki
|
||||
Reset tutorials = Zresetuj samouczki
|
||||
|
|
@ -1002,13 +999,11 @@ We have conquered the city of [cityName]! = Zdobyliśmy miasto [cityName]!
|
|||
Your citizens are revolting due to very high unhappiness! = Twoi obywatele buntują się z powodu niezadowolenia!
|
||||
|
||||
|
||||
# Requires translation!
|
||||
An enemy [unit] has attacked [cityName] ([amount2] HP) =
|
||||
An enemy [unit] has attacked [cityName] ([amount2] HP) = Wroga jednostka [unit] zaatakowała [cityName] ([amount2] PŻ)
|
||||
An enemy [unit] ([amount] HP) has attacked [cityName] ([amount2] HP) = Wroga jednostka [unit] ([amount] PŻ) zaatakowała [cityName] ([amount2] PŻ)
|
||||
An enemy [unit] ([amount] HP) has [battleAction] our [ourUnit] ([amount2] HP) = Wroga jednostka [unit] ([amount] PŻ) [battleAction] naszą jednostkę [ourUnit] ([amount2] PŻ)
|
||||
An enemy [unit] has attacked our [ourUnit] ([amount] HP) = Wroga jednostka [unit] zaatakowała naszą jednostkę [ourUnit] ([amount] PŻ)
|
||||
# Requires translation!
|
||||
An enemy [unit] ([amount] HP) has attacked our [ourUnit] ([amount2] HP) =
|
||||
An enemy [unit] ([amount] HP) has attacked our [ourUnit] ([amount2] HP) = Wroga jednostka [unit] ([amount] PŻ) zaatakowała naszą jednostkę [ourUnit] ([amount2] PŻ)
|
||||
Enemy city [cityName] has attacked our [ourUnit] = Wrogie miasto [cityName] ostrzelało naszą jednostkę [ourUnit]
|
||||
Enemy city [cityName] has attacked our [ourUnit] ([amount2] HP) = Miasto wroga [cityName] zaatakowało naszą jednostkę [ourUnit] ([amount2] PŻ)
|
||||
An enemy [unit] has captured [cityName] = Wroga jednostka [unit] zdobyła nasze miasto [cityName]
|
||||
|
|
@ -1191,12 +1186,10 @@ turns = tur
|
|||
turn = tura
|
||||
Next unit = Następna jednostka
|
||||
[amount] units idle = [amount] bezczynnych jednostek
|
||||
# Requires translation!
|
||||
[idleCount] idle =
|
||||
[idleCount] idle = [idleCount] bezczynnych
|
||||
# Requires translation!
|
||||
[skipCount] skipping =
|
||||
# Requires translation!
|
||||
Cycle =
|
||||
Cycle = Cykl
|
||||
Fog of War = Mgła wojny
|
||||
Pick a policy = Wybierz ustrój
|
||||
Move Spies = Przemieść Szpiegów
|
||||
|
|
@ -1246,8 +1239,7 @@ Pillage = Splądruj
|
|||
Pillage [improvement] = Splądruj [improvement]
|
||||
[improvement] (Pillaged!) = [improvement] (Splądrowane!)
|
||||
Repair [improvement] - [turns] = Naprawa [improvement] - [turns]
|
||||
# Requires translation!
|
||||
Skip turn =
|
||||
Skip turn = Pomiń turę
|
||||
Are you sure you want to pillage this [improvement]? = Czy na pewno chcesz splądrować [improvement]?
|
||||
We have looted [amount] from a [improvement] = Zrabowaliśmy [amount] z [improvement]
|
||||
We have looted [amount] from a [improvement] which has been sent to [cityName] = Zrabowaliśmy [amount] z [improvement] które były wysłane do [cityName]
|
||||
|
|
@ -1670,8 +1662,7 @@ Bonus stats for improvement = Premia po ulepszeniu
|
|||
Buildings that consume this resource = Budynki zużywające ten surowiec
|
||||
Buildings that provide this resource = Budynki zapewniające ten surowiec
|
||||
Improvements that provide this resource = Ulepszenia zapewniąjące ten surowiec
|
||||
# Requires translation!
|
||||
Buildings that require this resource improved near the city =
|
||||
Buildings that require this resource improved near the city = Budynki, które wymagają tego surowca ulepszonego w pobliżu miasta, w którym są zbudowane
|
||||
Units that consume this resource = Jednostki zużywające ten surowiec
|
||||
Can be built on = Do budowy nadają się obszary
|
||||
Cannot be built on = Do budowy nie nadają się obszary
|
||||
|
|
@ -2151,7 +2142,8 @@ Enables embarkation for land units = Pozwala na zaokrętowanie jednostek lądowy
|
|||
Enables [mapUnitFilter] units to enter ocean tiles = Możliwość natychmiastowego wypłynięcia na Ocean otrzymują jednostki [mapUnitFilter]
|
||||
Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned = Pierwszy wygenerowany [baseUnitFilter] umożliwia jednostkom przechodzenie przez [terrainName]
|
||||
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory = Wroga jednostka [mapUnitFilter] musi spędzić [amount] dodatkowych punktów ruchu gdy jest na twoim terytorium
|
||||
New [baseUnitFilter] units start with [amount] Experience [cityFilter] = Nowe jednostki [baseUnitFilter] tworzone [cityFilter] otrzymują na start +[amount] PD
|
||||
# Requires translation!
|
||||
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
|
||||
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion = Nowe jednostki [baseUnitFilter] otrzymują darmowy awans „[promotion]” [cityFilter]
|
||||
[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing = Odzyskanie [amount] PŻ na turę dla [mapUnitFilter] jednostek sąsiadujących z tym miastem
|
||||
[relativeAmount]% City Strength from defensive buildings = [relativeAmount]%†Siły bojowej dla miast z budynków obronnych
|
||||
|
|
@ -2227,8 +2219,7 @@ Connects trade routes over water = Umożliwa tworzenie morskich szlaków handlow
|
|||
Automatically built in all cities where it is buildable = Automatycznie budowane we wszystkich miastach gdzie jest to możliwe
|
||||
Creates a [improvementName] improvement on a specific tile = Tworzy ulepszenia [improvementName] na określonych polach
|
||||
Founds a new city = Może zakładać nowe miasta
|
||||
# Requires translation!
|
||||
Founds a new puppet city =
|
||||
Founds a new puppet city = Zakłada nowe miasto marionetkowe
|
||||
Can instantly construct a [improvementFilter] improvement = Może natychmiastowo wybudować [improvementFilter]
|
||||
May create improvements on water resources = Może budować ulepszenia na wodzie
|
||||
Can build [improvementFilter/terrainFilter] improvements on tiles = Może budować ulepszenia [improvementFilter/terrainFilter]
|
||||
|
|
@ -2384,6 +2375,8 @@ Adjacent enemy units ending their turn take [amount] damage = Wrogie jednostki k
|
|||
Great Improvement = Wielkie Ulepszenie
|
||||
Provides a random bonus when entered = Po wejściu zapewnia losowy bonus
|
||||
Unpillagable = Nie można splądrować.
|
||||
# Requires translation!
|
||||
Destroyed when pillaged =
|
||||
Irremovable = Nie można usunąć.
|
||||
Will not be replaced by automated units = Nie zostanie zamieniony przez zautomatyzoane jednostki
|
||||
Improves [resourceFilter] resource in this tile = Ulepsza [resourceFilter] na tym polu
|
||||
|
|
@ -2404,8 +2397,7 @@ for [civFilter] Civilizations = dla cywilizacji [civFilter]
|
|||
when at war = podczas wojny
|
||||
when not at war = w czasie trwania pokoju
|
||||
during a Golden Age = podczas Złotej Ery
|
||||
# Requires translation!
|
||||
when not in a Golden Age =
|
||||
when not in a Golden Age = gdy jest się w Złotej Erze
|
||||
during We Love The King Day = podczas Dnia Uwielbienia Króla
|
||||
while the empire is happy = jeśli Obywatele są ⌣Zadowoleni
|
||||
when between [amount] and [amount2] Happiness = kiedy Zadowolenie wynosi [amount] do [amount2]
|
||||
|
|
@ -2549,8 +2541,7 @@ upon constructing [buildingFilter] = po wybudowaniu [buildingFilter]
|
|||
upon constructing [buildingFilter] [cityFilter] = po wybudowaniu [buildingFilter] [cityFilter]
|
||||
upon gaining a [baseUnitFilter] unit = po zdobyciu jednostki [baseUnitFilter]
|
||||
upon turn end = po zakończeniu tury
|
||||
# Requires translation!
|
||||
upon turn start =
|
||||
upon turn start = po rozpoczęciu tury
|
||||
upon founding a Pantheon = po założeniu Panteonu
|
||||
upon founding a Religion = po założeniu Religii
|
||||
upon enhancing a Religion = po rozszerzeniu Religii
|
||||
|
|
@ -2566,8 +2557,7 @@ upon losing the [promotion] status = po utracie statusu [promotion]
|
|||
upon losing at least [amount] HP in a single attack = po straceniu przynajmniej [amount] PŻ w pojedynczym ataku
|
||||
upon ending a turn in a [tileFilter] tile = po zakończeniu tury na polu [tileFilter]
|
||||
upon discovering a [tileFilter] tile = po odkryciu pola [tileFilter]
|
||||
# Requires translation!
|
||||
upon entering a [tileFilter] tile =
|
||||
upon entering a [tileFilter] tile = po wkroczeniu na pole [tileFilter]
|
||||
for [amount] turns = przez [amount] ⏳tur
|
||||
hidden from users = Ukryte przed graczami
|
||||
for every [countable] = za każdy [countable]
|
||||
|
|
|
|||
|
|
@ -121,6 +121,10 @@ Requires [PolicyOrNationalWonder] = Requer [PolicyOrNationalWonder]
|
|||
Cannot be purchased = Não pode ser comprado
|
||||
Can only be purchased = Só pode ser comprado
|
||||
See also = Vê também
|
||||
# Requires translation!
|
||||
Use default promotions =
|
||||
# Requires translation!
|
||||
Default promotions for [unitType] =
|
||||
|
||||
Requires at least one of the following: = Requer pelo menos um dos seguintes:
|
||||
Requires all of the following: = Requer todos os seguintes:
|
||||
|
|
@ -2145,7 +2149,8 @@ Enables embarkation for land units = Permite o embarque de unidades terrestres
|
|||
Enables [mapUnitFilter] units to enter ocean tiles = Permite que as unidades [mapUnitFilter] entrem em terrenos oceânicos
|
||||
Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned = As unidades terrestres podem atravessar os blocos de [terrainName] depois de ganharem o primeiro [baseUnitFilter]
|
||||
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory = Unidades inimigas [mapUnitFilter] devem gastar [amount] pontos de movimento extra quando dentro do teu território
|
||||
New [baseUnitFilter] units start with [amount] Experience [cityFilter] = Novas unidades [baseUnitFilter] começam com [amount] de experiência [cityFilter]
|
||||
# Requires translation!
|
||||
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
|
||||
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion = Todas as unidades [baseUnitFilter] recém-treinadas [cityFilter] recebem a promoção [promotion]
|
||||
[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing = [mapUnitFilter] Unidades adjacentes a esta cidade curam [amount] de vida por turno ao curar
|
||||
[relativeAmount]% City Strength from defensive buildings = [relativeAmount]% Força da cidade proveniente de edifícios defensivos
|
||||
|
|
@ -2378,6 +2383,8 @@ Adjacent enemy units ending their turn take [amount] damage = As unidades inimig
|
|||
Great Improvement = Grande Melhoria
|
||||
Provides a random bonus when entered = Oferece um bónus aleatório ao entrar
|
||||
Unpillagable = Insaqueável
|
||||
# Requires translation!
|
||||
Destroyed when pillaged =
|
||||
Irremovable = Irremovível
|
||||
Will not be replaced by automated units = Não será sobrescrito por unidades automatizadas
|
||||
Improves [resourceFilter] resource in this tile = Melhora o recurso [resourceFilter] neste bloco
|
||||
|
|
|
|||
|
|
@ -124,6 +124,10 @@ Requires [PolicyOrNationalWonder] = Necesită [PolicyOrNationalWonder]
|
|||
Cannot be purchased = Nu poate fi cumpărat
|
||||
Can only be purchased = Poate fi doar cumpărat
|
||||
See also = Vezi și
|
||||
# Requires translation!
|
||||
Use default promotions =
|
||||
# Requires translation!
|
||||
Default promotions for [unitType] =
|
||||
|
||||
Requires at least one of the following: = Necesită cel puțin una dintre următoarele:
|
||||
Requires all of the following: = Necesită toate cele ce urmează:
|
||||
|
|
@ -2380,7 +2384,8 @@ Enables [mapUnitFilter] units to enter ocean tiles = Permite unităților [mapUn
|
|||
Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned =
|
||||
# Requires translation!
|
||||
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory =
|
||||
New [baseUnitFilter] units start with [amount] Experience [cityFilter] = Noile unități [baseUnitFilter] încep cu [amount] Experiență [cityFilter]
|
||||
# Requires translation!
|
||||
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
|
||||
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion = Toate unitățile [baseUnitFilter] [cityFilter] nou-instruite primesc promoția [promotion]
|
||||
# Requires translation!
|
||||
[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing =
|
||||
|
|
@ -2729,6 +2734,8 @@ Provides a random bonus when entered =
|
|||
# Requires translation!
|
||||
Unpillagable =
|
||||
# Requires translation!
|
||||
Destroyed when pillaged =
|
||||
# Requires translation!
|
||||
Irremovable =
|
||||
# Requires translation!
|
||||
Will not be replaced by automated units =
|
||||
|
|
|
|||
|
|
@ -115,6 +115,10 @@ Requires [PolicyOrNationalWonder] = Требуется [PolicyOrNationalWonder]
|
|||
Cannot be purchased = Нельзя купить
|
||||
Can only be purchased = Можно только купить
|
||||
See also = См. также
|
||||
# Requires translation!
|
||||
Use default promotions =
|
||||
# Requires translation!
|
||||
Default promotions for [unitType] =
|
||||
|
||||
Requires at least one of the following: = Требуется хотя бы одно из следующего:
|
||||
Requires all of the following: = Требуется всё из следующего:
|
||||
|
|
@ -2147,7 +2151,8 @@ Enables embarkation for land units = Позволяет сухопутным ю
|
|||
Enables [mapUnitFilter] units to enter ocean tiles = Позволяет юнитам: [mapUnitFilter] выходить в океан
|
||||
Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned = Сухопутные юниты могут пересекать клетки [terrainName] после того, как появился первый [baseUnitFilter]
|
||||
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory = Вражеские юниты: [mapUnitFilter] тратят дополнительные [amount] очков передвижения в пределах ваших земель
|
||||
New [baseUnitFilter] units start with [amount] Experience [cityFilter] = Новые [baseUnitFilter] юниты получают [amount] очков опыта [cityFilter]
|
||||
# Requires translation!
|
||||
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
|
||||
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion = Все [baseUnitFilter] юниты после прохождения обучения [cityFilter] получают повышение [promotion]
|
||||
[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing = [mapUnitFilter] юниты рядом с городом восстанавливают [amount] ОЗ за ход во время лечения
|
||||
[relativeAmount]% City Strength from defensive buildings = [relativeAmount]% к мощи города от защитных сооружений
|
||||
|
|
@ -2380,6 +2385,8 @@ Adjacent enemy units ending their turn take [amount] damage = Соседние
|
|||
Great Improvement = Великое улучшение
|
||||
Provides a random bonus when entered = Предоставляет случайный бонус при заходе
|
||||
Unpillagable = Нельзя разграбить
|
||||
# Requires translation!
|
||||
Destroyed when pillaged =
|
||||
Irremovable = Нельзя удалить
|
||||
Will not be replaced by automated units = Не будет заменён автоматизированными юнитами
|
||||
Improves [resourceFilter] resource in this tile = Улучшает [resourceFilter] ресурс в этой клетке
|
||||
|
|
|
|||
|
|
@ -136,6 +136,10 @@ Requires [PolicyOrNationalWonder] = Мусай мати: [PolicyOrNationalWonder
|
|||
Cannot be purchased = Неслобудно купити
|
||||
Can only be purchased = Мож лем купити
|
||||
See also = Ни, ще сесе
|
||||
# Requires translation!
|
||||
Use default promotions =
|
||||
# Requires translation!
|
||||
Default promotions for [unitType] =
|
||||
|
||||
Requires at least one of the following: = Вымагат хуть даштось из слідувучого:
|
||||
Requires all of the following: = Вымагат ушитко из слідувучого
|
||||
|
|
@ -3343,7 +3347,8 @@ Enables embarkation for land units = Дозволяє наземним підр
|
|||
Enables [mapUnitFilter] units to enter ocean tiles = Дозволяє підрозділам типу [mapUnitFilter] виходити в океан
|
||||
Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned = Наземні підрозділи зможуть перетинати клітини типу [terrainName] після першого здобутого [baseUnitFilter]
|
||||
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory = Ворожі [mapUnitFilter] підрозділи витрачають додатково [amount] одиниць ➡Переміщення на вашій території
|
||||
New [baseUnitFilter] units start with [amount] Experience [cityFilter] = Нові підрозділи типу [baseUnitFilter] отримують [amount] Досвіду [cityFilter]
|
||||
# Requires translation!
|
||||
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
|
||||
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion = Усі нові [baseUnitFilter] підрозділи [cityFilter] отримують підвищення "[promotion]"
|
||||
[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing = [mapUnitFilter] підрозділи поруч із цим містом лікуються на [amount] здоров'я за хід під час лікування
|
||||
[relativeAmount]% City Strength from defensive buildings = [relativeAmount]% до †Сили міста від захисних споруд
|
||||
|
|
@ -3740,6 +3745,8 @@ Provides a random bonus when entered =
|
|||
# Requires translation!
|
||||
Unpillagable =
|
||||
# Requires translation!
|
||||
Destroyed when pillaged =
|
||||
# Requires translation!
|
||||
Irremovable =
|
||||
# Requires translation!
|
||||
Will not be replaced by automated units =
|
||||
|
|
|
|||
|
|
@ -28,7 +28,7 @@ Fastlane_short_description = 4X文明建设类游戏
|
|||
|
||||
# Documentation: https://f-droid.org/en/docs/Build_Metadata_Reference/#Description
|
||||
# English to translate: https://github.com/yairm210/Unciv/blob/master/fastlane/metadata/android/en-US/full_description.txt
|
||||
Fastlane_full_description = 重新实现有史以来最著名的文明建设类游戏-快,小,无广告,永远免费!\n\n建设文明,发展科技,扩展城市,征战四方!\n\n请求?漏洞?待办事项列表位于https://github.com/yairm210/Unciv/issues,欢迎每一个小小的帮助!\n\n问题?评论?只是无聊?在https://discord.gg/bjrB4Xw上加入我们!\n\n想帮忙把游戏翻译成你的语言吗?给我发送电子邮件到yairm210@hotmail.com。\n\n熟悉Java或Kotlin?在https://github.com/yairm210/Unciv加入我们。\n\n看不懂英文但仍然希望为社区做贡献?加入中文社区QQ群675179266或点击网址http://qm.qq.com/cgi-bin/qm/qr?_wv=1027&k=UHIJomTUkhevKOkwu5vQtyDMHO6oqqB2&authKey=vLV%2FVDcmUU7uPA2ggTe8F6x%2FM4ySgZxQ50VjNLCYQL%2BI8lAgFUOVA90nHcVCZ78s&noverify=0&group_code=675179266\n\n世界正在等待!你能建立一个经得起时间考验的文明吗?\n\n用户发起的下载和多人游戏功能需要“完全网络访问”权限。用于实现多人游戏回合通知的API会自动包含所有其他列出的权限。网络权限用于列出模组、下载模组、下载音乐以及上传/下载多人游戏。Unciv不会发起其他互联网通信。
|
||||
Fastlane_full_description = 重新打造经典:史上最具影响力的文明建设游戏——快速、轻量、无广告,永远免费!在游戏中,你可以建设属于自己的文明,发展科技,扩张城市,征服四方。遇到问题、发现漏洞,或者想参与开发,可以访问我们的待办事项列表 GitHub Issues(https://github.com/yairm210/Unciv/issues),我们欢迎每一位小伙伴的参与。想讨论游戏、有疑问,或者只是想找地方消遣?加入我们的 Discord 社区(https://discord.gg/bjrB4Xw)。如果你熟悉 Java 或 Kotlin,欢迎来 GitHub 项目(https://github.com/yairm210/Unciv) 找我们,一起让游戏变得更好。不懂英文但想为社区做贡献?可以加入我们的中文社区 QQ 群:675179266,或者点击 http://qm.qq.com/cgi-bin/qm/qr?_wv=1027&k=UHIJomTUkhevKOkwu5vQtyDMHO6oqqB2&authKey=vLV%2FVDcmUU7uPA2ggTe8F6x%2FM4ySgZxQ50VjNLCYQL%2BI8lAgFUOVA90nHcVCZ78s&noverify=0&group_code=675179266。世界正等待你的创造,你能建立一个经得起时间考验的文明吗?用户发起的下载和多人游戏功能需要“完全网络访问”权限,用于实现多人游戏回合通知的 API 会自动包含所有其他列出的权限,网络权限仅用于列出模组、下载模组、下载音乐以及上传/下载多人游戏,Unciv 不会发起其他互联网通信。
|
||||
|
||||
|
||||
# Starting from here normal translations start, as described in
|
||||
|
|
@ -38,7 +38,7 @@ Fastlane_full_description = 重新实现有史以来最著名的文明建设类
|
|||
Delete = 删除
|
||||
|
||||
# Base ruleset names
|
||||
Civ V - Vanilla = 文明5 - 无DLC
|
||||
Civ V - Vanilla = 文明5 - 本体
|
||||
Civ V - Gods & Kings = 文明5 - 众神与国王
|
||||
|
||||
# Obsolete Tutorial tasks - the active lines are moved to 'Lines from Events', much later in the tranlsation file.
|
||||
|
|
@ -53,7 +53,7 @@ Pass a turn!\nCycle through units with 'Next unit' > Click 'Next turn' = 跳过
|
|||
Reassign worked tiles!\nEnter city screen > Click the assigned (green) tile to unassign > \n Click an unassigned tile to assign population = 重新调整工作地块!\n进入城市界面 > 点击已分配市民的地块取消分配 > \n 点击未被分配市民的地块分配市民
|
||||
Meet another civilization!\nExplore the map until you encounter another civilization! = 认识其他文明!\n探索地图直到你遇见另一个文明!
|
||||
Open the options table!\nClick the menu button (top left) > Click 'Options' = 打开设置选项!\n点击菜单按钮(左上角) > 点击 “选项”
|
||||
Construct an improvement!\nConstruct a Worker unit > Move to a Plains or Grassland tile > \n Click 'Construct improvement' (above the unit table, bottom left)\n > Choose the farm > \n Leave the worker there until it's finished = 建造地块设施!\n建造一个工人 > 移动工人至平原或草原地块 > \n 点击 “建造设施” 按钮(左下角) > 选择 “农场” > \n 不向工人下达其他指令直至建造完成
|
||||
Construct an improvement!\nConstruct a Worker unit > Move to a Plains or Grassland tile > \n Click 'Construct improvement' (above the unit table, bottom left)\n > Choose the farm > \n Leave the worker there until it's finished = 建造地块改良!\n建造一个工人 > 移动工人至平原或草原地块 > \n 点击 “建造改良” 按钮(左下角) > 选择 “农场” > \n 不向工人下达其他指令直至建造完成
|
||||
Create a trade route!\nConstruct roads between your capital and another city\nOr, automate your worker and let him get to that eventually = 建立贸易路线!\n建造道路连接你的首都和其他城市\n或将工人设置为 “自动工作”,其将自动完成连接
|
||||
Conquer a city!\nBring an enemy city down to low health > \nEnter the city with a melee unit = 占领城市!\n攻击敌方城市使其耐久降为 1 > \n使用近战单位占领城市
|
||||
Move an air unit!\nSelect an air unit > Select another city within range > \nMove the unit to the other city = 移动空军单位!\n选择一个空军单位 > 选取移动范围内的其他城市 > \n将单位移至该城市
|
||||
|
|
@ -85,21 +85,19 @@ Hydro Plant = 水电站
|
|||
|
||||
# City naming when list exhausted
|
||||
|
||||
New [cityName] = 第二[cityName]
|
||||
Neo [cityName] = 第三[cityName]
|
||||
Nova [cityName] = 第四[cityName]
|
||||
Altera [cityName] = 第五[cityName]
|
||||
New [civName]\n(formerly known as [cityName]) = 第二[civName]\n(一般认作[cityName])
|
||||
New [cityName] = [cityName]-乙
|
||||
Neo [cityName] = [cityName]-丙
|
||||
Nova [cityName] = [cityName]-丁
|
||||
Altera [cityName] = [cityName]-戊
|
||||
New [civName]\n(formerly known as [cityName]) = 新[civName]\n(一般认作[cityName])
|
||||
|
||||
# Diplomacy,Trade,Nations
|
||||
|
||||
Requires [buildingName] to be built in the city = 要求此城建有[buildingName]
|
||||
Requires [buildingName] to be built in all cities = 要求所有城市建有[buildingName]
|
||||
Provides a free [buildingName] in the city = 此城立刻建造免费的[buildingName]
|
||||
# Requires translation!
|
||||
Requires improved [resource] near city =
|
||||
# Requires translation!
|
||||
Requires at least one of the following resources improved near the city: =
|
||||
Requires improved [resource] near city = 要求此城附近有已改良的[resource]
|
||||
Requires at least one of the following resources improved near the city: = 要求此城附近有已改良的至少一个:
|
||||
Wonder is being built elsewhere = 其他城市正在建造该奇观
|
||||
National Wonder is being built elsewhere = 其他城市正在建造该国家奇观
|
||||
Requires a [buildingName] in all [cityFilter] cities = 要求所有[cityFilter]城市建有[buildingName]
|
||||
|
|
@ -115,6 +113,10 @@ Requires [PolicyOrNationalWonder] = 需要[PolicyOrNationalWonder]
|
|||
Cannot be purchased = 不可购买获得
|
||||
Can only be purchased = 仅可购买获得
|
||||
See also = 索引
|
||||
# Requires translation!
|
||||
Use default promotions =
|
||||
# Requires translation!
|
||||
Default promotions for [unitType] =
|
||||
|
||||
Requires at least one of the following: = 需要以下至少一项:
|
||||
Requires all of the following: = 需要以下全部:
|
||||
|
|
@ -254,7 +256,7 @@ Revoke protection for [cityStateName]? = 撤销对[cityStateName]的保护
|
|||
Pledge to protect = 承诺保护
|
||||
Declare Protection of [cityStateName]? = 要声明保护[cityStateName]吗?
|
||||
Build [improvementName] on [resourceName] (200 Gold) = 援建[improvementName]以开采[resourceName](花费200金)
|
||||
Gift Improvement = 援建改良设施
|
||||
Gift Improvement = 援建改良
|
||||
[civName] is able to provide [unitName] once [techName] [isOrAre] researched. = 研究[techName]后[civName]会赠送名称[isOrAre][unitName]的单位
|
||||
is = 是
|
||||
are = 是
|
||||
|
|
@ -377,8 +379,7 @@ Start game! = 开始游戏!
|
|||
Map Options = 地图设置
|
||||
Game Options = 游戏设置
|
||||
Civilizations = 文明
|
||||
# Requires translation!
|
||||
Shuffle Civ Order at Start =
|
||||
Shuffle Civ Order at Start = 随机打乱文明行动顺序
|
||||
Map Type = 地图创建方式
|
||||
Map file = 地图文件
|
||||
Max Turns = 最大回合
|
||||
|
|
@ -390,23 +391,20 @@ Existing = 从文件载入
|
|||
Custom = 自定义
|
||||
Map Generation Type = 生成地图类型
|
||||
Enabled Map Generation Types = 可用的生成地图类型
|
||||
# Requires translation!
|
||||
Example map =
|
||||
Example map = 地图示例
|
||||
|
||||
# Map types
|
||||
Default = 预设
|
||||
Default = 默认
|
||||
Pangaea = 盘古大陆
|
||||
Continent and Islands = 大陆与群岛
|
||||
Two Continents = 两个大洲
|
||||
Three Continents = 三个大洲
|
||||
Four Corners = 四岛
|
||||
Two Continents = 两片大陆
|
||||
Three Continents = 三片大陆
|
||||
Four Corners = 四片大陆
|
||||
Archipelago = 群岛
|
||||
Inner Sea = 内海
|
||||
Perlin = 柏林算法/千湖
|
||||
# Requires translation!
|
||||
Small Continents =
|
||||
# Requires translation!
|
||||
Fractal =
|
||||
Perlin = 柏林噪音
|
||||
Small Continents = 多片大陆
|
||||
Fractal = 分形体
|
||||
|
||||
Select players from starting locations = 从初始位置挑选玩家
|
||||
Random number of Civilizations = 随机文明数量
|
||||
|
|
@ -527,7 +525,7 @@ Base Ruleset = 基本规则集
|
|||
[amount] Units = [amount]种单位
|
||||
[amount] Buildings = [amount]种建筑
|
||||
[amount] Resources = [amount]种资源
|
||||
[amount] Improvements = [amount]种改良设施
|
||||
[amount] Improvements = [amount]种改良
|
||||
[amount] Religions = [amount]个宗教
|
||||
[amount] Beliefs = [amount]类信仰
|
||||
|
||||
|
|
@ -564,7 +562,7 @@ Features = 地形
|
|||
Starting locations = 文明起源位置
|
||||
Tile Matching Criteria = 地块匹配条件
|
||||
Complete match = 完整检查
|
||||
Except improvements = 不检查地块设施
|
||||
Except improvements = 不检查地块改良
|
||||
Base and terrain features = 仅检查地形地貌
|
||||
Base terrain only = 仅检查地形
|
||||
Land or water only = 仅检查陆地还是水上
|
||||
|
|
@ -624,7 +622,7 @@ Floodfill = 填充刷
|
|||
[nation] starting location = [nation]起源位置
|
||||
Any Civ = 任一文明
|
||||
Remove features = 移除地形
|
||||
Remove improvement = 移除地块设施
|
||||
Remove improvement = 移除改良
|
||||
Remove resource = 移除资源
|
||||
Remove starting locations = 移除起始位
|
||||
Remove rivers = 移除河流
|
||||
|
|
@ -820,8 +818,7 @@ Hidden = 已隐藏
|
|||
Visible = 已显示
|
||||
Permanent = 永久
|
||||
|
||||
# Requires translation!
|
||||
Show minimap =
|
||||
Show minimap = 显示小地图
|
||||
|
||||
Show tutorials = 显示教程
|
||||
Reset tutorials = 重置教程
|
||||
|
|
@ -838,12 +835,12 @@ Size of Unitset art in Civilopedia = 文明百科单位图片大小
|
|||
|
||||
Visual Hints = 视觉提示
|
||||
Show worked tiles = 显示工作地块
|
||||
Show resources and improvements = 显示资源与设施
|
||||
Show resources and improvements = 显示资源与改良
|
||||
Show tile yields = 显示地块产出
|
||||
Show unit movement arrows = 显示单位移动箭头
|
||||
Show suggested city locations for units that can found cities = 为能找到城市的单位显示建议的城市位置
|
||||
Show pixel units = 显示像素单位
|
||||
Show pixel improvements = 显示像素设施
|
||||
Show pixel units = 显示单位像素材质
|
||||
Show pixel improvements = 显示改良像素材质
|
||||
Unit icon opacity = 单位图标不透明度
|
||||
|
||||
### Performance subgroup
|
||||
|
|
@ -857,13 +854,12 @@ Gameplay = 游戏内容
|
|||
Check for idle units = 回合结束前查看闲置单位
|
||||
'Next unit' button cycles idle units = 「下个闲置单位」按钮循环空闲单位
|
||||
Auto Unit Cycle = 自动循环单位
|
||||
# Requires translation!
|
||||
Show Small Skip/Cycle Unit Button =
|
||||
Show Small Skip/Cycle Unit Button = 显示小号的跳过/循环单位按钮
|
||||
Move units with a single tap = 点击目标地块立即移动
|
||||
Move units with a long tap = 长按以移动单位
|
||||
Auto-assign city production = 自动分配城市产能
|
||||
Auto-build roads = 自动建造道路/铁路
|
||||
Automated workers replace improvements = 工人自动更换设施
|
||||
Automated workers replace improvements = 工人自动翻新改良
|
||||
Automated units move on turn start = 每回合开始时自动移动单位
|
||||
Automated units can upgrade = 单位自动可以升级
|
||||
Automated units choose promotions = 单位自动选择升级
|
||||
|
|
@ -997,13 +993,11 @@ We have conquered the city of [cityName]! = 我们已经占领城市[cityName]
|
|||
Your citizens are revolting due to very high unhappiness! = 您的公民因极度不满而正在反叛!
|
||||
|
||||
|
||||
# Requires translation!
|
||||
An enemy [unit] has attacked [cityName] ([amount2] HP) =
|
||||
An enemy [unit] has attacked [cityName] ([amount2] HP) = 敌方的[unit]攻击了[cityName]([amount2] HP)
|
||||
An enemy [unit] ([amount] HP) has attacked [cityName] ([amount2] HP) = 敌方的[unit]([amount] HP)攻击了[cityName]([amount2] HP)
|
||||
An enemy [unit] ([amount] HP) has [battleAction] our [ourUnit] ([amount2] HP) = 敌方的[unit]([amount] HP)[battleAction]了我们的[ourUnit]([amount2] HP)
|
||||
An enemy [unit] has attacked our [ourUnit] ([amount] HP) = 敌方的[unit]攻击了我们的[ourUnit]([amount] HP)
|
||||
# Requires translation!
|
||||
An enemy [unit] ([amount] HP) has attacked our [ourUnit] ([amount2] HP) =
|
||||
An enemy [unit] ([amount] HP) has attacked our [ourUnit] ([amount2] HP) = 敌方的[unit]([amount] HP)攻击了我们的[ourUnit]([amount2] HP)
|
||||
Enemy city [cityName] has attacked our [ourUnit] = 敌方城市[cityName]攻击了我们的[ourUnit]
|
||||
Enemy city [cityName] has attacked our [ourUnit] ([amount2] HP) = 敌方城市[cityName]攻击了我们的[ourUnit],造成[amount2]点伤害
|
||||
An enemy [unit] has captured [cityName] = 敌方的[unit]占领了[cityName]
|
||||
|
|
@ -1040,7 +1034,7 @@ Nothing tried to intercept our [attackerName] = 无人试图拦截我方[attacke
|
|||
|
||||
An enemy [unit] was spotted near our territory = 我们的领土附近发现了敌方的[unit]
|
||||
An enemy [unit] was spotted in our territory = 我们的领土内发现了敌方的[unit]
|
||||
An enemy [unit] has destroyed our tile improvement [improvement] = 敌方的[unit]摧毁了我们的[improvement]地块设施
|
||||
An enemy [unit] has destroyed our tile improvement [improvement] = 敌方的[unit]摧毁了我们的[improvement]改良
|
||||
Your city [cityName] can bombard the enemy! = 你的城市[cityName]可以轰击敌人!
|
||||
[amount] of your cities can bombard the enemy! = 你有 [amount] 座城市可以轰击敌人!
|
||||
[amount] enemy units were spotted near our territory = 我们的领土附近发现了 [amount] 个敌方单位
|
||||
|
|
@ -1187,12 +1181,10 @@ turn = 回合
|
|||
Next unit = 下个闲置单位
|
||||
[amount] units idle = [amount]个单位闲置
|
||||
[idleCount] idle = [idleCount] 闲置
|
||||
# Requires translation!
|
||||
[skipCount] skipping =
|
||||
# Requires translation!
|
||||
Cycle =
|
||||
[skipCount] skipping = 跳过[skipCount]
|
||||
Cycle = 周期
|
||||
Fog of War = 战争迷雾
|
||||
Pick a policy = 选择一项社会政策
|
||||
Pick a policy = 推行新政策
|
||||
Move Spies = 转移间谍
|
||||
Movement = 移动力
|
||||
Strength = 战斗力
|
||||
|
|
@ -1202,9 +1194,9 @@ Range = 攻击范围
|
|||
XP = 经验值
|
||||
Move unit = 移动单位
|
||||
Stop movement = 停止移动
|
||||
Show unit destination = 显示单元目的地
|
||||
Show unit destination = 显示单位移动轨迹
|
||||
Swap units = 交换单位
|
||||
Construct improvement = 建造设施
|
||||
Construct improvement = 修建改良
|
||||
Automate = 自动工作
|
||||
Stop automation = 停止自动工作
|
||||
Construct road = 建造道路
|
||||
|
|
@ -1240,8 +1232,7 @@ Pillage = 劫掠地块
|
|||
Pillage [improvement] = 劫掠地块 [improvement]
|
||||
[improvement] (Pillaged!) = [improvement](被劫掠!)
|
||||
Repair [improvement] - [turns] = 修理[improvement] - 需要[turns]
|
||||
# Requires translation!
|
||||
Skip turn =
|
||||
Skip turn = 跳过回合
|
||||
Are you sure you want to pillage this [improvement]? = 你确定要劫掠这个[improvement]吗?
|
||||
We have looted [amount] from a [improvement] = 我们从[improvement]劫掠了[amount]
|
||||
We have looted [amount] from a [improvement] which has been sent to [cityName] = 我们从[improvement]劫掠了[amount]并将其运至[cityName]
|
||||
|
|
@ -1313,7 +1304,7 @@ Purchase = 购买
|
|||
No space available to place [unit] near [city] = [city]附近没有位置部署[unit]
|
||||
Maintenance cost = 建筑维护费
|
||||
Pick construction = 选择建造/训练
|
||||
Pick improvement = 选择设施
|
||||
Pick improvement = 选择改良
|
||||
Tile owned by [civName] - [cityName] = 地块属于 [civName] - [cityName]
|
||||
Tile owned by [civName] (You) = 地块属于[civName](你)
|
||||
Unowned tile = 无主地块
|
||||
|
|
@ -1324,8 +1315,8 @@ Not in city work range = 不属于市民可工作范围
|
|||
Pick now! = 选择此项!
|
||||
Remove [feature] first = 需要先移除[feature]才能建造
|
||||
Research [tech] first = 需要先研究[tech]
|
||||
Have this tile close to your borders = 该地块设施一定要建在领土边界附近!
|
||||
Have this tile inside your empire = 该地块设施一定要建在您的领土内!
|
||||
Have this tile close to your borders = 该地块改良一定要建在领土边界附近!
|
||||
Have this tile inside your empire = 该地块改良一定要建在您的领土内!
|
||||
Acquire more [resource] = 需要更多[resource]
|
||||
Build [building] = 建造[building]
|
||||
Train [unit] = 组建[unit]
|
||||
|
|
@ -1403,7 +1394,7 @@ Wonder = 奇观
|
|||
National Wonder = 国家奇观
|
||||
National Wonders = 国家奇观
|
||||
Wonders enabled = 解锁奇观
|
||||
Tile improvements enabled = 解锁地块设施
|
||||
Tile improvements enabled = 解锁地块改良
|
||||
Reveals [resource] on the map = 在地图上显示[resource]
|
||||
XP for new units = 新组建单位的初始经验值
|
||||
provide = 提供
|
||||
|
|
@ -1444,8 +1435,8 @@ Stacked with [unitType] = 与[unitType]单位叠放
|
|||
|
||||
Unit ability = 单位能力
|
||||
|
||||
The following improvements [stats]: = 下列设施[stats]:
|
||||
The following improvements on [tileType] tiles [stats]: = 建造在[tileType]地块上的下列设施[stats]:
|
||||
The following improvements [stats]: = 下列改良[stats]:
|
||||
The following improvements on [tileType] tiles [stats]: = 建造在[tileType]地块上的下列改良[stats]:
|
||||
|
||||
# Unit actions
|
||||
|
||||
|
|
@ -1528,7 +1519,7 @@ You = 你
|
|||
Turn [turnNumber] = 回合[turnNumber]
|
||||
Location = 位置
|
||||
Unimproved = 未开发
|
||||
Number of tiles with this resource\nin your territory, without an\nappropriate improvement to use it = 指在您的领地中,但未被使用妥当的地块设施来开发的资源总量。
|
||||
Number of tiles with this resource\nin your territory, without an\nappropriate improvement to use it = 指在您的领地中,但未被使用妥当的地块改良来开发的资源总量。
|
||||
We Love The King Day = “我们爱戴领袖日”
|
||||
WLTK+ = 庆祝数量
|
||||
Number of your cities celebrating\n'We Love The King Day' thanks\nto access to this resource = 由于对此类资源的接入,\n您城市正在庆祝“我们爱戴领袖日”的城市数量
|
||||
|
|
@ -1642,7 +1633,7 @@ We have signed a Declaration of Friendship with [otherCiv]! = 我们已经与[ot
|
|||
Basics = 基础
|
||||
Resources = 资源
|
||||
Terrains = 地形
|
||||
Tile Improvements = 地块设施
|
||||
Tile Improvements = 地块改良
|
||||
Unique to [civName], replaces [unitName] = 为[civName]文明独有内容,其替代了:[unitName]
|
||||
Unique to [civName] = [civName]独有
|
||||
Tutorials = 教程
|
||||
|
|
@ -1659,25 +1650,24 @@ Occurs on [listOfTerrains] = 可能出现在以下地形:[listOfTerrains]
|
|||
Occurs on: = 出现在:
|
||||
Placed on [terrainType] = 可出现在[terrainType]之上
|
||||
Can be found on = 可能发现该资源的地形地貌:
|
||||
Improved by [improvement] = 开发该资源所需设施:[improvement]
|
||||
Bonus stats for improvement = 开发该资源后设施所获奖励效果:
|
||||
Improved by [improvement] = 开发该资源所需改良:[improvement]
|
||||
Bonus stats for improvement = 开发该资源后改良所获奖励效果:
|
||||
Buildings that consume this resource = 消耗该资源的建筑:
|
||||
Buildings that provide this resource = 提供该资源的建筑:
|
||||
Improvements that provide this resource = 提供该资源的地块设施:
|
||||
# Requires translation!
|
||||
Buildings that require this resource improved near the city =
|
||||
Improvements that provide this resource = 提供该资源的地块改良:
|
||||
Buildings that require this resource improved near the city = 需要城市附近有已改良该资源的建筑
|
||||
Units that consume this resource = 消耗该资源的单位有
|
||||
Can be built on = 可以建造在
|
||||
Can be built on = 可以建造
|
||||
Cannot be built on = 不可建造
|
||||
or [terrainType] = 或[terrainType]
|
||||
Can be constructed by = 可被建造。需要
|
||||
Can be created instantly by = 可以被立即创建。需要
|
||||
Can be constructed by = 可由其修建
|
||||
Can be created instantly by = 可由其立刻修建
|
||||
Defence bonus = 防御力加成
|
||||
Movement cost = 移动力消耗
|
||||
for = ,当建造在拥有下列资源的地块上时:
|
||||
Missing translations: = 未翻译的词条:
|
||||
Create = 创建
|
||||
Improvements = 设施
|
||||
Improvements = 改良
|
||||
Loading... = 加载中...
|
||||
Filter: = 过滤条件:
|
||||
OK = 确定
|
||||
|
|
@ -1685,7 +1675,7 @@ Map is incompatible with the chosen ruleset! = 该地图与选中的规则集不
|
|||
Base terrain [terrain] does not exist in ruleset! = 规则集中不存在基础地形[terrain]!
|
||||
Terrain feature [feature] does not exist in ruleset! = 地貌[feature]在规则集中不存在!
|
||||
Resource [resource] does not exist in ruleset! = 资源[resource]在规则集中不存在!
|
||||
Improvement [improvement] does not exist in ruleset! = 地块设施[improvement]在规则集中不存在!
|
||||
Improvement [improvement] does not exist in ruleset! = 地块改良[improvement]在规则集中不存在!
|
||||
Nation [nation] does not exist in ruleset! = 国家[nation]在规则集中不存在!
|
||||
Natural Wonder [naturalWonder] does not exist in ruleset! = 自然奇观[naturalWonder]在规则集中不存在!
|
||||
non-[filter] = 非[filter]
|
||||
|
|
@ -1741,7 +1731,7 @@ Gold cost modifier: [amount]%¤ = 金钱购买力:[amount]%¤
|
|||
Science cost modifier: [amount]%⍾ = 科研成本:[amount]%⍾
|
||||
Culture cost modifier: [amount]%♪ = 文化需求量:[amount]%♪
|
||||
Faith cost modifier: [amount]%☮ = 信仰需求量:[amount]%☮
|
||||
Improvement build length modifier: [amount]%⏳ = 地块设施建造时长:[amount]%⏳
|
||||
Improvement build length modifier: [amount]%⏳ = 地块改良建造时长:[amount]%⏳
|
||||
Diplomatic deal duration: [amount] turns⏳ = 外交周期时长:[amount]回合⏳
|
||||
Gold gift influence gain modifier: [amount]%¤ = 城邦赠礼所获影响力: [amount]%¤
|
||||
City-state tribute scaling interval: [amount] turns⏳ = 城邦进贡间隔:[amount] 回合⏳
|
||||
|
|
@ -1750,8 +1740,8 @@ Golden age length modifier: [amount]%⌣ = 黄金时代时长:[amount]%⌣
|
|||
Adjacent city religious pressure: [amount]☮ = 相邻城市宗教传播压力:[amount]☮
|
||||
Peace deal duration: [amount] turns⏳ = 和平条约时长:[amount]回合⏳
|
||||
Start year: [comment] = 起始年代[comment]
|
||||
Pillaging this improvement yields [stats] = 劫掠该地块设施可获得[stats]
|
||||
Pillaging this improvement yields approximately [stats] = 劫掠该地块设施可获得约[stats]
|
||||
Pillaging this improvement yields [stats] = 劫掠该地块改良可获得[stats]
|
||||
Pillaging this improvement yields approximately [stats] = 劫掠该地块改良可获得约[stats]
|
||||
Needs removal of terrain features to be built = 在建造前需先移除地貌
|
||||
Air Intercept Range: [amount] = 空中扫荡范围:[amount]
|
||||
Unit type = 单位类型
|
||||
|
|
@ -2119,9 +2109,9 @@ Enables conversion of city production to [civWideStat] = 允许在城市中将
|
|||
Improves movement speed on roads = 提高道路上的移动速度
|
||||
Roads connect tiles across rivers = 道路/铁路可跨河建造
|
||||
[relativeAmount]% maintenance on road & railroads = 道路/铁路维护费[relativeAmount]%
|
||||
No Maintenance costs for improvements in [tileFilter] tiles = 在[tileFilter]地块的设施无维修费用
|
||||
[relativeAmount]% construction time for [improvementFilter] improvements = 对 [improvementFilter] 地块设施 [relativeAmount]% 的建造时间
|
||||
Can build [improvementFilter] improvements at a [relativeAmount]% rate = 可以以[relativeAmount]%的速度建造[improvementFilter]地块改进设施。
|
||||
No Maintenance costs for improvements in [tileFilter] tiles = 在[tileFilter]地块的改良无维修费用
|
||||
[relativeAmount]% construction time for [improvementFilter] improvements = 对 [improvementFilter] 地块改良 [relativeAmount]% 的建造时间
|
||||
Can build [improvementFilter] improvements at a [relativeAmount]% rate = 可以以[relativeAmount]%的速度建造[improvementFilter]地块改进改良。
|
||||
[relativeAmount]% maintenance cost for buildings [cityFilter] = [cityFilter][relativeAmount]%建筑维护费
|
||||
Remove [buildingFilter] [cityFilter] = 移除[cityFilter]城市的[buildingFilter]
|
||||
Sell [buildingFilter] buildings [cityFilter] = 拆毁[cityFilter]的[buildingFilter](返还少量金钱)
|
||||
|
|
@ -2145,7 +2135,8 @@ Enables embarkation for land units = 陆军单位拥有船运能力
|
|||
Enables [mapUnitFilter] units to enter ocean tiles = 允许[mapUnitFilter]单位进入海洋
|
||||
Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned = 获得首个[baseUnitFilter]以后,陆地单位能穿过[terrainName]地块
|
||||
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory = 敌方的[mapUnitFilter]必须在你的土地上花费额外的[amount]点行动力
|
||||
New [baseUnitFilter] units start with [amount] Experience [cityFilter] = [cityFilter]新[baseUnitFilter]获得[amount]初始经验值
|
||||
# Requires translation!
|
||||
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
|
||||
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion = [cityFilter]新[baseUnitFilter]获得[promotion]晋升
|
||||
[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing = 毗邻城市中心的[mapUnitFilter]单位自愈时[amount]点生命值
|
||||
[relativeAmount]% City Strength from defensive buildings = 建筑提供的防御力[relativeAmount]%
|
||||
|
|
@ -2221,11 +2212,10 @@ Connects trade routes over water = 通过海路建立贸易路线
|
|||
Automatically built in all cities where it is buildable = 在所有可建造的城市中自动建造
|
||||
Creates a [improvementName] improvement on a specific tile = 可以在一个特定的地块上建造[improvementName]
|
||||
Founds a new city = 建立新城市
|
||||
# Requires translation!
|
||||
Founds a new puppet city =
|
||||
Can instantly construct a [improvementFilter] improvement = 可立即建造[improvementFilter]地块设施
|
||||
May create improvements on water resources = 可在水上资源建造设施
|
||||
Can build [improvementFilter/terrainFilter] improvements on tiles = 可以建造地块设施:[improvementFilter/terrainFilter]
|
||||
Founds a new puppet city = 建立新傀儡城市
|
||||
Can instantly construct a [improvementFilter] improvement = 可立即建造[improvementFilter]地块改良
|
||||
May create improvements on water resources = 可在水上资源建造改良
|
||||
Can build [improvementFilter/terrainFilter] improvements on tiles = 可以建造地块改良:[improvementFilter/terrainFilter]
|
||||
Can Spread Religion = 可以传播宗教
|
||||
Can remove other religions from cities = 可以驱除城市异教
|
||||
May found a religion = 可创建一个宗教
|
||||
|
|
@ -2311,7 +2301,7 @@ Invisible to non-adjacent units = 对非相邻单位隐身
|
|||
Can see invisible [mapUnitFilter] units = 能发现隐形的[mapUnitFilter]单位
|
||||
May upgrade to [unit] through ruins-like effects = 可在废墟中升级为[unit]
|
||||
Can upgrade to [unit] = 可升级为[unit]
|
||||
Destroys tile improvements when attacking = 攻击时摧毁地块设施
|
||||
Destroys tile improvements when attacking = 攻击时摧毁地块改良
|
||||
Cannot move = 不可移动
|
||||
Double movement in [terrainFilter] = 在[terrainFilter]中拥有双倍移动力
|
||||
All tiles cost 1 movement = 进行移动力损耗计算时忽略所有影响
|
||||
|
|
@ -2375,9 +2365,11 @@ Gives a defensive bonus of [relativeAmount]% = 提供[relativeAmount]%防御力
|
|||
Costs [amount] [stat] per turn when in your territory = 建在你的领土内时每回合扣除[amount][stat]
|
||||
Costs [amount] [stat] per turn = 每回合扣除[amount][stat]
|
||||
Adjacent enemy units ending their turn take [amount] damage = 相邻的敌方单位结束回合时受到[amount]伤害
|
||||
Great Improvement = 伟人设施
|
||||
Great Improvement = 伟人改良
|
||||
Provides a random bonus when entered = 有单位进入则提供随机奖励
|
||||
Unpillagable = 不可劫掠
|
||||
# Requires translation!
|
||||
Destroyed when pillaged =
|
||||
Irremovable = 不可劫掠且不可摧毁
|
||||
Will not be replaced by automated units = 将不会自动交换单位
|
||||
Improves [resourceFilter] resource in this tile = 改良此地块的[resourceFilter]资源
|
||||
|
|
@ -2542,10 +2534,9 @@ upon constructing [buildingFilter] = 一旦建造[buildingFilter]
|
|||
upon constructing [buildingFilter] [cityFilter] = 一旦[cityFilter]建造[buildingFilter]
|
||||
upon gaining a [baseUnitFilter] unit = 一旦获得[baseUnitFilter]单位
|
||||
upon turn end = 回合结束时
|
||||
# Requires translation!
|
||||
upon turn start =
|
||||
upon founding a Pantheon = 创建万神殿时
|
||||
upon founding a Religion = 创建宗教时
|
||||
upon turn start = 回合开始时
|
||||
upon founding a Pantheon = 创立万神殿时
|
||||
upon founding a Religion = 创立宗教时
|
||||
upon enhancing a Religion = 强化宗教时
|
||||
upon damaging a [mapUnitFilter] unit = 攻击[mapUnitFilter]单位时
|
||||
upon defeating a [mapUnitFilter] unit = 击败[mapUnitFilter]单位时
|
||||
|
|
@ -2559,8 +2550,7 @@ upon losing the [promotion] status = 一旦失去[promotion]
|
|||
upon losing at least [amount] HP in a single attack = 单次战斗中丢失至少[amount]HP时
|
||||
upon ending a turn in a [tileFilter] tile = 在[tileFilter]地块上结束回合时
|
||||
upon discovering a [tileFilter] tile = 当发现[tileFilter]地块后
|
||||
# Requires translation!
|
||||
upon entering a [tileFilter] tile =
|
||||
upon entering a [tileFilter] tile = 一旦踏入[tileFilter]
|
||||
for [amount] turns = 持续[amount]回合
|
||||
hidden from users = 对玩家隐藏
|
||||
for every [countable] = 每有1个[countable]
|
||||
|
|
@ -2723,7 +2713,7 @@ Desirable = 想要的
|
|||
|
||||
######### Improvement Filters ###########
|
||||
|
||||
Improvement = 地块设施
|
||||
Improvement = 地块改良
|
||||
Great = 伟人
|
||||
|
||||
######### resourceFilter ###########
|
||||
|
|
@ -5083,9 +5073,9 @@ Remove Road = 拆毁道路
|
|||
|
||||
Remove Railroad = 拆除铁路
|
||||
|
||||
Cancel improvement order = 取消建造设施
|
||||
Cancel improvement order = 取消建造改良
|
||||
|
||||
Repairs a pillaged Improvement or Route = 修理一个被劫掠的地块设施或路线
|
||||
Repairs a pillaged Improvement or Route = 修理一个被劫掠的地块改良或路线
|
||||
|
||||
Academy = 学院
|
||||
|
||||
|
|
@ -5846,8 +5836,8 @@ Explore the map until you encounter another civilization! = 探索地图,直
|
|||
Open the options dialog! = 打开“选项”对话框!
|
||||
Click the menu button (top left) → Click 'Options'. = 点击左上角菜单按钮→点击“选项”。
|
||||
|
||||
Construct an improvement! = 建造改良设施!
|
||||
Construct a Worker unit → Move it to a Plains or Grassland tile → Click 'Construct improvement' → Choose the farm → Leave the worker there until it's finished. = 组建工人单位→移动至平原或草原→点击“建造设施”→选择农场→直至工人建造完毕。
|
||||
Construct an improvement! = 建造改良改良!
|
||||
Construct a Worker unit → Move it to a Plains or Grassland tile → Click 'Construct improvement' → Choose the farm → Leave the worker there until it's finished. = 组建工人单位→移动至平原或草原→点击“建造改良”→选择农场→直至工人建造完毕。
|
||||
|
||||
Create a trade route! = 创建一条贸易线路!
|
||||
Construct roads between your capital and another city. Or, automate your worker and let him get to that eventually. = 用道路将你的首都和其他城市连接起来;或者使工人自动工作,他们最终会连接城市。
|
||||
|
|
@ -6850,7 +6840,7 @@ Researching a Technology in the next Era will advance you into that Era and trig
|
|||
Since new Technologies tend to give access to better Units, Buildings, and even unlock powerful new Policies, staying ahead of the competition is one of the best ways to secure your Victory! = 由于新技科技往往可以提供更好的单位、建筑,甚至解锁强大的新政策,领先于竞争对手是确保您获得胜利的最佳方式之一!
|
||||
|
||||
Ah Gold. The Universal Medium of Exchange. Everyone loves Gold! They say it can't buy Happiness, but nuclear submarines are almost as good. = 黄金是通用的交换媒介。每个人都喜欢黄金!有钱不一定幸福,但没钱一定不幸福。
|
||||
You can earn more Gold from Tiles, Resources, Improvements, and eventually Buildings, Specialists, and Trade Routes. Ancient Ruins, meeting new City-States, and Pillaging are also great sources of Gold. During a Golden Age every Tile that already yields Gold will yield an additional Gold! = 您可以通过地块、资源、改良设施,以及最终的建筑、专家和贸易路线来赚取更多黄金。古代遗迹、遇见新的城邦和掠夺也是黄金的绝佳来源。在黄金时代,每个已经产出黄金的地块将额外产出黄金!
|
||||
You can earn more Gold from Tiles, Resources, Improvements, and eventually Buildings, Specialists, and Trade Routes. Ancient Ruins, meeting new City-States, and Pillaging are also great sources of Gold. During a Golden Age every Tile that already yields Gold will yield an additional Gold! = 您可以通过地块、资源、改良改良,以及最终的建筑、专家和贸易路线来赚取更多黄金。古代遗迹、遇见新的城邦和掠夺也是黄金的绝佳来源。在黄金时代,每个已经产出黄金的地块将额外产出黄金!
|
||||
Gold is how you pay for Building Maintenance, Transportation Upkeep, and Unit Upkeep. If you run out of Gold, first you'll receive penalties to your ⍾Science production, then eventually your Units will start Disbanding as you can't pay their upkeep. = 黄金用于支付建筑维护、运输维护和单位维护费用。如果您用完了黄金,首先您的⍾科科研产量将受到惩罚,最终您的单位将开始解散,因为您无法支付他们的维护费用。
|
||||
Gold can be used to Buy Buildings and Units, helping bring up a new City or quickly build an Army. It can also buy Tiles to add to your City. It's also used to Upgrade your units from their older, obsolete forms to new, stronger versions. And investing it into a Research Agreement is a great way to convert it into ⍾Science. = 黄金可以用来购买建筑和单位,帮助建立新的城市或快速建立军队。它还可以购买地块以扩展您的城市。它还可以用来升级您的单位,从旧的、过时的形式升级到新的、更强的版本。将其投资于科研协定是将其转化为⍾科研的好方法。
|
||||
Gold is also very valuable in Diplomacy. You can directly Gift Gold to City-States to gain their favor. Use it to balance a Trade Deal with other Nations. Or demand every last drop after a successful war and your enemy sues for peace. = 黄金在外交中也非常有价值。您可以直接赠送黄金给城邦以获得他们的好感。用它来平衡与其他国家的贸易协议。或者在成功的战争后要求对方在求和时交出每一滴黄金。
|
||||
|
|
@ -6896,10 +6886,10 @@ Enemy City = 敌方城市
|
|||
Cities can be conquered by reducing their health to 1, and entering the city with a melee unit.\nSince cities heal each turn, it is best to attack with ranged units and use your melee units to defend them until the city has been defeated! = 您已经包围了敌人的一座城市!\n当城市的耐久降至1时就可以被占领。\n只能使用近战单位占领城市。\n城市每回合会自动回复少许耐久,所以最好先使用远程单位攻击它,\n同时使用您的近战单位来保护远程单位,直到城市被占领!
|
||||
|
||||
Luxury Resource = 奢侈资源
|
||||
Luxury resources within your domain and with their specific improvement are connected to your trade network.\nEach unique Luxury resource you have adds 5 happiness to your civilization, but extra resources of the same type don't add anything, so use them for trading with other civilizations! = 你的领土内的奢侈资源需要建造相应的设施来开发,已开发的奢侈资源可以用来与其他文明贸易。\n您拥有的每种独一无二的奢侈资源都会给您的文明+5快乐,\n每种奢侈资源只能提供一份快乐加成,数量超过1的同种资源并不会提供更多的快乐,\n所以用它们和其他文明进行贸易吧!
|
||||
Luxury resources within your domain and with their specific improvement are connected to your trade network.\nEach unique Luxury resource you have adds 5 happiness to your civilization, but extra resources of the same type don't add anything, so use them for trading with other civilizations! = 你的领土内的奢侈资源需要建造相应的改良来开发,已开发的奢侈资源可以用来与其他文明贸易。\n您拥有的每种独一无二的奢侈资源都会给您的文明+5快乐,\n每种奢侈资源只能提供一份快乐加成,数量超过1的同种资源并不会提供更多的快乐,\n所以用它们和其他文明进行贸易吧!
|
||||
|
||||
Strategic Resource = 战略资源
|
||||
Strategic resources within your domain and with their specific improvement are connected to your trade network.\nStrategic resources allow you to train units and construct buildings that require those specific resources, for example the Horseman requires Horses. = 你的领土内的战略资源需要建造相应的设施来开发,已开发的战略资源可以用来与其他文明贸易。\n建造/组建特定的项目(单位/建筑)时将会消耗相应的战略资源。如需要消耗1单位的马来组建1个骑手单位,\n没有马就不能组建骑手。当该单位或建筑被摧毁时,此资源将能再次使用。\n如果获取资源途径出现中断,需要该资源的单位将受到战斗力减成,直至重新获得该资源。
|
||||
Strategic resources within your domain and with their specific improvement are connected to your trade network.\nStrategic resources allow you to train units and construct buildings that require those specific resources, for example the Horseman requires Horses. = 你的领土内的战略资源需要建造相应的改良来开发,已开发的战略资源可以用来与其他文明贸易。\n建造/组建特定的项目(单位/建筑)时将会消耗相应的战略资源。如需要消耗1单位的马来组建1个骑手单位,\n没有马就不能组建骑手。当该单位或建筑被摧毁时,此资源将能再次使用。\n如果获取资源途径出现中断,需要该资源的单位将受到战斗力减成,直至重新获得该资源。
|
||||
Unlike Luxury Resources, each Strategic Resource on the map provides more than one of that resource.\nThe top bar keeps count of how many unused strategic resources you own.\nA full drilldown of resources is available in the Resources tab in the Overview screen. = 与奢侈资源不同,地图上显示的每个战略资源图标将提供多于1单位的该种资源。\n顶部信息栏显示了你拥有多少未使用的战略资源。\n在概览界面点击“资源”按钮可以查看你所拥有资源的完整信息。
|
||||
|
||||
The city can no longer put up any resistance!\nHowever, to conquer it, you must enter the city with a melee unit = 这座城市再也不能抵抗了!\n然而,要征服城市,请使用您的近战单位占领它。
|
||||
|
|
@ -6918,7 +6908,7 @@ Injured Units = 受伤单位
|
|||
Injured units deal less damage, but recover after turns that they have been inactive.\nUnits heal 10 health per turn in enemy territory or neutral land,\n 20 inside your territory and 25 in your cities. = 报告大人,您的单位受伤了!\n受伤的单位会对敌方造成更少的伤害!您可能会好奇,怎么能治疗他们呢?其实很简单,您只需要在他们不受攻击的情况下原地待命,他们中的医疗兵就会开始工作了!\n在异国领土和无主的领土上,每回合会恢复10点生命值;在己方领土上,会恢复20点;在本方城市中,会恢复25点。
|
||||
|
||||
Workers = 工人
|
||||
Workers are vital to your cities' growth, since only they can construct improvements on tiles.\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! = 工人对您所在城市的发展至关重要,因为只有他们才能在地块上建造设施。\n设施可以提高地块的产出,\n当市民在建有设施的地块工作时,将给您的城市带来更多的收益,同时城市也会发展得更快。
|
||||
Workers are vital to your cities' growth, since only they can construct improvements on tiles.\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! = 工人对您所在城市的发展至关重要,因为只有他们才能在地块上建造改良。\n改良可以提高地块的产出,\n当市民在建有改良的地块工作时,将给您的城市带来更多的收益,同时城市也会发展得更快。
|
||||
|
||||
Siege Units = 攻城单位
|
||||
Siege units are extremely powerful against cities, but need to be Set Up before they can attack.\nOnce your siege unit is set up, it can attack from the current tile,\n but once moved to another tile, it will need to be set up again. = 攻城单位对城市具有极强的毁灭力,但在进攻前必须先把它架设起来。\n您的攻城单位架设起来后,它就可以从当前的地块发起攻击,\n但是一旦它移动到其他地块,就需要重新架设。
|
||||
|
|
@ -6928,16 +6918,11 @@ Once a certain tech is researched, your land units can embark, allowing them to
|
|||
Units are defenseless while embarked (cannot use modifiers), and have a fixed Defending Strength based on your tech Era, so be careful!\nRanged Units can't attack, Melee Units have a Strength penalty, and all have limited vision. = 在水中的陆军单位是没有反伤的,并且根据你的科技时代有一个固定的防御能力。所以你最好看好你在水中的单位。\n水中的陆地远程单位不能攻击,近战单位有攻击力削弱,所有的单位视力削弱。(在研究特定的科技后可以消除这些DeBuff哦)
|
||||
|
||||
Idle Units = 空闲单位
|
||||
# Requires translation!
|
||||
Clicking 'Next unit' moves to the next idle unit in the queue (as listed in Overview -> Units). After issuing an order to an unit, if 'Auto Unit Cycle' in Options -> Gameplay is enabled, you will automatically select the next idle unit. =
|
||||
# Requires translation!
|
||||
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Skip turn'. =
|
||||
# Requires translation!
|
||||
If you want to disable the 'Next unit' feature entirely, you can toggle it in Options -> Gameplay -> Check for idle units. =
|
||||
# Requires translation!
|
||||
If you'd rather 'Next unit' cycle the units and not mark them as Done, you can change it in the Options -> Gameplay menu. =
|
||||
# Requires translation!
|
||||
You can also cycle through the idle units using the left and right triangles on the Unit Table in the lower left of the screen. Or by default using the Cycle button next to the 'Next Unit' button. =
|
||||
Clicking 'Next unit' moves to the next idle unit in the queue (as listed in Overview -> Units). After issuing an order to an unit, if 'Auto Unit Cycle' in Options -> Gameplay is enabled, you will automatically select the next idle unit. = 点击“下个闲置单位”按钮会移动到队列中的下一个闲置单位(如在“概览”->“单位”中所列出的)。如果在“选项”->“游戏内容”中启用了“自动循环单位”,那么在向一个单位下达命令后,系统将自动选择下一个闲置单位。
|
||||
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Skip turn'. = 如果你不想在这一回合移动某个单位,可以通过再次点击“下个闲置单位”按钮跳过它,或者命令该单位“跳过回合”。
|
||||
If you want to disable the 'Next unit' feature entirely, you can toggle it in Options -> Gameplay -> Check for idle units. = 如果你想要完全禁用“下个闲置单位”功能,可以在“选项”->“游戏内容”->“回合结束前查看闲置单位”中切换该选项。
|
||||
If you'd rather 'Next unit' cycle the units and not mark them as Done, you can change it in the Options -> Gameplay menu. = 如果你希望“下个闲置单位”功能在循环单位时不将它们标记为“已完成”,你可以在“选项”->“游戏内容”菜单中进行更改。
|
||||
You can also cycle through the idle units using the left and right triangles on the Unit Table in the lower left of the screen. Or by default using the Cycle button next to the 'Next Unit' button. = 你还可以通过屏幕左下角的单位表中的左右三角按钮来循环浏览闲置单位。或者,默认情况下,也可以使用“下个闲置单位”按钮旁边的“循环”按钮来实现。
|
||||
|
||||
Contact Me = 联系我吧!
|
||||
Hi there! If you've played this far, you've probably seen that the game is currently incomplete.\n Unciv is meant to be open-source and free, forever.\n That means no ads or any other nonsense. = 很好!当您已经熟悉了游戏的大部分内容,\n您会发现游戏目前是不完整的,它还处于开发状态。\n不过Unciv将永远是开源和免费的,\n这意味着您无须担心广告或付费问题。
|
||||
|
|
@ -6945,7 +6930,7 @@ What motivates me to keep working on it, \n besides the fact I think it's amazi
|
|||
Every rating and review that I get puts a smile on my face =)\n So contact me! Send me an email, review, Github issue\n or mail pigeon, and let's figure out how to make the game \n even more awesome!\n(Contact info is in the Play Store) = 如果喜欢它,请到Play Store对它进行评价。\n如果您发现了游戏存在的问题或有什么好的意见和建议,\n请联系我!\n我的email地址:yairm210@hotmail.com,\nGitHub项目页面:https://github.com/yairm210/Unciv。
|
||||
|
||||
Pillaging = 劫掠地块
|
||||
Military units can pillage improvements, which heals them 25 health and ruins the improvement.\nThe tile can still be worked, but advantages from the improvement - stat bonuses and resources - will be lost.\nWorkers can repair these improvements, which takes less time than building the improvement from scratch.\nPillaging certain improvements will result in your units looting gold from the improvement. = 军事单位可以劫掠地块设施,“劫掠”可以回复单位25点生命值同时将设施化为废墟。\n被“劫掠”的地块仍旧可以工作,但从地块设施获得的效果——例如基本资源加成和战略资源收益——将会消失。\n工人可以修复这些化为废墟的设施,所花费时间将比重新建造它们要少。\n劫掠特定的地块设施(比如牧场)可以为您带来金钱的收入。
|
||||
Military units can pillage improvements, which heals them 25 health and ruins the improvement.\nThe tile can still be worked, but advantages from the improvement - stat bonuses and resources - will be lost.\nWorkers can repair these improvements, which takes less time than building the improvement from scratch.\nPillaging certain improvements will result in your units looting gold from the improvement. = 军事单位可以劫掠地块改良,“劫掠”可以回复单位25点生命值同时将改良化为废墟。\n被“劫掠”的地块仍旧可以工作,但从地块改良获得的效果——例如基本资源加成和战略资源收益——将会消失。\n工人可以修复这些化为废墟的改良,所花费时间将比重新建造它们要少。\n劫掠特定的地块改良(比如牧场)可以为您带来金钱的收入。
|
||||
|
||||
Experience = 经验
|
||||
Units that enter combat gain experience, which can then be used on promotions for that unit.\nUnits gain more experience when in Melee combat than Ranged, and more when attacking than when defending. = 战斗中单位获得的经验可用于该单位的晋升。\n单位在近战攻击时获得的经验大于远程攻击时,在进攻时获得的经验大于防御时。
|
||||
|
|
@ -6979,17 +6964,17 @@ See also Great People = 另见伟人
|
|||
Great People = 伟人
|
||||
Certain buildings, and specialists in cities, generate Great Person points per turn.\nThere are several types of Great People, and their points accumulate separately.\nThe number of points per turn and accumulated points can be viewed in the Overview screen. = 特定的建筑和城市中的专业人员,每回合会产生伟人点数。\n不同类型的伟人,他们的点数积累分别独立计算。\n每回合可获得的伟人点数和已积累的伟人点数可以在概览界面查看。
|
||||
Alternatively, the Great Person points breakdown per city can be viewed in each City Screen (see UI Tips article). = 或者,每个城市中伟人点数的来源明细可以在每个城市屏幕中查看(参见用户界面提示文章)。
|
||||
Once enough points have been accumulated, a Great Person of that type will be created!\nEach Great Person can construct a certain Great Improvement which gives large yields over time, or immediately consumed to provide a certain bonus now. = 一旦点数累积足够,一位伟人将会诞生!\n伟人可以建造相应的伟人设施以提供持续的高收益;也可以被立即消耗来提供一定的奖励。
|
||||
Great Improvements also provide any strategic resources that are under them, so you don't need to worry if resources are revealed underneath your improvements! = 伟人设施同时还有开发其所在地块战略资源的功能,所以请不必担心伟人设施所在地块的战略资源开发问题!
|
||||
Once enough points have been accumulated, a Great Person of that type will be created!\nEach Great Person can construct a certain Great Improvement which gives large yields over time, or immediately consumed to provide a certain bonus now. = 一旦点数累积足够,一位伟人将会诞生!\n伟人可以建造相应的伟人改良以提供持续的高收益;也可以被立即消耗来提供一定的奖励。
|
||||
Great Improvements also provide any strategic resources that are under them, so you don't need to worry if resources are revealed underneath your improvements! = 伟人改良同时还有开发其所在地块战略资源的功能,所以请不必担心伟人改良所在地块的战略资源开发问题!
|
||||
See also Specialists = 另见专家
|
||||
|
||||
Removing Terrain Features = 清除地貌
|
||||
Certain tiles have terrain features - like Flood plains or Forests - on top of them. Some of these layers, like Jungle, Marsh and Forest, can be removed by workers.\nRemoving the terrain feature does not remove any resources in the tile, and is usually required in order to add improvements exploiting those resources. = 某些地块含有地貌,如冲积平原或森林。其中一些图层(如丛林、沼泽和森林)可以由工人清除。\n清除地貌不会删除地块中的任何资源,通常需要"清除地貌"才能添加利用这些资源的设施。
|
||||
Certain tiles have terrain features - like Flood plains or Forests - on top of them. Some of these layers, like Jungle, Marsh and Forest, can be removed by workers.\nRemoving the terrain feature does not remove any resources in the tile, and is usually required in order to add improvements exploiting those resources. = 某些地块含有地貌,如冲积平原或森林。其中一些图层(如丛林、沼泽和森林)可以由工人清除。\n清除地貌不会删除地块中的任何资源,通常需要"清除地貌"才能添加利用这些资源的改良。
|
||||
|
||||
Natural Wonders, such as the Mt. Fuji, the Rock of Gibraltar and the Great Barrier Reef, are unique, impassable terrain features, masterpieces of mother Nature, which possess exceptional qualities that make them very different from the average terrain.\nThey benefit by giving you large sums of Culture, ⍾Science, Gold or Production if worked by your Cities, which is why you might need to bring them under your empire as soon as possible. = 自然奇观,例如富士山、直布罗陀岩和大堡礁,是独特的、不可逾越的地形特征,是大自然的杰作,它们具有使其与普通地形截然不同的特殊品质。\n如果由您的城市开发,它们可以为您带来大量的文化、⍾科研、金钱或产能,这就是为什么您可能需要尽快将它们纳入您的帝国。
|
||||
|
||||
Keyboard = 关于键盘
|
||||
If you have a keyboard, some shortcut keys become available. Unit command or improvement picker keys, for example, are shown directly in their corresponding buttons. = 如果您有键盘,则可以使用一些快捷键。例如,单位指令或地块设施选择的快捷键直接显示在其相应的按钮中。
|
||||
If you have a keyboard, some shortcut keys become available. Unit command or improvement picker keys, for example, are shown directly in their corresponding buttons. = 如果您有键盘,则可以使用一些快捷键。例如,单位指令或地块改良选择的快捷键直接显示在其相应的按钮中。
|
||||
On the world screen the hotkeys are as follows: = 在世界地图界面上的热键如下:
|
||||
Space or 'N' - Next unit or turn\n'E' - Empire overview (last viewed page)\n'+', '-' - Zoom in / out\nHome - center on capital or open its City Screen if already centered = 空格键 or 'N' - 下个闲置单位 or 下一回合\n'E' - 概览界面(最近浏览的页面)\n'+', '-' - 放大 / 缩小\n回车键 - 当前游玩文明的首都显示在屏幕中心(如果已经位于屏幕中心则打开城市界面)
|
||||
F1 - Open Civilopedia\nF2 - Empire overview Trades\nF3 - Empire overview Units\nF4 - Empire overview Diplomacy\nF5 - Social policies\nF6 - Technologies\nF7 - Empire overview Cities\nF8 - Victory Progress\nF9 - Empire overview Stats\nF10 - Empire overview Resources\nF11 - Quicksave\nF12 - Quickload = F1 - 打开文明百科\nF2 - 贸易概览\nF3 - 单位概览\nF4 - 外交概览\nF5 - 社会政策\nF6 - 科技\nF7 - 城市概览\nF8 - 胜利进度\nF9 - 统计概览\nF10 - 资源概览\nF11 - 快速保存\nF12 - 快速读取
|
||||
|
|
@ -7005,8 +6990,7 @@ This is where you spend most of your time playing Unciv. See the world, control
|
|||
⑥: Unit Action Buttons - while a unit is selected its possible actions appear here. = ⑥: 单位指令按钮 - 当一个单位处于选中状态,它的所有可操作指令将显示在此位置。
|
||||
⑦: The unit/city info pane - shows information about a selected unit or city. = ⑦: 单位/城市信息面板 - 显示所选单位/城市的信息。
|
||||
⑧: The name (and unit icon) of the selected unit or city, with current health if wounded. Clicking a unit name or icon will open its civilopedia entry. = ⑧:所选单位/城市的名称(如果所选的是单位,还将显示单位图标)。如果单位/城市受到伤害,则名称后会显示当前生命值。点击单位名称/图标将打开相应的文明百科条目。
|
||||
# Requires translation!
|
||||
⑨: The arrow buttons allow jumping to the next/previous idle unit. =
|
||||
⑨: The arrow buttons allow jumping to the next/previous idle unit. = ⑨:箭头按钮可以用来跳转到下一个或上一个闲置单位。
|
||||
⑩: For a selected unit, its promotions appear here, and clicking leads to the promotions screen for that unit. = ⑩: 晋升选项 - 点击可晋升单位,进入其晋升界面。
|
||||
⑪: Remaining/per turn movement points, strength and experience / XP needed for promotion. For cities, you get its combat strength. = ⑪: 单位的基础移动力和剩余移动力、战斗力、单位已获得的经验值和晋升需要的经验值。对于城市,此处将显示城市的战斗力和轰击战斗力。
|
||||
⑫: This button closes the selected unit/city info pane. = ⑫: 此按钮用于关闭单位/城市信息面板。
|
||||
|
|
@ -7014,7 +6998,7 @@ This is where you spend most of your time playing Unciv. See the world, control
|
|||
⑭: Below that are strength bonuses or penalties and health bars projecting before / after the attack. = ⑭: 下面是攻击前/后的生命值条和力量加成或惩罚。
|
||||
⑮: The Attack Button - let blood flow! = ⑮: 攻击按钮 - 一旦发动,浮尸千里,血流成河!
|
||||
⑯: The minimap shows an overview over the world, with known cities, terrain and fog of war. Clicking will position the main map. = ⑯: 小地图可概览整个世界地图,包括已知城市、地形和战争迷雾。点击小地图上某一点,世界地图将直接定位到对应的具体位置。
|
||||
⑰: To the side of the minimap are display feature toggling buttons - tile yield, worked indicator, show/hide resources. These mirror setting on the options screen and are hidden if you deactivate the minimap. = ⑰: 小地图的左侧显示的是功能切换按钮 - 用来切换地块产出、工作地块、资源与设施等信息的显示/隐藏。这些设置项同样可以在选项界面找到。如果您停用小地图,这些按钮将会隐藏。
|
||||
⑰: To the side of the minimap are display feature toggling buttons - tile yield, worked indicator, show/hide resources. These mirror setting on the options screen and are hidden if you deactivate the minimap. = ⑰: 小地图的左侧显示的是功能切换按钮 - 用来切换地块产出、工作地块、资源与改良等信息的显示/隐藏。这些设置项同样可以在选项界面找到。如果您停用小地图,这些按钮将会隐藏。
|
||||
⑱: Tile information for the selected hex - current or potential yield, terrain, effects, present units, city located there and such. Where appropriate, clicking a line opens the corresponding civilopedia entry. = ⑱: 所选项目详细信息界面 - 当前或潜在产出、地形、单位等。点击可跳转行即可进入其对应的百科条目。
|
||||
⑲: Notifications - what happened during the last 'next turn' phase. Some are clickable to show a relevant place on the map, some even show several when you click repeatedly. = ⑲: 通知 - 上一回合发生的事件。点击部分通知可跳转至地图相关位置,部分通知重复点击时会显示多个相关位置。
|
||||
⑳: The Next Turn Button - unless there are things to do, in which case the label changes to 'next unit', 'pick policy' and so on. = ⑳: 下一回合按钮 - 根据设置和游戏状态,按钮有时可能显示为 “下个闲置单位”、“选择一项社会政策” 等。
|
||||
|
|
@ -7214,7 +7198,7 @@ Citizen Conversion\nIn Civilization V, a citizen is born religious if the parent
|
|||
Unassigned Citizens\nIn Civilization V, unassigned citizens are considered specialists, and subject to the same type of bonuses (e.g. Korea's ability). It can be worthwhile to leave citizens unassigned, instead of being assigned to a tile. Not applicable to Unciv. = 未分配市民\n在文明V中,未分配市民被视为专家,并受到相同类型的奖励(例如朝鲜的特殊能力)影响;有时将市民保持未分配可能比分配到地块上更值得。不适用于Unciv。
|
||||
Settler Construction\nIn Civilization V, cities can't starve when constructing settlers, so you can assign all citizens to production tiles and none to food tiles. In Unciv, citizens keep consuming two food per turn. = 组建移民\n在文明V中,建造殖民者时城市不会挨饿,因此你可以将所有市民分配到生产地块,而不是分配到食物地块。在Unciv中,市民每回合仍会消耗两个食物。
|
||||
Water Melee Attack\nAs result of a Discord poll, Water Melee units can attack military land units on the shore, unlike in Civilization V. = 水陆突袭\n根据Discord上的投票结果,水陆突袭单位可以袭击岸上的军事陆地单位,这与文明V不同。
|
||||
Tile improvements\nIn Civilzation V, workers start working on an improvement-under-construction at the beginning of movement. Unciv changes this, to allow players to assign workers to tiles, and then reconsider and change improvement or move them elsewhere. = 地块改良设施\n在文明V中,工人在移动时开始建造一个正在建设的改良设施。Unciv不同,可以让玩家将工人分配到地块上,然后重新考虑并更改改良设施或将它们移动工人。
|
||||
Tile improvements\nIn Civilzation V, workers start working on an improvement-under-construction at the beginning of movement. Unciv changes this, to allow players to assign workers to tiles, and then reconsider and change improvement or move them elsewhere. = 地块改良\n在文明V中,工人在移动时开始建造一个正在建设的改良。Unciv不同,可以让玩家将工人分配到地块上,然后重新考虑并更改改良或将它们移动工人。
|
||||
Forest and Jungle Visibility\nIn Unciv, forests and jungles are visible 1 tile outside visibility range. In Civilization V, this is the behaviour of hills and mountains, but not of forests and jungles, yet jungle and forest can block hills, and hill + forest can block mountain, indicating they're on the same elevation. This is considered to be a bug in the otherwise well-structured visibility logic in Civilization V. = 森林和丛林的视野\n在Unciv中,森林和丛林的视野比视野范围大1个地块。在文明V中,这是山丘和山脉的行为,但不适用于森林和丛林,然而丛林和森林可以阻塞山丘,山丘+森林可以阻塞山脉,表明它们处于同一高度。在文明V中,与其他逻辑相比,这被认为是一个错误。
|
||||
|
||||
Founding Cities\nThe Settler is a unit that can found a new city. You can build a Settler unit in a city with at least 2 population, and then move them to a good location to found a new city. This will usually be your main way of acquiring more cities. = 建城\n移民是一个可以建立新城市的单位:你可以在至少有2个人口的城市中建造移民,然后将它们移动到一个好地块来建立一个新城市。这通常是你获取更多城市的主要途径。
|
||||
|
|
|
|||
|
|
@ -96,10 +96,8 @@ New [civName]\n(formerly known as [cityName]) = Nueva [civName]\n(anteriormente
|
|||
Requires [buildingName] to be built in the city = Requiere un [buildingName] en la ciudad
|
||||
Requires [buildingName] to be built in all cities = Requiere un [buildingName] en cada ciudad
|
||||
Provides a free [buildingName] in the city = Proporciona un [buildingName] gratis en la ciudad
|
||||
# Requires translation!
|
||||
Requires improved [resource] near city =
|
||||
# Requires translation!
|
||||
Requires at least one of the following resources improved near the city: =
|
||||
Requires improved [resource] near city = Requiere [resource] mejorado cerca de la ciudad
|
||||
Requires at least one of the following resources improved near the city: = Requiere al menos uno de los siguientes recursos mejorados cerca de la ciudad:
|
||||
Wonder is being built elsewhere = Esta Maravilla se está construyendo en otro lugar
|
||||
National Wonder is being built elsewhere = Esta Maravilla Nacional se está construyendo en otro lugar
|
||||
Requires a [buildingName] in all [cityFilter] cities = Requiere un/a [buildingName] en todas las ciudades [cityFilter]
|
||||
|
|
@ -115,6 +113,8 @@ Requires [PolicyOrNationalWonder] = Requiere [PolicyOrNationalWonder]
|
|||
Cannot be purchased = No se puede comprar
|
||||
Can only be purchased = Solo puede comprarse
|
||||
See also = Ver también
|
||||
Use default promotions = Utilice promociones por defecto
|
||||
Default promotions for [unitType] = Promociones por defecto para [unitType]
|
||||
|
||||
Requires at least one of the following: = Requiere al menos uno de lo siguiente:
|
||||
Requires all of the following: = Requiere todo lo siguiente:
|
||||
|
|
@ -377,8 +377,7 @@ Start game! = ¡Empezar partida!
|
|||
Map Options = Opciones del Mapa
|
||||
Game Options = Opciones de Partida
|
||||
Civilizations = Civilizaciones
|
||||
# Requires translation!
|
||||
Shuffle Civ Order at Start =
|
||||
Shuffle Civ Order at Start = Mezclar el orden de las civ al inicio
|
||||
Map Type = Mapa
|
||||
Map file = Escoger mapa
|
||||
Max Turns = ⏳Turnos Máximos
|
||||
|
|
@ -817,8 +816,7 @@ Hidden = Ocultas
|
|||
Visible = Visibles
|
||||
Permanent = Permanentes
|
||||
|
||||
# Requires translation!
|
||||
Show minimap =
|
||||
Show minimap = Mostrar minimapa
|
||||
|
||||
Show tutorials = Mostrar Tutoriales
|
||||
Reset tutorials = Reiniciar tutoriales
|
||||
|
|
@ -854,8 +852,7 @@ Gameplay = Jugabilidad
|
|||
Check for idle units = Verificar Unidades inactivas
|
||||
'Next unit' button cycles idle units = El botón de 'Siguiente unidad' activa y desactiva las unidades inactivas
|
||||
Auto Unit Cycle = Ciclo Aut. de Unidades
|
||||
# Requires translation!
|
||||
Show Small Skip/Cycle Unit Button =
|
||||
Show Small Skip/Cycle Unit Button = Mostrar pequeño botón de salto/ciclo unidad
|
||||
Move units with a single tap = Mover Unidades con un solo toque
|
||||
Move units with a long tap = Mover unidades con toque prolongado
|
||||
Auto-assign city production = Construcción Automática en las Ciudades
|
||||
|
|
@ -1656,8 +1653,7 @@ Bonus stats for improvement = Atributos bonus de la mejora
|
|||
Buildings that consume this resource = Edificios que consumen este recurso
|
||||
Buildings that provide this resource = Edificios que proveen este recurso
|
||||
Improvements that provide this resource = Mejoras que proveen este recurso
|
||||
# Requires translation!
|
||||
Buildings that require this resource improved near the city =
|
||||
Buildings that require this resource improved near the city = Edificios que requieren este recurso mejorado cerca de la ciudad
|
||||
Units that consume this resource = Unidades que consumen este recurso
|
||||
Can be built on = Se puede construir en
|
||||
Cannot be built on = No se puede construir en
|
||||
|
|
@ -2137,7 +2133,8 @@ Enables embarkation for land units = Habilita la embarcación a las unidades de
|
|||
Enables [mapUnitFilter] units to enter ocean tiles = Permite a unidades [mapUnitFilter] embarcadas entrar a casillas de Oceano
|
||||
Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned = Unidades terrestres pueden cruzar casillas [terrainName] después de obtenér el primer [baseUnitFilter]
|
||||
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory = Unidades [mapUnitFilter] enemigas deberán gastar [amount] punto de Movimiento extra al estár dentro de su territotio.
|
||||
New [baseUnitFilter] units start with [amount] Experience [cityFilter] = Nuevas unidades [baseUnitFilter] comienzan con [amount] Experiencia [cityFilter]
|
||||
# Requires translation!
|
||||
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
|
||||
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion = Todas las unidades [baseUnitFilter] recién entrenadas [cityFilter] reciben la promoción [promotion]
|
||||
[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing = Unidades [mapUnitFilter] adyacentes a esta ciudad se curan [amount] HP por turno al sanarse
|
||||
[relativeAmount]% City Strength from defensive buildings = [relativeAmount]% Fuerza de Ciudad por edificios defensivos
|
||||
|
|
@ -2369,6 +2366,7 @@ Adjacent enemy units ending their turn take [amount] damage = Las unidades enemi
|
|||
Great Improvement = Gran Mejora
|
||||
Provides a random bonus when entered = Provee un bonus aleatorio al entrar
|
||||
Unpillagable = Insaqueable
|
||||
Destroyed when pillaged = Destruido cuando fue saqueado
|
||||
Irremovable = Inremovible
|
||||
Will not be replaced by automated units = No será reemplazado por unidades automatizadas
|
||||
Improves [resourceFilter] resource in this tile = Mejora el recurso '[resourceFilter]' en esta casilla
|
||||
|
|
@ -6917,14 +6915,11 @@ Once a certain tech is researched, your land units can embark, allowing them to
|
|||
Units are defenseless while embarked (cannot use modifiers), and have a fixed Defending Strength based on your tech Era, so be careful!\nRanged Units can't attack, Melee Units have a Strength penalty, and all have limited vision. = Las Unidades son indefensas al embarcar (no se benefician de modificadores), y tienen una Fuerza de Defensa fija dependiendo de la Era, ¡así que ten cuidado!\nUnidades de largo alcance no pueden atacar, Unidades Cuerpo a Cuerpo tienen penalidad al atacar, y todas tienen visión limitada.
|
||||
|
||||
Idle Units = Unidades sin Utilizar
|
||||
# Requires translation!
|
||||
Clicking 'Next unit' moves to the next idle unit in the queue (as listed in Overview -> Units). After issuing an order to an unit, if 'Auto Unit Cycle' in Options -> Gameplay is enabled, you will automatically select the next idle unit. =
|
||||
Clicking 'Next unit' moves to the next idle unit in the queue (as listed in Overview -> Units). After issuing an order to an unit, if 'Auto Unit Cycle' in Options -> Gameplay is enabled, you will automatically select the next idle unit. = Al hacer clic en "Siguiente unidad", se pasa a la siguiente unidad inactiva de la cola (como se indica en Descripción general -> Unidades). Después de dar una orden a una unidad, si está habilitado "Ciclo automático de unidad" en Opciones -> Juego, seleccionará automáticamente la siguiente unidad inactiva.
|
||||
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Skip turn'. = Si no quieres mover una unidad este turno, puedes omitirla haciendo clic nuevamente en "Siguiente unidad" o ordenarle a la unidad que "Omita turno".
|
||||
# Requires translation!
|
||||
If you want to disable the 'Next unit' feature entirely, you can toggle it in Options -> Gameplay -> Check for idle units. =
|
||||
If you want to disable the 'Next unit' feature entirely, you can toggle it in Options -> Gameplay -> Check for idle units. = Si deseas desactivar la función "Siguiente unidad" por completo, puedes activarla en Opciones -> Jugabilidad -> Verificar unidades inactivas.
|
||||
If you'd rather 'Next unit' cycle the units and not mark them as Done, you can change it in the Options -> Gameplay menu. = Si prefieres que 'Siguiente unidad' cicle las unidades y no las marques como Terminadas, puedes cambiarlo en el menú Opciones.
|
||||
# Requires translation!
|
||||
You can also cycle through the idle units using the left and right triangles on the Unit Table in the lower left of the screen. Or by default using the Cycle button next to the 'Next Unit' button. =
|
||||
You can also cycle through the idle units using the left and right triangles on the Unit Table in the lower left of the screen. Or by default using the Cycle button next to the 'Next Unit' button. = También puedes recorrer las unidades inactivas usando los triángulos izquierdo y derecho en la Tabla de unidades en la parte inferior izquierda de la pantalla. O, de manera predeterminada, usando el botón Ciclo junto al botón "Siguiente unidad".
|
||||
|
||||
Contact Me = Contacta conmigo
|
||||
Hi there! If you've played this far, you've probably seen that the game is currently incomplete.\n Unciv is meant to be open-source and free, forever.\n That means no ads or any other nonsense. = ¡Hey! Si has jugado hasta aquí es probable que hayas visto que el juego está sin acabar.\n Unciv está pensado para ser open-source y gratis, siempre.\n Esto significa que no habrá anuncios ni ninguna chorrada.
|
||||
|
|
|
|||
|
|
@ -129,6 +129,10 @@ Requires [PolicyOrNationalWonder] = Kräver [PolicyOrNationalWonder]
|
|||
Cannot be purchased = Kan inte köpas
|
||||
Can only be purchased = Kan endast köpas
|
||||
See also = Se även
|
||||
# Requires translation!
|
||||
Use default promotions =
|
||||
# Requires translation!
|
||||
Default promotions for [unitType] =
|
||||
|
||||
Requires at least one of the following: = Kräver minst en av de följande:
|
||||
Requires all of the following: = Kräver allt av det följande:
|
||||
|
|
@ -2521,7 +2525,8 @@ Enables [mapUnitFilter] units to enter ocean tiles = Möjliggör [mapUnitFilter]
|
|||
Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned = Landenheter kan gå igenom [terrainName]-rutor efter att den första [baseUnitFilter] tjänats in
|
||||
# Requires translation!
|
||||
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory =
|
||||
New [baseUnitFilter] units start with [amount] Experience [cityFilter] = Nya [baseUnitFilter] enheter startar med [amount] Erfarenhet [cityFilter]
|
||||
# Requires translation!
|
||||
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
|
||||
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion = Alla nytränade [baseUnitFilter]-enheter [cityFilter] får [promotion]-befordringen
|
||||
[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing = [mapUnitFilter]-enheter bredvid denna stad läker [amount] KP per drag då de läker
|
||||
[relativeAmount]% City Strength from defensive buildings = [relativeAmount]% Stadsstyrka från försvarsbyggnader
|
||||
|
|
@ -2803,6 +2808,8 @@ Adjacent enemy units ending their turn take [amount] damage = Angränsande fient
|
|||
Great Improvement = Stor Förbättring
|
||||
Provides a random bonus when entered = Ger en slumpmässig bonus då man går in i den
|
||||
Unpillagable = Oplundringsbar
|
||||
# Requires translation!
|
||||
Destroyed when pillaged =
|
||||
Irremovable = Oborttaglig
|
||||
# Requires translation!
|
||||
Will not be replaced by automated units =
|
||||
|
|
|
|||
File diff suppressed because it is too large
Load Diff
|
|
@ -124,6 +124,10 @@ Requires [PolicyOrNationalWonder] = 需要[PolicyOrNationalWonder]
|
|||
Cannot be purchased = 無法購買
|
||||
Can only be purchased = 才可購買
|
||||
See also = 另見
|
||||
# Requires translation!
|
||||
Use default promotions =
|
||||
# Requires translation!
|
||||
Default promotions for [unitType] =
|
||||
|
||||
Requires at least one of the following: = 至少需要以下的其中之一:
|
||||
Requires all of the following: = 需要以下全部:
|
||||
|
|
@ -2178,7 +2182,8 @@ Enables embarkation for land units = 地面單位獲得船運能力
|
|||
Enables [mapUnitFilter] units to enter ocean tiles = 允許[mapUnitFilter]單位進入海洋區塊
|
||||
Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned = 獲得第一個[baseUnitFilter]後,地面單位能夠穿越[terrainName]地塊
|
||||
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory = 敵方[mapUnitFilter]單位在你境內時,需額外花費[amount]移動力
|
||||
New [baseUnitFilter] units start with [amount] Experience [cityFilter] = [cityFilter]中生產[baseUnitFilter]單位獲得 [amount] 初始經驗值
|
||||
# Requires translation!
|
||||
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
|
||||
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion = [cityFilter]新生成的[baseUnitFilter]單位獲得[promotion]能力
|
||||
[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing = 鄰近此城市的[mapUnitFilter]單位每回合恢復[amount]生命值
|
||||
[relativeAmount]% City Strength from defensive buildings = [relativeAmount]%來自防禦建築的城市強度
|
||||
|
|
@ -2411,6 +2416,8 @@ Adjacent enemy units ending their turn take [amount] damage = 鄰近的敵方單
|
|||
Great Improvement = 偉人設施
|
||||
Provides a random bonus when entered = 當進入時提供隨機獎勵
|
||||
Unpillagable = 不可掠奪
|
||||
# Requires translation!
|
||||
Destroyed when pillaged =
|
||||
Irremovable = 不可移動
|
||||
Will not be replaced by automated units = 不會被自動化的單位替換
|
||||
Improves [resourceFilter] resource in this tile = 改良這個地塊上的[resourceFilter]
|
||||
|
|
|
|||
|
|
@ -126,6 +126,10 @@ Requires [PolicyOrNationalWonder] = [PolicyOrNationalWonder] gerekiyor
|
|||
Cannot be purchased = Satın alınamaz
|
||||
Can only be purchased = Sadece satın alınabilir
|
||||
See also = Ayrıca bakınız
|
||||
# Requires translation!
|
||||
Use default promotions =
|
||||
# Requires translation!
|
||||
Default promotions for [unitType] =
|
||||
|
||||
Requires at least one of the following: = Bunlardan en az birisini gerektirir:
|
||||
Requires all of the following: = Bunların hepsini gerektirir:
|
||||
|
|
@ -2192,7 +2196,8 @@ Enables embarkation for land units = Kara birimleri için denize girmeyi mümkü
|
|||
Enables [mapUnitFilter] units to enter ocean tiles = [mapUnitFilter] birimlerinin okyanus karolarına girmesini etkinleştirir
|
||||
Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned = Kara birimleri ilk [baseUnitFilter] kazanıldıktan sonra [terrainName] karolarını aşabilir.
|
||||
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory = Düşman [mapUnitFilter] birimleri bölgenizdeyken [amount] ekstra hareket puanı harcamalıdır
|
||||
New [baseUnitFilter] units start with [amount] Experience [cityFilter] = [cityFilter] yeni eğitilen [baseUnitFilter] birlikleri [amount] deneyim ile başlar
|
||||
# Requires translation!
|
||||
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
|
||||
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion = [cityFilter] Yeni eğitilmiş [baseUnitFilter] birlikleri [promotion] terfisini alır
|
||||
[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing = Bu şehir merkezine bitişik olan [mapUnitFilter] birimleri iyileşirken [amount] can iyileşir.
|
||||
[relativeAmount]% City Strength from defensive buildings = Savunma binalarından [relativeAmount]% Şehir Gücü
|
||||
|
|
@ -2425,6 +2430,8 @@ Adjacent enemy units ending their turn take [amount] damage = Sıralarını biti
|
|||
Great Improvement = Büyük Geliştirme
|
||||
Provides a random bonus when entered = Bulunduğu karoya girildiğinde rastgele bir ödül sağlar
|
||||
Unpillagable = Yağmalanamaz
|
||||
# Requires translation!
|
||||
Destroyed when pillaged =
|
||||
Irremovable = Kaldırılamaz
|
||||
Will not be replaced by automated units = Otomatikleştirilmiş birlikler ile yer değiştirmeyecek
|
||||
# Requires translation!
|
||||
|
|
|
|||
|
|
@ -115,6 +115,10 @@ Requires [PolicyOrNationalWonder] = Вимагає: [PolicyOrNationalWonder]
|
|||
Cannot be purchased = Не можна придбати
|
||||
Can only be purchased = Можна лише придбати
|
||||
See also = Див. також
|
||||
# Requires translation!
|
||||
Use default promotions =
|
||||
# Requires translation!
|
||||
Default promotions for [unitType] =
|
||||
|
||||
Requires at least one of the following: = Вимагає хоча б одне з наступного:
|
||||
Requires all of the following: = Вимагає все з наступного:
|
||||
|
|
@ -2137,7 +2141,8 @@ Enables embarkation for land units = Дозволяє наземним підр
|
|||
Enables [mapUnitFilter] units to enter ocean tiles = Дозволяє підрозділам типу [mapUnitFilter] виходити в океан
|
||||
Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned = Наземні підрозділи зможуть перетинати клітини типу [terrainName] після першого здобутого [baseUnitFilter]
|
||||
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory = Ворожі [mapUnitFilter] підрозділи витрачають додатково [amount] одиниць ➡Переміщення на вашій території
|
||||
New [baseUnitFilter] units start with [amount] Experience [cityFilter] = Нові підрозділи типу [baseUnitFilter] отримують [amount] Досвіду [cityFilter]
|
||||
# Requires translation!
|
||||
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
|
||||
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion = Усі нові [baseUnitFilter] підрозділи [cityFilter] отримують підвищення "[promotion]"
|
||||
[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing = [mapUnitFilter] підрозділи поруч із цим містом лікуються на [amount] здоровʼя за хід під час лікування
|
||||
[relativeAmount]% City Strength from defensive buildings = [relativeAmount]% до †Сили міста від захисних споруд
|
||||
|
|
@ -2369,6 +2374,8 @@ Adjacent enemy units ending their turn take [amount] damage = Ворожі ві
|
|||
Great Improvement = Велике покращення
|
||||
Provides a random bonus when entered = Забезпечують випадковий бонус на вході
|
||||
Unpillagable = Не піддається грабунку
|
||||
# Requires translation!
|
||||
Destroyed when pillaged =
|
||||
Irremovable = Не прибирається
|
||||
Will not be replaced by automated units = Не буде замінене автоматизованими підрозділами
|
||||
Improves [resourceFilter] resource in this tile = Покращує ресурс [resourceFilter] в цій клітинці
|
||||
|
|
|
|||
|
|
@ -121,6 +121,10 @@ Requires [PolicyOrNationalWonder] = Yêu cầu [PolicyOrNationalWonder]
|
|||
Cannot be purchased = Không thể mua
|
||||
Can only be purchased = Chỉ có thể mua
|
||||
See also = Xem thêm
|
||||
# Requires translation!
|
||||
Use default promotions =
|
||||
# Requires translation!
|
||||
Default promotions for [unitType] =
|
||||
|
||||
Requires at least one of the following: = Yêu cầu ít nhất một trong những điều sau:
|
||||
Requires all of the following: = Yêu cầu tất cả những điều sau:
|
||||
|
|
@ -2174,7 +2178,8 @@ Enables embarkation for land units = Cho phép bắt tay vào các đơn vị đ
|
|||
Enables [mapUnitFilter] units to enter ocean tiles = Cho phép các đơn vị [mapUnitFilter] nhập các ô đại dương
|
||||
Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned = Các đơn vị đất có thể vượt qua các ô [terrainName] sau khi kiếm được [baseUnitFilter] đầu tiên
|
||||
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory = Các đơn vị [mapUnitFilter] của kẻ thù phải tiêu tốn thêm [amount] điểm di chuyển khi ở bên trong lãnh thổ của bạn
|
||||
New [baseUnitFilter] units start with [amount] Experience [cityFilter] = Các đơn vị [baseUnitFilter] mới bắt đầu với [amount] Kinh nghiệm [cityFilter]
|
||||
# Requires translation!
|
||||
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
|
||||
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion = Tất cả các đơn vị [baseUnitFilter] mới được đào tạo [cityFilter] đều nhận được thăng cấp [promotion]
|
||||
[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing = [mapUnitFilter] Các đơn vị lân cận thành phố này hồi máu [amount] HP mỗi lượt khi hồi máu
|
||||
[relativeAmount]% City Strength from defensive buildings = [relativeAmount]% Sức mạnh thành phố từ các công trình phòng thủ
|
||||
|
|
@ -2408,6 +2413,8 @@ Adjacent enemy units ending their turn take [amount] damage = Các đơn vị k
|
|||
Great Improvement = Cải tiến tuyệt vời
|
||||
Provides a random bonus when entered = Cung cấp phần thưởng ngẫu nhiên khi nhập
|
||||
Unpillagable = Không thể gắn thẻ
|
||||
# Requires translation!
|
||||
Destroyed when pillaged =
|
||||
Irremovable = Không thể thay đổi
|
||||
Will not be replaced by automated units = Sẽ không bị thay thế bởi đơn vị tự động
|
||||
Improves [resourceFilter] resource in this tile = Cải thiện tài nguyên [resourceFilter] trong ô này
|
||||
|
|
|
|||
|
|
@ -123,6 +123,10 @@ Requires [PolicyOrNationalWonder] = Idinga [PolicyOrNationalWonder]
|
|||
Cannot be purchased = Ayikwazi ukuthengwa
|
||||
Can only be purchased = Ingathengwa kuphela
|
||||
See also = Bhekafuthi
|
||||
# Requires translation!
|
||||
Use default promotions =
|
||||
# Requires translation!
|
||||
Default promotions for [unitType] =
|
||||
|
||||
Requires at least one of the following: = Idinga okungenani okukodwa kokulandelayo
|
||||
Requires all of the following: = Idinga konke okulandelayo
|
||||
|
|
@ -3384,7 +3388,7 @@ Land units may cross [terrainName] tiles after the first [baseUnitFilter] is ear
|
|||
# Requires translation!
|
||||
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory =
|
||||
# Requires translation!
|
||||
New [baseUnitFilter] units start with [amount] Experience [cityFilter] =
|
||||
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
|
||||
# Requires translation!
|
||||
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion =
|
||||
# Requires translation!
|
||||
|
|
@ -3848,6 +3852,8 @@ Provides a random bonus when entered =
|
|||
# Requires translation!
|
||||
Unpillagable =
|
||||
# Requires translation!
|
||||
Destroyed when pillaged =
|
||||
# Requires translation!
|
||||
Irremovable =
|
||||
# Requires translation!
|
||||
Will not be replaced by automated units =
|
||||
|
|
|
|||
|
|
@ -34,8 +34,8 @@ Rusyn = 61
|
|||
Simplified_Chinese = 99
|
||||
Spanish = 99
|
||||
Swedish = 76
|
||||
Thai = 10
|
||||
Traditional_Chinese = 96
|
||||
Thai = 16
|
||||
Traditional_Chinese = 95
|
||||
Turkish = 95
|
||||
Ukrainian = 99
|
||||
Vietnamese = 95
|
||||
|
|
|
|||
|
|
@ -113,6 +113,8 @@ Requires [PolicyOrNationalWonder] =
|
|||
Cannot be purchased =
|
||||
Can only be purchased =
|
||||
See also =
|
||||
Use default promotions =
|
||||
Default promotions for [unitType] =
|
||||
|
||||
Requires at least one of the following: =
|
||||
Requires all of the following: =
|
||||
|
|
|
|||
|
|
@ -4,8 +4,8 @@ package com.unciv.build
|
|||
object BuildConfig {
|
||||
const val kotlinVersion = "1.9.24"
|
||||
const val appName = "Unciv"
|
||||
const val appCodeNumber = 1102
|
||||
const val appVersion = "4.15.10"
|
||||
const val appCodeNumber = 1105
|
||||
const val appVersion = "4.15.12"
|
||||
|
||||
const val gdxVersion = "1.13.1"
|
||||
const val ktorVersion = "2.3.12"
|
||||
|
|
|
|||
24
changelog.md
24
changelog.md
|
|
@ -1,3 +1,27 @@
|
|||
## 4.15.12
|
||||
|
||||
"Abundant resources" with mods with loads of resources no longer crash
|
||||
|
||||
AI: choose policy branch at random between those with the least remaining policies
|
||||
|
||||
modding: rename "experience" with "XP" for unified naming
|
||||
|
||||
Move Spy tech steal modifiers to mod constants - By EmperorPinguin
|
||||
|
||||
## 4.15.11
|
||||
|
||||
UI: Fixed edges for edge tiles on word wrap maps
|
||||
|
||||
Fixed automated road connections attempting to go through impassible tiles
|
||||
|
||||
Modding: Changed stockpile names to be human readable
|
||||
|
||||
Units with logistics that attacked but did not move, no longer heal
|
||||
|
||||
Added feature to save unitType promotion - By Emandac
|
||||
|
||||
Add "Will be destroyed when pillaged" unique - By PLynx01
|
||||
|
||||
## 4.15.10
|
||||
|
||||
modding: Validate tech row value
|
||||
|
|
|
|||
|
|
@ -487,7 +487,7 @@ open class UncivGame(val isConsoleMode: Boolean = false) : Game(), PlatformSpeci
|
|||
|
||||
companion object {
|
||||
//region AUTOMATICALLY GENERATED VERSION DATA - DO NOT CHANGE THIS REGION, INCLUDING THIS COMMENT
|
||||
val VERSION = Version("4.15.10", 1102)
|
||||
val VERSION = Version("4.15.12", 1105)
|
||||
//endregion
|
||||
|
||||
/** Global reference to the one Gdx.Game instance created by the platform launchers - do not use without checking [isCurrentInitialized] first. */
|
||||
|
|
|
|||
|
|
@ -313,7 +313,8 @@ class ConstructionAutomation(val cityConstructions: CityConstructions) {
|
|||
value += warModifier * building.cityHealth.toFloat() / city.getMaxHealth() * personality.inverseModifierFocus(PersonalityValue.Aggressive, .3f)
|
||||
value += warModifier * building.cityStrength.toFloat() / (city.getStrength() + 3) * personality.inverseModifierFocus(PersonalityValue.Aggressive, .3f) // The + 3 here is to reduce the priority of building walls immedietly
|
||||
|
||||
for (experienceUnique in building.getMatchingUniques(UniqueType.UnitStartingExperience, cityState)) {
|
||||
for (experienceUnique in building.getMatchingUniques(UniqueType.UnitStartingExperience, cityState)
|
||||
+ building.getMatchingUniques(UniqueType.UnitStartingExperienceOld, cityState)) {
|
||||
var modifier = experienceUnique.params[1].toFloat() / 5
|
||||
modifier *= if (cityIsOverAverageProduction) 1f else 0.2f // You shouldn't be cranking out units anytime soon
|
||||
modifier *= personality.modifierFocus(PersonalityValue.Military, 0.3f)
|
||||
|
|
|
|||
|
|
@ -328,26 +328,22 @@ object NextTurnAutomation {
|
|||
// If incomplete branches have higher priorities than any newly adoptable branch,
|
||||
if (maxAdoptablePriority <= maxIncompletePriority) {
|
||||
// Prioritize finishing one of the unfinished branches
|
||||
incompleteBranches.filter {
|
||||
priorityMap[it] == maxIncompletePriority
|
||||
}.toSet()
|
||||
incompleteBranches.filter { priorityMap[it] == maxIncompletePriority }.toSet()
|
||||
}
|
||||
// If newly adoptable branches have higher priorities than any incomplete branch,
|
||||
else {
|
||||
// Prioritize adopting one of the new branches
|
||||
adoptableBranches.filter {
|
||||
priorityMap[it] == maxAdoptablePriority
|
||||
}.toSet()
|
||||
adoptableBranches.filter { priorityMap[it] == maxAdoptablePriority }.toSet()
|
||||
}
|
||||
|
||||
// branchCompletionMap but keys are only candidates
|
||||
val candidateCompletionMap: Map<PolicyBranch, Int> =
|
||||
civInfo.policies.branchCompletionMap.filterKeys { key ->
|
||||
key in candidates
|
||||
}
|
||||
civInfo.policies.branchCompletionMap.filterKeys { key -> key in candidates }
|
||||
|
||||
// Choose the branch with the LEAST REMAINING policies, not the MOST ADOPTED ones
|
||||
val targetBranch = candidateCompletionMap.minBy { it.key.policies.size - it.value }.key
|
||||
val targetBranch = candidateCompletionMap.asIterable()
|
||||
.groupBy { it.key.policies.size - it.value }
|
||||
.minByOrNull { it.key }!!.value.random().key
|
||||
|
||||
val policyToAdopt: Policy =
|
||||
if (civInfo.policies.isAdoptable(targetBranch)) targetBranch
|
||||
|
|
|
|||
|
|
@ -14,6 +14,7 @@ import com.unciv.logic.city.managers.SpyFleeReason
|
|||
import com.unciv.logic.civilization.Civilization
|
||||
import com.unciv.logic.map.TileMap
|
||||
import com.unciv.logic.map.mapunit.MapUnit
|
||||
import com.unciv.logic.map.mapunit.UnitPromotions
|
||||
import com.unciv.logic.map.tile.RoadStatus
|
||||
import com.unciv.logic.map.tile.Tile
|
||||
import com.unciv.models.Counter
|
||||
|
|
@ -91,7 +92,11 @@ class City : IsPartOfGameInfoSerialization, INamed {
|
|||
var hasSoldBuildingThisTurn = false
|
||||
var isPuppet = false
|
||||
var shouldReassignPopulation = false // flag so that on startTurn() we reassign population
|
||||
|
||||
|
||||
var unitTypeShouldUseSavedPromotion = HashMap<String, Boolean>()
|
||||
|
||||
var cityUnitTypePromotions = HashMap<String, UnitPromotions>()
|
||||
|
||||
@delegate:Transient
|
||||
val neighboringCities: List<City> by lazy {
|
||||
civ.gameInfo.getCities().filter { it != this && it.getCenterTile().isExplored(civ) && it.getCenterTile().aerialDistanceTo(getCenterTile()) <= 12 }.toList()
|
||||
|
|
@ -153,6 +158,8 @@ class City : IsPartOfGameInfoSerialization, INamed {
|
|||
toReturn.avoidGrowth = avoidGrowth
|
||||
toReturn.manualSpecialists = manualSpecialists
|
||||
toReturn.connectedToCapitalStatus = connectedToCapitalStatus
|
||||
toReturn.unitTypeShouldUseSavedPromotion = unitTypeShouldUseSavedPromotion
|
||||
toReturn.cityUnitTypePromotions = cityUnitTypePromotions
|
||||
return toReturn
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -464,6 +464,19 @@ class CityConstructions : IsPartOfGameInfoSerialization {
|
|||
else if (construction is BaseUnit) {
|
||||
unit = construction.construct(this, null)
|
||||
?: return false // unable to place unit
|
||||
|
||||
// checking if it's true that we should load saved promotion for the unitType
|
||||
// Check if the player want to rebuild the unit the saved promotion
|
||||
// and null check.
|
||||
// and finally check if the current unit has enough XP.
|
||||
val savedPromotion = city.cityUnitTypePromotions[unit.baseUnit.unitType]
|
||||
if (city.unitTypeShouldUseSavedPromotion[unit.baseUnit.unitType] == true &&
|
||||
savedPromotion != null && unit.promotions.XP >= savedPromotion.XP) {
|
||||
|
||||
for (promotions in savedPromotion.promotions) {
|
||||
unit.promotions.addPromotion(promotions)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (construction.name in inProgressConstructions)
|
||||
|
|
|
|||
|
|
@ -2,7 +2,6 @@ package com.unciv.logic.map
|
|||
|
||||
import com.unciv.logic.civilization.Civilization
|
||||
import com.unciv.logic.map.mapunit.MapUnit
|
||||
import com.unciv.logic.map.tile.RoadStatus
|
||||
import com.unciv.logic.map.tile.Tile
|
||||
import com.unciv.utils.Log
|
||||
|
||||
|
|
@ -27,13 +26,15 @@ object MapPathing {
|
|||
fun isValidRoadPathTile(unit: MapUnit, tile: Tile): Boolean {
|
||||
val roadImprovement = tile.ruleset.roadImprovement ?: return false
|
||||
val railRoadImprovement = tile.ruleset.railroadImprovement ?: return false
|
||||
return tile.isLand
|
||||
&& !tile.isImpassible()
|
||||
&& unit.civ.hasExplored(tile)
|
||||
&& tile.canCivPassThrough(unit.civ)
|
||||
&& (tile.hasRoadConnection(unit.civ, false)
|
||||
|
||||
if (tile.isWater) return false
|
||||
if (tile.isImpassible()) return false
|
||||
if (!unit.civ.hasExplored(tile)) return false
|
||||
if (!tile.canCivPassThrough(unit.civ)) return false
|
||||
|
||||
return tile.hasRoadConnection(unit.civ, false)
|
||||
|| tile.hasRailroadConnection(false)
|
||||
|| tile.improvementFunctions.canBuildImprovement(roadImprovement, unit.civ))
|
||||
|| tile.improvementFunctions.canBuildImprovement(roadImprovement, unit.civ)
|
||||
|| tile.improvementFunctions.canBuildImprovement(railRoadImprovement, unit.civ)
|
||||
}
|
||||
|
||||
|
|
|
|||
14
core/src/com/unciv/logic/map/NeighborDirection.kt
Normal file
14
core/src/com/unciv/logic/map/NeighborDirection.kt
Normal file
|
|
@ -0,0 +1,14 @@
|
|||
package com.unciv.logic.map
|
||||
|
||||
enum class NeighborDirection(val clockPosition: Int) {
|
||||
TopRight(2),
|
||||
BottomRight(4),
|
||||
Bottom(6),
|
||||
BottomLeft(8),
|
||||
TopLeft(10),
|
||||
Top(12);
|
||||
|
||||
companion object {
|
||||
val byClockPosition = entries.associateBy { it.clockPosition }
|
||||
}
|
||||
}
|
||||
|
|
@ -310,6 +310,7 @@ class TileMap(initialCapacity: Int = 10) : IsPartOfGameInfoSerialization {
|
|||
return null
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Returns the clock position of [otherTile] seen from [tile]'s position
|
||||
* Returns -1 if not neighbors
|
||||
|
|
|
|||
|
|
@ -28,6 +28,7 @@ object MapRegionResources {
|
|||
baseImpact: Int = 0, randomImpact: Int = 0, majorDeposit: Boolean = false
|
||||
): Map<TileResource, Int> {
|
||||
if (tileList.none() || resourceOptions.isEmpty()) return mapOf()
|
||||
if (frequency == 0) return mapOf()
|
||||
val impactType = when (resourceOptions.first().resourceType) {
|
||||
ResourceType.Strategic -> ImpactType.Strategic
|
||||
ResourceType.Bonus -> ImpactType.Bonus
|
||||
|
|
|
|||
|
|
@ -32,7 +32,7 @@ class UnitTurnManager(val unit: MapUnit) {
|
|||
if (!unit.isFortified() && !unit.isGuarding())
|
||||
unit.turnsFortified = 0
|
||||
|
||||
if (!unit.hasUnitMovedThisTurn() || unit.hasUnique(UniqueType.HealsEvenAfterAction))
|
||||
if ((!unit.hasUnitMovedThisTurn() && unit.attacksThisTurn == 0) || unit.hasUnique(UniqueType.HealsEvenAfterAction))
|
||||
healUnit()
|
||||
|
||||
if (unit.isPreparingParadrop() || unit.isPreparingAirSweep())
|
||||
|
|
|
|||
|
|
@ -108,9 +108,13 @@ class ModConstants {
|
|||
// Espionage
|
||||
var maxSpyRank = 3
|
||||
// How much of a skill bonus each rank gives.
|
||||
// Rank 0 is 100%, rank 1 is 130%, and so on for stealing technology.
|
||||
// Rank 0 is 100, rank 1 is 130, and so on.
|
||||
// Half as much for a coup.
|
||||
var spyRankSkillPercentBonus = 30
|
||||
// Rank 2 is +25% tech steal rate, rank 3 is +50%, and so on
|
||||
var spyRankStealPercentBonus = 25
|
||||
// Steal cost equal to 125% of the most expensive stealable tech
|
||||
var spyTechStealCostModifier = 1.25f
|
||||
|
||||
// UI: If set >= 0, ImprovementPicker will silently skip improvements whose tech requirement is more advanced than your current Era + this
|
||||
var maxImprovementTechErasForward = -1
|
||||
|
|
|
|||
|
|
@ -170,13 +170,15 @@ class Spy private constructor() : IsPartOfGameInfoSerialization {
|
|||
if (stealableTechs.isEmpty()) return -1
|
||||
|
||||
var techStealCost = stealableTechs.maxOfOrNull { civInfo.gameInfo.ruleset.technologies[it]!!.cost }!!.toFloat()
|
||||
val techStealCostModifier = civInfo.gameInfo.ruleset.modOptions.constants.spyTechStealCostModifier //1.25f in Civ5 GlobalDefines.XML
|
||||
val techSpeedModifier = civInfo.gameInfo.speed.scienceCostModifier //Modify steal cost according to game speed
|
||||
techStealCost *= techSpeedModifier * 1.25f //Multiply by 1.25f, according to Civ5 GlobalDefines.XML
|
||||
techStealCost *= techStealCostModifier * techSpeedModifier
|
||||
var progressThisTurn = getCity().cityStats.currentCityStats.science
|
||||
if (progressThisTurn <= 0f) return -2 // The city has no science
|
||||
|
||||
// 25% spy bonus for each level
|
||||
progressThisTurn *= (rank + 3f) / 4f
|
||||
val rankTechStealModifier = rank * civInfo.gameInfo.ruleset.modOptions.constants.spyRankStealPercentBonus
|
||||
progressThisTurn *= (rankTechStealModifier + 75f) / 100f
|
||||
progressThisTurn *= getEfficiencyModifier().toFloat()
|
||||
progressTowardsStealingTech += progressThisTurn.toInt()
|
||||
|
||||
|
|
|
|||
|
|
@ -96,9 +96,7 @@ class ResourceSupplyList(
|
|||
*/
|
||||
fun removeAll(origin: String): ResourceSupplyList {
|
||||
// The filter creates a separate list so the iteration does not modify concurrently
|
||||
filter { it.origin == origin }.forEach {
|
||||
remove(it)
|
||||
}
|
||||
filter { it.origin == origin }.forEach { remove(it) }
|
||||
return this
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -163,7 +163,7 @@ class TileResource : RulesetStatsObject(), GameResource {
|
|||
}
|
||||
if (buildingsRequiringThis.isNotEmpty()) {
|
||||
textList += FormattedLine()
|
||||
textList += FormattedLine("{Buildings that require this resource worked near the city}: ")
|
||||
textList += FormattedLine("{Buildings that require this resource improved near the city}: ")
|
||||
buildingsRequiringThis.forEach {
|
||||
textList += FormattedLine(it.name, link = it.makeLink(), indent = 1)
|
||||
}
|
||||
|
|
|
|||
|
|
@ -478,7 +478,7 @@ enum class UniqueParameterType(
|
|||
Stockpile("stockpile", "Mana", "The name of any stockpiled resource") {
|
||||
override fun getKnownValuesForAutocomplete(ruleset: Ruleset): Set<String> {
|
||||
return ruleset.tileResources.filter { it.value.isStockpiled }.keys +
|
||||
Stat.entries.map { it.name } + SubStat.StoredFood.name + SubStat.GoldenAgePoints.name
|
||||
Stat.entries.map { it.name } + SubStat.StoredFood.text + SubStat.GoldenAgePoints.text
|
||||
}
|
||||
},
|
||||
|
||||
|
|
|
|||
|
|
@ -183,7 +183,10 @@ enum class UniqueType(
|
|||
EnemyUnitsSpendExtraMovement("Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory", UniqueTarget.Global),
|
||||
|
||||
/// Unit Abilities
|
||||
UnitStartingExperience("New [baseUnitFilter] units start with [amount] Experience [cityFilter]", UniqueTarget.Global, UniqueTarget.FollowerBelief),
|
||||
|
||||
UnitStartingExperience("New [baseUnitFilter] units start with [amount] XP [cityFilter]", UniqueTarget.Global, UniqueTarget.FollowerBelief),
|
||||
@Deprecated("As of 4.15.11", ReplaceWith("New [baseUnitFilter] units start with [amount] XP [cityFilter]"))
|
||||
UnitStartingExperienceOld("New [baseUnitFilter] units start with [amount] Experience [cityFilter]", UniqueTarget.Global, UniqueTarget.FollowerBelief),
|
||||
UnitStartingPromotions("All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion", UniqueTarget.Global, UniqueTarget.FollowerBelief),
|
||||
// Todo: Lowercase the 'U' of 'Units' in this unique
|
||||
CityHealingUnits("[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing", UniqueTarget.Global, UniqueTarget.FollowerBelief),
|
||||
|
|
@ -642,6 +645,7 @@ enum class UniqueType(
|
|||
Unpillagable("Unpillagable", UniqueTarget.Improvement),
|
||||
PillageYieldRandom("Pillaging this improvement yields approximately [stats]", UniqueTarget.Improvement),
|
||||
PillageYieldFixed("Pillaging this improvement yields [stats]", UniqueTarget.Improvement),
|
||||
DestroyedWhenPillaged("Destroyed when pillaged", UniqueTarget.Improvement),
|
||||
Irremovable("Irremovable", UniqueTarget.Improvement),
|
||||
AutomatedUnitsWillNotReplace("Will not be replaced by automated units", UniqueTarget.Improvement),
|
||||
ImprovesResources("Improves [resourceFilter] resource in this tile", UniqueTarget.Improvement, flags = UniqueFlag.setOfNoConditionals,
|
||||
|
|
|
|||
|
|
@ -374,7 +374,7 @@ class BaseUnit : RulesetObject(), INonPerpetualConstruction {
|
|||
var XP = 0
|
||||
|
||||
for (unique in
|
||||
cityConstructions.city.getMatchingUniques(UniqueType.UnitStartingExperience)
|
||||
(cityConstructions.city.getMatchingUniques(UniqueType.UnitStartingExperience) + cityConstructions.city.getMatchingUniques(UniqueType.UnitStartingExperienceOld))
|
||||
.filter { cityConstructions.city.matchesFilter(it.params[2]) }
|
||||
) {
|
||||
if (unit.matchesFilter(unique.params[0]))
|
||||
|
|
|
|||
|
|
@ -2,21 +2,14 @@ package com.unciv.models.stats
|
|||
|
||||
import com.unciv.logic.civilization.NotificationIcon
|
||||
|
||||
enum class SubStat(val icon: String) : GameResource {
|
||||
GoldenAgePoints(NotificationIcon.Happiness),
|
||||
TotalCulture(NotificationIcon.Culture),
|
||||
StoredFood(NotificationIcon.Food),
|
||||
enum class SubStat(val text: String, val icon: String) : GameResource {
|
||||
GoldenAgePoints("Golden Age points", NotificationIcon.Happiness),
|
||||
TotalCulture("Total Culture", NotificationIcon.Culture),
|
||||
StoredFood("Stored Food", NotificationIcon.Food),
|
||||
;
|
||||
companion object {
|
||||
val useableToBuy = setOf(GoldenAgePoints, StoredFood)
|
||||
val civWideSubStats = setOf(GoldenAgePoints, TotalCulture)
|
||||
fun safeValueOf(name: String): SubStat? {
|
||||
return when (name) {
|
||||
GoldenAgePoints.name -> GoldenAgePoints
|
||||
TotalCulture.name -> TotalCulture
|
||||
StoredFood.name -> StoredFood
|
||||
else -> null
|
||||
}
|
||||
}
|
||||
fun safeValueOf(name: String): SubStat? = entries.firstOrNull { it.text == name }
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -2,6 +2,7 @@ package com.unciv.ui.components.tilegroups
|
|||
|
||||
import com.unciv.UncivGame
|
||||
import com.unciv.logic.civilization.Civilization
|
||||
import com.unciv.logic.map.NeighborDirection
|
||||
import com.unciv.logic.map.mapunit.MapUnit
|
||||
import com.unciv.logic.map.tile.RoadStatus
|
||||
import com.unciv.models.metadata.GameSettings
|
||||
|
|
@ -9,7 +10,6 @@ import com.unciv.models.ruleset.Ruleset
|
|||
import com.unciv.models.tilesets.TileSetCache
|
||||
import com.unciv.models.tilesets.TileSetConfig
|
||||
import com.unciv.ui.components.tilegroups.layers.EdgeTileImage
|
||||
import com.unciv.ui.components.tilegroups.layers.NeighborDirection
|
||||
import com.unciv.ui.images.ImageAttempter
|
||||
import com.unciv.ui.images.ImageGetter
|
||||
|
||||
|
|
|
|||
|
|
@ -2,15 +2,15 @@ package com.unciv.ui.components.tilegroups.layers
|
|||
|
||||
import com.badlogic.gdx.graphics.Color
|
||||
import com.badlogic.gdx.graphics.g2d.Batch
|
||||
import com.badlogic.gdx.math.Vector2
|
||||
import com.badlogic.gdx.scenes.scene2d.Actor
|
||||
import com.badlogic.gdx.scenes.scene2d.ui.Image
|
||||
import com.unciv.UncivGame
|
||||
import com.unciv.logic.civilization.Civilization
|
||||
import com.unciv.logic.map.NeighborDirection
|
||||
import com.unciv.logic.map.tile.Tile
|
||||
import com.unciv.models.ruleset.unique.LocalUniqueCache
|
||||
import com.unciv.ui.images.ImageGetter
|
||||
import com.unciv.ui.components.tilegroups.TileGroup
|
||||
import com.unciv.ui.images.ImageGetter
|
||||
import com.unciv.ui.screens.basescreen.BaseScreen
|
||||
import kotlin.random.Random
|
||||
|
||||
|
|
@ -108,7 +108,8 @@ class TileLayerTerrain(tileGroup: TileGroup, size: Float) : TileLayer(tileGroup,
|
|||
|
||||
private val neighborEdgeDataList: Sequence<NeighborEdgeData> = if (!tile.isTilemapInitialized()) emptySequence()
|
||||
else tile.neighbors.map {
|
||||
val direction = NeighborDirection.fromVector(it.position.cpy().sub(tile.position))
|
||||
val clockPosition = tile.tileMap.getNeighborTileClockPosition(tile, it)
|
||||
val direction = NeighborDirection.byClockPosition[clockPosition]
|
||||
NeighborEdgeData(it, direction)
|
||||
}.toList().asSequence()
|
||||
|
||||
|
|
@ -275,24 +276,4 @@ class TileLayerTerrain(tileGroup: TileGroup, size: Float) : TileLayer(tileGroup,
|
|||
|
||||
}
|
||||
|
||||
enum class NeighborDirection {
|
||||
Top, TopRight, TopLeft, Bottom, BottomLeft, BottomRight;
|
||||
|
||||
companion object {
|
||||
fun fromVector(vector2: Vector2): NeighborDirection? {
|
||||
val x = vector2.x.toInt()
|
||||
val y = vector2.y.toInt()
|
||||
return when (x) {
|
||||
1 -> if (y == 1) Top // x == 1 && y == 1
|
||||
else TopLeft // x == 1 && y == 0
|
||||
0 -> if (y == 1) TopRight // x == 0 && y == 1
|
||||
else BottomLeft // x == 0 && y == -1
|
||||
-1 -> if (y == -1) Bottom // x == -1 && y == -1
|
||||
else BottomRight // x == -1 && y == 0
|
||||
else -> null
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
data class EdgeTileImage(val fileName:String, val originTileFilter: String, val destinationTileFilter: String, val edgeType: NeighborDirection)
|
||||
|
|
|
|||
|
|
@ -26,7 +26,7 @@ object BuildingDescriptions {
|
|||
infoList += "+${value.toInt()}% ${key.name.tr()}"
|
||||
|
||||
if (requiredNearbyImprovedResources != null)
|
||||
infoList += "Requires worked [" + requiredNearbyImprovedResources!!.joinToString("/") { it.tr() } + "] near city"
|
||||
infoList += "Requires improved [" + requiredNearbyImprovedResources!!.joinToString("/") { it.tr() } + "] near city"
|
||||
if (uniques.isNotEmpty()) {
|
||||
if (replacementTextForUniques.isNotEmpty()) infoList += replacementTextForUniques
|
||||
else infoList += getUniquesStringsWithoutDisablers(uniqueInclusionFilter)
|
||||
|
|
@ -74,7 +74,7 @@ object BuildingDescriptions {
|
|||
translatedLines += "+$amount " + "[$specialistName] slots".tr()
|
||||
|
||||
if (requiredNearbyImprovedResources != null)
|
||||
translatedLines += "Requires worked [${requiredNearbyImprovedResources!!.joinToString("/") { it.tr() }}] near city".tr()
|
||||
translatedLines += "Requires improved [${requiredNearbyImprovedResources!!.joinToString("/") { it.tr() }}] near city".tr()
|
||||
|
||||
if (cityStrength != 0) translatedLines += "{City strength} +$cityStrength".tr()
|
||||
if (cityHealth != 0) translatedLines += "{City health} +$cityHealth".tr()
|
||||
|
|
@ -230,7 +230,7 @@ object BuildingDescriptions {
|
|||
|
||||
if (requiredNearbyImprovedResources != null) {
|
||||
textList += FormattedLine()
|
||||
textList += FormattedLine("Requires at least one of the following resources worked near the city:")
|
||||
textList += FormattedLine("Requires at least one of the following resources improved near the city:")
|
||||
requiredNearbyImprovedResources!!.forEach {
|
||||
textList += FormattedLine(it, indent = 1, link = "Resource/$it")
|
||||
}
|
||||
|
|
|
|||
|
|
@ -9,6 +9,7 @@ import com.unciv.logic.city.CityConstructions
|
|||
import com.unciv.models.ruleset.Building
|
||||
import com.unciv.models.ruleset.IConstruction
|
||||
import com.unciv.models.ruleset.PerpetualConstruction
|
||||
import com.unciv.models.ruleset.unit.BaseUnit
|
||||
import com.unciv.ui.components.input.KeyboardBinding
|
||||
|
||||
//todo Check move/top/end for "place one improvement" buildings
|
||||
|
|
|
|||
|
|
@ -15,6 +15,7 @@ import com.unciv.models.translations.tr
|
|||
import com.unciv.ui.components.extensions.darken
|
||||
import com.unciv.ui.components.extensions.disable
|
||||
import com.unciv.ui.components.extensions.isEnabled
|
||||
import com.unciv.ui.components.extensions.toCheckBox
|
||||
import com.unciv.ui.components.extensions.toTextButton
|
||||
import com.unciv.ui.components.fonts.Fonts
|
||||
import com.unciv.ui.components.input.onClick
|
||||
|
|
@ -90,7 +91,7 @@ class ConstructionInfoTable(val cityScreen: CityScreen) : Table() {
|
|||
val descriptionLabel = Label(description, BaseScreen.skin) // already translated
|
||||
descriptionLabel.wrap = true
|
||||
add(descriptionLabel).colspan(2).width(stage.width / if(cityScreen.isCrampedPortrait()) 3 else 4)
|
||||
|
||||
|
||||
if (cityConstructions.isBuilt(construction.name)) {
|
||||
showSellButton(construction)
|
||||
} else if (buyButtonFactory.hasBuyButtons(construction)) {
|
||||
|
|
@ -99,6 +100,16 @@ class ConstructionInfoTable(val cityScreen: CityScreen) : Table() {
|
|||
selectedConstructionTable.add(button).padTop(5f).colspan(2).center().row()
|
||||
}
|
||||
}
|
||||
if (construction is BaseUnit) {
|
||||
val unitType = construction.unitType
|
||||
|
||||
val buildUnitWithPromotions = city.unitTypeShouldUseSavedPromotion[unitType]
|
||||
|
||||
if (buildUnitWithPromotions != null) {
|
||||
row()
|
||||
add("Use default promotions".toCheckBox(buildUnitWithPromotions) {city.unitTypeShouldUseSavedPromotion[unitType] = it}).colspan(2).center()
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -133,7 +144,7 @@ class ConstructionInfoTable(val cityScreen: CityScreen) : Table() {
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private fun sellBuildingClicked(construction: Building, sellText: String) {
|
||||
cityScreen.closeAllPopups()
|
||||
|
||||
|
|
|
|||
|
|
@ -12,6 +12,7 @@ import com.unciv.logic.trade.TradeOfferType
|
|||
import com.unciv.models.ruleset.tile.ResourceSupplyList
|
||||
import com.unciv.models.ruleset.tile.ResourceType
|
||||
import com.unciv.models.ruleset.tile.TileResource
|
||||
import com.unciv.models.ruleset.unique.UniqueType
|
||||
import com.unciv.models.translations.tr
|
||||
import com.unciv.ui.components.UncivTooltip.Companion.addTooltip
|
||||
import com.unciv.ui.components.extensions.addSeparator
|
||||
|
|
@ -56,13 +57,13 @@ class ResourcesOverviewTab(
|
|||
|
||||
private val resourceDrilldown: ResourceSupplyList = viewingPlayer.detailedCivResources
|
||||
private val extraDrilldown: ResourceSupplyList = getExtraDrilldown()
|
||||
private val drilldownSequence = resourceDrilldown.asSequence() + extraDrilldown.asSequence()
|
||||
private val allResources = ResourceSupplyList().apply { addAll(resourceDrilldown.asSequence() + extraDrilldown.asSequence()) }
|
||||
|
||||
// Order of source ResourceSupplyList: by tiles, enumerating the map in that spiral pattern
|
||||
// UI should not surprise player, thus we need a deterministic and guessable order
|
||||
private val resources: List<TileResource> = drilldownSequence
|
||||
private val resources: List<TileResource> = allResources.asSequence()
|
||||
.map { it.resource }
|
||||
.filter { it.resourceType != ResourceType.Bonus }
|
||||
.filter { it.resourceType != ResourceType.Bonus && !it.hasUnique(UniqueType.NotShownOnWorldScreen) }
|
||||
.distinct()
|
||||
.sortedWith(
|
||||
compareBy<TileResource> { it.resourceType }
|
||||
|
|
|
|||
|
|
@ -15,6 +15,7 @@ import com.unciv.models.ruleset.unit.Promotion
|
|||
import com.unciv.models.translations.tr
|
||||
import com.unciv.ui.audio.SoundPlayer
|
||||
import com.unciv.ui.components.extensions.isEnabled
|
||||
import com.unciv.ui.components.extensions.toCheckBox
|
||||
import com.unciv.ui.components.extensions.toTextButton
|
||||
import com.unciv.ui.components.input.KeyCharAndCode
|
||||
import com.unciv.ui.components.input.KeyboardBinding
|
||||
|
|
@ -64,6 +65,8 @@ class PromotionPickerScreen private constructor(
|
|||
// Logic
|
||||
private val tree = PromotionTree(unit)
|
||||
|
||||
// This if we should save the unit promotion or not.
|
||||
private var saveUnitTypePromotion = false
|
||||
|
||||
init {
|
||||
closeButton.onActivation {
|
||||
|
|
@ -77,6 +80,8 @@ class PromotionPickerScreen private constructor(
|
|||
rightSideButton.setText("Pick promotion".tr())
|
||||
rightSideButton.onClick(UncivSound.Silent) {
|
||||
acceptPromotion(selectedPromotion)
|
||||
|
||||
checkSaveUnitTypePrormotion()
|
||||
}
|
||||
} else {
|
||||
rightSideButton.isVisible = false
|
||||
|
|
@ -191,9 +196,29 @@ class PromotionPickerScreen private constructor(
|
|||
}
|
||||
|
||||
topTable.add(promotionsTable)
|
||||
saveUnitTypePromotionForCity()
|
||||
addConnectingLines(emptySet())
|
||||
}
|
||||
|
||||
// adds the checkBoxs to choice to save unit promotion.
|
||||
private fun saveUnitTypePromotionForCity() {
|
||||
val checkBoxSaveUnitPromotion = "Default promotions for [${unit.baseUnit.unitType}]".toCheckBox(saveUnitTypePromotion) {saveUnitTypePromotion = it}
|
||||
promotionsTable.add(checkBoxSaveUnitPromotion)
|
||||
}
|
||||
|
||||
// going to reuse this bit of code 2 time so turn it into a funtion
|
||||
private fun checkSaveUnitTypePrormotion() {
|
||||
if (!saveUnitTypePromotion) {
|
||||
val unitCurrentCity = unit.currentTile.getCity()
|
||||
|
||||
if (unitCurrentCity != null) {
|
||||
// If you are clicked the save unitType promotion, you want the next unitType to have the same promotion.
|
||||
unitCurrentCity.unitTypeShouldUseSavedPromotion.put(unit.baseUnit.unitType,true)
|
||||
unitCurrentCity.cityUnitTypePromotions.put(unit.baseUnit.unitType,unit.promotions)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private fun getButton(tree: PromotionTree, node: PromotionTree.PromotionNode) : PromotionButton {
|
||||
val isPickable = canPromoteNow &&
|
||||
(!node.pathIsAmbiguous || node.distanceToAdopted == 1) &&
|
||||
|
|
@ -221,6 +246,7 @@ class PromotionPickerScreen private constructor(
|
|||
if (isPickable)
|
||||
button.onDoubleClick(UncivSound.Silent) {
|
||||
acceptPromotion(button)
|
||||
checkSaveUnitTypePrormotion()
|
||||
}
|
||||
|
||||
return button
|
||||
|
|
@ -352,7 +378,6 @@ class PromotionPickerScreen private constructor(
|
|||
}
|
||||
|
||||
override fun recreate() = recreate(closeOnPick)
|
||||
|
||||
fun recreate(closeOnPick: Boolean): BaseScreen {
|
||||
val newScreen = PromotionPickerScreen(unit, closeOnPick, originalName, onChange)
|
||||
newScreen.setScrollY(scrollPane.scrollY)
|
||||
|
|
|
|||
|
|
@ -63,6 +63,11 @@ object UnitActionsPillage {
|
|||
|
||||
if (pillagingImprovement) // only Improvements heal HP
|
||||
unit.healBy(25)
|
||||
|
||||
if (tile.getImprovementToPillage()?.hasUnique(UniqueType.DestroyedWhenPillaged) == true) {
|
||||
tile.removeImprovement()
|
||||
}
|
||||
|
||||
}.takeIf { unit.hasMovement() && canPillage(unit, tile) }
|
||||
)
|
||||
}
|
||||
|
|
|
|||
|
|
@ -42,7 +42,7 @@ class UniqueDocsWriter {
|
|||
// by their UniqueTarget.ordinal as well - source code order.
|
||||
val targetTypesToUniques: Map<UniqueTarget, List<UniqueType>> =
|
||||
if (showUniqueOnOneTarget)
|
||||
UniqueType.entries.asSequence()
|
||||
UniqueType.entries
|
||||
.groupBy { it.targetTypes.minOrNull()!! }
|
||||
.toSortedMap()
|
||||
else
|
||||
|
|
|
|||
|
|
@ -235,6 +235,17 @@ don't have enough left in stock.
|
|||
To use, you need to first define a TileResources with the "Stockpiled" Unique. Then you can reference
|
||||
them in other Uniques.
|
||||
|
||||
## Stockpile
|
||||
|
||||
Something that can be added to a civ
|
||||
|
||||
Allowed values:
|
||||
|
||||
- stockpiled resource (see above)
|
||||
- Stat name - for global stats, not city stats
|
||||
- `Stored Food` (for cities)
|
||||
- `Golden Age points`
|
||||
|
||||
## technologyFilter
|
||||
|
||||
At the moment only implemented for [ModOptions.techsToRemove](Mod-file-structure/5-Miscellaneous-JSON-files.md#modoptionsjson).
|
||||
|
|
|
|||
|
|
@ -704,8 +704,8 @@ Simple unique parameters are explained by mouseover. Complex parameters are expl
|
|||
Due to performance considerations, this unique is cached, thus conditionals that may change within a turn may not work.
|
||||
Applicable to: Global
|
||||
|
||||
??? example "New [baseUnitFilter] units start with [amount] Experience [cityFilter]"
|
||||
Example: "New [Melee] units start with [3] Experience [in all cities]"
|
||||
??? example "New [baseUnitFilter] units start with [amount] XP [cityFilter]"
|
||||
Example: "New [Melee] units start with [3] XP [in all cities]"
|
||||
|
||||
Applicable to: Global, FollowerBelief
|
||||
|
||||
|
|
@ -1351,8 +1351,8 @@ Simple unique parameters are explained by mouseover. Complex parameters are expl
|
|||
|
||||
Applicable to: Global, FollowerBelief
|
||||
|
||||
??? example "New [baseUnitFilter] units start with [amount] Experience [cityFilter]"
|
||||
Example: "New [Melee] units start with [3] Experience [in all cities]"
|
||||
??? example "New [baseUnitFilter] units start with [amount] XP [cityFilter]"
|
||||
Example: "New [Melee] units start with [3] XP [in all cities]"
|
||||
|
||||
Applicable to: Global, FollowerBelief
|
||||
|
||||
|
|
@ -2510,6 +2510,9 @@ Simple unique parameters are explained by mouseover. Complex parameters are expl
|
|||
|
||||
Applicable to: Improvement
|
||||
|
||||
??? example "Destroyed when pillaged"
|
||||
Applicable to: Improvement
|
||||
|
||||
??? example "Irremovable"
|
||||
Applicable to: Improvement
|
||||
|
||||
|
|
|
|||
11
fastlane/metadata/android/en-US/changelogs/1103.txt
Normal file
11
fastlane/metadata/android/en-US/changelogs/1103.txt
Normal file
|
|
@ -0,0 +1,11 @@
|
|||
UI: Fixed edges for edge tiles on word wrap maps
|
||||
|
||||
Fixed automated road connections attempting to go through impassible tiles
|
||||
|
||||
Modding: Changed stockpile names to be human readable
|
||||
|
||||
Units with logistics that attacked but did not move, no longer heal
|
||||
|
||||
Added feature to save unitType promotion - By Emandac
|
||||
|
||||
Add "Will be destroyed when pillaged" unique - By PLynx01
|
||||
7
fastlane/metadata/android/en-US/changelogs/1105.txt
Normal file
7
fastlane/metadata/android/en-US/changelogs/1105.txt
Normal file
|
|
@ -0,0 +1,7 @@
|
|||
"Abundant resources" with mods with loads of resources no longer crash
|
||||
|
||||
AI: choose policy branch at random between those with the least remaining policies
|
||||
|
||||
modding: rename "experience" with "XP" for unified naming
|
||||
|
||||
Move Spy tech steal modifiers to mod constants - By EmperorPinguin
|
||||
|
|
@ -1,17 +1 @@
|
|||
重新实现有史以来最著名的文明建设类游戏-快,小,无广告,永远免费!
|
||||
|
||||
建设文明,发展科技,扩展城市,征战四方!
|
||||
|
||||
请求?漏洞?待办事项列表位于https://github.com/yairm210/Unciv/issues,欢迎每一个小小的帮助!
|
||||
|
||||
问题?评论?只是无聊?在https://discord.gg/bjrB4Xw上加入我们!
|
||||
|
||||
想帮忙把游戏翻译成你的语言吗?给我发送电子邮件到yairm210@hotmail.com。
|
||||
|
||||
熟悉Java或Kotlin?在https://github.com/yairm210/Unciv加入我们。
|
||||
|
||||
看不懂英文但仍然希望为社区做贡献?加入中文社区QQ群675179266或点击网址http://qm.qq.com/cgi-bin/qm/qr?_wv=1027&k=UHIJomTUkhevKOkwu5vQtyDMHO6oqqB2&authKey=vLV%2FVDcmUU7uPA2ggTe8F6x%2FM4ySgZxQ50VjNLCYQL%2BI8lAgFUOVA90nHcVCZ78s&noverify=0&group_code=675179266
|
||||
|
||||
世界正在等待!你能建立一个经得起时间考验的文明吗?
|
||||
|
||||
用户发起的下载和多人游戏功能需要“完全网络访问”权限。用于实现多人游戏回合通知的API会自动包含所有其他列出的权限。网络权限用于列出模组、下载模组、下载音乐以及上传/下载多人游戏。Unciv不会发起其他互联网通信。
|
||||
重新打造经典:史上最具影响力的文明建设游戏——快速、轻量、无广告,永远免费!在游戏中,你可以建设属于自己的文明,发展科技,扩张城市,征服四方。遇到问题、发现漏洞,或者想参与开发,可以访问我们的待办事项列表 GitHub Issues(https://github.com/yairm210/Unciv/issues),我们欢迎每一位小伙伴的参与。想讨论游戏、有疑问,或者只是想找地方消遣?加入我们的 Discord 社区(https://discord.gg/bjrB4Xw)。如果你熟悉 Java 或 Kotlin,欢迎来 GitHub 项目(https://github.com/yairm210/Unciv) 找我们,一起让游戏变得更好。不懂英文但想为社区做贡献?可以加入我们的中文社区 QQ 群:675179266,或者点击 http://qm.qq.com/cgi-bin/qm/qr?_wv=1027&k=UHIJomTUkhevKOkwu5vQtyDMHO6oqqB2&authKey=vLV%2FVDcmUU7uPA2ggTe8F6x%2FM4ySgZxQ50VjNLCYQL%2BI8lAgFUOVA90nHcVCZ78s&noverify=0&group_code=675179266。世界正等待你的创造,你能建立一个经得起时间考验的文明吗?用户发起的下载和多人游戏功能需要“完全网络访问”权限,用于实现多人游戏回合通知的 API 会自动包含所有其他列出的权限,网络权限仅用于列出模组、下载模组、下载音乐以及上传/下载多人游戏,Unciv 不会发起其他互联网通信。
|
||||
|
|
|
|||
Loading…
Reference in New Issue
Block a user