From e224ae62efe9f76a8736d1e064ae05a0c8c885ba Mon Sep 17 00:00:00 2001 From: yairm210 Date: Wed, 25 Dec 2024 20:54:14 +0200 Subject: [PATCH] 4.14.18 --- android/assets/jsons/Tutorials.json | 4 +- .../jsons/translations/Afrikaans.properties | 12 +++--- .../jsons/translations/Bangla.properties | 12 +++--- .../jsons/translations/Belarusian.properties | 12 +++--- .../jsons/translations/Bosnian.properties | 12 +++--- .../Brazilian_Portuguese.properties | 12 +++--- .../jsons/translations/Bulgarian.properties | 12 +++--- .../jsons/translations/Catalan.properties | 12 +++--- .../jsons/translations/Croatian.properties | 14 +++--- .../jsons/translations/Czech.properties | 12 +++--- .../jsons/translations/Dutch.properties | 12 +++--- .../jsons/translations/English.properties | 12 +++--- .../jsons/translations/Filipino.properties | 12 +++--- .../jsons/translations/Finnish.properties | 12 +++--- .../jsons/translations/French.properties | 13 +++--- .../jsons/translations/Galician.properties | 12 +++--- .../jsons/translations/German.properties | 12 +++--- .../jsons/translations/Greek.properties | 12 +++--- .../jsons/translations/Hungarian.properties | 12 +++--- .../jsons/translations/Indonesian.properties | 13 +++--- .../jsons/translations/Italian.properties | 12 +++--- .../jsons/translations/Japanese.properties | 12 +++--- .../jsons/translations/Korean.properties | 12 +++--- .../jsons/translations/Latin.properties | 43 +++---------------- .../jsons/translations/Lithuanian.properties | 12 +++--- .../jsons/translations/Malay.properties | 12 +++--- .../jsons/translations/Norwegian.properties | 12 +++--- .../Persian_(Pinglish-DIN).properties | 12 +++--- .../Persian_(Pinglish-UN).properties | 12 +++--- .../jsons/translations/Polish.properties | 12 +++--- .../jsons/translations/Portuguese.properties | 12 +++--- .../jsons/translations/Romanian.properties | 12 +++--- .../jsons/translations/Russian.properties | 12 +++--- .../jsons/translations/Rusyn.properties | 12 +++--- .../Simplified_Chinese.properties | 12 +++--- .../jsons/translations/Spanish.properties | 12 +++--- .../jsons/translations/Swedish.properties | 12 +++--- .../assets/jsons/translations/Thai.properties | 12 +++--- .../Traditional_Chinese.properties | 12 +++--- .../jsons/translations/Turkish.properties | 12 +++--- .../jsons/translations/Ukrainian.properties | 12 +++--- .../jsons/translations/Vietnamese.properties | 12 +++--- .../assets/jsons/translations/Zulu.properties | 12 +++--- .../completionPercentages.properties | 14 +++--- changelog.md | 8 ++-- .../models/ruleset/unique/IHasUniques.kt | 8 +--- .../ruleset/unique/UniqueParameterType.kt | 2 +- .../unciv/models/ruleset/unique/UniqueType.kt | 20 +++------ docs/Modders/uniques.md | 28 ++++++------ .../android/en-US/changelogs/1086.txt | 12 ++---- 50 files changed, 292 insertions(+), 343 deletions(-) diff --git a/android/assets/jsons/Tutorials.json b/android/assets/jsons/Tutorials.json index 4b53c4cbb2dc0..adf3001c5415a 100644 --- a/android/assets/jsons/Tutorials.json +++ b/android/assets/jsons/Tutorials.json @@ -651,7 +651,7 @@ "name": "Differences from Civilization V", "civilopediaText": [ {}, - {"text":"Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept"}, + {"text":"Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept."}, {}, {"text":"Science Queueing\nIn Civilization V, Science yield is calculated after production, so if you finish an item and have Science (or Gold) queued as a perpetual construction, the Production overflow from item will be converted into Science (or Gold), but the Production is not consumed, as this will only happen again on the next turn. By immediately swapping out your perpetual construction for an item on the next turn, you'll get this Science (or Gold) for free. This doesn't apply to Unciv, so don't bother."}, {}, @@ -659,7 +659,7 @@ {}, {"text":"Legalism Oxford\nIn Civilization V, national wonders such as Oxford University are considered culture buildings, so you can get them for free with Legalism. Not applicable to Unciv."}, {}, - {"text":"Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents"}, + {"text":"Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents."}, {}, {"text":"Citizen Conversion\nIn Civilization V, a citizen is born religious if the parent city is already converted. This is not the case in Unciv, which can lead to temporary deconversion of a city when it grows."}, {}, diff --git a/android/assets/jsons/translations/Afrikaans.properties b/android/assets/jsons/translations/Afrikaans.properties index 0e172157be7f6..79d2d66294d45 100644 --- a/android/assets/jsons/translations/Afrikaans.properties +++ b/android/assets/jsons/translations/Afrikaans.properties @@ -3768,13 +3768,13 @@ Cannot intercept [mapUnitFilter] units = # Requires translation! [relativeAmount]% Gold cost of upgrading = # Requires translation! -Earn [amount]% of the damage done to [combatantFilter] units as [civWideStat] = +Earn [amount]% of the damage done to [combatantFilter] units as [stockpile] = # Requires translation! -Upon capturing a city, receive [amount] times its [stat] production as [civWideStat] immediately = +Upon capturing a city, receive [amount] times its [stat] production as [stockpile] immediately = # Requires translation! -Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [civWideStat] = +Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [stockpile] = # Requires translation! -Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [civWideStat] when killed within 4 tiles of a city following this religion = +Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [stockpile] when killed within 4 tiles of a city following this religion = # Requires translation! May capture killed [mapUnitFilter] units = # Requires translation! @@ -12492,7 +12492,7 @@ Example: The 'Open Github page' button on the Mod management screen. = # Requires translation! Differences from Civilization V = # Requires translation! -Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept = +Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept. = # Requires translation! Science Queueing\nIn Civilization V, Science yield is calculated after production, so if you finish an item and have Science (or Gold) queued as a perpetual construction, the Production overflow from item will be converted into Science (or Gold), but the Production is not consumed, as this will only happen again on the next turn. By immediately swapping out your perpetual construction for an item on the next turn, you'll get this Science (or Gold) for free. This doesn't apply to Unciv, so don't bother. = # Requires translation! @@ -12500,7 +12500,7 @@ Double Aqueducts\nIn Civilization V, the game sells existing copies of the build # Requires translation! Legalism Oxford\nIn Civilization V, national wonders such as Oxford University are considered culture buildings, so you can get them for free with Legalism. Not applicable to Unciv. = # Requires translation! -Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents = +Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents. = # Requires translation! Citizen Conversion\nIn Civilization V, a citizen is born religious if the parent city is already converted. This is not the case in Unciv, which can lead to temporary deconversion of a city when it grows. = # Requires translation! diff --git a/android/assets/jsons/translations/Bangla.properties b/android/assets/jsons/translations/Bangla.properties index 7d5d7ba039cc9..213a02cdde7db 100644 --- a/android/assets/jsons/translations/Bangla.properties +++ b/android/assets/jsons/translations/Bangla.properties @@ -3268,13 +3268,13 @@ Cannot intercept [mapUnitFilter] units = # Requires translation! [relativeAmount]% Gold cost of upgrading = # Requires translation! -Earn [amount]% of the damage done to [combatantFilter] units as [civWideStat] = +Earn [amount]% of the damage done to [combatantFilter] units as [stockpile] = # Requires translation! -Upon capturing a city, receive [amount] times its [stat] production as [civWideStat] immediately = +Upon capturing a city, receive [amount] times its [stat] production as [stockpile] immediately = # Requires translation! -Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [civWideStat] = +Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [stockpile] = # Requires translation! -Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [civWideStat] when killed within 4 tiles of a city following this religion = +Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [stockpile] when killed within 4 tiles of a city following this religion = # Requires translation! May capture killed [mapUnitFilter] units = # Requires translation! @@ -11736,7 +11736,7 @@ Example: The 'Open Github page' button on the Mod management screen. = # Requires translation! Differences from Civilization V = # Requires translation! -Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept = +Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept. = # Requires translation! Science Queueing\nIn Civilization V, Science yield is calculated after production, so if you finish an item and have Science (or Gold) queued as a perpetual construction, the Production overflow from item will be converted into Science (or Gold), but the Production is not consumed, as this will only happen again on the next turn. By immediately swapping out your perpetual construction for an item on the next turn, you'll get this Science (or Gold) for free. This doesn't apply to Unciv, so don't bother. = # Requires translation! @@ -11744,7 +11744,7 @@ Double Aqueducts\nIn Civilization V, the game sells existing copies of the build # Requires translation! Legalism Oxford\nIn Civilization V, national wonders such as Oxford University are considered culture buildings, so you can get them for free with Legalism. Not applicable to Unciv. = # Requires translation! -Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents = +Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents. = # Requires translation! Citizen Conversion\nIn Civilization V, a citizen is born religious if the parent city is already converted. This is not the case in Unciv, which can lead to temporary deconversion of a city when it grows. = # Requires translation! diff --git a/android/assets/jsons/translations/Belarusian.properties b/android/assets/jsons/translations/Belarusian.properties index 2fa43b1d4d0ae..448a98f1aa71e 100644 --- a/android/assets/jsons/translations/Belarusian.properties +++ b/android/assets/jsons/translations/Belarusian.properties @@ -3427,13 +3427,13 @@ Cannot intercept [mapUnitFilter] units = # Requires translation! [relativeAmount]% Gold cost of upgrading = # Requires translation! -Earn [amount]% of the damage done to [combatantFilter] units as [civWideStat] = +Earn [amount]% of the damage done to [combatantFilter] units as [stockpile] = # Requires translation! -Upon capturing a city, receive [amount] times its [stat] production as [civWideStat] immediately = +Upon capturing a city, receive [amount] times its [stat] production as [stockpile] immediately = # Requires translation! -Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [civWideStat] = +Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [stockpile] = # Requires translation! -Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [civWideStat] when killed within 4 tiles of a city following this religion = +Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [stockpile] when killed within 4 tiles of a city following this religion = # Requires translation! May capture killed [mapUnitFilter] units = # Requires translation! @@ -12177,7 +12177,7 @@ Example: The 'Open Github page' button on the Mod management screen. = # Requires translation! Differences from Civilization V = # Requires translation! -Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept = +Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept. = # Requires translation! Science Queueing\nIn Civilization V, Science yield is calculated after production, so if you finish an item and have Science (or Gold) queued as a perpetual construction, the Production overflow from item will be converted into Science (or Gold), but the Production is not consumed, as this will only happen again on the next turn. By immediately swapping out your perpetual construction for an item on the next turn, you'll get this Science (or Gold) for free. This doesn't apply to Unciv, so don't bother. = # Requires translation! @@ -12185,7 +12185,7 @@ Double Aqueducts\nIn Civilization V, the game sells existing copies of the build # Requires translation! Legalism Oxford\nIn Civilization V, national wonders such as Oxford University are considered culture buildings, so you can get them for free with Legalism. Not applicable to Unciv. = # Requires translation! -Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents = +Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents. = # Requires translation! Citizen Conversion\nIn Civilization V, a citizen is born religious if the parent city is already converted. This is not the case in Unciv, which can lead to temporary deconversion of a city when it grows. = # Requires translation! diff --git a/android/assets/jsons/translations/Bosnian.properties b/android/assets/jsons/translations/Bosnian.properties index e6866e80d106a..81fc8aa0fd91a 100644 --- a/android/assets/jsons/translations/Bosnian.properties +++ b/android/assets/jsons/translations/Bosnian.properties @@ -4002,13 +4002,13 @@ Cannot intercept [mapUnitFilter] units = # Requires translation! [relativeAmount]% Gold cost of upgrading = # Requires translation! -Earn [amount]% of the damage done to [combatantFilter] units as [civWideStat] = +Earn [amount]% of the damage done to [combatantFilter] units as [stockpile] = # Requires translation! -Upon capturing a city, receive [amount] times its [stat] production as [civWideStat] immediately = +Upon capturing a city, receive [amount] times its [stat] production as [stockpile] immediately = # Requires translation! -Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [civWideStat] = +Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [stockpile] = # Requires translation! -Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [civWideStat] when killed within 4 tiles of a city following this religion = +Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [stockpile] when killed within 4 tiles of a city following this religion = # Requires translation! May capture killed [mapUnitFilter] units = # Requires translation! @@ -12752,7 +12752,7 @@ Example: The 'Open Github page' button on the Mod management screen. = # Requires translation! Differences from Civilization V = # Requires translation! -Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept = +Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept. = # Requires translation! Science Queueing\nIn Civilization V, Science yield is calculated after production, so if you finish an item and have Science (or Gold) queued as a perpetual construction, the Production overflow from item will be converted into Science (or Gold), but the Production is not consumed, as this will only happen again on the next turn. By immediately swapping out your perpetual construction for an item on the next turn, you'll get this Science (or Gold) for free. This doesn't apply to Unciv, so don't bother. = # Requires translation! @@ -12760,7 +12760,7 @@ Double Aqueducts\nIn Civilization V, the game sells existing copies of the build # Requires translation! Legalism Oxford\nIn Civilization V, national wonders such as Oxford University are considered culture buildings, so you can get them for free with Legalism. Not applicable to Unciv. = # Requires translation! -Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents = +Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents. = # Requires translation! Citizen Conversion\nIn Civilization V, a citizen is born religious if the parent city is already converted. This is not the case in Unciv, which can lead to temporary deconversion of a city when it grows. = # Requires translation! diff --git a/android/assets/jsons/translations/Brazilian_Portuguese.properties b/android/assets/jsons/translations/Brazilian_Portuguese.properties index 050400f358426..bf1744d1e5784 100644 --- a/android/assets/jsons/translations/Brazilian_Portuguese.properties +++ b/android/assets/jsons/translations/Brazilian_Portuguese.properties @@ -2261,10 +2261,10 @@ Cannot intercept [mapUnitFilter] units = Não é possível interceptar unidades [relativeAmount]% Strength when performing Air Sweep = [relativeAmount]% de força ao realizar a varredura de ar [relativeAmount]% maintenance costs = [relativeAmount]% dos custos de manutenção [relativeAmount]% Gold cost of upgrading = [relativeAmount]% Custo de Ouro da melhoria -Earn [amount]% of the damage done to [combatantFilter] units as [civWideStat] = Ganhe [amount]% do dano causado a unidades [combatantFilter] como [civWideStat] -Upon capturing a city, receive [amount] times its [stat] production as [civWideStat] immediately = Ao capturar uma cidade, receba [amount] vezes sua produção [stat] como [civWideStat] imediatamente -Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [civWideStat] = Ganhe [amount]% de [costOrStrength] da unidade morta [mapUnitFilter] como [civWideStat] -Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [civWideStat] when killed within 4 tiles of a city following this religion = Ganhe [amount]% de [costOrStrength] da unidade [mapUnitFilter] como [civWideStat] quando morto a 4 painéis de uma cidade seguindo esta religião +Earn [amount]% of the damage done to [combatantFilter] units as [stockpile] = Ganhe [amount]% do dano causado a unidades [combatantFilter] como [stockpile] +Upon capturing a city, receive [amount] times its [stat] production as [stockpile] immediately = Ao capturar uma cidade, receba [amount] vezes sua produção [stat] como [stockpile] imediatamente +Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [stockpile] = Ganhe [amount]% de [costOrStrength] da unidade morta [mapUnitFilter] como [stockpile] +Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [stockpile] when killed within 4 tiles of a city following this religion = Ganhe [amount]% de [costOrStrength] da unidade [mapUnitFilter] como [stockpile] quando morto a 4 painéis de uma cidade seguindo esta religião May capture killed [mapUnitFilter] units = Pode capturar unidades [mapUnitFilter] mortas [amount] XP gained from combat = [amount] XP recebido do combate [relativeAmount]% XP gained from combat = [relativeAmount]% de XP ganho em combate @@ -7152,11 +7152,11 @@ External links support right-click or long press to copy the link to the clipboa Example: The 'Open Github page' button on the Mod management screen. = Exemplo: O botão 'Abrir página do Github' na tela de gerenciamento de Mods. Differences from Civilization V = Diferenças de Civilização V -Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept = Foco na Produção\nNo Civilization V, o rendimento de Alimentos em uma cidade é calculado primeiro, então a população cresce consumindo alimentos armazenados (crescimento), então a produção é calculada, e assim por diante, uma por uma, as outras estatísticas são calculadas. Assim, os Cidadãos podem produzir rendimentos no mesmo turno em que nascem. O foco da cidade é definido como Produção para atribuir o cidadão recém-nascido a uma colina para que ele contribua com Produção, e então manualmente reatribuído a um painel de crescimento no próximo turno. Alternativamente, você pode definir o foco da cidade como Ouro (por exemplo, com Cerro de Potosi), Fé (por exemplo, com Monte Sinai) ou o que quer que ganhe mais rendimentos. Em Unciv, os Cidadãos só começam a produzir rendimentos no próximo turno, então você pode ignorar todo esse conceito. +Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept. = Foco na Produção\nNo Civilization V, o rendimento de Alimentos em uma cidade é calculado primeiro, então a população cresce consumindo alimentos armazenados (crescimento), então a produção é calculada, e assim por diante, uma por uma, as outras estatísticas são calculadas. Assim, os Cidadãos podem produzir rendimentos no mesmo turno em que nascem. O foco da cidade é definido como Produção para atribuir o cidadão recém-nascido a uma colina para que ele contribua com Produção, e então manualmente reatribuído a um painel de crescimento no próximo turno. Alternativamente, você pode definir o foco da cidade como Ouro (por exemplo, com Cerro de Potosi), Fé (por exemplo, com Monte Sinai) ou o que quer que ganhe mais rendimentos. Em Unciv, os Cidadãos só começam a produzir rendimentos no próximo turno, então você pode ignorar todo esse conceito. Science Queueing\nIn Civilization V, Science yield is calculated after production, so if you finish an item and have Science (or Gold) queued as a perpetual construction, the Production overflow from item will be converted into Science (or Gold), but the Production is not consumed, as this will only happen again on the next turn. By immediately swapping out your perpetual construction for an item on the next turn, you'll get this Science (or Gold) for free. This doesn't apply to Unciv, so don't bother. = Fila de Ciência\nNo Civilization V, o rendimento de Ciência é calculado após a produção, então se você terminar um item e tiver Ciência (ou Ouro) na fila como uma construção perpétua, o excesso de Produção do item será convertido em Ciência (ou Ouro), mas a Produção não será consumida, pois isso só acontecerá novamente no próximo turno. Ao trocar imediatamente sua construção perpétua por um item no próximo turno, você obterá esta Ciência (ou Ouro) de graça. Isso não se aplica ao Unciv, então não se incomode. Double Aqueducts\nIn Civilization V, the game sells existing copies of the building for you before providing a free copy of the building. So, if you build an aqueduct in a city, and then in the turn of adopting Tradition Complete you sell a cheap building (e.g a shrine) beforehand, the game is unable to sell more than 1 building per turn, and thus you'll keep your aqueduct, together with the new free aqueduct. Not applicable to Unciv. = Dobro aquedutos\nNo Civilization V, o jogo vende cópias existentes do edifício para você antes de fornecer uma cópia gratuita do edifício. Então, se você construir um aqueduto em uma cidade, e então na vez de adotar Tradition completamente e você vender um edifício barato (por exemplo, um santuário) de antemão, o jogo não pode vender mais de 1 edifício por turno, e assim você manterá seu aqueduto, junto com o novo aqueduto gratuito. Isso é claro, não é aplicável a Unciv. Legalism Oxford\nIn Civilization V, national wonders such as Oxford University are considered culture buildings, so you can get them for free with Legalism. Not applicable to Unciv. = Legalismo Oxford\nEm Civilization V, maravilhas nacionais como a Universidade de Oxford são consideradas edifícios culturais, então você pode obtê-las de graça com Legalismo. Isso não se aplica em Unciv. -Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents = Estradas e Fortes\nEm Civilization V, você não pode usar estradas e fortes em território inimigo. Em Unciv, você pode usá-los, então, em vez de construí-los sem pensar em todos os lugares quando estiver em guerra, você precisa decidir se e quando eles irão beneficiá-lo mais do que seus oponentes. +Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents. = Estradas e Fortes\nEm Civilization V, você não pode usar estradas e fortes em território inimigo. Em Unciv, você pode usá-los, então, em vez de construí-los sem pensar em todos os lugares quando estiver em guerra, você precisa decidir se e quando eles irão beneficiá-lo mais do que seus oponentes. Citizen Conversion\nIn Civilization V, a citizen is born religious if the parent city is already converted. This is not the case in Unciv, which can lead to temporary deconversion of a city when it grows. = Conversão de Cidadão\nEm Civilization V, um cidadão nasce religioso se a cidade-mãe já estiver convertida. Este não é o caso em Unciv, o que pode levar à desconversão temporária de uma cidade quando ela cresce. Unassigned Citizens\nIn Civilization V, unassigned citizens are considered specialists, and subject to the same type of bonuses (e.g. Korea's ability). It can be worthwhile to leave citizens unassigned, instead of being assigned to a tile. Not applicable to Unciv. = Cidadãos não designados\nEm Civilization V, cidadãos não designados são considerados especialistas e sujeitos ao mesmo tipo de bônus (por exemplo, a habilidade da Coreia). Pode valer a pena deixar cidadãos não designados, em vez de serem designados para um painel. Esse tipo de regra não se aplica em Unciv. Settler Construction\nIn Civilization V, cities can't starve when constructing settlers, so you can assign all citizens to production tiles and none to food tiles. In Unciv, citizens keep consuming two food per turn. = Construção de Colonos\nEm Civilization V, as cidades não podem passar fome ao construir colonos, então você pode atribuir todos os cidadãos a tiles de produção e nenhum a tiles de comida. Em Unciv, os cidadãos continuam consumindo dois alimentos por turno. diff --git a/android/assets/jsons/translations/Bulgarian.properties b/android/assets/jsons/translations/Bulgarian.properties index c455ee3232bb9..15e4544cf4aba 100644 --- a/android/assets/jsons/translations/Bulgarian.properties +++ b/android/assets/jsons/translations/Bulgarian.properties @@ -3070,13 +3070,13 @@ Cannot intercept [mapUnitFilter] units = # Requires translation! [relativeAmount]% Gold cost of upgrading = # Requires translation! -Earn [amount]% of the damage done to [combatantFilter] units as [civWideStat] = +Earn [amount]% of the damage done to [combatantFilter] units as [stockpile] = # Requires translation! -Upon capturing a city, receive [amount] times its [stat] production as [civWideStat] immediately = +Upon capturing a city, receive [amount] times its [stat] production as [stockpile] immediately = # Requires translation! -Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [civWideStat] = +Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [stockpile] = # Requires translation! -Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [civWideStat] when killed within 4 tiles of a city following this religion = +Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [stockpile] when killed within 4 tiles of a city following this religion = # Requires translation! May capture killed [mapUnitFilter] units = # Requires translation! @@ -10204,7 +10204,7 @@ Example: The 'Open Github page' button on the Mod management screen. = # Requires translation! Differences from Civilization V = # Requires translation! -Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept = +Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept. = # Requires translation! Science Queueing\nIn Civilization V, Science yield is calculated after production, so if you finish an item and have Science (or Gold) queued as a perpetual construction, the Production overflow from item will be converted into Science (or Gold), but the Production is not consumed, as this will only happen again on the next turn. By immediately swapping out your perpetual construction for an item on the next turn, you'll get this Science (or Gold) for free. This doesn't apply to Unciv, so don't bother. = # Requires translation! @@ -10212,7 +10212,7 @@ Double Aqueducts\nIn Civilization V, the game sells existing copies of the build # Requires translation! Legalism Oxford\nIn Civilization V, national wonders such as Oxford University are considered culture buildings, so you can get them for free with Legalism. Not applicable to Unciv. = # Requires translation! -Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents = +Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents. = # Requires translation! Citizen Conversion\nIn Civilization V, a citizen is born religious if the parent city is already converted. This is not the case in Unciv, which can lead to temporary deconversion of a city when it grows. = # Requires translation! diff --git a/android/assets/jsons/translations/Catalan.properties b/android/assets/jsons/translations/Catalan.properties index ed3668a674f58..a52b841f934b5 100644 --- a/android/assets/jsons/translations/Catalan.properties +++ b/android/assets/jsons/translations/Catalan.properties @@ -2261,10 +2261,10 @@ Cannot intercept [mapUnitFilter] units = No pot interceptar les unitats [mapUnit [relativeAmount]% Strength when performing Air Sweep = [relativeAmount] % de força quan realitza escombrats aeris [relativeAmount]% maintenance costs = [relativeAmount] % de costos de manteniment [relativeAmount]% Gold cost of upgrading = [relativeAmount] % de cost d’or de la millora -Earn [amount]% of the damage done to [combatantFilter] units as [civWideStat] = Aconsegueix [amount] % del dany fet a unitats [combatantFilter] com a [civWideStat]. -Upon capturing a city, receive [amount] times its [stat] production as [civWideStat] immediately = Quan es captura una ciutat, es reben [amount] vegades els seus [stat] de producció com a [civWideStat]. -Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [civWideStat] = Obteniu el [amount] % de [costOrStrength] de les unitats [mapUnitFilter] assassinades com a [civWideStat]. -Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [civWideStat] when killed within 4 tiles of a city following this religion = Guanya [amount] % de [costOrStrength] de la unitat [mapUnitFilter] com [civWideStat] quan s’elimina a com a molt 4 caselles de la ciutat que segueix aquesta religió. +Earn [amount]% of the damage done to [combatantFilter] units as [stockpile] = Aconsegueix [amount] % del dany fet a unitats [combatantFilter] com a [stockpile]. +Upon capturing a city, receive [amount] times its [stat] production as [stockpile] immediately = Quan es captura una ciutat, es reben [amount] vegades els seus [stat] de producció com a [stockpile]. +Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [stockpile] = Obteniu el [amount] % de [costOrStrength] de les unitats [mapUnitFilter] assassinades com a [stockpile]. +Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [stockpile] when killed within 4 tiles of a city following this religion = Guanya [amount] % de [costOrStrength] de la unitat [mapUnitFilter] com [stockpile] quan s’elimina a com a molt 4 caselles de la ciutat que segueix aquesta religió. May capture killed [mapUnitFilter] units = Poc capturar unitats [mapUnitFilter] eliminades [amount] XP gained from combat = [amount] d’experiència guanyada per combat [relativeAmount]% XP gained from combat = Es guanya [relativeAmount] % d’experiència pels combats @@ -7152,11 +7152,11 @@ External links support right-click or long press to copy the link to the clipboa Example: The 'Open Github page' button on the Mod management screen. = Exemple: El botó «Obre la pàgina de GitHub» de la vista de gestió de mods. Differences from Civilization V = Diferències amb el Civilization V -Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept = Objectiu de producció\nAl Civilization V, la producció de menjar d’una ciutat es calcula primer, la població creix amb el menjar emmagatzemat, després es calcula la producció i totes les altres estadístiques una a una. Així, els ciutadans poden produir el mateix torn que naixen. L’objectiu de producció de la ciutat s’estableix a «Producció» per a assignar el nounascut a un turó per tal que contribueixi a la producció i, després, es reassigna manualment a una casella de menjar al proper torn. Alternativament, podeu establir l’objectiu de producció a «Or» (com ara amb el Cerro Rico), «Fe» (com ara amb el Mont Sinaí) o el que sigui que vulgueu. A l’Unciv, els ciutadans acabats de nàixer produeixen el proper torn i podeu ignorar tot aquest paràgraf. +Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept. = Objectiu de producció\nAl Civilization V, la producció de menjar d’una ciutat es calcula primer, la població creix amb el menjar emmagatzemat, després es calcula la producció i totes les altres estadístiques una a una. Així, els ciutadans poden produir el mateix torn que naixen. L’objectiu de producció de la ciutat s’estableix a «Producció» per a assignar el nounascut a un turó per tal que contribueixi a la producció i, després, es reassigna manualment a una casella de menjar al proper torn. Alternativament, podeu establir l’objectiu de producció a «Or» (com ara amb el Cerro Rico), «Fe» (com ara amb el Mont Sinaí) o el que sigui que vulgueu. A l’Unciv, els ciutadans acabats de nàixer produeixen el proper torn i podeu ignorar tot aquest paràgraf. Science Queueing\nIn Civilization V, Science yield is calculated after production, so if you finish an item and have Science (or Gold) queued as a perpetual construction, the Production overflow from item will be converted into Science (or Gold), but the Production is not consumed, as this will only happen again on the next turn. By immediately swapping out your perpetual construction for an item on the next turn, you'll get this Science (or Gold) for free. This doesn't apply to Unciv, so don't bother. = Cua d’investigació\nAl Civilization V, la ciència produïda es calcula després de la producció i si acabeu un element i teniu com a següent element perpetu a produir a la cua de producció ciència o or, l’excés de producció es convertirà en ciència o or, però la producció no es consumeix, ja que això succeiria al proper torn. Per això, si s’intercanvia la construcció perpètua per un element al proper torn, aconseguiu aquesta quantitat de ciència o or gratis. Això no passa a l’Unciv, així que no us preocupeu. Double Aqueducts\nIn Civilization V, the game sells existing copies of the building for you before providing a free copy of the building. So, if you build an aqueduct in a city, and then in the turn of adopting Tradition Complete you sell a cheap building (e.g a shrine) beforehand, the game is unable to sell more than 1 building per turn, and thus you'll keep your aqueduct, together with the new free aqueduct. Not applicable to Unciv. = Aqüeductes dobles\nAl Civilization V, el joc ven les còpies existents d’una estructura abans de proporcionar-ne una còpia gratuïta. Així, si construïu un aqüeducte en una ciutat i després durant el torn que completeu la branca de «Tradició» veneu abans un edifici barat ‒com ara un santuari‒, el joc no pot vendre més d’una estructura per torn i manteniu l’aqüeducte antic i n’obteniu un de nou. Això a l’Unciv no passa. Legalism Oxford\nIn Civilization V, national wonders such as Oxford University are considered culture buildings, so you can get them for free with Legalism. Not applicable to Unciv. = El legalisme i la Universitat d’Oxford\nAl Civilization V, les meravelles nacionals, com ara la Universitat d’Oxford, es consideren edificis culturals i es poden obtenir gratuïtament amb el «Legalisme». En canvi, a l’Unciv, això no passa. -Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents = Carreteres i forts\nAl Civilization V, les carreteres i forts del territori enemic no es poden fer servir. En canvi, a l’Unciv, sí que es poden fer servir. Per tant, abans de construir-ne sense pensar per tots els llocs quan esteu en guerra, heu de mirar si us poden beneficiar més a vós o als vostres oponents. +Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents. = Carreteres i forts\nAl Civilization V, les carreteres i forts del territori enemic no es poden fer servir. En canvi, a l’Unciv, sí que es poden fer servir. Per tant, abans de construir-ne sense pensar per tots els llocs quan esteu en guerra, heu de mirar si us poden beneficiar més a vós o als vostres oponents. Citizen Conversion\nIn Civilization V, a citizen is born religious if the parent city is already converted. This is not the case in Unciv, which can lead to temporary deconversion of a city when it grows. = Conversió de ciutadans\nAl Civilization V, un ciutadà naix amb una religió determinada si la ciutat natal ja s’ha convertit. En canvi, a l’Unciv, els ciutadans neixen sense seguir cap religió, fet que pot provocar a una desconversió temporal d’una ciutat quan creix. Unassigned Citizens\nIn Civilization V, unassigned citizens are considered specialists, and subject to the same type of bonuses (e.g. Korea's ability). It can be worthwhile to leave citizens unassigned, instead of being assigned to a tile. Not applicable to Unciv. = Ciutadans sense assignar\nAl Civilization V, els ciutadans sense assignar es consideren especialistes i obtenen les bonificacions corresponents, com ara l’habilitat de Corea. Pot valer la pena deixar alguns ciutadans sense assignar, en lloc d’assignar-los a alguna casella. Això a l’Unciv no s’aplica. Settler Construction\nIn Civilization V, cities can't starve when constructing settlers, so you can assign all citizens to production tiles and none to food tiles. In Unciv, citizens keep consuming two food per turn. = Producció de colons\nAl Civilization V, les ciutats no poden patir fam quan produeixen colons i per això podeu assignar tots els ciutadans a caselles de producció i cap a les de menjar. A l’Unciv, els ciutadans continuen consumint dues unitats de menjar a cada torn. diff --git a/android/assets/jsons/translations/Croatian.properties b/android/assets/jsons/translations/Croatian.properties index c0e2a30bff9fb..a7673ddb95ef5 100644 --- a/android/assets/jsons/translations/Croatian.properties +++ b/android/assets/jsons/translations/Croatian.properties @@ -2087,7 +2087,6 @@ Roads connect tiles across rivers = Ceste povezuju polja preko rijeka [relativeAmount]% maintenance on road & railroads = [relativeAmount]% održavanja cesta i željeznica No Maintenance costs for improvements in [tileFilter] tiles = Nema troškova održavanja za unaprjeđenja na [tileFilter] poljima [relativeAmount]% construction time for [improvementFilter] improvements = [relativeAmount]% vremena izgradnje za [improvementFilter] unaprjeđenja - # Requires translation! Can build [improvementFilter] improvements at a [relativeAmount]% rate = Može izgraditi [improvementFilter] unaprjeđenje po stopi od [relativeAmount]%. [relativeAmount]% maintenance cost for buildings [cityFilter] = [relativeAmount]% troškova održavanja za zgrade [cityFilter] Remove [buildingFilter] [cityFilter] = Ukloni [buildingFilter] [cityFilter] @@ -2262,10 +2261,10 @@ Cannot intercept [mapUnitFilter] units = Ne može presresti [mapUnitFilter] jedi [relativeAmount]% Strength when performing Air Sweep = [relativeAmount]% Snage pri izvođenju čišćenja zraka [relativeAmount]% maintenance costs = [relativeAmount]% troškova održavanja [relativeAmount]% Gold cost of upgrading = [relativeAmount]% Cijena nadogradnje u Zlatu -Earn [amount]% of the damage done to [combatantFilter] units as [civWideStat] = Zaradite [amount]% od štete učinjene [combatantFilter] jedinicama kao [civWideStat] -Upon capturing a city, receive [amount] times its [stat] production as [civWideStat] immediately = Nakon zauzimanja grada, primi [amount] puta njegovu [stat] proizvodnju kao [civWideStat] odmah -Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [civWideStat] = Zaradite [amount]% od [costOrStrength] ubijene [mapUnitFilter] jedinice kao [civWideStat] -Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [civWideStat] when killed within 4 tiles of a city following this religion = Zaradite [amount]% od [costOrStrength] [mapUnitFilter] jedinice kao [civWideStat] kada je ubijena unutar 4 polja od grada koji slijedi ovu religiju +Earn [amount]% of the damage done to [combatantFilter] units as [stockpile] = Zaradite [amount]% od štete učinjene [combatantFilter] jedinicama kao [stockpile] +Upon capturing a city, receive [amount] times its [stat] production as [stockpile] immediately = Nakon zauzimanja grada, primi [amount] puta njegovu [stat] proizvodnju kao [stockpile] odmah +Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [stockpile] = Zaradite [amount]% od [costOrStrength] ubijene [mapUnitFilter] jedinice kao [stockpile] +Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [stockpile] when killed within 4 tiles of a city following this religion = Zaradite [amount]% od [costOrStrength] [mapUnitFilter] jedinice kao [stockpile] kada je ubijena unutar 4 polja od grada koji slijedi ovu religiju May capture killed [mapUnitFilter] units = Može zarobiti ubijene [mapUnitFilter] jedinice [amount] XP gained from combat = [amount] Iskustva dobiveno iz borbe [relativeAmount]% XP gained from combat = [relativeAmount]% Iskustva dobiveno iz borbe @@ -7153,11 +7152,11 @@ External links support right-click or long press to copy the link to the clipboa Example: The 'Open Github page' button on the Mod management screen. = Primjer: Gumb 'Otvori Github stranicu' na zaslonu za upravljanje Modovima. Differences from Civilization V = Razlike u usporedbi s Civilizacijom V -Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept = Fokus proizvodnje\nU Civilizaciji V, prvo se izračunava količina hrane u gradu, zatim populacija raste konzumiranjem uskladištene hrane (rast), zatim se izračunava proizvodnja, i tako jedna po jedna izračunavaju se ostale statistike. Dakle, građani mogu proizvoditi prinose u istom potezu kada su rođeni. Fokus grada postavljen je na Proizvodnju kako bi se novorođenog građanina dodijelilo na brdo kako bi doprinio Proizvodnji, a zatim se ručno premješta na polje rasta u sljedećem potezu. Alternativno, možete postaviti fokus grada na Zlato (npr. s Cerro de Potosi), Vjeru (npr. s Sinajsko Brdo) ili bilo što, što ima najviše prinosa. U Unciv-u, građani počinju proizvoditi prinose tek u sljedećem potezu, tako da možete zanemariti cijeli ovaj koncept +Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept. = Fokus proizvodnje\nU Civilizaciji V, prvo se izračunava količina hrane u gradu, zatim populacija raste konzumiranjem uskladištene hrane (rast), zatim se izračunava proizvodnja, i tako jedna po jedna izračunavaju se ostale statistike. Dakle, građani mogu proizvoditi prinose u istom potezu kada su rođeni. Fokus grada postavljen je na Proizvodnju kako bi se novorođenog građanina dodijelilo na brdo kako bi doprinio Proizvodnji, a zatim se ručno premješta na polje rasta u sljedećem potezu. Alternativno, možete postaviti fokus grada na Zlato (npr. s Cerro de Potosi), Vjeru (npr. s Sinajsko Brdo) ili bilo što, što ima najviše prinosa. U Unciv-u, građani počinju proizvoditi prinose tek u sljedećem potezu, tako da možete zanemariti cijeli ovaj koncept Science Queueing\nIn Civilization V, Science yield is calculated after production, so if you finish an item and have Science (or Gold) queued as a perpetual construction, the Production overflow from item will be converted into Science (or Gold), but the Production is not consumed, as this will only happen again on the next turn. By immediately swapping out your perpetual construction for an item on the next turn, you'll get this Science (or Gold) for free. This doesn't apply to Unciv, so don't bother. = Stavljanje Znanosti u Red Čekanja\nU Civilizaciji V, prinos Znanosti se izračunava nakon proizvodnje, tako da ako završite stavku i imate Znanost (ili Zlato) u redu čekanja kao trajnu izgradnju, Proizvodni preljev iz stavke bit će pretvoren u Znanost (ili Zlato), ali Proizvodnja se ne troši, jer će se to ponoviti samo na sljedećem potezu. Ako odmah zamijenite svoju trajnu izgradnju za stavku na sljedećem potezu, dobit ćete ovu Znanost (ili Zlato) besplatno. Ovo se ne odnosi na Unciv, pa se ne mučite. Double Aqueducts\nIn Civilization V, the game sells existing copies of the building for you before providing a free copy of the building. So, if you build an aqueduct in a city, and then in the turn of adopting Tradition Complete you sell a cheap building (e.g a shrine) beforehand, the game is unable to sell more than 1 building per turn, and thus you'll keep your aqueduct, together with the new free aqueduct. Not applicable to Unciv. = Dvostruki akvadukti\nU Civilizaciji V, igra prodaje postojeće kopije zgrade za vas prije nego što pruži besplatnu kopiju zgrade. Dakle, ako izgradite akvadukt u gradu, a zatim u potezu usvajanja Tradicija je Završena prethodno prodate jeftinu zgradu (npr. svetište), igra ne može prodati više od 1 zgrade po potezu, pa ćete tako zadržati svoj akvadukt, zajedno s novim besplatnim akvaduktom. Nije primjenjivo na Unciv. Legalism Oxford\nIn Civilization V, national wonders such as Oxford University are considered culture buildings, so you can get them for free with Legalism. Not applicable to Unciv. = Legalizam Oxford\nU Civilizaciji V, nacionalna čuda kao što je Sveučilište Oxford smatraju se zgradama kulture, tako da ih možete dobiti besplatno uz Legalizam. Nije primjenjivo na Unciv. -Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents = Ceste i utvrde\nU Civilizaciji V, ne možete koristiti ceste i utvrde na neprijateljskom teritoriju. U Unciv-u ih možete koristiti, pa umjesto da ih bezumno konstruirate posvuda dok ste u ratu, trebate odlučiti hoće li i kada više koristiti vama nego vašim protivnicima +Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents. = Ceste i utvrde\nU Civilizaciji V, ne možete koristiti ceste i utvrde na neprijateljskom teritoriju. U Unciv-u ih možete koristiti, pa umjesto da ih bezumno konstruirate posvuda dok ste u ratu, trebate odlučiti hoće li i kada više koristiti vama nego vašim protivnicima Citizen Conversion\nIn Civilization V, a citizen is born religious if the parent city is already converted. This is not the case in Unciv, which can lead to temporary deconversion of a city when it grows. = Preobraćenje građana\nU Civilizaciji V, građanin se rađa religiozan ako je matični grad već preobraćen. To nije slučaj u Unciv-u, što može dovesti do privremene dekonverzije grada kada raste. Unassigned Citizens\nIn Civilization V, unassigned citizens are considered specialists, and subject to the same type of bonuses (e.g. Korea's ability). It can be worthwhile to leave citizens unassigned, instead of being assigned to a tile. Not applicable to Unciv. = Nedodijeljeni građani\nU Civilizaciji V, nedodijeljeni građani smatraju se specijalistima i podliježu istoj vrsti bonusa (npr. sposobnost Koreje). Može biti vrijedno ostaviti građane nedodijeljene, umjesto da budu dodijeljeni polju. Nije primjenjivo na Unciv. Settler Construction\nIn Civilization V, cities can't starve when constructing settlers, so you can assign all citizens to production tiles and none to food tiles. In Unciv, citizens keep consuming two food per turn. = Izgradnja doseljenika\nU Civilizaciji V, gradovi ne mogu gladovati kada grade naseljenike, tako da možete dodijeliti sve građane na polja za proizvodnju, a nijednog na polja s hranom. U Unciv-u građani nastavljaju konzumirati dvije hrane po potezu. @@ -7167,3 +7166,4 @@ Forest and Jungle Visibility\nIn Unciv, forests and jungles are visible 1 tile o Founding Cities\nThe Settler is a unit that can found a new city. You can build a Settler unit in a city with at least 2 population, and then move them to a good location to found a new city. This will usually be your main way of acquiring more cities. = Osnivanje gradova\nNaseljenik je jedinica koja može osnovati novi grad. Možete izgraditi jedinicu Naseljenika u gradu s najmanje 2 stanovnika, a zatim ih premjestiti na dobru lokaciju kako biste osnovali novi grad. To će obično biti vaš glavni način stjecanja više gradova. Food conversion to Production\nDuring the construction of a Settler, the city will not grow. Instead, the 1st, 2nd, 4th, and from there on every 4th, excess Food (Growth) is converted into Production, with the rest of the excess Food being lost. = Pretvorba hrane u proizvodnju\nTijekom izgradnje Naseljenika, grad neće rasti. Umjesto toga, 1., 2., 4., a odatle svaki 4., višak Hrane (Rast) pretvara se u Proizvodnju, a ostatak viška Hrane se gubi. + diff --git a/android/assets/jsons/translations/Czech.properties b/android/assets/jsons/translations/Czech.properties index 38fc87b81cd66..16d40f38462b0 100644 --- a/android/assets/jsons/translations/Czech.properties +++ b/android/assets/jsons/translations/Czech.properties @@ -2404,10 +2404,10 @@ Cannot intercept [mapUnitFilter] units = [relativeAmount]% Strength when performing Air Sweep = [relativeAmount]% maintenance costs = [relativeAmount]% cena údržby [relativeAmount]% Gold cost of upgrading = [relativeAmount]% zlata za vylepšení -Earn [amount]% of the damage done to [combatantFilter] units as [civWideStat] = Získá [amount]% poškození způsobeného [combatantFilter] jednotkám jako [civWideStat] -Upon capturing a city, receive [amount] times its [stat] production as [civWideStat] immediately = Ihned po obsazení města získá [amount] krát jeho [stat] produkci jako [civWideStat] -Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [civWideStat] = Zabitím [mapUnitFilter] jednotky získá [amount]% její hodnoty [costOrStrength] jako [civWideStat] -Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [civWideStat] when killed within 4 tiles of a city following this religion = Získat [amount]% z [costOrStrength] [mapUnitFilter] jednotky jako [civWideStat], je-li zabita do 4 políček od města následujícího toto náboženství +Earn [amount]% of the damage done to [combatantFilter] units as [stockpile] = Získá [amount]% poškození způsobeného [combatantFilter] jednotkám jako [stockpile] +Upon capturing a city, receive [amount] times its [stat] production as [stockpile] immediately = Ihned po obsazení města získá [amount] krát jeho [stat] produkci jako [stockpile] +Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [stockpile] = Zabitím [mapUnitFilter] jednotky získá [amount]% její hodnoty [costOrStrength] jako [stockpile] +Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [stockpile] when killed within 4 tiles of a city following this religion = Získat [amount]% z [costOrStrength] [mapUnitFilter] jednotky jako [stockpile], je-li zabita do 4 políček od města následujícího toto náboženství May capture killed [mapUnitFilter] units = Může zajmout poražené [mapUnitFilter] jednotky [amount] XP gained from combat = [amount] zkušeností získáno bojem [relativeAmount]% XP gained from combat = [relativeAmount]% zkušeností z boje @@ -8336,7 +8336,7 @@ Example: The 'Open Github page' button on the Mod management screen. = # Requires translation! Differences from Civilization V = # Requires translation! -Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept = +Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept. = # Requires translation! Science Queueing\nIn Civilization V, Science yield is calculated after production, so if you finish an item and have Science (or Gold) queued as a perpetual construction, the Production overflow from item will be converted into Science (or Gold), but the Production is not consumed, as this will only happen again on the next turn. By immediately swapping out your perpetual construction for an item on the next turn, you'll get this Science (or Gold) for free. This doesn't apply to Unciv, so don't bother. = # Requires translation! @@ -8344,7 +8344,7 @@ Double Aqueducts\nIn Civilization V, the game sells existing copies of the build # Requires translation! Legalism Oxford\nIn Civilization V, national wonders such as Oxford University are considered culture buildings, so you can get them for free with Legalism. Not applicable to Unciv. = # Requires translation! -Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents = +Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents. = # Requires translation! Citizen Conversion\nIn Civilization V, a citizen is born religious if the parent city is already converted. This is not the case in Unciv, which can lead to temporary deconversion of a city when it grows. = # Requires translation! diff --git a/android/assets/jsons/translations/Dutch.properties b/android/assets/jsons/translations/Dutch.properties index 333e1666fbf01..279daf6ac056c 100644 --- a/android/assets/jsons/translations/Dutch.properties +++ b/android/assets/jsons/translations/Dutch.properties @@ -2272,10 +2272,10 @@ Cannot intercept [mapUnitFilter] units = Kan [mapUnitFilter] eenheden niet onder [relativeAmount]% Strength when performing Air Sweep = [relativeAmount]% Kracht tijdens een Luchtaanval [relativeAmount]% maintenance costs = [relativeAmount]% onderhoudskosten [relativeAmount]% Gold cost of upgrading = [relativeAmount]% Goud kosten voor upgraden -Earn [amount]% of the damage done to [combatantFilter] units as [civWideStat] = Verdien [amount]% van de schade gedaan aan [combatantFilter] eenheden als [civWideStat] -Upon capturing a city, receive [amount] times its [stat] production as [civWideStat] immediately = Verkrijg onmiddelijk na het innemen van een stad [amount] maal haar [stat] productie als [civWideStat] -Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [civWideStat] = Krijg [amount]% van gedode [mapUnitFilter] eenheden hun [costOrStrength] als [civWideStat] -Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [civWideStat] when killed within 4 tiles of a city following this religion = Verdien [amount]% van eenheidstype [mapUnitFilter] zijn [costOrStrength] als [civWideStat] wanneer gedood binnen 4 tegels van een stad met deze religie +Earn [amount]% of the damage done to [combatantFilter] units as [stockpile] = Verdien [amount]% van de schade gedaan aan [combatantFilter] eenheden als [stockpile] +Upon capturing a city, receive [amount] times its [stat] production as [stockpile] immediately = Verkrijg onmiddelijk na het innemen van een stad [amount] maal haar [stat] productie als [stockpile] +Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [stockpile] = Krijg [amount]% van gedode [mapUnitFilter] eenheden hun [costOrStrength] als [stockpile] +Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [stockpile] when killed within 4 tiles of a city following this religion = Verdien [amount]% van eenheidstype [mapUnitFilter] zijn [costOrStrength] als [stockpile] wanneer gedood binnen 4 tegels van een stad met deze religie May capture killed [mapUnitFilter] units = Kan verslagen [mapUnitFilter] eenheden gevangennemen [amount] XP gained from combat = [amount] XP verkregen door te vechten [relativeAmount]% XP gained from combat = [relativeAmount]% XP verdiend in veldslag @@ -7165,7 +7165,7 @@ Example: The 'Open Github page' button on the Mod management screen. = Voorbeeld # Requires translation! Differences from Civilization V = # Requires translation! -Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept = +Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept. = # Requires translation! Science Queueing\nIn Civilization V, Science yield is calculated after production, so if you finish an item and have Science (or Gold) queued as a perpetual construction, the Production overflow from item will be converted into Science (or Gold), but the Production is not consumed, as this will only happen again on the next turn. By immediately swapping out your perpetual construction for an item on the next turn, you'll get this Science (or Gold) for free. This doesn't apply to Unciv, so don't bother. = # Requires translation! @@ -7173,7 +7173,7 @@ Double Aqueducts\nIn Civilization V, the game sells existing copies of the build # Requires translation! Legalism Oxford\nIn Civilization V, national wonders such as Oxford University are considered culture buildings, so you can get them for free with Legalism. Not applicable to Unciv. = # Requires translation! -Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents = +Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents. = # Requires translation! Citizen Conversion\nIn Civilization V, a citizen is born religious if the parent city is already converted. This is not the case in Unciv, which can lead to temporary deconversion of a city when it grows. = # Requires translation! diff --git a/android/assets/jsons/translations/English.properties b/android/assets/jsons/translations/English.properties index 65abe459a189a..622dfca5fe62b 100644 --- a/android/assets/jsons/translations/English.properties +++ b/android/assets/jsons/translations/English.properties @@ -4194,13 +4194,13 @@ Cannot intercept [mapUnitFilter] units = # Requires translation! [relativeAmount]% Gold cost of upgrading = # Requires translation! -Earn [amount]% of the damage done to [combatantFilter] units as [civWideStat] = +Earn [amount]% of the damage done to [combatantFilter] units as [stockpile] = # Requires translation! -Upon capturing a city, receive [amount] times its [stat] production as [civWideStat] immediately = +Upon capturing a city, receive [amount] times its [stat] production as [stockpile] immediately = # Requires translation! -Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [civWideStat] = +Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [stockpile] = # Requires translation! -Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [civWideStat] when killed within 4 tiles of a city following this religion = +Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [stockpile] when killed within 4 tiles of a city following this religion = # Requires translation! May capture killed [mapUnitFilter] units = # Requires translation! @@ -12940,7 +12940,7 @@ Example: The 'Open Github page' button on the Mod management screen. = # Requires translation! Differences from Civilization V = # Requires translation! -Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept = +Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept. = # Requires translation! Science Queueing\nIn Civilization V, Science yield is calculated after production, so if you finish an item and have Science (or Gold) queued as a perpetual construction, the Production overflow from item will be converted into Science (or Gold), but the Production is not consumed, as this will only happen again on the next turn. By immediately swapping out your perpetual construction for an item on the next turn, you'll get this Science (or Gold) for free. This doesn't apply to Unciv, so don't bother. = # Requires translation! @@ -12948,7 +12948,7 @@ Double Aqueducts\nIn Civilization V, the game sells existing copies of the build # Requires translation! Legalism Oxford\nIn Civilization V, national wonders such as Oxford University are considered culture buildings, so you can get them for free with Legalism. Not applicable to Unciv. = # Requires translation! -Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents = +Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents. = # Requires translation! Citizen Conversion\nIn Civilization V, a citizen is born religious if the parent city is already converted. This is not the case in Unciv, which can lead to temporary deconversion of a city when it grows. = # Requires translation! diff --git a/android/assets/jsons/translations/Filipino.properties b/android/assets/jsons/translations/Filipino.properties index a3d2cebaf09f7..cab1746adc828 100644 --- a/android/assets/jsons/translations/Filipino.properties +++ b/android/assets/jsons/translations/Filipino.properties @@ -2298,10 +2298,10 @@ Cannot intercept [mapUnitFilter] units = Hindi kayang humarang ng mga [mapUnitFi [relativeAmount]% Strength when performing Air Sweep = [relativeAmount]% Lakas kapag gumagawa ng Air Sweep [relativeAmount]% maintenance costs = [relativeAmount]% gastos sa pagpapanatili [relativeAmount]% Gold cost of upgrading = [relativeAmount]% gastos sa Ginto sa pagtataas ng mga yunit -Earn [amount]% of the damage done to [combatantFilter] units as [civWideStat] = Kumuha ng [amount]% ng ginawang pinsala sa mga [combatantFilter] na yunit bilang [civWideStat] -Upon capturing a city, receive [amount] times its [stat] production as [civWideStat] immediately = Kapag sumakop ng isang lungsod, tumanggap ng [amount] na beses sa produksyon ng [stat] bilang [civWideStat] kaagad -Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [civWideStat] = Kumuha ng [amount]% na [costOrStrength] sa mga napatay na [mapUnitFilter] yunit bilang [civWideStat] -Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [civWideStat] when killed within 4 tiles of a city following this religion = Kumuha ng [amount]% ng [mapUnitFilter] mula sa isang yunit na [costOrStrength] bilang [civWideStat] kapag pinaslang sa loob ng 4 na tile mula sa isang lungsod na naniniwala sa relihiyong ito +Earn [amount]% of the damage done to [combatantFilter] units as [stockpile] = Kumuha ng [amount]% ng ginawang pinsala sa mga [combatantFilter] na yunit bilang [stockpile] +Upon capturing a city, receive [amount] times its [stat] production as [stockpile] immediately = Kapag sumakop ng isang lungsod, tumanggap ng [amount] na beses sa produksyon ng [stat] bilang [stockpile] kaagad +Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [stockpile] = Kumuha ng [amount]% na [costOrStrength] sa mga napatay na [mapUnitFilter] yunit bilang [stockpile] +Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [stockpile] when killed within 4 tiles of a city following this religion = Kumuha ng [amount]% ng [mapUnitFilter] mula sa isang yunit na [costOrStrength] bilang [stockpile] kapag pinaslang sa loob ng 4 na tile mula sa isang lungsod na naniniwala sa relihiyong ito May capture killed [mapUnitFilter] units = Maaaring dumakip ng pinaslang na [mapUnitFilter] yunit [amount] XP gained from combat = [amount] XP malilikom sa pakikidigma [relativeAmount]% XP gained from combat = [relativeAmount]% XP mula sa labanan @@ -7785,7 +7785,7 @@ Example: The 'Open Github page' button on the Mod management screen. = # Requires translation! Differences from Civilization V = # Requires translation! -Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept = +Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept. = # Requires translation! Science Queueing\nIn Civilization V, Science yield is calculated after production, so if you finish an item and have Science (or Gold) queued as a perpetual construction, the Production overflow from item will be converted into Science (or Gold), but the Production is not consumed, as this will only happen again on the next turn. By immediately swapping out your perpetual construction for an item on the next turn, you'll get this Science (or Gold) for free. This doesn't apply to Unciv, so don't bother. = # Requires translation! @@ -7793,7 +7793,7 @@ Double Aqueducts\nIn Civilization V, the game sells existing copies of the build # Requires translation! Legalism Oxford\nIn Civilization V, national wonders such as Oxford University are considered culture buildings, so you can get them for free with Legalism. Not applicable to Unciv. = # Requires translation! -Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents = +Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents. = # Requires translation! Citizen Conversion\nIn Civilization V, a citizen is born religious if the parent city is already converted. This is not the case in Unciv, which can lead to temporary deconversion of a city when it grows. = # Requires translation! diff --git a/android/assets/jsons/translations/Finnish.properties b/android/assets/jsons/translations/Finnish.properties index dda2a5943944b..f55881622dd6d 100644 --- a/android/assets/jsons/translations/Finnish.properties +++ b/android/assets/jsons/translations/Finnish.properties @@ -3234,13 +3234,13 @@ Cannot intercept [mapUnitFilter] units = # Requires translation! [relativeAmount]% Gold cost of upgrading = # Requires translation! -Earn [amount]% of the damage done to [combatantFilter] units as [civWideStat] = +Earn [amount]% of the damage done to [combatantFilter] units as [stockpile] = # Requires translation! -Upon capturing a city, receive [amount] times its [stat] production as [civWideStat] immediately = +Upon capturing a city, receive [amount] times its [stat] production as [stockpile] immediately = # Requires translation! -Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [civWideStat] = +Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [stockpile] = # Requires translation! -Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [civWideStat] when killed within 4 tiles of a city following this religion = +Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [stockpile] when killed within 4 tiles of a city following this religion = # Requires translation! May capture killed [mapUnitFilter] units = # Requires translation! @@ -10803,7 +10803,7 @@ Example: The 'Open Github page' button on the Mod management screen. = # Requires translation! Differences from Civilization V = # Requires translation! -Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept = +Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept. = # Requires translation! Science Queueing\nIn Civilization V, Science yield is calculated after production, so if you finish an item and have Science (or Gold) queued as a perpetual construction, the Production overflow from item will be converted into Science (or Gold), but the Production is not consumed, as this will only happen again on the next turn. By immediately swapping out your perpetual construction for an item on the next turn, you'll get this Science (or Gold) for free. This doesn't apply to Unciv, so don't bother. = # Requires translation! @@ -10811,7 +10811,7 @@ Double Aqueducts\nIn Civilization V, the game sells existing copies of the build # Requires translation! Legalism Oxford\nIn Civilization V, national wonders such as Oxford University are considered culture buildings, so you can get them for free with Legalism. Not applicable to Unciv. = # Requires translation! -Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents = +Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents. = # Requires translation! Citizen Conversion\nIn Civilization V, a citizen is born religious if the parent city is already converted. This is not the case in Unciv, which can lead to temporary deconversion of a city when it grows. = # Requires translation! diff --git a/android/assets/jsons/translations/French.properties b/android/assets/jsons/translations/French.properties index 6a72da4e096dc..0834291d90346 100644 --- a/android/assets/jsons/translations/French.properties +++ b/android/assets/jsons/translations/French.properties @@ -2087,7 +2087,6 @@ Roads connect tiles across rivers = Les routes relient les cases par-delà les r [relativeAmount]% maintenance on road & railroads = [relativeAmount]% coût d'entretien des routes & voies ferrées No Maintenance costs for improvements in [tileFilter] tiles = Pas de coûts d'entretien pour les aménagements sur les cases [tileFilter] [relativeAmount]% construction time for [improvementFilter] improvements = [relativeAmount]% temps nécessaire pour construire les aménagements [improvementFilter] - # Requires translation! Can build [improvementFilter] improvements at a [relativeAmount]% rate = Peut construire les aménagements [improvementFilter] à une vitesse de [relativeAmount]% [relativeAmount]% maintenance cost for buildings [cityFilter] = [relativeAmount]% coût d'entretien pour les bâtiments [cityFilter] Remove [buildingFilter] [cityFilter] = Supprime [buildingFilter] [cityFilter] @@ -2262,10 +2261,10 @@ Cannot intercept [mapUnitFilter] units = Ne peut pas intercepter les unités [ma [relativeAmount]% Strength when performing Air Sweep = [relativeAmount]% Puissance en effectuant un Balayage aérien [relativeAmount]% maintenance costs = [relativeAmount]% coût de maintenance [relativeAmount]% Gold cost of upgrading = [relativeAmount]% coût en Or de l'amélioration -Earn [amount]% of the damage done to [combatantFilter] units as [civWideStat] = Recevoir [amount]% des dégâts infligés aux unités [combatantFilter] en [civWideStat] -Upon capturing a city, receive [amount] times its [stat] production as [civWideStat] immediately = En capturant une ville, recevoir [amount] fois sa valeur de [stat] en [civWideStat] immédiatement -Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [civWideStat] = Recevoir [amount]% de [costOrStrength] des unités [mapUnitFilter] vaincues en [civWideStat] -Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [civWideStat] when killed within 4 tiles of a city following this religion = Recevoir [amount]% de [costOrStrength] des unités [mapUnitFilter] en [civWideStat] quand vaincues à 4 cases ou moins d'une ville pratiquant cette religion +Earn [amount]% of the damage done to [combatantFilter] units as [stockpile] = Recevoir [amount]% des dégâts infligés aux unités [combatantFilter] en [stockpile] +Upon capturing a city, receive [amount] times its [stat] production as [stockpile] immediately = En capturant une ville, recevoir [amount] fois sa valeur de [stat] en [stockpile] immédiatement +Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [stockpile] = Recevoir [amount]% de [costOrStrength] des unités [mapUnitFilter] vaincues en [stockpile] +Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [stockpile] when killed within 4 tiles of a city following this religion = Recevoir [amount]% de [costOrStrength] des unités [mapUnitFilter] en [stockpile] quand vaincues à 4 cases ou moins d'une ville pratiquant cette religion May capture killed [mapUnitFilter] units = Peut capturer des unités [mapUnitFilter] vaincues [amount] XP gained from combat = [amount] XP gagné après combat [relativeAmount]% XP gained from combat = [relativeAmount]% XP gagné après combat @@ -7153,11 +7152,11 @@ External links support right-click or long press to copy the link to the clipboa Example: The 'Open Github page' button on the Mod management screen. = Exemple : le bouton 'Ouvrir la page GitHub' sur l'écran de gestion des Mods. Differences from Civilization V = Différences avec Civilization V -Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept = Focus Production\nDans Civilization V, le rendement en Nourriture est calculé en premier, puis la Population augmente en consommant la nourriture stockée (croissance), puis vient le calcul de la Production, et ainsi de suite pour chaque statistique. Ainsi, les citoyens peuvent fournir un rendement dès le tour auquel ils apparaissent. Le focus de la ville peut être réglé sur Production pour assigner les nouveaux citoyens aux collines afin qu'ils contribuent à la Production pour ce tour, puis réassignés manuellement à une case croissance le tour suivant. Le joueur peut aussi régler le focus de la ville sur Or (p.ex. avec Cerro de Potosi), Foi (p.ex. avec le Mont Sinaï), ou sur ce qui rapportera le meilleur rendement pour ce tour. Dans Unciv, les citoyens commencent à fournir un rendement au tour suivant leur apparition, toute cette procédure n'aura donc aucun effet. +Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept. = Focus Production\nDans Civilization V, le rendement en Nourriture est calculé en premier, puis la Population augmente en consommant la nourriture stockée (croissance), puis vient le calcul de la Production, et ainsi de suite pour chaque statistique. Ainsi, les citoyens peuvent fournir un rendement dès le tour auquel ils apparaissent. Le focus de la ville peut être réglé sur Production pour assigner les nouveaux citoyens aux collines afin qu'ils contribuent à la Production pour ce tour, puis réassignés manuellement à une case croissance le tour suivant. Le joueur peut aussi régler le focus de la ville sur Or (p.ex. avec Cerro de Potosi), Foi (p.ex. avec le Mont Sinaï), ou sur ce qui rapportera le meilleur rendement pour ce tour. Dans Unciv, les citoyens commencent à fournir un rendement au tour suivant leur apparition, toute cette procédure n'aura donc aucun effet. Science Queueing\nIn Civilization V, Science yield is calculated after production, so if you finish an item and have Science (or Gold) queued as a perpetual construction, the Production overflow from item will be converted into Science (or Gold), but the Production is not consumed, as this will only happen again on the next turn. By immediately swapping out your perpetual construction for an item on the next turn, you'll get this Science (or Gold) for free. This doesn't apply to Unciv, so don't bother. = File d'attente Science\nDans Civilization V, le rendement en Science est calculé après la Production, donc si le joueur termine un objet et a défini la Science (ou l'Or) comme construction perpétuelle dans la file d'attente, le surplus de Production de l'objet sera converti en Science (ou en Or), mais la Production ne sera pas consommée, elle le sera seulement au tour suivant. En échangeant immédiatement la construction perpétuelle pour un objet en vue du tour suivant, le joueur obtient cette Science (ou Or) gratuitement. Ce n'est pas le cas dans Unciv, donc inutile de recourir à cette astuce. Double Aqueducts\nIn Civilization V, the game sells existing copies of the building for you before providing a free copy of the building. So, if you build an aqueduct in a city, and then in the turn of adopting Tradition Complete you sell a cheap building (e.g a shrine) beforehand, the game is unable to sell more than 1 building per turn, and thus you'll keep your aqueduct, together with the new free aqueduct. Not applicable to Unciv. = Double Aqueducs\nDans Civilization V, le jeu se charge de vendre les exemplaires existants d'un bâtiment pour le joueur, avant de fournir un exemplaire gratuit de ce bâtiment. Donc, si le joueur construit un aqueduc dans une ville, et que dans le tour où Tradition Complète est adoptée, le joueur vend un bâtiment bon marché (p.ex. un autel) juste avant, le jeu ne sachant pas vendre plus d'un bâtiment par tour dans ce cas précis, le joueur peut conserver son aqueduc, conjointement au nouvel aqueduc gratuit. Ne s'applique pas à Unciv. Legalism Oxford\nIn Civilization V, national wonders such as Oxford University are considered culture buildings, so you can get them for free with Legalism. Not applicable to Unciv. = Légalisme et Oxford\nDans Civilization V, les merveilles nationales telles que l'Université d'Oxford sont considérées comme des bâtiments Culture, et le joueur peut les obtenir gratuitement avec la doctrine Légalisme. Ne s'applique pas à Unciv. -Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents = Routes et Forts\nDans Civilization V, le joueur ne peut pas utiliser les routes et les forts en territoire ennemi. Dans Unciv, cela est possible, donc au lieu de les construire un peu partout pendant une guerre et sans réelle réflexion, vous devez veiller à planifier si et quand ils vous seront plus bénéfiques qu'à vos adversaires. +Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents. = Routes et Forts\nDans Civilization V, le joueur ne peut pas utiliser les routes et les forts en territoire ennemi. Dans Unciv, cela est possible, donc au lieu de les construire un peu partout pendant une guerre et sans réelle réflexion, vous devez veiller à planifier si et quand ils vous seront plus bénéfiques qu'à vos adversaires. Citizen Conversion\nIn Civilization V, a citizen is born religious if the parent city is already converted. This is not the case in Unciv, which can lead to temporary deconversion of a city when it grows. = Conversion de citoyens\nDans Civilization V, un citoyen naît avec une religion si la ville parente est déjà convertie. Cela n'est pas le cas dans Unciv, ce qui peut entraîner une déconversion temporaire de la ville lors de la croissance. Unassigned Citizens\nIn Civilization V, unassigned citizens are considered specialists, and subject to the same type of bonuses (e.g. Korea's ability). It can be worthwhile to leave citizens unassigned, instead of being assigned to a tile. Not applicable to Unciv. = Citoyens non-assignés\nDans Civilization V, les citoyens non-assignés sont considérés comme des spécialistes, et donc sujets au même type de bonus (p.ex. la compétence de la Corée). Il peut donc être intéressant de laisser les citoyens non-assignés, au lieu de forcément les assigner à une case. Ne s'applique pas à Unciv. Settler Construction\nIn Civilization V, cities can't starve when constructing settlers, so you can assign all citizens to production tiles and none to food tiles. In Unciv, citizens keep consuming two food per turn. = Construction de Colons\nDans Civilization V, la famine ne peut pas survenir dans les villes construisant des colons, le joueur peut donc assigner tous les citoyens aux cases Production et aucun aux cases Nourriture. Dans Unciv, les citoyens continuent de consommer deux Nourriture par tour. diff --git a/android/assets/jsons/translations/Galician.properties b/android/assets/jsons/translations/Galician.properties index 5504bf697a38d..005d8629d0653 100644 --- a/android/assets/jsons/translations/Galician.properties +++ b/android/assets/jsons/translations/Galician.properties @@ -2274,10 +2274,10 @@ Cannot intercept [mapUnitFilter] units = Non pode interceptar unidades [mapUnitF [relativeAmount]% Strength when performing Air Sweep = [relativeAmount]% Forza ao facer un Varrido Aéreo [relativeAmount]% maintenance costs = [relativeAmount]% custos de ¤mantemento [relativeAmount]% Gold cost of upgrading = [relativeAmount]% custo de ouro da actualización -Earn [amount]% of the damage done to [combatantFilter] units as [civWideStat] = Gaña [amount]% do dano feito a unidades [combatantFilter] como [civWideStat] -Upon capturing a city, receive [amount] times its [stat] production as [civWideStat] immediately = Ao capturar unha cidade, recibe inmediatamente [amount] veces a súa produción de [stat] como [civWideStat] -Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [civWideStat] = Obtén [amount]% de [costOrStrength] de unidades [mapUnitFilter] eliminadas como [civWideStat] -Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [civWideStat] when killed within 4 tiles of a city following this religion = Gaña [amount]% da [costOrStrength] de unidades [mapUnitFilter] como [civWideStat] ao ser eliminadas dentro de 4 celas dunha cidade seguindo esta relixión +Earn [amount]% of the damage done to [combatantFilter] units as [stockpile] = Gaña [amount]% do dano feito a unidades [combatantFilter] como [stockpile] +Upon capturing a city, receive [amount] times its [stat] production as [stockpile] immediately = Ao capturar unha cidade, recibe inmediatamente [amount] veces a súa produción de [stat] como [stockpile] +Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [stockpile] = Obtén [amount]% de [costOrStrength] de unidades [mapUnitFilter] eliminadas como [stockpile] +Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [stockpile] when killed within 4 tiles of a city following this religion = Gaña [amount]% da [costOrStrength] de unidades [mapUnitFilter] como [stockpile] ao ser eliminadas dentro de 4 celas dunha cidade seguindo esta relixión May capture killed [mapUnitFilter] units = Pode capturar unidades [mapUnitFilter] eliminadas [amount] XP gained from combat = [amount] EXP obtido do combate [relativeAmount]% XP gained from combat = [relativeAmount]% EXP gañada do combate @@ -7172,11 +7172,11 @@ External links support right-click or long press to copy the link to the clipboa Example: The 'Open Github page' button on the Mod management screen. = Exemplo: o botón "Abrir páxina de Github" na pantalla de xestión de modificacións. Differences from Civilization V = Diferenzas con Civilization V -Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept = En Civilization V, a producción de alimento nunha cidade calcúlase primeiro, logo a poboación medra ao consumir o alimento almacenado (medra), despois calcúlase a produción, e así sucesivamente, calculando cada unha das outras estadísticas. Así, os cidadáns poden producir rendementos na mesma quenda na que nacen. O enfoque da cidade establécese en Produción para asignar ao novo cidadán a unha montaña para que contribúa á Produción, e logo reasegurarse manualmente a unha cela de crecemento na seguinte quenda. Alternativamente, podes establecer o enfoque da cidade en Ouro (por exemplo, co Cerro de Potosí), Fe (por exemplo, co Monte Sinaí) ou calquera outro que xere os maiores rendementos. En Unciv, os cidadáns só comezan a producir rendementos na seguinte quenda, polo que podes ignorar todo este concepto +Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept. = En Civilization V, a producción de alimento nunha cidade calcúlase primeiro, logo a poboación medra ao consumir o alimento almacenado (medra), despois calcúlase a produción, e así sucesivamente, calculando cada unha das outras estadísticas. Así, os cidadáns poden producir rendementos na mesma quenda na que nacen. O enfoque da cidade establécese en Produción para asignar ao novo cidadán a unha montaña para que contribúa á Produción, e logo reasegurarse manualmente a unha cela de crecemento na seguinte quenda. Alternativamente, podes establecer o enfoque da cidade en Ouro (por exemplo, co Cerro de Potosí), Fe (por exemplo, co Monte Sinaí) ou calquera outro que xere os maiores rendementos. En Unciv, os cidadáns só comezan a producir rendementos na seguinte quenda, polo que podes ignorar todo este concepto Science Queueing\nIn Civilization V, Science yield is calculated after production, so if you finish an item and have Science (or Gold) queued as a perpetual construction, the Production overflow from item will be converted into Science (or Gold), but the Production is not consumed, as this will only happen again on the next turn. By immediately swapping out your perpetual construction for an item on the next turn, you'll get this Science (or Gold) for free. This doesn't apply to Unciv, so don't bother. = Cola de Ciencia\nEn Civilization V, a producción de Ciencia calcúlase despois da produción, polo que, se rematas un elemento e tes Ciencia (ou Ouro) en cola como unha construción perpetua, o exceso de produción do elemento converterase en Ciencia (ou Ouro), pero a produción non se consome, xa que isto só sucederá de novo na seguinte quenda. Ao cambiar inmediatamente a túa construción perpetua por un elemento na seguinte quenda, obterás esta Ciencia (ou Ouro) de balde. Isto non se aplica a Unciv, así que non te preocupes. Double Aqueducts\nIn Civilization V, the game sells existing copies of the building for you before providing a free copy of the building. So, if you build an aqueduct in a city, and then in the turn of adopting Tradition Complete you sell a cheap building (e.g a shrine) beforehand, the game is unable to sell more than 1 building per turn, and thus you'll keep your aqueduct, together with the new free aqueduct. Not applicable to Unciv. = Dous Aqueductos\nEn Civilization V, o xogo vende copias existentes do edificio antes de proporcionar unha copia gratuita do edificio. Así que, se construídes un aqueducto nunha cidade, e logo, na quenda de adoptar Tradición Completa, vendes un edificio barato (por exemplo, un santuario) antes, o xogo non pode vender máis de 1 edificio por quenda, e así manterás o teu aqueducto, xunto co novo aqueducto gratuito. Non se aplica a Unciv. Legalism Oxford\nIn Civilization V, national wonders such as Oxford University are considered culture buildings, so you can get them for free with Legalism. Not applicable to Unciv. = Legalismo Oxford\nEn Civilization V, as marabillas nacionais como a Universidade de Oxford considéranse edificios culturais, polo que podes obtelos de balde con Legalismo. Non aplicable a Unciv. -Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents = Estradas e fortes\nEn Civilization V, non podes usar estradas e fortes en territorio inimigo. En Unciv, podes usalos, polo que en lugar de construílos sen pensar en todas partes cando esteas en guerra, debes decidir se e cando che beneficiarán máis que aos teus opoñentes. +Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents. = Estradas e fortes\nEn Civilization V, non podes usar estradas e fortes en territorio inimigo. En Unciv, podes usalos, polo que en lugar de construílos sen pensar en todas partes cando esteas en guerra, debes decidir se e cando che beneficiarán máis que aos teus opoñentes. Citizen Conversion\nIn Civilization V, a citizen is born religious if the parent city is already converted. This is not the case in Unciv, which can lead to temporary deconversion of a city when it grows. = Conversión cidadá\nEn Civilization V, un cidadán nace relixioso se a cidade nai xa está convertida. Este non é o caso de Unciv, o que pode levar á deconversión temporal dunha cidade cando medre. Unassigned Citizens\nIn Civilization V, unassigned citizens are considered specialists, and subject to the same type of bonuses (e.g. Korea's ability). It can be worthwhile to leave citizens unassigned, instead of being assigned to a tile. Not applicable to Unciv. = Cidadáns sen asignar\nEn Civilization V, os cidadáns sen asignar considéranse especialistas e están suxeitos ao mesmo tipo de bonificacións (por exemplo, a capacidade de Corea). Pode valer a pena deixar aos cidadáns sen asignar, en lugar de ser asignados a unha cela. Non aplicable a Unciv. Settler Construction\nIn Civilization V, cities can't starve when constructing settlers, so you can assign all citizens to production tiles and none to food tiles. In Unciv, citizens keep consuming two food per turn. = Construción de colonos\nEn Civilization V, as cidades non poden morrer de fame cando constrúen colonos, polo que podes asignar a todos os cidadáns ás celas de produción e ningunha ás de alimentos. En Unciv, os cidadáns seguen consumindo dous alimentos por quenda. diff --git a/android/assets/jsons/translations/German.properties b/android/assets/jsons/translations/German.properties index de585fafc8954..96de7783c6ddf 100644 --- a/android/assets/jsons/translations/German.properties +++ b/android/assets/jsons/translations/German.properties @@ -2263,10 +2263,10 @@ Cannot intercept [mapUnitFilter] units = Kann [mapUnitFilter] Einheiten nicht ab [relativeAmount]% Strength when performing Air Sweep = [relativeAmount]% Stärke bei einer Luftraumsäuberung [relativeAmount]% maintenance costs = [relativeAmount]% Wartungskosten [relativeAmount]% Gold cost of upgrading = [relativeAmount]% Goldkosten für Aufrüstung -Earn [amount]% of the damage done to [combatantFilter] units as [civWideStat] = Erhalte [amount]% des verursachten Schadens an [combatantFilter] Einheiten als [civWideStat] -Upon capturing a city, receive [amount] times its [stat] production as [civWideStat] immediately = Erhalte beim Erobern einer Stadt sofort [amount]-mal ihre [stat] Produktion als [civWideStat] -Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [civWideStat] = Erhalte [amount]% von getöteten [mapUnitFilter] Einheiten [costOrStrength] als [civWideStat] -Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [civWideStat] when killed within 4 tiles of a city following this religion = Erhalte [amount]% der [costOrStrength] einer [mapUnitFilter] Einheit als [civWideStat], wenn sie innerhalb von 4 Feldern einer Stadt getötet wird, die dieser Religion folgt +Earn [amount]% of the damage done to [combatantFilter] units as [stockpile] = Erhalte [amount]% des verursachten Schadens an [combatantFilter] Einheiten als [stockpile] +Upon capturing a city, receive [amount] times its [stat] production as [stockpile] immediately = Erhalte beim Erobern einer Stadt sofort [amount]-mal ihre [stat] Produktion als [stockpile] +Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [stockpile] = Erhalte [amount]% von getöteten [mapUnitFilter] Einheiten [costOrStrength] als [stockpile] +Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [stockpile] when killed within 4 tiles of a city following this religion = Erhalte [amount]% der [costOrStrength] einer [mapUnitFilter] Einheit als [stockpile], wenn sie innerhalb von 4 Feldern einer Stadt getötet wird, die dieser Religion folgt May capture killed [mapUnitFilter] units = Kann getötete [mapUnitFilter] Einheiten gefangen nehmen [amount] XP gained from combat = [amount] EP im Kampf gewonnen [relativeAmount]% XP gained from combat = [relativeAmount]% EP im Kampf gewonnen @@ -7155,11 +7155,11 @@ External links support right-click or long press to copy the link to the clipboa Example: The 'Open Github page' button on the Mod management screen. = Beispiel: Die Schaltfläche „Github-Seite öffnen“ in der Ansicht „Mod-Verwaltung“. Differences from Civilization V = Unterschiede zu Civilization V -Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept = Produktionsfokus\In Civilization V wird zuerst der Nahrungsertrag in einer Stadt berechnet, dann wächst die Bevölkerung durch den Verbrauch der gelagerten Nahrung (Wachstum), dann wird die Produktion berechnet, und so werden nach und nach die anderen Werte berechnet. Auf diese Weise können die Bürger in der gleichen Runde, in der sie geboren werden, Erträge produzieren. Der Stadtfokus wird auf Produktion gesetzt, um den neugeborenen Bürger einem Hügel zuzuweisen, damit er zur Produktion beiträgt, und dann im nächsten Zug manuell wieder einem Wachstumsfeld zugewiesen. Alternativ kann der Stadtfokus auch auf Gold (z.B. mit Cerro de Potosi), Glaube (z.B. mit Berg Sinai) oder was auch immer die meisten Erträge bringt, gesetzt werden. In Unciv beginnen die Bürger erst in der nächsten Runde mit der Produktion von Erträgen, so dass du dieses ganze Konzept ignorieren kannst. +Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept. = Produktionsfokus\In Civilization V wird zuerst der Nahrungsertrag in einer Stadt berechnet, dann wächst die Bevölkerung durch den Verbrauch der gelagerten Nahrung (Wachstum), dann wird die Produktion berechnet, und so werden nach und nach die anderen Werte berechnet. Auf diese Weise können die Bürger in der gleichen Runde, in der sie geboren werden, Erträge produzieren. Der Stadtfokus wird auf Produktion gesetzt, um den neugeborenen Bürger einem Hügel zuzuweisen, damit er zur Produktion beiträgt, und dann im nächsten Zug manuell wieder einem Wachstumsfeld zugewiesen. Alternativ kann der Stadtfokus auch auf Gold (z.B. mit Cerro de Potosi), Glaube (z.B. mit Berg Sinai) oder was auch immer die meisten Erträge bringt, gesetzt werden. In Unciv beginnen die Bürger erst in der nächsten Runde mit der Produktion von Erträgen, so dass du dieses ganze Konzept ignorieren kannst. Science Queueing\nIn Civilization V, Science yield is calculated after production, so if you finish an item and have Science (or Gold) queued as a perpetual construction, the Production overflow from item will be converted into Science (or Gold), but the Production is not consumed, as this will only happen again on the next turn. By immediately swapping out your perpetual construction for an item on the next turn, you'll get this Science (or Gold) for free. This doesn't apply to Unciv, so don't bother. = Wissenschafts-Warteschlange\nIn Civilization V wird der Wissenschaftsertrag nach der Produktion berechnet. Wenn du also einen Gegenstand fertigstellst und Wissenschaft (oder Gold) als dauerhafte Konstruktion in der Warteschlange hast, wird der Produktionsüberlauf des Gegenstands in Wissenschaft (oder Gold) umgewandelt, aber die Produktion wird nicht verbraucht, da dies erst in der nächsten Runde wieder geschieht. Wenn du in der nächsten Runde deine dauerhafte Konstruktion sofort gegen einen Gegenstand eintauschst, erhältst du diese Wissenschaft (oder das Gold) kostenlos. Dies gilt nicht für Unciv, also mach dir nicht die Mühe. Double Aqueducts\nIn Civilization V, the game sells existing copies of the building for you before providing a free copy of the building. So, if you build an aqueduct in a city, and then in the turn of adopting Tradition Complete you sell a cheap building (e.g a shrine) beforehand, the game is unable to sell more than 1 building per turn, and thus you'll keep your aqueduct, together with the new free aqueduct. Not applicable to Unciv. = Doppelte Aquädukte\nIn Civilization V verkauft das Spiel vorhandene Kopien des Gebäudes für dich, bevor es eine kostenlose Kopie des Gebäudes bereitstellt. Wenn du also ein Aquädukt in einer Stadt baust und dann in der Runde, in der du Tradition Vervollständigen annimmst, vorher ein billiges Gebäude (z.B. einen Schrein) verkaufst, kann das Spiel nicht mehr als 1 Gebäude pro Runde verkaufen, und so behältst du dein Aquädukt zusammen mit dem neuen kostenlosen Aquädukt. Gilt nicht für Unciv. Legalism Oxford\nIn Civilization V, national wonders such as Oxford University are considered culture buildings, so you can get them for free with Legalism. Not applicable to Unciv. = Gesetzlichkeit Oxford\nIn Civilization V gelten nationale Wunder wie die Universität Oxford als Kulturgebäude, so dass du sie mit Legalismus kostenlos erhalten kannst. Gilt nicht für Unciv. -Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents = Straßen und Festungen\nIn Civilization V können in feindlichem Gebiet keine Straßen und Festungen genutzt werden. In Unciv kannst du sie nutzen. Anstatt sie also im Krieg gedankenlos überall zu errichten, solltest du abwägen, ob und wann sie dir mehr nützen als deinen Gegnern. +Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents. = Straßen und Festungen\nIn Civilization V können in feindlichem Gebiet keine Straßen und Festungen genutzt werden. In Unciv kannst du sie nutzen. Anstatt sie also im Krieg gedankenlos überall zu errichten, solltest du abwägen, ob und wann sie dir mehr nützen als deinen Gegnern. Citizen Conversion\nIn Civilization V, a citizen is born religious if the parent city is already converted. This is not the case in Unciv, which can lead to temporary deconversion of a city when it grows. = Konvertierung der Bürger\nIn Civilization V wird ein Bürger religiös geboren, wenn die Mutterstadt bereits konvertiert ist. Dies ist in Unciv nicht der Fall, was zu einer vorübergehenden Abkehr von der Religion einer Stadt führen kann, wenn diese wächst. Unassigned Citizens\nIn Civilization V, unassigned citizens are considered specialists, and subject to the same type of bonuses (e.g. Korea's ability). It can be worthwhile to leave citizens unassigned, instead of being assigned to a tile. Not applicable to Unciv. = Nicht zugewiesene Bürger\nIn Civilization V werden nicht zugewiesene Bürger als Spezialisten betrachtet und unterliegen den gleichen Boni (z.B. Koreas Fähigkeit). Es kann sich lohnen, Bürger nicht zuzuordnen, anstatt sie einem Feld zuzuordnen. Gilt nicht für Unciv. Settler Construction\nIn Civilization V, cities can't starve when constructing settlers, so you can assign all citizens to production tiles and none to food tiles. In Unciv, citizens keep consuming two food per turn. = Siedlerbau\nIn Civilization V können Städte nicht verhungern, wenn sie Siedler bauen, also kannst du alle Bürger auf Produktionsfelder setzen und keine auf Nahrungsplättchen. In Unciv verbrauchen die Bürger weiterhin zwei Nahrungsmittel pro Zug. diff --git a/android/assets/jsons/translations/Greek.properties b/android/assets/jsons/translations/Greek.properties index 9b1c36bb4dbff..22af61a2b6cad 100644 --- a/android/assets/jsons/translations/Greek.properties +++ b/android/assets/jsons/translations/Greek.properties @@ -3813,13 +3813,13 @@ Cannot intercept [mapUnitFilter] units = # Requires translation! [relativeAmount]% Gold cost of upgrading = # Requires translation! -Earn [amount]% of the damage done to [combatantFilter] units as [civWideStat] = +Earn [amount]% of the damage done to [combatantFilter] units as [stockpile] = # Requires translation! -Upon capturing a city, receive [amount] times its [stat] production as [civWideStat] immediately = +Upon capturing a city, receive [amount] times its [stat] production as [stockpile] immediately = # Requires translation! -Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [civWideStat] = +Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [stockpile] = # Requires translation! -Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [civWideStat] when killed within 4 tiles of a city following this religion = +Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [stockpile] when killed within 4 tiles of a city following this religion = # Requires translation! May capture killed [mapUnitFilter] units = # Requires translation! @@ -12157,7 +12157,7 @@ Example: The 'Open Github page' button on the Mod management screen. = # Requires translation! Differences from Civilization V = # Requires translation! -Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept = +Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept. = # Requires translation! Science Queueing\nIn Civilization V, Science yield is calculated after production, so if you finish an item and have Science (or Gold) queued as a perpetual construction, the Production overflow from item will be converted into Science (or Gold), but the Production is not consumed, as this will only happen again on the next turn. By immediately swapping out your perpetual construction for an item on the next turn, you'll get this Science (or Gold) for free. This doesn't apply to Unciv, so don't bother. = # Requires translation! @@ -12165,7 +12165,7 @@ Double Aqueducts\nIn Civilization V, the game sells existing copies of the build # Requires translation! Legalism Oxford\nIn Civilization V, national wonders such as Oxford University are considered culture buildings, so you can get them for free with Legalism. Not applicable to Unciv. = # Requires translation! -Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents = +Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents. = # Requires translation! Citizen Conversion\nIn Civilization V, a citizen is born religious if the parent city is already converted. This is not the case in Unciv, which can lead to temporary deconversion of a city when it grows. = # Requires translation! diff --git a/android/assets/jsons/translations/Hungarian.properties b/android/assets/jsons/translations/Hungarian.properties index 73e1206bd9686..40029f2cde8c3 100644 --- a/android/assets/jsons/translations/Hungarian.properties +++ b/android/assets/jsons/translations/Hungarian.properties @@ -2309,10 +2309,10 @@ Cannot intercept [mapUnitFilter] units = Nem képes [mapUnitFilter] egységeket [relativeAmount]% Strength when performing Air Sweep = [relativeAmount]% harci erő légtértisztogatás végrehajtására [relativeAmount]% maintenance costs = [relativeAmount]% fenntartási költség [relativeAmount]% Gold cost of upgrading = [relativeAmount]%-kal változik a korszerűsítés aranyköltsége -Earn [amount]% of the damage done to [combatantFilter] units as [civWideStat] = A(z) [combatantFilter] egységeknek okozott sebzés [amount]%-át megkapja mint [civWideStat] -Upon capturing a city, receive [amount] times its [stat] production as [civWideStat] immediately = Amikor elfoglalsz egy várost, a város [stat] termelése × [amount] értékű [civWideStat] azonnal a tiéd lesz -Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [civWideStat] = Megkapod a megölt [mapUnitFilter] egységek [costOrStrength] értékének [amount]%-át mint [civWideStat] -Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [civWideStat] when killed within 4 tiles of a city following this religion = Megkapod az e vallást követő várostól 4 mezőnél nem messzebb megölt [mapUnitFilter] egységek [costOrStrength] értékének [amount]%-át mint [civWideStat] +Earn [amount]% of the damage done to [combatantFilter] units as [stockpile] = A(z) [combatantFilter] egységeknek okozott sebzés [amount]%-át megkapja mint [stockpile] +Upon capturing a city, receive [amount] times its [stat] production as [stockpile] immediately = Amikor elfoglalsz egy várost, a város [stat] termelése × [amount] értékű [stockpile] azonnal a tiéd lesz +Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [stockpile] = Megkapod a megölt [mapUnitFilter] egységek [costOrStrength] értékének [amount]%-át mint [stockpile] +Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [stockpile] when killed within 4 tiles of a city following this religion = Megkapod az e vallást követő várostól 4 mezőnél nem messzebb megölt [mapUnitFilter] egységek [costOrStrength] értékének [amount]%-át mint [stockpile] May capture killed [mapUnitFilter] units = Elfoghatja a megölt [mapUnitFilter] egységeket [amount] XP gained from combat = [amount] TP-t szerez harc közben [relativeAmount]% XP gained from combat = A harc [relativeAmount]% TP-t hoz @@ -8311,7 +8311,7 @@ Example: The 'Open Github page' button on the Mod management screen. = # Requires translation! Differences from Civilization V = # Requires translation! -Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept = +Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept. = # Requires translation! Science Queueing\nIn Civilization V, Science yield is calculated after production, so if you finish an item and have Science (or Gold) queued as a perpetual construction, the Production overflow from item will be converted into Science (or Gold), but the Production is not consumed, as this will only happen again on the next turn. By immediately swapping out your perpetual construction for an item on the next turn, you'll get this Science (or Gold) for free. This doesn't apply to Unciv, so don't bother. = # Requires translation! @@ -8319,7 +8319,7 @@ Double Aqueducts\nIn Civilization V, the game sells existing copies of the build # Requires translation! Legalism Oxford\nIn Civilization V, national wonders such as Oxford University are considered culture buildings, so you can get them for free with Legalism. Not applicable to Unciv. = # Requires translation! -Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents = +Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents. = # Requires translation! Citizen Conversion\nIn Civilization V, a citizen is born religious if the parent city is already converted. This is not the case in Unciv, which can lead to temporary deconversion of a city when it grows. = # Requires translation! diff --git a/android/assets/jsons/translations/Indonesian.properties b/android/assets/jsons/translations/Indonesian.properties index 4ee57ac468dd9..c69dfdba5ed0a 100644 --- a/android/assets/jsons/translations/Indonesian.properties +++ b/android/assets/jsons/translations/Indonesian.properties @@ -2087,7 +2087,6 @@ Roads connect tiles across rivers = Jalan menghubungkan ubin di seberang sungai [relativeAmount]% maintenance on road & railroads = [relativeAmount]% pemeliharaan untuk jalan & rel kereta No Maintenance costs for improvements in [tileFilter] tiles = Tidak memerlukan biaya Pemeliharaan untuk peningkatan di ubin [tileFilter] [relativeAmount]% construction time for [improvementFilter] improvements = [relativeAmount]% waktu pembangunan untuk peningkatan [improvementFilter] - # Requires translation! Can build [improvementFilter] improvements at a [relativeAmount]% rate = Dapat membangun peningkatan [improvementFilter] pada kecepatan [relativeAmount]% [relativeAmount]% maintenance cost for buildings [cityFilter] = [relativeAmount]% biaya pemeliharaan untuk bangunan-bangunan [cityFilter] Remove [buildingFilter] [cityFilter] = Hancurkan [buildingFilter] [cityFilter] @@ -2262,10 +2261,10 @@ Cannot intercept [mapUnitFilter] units = Tidak dapat mencegat unit [mapUnitFilte [relativeAmount]% Strength when performing Air Sweep = [relativeAmount]% Kekuatan ketika melakukan Sweeping Udara [relativeAmount]% maintenance costs = [relativeAmount]% biaya pemeliharaan [relativeAmount]% Gold cost of upgrading = [relativeAmount]% biaya Emas untuk peningkatan -Earn [amount]% of the damage done to [combatantFilter] units as [civWideStat] = Mendapatkan [civWideStat] sebesar [amount]% dari kerusakan yang ditujukan pada unit [combatantFilter] -Upon capturing a city, receive [amount] times its [stat] production as [civWideStat] immediately = Saat menawan sebuah kota, langsung menerima [amount] kali produksi [stat]nya sebagai [civWideStat] -Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [civWideStat] = Mendapatkan [amount]% dari [costOrStrength] unit [mapUnitFilter] yang dibunuh dalam bentuk [civWideStat] -Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [civWideStat] when killed within 4 tiles of a city following this religion = Mendapatkan [amount]% dari [costOrStrength] unit [mapUnitFilter] sebagai [civWideStat] saat dibunuh dalam jangkauan 4 ubin dari sebuah kota yang mengikuti agama ini +Earn [amount]% of the damage done to [combatantFilter] units as [stockpile] = Mendapatkan [stockpile] sebesar [amount]% dari kerusakan yang ditujukan pada unit [combatantFilter] +Upon capturing a city, receive [amount] times its [stat] production as [stockpile] immediately = Saat menawan sebuah kota, langsung menerima [amount] kali produksi [stat]nya sebagai [stockpile] +Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [stockpile] = Mendapatkan [amount]% dari [costOrStrength] unit [mapUnitFilter] yang dibunuh dalam bentuk [stockpile] +Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [stockpile] when killed within 4 tiles of a city following this religion = Mendapatkan [amount]% dari [costOrStrength] unit [mapUnitFilter] sebagai [stockpile] saat dibunuh dalam jangkauan 4 ubin dari sebuah kota yang mengikuti agama ini May capture killed [mapUnitFilter] units = Dapat menawan unit [mapUnitFilter] yang dibunuh [amount] XP gained from combat = [amount] XP yang didapatkan dari pertempuran [relativeAmount]% XP gained from combat = [relativeAmount]% XP yang didapatkan dari pertempuran @@ -7153,11 +7152,11 @@ External links support right-click or long press to copy the link to the clipboa Example: The 'Open Github page' button on the Mod management screen. = Contoh: Tombol 'Buka laman Github' pada layar manajemen Mod. Differences from Civilization V = Perbedaan dari Civilization V -Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept = Fokus Produksi\nDi Civilization V, penghasilan makanan di sebuah kota dihitung dulu, lalu populasi tumbuh dengan mengonsumsi makanan yang disimpan (pertumbuhan), lalu produksi dihitung, dan seterusnya satu demi satu statistik yang lain dihitung. Jadi, warga dapat menghasilkan penghasilan pada giliran yang sama sebagaimana mereka lahir. Fokus kota diatur pada Produksi untuk mempekerjakan warga yang baru lahir ke bukit jadi mereka akan mengontribusikan Produksi, dan mempekerjakan kembali secara manual ke ubin yang tumbuh pada giliran selanjutnya. Selain itu, kamu dapat mengatur fokus kota pada Emas (contohnya dengan Cerro de Potosi), Iman (contohnya dengan Gunung Sinai) atau apa pun yang mendapatkan penghasilan terbanyak. Di Unciv, warga baru mulai menghasilkan penghasilan pada giliran selanjutnya, jadi kamu bisa mengabaikan seluruh konsep ini +Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept. = Fokus Produksi\nDi Civilization V, penghasilan makanan di sebuah kota dihitung dulu, lalu populasi tumbuh dengan mengonsumsi makanan yang disimpan (pertumbuhan), lalu produksi dihitung, dan seterusnya satu demi satu statistik yang lain dihitung. Jadi, warga dapat menghasilkan penghasilan pada giliran yang sama sebagaimana mereka lahir. Fokus kota diatur pada Produksi untuk mempekerjakan warga yang baru lahir ke bukit jadi mereka akan mengontribusikan Produksi, dan mempekerjakan kembali secara manual ke ubin yang tumbuh pada giliran selanjutnya. Selain itu, kamu dapat mengatur fokus kota pada Emas (contohnya dengan Cerro de Potosi), Iman (contohnya dengan Gunung Sinai) atau apa pun yang mendapatkan penghasilan terbanyak. Di Unciv, warga baru mulai menghasilkan penghasilan pada giliran selanjutnya, jadi kamu bisa mengabaikan seluruh konsep ini Science Queueing\nIn Civilization V, Science yield is calculated after production, so if you finish an item and have Science (or Gold) queued as a perpetual construction, the Production overflow from item will be converted into Science (or Gold), but the Production is not consumed, as this will only happen again on the next turn. By immediately swapping out your perpetual construction for an item on the next turn, you'll get this Science (or Gold) for free. This doesn't apply to Unciv, so don't bother. = Pengantrean Ilmu Pengetahuan\nDi Civilization V, penghasilan Ilmu Pengetahuan dihitung setelah produksi, jadi jika kamu menyelesaikan sebuah barang dan memiliki Ilmu Pengetahuan (atau Emas) yang diantrekan sebagai sebuah pembangunan terus-terusan, luapan Produksi dari barang akan diubah menjadi Ilmu Pengetahuan (atau Emas), tetapi Produksinya tidak dihabiskan, karena ini hanya akan terjadi lagi pada giliran selanjutnya. Dengan langsung menggantikan pembangunan terus-terusan untuk sebuah barang pada giliran selanjutnya, kamu akan mendapatkan Ilmu Pengetahuan (atau Emas) ini secara gratis. Ini tidak berlaku pada Unciv, jadi jangan repot-repot. Double Aqueducts\nIn Civilization V, the game sells existing copies of the building for you before providing a free copy of the building. So, if you build an aqueduct in a city, and then in the turn of adopting Tradition Complete you sell a cheap building (e.g a shrine) beforehand, the game is unable to sell more than 1 building per turn, and thus you'll keep your aqueduct, together with the new free aqueduct. Not applicable to Unciv. = Akuaduk Ganda\nDi Civilization V, permainan menjual duplikat bangunan yang ada untukmu sebelum menyediakan sebuah duplikat gratis dari bangunan tersebut. Jadi, jika kamu membangun sebuah akuaduk di sebuah kota, dan pada giliran menerapkan Tradisi Lengkap kamu menjual sebuah bangunan murah (contohnya sebuah tempat suci) sebelumnya, permainan tidak dapat menjual lebih dari 1 bangunan tiap giliran, dan jadi kamu akan menjaga akuadukmu, bersama dengan akuaduk baru yang gratis. Tidak berlaku pada Unciv. Legalism Oxford\nIn Civilization V, national wonders such as Oxford University are considered culture buildings, so you can get them for free with Legalism. Not applicable to Unciv. = Legalisme Oxford\nDi Civilization V, keajaiban nasional seperti Universitas Oxford dianggap sebagai bangunan budaya, jadi kamu bisa mendapatkannya secara gratis dengan Legalisme. Tidak berlaku pada Unciv. -Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents = Jalan dan Kubu Pertahanan\nDi Civilization V, kamu tidak dapat menggunakan jalan dan kubu pertahanan di wilayah musuh. Di Unciv, kamu dapat menggunakannya, jadi ketimbang membangunnya di mana saja tanpa pikir panjang saat sedang berperang, kamu perlu memutuskan jika dan kapan itu akan lebih menguntungkanmu daripada lawanmu +Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents. = Jalan dan Kubu Pertahanan\nDi Civilization V, kamu tidak dapat menggunakan jalan dan kubu pertahanan di wilayah musuh. Di Unciv, kamu dapat menggunakannya, jadi ketimbang membangunnya di mana saja tanpa pikir panjang saat sedang berperang, kamu perlu memutuskan jika dan kapan itu akan lebih menguntungkanmu daripada lawanmu Citizen Conversion\nIn Civilization V, a citizen is born religious if the parent city is already converted. This is not the case in Unciv, which can lead to temporary deconversion of a city when it grows. = Konversi Warga\nDi Civilization V, seorang warga terlahir religius jika kota asalnya sudah dikonversi. Ini bukanlah kasus di Unciv, yang dapat menuju ke dekonversi sementara sebuah kota ketika kotanya bertumbuh. Unassigned Citizens\nIn Civilization V, unassigned citizens are considered specialists, and subject to the same type of bonuses (e.g. Korea's ability). It can be worthwhile to leave citizens unassigned, instead of being assigned to a tile. Not applicable to Unciv. = Warga yang Tidak Dipekerjakan\nDi Civilization V, warga yang tidak dipekerjakan dianggap sebagai spesialis, dan dikenakan bonus dengan jenis yang sama (contohnya kemampuan Korea). Ini dapat berguna untuk membiarkan warga tidak dipekerjakan, ketimbang dipekerjakan ke sebuah ubin. Tidak berlaku pada Unciv. Settler Construction\nIn Civilization V, cities can't starve when constructing settlers, so you can assign all citizens to production tiles and none to food tiles. In Unciv, citizens keep consuming two food per turn. = Pembangunan Pemukim\nDi Civilization V, kota-kota tidak dapat kelaparan saat membangun pemukim, jadi kamu dapat mempekerjakan semua warga ke ubin produksi dan tidak satu pun ke ubin makanan. Di Unciv, warga tetap mengonsumsi dua makanan per giliran. diff --git a/android/assets/jsons/translations/Italian.properties b/android/assets/jsons/translations/Italian.properties index af11bbf1c9113..3061d9936d725 100644 --- a/android/assets/jsons/translations/Italian.properties +++ b/android/assets/jsons/translations/Italian.properties @@ -2268,10 +2268,10 @@ Cannot intercept [mapUnitFilter] units = Non può intercettare le unità [mapUni [relativeAmount]% Strength when performing Air Sweep = [relativeAmount]% Forza durante una Perlustrazione [relativeAmount]% maintenance costs = [relativeAmount]% costi di mantenimento [relativeAmount]% Gold cost of upgrading = [relativeAmount]% costi in oro per gli aggiornamenti -Earn [amount]% of the damage done to [combatantFilter] units as [civWideStat] = Ottieni il [amount]% del danno inflitto alle unità [combatantFilter] pari a [civWideStat] -Upon capturing a city, receive [amount] times its [stat] production as [civWideStat] immediately = Quando conquisti una città, ne ricevi immediatamente [amount] volte la produzione in [stat] pari a [civWideStat] -Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [civWideStat] = Ottieni [civWideStat] pari al [amount]% della [costOrStrength] di ogni unità [mapUnitFilter] uccisa. -Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [civWideStat] when killed within 4 tiles of a city following this religion = Ottieni il [amount]% della [costOrStrength] delle unità [mapUnitFilter] pari [civWideStat] che uccidi entro 4 caselle da una città che segue questa religione. +Earn [amount]% of the damage done to [combatantFilter] units as [stockpile] = Ottieni il [amount]% del danno inflitto alle unità [combatantFilter] pari a [stockpile] +Upon capturing a city, receive [amount] times its [stat] production as [stockpile] immediately = Quando conquisti una città, ne ricevi immediatamente [amount] volte la produzione in [stat] pari a [stockpile] +Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [stockpile] = Ottieni [stockpile] pari al [amount]% della [costOrStrength] di ogni unità [mapUnitFilter] uccisa. +Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [stockpile] when killed within 4 tiles of a city following this religion = Ottieni il [amount]% della [costOrStrength] delle unità [mapUnitFilter] pari [stockpile] che uccidi entro 4 caselle da una città che segue questa religione. May capture killed [mapUnitFilter] units = Può catturare le unità [mapUnitFilter] sconfitte [amount] XP gained from combat = [amount] XP dal combattimento [relativeAmount]% XP gained from combat = [relativeAmount] XP dal combattimento @@ -7160,11 +7160,11 @@ External links support right-click or long press to copy the link to the clipboa Example: The 'Open Github page' button on the Mod management screen. = Esempio: Il tasto "Apri pagina Github" nella schermata di gestione delle mod. Differences from Civilization V = Differenze da Civilizat -Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept = Focus Produzione\nIn Civilization V, prima si calcola la resa di Cibo nella città, la popolazione cresce consumando il cibo immagazzinato e poi si calcola la produzione seguita una dopo l'altra dalle altre statistiche. I cittadini possono quindi produrre rese nello stesso turno in cui nascono. Il focus cittadino è rivolto alla Produzione per assegnare i nuovi cittadini alle colline per contribuire alla Produzione, ed essi nel turno successivo possono essere riassegnati manualmente. In alternativa, puoi impostare il focus della città su Oro (ad esempio con Cerro de Potosi), Fede (ad esempio con Monte Sinai) o qualsiasi cosa ottenga più rendimenti. In Unciv, i cittadini iniziano a produrre rendimenti solo al turno successivo, quindi puoi ignorare tutto questo concetto. +Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept. = Focus Produzione\nIn Civilization V, prima si calcola la resa di Cibo nella città, la popolazione cresce consumando il cibo immagazzinato e poi si calcola la produzione seguita una dopo l'altra dalle altre statistiche. I cittadini possono quindi produrre rese nello stesso turno in cui nascono. Il focus cittadino è rivolto alla Produzione per assegnare i nuovi cittadini alle colline per contribuire alla Produzione, ed essi nel turno successivo possono essere riassegnati manualmente. In alternativa, puoi impostare il focus della città su Oro (ad esempio con Cerro de Potosi), Fede (ad esempio con Monte Sinai) o qualsiasi cosa ottenga più rendimenti. In Unciv, i cittadini iniziano a produrre rendimenti solo al turno successivo, quindi puoi ignorare tutto questo concetto. Science Queueing\nIn Civilization V, Science yield is calculated after production, so if you finish an item and have Science (or Gold) queued as a perpetual construction, the Production overflow from item will be converted into Science (or Gold), but the Production is not consumed, as this will only happen again on the next turn. By immediately swapping out your perpetual construction for an item on the next turn, you'll get this Science (or Gold) for free. This doesn't apply to Unciv, so don't bother. = Coda di Scienza\nIn Civilization V, la resa di Scienza viene calcolata dopo la produzione, quindi se finisci un oggetto e hai Scienza (o Oro) in coda come costruzione perpetua, l'eccesso di Produzione dall'oggetto verrà convertito in Scienza (o Oro), ma la Produzione non verrà consumata, poiché ciò accadrà di nuovo solo nel turno successivo. Sostituendo immediatamente la tua costruzione perpetua con un oggetto nel turno successivo, otterrai questa Scienza (o Oro) gratuitamente. Questo non si applica a Unciv, quindi non preoccuparti. Double Aqueducts\nIn Civilization V, the game sells existing copies of the building for you before providing a free copy of the building. So, if you build an aqueduct in a city, and then in the turn of adopting Tradition Complete you sell a cheap building (e.g a shrine) beforehand, the game is unable to sell more than 1 building per turn, and thus you'll keep your aqueduct, together with the new free aqueduct. Not applicable to Unciv. = Doppi acquedotti\nIn Civilization V, il gioco vende copie esistenti dell'edificio per te prima di fornirti una copia gratuita dell'edificio. Quindi, se costruisci un acquedotto in una città e poi nel turno di adozione di Tradizione Completa vendi un edificio economico (ad esempio un santuario) in anticipo, il gioco non è in grado di vendere più di 1 edificio a turno e quindi manterrai il tuo acquedotto, insieme al nuovo acquedotto gratuito. Non applicabile a Unciv. Legalism Oxford\nIn Civilization V, national wonders such as Oxford University are considered culture buildings, so you can get them for free with Legalism. Not applicable to Unciv. = Legalismo e Oxford\nIn Civilization V, le meraviglie nazionali come l'Università di Oxford sono considerate edifici culturali, quindi puoi ottenerle gratuitamente con Legalismo. Non applicabile a Unciv. -Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents = Strade e forti\nA differenza di Civilization V, in Unciv puoi usare strade e forti in territorio nemico quindi, invece di costruirli senza pensarci ovunque quando sei in guerra, devi decidere se e quando saranno più utili a te che ai tuoi avversari. +Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents. = Strade e forti\nA differenza di Civilization V, in Unciv puoi usare strade e forti in territorio nemico quindi, invece di costruirli senza pensarci ovunque quando sei in guerra, devi decidere se e quando saranno più utili a te che ai tuoi avversari. Citizen Conversion\nIn Civilization V, a citizen is born religious if the parent city is already converted. This is not the case in Unciv, which can lead to temporary deconversion of a city when it grows. = Conversione dei cittadini\nIn Civilization V, un cittadino nasce religioso se la città madre è già convertita. Non accade in Unciv, il che può portare alla deconversione temporanea di una città quando cresce. Unassigned Citizens\nIn Civilization V, unassigned citizens are considered specialists, and subject to the same type of bonuses (e.g. Korea's ability). It can be worthwhile to leave citizens unassigned, instead of being assigned to a tile. Not applicable to Unciv. = Cittadini non assegnati\nIn Civilization V, i cittadini non assegnati sono considerati specialisti e soggetti allo stesso tipo di bonus (ad esempio l'abilità della Corea). Può valere la pena lasciare i cittadini non assegnati, invece di assegnarli a una tessera. Non applicabile a Unciv. Settler Construction\nIn Civilization V, cities can't starve when constructing settlers, so you can assign all citizens to production tiles and none to food tiles. In Unciv, citizens keep consuming two food per turn. = Costruzione dei coloni\nIn Civilization V, le città evitano la fame quando costruiscono coloni, quindi puoi assegnare tutti i cittadini alle tessere di produzione e nessuno alle tessere di cibo. In Unciv, i cittadini continuano a consumare due cibi a turno. diff --git a/android/assets/jsons/translations/Japanese.properties b/android/assets/jsons/translations/Japanese.properties index d71feea7acc35..894bc154284a4 100644 --- a/android/assets/jsons/translations/Japanese.properties +++ b/android/assets/jsons/translations/Japanese.properties @@ -2444,12 +2444,12 @@ Cannot intercept [mapUnitFilter] units = [mapUnitFilter]ユニットを迎撃で [relativeAmount]% maintenance costs = 維持コスト[relativeAmount]% [relativeAmount]% Gold cost of upgrading = アップグレードにかかるゴールド[relativeAmount]% # Requires translation! -Earn [amount]% of the damage done to [combatantFilter] units as [civWideStat] = +Earn [amount]% of the damage done to [combatantFilter] units as [stockpile] = # Requires translation! -Upon capturing a city, receive [amount] times its [stat] production as [civWideStat] immediately = -Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [civWideStat] = 敵の[mapUnitFilter]を倒すごとに敵[costOrStrength][amount]%分の[civWideStat]を得る +Upon capturing a city, receive [amount] times its [stat] production as [stockpile] immediately = +Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [stockpile] = 敵の[mapUnitFilter]を倒すごとに敵[costOrStrength][amount]%分の[stockpile]を得る # Requires translation! -Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [civWideStat] when killed within 4 tiles of a city following this religion = +Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [stockpile] when killed within 4 tiles of a city following this religion = # Requires translation! May capture killed [mapUnitFilter] units = [amount] XP gained from combat = 戦闘で得られるXPが[amount] @@ -8198,7 +8198,7 @@ Example: The 'Open Github page' button on the Mod management screen. = # Requires translation! Differences from Civilization V = # Requires translation! -Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept = +Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept. = # Requires translation! Science Queueing\nIn Civilization V, Science yield is calculated after production, so if you finish an item and have Science (or Gold) queued as a perpetual construction, the Production overflow from item will be converted into Science (or Gold), but the Production is not consumed, as this will only happen again on the next turn. By immediately swapping out your perpetual construction for an item on the next turn, you'll get this Science (or Gold) for free. This doesn't apply to Unciv, so don't bother. = # Requires translation! @@ -8206,7 +8206,7 @@ Double Aqueducts\nIn Civilization V, the game sells existing copies of the build # Requires translation! Legalism Oxford\nIn Civilization V, national wonders such as Oxford University are considered culture buildings, so you can get them for free with Legalism. Not applicable to Unciv. = # Requires translation! -Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents = +Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents. = # Requires translation! Citizen Conversion\nIn Civilization V, a citizen is born religious if the parent city is already converted. This is not the case in Unciv, which can lead to temporary deconversion of a city when it grows. = # Requires translation! diff --git a/android/assets/jsons/translations/Korean.properties b/android/assets/jsons/translations/Korean.properties index caf3fcb5e35c8..64ed28f785826 100644 --- a/android/assets/jsons/translations/Korean.properties +++ b/android/assets/jsons/translations/Korean.properties @@ -2349,10 +2349,10 @@ Cannot intercept [mapUnitFilter] units = [mapUnitFilter] 유닛 요격 불가 [relativeAmount]% Strength when performing Air Sweep = 대공 무력화 시 전투력 [relativeAmount]% [relativeAmount]% maintenance costs = 유지비 [relativeAmount]% [relativeAmount]% Gold cost of upgrading = 업그레이드에 필요한 골드 [relativeAmount]% -Earn [amount]% of the damage done to [combatantFilter] units as [civWideStat] = [combatantFilter] 공격시 피해의 [amount]%에 해당하는 [civWideStat] 획득 -Upon capturing a city, receive [amount] times its [stat] production as [civWideStat] immediately = 도시 점령시 도시가 생산하던 [stat]의 [amount]배에 해당하는 [civWideStat] 획득 -Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [civWideStat] = 적 [mapUnitFilter] 유닛 처치시 [costOrStrength]의 [amount]%에 해당하는 [civWideStat] 획득 -Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [civWideStat] when killed within 4 tiles of a city following this religion = 이 종교를 믿는 도시의 4타일 내에서 적 [mapUnitFilter] 유닛 처치시 [costOrStrength]의 [amount]% 에 해당하는 [civWideStat] 획득 +Earn [amount]% of the damage done to [combatantFilter] units as [stockpile] = [combatantFilter] 공격시 피해의 [amount]%에 해당하는 [stockpile] 획득 +Upon capturing a city, receive [amount] times its [stat] production as [stockpile] immediately = 도시 점령시 도시가 생산하던 [stat]의 [amount]배에 해당하는 [stockpile] 획득 +Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [stockpile] = 적 [mapUnitFilter] 유닛 처치시 [costOrStrength]의 [amount]%에 해당하는 [stockpile] 획득 +Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [stockpile] when killed within 4 tiles of a city following this religion = 이 종교를 믿는 도시의 4타일 내에서 적 [mapUnitFilter] 유닛 처치시 [costOrStrength]의 [amount]% 에 해당하는 [stockpile] 획득 May capture killed [mapUnitFilter] units = [mapUnitFilter] 유닛 처치시 포획 가능 [amount] XP gained from combat = 전투로 [amount] XP 획득 [relativeAmount]% XP gained from combat = 전투로 얻는 XP [relativeAmount]% @@ -7596,7 +7596,7 @@ Example: The 'Open Github page' button on the Mod management screen. = # Requires translation! Differences from Civilization V = # Requires translation! -Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept = +Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept. = # Requires translation! Science Queueing\nIn Civilization V, Science yield is calculated after production, so if you finish an item and have Science (or Gold) queued as a perpetual construction, the Production overflow from item will be converted into Science (or Gold), but the Production is not consumed, as this will only happen again on the next turn. By immediately swapping out your perpetual construction for an item on the next turn, you'll get this Science (or Gold) for free. This doesn't apply to Unciv, so don't bother. = # Requires translation! @@ -7604,7 +7604,7 @@ Double Aqueducts\nIn Civilization V, the game sells existing copies of the build # Requires translation! Legalism Oxford\nIn Civilization V, national wonders such as Oxford University are considered culture buildings, so you can get them for free with Legalism. Not applicable to Unciv. = # Requires translation! -Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents = +Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents. = # Requires translation! Citizen Conversion\nIn Civilization V, a citizen is born religious if the parent city is already converted. This is not the case in Unciv, which can lead to temporary deconversion of a city when it grows. = # Requires translation! diff --git a/android/assets/jsons/translations/Latin.properties b/android/assets/jsons/translations/Latin.properties index 6fec52b0365ce..da616eace6c0e 100644 --- a/android/assets/jsons/translations/Latin.properties +++ b/android/assets/jsons/translations/Latin.properties @@ -1018,7 +1018,6 @@ Pause = Pausa Music = Musica # Requires translation! Skip = - # Requires translation! Currently playing: [title] = Nunc canitur: [title] Download music = Affer musicam Downloading... = Affero... @@ -1893,17 +1892,13 @@ Science cost modifier: [amount]%⍾ = Coefficiens ad sumptum de scientia: [amoun Culture cost modifier: [amount]%♪ = Coefficiens ad sumptum de cultura: [amount]%♪ Faith cost modifier: [amount]%☮ = Coefficiens ad sumptum de fide: [amount]%☮ Improvement build length modifier: [amount]%⏳ = Coefficiens ad longinquitatem ad constructionem meliorationum: [amount]%⏳ - # Requires translation! Diplomatic deal duration: [amount] turns⏳ = Longinquitas negotiationis diplomaticæ: [amount] gressus⏳ - # Requires translation! Gold gift influence gain modifier: [amount]%¤ = Influentia merenda de dono solidorum: [amount]%¤ # Requires translation! City-state tribute scaling interval: [amount] turns⏳ = Barbarian spawn modifier: [amount]%† = Coefficiens ad generationem barbarorum: [amount]%† Golden age length modifier: [amount]%⌣ = Coefficiens ad longinquitatem saeculi aurei: [amount]%⌣ - # Requires translation! Adjacent city religious pressure: [amount]☮ = Impulsus religiosus urbis adjacentis: [amount]☮ - # Requires translation! Peace deal duration: [amount] turns⏳ = Longinquitas pacis negotiationis: [amount] gressus ⏳ Start year: [comment] = Annus initialis: [comment] Pillaging this improvement yields [stats] = Direptio hujus tegulæ producat res quæ sint [stats] @@ -1914,7 +1909,6 @@ Unit type = Forma centuriæ Units: = Centuriae: Unit types = Formae centuriarum Domain: [param] = Plaga: [param] - # Requires translation! Toggle UI (World Screen only) = Intermutare rem-inter-facies (solummodo in ostentu mundi) Overrides yields from underlying terrain = Cooperit res de humo sub se producendas (ut eæ non producantur) No yields = Sine productu @@ -2484,10 +2478,10 @@ Cannot intercept [mapUnitFilter] units = Non potest intercipere centurias quæ s [relativeAmount]% Strength when performing Air Sweep = Cum verrit aëra, [relativeAmount]% potentiam [relativeAmount]% maintenance costs = [relativeAmount]% sumptus ad tuitionem [relativeAmount]% Gold cost of upgrading = [relativeAmount]% Solidi consumendi ad armationem -Earn [amount]% of the damage done to [combatantFilter] units as [civWideStat] = Mereas [civWideStat](m/s/um/os) qui/quæ si(n)t [amount]% quam damna data centuriis quæ sunt [combatantFilter] -Upon capturing a city, receive [amount] times its [stat] production as [civWideStat] immediately = Statim quam urbem capis, mereas [civWideStat](m/s/um/os) qui/quæ si(n)t [amount]-plex quam [stat] qu*m ea facit -Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [civWideStat] = Mereas [civWideStat](m/s/um/os) qui/quæ si(n)t [amount]% quam [costOrStrength] centuriæ interfectæ quæ fuerit [mapUnitFilter] -Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [civWideStat] when killed within 4 tiles of a city following this religion = Mereas [civWideStat](m/s/um/os) qui/quæ si(n)t [amount]% quam [costOrStrength] centuriæ, quæ fuerit [mapUnitFilter], si interfecta sit atque abforet non pluribus quam 4 tegulis ab urbe quæ sequitur hanc religionem +Earn [amount]% of the damage done to [combatantFilter] units as [stockpile] = Mereas [stockpile](m/s/um/os) qui/quæ si(n)t [amount]% quam damna data centuriis quæ sunt [combatantFilter] +Upon capturing a city, receive [amount] times its [stat] production as [stockpile] immediately = Statim quam urbem capis, mereas [stockpile](m/s/um/os) qui/quæ si(n)t [amount]-plex quam [stat] qu*m ea facit +Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [stockpile] = Mereas [stockpile](m/s/um/os) qui/quæ si(n)t [amount]% quam [costOrStrength] centuriæ interfectæ quæ fuerit [mapUnitFilter] +Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [stockpile] when killed within 4 tiles of a city following this religion = Mereas [stockpile](m/s/um/os) qui/quæ si(n)t [amount]% quam [costOrStrength] centuriæ, quæ fuerit [mapUnitFilter], si interfecta sit atque abforet non pluribus quam 4 tegulis ab urbe quæ sequitur hanc religionem May capture killed [mapUnitFilter] units = Potest capere centurias interfectas quæ fuerint [mapUnitFilter] [amount] XP gained from combat = [amount] XP acquirenda ob prœlium [relativeAmount]% XP gained from combat = [relativeAmount]% XP acquirenda ob prœlium @@ -3004,9 +2998,7 @@ You have declared a defensive pact with our enemies! = Cum nostro hoste prædica Your so-called 'defensive pact' is worth nothing. = Id quod vocas 'fœdus de defensione' est tam 'æstimabile' quam nihilum. You have publicly denounced us! = Aperte criminavisti nos! You have denounced our allies = Criminavisti socium nostrum - # Requires translation! You refused to stop settling cities near us = Abdicavisti desinere condere oppida prope nos - # Requires translation! You refused to stop spreading religion to us = Abdicavisti desinere sternere religionem ad nos You betrayed your promise to not settle cities near us = Prodidistis vestrum promissum quo ne conderetis oppida prope nos You betrayed your promise to not spread your religion to us = Prodidistis vestrum promissum quo ne sterneretis religionem ad nos @@ -3022,26 +3014,20 @@ You demanded tribute from City-States that were under our protection! = You sided with a City-State over us = Suffragavisti civitatem contra nos You spied on us! = Estis speculati nos! You took the alliance we had with a City-State = Abstulistis nostram societatem cum una civitate - # Requires translation! Years of peace have strengthened our relations. = Pax annorum firmavit societatem nostram. - # Requires translation! Our mutual military struggle brings us closer together. = Societas bilateralis militaris nostra fecit nos propinquiores. We applaud your liberation of conquered cities! = Applaudimus vestræ liberationi captarum urbium! - # Requires translation! We have signed a public declaration of friendship = Signavimus aperiendam prædicationem amicitiæ You have declared friendship with our allies = Cum sociis nostris indixisti amicitiam We have signed a promise to protect each other. = Signavimus fœdus ad protectionem utrique nostri. You have declared a defensive pact with our allies = Cum sociis nostris indixisti fœdus de defensione You have denounced our enemies = Criminavisti hostes nostros - # Requires translation! Our open borders have brought us closer together. = Fines aperti nostri fecerunt nos propinquiores. You fulfilled your promise to stop settling cities near us! = Perfecistis promissum quo desineretis condere oppida prope nos! You fulfilled your promise to stop spreading religion to us! = Perfecistis promissum quo desineretis sternere religionem ad nos! You gave us units! = Dedisti nobis centurias! - # Requires translation! We appreciate your gifts = Appretiamus donum vestrum You returned captured units to us = Reddidistis nobis centurias captas - # Requires translation! We believe in the same religion = Credimus religioni identicæ @@ -3049,9 +3035,7 @@ We believe in the same religion = Credimus religioni identicæ Main Menu = Electio Prima World Screen = Ostentus Mundi - # Requires translation! AutoPlay menu = Electio ludi automatarii - # Requires translation! NextTurn menu = Electio indicandi gressum perfectum esse Map Panning = Motus Tabulae Unit Actions = Actiones Centuriae @@ -3065,7 +3049,6 @@ Menu = Electio Next Turn = Indicare gressum perfectum esse # Requires translation! Next Turn Alternate = - # Requires translation! Open AutoPlay menu = Evoca electionem ludi automatarii Empire Overview = Breviarium imperii Music Player = Cantorium Musicarum @@ -3136,19 +3119,13 @@ Previous City = Urbs prior Show Stats = Ostende Statisticas # Requires translation! Toggle Stat Details = - # Requires translation! Great People Detail = Enarratio personarum magnarum - # Requires translation! Specialist Detail = Enarratio specialistarum - # Requires translation! Religion Detail = Enarratio religionis - # Requires translation! Buildings Detail = Enarratio ædificiorum Default Focus = Defixa anteposita Open the Search Dialog = Evoco dialogum investigationis - # Requires translation! Confirm Dialog = Dialogum affirmare - # Requires translation! Cancel Dialog = Dialogum rescindere Upgrade All = Armo omnes [stat] Focus = [stat] defiga(n)tur @@ -3306,9 +3283,7 @@ Castle = Castrum # Requires translation! Mughal Fort = - # Requires translation! Himeji Castle = Himeji Castrum - # Requires translation! 'Bushido is realized in the presence of death. This means choosing death whenever there is a choice between life and death. There is no other reasoning.' - Yamamoto Tsunetomo = 'Bushido in praesentia mortis fit verum. Hoc indicat eligere mortem quandocumque electio inter vitam et mortem est. Sine alia significatione est.' - Yamamoto Tsunetomo Ironworks = Fabrica Ferrea @@ -3321,16 +3296,13 @@ Opera House = Theatrum Melodramaticum # Requires translation! Sistine Chapel = - # Requires translation! 'I live and love in God's peculiar light.' - Michelangelo Buonarroti = 'Vivo et amo in luce peculiari Dei.' - Michael Angelus Bonarotius Bank = Argentaria - # Requires translation! Satrap's Court = Satrapia Forbidden Palace = Regia Vetita - # Requires translation! 'Most of us can, as we choose, make of this world either a palace or a prison' - John Lubbock = 'Plerique nostrorum possunt, ita ut eligamus, facere hunc mundum regiam aut carcer' - John Lubbock Theatre = Theatrum @@ -3371,7 +3343,6 @@ Big Ben = Turris Horologii Military Academy = Academia Militaris - # Requires translation! Brandenburg Gate = Porta Brandenburgensis # Requires translation! 'Pale Death beats equally at the poor man's gate and at the palaces of kings.' - Horace = @@ -6311,7 +6282,6 @@ Currency = Nummularia # Requires translation! 'Instrumental or mechanical science is the noblest and, above all others, the most useful.' - Leonardo da Vinci = Engineering = Ingeniaria - # Requires translation! 'When pieces of bronze or gold or iron break, the metal-smith welds them together again in the fire, and the bond is established.' - Sri Guru Granth Sahib = 'Quando partes æris vel auri vel ferri rumpuntur, faber metalli denuo in igne conjuncte conflat eas, et nexus conditur.' - Sri Guru Granth Sahib Metal Casting = Conflatorium @@ -8844,7 +8814,6 @@ an ancient prophecy = 'What is drama but life with the dull bits cut out.' - Alfred Hitchcock = Drama and Poetry = Drama et Poetica - # Requires translation! 'The merchants and the traders have come; their profits are pre-ordained...' - Sri Guru Granth Sahib = 'Mercatores et negotiatores venerunt; commoda eorum sunt præordinata...' - Sri Guru Granth Sahib Guilds = Guildæ @@ -9545,7 +9514,7 @@ Example: The 'Open Github page' button on the Mod management screen. = # Requires translation! Differences from Civilization V = # Requires translation! -Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept = +Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept. = # Requires translation! Science Queueing\nIn Civilization V, Science yield is calculated after production, so if you finish an item and have Science (or Gold) queued as a perpetual construction, the Production overflow from item will be converted into Science (or Gold), but the Production is not consumed, as this will only happen again on the next turn. By immediately swapping out your perpetual construction for an item on the next turn, you'll get this Science (or Gold) for free. This doesn't apply to Unciv, so don't bother. = # Requires translation! @@ -9553,7 +9522,7 @@ Double Aqueducts\nIn Civilization V, the game sells existing copies of the build # Requires translation! Legalism Oxford\nIn Civilization V, national wonders such as Oxford University are considered culture buildings, so you can get them for free with Legalism. Not applicable to Unciv. = # Requires translation! -Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents = +Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents. = # Requires translation! Citizen Conversion\nIn Civilization V, a citizen is born religious if the parent city is already converted. This is not the case in Unciv, which can lead to temporary deconversion of a city when it grows. = # Requires translation! diff --git a/android/assets/jsons/translations/Lithuanian.properties b/android/assets/jsons/translations/Lithuanian.properties index 8fa70b8d5b30f..54014bc98bb65 100644 --- a/android/assets/jsons/translations/Lithuanian.properties +++ b/android/assets/jsons/translations/Lithuanian.properties @@ -2647,10 +2647,10 @@ Cannot intercept [mapUnitFilter] units = Negali perimti dalinio: [mapUnitFilter] [relativeAmount]% Strength when performing Air Sweep = [relativeAmount]% Jėgos oro mūšyje [relativeAmount]% maintenance costs = [relativeAmount]% prie išlaikymo kainos [relativeAmount]% Gold cost of upgrading = [relativeAmount]% prie kainos modernizacijai -Earn [amount]% of the damage done to [combatantFilter] units as [civWideStat] = Gauna [amount]% nuo žalos padarytos daliniams: [combatantFilter] kaip: [civWideStat] -Upon capturing a city, receive [amount] times its [stat] production as [civWideStat] immediately = Užgrobus miestą iš karto gaunam [amount] kartų daugiau: [stat] kaip: [civWideStat] -Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [civWideStat] = Gauna [amount]% [costOrStrength] sunaikinto dalinio: [mapUnitFilter] kaip: [civWideStat] -Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [civWideStat] when killed within 4 tiles of a city following this religion = Gauna: [amount]% [costOrStrength] [mapUnitFilter] dalinį kaip: [civWideStat] kada sunaikinamas 4 laukelių atstumu nuo miesto, tikinčio šia religija +Earn [amount]% of the damage done to [combatantFilter] units as [stockpile] = Gauna [amount]% nuo žalos padarytos daliniams: [combatantFilter] kaip: [stockpile] +Upon capturing a city, receive [amount] times its [stat] production as [stockpile] immediately = Užgrobus miestą iš karto gaunam [amount] kartų daugiau: [stat] kaip: [stockpile] +Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [stockpile] = Gauna [amount]% [costOrStrength] sunaikinto dalinio: [mapUnitFilter] kaip: [stockpile] +Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [stockpile] when killed within 4 tiles of a city following this religion = Gauna: [amount]% [costOrStrength] [mapUnitFilter] dalinį kaip: [stockpile] kada sunaikinamas 4 laukelių atstumu nuo miesto, tikinčio šia religija May capture killed [mapUnitFilter] units = Gali grobti nukautus: [mapUnitFilter] [amount] XP gained from combat = [amount] patirties mūšyje [relativeAmount]% XP gained from combat = [relativeAmount]% patirties kariaujant @@ -8105,7 +8105,7 @@ Example: The 'Open Github page' button on the Mod management screen. = # Requires translation! Differences from Civilization V = # Requires translation! -Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept = +Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept. = # Requires translation! Science Queueing\nIn Civilization V, Science yield is calculated after production, so if you finish an item and have Science (or Gold) queued as a perpetual construction, the Production overflow from item will be converted into Science (or Gold), but the Production is not consumed, as this will only happen again on the next turn. By immediately swapping out your perpetual construction for an item on the next turn, you'll get this Science (or Gold) for free. This doesn't apply to Unciv, so don't bother. = # Requires translation! @@ -8113,7 +8113,7 @@ Double Aqueducts\nIn Civilization V, the game sells existing copies of the build # Requires translation! Legalism Oxford\nIn Civilization V, national wonders such as Oxford University are considered culture buildings, so you can get them for free with Legalism. Not applicable to Unciv. = # Requires translation! -Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents = +Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents. = # Requires translation! Citizen Conversion\nIn Civilization V, a citizen is born religious if the parent city is already converted. This is not the case in Unciv, which can lead to temporary deconversion of a city when it grows. = # Requires translation! diff --git a/android/assets/jsons/translations/Malay.properties b/android/assets/jsons/translations/Malay.properties index 8aa95674507cb..5b43e171e5905 100644 --- a/android/assets/jsons/translations/Malay.properties +++ b/android/assets/jsons/translations/Malay.properties @@ -3151,13 +3151,13 @@ Cannot intercept [mapUnitFilter] units = # Requires translation! [relativeAmount]% Gold cost of upgrading = # Requires translation! -Earn [amount]% of the damage done to [combatantFilter] units as [civWideStat] = +Earn [amount]% of the damage done to [combatantFilter] units as [stockpile] = # Requires translation! -Upon capturing a city, receive [amount] times its [stat] production as [civWideStat] immediately = +Upon capturing a city, receive [amount] times its [stat] production as [stockpile] immediately = # Requires translation! -Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [civWideStat] = +Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [stockpile] = # Requires translation! -Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [civWideStat] when killed within 4 tiles of a city following this religion = +Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [stockpile] when killed within 4 tiles of a city following this religion = # Requires translation! May capture killed [mapUnitFilter] units = # Requires translation! @@ -11523,7 +11523,7 @@ Example: The 'Open Github page' button on the Mod management screen. = # Requires translation! Differences from Civilization V = # Requires translation! -Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept = +Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept. = # Requires translation! Science Queueing\nIn Civilization V, Science yield is calculated after production, so if you finish an item and have Science (or Gold) queued as a perpetual construction, the Production overflow from item will be converted into Science (or Gold), but the Production is not consumed, as this will only happen again on the next turn. By immediately swapping out your perpetual construction for an item on the next turn, you'll get this Science (or Gold) for free. This doesn't apply to Unciv, so don't bother. = # Requires translation! @@ -11531,7 +11531,7 @@ Double Aqueducts\nIn Civilization V, the game sells existing copies of the build # Requires translation! Legalism Oxford\nIn Civilization V, national wonders such as Oxford University are considered culture buildings, so you can get them for free with Legalism. Not applicable to Unciv. = # Requires translation! -Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents = +Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents. = # Requires translation! Citizen Conversion\nIn Civilization V, a citizen is born religious if the parent city is already converted. This is not the case in Unciv, which can lead to temporary deconversion of a city when it grows. = # Requires translation! diff --git a/android/assets/jsons/translations/Norwegian.properties b/android/assets/jsons/translations/Norwegian.properties index ee5f80cba1051..0dbb9b9becce3 100644 --- a/android/assets/jsons/translations/Norwegian.properties +++ b/android/assets/jsons/translations/Norwegian.properties @@ -2777,13 +2777,13 @@ Cannot intercept [mapUnitFilter] units = # Requires translation! [relativeAmount]% Gold cost of upgrading = # Requires translation! -Earn [amount]% of the damage done to [combatantFilter] units as [civWideStat] = +Earn [amount]% of the damage done to [combatantFilter] units as [stockpile] = # Requires translation! -Upon capturing a city, receive [amount] times its [stat] production as [civWideStat] immediately = +Upon capturing a city, receive [amount] times its [stat] production as [stockpile] immediately = # Requires translation! -Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [civWideStat] = +Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [stockpile] = # Requires translation! -Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [civWideStat] when killed within 4 tiles of a city following this religion = +Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [stockpile] when killed within 4 tiles of a city following this religion = # Requires translation! May capture killed [mapUnitFilter] units = # Requires translation! @@ -9466,7 +9466,7 @@ Example: The 'Open Github page' button on the Mod management screen. = # Requires translation! Differences from Civilization V = # Requires translation! -Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept = +Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept. = # Requires translation! Science Queueing\nIn Civilization V, Science yield is calculated after production, so if you finish an item and have Science (or Gold) queued as a perpetual construction, the Production overflow from item will be converted into Science (or Gold), but the Production is not consumed, as this will only happen again on the next turn. By immediately swapping out your perpetual construction for an item on the next turn, you'll get this Science (or Gold) for free. This doesn't apply to Unciv, so don't bother. = # Requires translation! @@ -9474,7 +9474,7 @@ Double Aqueducts\nIn Civilization V, the game sells existing copies of the build # Requires translation! Legalism Oxford\nIn Civilization V, national wonders such as Oxford University are considered culture buildings, so you can get them for free with Legalism. Not applicable to Unciv. = # Requires translation! -Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents = +Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents. = # Requires translation! Citizen Conversion\nIn Civilization V, a citizen is born religious if the parent city is already converted. This is not the case in Unciv, which can lead to temporary deconversion of a city when it grows. = # Requires translation! diff --git a/android/assets/jsons/translations/Persian_(Pinglish-DIN).properties b/android/assets/jsons/translations/Persian_(Pinglish-DIN).properties index 3bd1a2b2692a4..fa8aa7248b15f 100644 --- a/android/assets/jsons/translations/Persian_(Pinglish-DIN).properties +++ b/android/assets/jsons/translations/Persian_(Pinglish-DIN).properties @@ -3595,13 +3595,13 @@ Cannot intercept [mapUnitFilter] units = # Requires translation! [relativeAmount]% Gold cost of upgrading = # Requires translation! -Earn [amount]% of the damage done to [combatantFilter] units as [civWideStat] = +Earn [amount]% of the damage done to [combatantFilter] units as [stockpile] = # Requires translation! -Upon capturing a city, receive [amount] times its [stat] production as [civWideStat] immediately = +Upon capturing a city, receive [amount] times its [stat] production as [stockpile] immediately = # Requires translation! -Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [civWideStat] = +Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [stockpile] = # Requires translation! -Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [civWideStat] when killed within 4 tiles of a city following this religion = +Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [stockpile] when killed within 4 tiles of a city following this religion = # Requires translation! May capture killed [mapUnitFilter] units = # Requires translation! @@ -12251,7 +12251,7 @@ Example: The 'Open Github page' button on the Mod management screen. = # Requires translation! Differences from Civilization V = # Requires translation! -Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept = +Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept. = # Requires translation! Science Queueing\nIn Civilization V, Science yield is calculated after production, so if you finish an item and have Science (or Gold) queued as a perpetual construction, the Production overflow from item will be converted into Science (or Gold), but the Production is not consumed, as this will only happen again on the next turn. By immediately swapping out your perpetual construction for an item on the next turn, you'll get this Science (or Gold) for free. This doesn't apply to Unciv, so don't bother. = # Requires translation! @@ -12259,7 +12259,7 @@ Double Aqueducts\nIn Civilization V, the game sells existing copies of the build # Requires translation! Legalism Oxford\nIn Civilization V, national wonders such as Oxford University are considered culture buildings, so you can get them for free with Legalism. Not applicable to Unciv. = # Requires translation! -Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents = +Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents. = # Requires translation! Citizen Conversion\nIn Civilization V, a citizen is born religious if the parent city is already converted. This is not the case in Unciv, which can lead to temporary deconversion of a city when it grows. = # Requires translation! diff --git a/android/assets/jsons/translations/Persian_(Pinglish-UN).properties b/android/assets/jsons/translations/Persian_(Pinglish-UN).properties index b2bccc14de36f..cca69ad4aade2 100644 --- a/android/assets/jsons/translations/Persian_(Pinglish-UN).properties +++ b/android/assets/jsons/translations/Persian_(Pinglish-UN).properties @@ -3166,13 +3166,13 @@ Cannot intercept [mapUnitFilter] units = # Requires translation! [relativeAmount]% Gold cost of upgrading = # Requires translation! -Earn [amount]% of the damage done to [combatantFilter] units as [civWideStat] = +Earn [amount]% of the damage done to [combatantFilter] units as [stockpile] = # Requires translation! -Upon capturing a city, receive [amount] times its [stat] production as [civWideStat] immediately = +Upon capturing a city, receive [amount] times its [stat] production as [stockpile] immediately = # Requires translation! -Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [civWideStat] = +Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [stockpile] = # Requires translation! -Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [civWideStat] when killed within 4 tiles of a city following this religion = +Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [stockpile] when killed within 4 tiles of a city following this religion = # Requires translation! May capture killed [mapUnitFilter] units = # Requires translation! @@ -11344,7 +11344,7 @@ Example: The 'Open Github page' button on the Mod management screen. = # Requires translation! Differences from Civilization V = # Requires translation! -Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept = +Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept. = # Requires translation! Science Queueing\nIn Civilization V, Science yield is calculated after production, so if you finish an item and have Science (or Gold) queued as a perpetual construction, the Production overflow from item will be converted into Science (or Gold), but the Production is not consumed, as this will only happen again on the next turn. By immediately swapping out your perpetual construction for an item on the next turn, you'll get this Science (or Gold) for free. This doesn't apply to Unciv, so don't bother. = # Requires translation! @@ -11352,7 +11352,7 @@ Double Aqueducts\nIn Civilization V, the game sells existing copies of the build # Requires translation! Legalism Oxford\nIn Civilization V, national wonders such as Oxford University are considered culture buildings, so you can get them for free with Legalism. Not applicable to Unciv. = # Requires translation! -Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents = +Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents. = # Requires translation! Citizen Conversion\nIn Civilization V, a citizen is born religious if the parent city is already converted. This is not the case in Unciv, which can lead to temporary deconversion of a city when it grows. = # Requires translation! diff --git a/android/assets/jsons/translations/Polish.properties b/android/assets/jsons/translations/Polish.properties index 511080074f686..dbb6ac4dd5b6c 100644 --- a/android/assets/jsons/translations/Polish.properties +++ b/android/assets/jsons/translations/Polish.properties @@ -2271,10 +2271,10 @@ Cannot intercept [mapUnitFilter] units = Nie można przechwycić jednostki [mapU [relativeAmount]% Strength when performing Air Sweep = [relativeAmount]% †Siły bojowej podczas Oczyszczania nieba [relativeAmount]% maintenance costs = [relativeAmount]% niższe koszty utrzymania [relativeAmount]% Gold cost of upgrading = Tańsze ulepszanie o [relativeAmount]% ¤Złota -Earn [amount]% of the damage done to [combatantFilter] units as [civWideStat] = Atakując [combatantFilter] wykrada [civWideStat] o wartości [amount]% zadanych mu obrażeń -Upon capturing a city, receive [amount] times its [stat] production as [civWideStat] immediately = Po zdobyciu miasta otrzymasz bonus [civWideStat] w wysokości [amount] ciokrotności jego produkcji [stat] -Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [civWideStat] = [amount]% [costOrStrength] pokonanych jednostek (typu [mapUnitFilter]) otrzymasz jako [civWideStat] -Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [civWideStat] when killed within 4 tiles of a city following this religion = [costOrStrength] jednostek (typu [mapUnitFilter]) zniszczonych w promieniu 4 pól od miasta wyznającego tę religię zostanie zamieniona na [amount]% na [civWideStat] +Earn [amount]% of the damage done to [combatantFilter] units as [stockpile] = Atakując [combatantFilter] wykrada [stockpile] o wartości [amount]% zadanych mu obrażeń +Upon capturing a city, receive [amount] times its [stat] production as [stockpile] immediately = Po zdobyciu miasta otrzymasz bonus [stockpile] w wysokości [amount] ciokrotności jego produkcji [stat] +Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [stockpile] = [amount]% [costOrStrength] pokonanych jednostek (typu [mapUnitFilter]) otrzymasz jako [stockpile] +Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [stockpile] when killed within 4 tiles of a city following this religion = [costOrStrength] jednostek (typu [mapUnitFilter]) zniszczonych w promieniu 4 pól od miasta wyznającego tę religię zostanie zamieniona na [amount]% na [stockpile] May capture killed [mapUnitFilter] units = Może przejmować zniszczone jednostki [mapUnitFilter] [amount] XP gained from combat = [amount] więcej PD zdobywanych w walce [relativeAmount]% XP gained from combat = [relativeAmount]% więcej PD zdobywanych w walce @@ -7163,11 +7163,11 @@ External links support right-click or long press to copy the link to the clipboa Example: The 'Open Github page' button on the Mod management screen. = Przykład: Przycisk "Otwórz stronę Github" na ekranie zarządzania modami. Differences from Civilization V = Różnice w stosunku do Civilization V -Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept = Skupienie produkcji \ W Civilization V najpierw obliczana jest wydajność żywności w mieście, następnie populacja rośnie poprzez konsumpcję zmagazynowanej żywności (wzrost), następnie obliczana jest produkcja i tak dalej, jedna po drugiej, obliczane są inne statystyki. W ten sposób obywatele mogą produkować plony w tej samej turze, w której się urodzili. Punkt skupienia miasta jest ustawiony na produkcję, aby przypisać nowo narodzonego obywatela do wzgórza, dzięki czemu będzie on wnosił wkład w produkcję, a następnie zostanie ręcznie przypisany do kafelka wzrostu w następnej turze. Alternatywnie, możesz ustawić miasto na Złoto (np. Cerro de Potosi), Wiarę (np. Góra Synaj) lub cokolwiek innego, co przyniesie największe zyski. W Unciv obywatele zaczynają przynosić plony dopiero w następnej turze, więc możesz zignorować całą tę koncepcję +Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept. = Skupienie produkcji \ W Civilization V najpierw obliczana jest wydajność żywności w mieście, następnie populacja rośnie poprzez konsumpcję zmagazynowanej żywności (wzrost), następnie obliczana jest produkcja i tak dalej, jedna po drugiej, obliczane są inne statystyki. W ten sposób obywatele mogą produkować plony w tej samej turze, w której się urodzili. Punkt skupienia miasta jest ustawiony na produkcję, aby przypisać nowo narodzonego obywatela do wzgórza, dzięki czemu będzie on wnosił wkład w produkcję, a następnie zostanie ręcznie przypisany do kafelka wzrostu w następnej turze. Alternatywnie, możesz ustawić miasto na Złoto (np. Cerro de Potosi), Wiarę (np. Góra Synaj) lub cokolwiek innego, co przyniesie największe zyski. W Unciv obywatele zaczynają przynosić plony dopiero w następnej turze, więc możesz zignorować całą tę koncepcję Science Queueing\nIn Civilization V, Science yield is calculated after production, so if you finish an item and have Science (or Gold) queued as a perpetual construction, the Production overflow from item will be converted into Science (or Gold), but the Production is not consumed, as this will only happen again on the next turn. By immediately swapping out your perpetual construction for an item on the next turn, you'll get this Science (or Gold) for free. This doesn't apply to Unciv, so don't bother. = Kolejkowanie nauki \ W Civilization V przychód nauki jest obliczany po produkcji, więc jeśli ukończysz przedmiot i masz naukę (lub złoto) w kolejce, to ta nadwyżka produkcji z przedmiotu zostanie przekształcona w naukę (lub złoto), ale produkcja nie zostanie zużyta, ponieważ powtórzy się to dopiero w następnej turze. Natychmiast zamieniając swoją konstrukcję na przedmiot w następnej turze, otrzymasz tę naukę (lub złoto) za darmo. Nie dotyczy to Unciv, więc nie zawracaj sobie tym głowy. Double Aqueducts\nIn Civilization V, the game sells existing copies of the building for you before providing a free copy of the building. So, if you build an aqueduct in a city, and then in the turn of adopting Tradition Complete you sell a cheap building (e.g a shrine) beforehand, the game is unable to sell more than 1 building per turn, and thus you'll keep your aqueduct, together with the new free aqueduct. Not applicable to Unciv. = Podwójne akwedukty\nW Civilization V gra sprzedaje istniejące kopie budynków przed udostępnieniem darmowej kopii budynku. Jeśli więc zbudujesz akwedukt w mieście, a następnie w turze przyjęcia Tradycji Kompletnej sprzedasz wcześniej tani budynek (np. świątynię), gra nie będzie w stanie sprzedać więcej niż 1 budynku na turę, a zatem zachowasz akwedukt wraz z nowym darmowym akweduktem. Nie dotyczy Unciv. Legalism Oxford\nIn Civilization V, national wonders such as Oxford University are considered culture buildings, so you can get them for free with Legalism. Not applicable to Unciv. = Legalizm Oxford\W Civilization V cuda narodowe, takie jak Uniwersytet Oksfordzki, są uważane za budynki kultury, więc można je zdobyć za darmo dzięki legalizmowi. Nie dotyczy Unciv. -Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents = Drogi i forty\nW Civilization V nie można korzystać z dróg i fortów na terytorium wroga. W Unciv możesz z nich korzystać, więc zamiast bezmyślnie budować je wszędzie podczas wojny, musisz zdecydować, czy i kiedy przyniosą ci więcej korzyści niż przeciwnikom +Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents. = Drogi i forty\nW Civilization V nie można korzystać z dróg i fortów na terytorium wroga. W Unciv możesz z nich korzystać, więc zamiast bezmyślnie budować je wszędzie podczas wojny, musisz zdecydować, czy i kiedy przyniosą ci więcej korzyści niż przeciwnikom Citizen Conversion\nIn Civilization V, a citizen is born religious if the parent city is already converted. This is not the case in Unciv, which can lead to temporary deconversion of a city when it grows. = Konwersja obywateli\W Civilization V obywatel rodzi się religijny, jeśli miasto macierzyste jest już nawrócone. W Unciv jest inaczej, co może prowadzić do tymczasowej dekonwersji miasta, gdy się ono rozwija. Unassigned Citizens\nIn Civilization V, unassigned citizens are considered specialists, and subject to the same type of bonuses (e.g. Korea's ability). It can be worthwhile to leave citizens unassigned, instead of being assigned to a tile. Not applicable to Unciv. = Nieprzydzieleni obywatele\W Civilization V nieprzydzieleni obywatele są uważani za specjalistów i podlegają tym samym rodzajom premii (np. zdolności Korei). Opłacalne może być pozostawienie nieprzypisanych obywateli zamiast przypisywania ich do Pola. Nie dotyczy Unciv. Settler Construction\nIn Civilization V, cities can't starve when constructing settlers, so you can assign all citizens to production tiles and none to food tiles. In Unciv, citizens keep consuming two food per turn. = Budowa osadników\W Civilization V miasta nie mogą głodować podczas budowy osadników, więc możesz przydzielić wszystkich obywateli do pól produkcji, a żadnych do pól żywności. W Unciv obywatele zużywają dwie porcje żywności na turę. diff --git a/android/assets/jsons/translations/Portuguese.properties b/android/assets/jsons/translations/Portuguese.properties index 07e690af1d62e..5d52e40efea5b 100644 --- a/android/assets/jsons/translations/Portuguese.properties +++ b/android/assets/jsons/translations/Portuguese.properties @@ -2274,10 +2274,10 @@ Cannot intercept [mapUnitFilter] units = Não é possível intercetar unidades [ [relativeAmount]% Strength when performing Air Sweep = [relativeAmount]% de Força ao efetuar a Varredura Aérea [relativeAmount]% maintenance costs = [relativeAmount]% de custos de manutenção [relativeAmount]% Gold cost of upgrading = [relativeAmount]% Custo de Ouro para atualizar -Earn [amount]% of the damage done to [combatantFilter] units as [civWideStat] = Ganha [amount]% dos danos causados às unidades de [combatantFilter] como [civWideStat] -Upon capturing a city, receive [amount] times its [stat] production as [civWideStat] immediately = Ao capturar uma cidade, recebe [amount] vezes a sua produção [stat] como [civWideStat] imediatamente -Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [civWideStat] = Ganha [amount]% do [costOrStrength] da unidade [mapUnitFilter] morta como [civWideStat] -Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [civWideStat] when killed within 4 tiles of a city following this religion = Ganha [amount]% dos [costOrStrength] da unidade [mapUnitFilter] como [civWideStat] quando morto a até 4 blocos de uma cidade que segue esta religião +Earn [amount]% of the damage done to [combatantFilter] units as [stockpile] = Ganha [amount]% dos danos causados às unidades de [combatantFilter] como [stockpile] +Upon capturing a city, receive [amount] times its [stat] production as [stockpile] immediately = Ao capturar uma cidade, recebe [amount] vezes a sua produção [stat] como [stockpile] imediatamente +Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [stockpile] = Ganha [amount]% do [costOrStrength] da unidade [mapUnitFilter] morta como [stockpile] +Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [stockpile] when killed within 4 tiles of a city following this religion = Ganha [amount]% dos [costOrStrength] da unidade [mapUnitFilter] como [stockpile] quando morto a até 4 blocos de uma cidade que segue esta religião May capture killed [mapUnitFilter] units = Pode capturar unidades [mapUnitFilter] mortas [amount] XP gained from combat = [amount] XP ganho em combate [relativeAmount]% XP gained from combat = [relativeAmount]% de experiência ganha em combate @@ -8824,7 +8824,7 @@ Example: The 'Open Github page' button on the Mod management screen. = # Requires translation! Differences from Civilization V = # Requires translation! -Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept = +Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept. = # Requires translation! Science Queueing\nIn Civilization V, Science yield is calculated after production, so if you finish an item and have Science (or Gold) queued as a perpetual construction, the Production overflow from item will be converted into Science (or Gold), but the Production is not consumed, as this will only happen again on the next turn. By immediately swapping out your perpetual construction for an item on the next turn, you'll get this Science (or Gold) for free. This doesn't apply to Unciv, so don't bother. = # Requires translation! @@ -8832,7 +8832,7 @@ Double Aqueducts\nIn Civilization V, the game sells existing copies of the build # Requires translation! Legalism Oxford\nIn Civilization V, national wonders such as Oxford University are considered culture buildings, so you can get them for free with Legalism. Not applicable to Unciv. = # Requires translation! -Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents = +Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents. = # Requires translation! Citizen Conversion\nIn Civilization V, a citizen is born religious if the parent city is already converted. This is not the case in Unciv, which can lead to temporary deconversion of a city when it grows. = # Requires translation! diff --git a/android/assets/jsons/translations/Romanian.properties b/android/assets/jsons/translations/Romanian.properties index b9606f98be2a8..483861674ecc9 100644 --- a/android/assets/jsons/translations/Romanian.properties +++ b/android/assets/jsons/translations/Romanian.properties @@ -2561,12 +2561,12 @@ Cannot intercept [mapUnitFilter] units = [relativeAmount]% maintenance costs = [relativeAmount]% costuri de întreținere [relativeAmount]% Gold cost of upgrading = [relativeAmount]% Costul de aur al upgrade-ului # Requires translation! -Earn [amount]% of the damage done to [combatantFilter] units as [civWideStat] = +Earn [amount]% of the damage done to [combatantFilter] units as [stockpile] = # Requires translation! -Upon capturing a city, receive [amount] times its [stat] production as [civWideStat] immediately = -Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [civWideStat] = Câștigă [amount]% din [mapUnitFilter] unității ucise [costOrStrength] ca [civWideStat] +Upon capturing a city, receive [amount] times its [stat] production as [stockpile] immediately = +Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [stockpile] = Câștigă [amount]% din [mapUnitFilter] unității ucise [costOrStrength] ca [stockpile] # Requires translation! -Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [civWideStat] when killed within 4 tiles of a city following this religion = +Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [stockpile] when killed within 4 tiles of a city following this religion = # Requires translation! May capture killed [mapUnitFilter] units = # Requires translation! @@ -8645,7 +8645,7 @@ Example: The 'Open Github page' button on the Mod management screen. = # Requires translation! Differences from Civilization V = # Requires translation! -Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept = +Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept. = # Requires translation! Science Queueing\nIn Civilization V, Science yield is calculated after production, so if you finish an item and have Science (or Gold) queued as a perpetual construction, the Production overflow from item will be converted into Science (or Gold), but the Production is not consumed, as this will only happen again on the next turn. By immediately swapping out your perpetual construction for an item on the next turn, you'll get this Science (or Gold) for free. This doesn't apply to Unciv, so don't bother. = # Requires translation! @@ -8653,7 +8653,7 @@ Double Aqueducts\nIn Civilization V, the game sells existing copies of the build # Requires translation! Legalism Oxford\nIn Civilization V, national wonders such as Oxford University are considered culture buildings, so you can get them for free with Legalism. Not applicable to Unciv. = # Requires translation! -Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents = +Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents. = # Requires translation! Citizen Conversion\nIn Civilization V, a citizen is born religious if the parent city is already converted. This is not the case in Unciv, which can lead to temporary deconversion of a city when it grows. = # Requires translation! diff --git a/android/assets/jsons/translations/Russian.properties b/android/assets/jsons/translations/Russian.properties index e4e1548b25414..6b7cd619ccadf 100644 --- a/android/assets/jsons/translations/Russian.properties +++ b/android/assets/jsons/translations/Russian.properties @@ -2261,10 +2261,10 @@ Cannot intercept [mapUnitFilter] units = Не может перехватыва [relativeAmount]% Strength when performing Air Sweep = [relativeAmount]% к боевой мощи во время проведения воздушной зачистки [relativeAmount]% maintenance costs = [relativeAmount]% к стоимости обслуживания [relativeAmount]% Gold cost of upgrading = [relativeAmount]% к затратам золота на модернизацию -Earn [amount]% of the damage done to [combatantFilter] units as [civWideStat] = Получает [amount]% от урона, нанесенному юнитам: [combatantFilter] в виде [civWideStat] -Upon capturing a city, receive [amount] times its [stat] production as [civWideStat] immediately = По взятию города, мгновенно получает его производство [stat] в виде [civWideStat] в [amount]-кратном размере -Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [civWideStat] = Получает [amount]% [costOrStrength] уничтоженного [mapUnitFilter] юнита в виде [civWideStat] -Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [civWideStat] when killed within 4 tiles of a city following this religion = Получает [amount]% [costOrStrength] [mapUnitFilter] юнита в виде [civWideStat] при его уничтожении в радиусе 4 клеток от города, следующего этой религии +Earn [amount]% of the damage done to [combatantFilter] units as [stockpile] = Получает [amount]% от урона, нанесенному юнитам: [combatantFilter] в виде [stockpile] +Upon capturing a city, receive [amount] times its [stat] production as [stockpile] immediately = По взятию города, мгновенно получает его производство [stat] в виде [stockpile] в [amount]-кратном размере +Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [stockpile] = Получает [amount]% [costOrStrength] уничтоженного [mapUnitFilter] юнита в виде [stockpile] +Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [stockpile] when killed within 4 tiles of a city following this religion = Получает [amount]% [costOrStrength] [mapUnitFilter] юнита в виде [stockpile] при его уничтожении в радиусе 4 клеток от города, следующего этой религии May capture killed [mapUnitFilter] units = Может захватывать разгромленных юнитов: [mapUnitFilter] [amount] XP gained from combat = [amount] ОО от боя [relativeAmount]% XP gained from combat = Бой приносит [relativeAmount]% опыта @@ -7152,11 +7152,11 @@ External links support right-click or long press to copy the link to the clipboa Example: The 'Open Github page' button on the Mod management screen. = Пример: кнопка "Открыть страницу на GitHub" на экране управления модами. Differences from Civilization V = Отличия от Civilization V -Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept = Производственный приоритет\nВ Civilization V сначала рассчитывается добыча еды, потом растëт население за счëт потребления накопленной еды (рост), затем рассчитывается производство, а потом и остальные ресурсы друг за другом. Из-за этого жители города могут начинать работать в тот же ход, в котором они и родились. Приоритет города ставится на производство, чтобы назначить нового жителя работать на холме, чтобы он внëс свой вклад в производство, а затем житель вручную переназначается на клетку с едой. Приоритет можно поставить на добычу золота (например имея Серро-Де-Потоси) или веры (например имея гору Синай) или вообще на то, что даëт больше всего ресурсов. В Unciv, жители начинают работать только на следующий ход после рождения, так что эту механику можно полностью игнорировать. +Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept. = Производственный приоритет\nВ Civilization V сначала рассчитывается добыча еды, потом растëт население за счëт потребления накопленной еды (рост), затем рассчитывается производство, а потом и остальные ресурсы друг за другом. Из-за этого жители города могут начинать работать в тот же ход, в котором они и родились. Приоритет города ставится на производство, чтобы назначить нового жителя работать на холме, чтобы он внëс свой вклад в производство, а затем житель вручную переназначается на клетку с едой. Приоритет можно поставить на добычу золота (например имея Серро-Де-Потоси) или веры (например имея гору Синай) или вообще на то, что даëт больше всего ресурсов. В Unciv, жители начинают работать только на следующий ход после рождения, так что эту механику можно полностью игнорировать. Science Queueing\nIn Civilization V, Science yield is calculated after production, so if you finish an item and have Science (or Gold) queued as a perpetual construction, the Production overflow from item will be converted into Science (or Gold), but the Production is not consumed, as this will only happen again on the next turn. By immediately swapping out your perpetual construction for an item on the next turn, you'll get this Science (or Gold) for free. This doesn't apply to Unciv, so don't bother. = Чередование науки\nВ Civilization V доход от науки рассчитывается после производства, поэтому, если вы завершили строительство и поставили науку (или золото) в очередь на вечное строительство, переизбыток производства от постройки будет преобразован в науку (или золото), но производство не будет израсходовано, так как это произойдет снова только на следующем ходу. Немедленно заменив своë вечное строительство на постройку на следующем ходу, вы получите эту науку (или золото) бесплатно. Это не относится к Unciv, так что не беспокойтесь. Double Aqueducts\nIn Civilization V, the game sells existing copies of the building for you before providing a free copy of the building. So, if you build an aqueduct in a city, and then in the turn of adopting Tradition Complete you sell a cheap building (e.g a shrine) beforehand, the game is unable to sell more than 1 building per turn, and thus you'll keep your aqueduct, together with the new free aqueduct. Not applicable to Unciv. = Двойные акведуки\nВ Civilization V игра продаëт копии уже существующих зданий, перед тем как дать бесплатную копию постройки. Поэтому, если построить в городе акведук, а затем прямо перед завершением Традиции продать дешëвую постройку (например храм) в ход еë завершения, то, так как игра не может продать более 1 постройки за ход, акведук останется в городе вместе со вторым бесплатным акведуком. Неприменимо в Unciv. Legalism Oxford\nIn Civilization V, national wonders such as Oxford University are considered culture buildings, so you can get them for free with Legalism. Not applicable to Unciv. = Оксфорд через Легализм\nВ Civilization V национальные чудеса, такие как Оксфордский университет, считаются за культурные здания, поэтому их можно получить бесплатно с помощью Легализма. Неприменимо в Unciv. -Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents = Дороги и форты\nВ Civilization V нельзя пользоваться фортами и дорогами на вражеских территориях. В Unciv же это позволяется, так что во время войны вместо их неразумного строительства везде и всюду, нужно решить, пригодятся ли они больше тебе или твоим соперникам +Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents. = Дороги и форты\nВ Civilization V нельзя пользоваться фортами и дорогами на вражеских территориях. В Unciv же это позволяется, так что во время войны вместо их неразумного строительства везде и всюду, нужно решить, пригодятся ли они больше тебе или твоим соперникам Citizen Conversion\nIn Civilization V, a citizen is born religious if the parent city is already converted. This is not the case in Unciv, which can lead to temporary deconversion of a city when it grows. = Религиозное обращение жителей\nВ Civilization V житель рождается религиозным, если его родной город уже обращëн в религию. В Unciv это не так, что может привести к временному разобращению религии в городе по мере его роста. Unassigned Citizens\nIn Civilization V, unassigned citizens are considered specialists, and subject to the same type of bonuses (e.g. Korea's ability). It can be worthwhile to leave citizens unassigned, instead of being assigned to a tile. Not applicable to Unciv. = Неназначенные жители\nВ Civilization V неназначенные жители считаются специалистами, и на них работают те же бонусы, что и на специалистов (например бонус Кореи). Иногда может быть полезно оставлять жителей неназначенными, вместо того, чтобы назначать их работать на клетке. Неприменимо в Unciv. Settler Construction\nIn Civilization V, cities can't starve when constructing settlers, so you can assign all citizens to production tiles and none to food tiles. In Unciv, citizens keep consuming two food per turn. = Производство поселенца\nВ Civilization V города не могут голодать, когда производят поселенцев, так что можно переназначить всех жителей на производственные клетки, совсем никого не оставив на клетках с едой. В Unciv жители всë так же продолжают потреблять 2 еды в ход. diff --git a/android/assets/jsons/translations/Rusyn.properties b/android/assets/jsons/translations/Rusyn.properties index 7fc6e6fd73d3c..05ae9fc06a1a7 100644 --- a/android/assets/jsons/translations/Rusyn.properties +++ b/android/assets/jsons/translations/Rusyn.properties @@ -3551,13 +3551,13 @@ Cannot intercept [mapUnitFilter] units = # Requires translation! [relativeAmount]% Gold cost of upgrading = # Requires translation! -Earn [amount]% of the damage done to [combatantFilter] units as [civWideStat] = +Earn [amount]% of the damage done to [combatantFilter] units as [stockpile] = # Requires translation! -Upon capturing a city, receive [amount] times its [stat] production as [civWideStat] immediately = +Upon capturing a city, receive [amount] times its [stat] production as [stockpile] immediately = # Requires translation! -Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [civWideStat] = +Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [stockpile] = # Requires translation! -Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [civWideStat] when killed within 4 tiles of a city following this religion = +Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [stockpile] when killed within 4 tiles of a city following this religion = # Requires translation! May capture killed [mapUnitFilter] units = # Requires translation! @@ -9378,7 +9378,7 @@ Example: The 'Open Github page' button on the Mod management screen. = # Requires translation! Differences from Civilization V = # Requires translation! -Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept = +Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept. = # Requires translation! Science Queueing\nIn Civilization V, Science yield is calculated after production, so if you finish an item and have Science (or Gold) queued as a perpetual construction, the Production overflow from item will be converted into Science (or Gold), but the Production is not consumed, as this will only happen again on the next turn. By immediately swapping out your perpetual construction for an item on the next turn, you'll get this Science (or Gold) for free. This doesn't apply to Unciv, so don't bother. = # Requires translation! @@ -9386,7 +9386,7 @@ Double Aqueducts\nIn Civilization V, the game sells existing copies of the build # Requires translation! Legalism Oxford\nIn Civilization V, national wonders such as Oxford University are considered culture buildings, so you can get them for free with Legalism. Not applicable to Unciv. = # Requires translation! -Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents = +Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents. = # Requires translation! Citizen Conversion\nIn Civilization V, a citizen is born religious if the parent city is already converted. This is not the case in Unciv, which can lead to temporary deconversion of a city when it grows. = # Requires translation! diff --git a/android/assets/jsons/translations/Simplified_Chinese.properties b/android/assets/jsons/translations/Simplified_Chinese.properties index 56676f24dcfc5..5ee8541498446 100644 --- a/android/assets/jsons/translations/Simplified_Chinese.properties +++ b/android/assets/jsons/translations/Simplified_Chinese.properties @@ -2263,10 +2263,10 @@ Cannot intercept [mapUnitFilter] units = 无法拦截[mapUnitFilter]单位! [relativeAmount]% Strength when performing Air Sweep = 进行空中扫荡时力度[relativeAmount]% [relativeAmount]% maintenance costs = 维护费[relativeAmount]% [relativeAmount]% Gold cost of upgrading = 升级单位的金钱花费[relativeAmount]% -Earn [amount]% of the damage done to [combatantFilter] units as [civWideStat] = 对[combatantFilter]单位造成时获得伤害[amount]%的[civWideStat] -Upon capturing a city, receive [amount] times its [stat] production as [civWideStat] immediately = 攻陷城市时获得它[stat]产出[amount]倍的[civWideStat] -Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [civWideStat] = 击杀敌方[mapUnitFilter]单位时获得[civWideStat](≈已击杀单位的[costOrStrength]×[amount]%) -Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [civWideStat] when killed within 4 tiles of a city following this religion = 当[mapUnitFilter]单位中的[costOrStrength]在信仰该宗教的城市中4格范围内被击杀时获得其[civWideStat]的[amount]% +Earn [amount]% of the damage done to [combatantFilter] units as [stockpile] = 对[combatantFilter]单位造成时获得伤害[amount]%的[stockpile] +Upon capturing a city, receive [amount] times its [stat] production as [stockpile] immediately = 攻陷城市时获得它[stat]产出[amount]倍的[stockpile] +Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [stockpile] = 击杀敌方[mapUnitFilter]单位时获得[stockpile](≈已击杀单位的[costOrStrength]×[amount]%) +Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [stockpile] when killed within 4 tiles of a city following this religion = 当[mapUnitFilter]单位中的[costOrStrength]在信仰该宗教的城市中4格范围内被击杀时获得其[stockpile]的[amount]% May capture killed [mapUnitFilter] units = 能俘虏敌方被打败的[mapUnitFilter]单位 [amount] XP gained from combat = 从每次战斗中额外获得[amount]XP [relativeAmount]% XP gained from combat = 从战斗中获得的经验[relativeAmount]% @@ -7156,7 +7156,7 @@ Example: The 'Open Github page' button on the Mod management screen. = 示例: Differences from Civilization V = 与文明V的不同之处 # Requires translation! -Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept = +Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept. = # Requires translation! Science Queueing\nIn Civilization V, Science yield is calculated after production, so if you finish an item and have Science (or Gold) queued as a perpetual construction, the Production overflow from item will be converted into Science (or Gold), but the Production is not consumed, as this will only happen again on the next turn. By immediately swapping out your perpetual construction for an item on the next turn, you'll get this Science (or Gold) for free. This doesn't apply to Unciv, so don't bother. = # Requires translation! @@ -7164,7 +7164,7 @@ Double Aqueducts\nIn Civilization V, the game sells existing copies of the build # Requires translation! Legalism Oxford\nIn Civilization V, national wonders such as Oxford University are considered culture buildings, so you can get them for free with Legalism. Not applicable to Unciv. = # Requires translation! -Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents = +Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents. = # Requires translation! Citizen Conversion\nIn Civilization V, a citizen is born religious if the parent city is already converted. This is not the case in Unciv, which can lead to temporary deconversion of a city when it grows. = # Requires translation! diff --git a/android/assets/jsons/translations/Spanish.properties b/android/assets/jsons/translations/Spanish.properties index 42d20d26bcda6..400ed3651045c 100644 --- a/android/assets/jsons/translations/Spanish.properties +++ b/android/assets/jsons/translations/Spanish.properties @@ -2266,10 +2266,10 @@ Cannot intercept [mapUnitFilter] units = No puede interceptar unidades [mapUnitF [relativeAmount]% Strength when performing Air Sweep = [relativeAmount]% Fuerza al hacer un Barrido Aéreo [relativeAmount]% maintenance costs = [relativeAmount]% costes de ¤mantenimiento [relativeAmount]% Gold cost of upgrading = [relativeAmount]% coste de oro de la actualización -Earn [amount]% of the damage done to [combatantFilter] units as [civWideStat] = Gana [amount]% del daño hecho a unidades [combatantFilter] como [civWideStat] -Upon capturing a city, receive [amount] times its [stat] production as [civWideStat] immediately = Al capturar una ciudad, recibe inmediatamente [amount] veces su producción de [stat] como [civWideStat] -Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [civWideStat] = Obtén [amount]% de [costOrStrength] de unidades [mapUnitFilter] eliminadas como [civWideStat] -Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [civWideStat] when killed within 4 tiles of a city following this religion = Gana [amount]% de la [costOrStrength] de unidades [mapUnitFilter] como [civWideStat] al ser eliminadas dentro de 4 casillas de una ciudad siguiendo esta religión +Earn [amount]% of the damage done to [combatantFilter] units as [stockpile] = Gana [amount]% del daño hecho a unidades [combatantFilter] como [stockpile] +Upon capturing a city, receive [amount] times its [stat] production as [stockpile] immediately = Al capturar una ciudad, recibe inmediatamente [amount] veces su producción de [stat] como [stockpile] +Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [stockpile] = Obtén [amount]% de [costOrStrength] de unidades [mapUnitFilter] eliminadas como [stockpile] +Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [stockpile] when killed within 4 tiles of a city following this religion = Gana [amount]% de la [costOrStrength] de unidades [mapUnitFilter] como [stockpile] al ser eliminadas dentro de 4 casillas de una ciudad siguiendo esta religión May capture killed [mapUnitFilter] units = Puede capturar unidades [mapUnitFilter] eliminadas [amount] XP gained from combat = [amount] EXP obtenido del combate [relativeAmount]% XP gained from combat = [relativeAmount]% EXP ganada del combate @@ -7230,7 +7230,7 @@ Example: The 'Open Github page' button on the Mod management screen. = # Requires translation! Differences from Civilization V = # Requires translation! -Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept = +Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept. = # Requires translation! Science Queueing\nIn Civilization V, Science yield is calculated after production, so if you finish an item and have Science (or Gold) queued as a perpetual construction, the Production overflow from item will be converted into Science (or Gold), but the Production is not consumed, as this will only happen again on the next turn. By immediately swapping out your perpetual construction for an item on the next turn, you'll get this Science (or Gold) for free. This doesn't apply to Unciv, so don't bother. = # Requires translation! @@ -7238,7 +7238,7 @@ Double Aqueducts\nIn Civilization V, the game sells existing copies of the build # Requires translation! Legalism Oxford\nIn Civilization V, national wonders such as Oxford University are considered culture buildings, so you can get them for free with Legalism. Not applicable to Unciv. = # Requires translation! -Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents = +Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents. = # Requires translation! Citizen Conversion\nIn Civilization V, a citizen is born religious if the parent city is already converted. This is not the case in Unciv, which can lead to temporary deconversion of a city when it grows. = # Requires translation! diff --git a/android/assets/jsons/translations/Swedish.properties b/android/assets/jsons/translations/Swedish.properties index 69631a2c40d0a..f3dedcd7e5dd8 100644 --- a/android/assets/jsons/translations/Swedish.properties +++ b/android/assets/jsons/translations/Swedish.properties @@ -2654,10 +2654,10 @@ Cannot intercept [mapUnitFilter] units = Kan inte genskjuta [mapUnitFilter]-enhe [relativeAmount]% Strength when performing Air Sweep = [relativeAmount]% maintenance costs = [relativeAmount]% driftkostnad [relativeAmount]% Gold cost of upgrading = [relativeAmount]% Guldkostnad för att uppgradera -Earn [amount]% of the damage done to [combatantFilter] units as [civWideStat] = Få [amount]% av skadan som åsamkas [combatantFilter]-enheter som [civWideStat] -Upon capturing a city, receive [amount] times its [stat] production as [civWideStat] immediately = Då en stad erövras, få [amount] gånger dess [stat]produktion som [civWideStat] omedelbart -Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [civWideStat] = Tjäna [amount]% av dödade [mapUnitFilter]-enheters [costOrStrength] som [civWideStat] -Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [civWideStat] when killed within 4 tiles of a city following this religion = Få [amount]% av [mapUnitFilter]-enheters [costOrStrength] som [civWideStat] när de utplånas inom 4 rutor från en stad som följer denna religion +Earn [amount]% of the damage done to [combatantFilter] units as [stockpile] = Få [amount]% av skadan som åsamkas [combatantFilter]-enheter som [stockpile] +Upon capturing a city, receive [amount] times its [stat] production as [stockpile] immediately = Då en stad erövras, få [amount] gånger dess [stat]produktion som [stockpile] omedelbart +Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [stockpile] = Tjäna [amount]% av dödade [mapUnitFilter]-enheters [costOrStrength] som [stockpile] +Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [stockpile] when killed within 4 tiles of a city following this religion = Få [amount]% av [mapUnitFilter]-enheters [costOrStrength] som [stockpile] när de utplånas inom 4 rutor från en stad som följer denna religion May capture killed [mapUnitFilter] units = Kan tillfångata besegrade [mapUnitFilter]-enheter [amount] XP gained from combat = [amount] EP från strid [relativeAmount]% XP gained from combat = [relativeAmount]% EP från strider @@ -8450,7 +8450,7 @@ Example: The 'Open Github page' button on the Mod management screen. = # Requires translation! Differences from Civilization V = # Requires translation! -Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept = +Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept. = # Requires translation! Science Queueing\nIn Civilization V, Science yield is calculated after production, so if you finish an item and have Science (or Gold) queued as a perpetual construction, the Production overflow from item will be converted into Science (or Gold), but the Production is not consumed, as this will only happen again on the next turn. By immediately swapping out your perpetual construction for an item on the next turn, you'll get this Science (or Gold) for free. This doesn't apply to Unciv, so don't bother. = # Requires translation! @@ -8458,7 +8458,7 @@ Double Aqueducts\nIn Civilization V, the game sells existing copies of the build # Requires translation! Legalism Oxford\nIn Civilization V, national wonders such as Oxford University are considered culture buildings, so you can get them for free with Legalism. Not applicable to Unciv. = # Requires translation! -Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents = +Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents. = # Requires translation! Citizen Conversion\nIn Civilization V, a citizen is born religious if the parent city is already converted. This is not the case in Unciv, which can lead to temporary deconversion of a city when it grows. = # Requires translation! diff --git a/android/assets/jsons/translations/Thai.properties b/android/assets/jsons/translations/Thai.properties index e586def290099..a617684ad4ec1 100644 --- a/android/assets/jsons/translations/Thai.properties +++ b/android/assets/jsons/translations/Thai.properties @@ -3993,13 +3993,13 @@ Cannot intercept [mapUnitFilter] units = # Requires translation! [relativeAmount]% Gold cost of upgrading = # Requires translation! -Earn [amount]% of the damage done to [combatantFilter] units as [civWideStat] = +Earn [amount]% of the damage done to [combatantFilter] units as [stockpile] = # Requires translation! -Upon capturing a city, receive [amount] times its [stat] production as [civWideStat] immediately = +Upon capturing a city, receive [amount] times its [stat] production as [stockpile] immediately = # Requires translation! -Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [civWideStat] = +Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [stockpile] = # Requires translation! -Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [civWideStat] when killed within 4 tiles of a city following this religion = +Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [stockpile] when killed within 4 tiles of a city following this religion = # Requires translation! May capture killed [mapUnitFilter] units = # Requires translation! @@ -12683,7 +12683,7 @@ Example: The 'Open Github page' button on the Mod management screen. = # Requires translation! Differences from Civilization V = # Requires translation! -Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept = +Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept. = # Requires translation! Science Queueing\nIn Civilization V, Science yield is calculated after production, so if you finish an item and have Science (or Gold) queued as a perpetual construction, the Production overflow from item will be converted into Science (or Gold), but the Production is not consumed, as this will only happen again on the next turn. By immediately swapping out your perpetual construction for an item on the next turn, you'll get this Science (or Gold) for free. This doesn't apply to Unciv, so don't bother. = # Requires translation! @@ -12691,7 +12691,7 @@ Double Aqueducts\nIn Civilization V, the game sells existing copies of the build # Requires translation! Legalism Oxford\nIn Civilization V, national wonders such as Oxford University are considered culture buildings, so you can get them for free with Legalism. Not applicable to Unciv. = # Requires translation! -Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents = +Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents. = # Requires translation! Citizen Conversion\nIn Civilization V, a citizen is born religious if the parent city is already converted. This is not the case in Unciv, which can lead to temporary deconversion of a city when it grows. = # Requires translation! diff --git a/android/assets/jsons/translations/Traditional_Chinese.properties b/android/assets/jsons/translations/Traditional_Chinese.properties index 4107c6cf8e968..19fc8e99b0a05 100644 --- a/android/assets/jsons/translations/Traditional_Chinese.properties +++ b/android/assets/jsons/translations/Traditional_Chinese.properties @@ -2282,10 +2282,10 @@ Cannot intercept [mapUnitFilter] units = 無法攔截[mapUnitFilter]單位 [relativeAmount]% Strength when performing Air Sweep = 執行空中掃蕩時[relativeAmount]%強度 [relativeAmount]% maintenance costs = 維護費用[relativeAmount]% [relativeAmount]% Gold cost of upgrading = [relativeAmount]%升級金錢成本 -Earn [amount]% of the damage done to [combatantFilter] units as [civWideStat] = 對[combatantFilter]造成傷害時,[amount]%傷害轉化為[civWideStat] -Upon capturing a city, receive [amount] times its [stat] production as [civWideStat] immediately = 佔領城市後,立即獲得相當於其[stat]產能[amount]倍的[civWideStat] -Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [civWideStat] = 擊殺敵方[mapUnitFilter]單位後可獲得相當於其[costOrStrength][amount]%的[civWideStat] -Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [civWideStat] when killed within 4 tiles of a city following this religion = 當[mapUnitFilter]單位在信仰該宗教的城市的4地塊範圍内被擊殺時,獲得相當於其[costOrStrength][amount]%的[civWideStat] +Earn [amount]% of the damage done to [combatantFilter] units as [stockpile] = 對[combatantFilter]造成傷害時,[amount]%傷害轉化為[stockpile] +Upon capturing a city, receive [amount] times its [stat] production as [stockpile] immediately = 佔領城市後,立即獲得相當於其[stat]產能[amount]倍的[stockpile] +Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [stockpile] = 擊殺敵方[mapUnitFilter]單位後可獲得相當於其[costOrStrength][amount]%的[stockpile] +Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [stockpile] when killed within 4 tiles of a city following this religion = 當[mapUnitFilter]單位在信仰該宗教的城市的4地塊範圍内被擊殺時,獲得相當於其[costOrStrength][amount]%的[stockpile] May capture killed [mapUnitFilter] units = 可以捕獲被打敗的[mapUnitFilter]單位 [amount] XP gained from combat = 從戰鬥中獲得了[amount]經驗值 [relativeAmount]% XP gained from combat = 從戰鬥中獲得 [relativeAmount]% 經驗值 @@ -7333,7 +7333,7 @@ Example: The 'Open Github page' button on the Mod management screen. = 範例: Differences from Civilization V = 與《文明V》的不同之處 # Requires translation! -Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept = +Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept. = # Requires translation! Science Queueing\nIn Civilization V, Science yield is calculated after production, so if you finish an item and have Science (or Gold) queued as a perpetual construction, the Production overflow from item will be converted into Science (or Gold), but the Production is not consumed, as this will only happen again on the next turn. By immediately swapping out your perpetual construction for an item on the next turn, you'll get this Science (or Gold) for free. This doesn't apply to Unciv, so don't bother. = # Requires translation! @@ -7341,7 +7341,7 @@ Double Aqueducts\nIn Civilization V, the game sells existing copies of the build # Requires translation! Legalism Oxford\nIn Civilization V, national wonders such as Oxford University are considered culture buildings, so you can get them for free with Legalism. Not applicable to Unciv. = # Requires translation! -Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents = +Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents. = # Requires translation! Citizen Conversion\nIn Civilization V, a citizen is born religious if the parent city is already converted. This is not the case in Unciv, which can lead to temporary deconversion of a city when it grows. = # Requires translation! diff --git a/android/assets/jsons/translations/Turkish.properties b/android/assets/jsons/translations/Turkish.properties index 49b905c756932..39bef80789ccb 100644 --- a/android/assets/jsons/translations/Turkish.properties +++ b/android/assets/jsons/translations/Turkish.properties @@ -2328,10 +2328,10 @@ Cannot intercept [mapUnitFilter] units = [mapUnitFilter] birimleri engellenemiyo [relativeAmount]% Strength when performing Air Sweep = Hava taraması gerçekleştirirken [relativeAmount]% Güç [relativeAmount]% maintenance costs = Bakım maliyeti [relativeAmount]% [relativeAmount]% Gold cost of upgrading = Yükseltme maliyeti [relativeAmount]% ¤Altın -Earn [amount]% of the damage done to [combatantFilter] units as [civWideStat] = [combatantFilter] birliklere verilen hasarın [amount]% oranında [civWideStat] kazanır -Upon capturing a city, receive [amount] times its [stat] production as [civWideStat] immediately = Bir şehri ele geçirdiğinizde [stat] üretiminin [amount] katını anında [civWideStat] olarak alın -Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [civWideStat] = Öldürülen [mapUnitFilter] birimlerinin [costOrStrength] verisinin [amount]% değerini [civWideStat] olarak elde edin -Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [civWideStat] when killed within 4 tiles of a city following this religion = Bu dini takip eden bir şehrin 4 karo yakınında öldürülen [mapUnitFilter] biriminin [costOrStrength] değerinin [amount]% kısmını [civWideStat] olarak kazanır +Earn [amount]% of the damage done to [combatantFilter] units as [stockpile] = [combatantFilter] birliklere verilen hasarın [amount]% oranında [stockpile] kazanır +Upon capturing a city, receive [amount] times its [stat] production as [stockpile] immediately = Bir şehri ele geçirdiğinizde [stat] üretiminin [amount] katını anında [stockpile] olarak alın +Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [stockpile] = Öldürülen [mapUnitFilter] birimlerinin [costOrStrength] verisinin [amount]% değerini [stockpile] olarak elde edin +Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [stockpile] when killed within 4 tiles of a city following this religion = Bu dini takip eden bir şehrin 4 karo yakınında öldürülen [mapUnitFilter] biriminin [costOrStrength] değerinin [amount]% kısmını [stockpile] olarak kazanır May capture killed [mapUnitFilter] units = Öldürülen (Etkisiz hale getirilen) [mapUnitFilter] birimlerini rehin alabilir [amount] XP gained from combat = Savaştan kazanılan deneyim [amount] [relativeAmount]% XP gained from combat = Savaştan kazanılan deneyim [relativeAmount]% @@ -7443,7 +7443,7 @@ Example: The 'Open Github page' button on the Mod management screen. = # Requires translation! Differences from Civilization V = # Requires translation! -Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept = +Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept. = # Requires translation! Science Queueing\nIn Civilization V, Science yield is calculated after production, so if you finish an item and have Science (or Gold) queued as a perpetual construction, the Production overflow from item will be converted into Science (or Gold), but the Production is not consumed, as this will only happen again on the next turn. By immediately swapping out your perpetual construction for an item on the next turn, you'll get this Science (or Gold) for free. This doesn't apply to Unciv, so don't bother. = # Requires translation! @@ -7451,7 +7451,7 @@ Double Aqueducts\nIn Civilization V, the game sells existing copies of the build # Requires translation! Legalism Oxford\nIn Civilization V, national wonders such as Oxford University are considered culture buildings, so you can get them for free with Legalism. Not applicable to Unciv. = # Requires translation! -Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents = +Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents. = # Requires translation! Citizen Conversion\nIn Civilization V, a citizen is born religious if the parent city is already converted. This is not the case in Unciv, which can lead to temporary deconversion of a city when it grows. = # Requires translation! diff --git a/android/assets/jsons/translations/Ukrainian.properties b/android/assets/jsons/translations/Ukrainian.properties index 60aa0fa698c44..96a49bd61c368 100644 --- a/android/assets/jsons/translations/Ukrainian.properties +++ b/android/assets/jsons/translations/Ukrainian.properties @@ -2266,10 +2266,10 @@ Cannot intercept [mapUnitFilter] units = Не спроможний перехо [relativeAmount]% Strength when performing Air Sweep = [relativeAmount]% до †Сили при повітряних зачистках [relativeAmount]% maintenance costs = [relativeAmount]% до вартості утримання [relativeAmount]% Gold cost of upgrading = [relativeAmount]% ¤Золота до вартості покращення -Earn [amount]% of the damage done to [combatantFilter] units as [civWideStat] = Отримуйте [amount]% від пошкоджень, завданих [combatantFilter], як [civWideStat] -Upon capturing a city, receive [amount] times its [stat] production as [civWideStat] immediately = Після захоплення міста одразу отримаєте в [amount] разів більше його виробництва [stat] як [civWideStat] -Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [civWideStat] = Отримуйте [amount]% від [costOrStrength] знищених ворожих підрозділів типу [mapUnitFilter] як [civWideStat] -Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [civWideStat] when killed within 4 tiles of a city following this religion = Отримуйте [amount]% від [costOrStrength] підрозділів типу [mapUnitFilter] як [civWideStat], які знищуються у радіусі 4 клітинок від міста, яке сповідує цю релігію +Earn [amount]% of the damage done to [combatantFilter] units as [stockpile] = Отримуйте [amount]% від пошкоджень, завданих [combatantFilter], як [stockpile] +Upon capturing a city, receive [amount] times its [stat] production as [stockpile] immediately = Після захоплення міста одразу отримаєте в [amount] разів більше його виробництва [stat] як [stockpile] +Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [stockpile] = Отримуйте [amount]% від [costOrStrength] знищених ворожих підрозділів типу [mapUnitFilter] як [stockpile] +Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [stockpile] when killed within 4 tiles of a city following this religion = Отримуйте [amount]% від [costOrStrength] підрозділів типу [mapUnitFilter] як [stockpile], які знищуються у радіусі 4 клітинок від міста, яке сповідує цю релігію May capture killed [mapUnitFilter] units = Може захопити знищені підрозділи типу [mapUnitFilter] [amount] XP gained from combat = [amount] досвіду отримано у бою [relativeAmount]% XP gained from combat = [relativeAmount]% досвіду у бою @@ -7181,7 +7181,7 @@ Example: The 'Open Github page' button on the Mod management screen. = Прик Differences from Civilization V = Відмінності від Цивілізації V # Requires translation! -Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept = +Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept. = # Requires translation! Science Queueing\nIn Civilization V, Science yield is calculated after production, so if you finish an item and have Science (or Gold) queued as a perpetual construction, the Production overflow from item will be converted into Science (or Gold), but the Production is not consumed, as this will only happen again on the next turn. By immediately swapping out your perpetual construction for an item on the next turn, you'll get this Science (or Gold) for free. This doesn't apply to Unciv, so don't bother. = # Requires translation! @@ -7189,7 +7189,7 @@ Double Aqueducts\nIn Civilization V, the game sells existing copies of the build # Requires translation! Legalism Oxford\nIn Civilization V, national wonders such as Oxford University are considered culture buildings, so you can get them for free with Legalism. Not applicable to Unciv. = # Requires translation! -Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents = +Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents. = # Requires translation! Citizen Conversion\nIn Civilization V, a citizen is born religious if the parent city is already converted. This is not the case in Unciv, which can lead to temporary deconversion of a city when it grows. = # Requires translation! diff --git a/android/assets/jsons/translations/Vietnamese.properties b/android/assets/jsons/translations/Vietnamese.properties index 8520a6ea59cbb..7015a3e067de5 100644 --- a/android/assets/jsons/translations/Vietnamese.properties +++ b/android/assets/jsons/translations/Vietnamese.properties @@ -2278,10 +2278,10 @@ Cannot intercept [mapUnitFilter] units = Không thể chặn [mapUnitFilter] đ [relativeAmount]% Strength when performing Air Sweep = [relativeAmount]% Sức mạnh khi thực hiện Air Sweep [relativeAmount]% maintenance costs = [relativeAmount]% chi phí bảo trì [relativeAmount]% Gold cost of upgrading = [relativeAmount]% Vàng chi phí nâng cấp -Earn [amount]% of the damage done to [combatantFilter] units as [civWideStat] = Kiếm [amount]% sát thương gây ra cho các đơn vị [combatantFilter] khi [civWideStat] -Upon capturing a city, receive [amount] times its [stat] production as [civWideStat] immediately = Khi chiếm được một thành phố, nhận ngay [amount] nhân với [stat] sản xuất của thành phố đó là [civWideStat] ngay lập tức -Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [civWideStat] = Kiếm [amount]% trong tổng số [costOrStrength] của đơn vị [mapUnitFilter] bị giết là [civWideStat] -Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [civWideStat] when killed within 4 tiles of a city following this religion = Kiếm [amount]% trong số [costOrStrength] của đơn vị [mapUnitFilter] là [civWideStat] khi bị giết trong 4 ô của thành phố theo tôn giáo này +Earn [amount]% of the damage done to [combatantFilter] units as [stockpile] = Kiếm [amount]% sát thương gây ra cho các đơn vị [combatantFilter] khi [stockpile] +Upon capturing a city, receive [amount] times its [stat] production as [stockpile] immediately = Khi chiếm được một thành phố, nhận ngay [amount] nhân với [stat] sản xuất của thành phố đó là [stockpile] ngay lập tức +Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [stockpile] = Kiếm [amount]% trong tổng số [costOrStrength] của đơn vị [mapUnitFilter] bị giết là [stockpile] +Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [stockpile] when killed within 4 tiles of a city following this religion = Kiếm [amount]% trong số [costOrStrength] của đơn vị [mapUnitFilter] là [stockpile] khi bị giết trong 4 ô của thành phố theo tôn giáo này May capture killed [mapUnitFilter] units = Có thể bắt được các đơn vị [mapUnitFilter] bị giết [amount] XP gained from combat = [amount] XP nhận được từ chiến đấu [relativeAmount]% XP gained from combat = [relativeAmount]% XP nhận được từ chiến đấu @@ -7339,7 +7339,7 @@ Example: The 'Open Github page' button on the Mod management screen. = # Requires translation! Differences from Civilization V = # Requires translation! -Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept = +Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept. = # Requires translation! Science Queueing\nIn Civilization V, Science yield is calculated after production, so if you finish an item and have Science (or Gold) queued as a perpetual construction, the Production overflow from item will be converted into Science (or Gold), but the Production is not consumed, as this will only happen again on the next turn. By immediately swapping out your perpetual construction for an item on the next turn, you'll get this Science (or Gold) for free. This doesn't apply to Unciv, so don't bother. = # Requires translation! @@ -7347,7 +7347,7 @@ Double Aqueducts\nIn Civilization V, the game sells existing copies of the build # Requires translation! Legalism Oxford\nIn Civilization V, national wonders such as Oxford University are considered culture buildings, so you can get them for free with Legalism. Not applicable to Unciv. = # Requires translation! -Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents = +Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents. = # Requires translation! Citizen Conversion\nIn Civilization V, a citizen is born religious if the parent city is already converted. This is not the case in Unciv, which can lead to temporary deconversion of a city when it grows. = # Requires translation! diff --git a/android/assets/jsons/translations/Zulu.properties b/android/assets/jsons/translations/Zulu.properties index ec486363499a7..56aeabf3dca1a 100644 --- a/android/assets/jsons/translations/Zulu.properties +++ b/android/assets/jsons/translations/Zulu.properties @@ -3646,13 +3646,13 @@ Cannot intercept [mapUnitFilter] units = # Requires translation! [relativeAmount]% Gold cost of upgrading = # Requires translation! -Earn [amount]% of the damage done to [combatantFilter] units as [civWideStat] = +Earn [amount]% of the damage done to [combatantFilter] units as [stockpile] = # Requires translation! -Upon capturing a city, receive [amount] times its [stat] production as [civWideStat] immediately = +Upon capturing a city, receive [amount] times its [stat] production as [stockpile] immediately = # Requires translation! -Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [civWideStat] = +Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [stockpile] = # Requires translation! -Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [civWideStat] when killed within 4 tiles of a city following this religion = +Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [stockpile] when killed within 4 tiles of a city following this religion = # Requires translation! May capture killed [mapUnitFilter] units = # Requires translation! @@ -12397,7 +12397,7 @@ Example: The 'Open Github page' button on the Mod management screen. = # Requires translation! Differences from Civilization V = # Requires translation! -Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept = +Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept. = # Requires translation! Science Queueing\nIn Civilization V, Science yield is calculated after production, so if you finish an item and have Science (or Gold) queued as a perpetual construction, the Production overflow from item will be converted into Science (or Gold), but the Production is not consumed, as this will only happen again on the next turn. By immediately swapping out your perpetual construction for an item on the next turn, you'll get this Science (or Gold) for free. This doesn't apply to Unciv, so don't bother. = # Requires translation! @@ -12405,7 +12405,7 @@ Double Aqueducts\nIn Civilization V, the game sells existing copies of the build # Requires translation! Legalism Oxford\nIn Civilization V, national wonders such as Oxford University are considered culture buildings, so you can get them for free with Legalism. Not applicable to Unciv. = # Requires translation! -Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents = +Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents. = # Requires translation! Citizen Conversion\nIn Civilization V, a citizen is born religious if the parent city is already converted. This is not the case in Unciv, which can lead to temporary deconversion of a city when it grows. = # Requires translation! diff --git a/android/assets/jsons/translations/completionPercentages.properties b/android/assets/jsons/translations/completionPercentages.properties index 20396cff64e22..b5333daa73200 100644 --- a/android/assets/jsons/translations/completionPercentages.properties +++ b/android/assets/jsons/translations/completionPercentages.properties @@ -2,25 +2,25 @@ Afrikaans = 7 Bangla = 20 Belarusian = 13 Bosnian = 3 -Brazilian_Portuguese = 99 +Brazilian_Portuguese = 100 Bulgarian = 47 -Catalan = 99 -Croatian = 99 +Catalan = 100 +Croatian = 100 Czech = 79 Dutch = 99 English = 0 Filipino = 88 Finnish = 36 -French = 99 +French = 100 Galician = 99 German = 99 Greek = 13 Hungarian = 79 -Indonesian = 99 +Indonesian = 100 Italian = 99 Japanese = 81 Korean = 92 -Latin = 58 +Latin = 59 Lithuanian = 83 Malay = 24 Norwegian = 59 @@ -29,7 +29,7 @@ Persian_(Pinglish-UN) = 27 Polish = 99 Portuguese = 70 Romanian = 74 -Russian = 99 +Russian = 100 Rusyn = 61 Simplified_Chinese = 99 Spanish = 98 diff --git a/changelog.md b/changelog.md index 7d82e15850aec..4a14423d9ccae 100644 --- a/changelog.md +++ b/changelog.md @@ -1,16 +1,14 @@ ## 4.14.18 -undo +Performance - Faster map update on click -Cache edge images for faster update()s on all tilegroups (e.g. unit click) - -Resolved - "close unit table" button does not cycle units +"close unit table" button does not cycle units By SeventhM: - Allow stat from battle uniques to also give stockpiles - Fix gaining resources twice when it is gained from a city -By czyh2022: +By czyh2022 (NEW!): - Allow civs to trade with each other before settling their first cities - Delete duplicate trade denied message - Cancel the chain reaction of defense pact diff --git a/core/src/com/unciv/models/ruleset/unique/IHasUniques.kt b/core/src/com/unciv/models/ruleset/unique/IHasUniques.kt index c1214a4bccbdc..f8b744109cf8c 100644 --- a/core/src/com/unciv/models/ruleset/unique/IHasUniques.kt +++ b/core/src/com/unciv/models/ruleset/unique/IHasUniques.kt @@ -128,12 +128,6 @@ interface IHasUniques : INamed { && !Conditionals.conditionalApplies(null, it, stateForConditionals) } }) return true - if (!gameInfo.isReligionEnabled() && hasUnique(UniqueType.HiddenWithoutReligion)) return true - if (!gameInfo.isEspionageEnabled() && hasUnique(UniqueType.HiddenWithoutEspionage)) return true - - - if (getMatchingUniques(UniqueType.HiddenWithoutVictoryType) - .any { it.params[0] !in gameInfo.gameParameters.victoryTypes }) return true return false } @@ -153,7 +147,7 @@ interface IHasUniques : INamed { ): Boolean { if (hasUnique(UniqueType.HiddenFromCivilopedia)) return true if (gameInfo != null && isUnavailableBySettings(gameInfo)) return true - if (gameInfo == null && hasUnique(UniqueType.HiddenWithoutReligion) && ruleset!!.beliefs.isEmpty()) return true + if (gameInfo == null && ruleset!!.beliefs.isEmpty()) return true return false } /** Overload of [isHiddenFromCivilopedia] for use in actually game-agnostic parts of Civilopedia */ diff --git a/core/src/com/unciv/models/ruleset/unique/UniqueParameterType.kt b/core/src/com/unciv/models/ruleset/unique/UniqueParameterType.kt index 90cb48c601b4e..cbac2b81700fc 100644 --- a/core/src/com/unciv/models/ruleset/unique/UniqueParameterType.kt +++ b/core/src/com/unciv/models/ruleset/unique/UniqueParameterType.kt @@ -565,7 +565,7 @@ enum class UniqueParameterType( override fun getErrorSeverity(parameterText: String, ruleset: Ruleset) = getErrorSeverityForFilter(parameterText, ruleset) }, - /** Used by [UniqueType.HiddenWithoutVictoryType], implementation in Civilopedia, OverviewScreen and to exclude e.g. from Quests */ + /** Used by [UniqueType.ConditionalVictoryEnabled], implementation in Civilopedia, OverviewScreen and to exclude e.g. from Quests */ VictoryT("victoryType", "Domination", "The name of any victory type: 'Cultural', 'Diplomatic', 'Domination', 'Scientific', 'Time' or one of your mod's VictoryTypes.json names" ) { diff --git a/core/src/com/unciv/models/ruleset/unique/UniqueType.kt b/core/src/com/unciv/models/ruleset/unique/UniqueType.kt index e6af145cd3a0a..6447474d09f2c 100644 --- a/core/src/com/unciv/models/ruleset/unique/UniqueType.kt +++ b/core/src/com/unciv/models/ruleset/unique/UniqueType.kt @@ -910,20 +910,7 @@ enum class UniqueType( ConditionalTimedUnique("for [amount] turns", UniqueTarget.MetaModifier, docDescription = "Turns this unique into a trigger, activating this unique as a *global* unique for a number of turns"), - - - @Deprecated("As of 4.13.18", ReplaceWith("Only available ")) - HiddenWithoutVictoryType("Hidden when [victoryType] Victory is disabled", UniqueTarget.Building, UniqueTarget.Unit, flags = UniqueFlag.setOfHiddenToUsers), - - @Deprecated("As of 4.13.18", ReplaceWith("Only available ")) - HiddenWithoutReligion("Hidden when religion is disabled", - UniqueTarget.Unit, UniqueTarget.Building, UniqueTarget.Ruins, UniqueTarget.Tutorial, - flags = UniqueFlag.setOfHiddenToUsers), - @Deprecated("As of 4.13.19", ReplaceWith("Only available ")) - HiddenWithoutEspionage("Hidden when espionage is disabled", UniqueTarget.Building, - flags = UniqueFlag.setOfHiddenToUsers), - AiChoiceWeight("[relativeAmount]% weight to this choice for AI decisions", UniqueTarget.Tech, UniqueTarget.Promotion, UniqueTarget.Policy, flags = UniqueFlag.setOfHiddenToUsers), @@ -970,6 +957,13 @@ enum class UniqueType( // endregion ///////////////////////////////////////////// region 99 DEPRECATED AND REMOVED ///////////////////////////////////////////// + + @Deprecated("As of 4.13.18", ReplaceWith("Only available "), DeprecationLevel.ERROR) + HiddenWithoutVictoryType("Hidden when [victoryType] Victory is disabled", UniqueTarget.Building, UniqueTarget.Unit, flags = UniqueFlag.setOfHiddenToUsers), + @Deprecated("As of 4.13.18", ReplaceWith("Only available "), DeprecationLevel.ERROR) + HiddenWithoutReligion("Hidden when religion is disabled", UniqueTarget.Unit, UniqueTarget.Building, UniqueTarget.Ruins, UniqueTarget.Tutorial, flags = UniqueFlag.setOfHiddenToUsers), + @Deprecated("As of 4.13.19", ReplaceWith("Only available "), DeprecationLevel.ERROR) + HiddenWithoutEspionage("Hidden when espionage is disabled", UniqueTarget.Building, flags = UniqueFlag.setOfHiddenToUsers), @Deprecated("As of 4.13.15", ReplaceWith("for [civFilter] Civilizations"), DeprecationLevel.ERROR) ConditionalCivFilterOld("for [civFilter]", UniqueTarget.Conditional), @Deprecated("As of 4.13.2", ReplaceWith("[This Unit] gains [amount] movement"), DeprecationLevel.ERROR) diff --git a/docs/Modders/uniques.md b/docs/Modders/uniques.md index 6248e61a272e6..e2e83f9e80fdf 100644 --- a/docs/Modders/uniques.md +++ b/docs/Modders/uniques.md @@ -983,18 +983,18 @@ Simple unique parameters are explained by mouseover. Complex parameters are expl Applicable to: Global, Unit -??? example "Earn [amount]% of the damage done to [combatantFilter] units as [civWideStat]" - Example: "Earn [3]% of the damage done to [City] units as [Gold]" +??? example "Earn [amount]% of the damage done to [combatantFilter] units as [stockpile]" + Example: "Earn [3]% of the damage done to [City] units as [Mana]" Applicable to: Global, Unit -??? example "Upon capturing a city, receive [amount] times its [stat] production as [civWideStat] immediately" - Example: "Upon capturing a city, receive [3] times its [Culture] production as [Gold] immediately" +??? example "Upon capturing a city, receive [amount] times its [stat] production as [stockpile] immediately" + Example: "Upon capturing a city, receive [3] times its [Culture] production as [Mana] immediately" Applicable to: Global, Unit -??? example "Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [civWideStat]" - Example: "Earn [3]% of killed [Wounded] unit's [Cost] as [Gold]" +??? example "Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [stockpile]" + Example: "Earn [3]% of killed [Wounded] unit's [Cost] as [Mana]" Applicable to: Global, Unit @@ -1389,8 +1389,8 @@ Simple unique parameters are explained by mouseover. Complex parameters are expl Meant to be used together with conditionals, like "Only available ". Only allows Building when ALL conditionals are met. Will also block Upgrade and Transform actions. See also CanOnlyBeBuiltWhen Applicable to: Tech, Policy, FounderBelief, FollowerBelief, Building, Unit, Promotion, Improvement, Ruins, Event, EventChoice -??? example "Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [civWideStat] when killed within 4 tiles of a city following this religion" - Example: "Earn [3]% of [Wounded] unit's [Cost] as [Gold] when killed within 4 tiles of a city following this religion" +??? example "Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [stockpile] when killed within 4 tiles of a city following this religion" + Example: "Earn [3]% of [Wounded] unit's [Cost] as [Mana] when killed within 4 tiles of a city following this religion" Applicable to: FollowerBelief @@ -1978,18 +1978,18 @@ Simple unique parameters are explained by mouseover. Complex parameters are expl Applicable to: Global, Unit -??? example "Earn [amount]% of the damage done to [combatantFilter] units as [civWideStat]" - Example: "Earn [3]% of the damage done to [City] units as [Gold]" +??? example "Earn [amount]% of the damage done to [combatantFilter] units as [stockpile]" + Example: "Earn [3]% of the damage done to [City] units as [Mana]" Applicable to: Global, Unit -??? example "Upon capturing a city, receive [amount] times its [stat] production as [civWideStat] immediately" - Example: "Upon capturing a city, receive [3] times its [Culture] production as [Gold] immediately" +??? example "Upon capturing a city, receive [amount] times its [stat] production as [stockpile] immediately" + Example: "Upon capturing a city, receive [3] times its [Culture] production as [Mana] immediately" Applicable to: Global, Unit -??? example "Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [civWideStat]" - Example: "Earn [3]% of killed [Wounded] unit's [Cost] as [Gold]" +??? example "Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [stockpile]" + Example: "Earn [3]% of killed [Wounded] unit's [Cost] as [Mana]" Applicable to: Global, Unit diff --git a/fastlane/metadata/android/en-US/changelogs/1086.txt b/fastlane/metadata/android/en-US/changelogs/1086.txt index 55cc378228a91..ea2bc12773513 100644 --- a/fastlane/metadata/android/en-US/changelogs/1086.txt +++ b/fastlane/metadata/android/en-US/changelogs/1086.txt @@ -1,16 +1,12 @@ +Performance - Faster map update on click - -undo - -Cache edge images for faster update()s on all tilegroups (e.g. unit click) - -Resolved - "close unit table" button does not cycle units +"close unit table" button does not cycle units By SeventhM: - Allow stat from battle uniques to also give stockpiles - Fix gaining resources twice when it is gained from a city -By czyh2022: +By czyh2022 (NEW!): - Allow civs to trade with each other before settling their first cities - Delete duplicate trade denied message -- Cancel the chain reaction of defense pact \ No newline at end of file +- Cancel the chain reaction of defense pact \ No newline at end of file