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12 Commits
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@ -189,7 +189,7 @@
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"name": "Barracks",
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"hurryCostModifier": 25,
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"maintenance": 1,
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"uniques": ["New [Military] units start with [15] Experience [in this city]", "Destroyed when the city is captured"],
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"uniques": ["New [Military] units start with [15] XP [in this city]", "Destroyed when the city is captured"],
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"requiredTech": "Bronze Working"
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},
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{
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@ -199,7 +199,7 @@
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"hurryCostModifier": 25,
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"maintenance": 1,
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"uniques": ["[-25]% Culture cost of natural border growth [in this city]","[-25]% Gold cost of acquiring tiles [in this city]",
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"New [Military] units start with [15] Experience [in this city]", "Destroyed when the city is captured"],
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"New [Military] units start with [15] XP [in this city]", "Destroyed when the city is captured"],
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"requiredTech": "Bronze Working"
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},
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{
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@ -640,7 +640,7 @@
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"hurryCostModifier": 25,
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"maintenance": 1,
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"requiredBuilding": "Barracks",
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"uniques": ["New [Military] units start with [15] Experience [in this city]", "Destroyed when the city is captured"],
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"uniques": ["New [Military] units start with [15] XP [in this city]", "Destroyed when the city is captured"],
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"requiredTech": "Steel"
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},
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@ -904,7 +904,7 @@
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"hurryCostModifier": 0,
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"maintenance": 1,
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"requiredBuilding": "Armory",
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"uniques": ["New [Military] units start with [15] Experience [in this city]", "Destroyed when the city is captured"],
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"uniques": ["New [Military] units start with [15] XP [in this city]", "Destroyed when the city is captured"],
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"requiredTech": "Military Science"
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},
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{
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@ -912,7 +912,7 @@
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"culture": 3,
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"greatPersonPoints": {"Great Scientist": 2},
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"isWonder": true,
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"uniques": ["Free [Great General] appears", "New [Military] units start with [15] Experience [in this city]"],
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"uniques": ["Free [Great General] appears", "New [Military] units start with [15] XP [in this city]"],
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"requiredTech": "Military Science",
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"quote": "'Pale Death beats equally at the poor man's gate and at the palaces of kings.' - Horace"
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},
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@ -596,7 +596,7 @@
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"name": "Total War",
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"uniques": [
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"[+25]% Production when constructing [Military] units [in all cities]",
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"New [Military] units start with [15] Experience [in all cities]"
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"New [Military] units start with [15] XP [in all cities]"
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],
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"requires": ["Police State", "Fascism"],
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"row": 3,
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@ -170,7 +170,7 @@
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"name": "Barracks",
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"hurryCostModifier": 25,
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"maintenance": 1,
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"uniques": ["New [Military] units start with [15] Experience [in this city]", "Destroyed when the city is captured"],
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"uniques": ["New [Military] units start with [15] XP [in this city]", "Destroyed when the city is captured"],
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"requiredTech": "Bronze Working"
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},
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{
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@ -180,7 +180,7 @@
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"hurryCostModifier": 25,
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"maintenance": 1,
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"uniques": ["[-25]% Culture cost of natural border growth [in this city]","[-25]% Gold cost of acquiring tiles [in this city]",
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"New [Military] units start with [15] Experience [in this city]", "Destroyed when the city is captured"],
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"New [Military] units start with [15] XP [in this city]", "Destroyed when the city is captured"],
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"requiredTech": "Bronze Working"
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},
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{
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@ -567,7 +567,7 @@
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"hurryCostModifier": 25,
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"maintenance": 1,
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"requiredBuilding": "Barracks",
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"uniques": ["New [Military] units start with [15] Experience [in this city]", "Destroyed when the city is captured"],
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"uniques": ["New [Military] units start with [15] XP [in this city]", "Destroyed when the city is captured"],
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"requiredTech": "Machinery"
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},
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@ -757,7 +757,7 @@
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"hurryCostModifier": 0,
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"maintenance": 1,
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"requiredBuilding": "Armory",
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"uniques": ["New [Military] units start with [15] Experience [in this city]", "Destroyed when the city is captured"],
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"uniques": ["New [Military] units start with [15] XP [in this city]", "Destroyed when the city is captured"],
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"requiredTech": "Military Science"
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},
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{
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@ -765,7 +765,7 @@
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"culture": 3,
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"greatPersonPoints": {"Great Scientist": 2},
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"isWonder": true,
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"uniques": ["Free [Great General] appears", "New [Military] units start with [15] Experience [in this city]"],
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"uniques": ["Free [Great General] appears", "New [Military] units start with [15] XP [in this city]"],
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"requiredTech": "Military Science",
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"quote": "'Pale Death beats equally at the poor man's gate and at the palaces of kings.' - Horace"
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},
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@ -589,7 +589,7 @@
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"name": "Total War",
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"uniques": [
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"[+15]% Production when constructing [Military] units [in all cities]",
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"New [Military] units start with [15] Experience [in all cities]"
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"New [Military] units start with [15] XP [in all cities]"
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],
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"requires": ["Police State", "Fascism"],
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"row": 3,
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@ -3508,7 +3508,7 @@ Land units may cross [terrainName] tiles after the first [baseUnitFilter] is ear
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# Requires translation!
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Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory =
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# Requires translation!
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New [baseUnitFilter] units start with [amount] Experience [cityFilter] =
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New [baseUnitFilter] units start with [amount] XP [cityFilter] =
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# Requires translation!
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All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion =
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# Requires translation!
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@ -3016,7 +3016,7 @@ Land units may cross [terrainName] tiles after the first [baseUnitFilter] is ear
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# Requires translation!
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Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory =
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# Requires translation!
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New [baseUnitFilter] units start with [amount] Experience [cityFilter] =
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New [baseUnitFilter] units start with [amount] XP [cityFilter] =
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# Requires translation!
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All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion =
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# Requires translation!
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@ -3169,7 +3169,7 @@ Land units may cross [terrainName] tiles after the first [baseUnitFilter] is ear
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# Requires translation!
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Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory =
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||||
# Requires translation!
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New [baseUnitFilter] units start with [amount] Experience [cityFilter] =
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New [baseUnitFilter] units start with [amount] XP [cityFilter] =
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# Requires translation!
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All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion =
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# Requires translation!
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||||
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@ -3742,7 +3742,7 @@ Land units may cross [terrainName] tiles after the first [baseUnitFilter] is ear
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# Requires translation!
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||||
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory =
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||||
# Requires translation!
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||||
New [baseUnitFilter] units start with [amount] Experience [cityFilter] =
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||||
New [baseUnitFilter] units start with [amount] XP [cityFilter] =
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# Requires translation!
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All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion =
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# Requires translation!
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@ -113,10 +113,8 @@ Requires [PolicyOrNationalWonder] = Requer [PolicyOrNationalWonder]
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Cannot be purchased = Não pode ser comprado
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Can only be purchased = Só pode ser comprado
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See also = Ver também
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# Requires translation!
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Use default promotions =
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# Requires translation!
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Default promotions for [unitType] =
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Use default promotions = Use promoções padrão
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Default promotions for [unitType] = Promoções padrão para [unitType]
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Requires at least one of the following: = Precisa pelo menos de um dos seguintes:
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Requires all of the following: = Precisa de todos os seguintes:
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@ -379,8 +377,7 @@ Start game! = Começar jogo!
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Map Options = Opções do Mapa
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Game Options = Opções de Jogo
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Civilizations = Civilizações
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# Requires translation!
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Shuffle Civ Order at Start =
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Shuffle Civ Order at Start = Embaralhar Ordem das Civ no Início
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Map Type = Tipo de Mapa
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Map file = Arquivo do Mapa
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Max Turns = Turnos Máximos
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@ -819,8 +816,7 @@ Hidden = Escondido
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Visible = Visível
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Permanent = Permanente
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# Requires translation!
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Show minimap =
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Show minimap = Mostrar minimapa
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Show tutorials = Mostrar tutoriais
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Reset tutorials = Reiniciar tutoriais
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@ -852,12 +848,11 @@ Continuous rendering = Renderização contínua
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When disabled, saves battery life but certain animations will be suspended = Ao desabilitar, economiza bateria mas algumas animações serão suspensas
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## Gameplay tab
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Gameplay = Jogatina
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Check for idle units = Verificar unidades inativas
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Gameplay = Jogabilidade
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Check for idle units = Verificar unidades ociosas
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'Next unit' button cycles idle units = O botão 'Próxima unidade' alterna as unidades ociosas
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Auto Unit Cycle = Ciclo Automático da Unidade
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# Requires translation!
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Show Small Skip/Cycle Unit Button =
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Show Small Skip/Cycle Unit Button = Mostrar pequeno botão de unidade de pular/ciclo
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Move units with a single tap = Mover unidades com apenas um toque
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Move units with a long tap = Mover unidades com um toque longo
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Auto-assign city production = Auto-atribuir produção na cidade
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@ -1658,8 +1653,7 @@ Bonus stats for improvement = Bônus de estatísticas por melhoria
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Buildings that consume this resource = Construções que consomem esse recurso
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Buildings that provide this resource = Edifícios que fornecem este recurso
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Improvements that provide this resource = Melhorias que fornecem este recurso
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# Requires translation!
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Buildings that require this resource improved near the city =
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Buildings that require this resource improved near the city = Edifícios que necessitam deste recurso perto da cidade
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Units that consume this resource = Unidades que consomem esse recurso
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Can be built on = Pode ser construído em
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Cannot be built on = Não pode ser construído em
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@ -2139,7 +2133,8 @@ Enables embarkation for land units = Permite o embarque de unidades terrestres
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Enables [mapUnitFilter] units to enter ocean tiles = Permite que unidades [mapUnitFilter] entrem em painéis oceánicos
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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
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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
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New [baseUnitFilter] units start with [amount] Experience [cityFilter] = Novas unidades [baseUnitFilter] começam com [amount] de XP [cityFilter]
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# Requires translation!
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New [baseUnitFilter] units start with [amount] XP [cityFilter] =
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All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion = Todas as unidades [baseUnitFilter] recém-treinadas [cityFilter] recebem a promoção de [promotion]
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[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
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[relativeAmount]% City Strength from defensive buildings = [relativeAmount]% de força da cidade de edifícios defensivos
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@ -2370,9 +2365,8 @@ Costs [amount] [stat] per turn = Custos [amount] [stat] por turno
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Adjacent enemy units ending their turn take [amount] damage = Unidades inimigas adjacentes que terminam seu turno recebem [amount] de dano
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Great Improvement = Grande Melhoria
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Provides a random bonus when entered = Fornece um bônus aleatório quando inserido
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Unpillagable = Impossível pilhar
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# Requires translation!
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Destroyed when pillaged =
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Unpillagable = Impossível saquear
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Destroyed when pillaged = Destruído quando saqueado
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Irremovable = Irremovível
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Will not be replaced by automated units = Não serão substituídos por unidades automatizadas
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Improves [resourceFilter] resource in this tile = Melhora o recurso [resourceFilter] neste painel
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@ -2537,8 +2531,7 @@ upon constructing [buildingFilter] = ao construir [buildingFilter]
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upon constructing [buildingFilter] [cityFilter] = ao construir [buildingFilter] [cityFilter]
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upon gaining a [baseUnitFilter] unit = ao ganhar uma unidade [baseUnitFilter]
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upon turn end = ao final do turno
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# Requires translation!
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upon turn start =
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upon turn start = ao início do turno
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upon founding a Pantheon = ao fundar um Panteão
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upon founding a Religion = ao fundar uma Religião
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upon enhancing a Religion = ao aprimorar uma Religião
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@ -6922,16 +6915,11 @@ Once a certain tech is researched, your land units can embark, allowing them to
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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.
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Idle Units = Unidades Inativas
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# Requires translation!
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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. =
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# Requires translation!
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If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again, or command the unit to 'Skip turn'. =
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# Requires translation!
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If you want to disable the 'Next unit' feature entirely, you can toggle it in Options -> Gameplay -> Check for idle units. =
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# Requires translation!
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If you'd rather 'Next unit' cycle the units and not mark them as Done, you can change it in the Options -> Gameplay menu. =
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# Requires translation!
|
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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. =
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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.
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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".
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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.
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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.
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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'.
|
||||
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||||
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.
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||||
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@ -6999,8 +6987,7 @@ This is where you spend most of your time playing Unciv. See the world, control
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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.
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||||
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.
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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.
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||||
# 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.
|
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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.
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@ -2815,7 +2815,7 @@ Land units may cross [terrainName] tiles after the first [baseUnitFilter] is ear
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# Requires translation!
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||||
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 =
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||||
# Requires translation!
|
||||
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|||
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@ -96,10 +96,8 @@ New [civName]\n(formerly known as [cityName]) = Nova [civName]\n(abans coneguda
|
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Requires [buildingName] to be built in the city = Necessita [buildingName] a la ciutat.
|
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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]
|
||||
|
|
@ -115,10 +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
|
||||
# Requires translation!
|
||||
Use default promotions =
|
||||
# Requires translation!
|
||||
Default promotions for [unitType] =
|
||||
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:
|
||||
|
|
@ -381,8 +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
|
||||
|
|
@ -394,8 +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
|
||||
|
|
@ -822,8 +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
|
||||
|
|
@ -859,8 +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
|
||||
|
|
@ -999,13 +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].
|
||||
|
|
@ -1189,10 +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
|
||||
|
|
@ -1242,8 +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].
|
||||
|
|
@ -1666,8 +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
|
||||
|
|
@ -2147,7 +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
|
||||
|
|
@ -2379,8 +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.
|
||||
# Requires translation!
|
||||
Destroyed when pillaged =
|
||||
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
|
||||
|
|
@ -2545,8 +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
|
||||
|
|
@ -2562,8 +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]
|
||||
|
|
|
|||
|
|
@ -113,10 +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
|
||||
# Requires translation!
|
||||
Use default promotions =
|
||||
# Requires translation!
|
||||
Default promotions for [unitType] =
|
||||
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:
|
||||
|
|
@ -2135,7 +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
|
||||
|
|
@ -2367,8 +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
|
||||
# Requires translation!
|
||||
Destroyed when pillaged =
|
||||
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
|
||||
|
|
|
|||
|
|
@ -2277,7 +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
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
@ -381,8 +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
|
||||
|
|
@ -394,8 +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
|
||||
|
|
@ -407,10 +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
|
||||
|
|
@ -824,8 +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
|
||||
|
|
@ -1003,13 +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
|
||||
|
|
@ -1061,7 +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!
|
||||
|
||||
|
|
@ -1248,8 +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]
|
||||
|
|
@ -1272,7 +1263,7 @@ Faith = Geloof
|
|||
|
||||
Growth = Groei
|
||||
Territory = Gebied
|
||||
Force = Forceer
|
||||
Force = Krijgsmacht
|
||||
GOLDEN AGE = GOUDEN TIJDPERK
|
||||
Golden Age = Gouden Tijdperk
|
||||
Global Effect = Globaal Effect
|
||||
|
|
@ -2153,7 +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
|
||||
|
|
@ -2169,8 +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
|
||||
|
|
@ -2211,7 +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
|
||||
|
|
@ -4848,7 +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
|
||||
|
|
@ -5125,7 +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
|
||||
|
||||
|
||||
|
|
@ -5372,7 +5364,7 @@ Quick Study = Snelle Student
|
|||
|
||||
Haka War Dance = Haka Oorlogsdans
|
||||
|
||||
Rejuvenation = Herstel
|
||||
Rejuvenation = Verjonging
|
||||
|
||||
Slinger Withdraw = Slingeraar Terugtrekken
|
||||
|
||||
|
|
@ -5437,7 +5429,7 @@ Work Boats = Werkboten
|
|||
|
||||
Trireme = Trireem
|
||||
|
||||
Galley = Gallei
|
||||
Galley = Galei
|
||||
|
||||
Chariot Archer = Strijdwagen Boogschutter
|
||||
|
||||
|
|
@ -5485,7 +5477,7 @@ Crossbowman = Kruisboogschutter
|
|||
|
||||
Chu-Ko-Nu = Chu-Ko-Nu
|
||||
|
||||
Longbowman = Longboogschutter
|
||||
Longbowman = Langboogschutter
|
||||
|
||||
Trebuchet = Trebuchet
|
||||
|
||||
|
|
|
|||
|
|
@ -3932,7 +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!
|
||||
|
|
|
|||
|
|
@ -2191,7 +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
|
||||
|
|
|
|||
|
|
@ -2986,7 +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!
|
||||
|
|
|
|||
|
|
@ -113,10 +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
|
||||
# Requires translation!
|
||||
Use default promotions =
|
||||
# Requires translation!
|
||||
Default promotions for [unitType] =
|
||||
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 :
|
||||
|
|
@ -2135,7 +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
|
||||
|
|
@ -2367,8 +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
|
||||
# Requires translation!
|
||||
Destroyed when pillaged =
|
||||
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
|
||||
|
|
|
|||
|
|
@ -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]
|
||||
|
|
@ -136,8 +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
|
||||
|
|
@ -229,16 +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.
|
||||
|
||||
|
|
@ -391,8 +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
|
||||
|
|
@ -404,8 +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
|
||||
|
|
@ -417,10 +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
|
||||
|
|
@ -834,8 +825,7 @@ Hidden = Ocultas
|
|||
Visible = Visibles
|
||||
Permanent = Permanentes
|
||||
|
||||
# Requires translation!
|
||||
Show minimap =
|
||||
Show minimap = Amosar minimapa
|
||||
|
||||
Show tutorials = Mostrar Titoriais
|
||||
Reset tutorials = Reiniciar titoriais
|
||||
|
|
@ -869,11 +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
|
||||
|
|
@ -913,8 +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
|
||||
|
||||
|
||||
|
|
@ -1010,20 +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]
|
||||
|
|
@ -1205,14 +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
|
||||
|
|
@ -1262,8 +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]
|
||||
|
|
@ -1479,8 +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
|
||||
|
|
@ -1652,8 +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?
|
||||
|
|
@ -1688,8 +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
|
||||
|
|
@ -1904,8 +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
|
||||
|
|
@ -1943,8 +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!
|
||||
|
|
@ -2035,8 +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
|
||||
|
||||
|
|
@ -2111,8 +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
|
||||
|
|
@ -2149,8 +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]
|
||||
|
|
@ -2174,7 +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
|
||||
|
|
@ -2250,8 +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]
|
||||
|
|
@ -2417,8 +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
|
||||
|
|
@ -2430,8 +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
|
||||
|
|
@ -2529,8 +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
|
||||
|
|
@ -2576,8 +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
|
||||
|
|
@ -2593,13 +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]
|
||||
|
|
@ -2900,10 +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
|
||||
|
|
@ -5822,8 +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
|
||||
|
|
@ -6966,16 +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.
|
||||
|
|
@ -7043,8 +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.
|
||||
|
|
@ -7214,16 +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.
|
||||
|
|
|
|||
|
|
@ -2147,7 +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
|
||||
|
|
|
|||
|
|
@ -3555,7 +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!
|
||||
|
|
|
|||
|
|
@ -2203,7 +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
|
||||
|
|
|
|||
|
|
@ -113,10 +113,8 @@ Requires [PolicyOrNationalWonder] = Memerlukan [PolicyOrNationalWonder]
|
|||
Cannot be purchased = Tidak dapat dibeli
|
||||
Can only be purchased = Hanya dapat dibeli
|
||||
See also = Lihat juga
|
||||
# Requires translation!
|
||||
Use default promotions =
|
||||
# Requires translation!
|
||||
Default promotions for [unitType] =
|
||||
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:
|
||||
|
|
@ -2135,7 +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
|
||||
|
|
@ -2367,8 +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
|
||||
# Requires translation!
|
||||
Destroyed when pillaged =
|
||||
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
|
||||
|
|
|
|||
|
|
@ -119,10 +119,8 @@ Requires [PolicyOrNationalWonder] = Richiede [PolicyOrNationalWonder]
|
|||
Cannot be purchased = Non acquistabile
|
||||
Can only be purchased = Disponibile solo per acquisto
|
||||
See also = Vedi anche
|
||||
# Requires translation!
|
||||
Use default promotions =
|
||||
# Requires translation!
|
||||
Default promotions for [unitType] =
|
||||
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:
|
||||
|
|
@ -2141,7 +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
|
||||
|
|
@ -2373,8 +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
|
||||
# Requires translation!
|
||||
Destroyed when pillaged =
|
||||
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
|
||||
|
|
|
|||
|
|
@ -2321,7 +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]%
|
||||
|
|
|
|||
|
|
@ -2242,7 +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]%
|
||||
|
|
|
|||
|
|
@ -2308,7 +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
|
||||
|
|
|
|||
|
|
@ -2524,7 +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
|
||||
|
|
|
|||
|
|
@ -2896,7 +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!
|
||||
|
|
|
|||
|
|
@ -2597,7 +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
|
||||
|
|
|
|||
|
|
@ -3338,7 +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!
|
||||
|
|
|
|||
|
|
@ -2892,7 +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!
|
||||
|
|
|
|||
|
|
@ -2142,7 +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
|
||||
|
|
|
|||
|
|
@ -2149,7 +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
|
||||
|
|
|
|||
|
|
@ -2384,7 +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 =
|
||||
|
|
|
|||
|
|
@ -2151,7 +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
|
||||
|
|
|
|||
|
|
@ -3347,7 +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
|
||||
|
|
|
|||
|
|
@ -2135,7 +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]%
|
||||
|
|
|
|||
|
|
@ -113,10 +113,8 @@ Requires [PolicyOrNationalWonder] = Requiere [PolicyOrNationalWonder]
|
|||
Cannot be purchased = No se puede comprar
|
||||
Can only be purchased = Solo puede comprarse
|
||||
See also = Ver también
|
||||
# Requires translation!
|
||||
Use default promotions =
|
||||
# Requires translation!
|
||||
Default promotions for [unitType] =
|
||||
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:
|
||||
|
|
@ -2135,7 +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
|
||||
|
|
@ -2367,8 +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
|
||||
# Requires translation!
|
||||
Destroyed when pillaged =
|
||||
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
|
||||
|
|
|
|||
|
|
@ -2525,7 +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
|
||||
|
|
|
|||
|
|
@ -3434,7 +3434,7 @@ 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!
|
||||
|
|
|
|||
|
|
@ -2182,7 +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
|
||||
|
|
|
|||
|
|
@ -2196,7 +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
|
||||
|
|
|
|||
|
|
@ -2141,7 +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
|
||||
|
|
|
|||
|
|
@ -2178,7 +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
|
||||
|
|
|
|||
|
|
@ -3388,7 +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!
|
||||
|
|
|
|||
|
|
@ -12,7 +12,7 @@ English = 0
|
|||
Filipino = 88
|
||||
Finnish = 36
|
||||
French = 99
|
||||
Galician = 98
|
||||
Galician = 99
|
||||
German = 99
|
||||
Greek = 13
|
||||
Hungarian = 79
|
||||
|
|
@ -35,7 +35,7 @@ Simplified_Chinese = 99
|
|||
Spanish = 99
|
||||
Swedish = 76
|
||||
Thai = 16
|
||||
Traditional_Chinese = 96
|
||||
Traditional_Chinese = 95
|
||||
Turkish = 95
|
||||
Ukrainian = 99
|
||||
Vietnamese = 95
|
||||
|
|
|
|||
|
|
@ -4,8 +4,8 @@ package com.unciv.build
|
|||
object BuildConfig {
|
||||
const val kotlinVersion = "1.9.24"
|
||||
const val appName = "Unciv"
|
||||
const val appCodeNumber = 1103
|
||||
const val appVersion = "4.15.11"
|
||||
const val appCodeNumber = 1105
|
||||
const val appVersion = "4.15.12"
|
||||
|
||||
const val gdxVersion = "1.13.1"
|
||||
const val ktorVersion = "2.3.12"
|
||||
|
|
|
|||
10
changelog.md
10
changelog.md
|
|
@ -1,3 +1,13 @@
|
|||
## 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
|
||||
|
|
|
|||
|
|
@ -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("4.15.11", 1103)
|
||||
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
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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)
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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),
|
||||
|
|
|
|||
|
|
@ -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]))
|
||||
|
|
|
|||
|
|
@ -3,7 +3,7 @@ package com.unciv.models.stats
|
|||
import com.unciv.logic.civilization.NotificationIcon
|
||||
|
||||
enum class SubStat(val text: String, val icon: String) : GameResource {
|
||||
GoldenAgePoints("Golde Age points", NotificationIcon.Happiness),
|
||||
GoldenAgePoints("Golden Age points", NotificationIcon.Happiness),
|
||||
TotalCulture("Total Culture", NotificationIcon.Culture),
|
||||
StoredFood("Stored Food", NotificationIcon.Food),
|
||||
;
|
||||
|
|
|
|||
|
|
@ -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 }
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
||||
|
|
|
|||
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
|
||||
Loading…
Reference in New Issue
Block a user