Version rollout (#12023)

* Bump version and create initial changelog entry

* Update Galician.properties (#12021)

translate new lines and some corrections

* Provide translations to Ukrainian (#12017)

Co-authored-by: Kostiantyn Ko <mormat.iam@gmail.com>

* Update Simplified_Chinese.properties (#12015)

* Update French.properties (#12014)

* Update Indonesian.properties (#12012)

Corrected grammatical errors and translated the new codes.

* Update Italian.properties (#12011)

---------

Co-authored-by: yairm210 <yairm210@users.noreply.github.com>
Co-authored-by: ninjum <138787523+ninjum@users.noreply.github.com>
Co-authored-by: Kostiantyn Ko <test9@mormat.name>
Co-authored-by: Kostiantyn Ko <mormat.iam@gmail.com>
Co-authored-by: AutumnPizazz <114050365+AutumnPizazz@users.noreply.github.com>
Co-authored-by: Ouaz <Ouaz@users.noreply.github.com>
Co-authored-by: X2003 <158255876+Xenia2003@users.noreply.github.com>
Co-authored-by: Giuseppe D'Addio <41149920+Smashfanful@users.noreply.github.com>
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@ -6707,7 +6707,7 @@ How do you know a spot is appropriate?\nThats not an easy question to answer,
However, cities dont have a set area that they can work - more on that later!\nThis means you dont have to settle cities right next to resources.\nLets say, for example, that you want access to some iron but the resource is right next to a desert.\nYou dont have to settle your city next to the desert. You can settle a few tiles away in more prosperous lands.\nYour city will grow and eventually gain access to the resource.\nYou only need to settle right next to resources if you need them immediately \n which might be the case now and then, but youll usually have the luxury of time. = Toutefois, une ville ne doit pas être forcément fondée SUR la ressource, ni même directement à côté.\nImaginons que vous vouliez exploiter du fer, mais la ressource se trouve dans le désert.\nVous n'êtes pas obligé de fonder votre ville dans ce désert, mais vous le pouvez quelques cases plus loin, sur des terres plus riches.\nVotre ville s'étendra et finira par atteindre la ressource.\nVous pouvez vous installer juste à côté d'une ressource si vous en avez besoin immédiatement.\nCe cas de figure peut se présenter, mais vous aurez généralement le temps d'étendre votre ville au préalable.
The first thing coming out of your city should be either a Scout or Warrior.\nI generally prefer the Warrior because it can be used for defense and because it can be upgraded\n to the Swordsman unit later in the game for a relatively modest sum of gold.\nScouts can be effective, however, if you seem to be located in an area of dense forest and hills.\nScouts dont suffer a movement penalty in this terrain.\nIf youre a veteran of the 4x strategy genre your first Warrior or Scout will be followed by a Settler.\nFast expanding is absolutely critical in most games of this type. = Votre première production devrait être un Éclaireur (pour découvrir les terrains alentour, en vue de vos futures villes et afin d'obtenir des bonus de Ruines) ou un Guerrier (pour vous défendre et piller les campements barbares).\nPar la suite, produisez un Colon pour vous étendre rapidement - une expansion rapide est une des clés de votre victoire !\nUn Éclaireur s'avère également efficace dans les forêts et les collines, car il n'y subit pas de pénalité de mouvement.\nUn Guerrier peut être amélioré en Spadassin plus tard dans la partie pour une somme d'Or relativement faible.
In your first couple of turns, you will have very little options, but as your civilization grows, so do the number of things requiring your attention. = Durant vos premiers tours, vous aurez peu de choix, mais plus votre civilisation grandira, plus vous aurez d'éléments à gérer.
In your first couple of turns, you will have very little options, but as your civilization grows, so do the number of things requiring your attention. = Durant vos premiers tours, vous aurez peu de choix, mais plus votre civilisation évoluera, plus vous aurez d'éléments à gérer.
Culture and Policies = Culture et Doctrines
Each turn, the culture you gain from all your cities is added to your Civilization's culture.\nWhen you have enough culture, you may pick a Social Policy, each one giving you a certain bonus. = À chaque tour, la culture gagnée grâce à vos villes est ajoutée au total de culture de votre civilisation.\nLorsque vous avez accumulé suffisamment de culture, vous pouvez choisir une Doctrine, chacune fournissant un bonus différent.
@ -6715,13 +6715,13 @@ The policies are organized into branches, with each branch providing a bonus abi
With each policy adopted, and with each city built,\n the cost of adopting another policy rises - so choose wisely! = Pour chaque doctrine adoptée, et pour chaque ville construite, le coût d'adoption d'une nouvelle doctrine augmente - choisissez donc judicieusement !
City Expansion = Expansion d'une ville
Once a city has gathered enough Culture, it will expand into a neighboring tile.\nYou have no control over the tile it will expand into, but tiles with resources and higher yields are prioritized. = Lorsqu'une ville a accumulé assez de culture, elle s'étendra sur une des cases adjacentes.\nVous n'avez aucun contrôle sur la case qui sera choisie, mais celles disposant de ressources particulières ou de rendements élevés seront favorisées.
Each additional tile will require more culture, but generally your first cities will eventually expand to a wide tile range. = Chaque case d'expansion supplémentaire nécessitera davantage de culture, mais en général, vos premières villes s'étendront loin avec le temps.
Once a city has gathered enough Culture, it will expand into a neighboring tile.\nYou have no control over the tile it will expand into, but tiles with resources and higher yields are prioritized. = Lorsqu'une ville a accumulé assez de Culture, elle s'étendra sur une des cases adjacentes.\nVous n'avez aucun contrôle sur la case qui sera choisie, mais celles disposant de ressources particulières ou de rendements élevés seront favorisées.
Each additional tile will require more culture, but generally your first cities will eventually expand to a wide tile range. = Chaque case d'expansion supplémentaire nécessitera davantage de Culture, mais en général, vos premières villes s'étendront loin avec le temps.
Although your city will keep expanding forever, your citizens can only work 3 tiles away from city center.\nThis should be taken into account when placing new cities. = Bien que votre ville continue à s'étendre en permanence, ses citoyens ne peuvent exploiter les ressources que dans un rayon de 3 cases autour du centre-ville.\nTenez-en bien compte en fondant vos villes !
As cities grow in size and influence, you have to deal with a happiness mechanic that is no longer tied to each individual city.\nInstead, your entire empire shares the same level of satisfaction.\nAs your cities grow in population youll find that it is more and more difficult to keep your empire happy. = À mesure que vos villes grandissent, en taille comme en influence, vous devez gérer le bonheur de votre civilisation.\nCelui-ci est comptabilisé pour tout votre empire, et non pas par ville individuelle.\nÀ mesure que la population augmentera dans vos villes, il deviendra de plus en plus difficile de satisfaire votre empire.
In addition, you cant even build any city improvements that increase happiness until youve done the appropriate research.\nIf your empires happiness ever goes below zero the growth rate of your cities will be hurt.\nIf your empire becomes severely unhappy (as indicated by the smiley-face icon at the top of the interface)\n your armies will have a big penalty slapped on to their overall combat effectiveness. = De plus, les aménagements de ville augmentant le bonheur ne sont disponibles qu'après avoir découvert la technologie adéquate.\nSi le bonheur de votre empire passe sous zéro, le rythme de croissance de vos villes en sera affecté.\nSi votre empire devient très malheureux (indiqué par l'icône smiley en haut de l'interface), vos armées subiront des pénalités importantes quant à leur efficacité au combat.
This means that it is very difficult to expand quickly in Unciv.\nIt isnt impossible, but as a new player you probably shouldn't do it.\nSo what should you do? Chill out, scout, and improve the land that you do have by building Workers.\nOnly build new cities once you have found a spot that you believe is appropriate. = Cela signifie qu'il est très difficile de s'étendre rapidement dans Unciv.\nCe n'est pas impossible, mais un nouveau joueur devrait éviter cette stratégie.\nQuelle est donc la marche à suivre ? Prenez votre temps, explorez, et aménagez les cases que vous possédez à l'aide d'Ouvriers.\nNe fondez de nouvelles villes qu'une fois trouvé un emplacement que vous jugez adéquat.
This means that it is very difficult to expand quickly in Unciv.\nIt isnt impossible, but as a new player you probably shouldn't do it.\nSo what should you do? Chill out, scout, and improve the land that you do have by building Workers.\nOnly build new cities once you have found a spot that you believe is appropriate. = Cela signifie qu'il est très difficile de s'étendre rapidement dans Unciv.\nCe n'est pas impossible, mais un nouveau joueur devrait éviter cette stratégie.\nQuelle est donc la marche à suivre ? Prenez votre temps, explorez, et aménagez les cases en votre possession à l'aide d'Ouvriers.\nNe fondez de nouvelles villes qu'une fois trouvé un emplacement que vous jugez adéquat.
Unhappiness = Mécontentement
It seems that your citizens are unhappy!\nWhile unhappy, your civilization will suffer many detrimental effects, increasing in severity as unhappiness gets higher. = Il semble que vos citoyens soient mécontents !\nQuand le mécontentement se manifeste, votre civilisation subit plusieurs effets indésirables, ceux-ci s'aggravant à mesure que le mécontentement augmente.
@ -6732,30 +6732,30 @@ You have entered a Golden Age!\nGolden age points are accumulated each turn by t
Roads and Railroads = Routes et Voies Ferrées
# Requires translation!
Roads reduce the Movement Points required to move between two tiles connected by Roads. =
Roads reduce the Movement Points required to move between two tiles connected by Roads. = Les routes diminuent les Points de Mouvement nécessaires pour se déplacer entre deux cases reliées par une route.
# Requires translation!
Railroads improve this reduction even more! =
Railroads improve this reduction even more! = Les voies ferrées améliorent encore plus ce bonus de déplacement !
# Requires translation!
This greatly improves the speed you can get Units around the map. =
This greatly improves the speed you can get Units around the map. = Cela permet d'optimiser la vitesse à laquelle se déplacent les unités sur la carte.
# Requires translation!
Until you research the technology that removes it, Roads do not cross Rivers =
Until you research the technology that removes it, Roads do not cross Rivers = À moins d'avoir recherché la technologie idoine, les routes ne peuvent pas traverser les rivières.
# Requires translation!
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. =
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. = Relier vos villes à la capitale par des routes et/ou des voies ferrées, générera de l'Or via une Route Commerciale.
# Requires translation!
However, since each Road and Railroad have a Maintenance Cost, it may be more economical to wait until the cities grow and only place where needed. =
However, since each Road and Railroad have a Maintenance Cost, it may be more economical to wait until the cities grow and only place where needed. = Cependant, chaque route et voie ferrée ayant un Coût d'Entretien, il peut être plus judicieux d'attendre que les villes soient suffisamment développées avant de créer un réseau où cela peut s'avérer bénéfique.
# Requires translation!
Trade Route =
Trade Route = Route commerciale
# Requires translation!
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. You earn more Gold the more Population the City and your Capital has. =
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. You earn more Gold the more Population the City and your Capital has. = Relier vos villes à la capitale par des Routes et/ou des Voies Ferrées, générera de l'Or via une Route Commerciale. Plus la population de la ville et de la capitale est importante, plus grande est la quantité d'Or générée.
# Requires translation!
Note that each road costs 1 Gold Maintenance per turn, and each Railroad costs 2 Gold, so it may be more economical to wait until the cities grow! =
Note that each road costs 1 Gold Maintenance per turn, and each Railroad costs 2 Gold, so it may be more economical to wait until the cities grow! = Comme chaque route coûte 1 Or par tour en entretien, et chaque voie ferrée 2 Or, il peut être plus judicieux d'attendre que les villes soient suffisamment développées !
# Requires translation!
Railroads connecting a city to the Capital also provide a 25% Production Boost to the City, but not the Capital. =
Railroads connecting a city to the Capital also provide a 25% Production Boost to the City, but not the Capital. = Les voies ferrées reliant une ville à la capitale fournissent également un bonus de +25% en Production à la ville, mais pas à la capitale.
# Requires translation!
Trade Routes are also connected over Water via certain buildings like the Harbor. As long as there is a chain that can reach the Capital, there's a Trade Route. Look for this symbol in Yellow below the City Name to mean you have an active Trade Route to your Capital. =
Trade Routes are also connected over Water via certain buildings like the Harbor. As long as there is a chain that can reach the Capital, there's a Trade Route. Look for this symbol in Yellow below the City Name to mean you have an active Trade Route to your Capital. = Les routes commerciales peuvent être maritimes si certains bâtiments sont construits, tel le Port. Tant qu'une connexion existe entre différentes villes jusqu'à la capitale, il en est de même pour la route commerciale. Vérifiez la présence de ce symbole de couleur jaune sous le nom de la ville, signifiant qu'une route commerciale avec la capitale est active.
# Requires translation!
Trade Routes can get broken either by Blockades or by Removing/Pillaging the connecting Road/Railroad chain. =
Trade Routes can get broken either by Blockades or by Removing/Pillaging the connecting Road/Railroad chain. = Les routes commerciales peuvent être interrompues par des Blocus ou en supprimant/pillant une route/voie ferrée faisant partie de la connexion à la capitale.
Victory Types = Types de victoire
Once youve settled your first two or three cities youre probably 100 to 150 turns into the game.\nNow is a good time to start thinking about how, exactly, you want to win if you havent already. = Une fois vos deux ou trois premières villes fondées, vous devriez probablement avoir atteint les 100-150 tours dans la partie. Il est donc temps de choisir exactement la manière dont vous voudriez gagner.
@ -6780,7 +6780,7 @@ When conquering a city, you can choose to liberate, annex, puppet, or raze the c
You have encountered a barbarian unit!\nBarbarians attack everyone indiscriminately, so don't let your \n civilian units go near them, and be careful of your scout! = Vous avez rencontré une unité barbare !\nLes barbares attaquent tous ceux qu'ils croisent, donc n'envoyez \n pas vos unités civiles près d'eux, et gardez un oeil sur vos éclaireurs !
You have encountered another civilization!\nOther civilizations start out peaceful, and you can trade with them,\n but they may choose to declare war on you later on = Vous avez rencontré une autre civilisation !\nLes autres civilisations sont pacifiques lors de votre première rencontre, et vous pouvez commercer avec elles,\n mais elles pourront vous déclarer la guerre si l'envie leur prend.
You have encountered another civilization!\nOther civilizations start out peaceful, and you can trade with them,\n but they may choose to declare war on you later on = Vous avez rencontré une autre civilisation !\nLes autres civilisations sont pacifiques lors de votre première rencontre,\nvous pouvez commercer avec elles,\nmais elles pourront vous déclarer la guerre si l'envie leur en prend.
Once you have completed the Apollo Program, you can start constructing spaceship parts in your cities\n (with the relevant technologies) to win a Scientific Victory! = Vous avez complété le Programmme Apollo !\n Vous pouvez désormais construire les composants du vaisseau spatial dans vos villes\n (si vous possédez les technologies nécessaires) et remporter une Victoire Scientifique !
@ -6955,21 +6955,21 @@ During the We Love The King Day, the city will grow 25% faster. = Pendant la Fê
This means exploration and trade is important to grow your cities! = L'exploration et les échanges sont donc importants pour la croissance de vos villes !
# Requires translation!
Air Combat and Interception =
Air Combat and Interception = Combat aérien et Interception
# Requires translation!
Air Combat is very similar to normal Combat, with a few wrinkles. Damage is still dealt using the same equations based on the relative Strength of the Attacking and Defending Unit. =
Air Combat is very similar to normal Combat, with a few wrinkles. Damage is still dealt using the same equations based on the relative Strength of the Attacking and Defending Unit. = Le combat aérien est similaire au combat classique, mais avec quelques spécificités. Les dégâts sont définis selon le même calcul basé sur la Puissance relative des unités offensives et défensives.
# Requires translation!
However, before the Attacker and Defender fight, there is an added combat phase called Interception. If there is any unit with Interception Range that covers the target attacked tile, then it will attempt to Intercept the Attacking Air Unit. If multiple units can Intercept, the one with higher Intercept chance does it. =
However, before the Attacker and Defender fight, there is an added combat phase called Interception. If there is any unit with Interception Range that covers the target attacked tile, then it will attempt to Intercept the Attacking Air Unit. If multiple units can Intercept, the one with higher Intercept chance does it. = Cependant, avant que les unités en attaque et en défense n'engagent le combat, une phase d'Interception est d'abord effectuée. S'il existe une unité ayant une Portée d'Interception couvrant la case attaquée, alors cette unité tentera d'intercepter l'unité aérienne offensive. Si plusieurs unités peuvent intercepter l'unité adverse, celle avec la meilleure chance d'Interception effectuera la manœuvre.
# Requires translation!
Generally Land/Naval Units have an Intercept Range of 2 Tiles, and Air Units have an Intercept Range of their Attack Range. =
Generally Land/Naval Units have an Intercept Range of 2 Tiles, and Air Units have an Intercept Range of their Attack Range. = En général, les unités terrestres/navales ont une Portée d'Interception de 2 cases, et les unités aériennes ont une Portée d'Interception égale à leur Portée d'Attaque.
# Requires translation!
The Intercepting Unit rolls to see if it hits. Whether it hits or not costs an Attack, and most units (without Promotions) can only Attack Once per Nation's Turn. It does NOT cost Movement Points, but Air Units that have used their Movement cannot Intercept between turns. =
The Intercepting Unit rolls to see if it hits. Whether it hits or not costs an Attack, and most units (without Promotions) can only Attack Once per Nation's Turn. It does NOT cost Movement Points, but Air Units that have used their Movement cannot Intercept between turns. = L'unité d'Interception a une chance de toucher ou rater sa cible. Quel que soit le résultat, cela équivaut à une attaque, et la plupart des unités (sans Promotions) ne peuvent intercepter qu'une seule fois durant le tour d'une nation. Cela ne coûte PAS de Points de Mouvement, mais les unités aériennes ayant effectué un mouvement durant leur tour ne peuvent pas intercepter entre les tours.
# Requires translation!
If the Intercepting Unit Hits, it deals damage according to the Combat Strength calculation to the Attacking Air Unit, potentially with any Strength Bonuses that apply to Interception. It does not receive damage from the Attacking Air Unit. =
If the Intercepting Unit Hits, it deals damage according to the Combat Strength calculation to the Attacking Air Unit, potentially with any Strength Bonuses that apply to Interception. It does not receive damage from the Attacking Air Unit. = Si l'unité d'Interception touche sa cible, elle inflige des dégâts selon sa Puissance de Combat à l'unité aérienne offensive, avec le cas échéant des bonus de Puissance s'appliquant à l'Interception. L'unité d'Interception ne subit pas de dégâts de la part de l'unité aérienne offensive.
# Requires translation!
After Interception resolves, the Attacking Air Unit and the Defending Unit in the targeted tile do Combat as normal, with damage dealt to both sides. =
After Interception resolves, the Attacking Air Unit and the Defending Unit in the targeted tile do Combat as normal, with damage dealt to both sides. = Une fois la phase d'Interception terminée, l'unité aérienne offensive et l'unité défensive sur la case ciblée procèdent au combat classique, avec des dégâts infligés de part et d'autre.
# Requires translation!
To help deal with Interceptions, see Air Sweeps. =
To help deal with Interceptions, see Air Sweeps. = Pour pouvoir déjouer les possibles Interceptions, voir l'article "Balayages Aériens".
Air Sweeps = Balayages aériens
Fighter units are able to perform Air Sweeps over a tile helping clear out potential enemy Air, Sea, or Land Interceptions that can reach that tile. = Les unités Chasseur sont capables d'effectuer des Balayages aériens sur une case donnée, permettant de "déblayer" les potentielles unités d'interception ennemies (aériennes, navales, ou terrestres) pouvant défendre cette case.

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@ -57,7 +57,7 @@ Enter the city screen!\nClick the city button twice = ¡Entra na pantalla da cid
Pick a technology to research!\nClick on the tech button (greenish, top left) > \n Select technology > Click 'Research' (bottom right) = ¡Elixe unha tecnoloxía para investigar!\nFai clic no botón de tecnoloxía (verde, arriba á esquerda) > \n escolle a tecnoloxía > Fai clic en "Investigar" (abaixo á dereita)
Pick a construction!\nEnter city screen > Click on a unit or building (bottom left side) > \n Click 'add to queue' = ¡Escolle unha construción!\nEntra na pantalla de cidade > Fai clic nun edificio ou unidade (abaixo á esquerda) > \n fai clic en "Engadir á lista"
Pass a turn!\nCycle through units with 'Next unit' > Click 'Next turn' = ¡Pasa unha quenda!\nRecorre as túas unidades con "Seguinte unidade" > Fai clic en "Seguinte quenda"
Reassign worked tiles!\nEnter city screen > Click the assigned (green) tile to unassign > \n Click an unassigned tile to assign population = ¡Reatribúe as casas traballadas!\nEntra na pantalla de cidade > Fai clic na casa asignada (en verde) para desasignarla > \n Fai clic nunha casa desasignada para asignala poboación
Reassign worked tiles!\nEnter city screen > Click the assigned (green) tile to unassign > \n Click an unassigned tile to assign population = ¡Reatribúe as celas traballadas!\nEntra na pantalla de cidade > Fai clic na cela asignada (en verde) para desasignarla > \n Fai clic nunha cela desasignada para asignala poboación
Meet another civilization!\nExplore the map until you encounter another civilization! = ¡Coñece a outra civilización!\n¡Explora o mapa ata que te atopes con outra civilización!
Open the options table!\nClick the menu button (top left) > Click 'Options' = ¡Abre o menú de opcións!\nHaz clic no botón do menú (arriba á esquerda) > Fai clic en "Opcións"
Construct an improvement!\nConstruct a Worker unit > Move to a Plains or Grassland tile > \n Click 'Construct improvement' (above the unit table, bottom left)\n > Choose the farm > \n Leave the worker there until it's finished = ¡Constrúe unha mellora!\nConstruye un Traballador > Móveo a un compartimento de Sabana ou de Pradera > \n Fai clic en "Construír mellora" (sobre a táboa da unidade, abaixo á esquerda)\n > Escolle a granxa > \n Deixa o traballador aí ata que estea rematada
@ -461,7 +461,7 @@ Small = Pequeno
Medium = Mediano
Large = Grande
Huge = Enorme
World wrap requires a minimum width of 32 tiles = O mapa envolvente require un ancho mínimo de 32 casas
World wrap requires a minimum width of 32 tiles = O mapa envolvente require un ancho mínimo de 32 celas
The provided map dimensions were too small = As dimensións do mapa son moi pequenas
The provided map dimensions were too big = As dimensións do mapa son moi grandes
The provided map dimensions had an unacceptable aspect ratio = As dimensións do mapa teñen unha relación de aspecto inaceptable
@ -544,7 +544,7 @@ Revert to map ruleset = Volver ao conxunto de regras do mapa
Reset the controls to reflect the current map ruleset = Restablece os controis para reflectir o conxunto de regras do mapa actual
Features = características
Starting locations = Lugares de partida
Tile Matching Criteria = Criterios de coincidencia de casas
Tile Matching Criteria = Criterios de coincidencia de celas
Complete match = Partida completa
Except improvements = Agás melloras
Base and terrain features = Características da base e do terreo
@ -563,10 +563,10 @@ Current map RNG seed: [amount] = Semente RNG do mapa actual: [amount]
Map copy and paste = Copiar e pegar mapas
Position: [param] = Posición: [param]
Starting location(s): [param] = Localización(s) de inicio: [param]
Continent: [param] ([amount] tiles) = Continente: [param] ([amount] casas)
Continent: [param] ([amount] tiles) = Continente: [param] ([amount] celas)
Resource abundance = Abundancia de recursos
Change map to fit selected ruleset? = Cambiar o mapa para que se axuste ao conxunto de regras seleccionado?
Area: [amount] tiles, [amount2]% water, [amount3]% impassable, [amount4] continents/islands = Área: [amount] casas, [amount2]% auga, [amount3]% intransitable, [amount4] continentes/illas
Area: [amount] tiles, [amount2]% water, [amount3]% impassable, [amount4] continents/islands = Área: [amount] celas, [amount2]% auga, [amount3]% intransitable, [amount4] continentes/illas
Do you want to leave without saving the recent changes? = Queres saír sen gardar os cambios recentes?
Leave = Saír
Do you want to load another map without saving the recent changes? = Queres cargar outro mapa sen gardar os cambios recentes?
@ -777,7 +777,7 @@ Map panning speed = Velocidade de desprazamento do mapa
### Graphics subgroup
Tileset = Aspecto de Casas
Tileset = Aspecto de celas
Unitset = Aspecto de Unidades
UI Skin = Aspecto da UI
@ -809,9 +809,9 @@ Size of Unitset art in Civilopedia = Tamaño das Unidades na Civilopedia
### Visual Hints subgroup
Visual Hints = Pistas Visuais
Show worked tiles = Mostrar Casas Traballadas
Show worked tiles = Mostrar celas Traballadas
Show resources and improvements = Mostrar Iconas de Recursos e Melloras
Show tile yields = Mostrar Rendementos de Casa
Show tile yields = Mostrar Rendementos de cela
Show unit movement arrows = Mostrar Frechas de Acción
Show suggested city locations for units that can found cities = Mostrar suxerencias para unidades que poidan fundar cidades
Show pixel units = Mostrar Modelos das Unidades
@ -998,7 +998,7 @@ Our [interceptorName] ([amount] HP) intercepted and attacked an enemy [attackerN
Nothing tried to intercept our [attackerName] = Nada interceptou noso [attackerName]
An enemy [unit] was spotted near our territory = Avistouse un [unit] inimigo preto do noso territorio
An enemy [unit] was spotted in our territory = Avistouse un [unit] inimigo no noso territorio
An enemy [unit] has destroyed our tile improvement [improvement] = Un [unit] inimigo destruiu nosa [improvement] (mellora de casa)
An enemy [unit] has destroyed our tile improvement [improvement] = Un [unit] inimigo destruiu nosa [improvement] (mellora de cela)
Your city [cityName] can bombard the enemy! = A túa cidade de [cityName] pode bombardear ao inimigo!
[amount] of your cities can bombard the enemy! = [amount] das túas cidades poden bombardear ao inimigo!
[amount] enemy units were spotted near our territory = Avistáronse [amount] unidades inimigas preto do noso territorio
@ -1070,8 +1070,8 @@ The resistance in [cityName] has ended! = A resistencia en [cityName] terminou!
[cityName] demands [resource]! = [cityName] demanda [resource]!
Because they have [resource], the citizens of [cityName] are celebrating We Love The King Day! = Como teñen [resource], os cidadáns de [cityName] están a celebrar o Día de Adoración ao Rey!
We Love The King Day in [cityName] has ended. = O Día de Adoración ao Rey en [cityName] terminou.
Our [name] took [tileDamage] tile damage and was destroyed = Noso [name] sufriu [tileDamage] de dano de casa e foi destruído
Our [name] took [tileDamage] tile damage = Noso [name] sufriu [tileDamage] de dano de casa
Our [name] took [tileDamage] tile damage and was destroyed = Noso [name] sufriu [tileDamage] de dano de cela e foi destruído
Our [name] took [tileDamage] tile damage = Noso [name] sufriu [tileDamage] de dano de cela
[civName] has adopted the [policyName] policy = [civName] adoptou a política [policyName]
An unknown civilization has adopted the [policyName] policy = Unha civilización descoñecida adoptou a política [policyName]
You gained [Stats] as your religion was spread to [cityName] = Gañaches [Stats] porque a túa relixión difundiuse en [cityName]
@ -1262,9 +1262,9 @@ No space available to place [unit] near [city] = Non hai espazo para colocar [un
Maintenance cost = Custo de mantemento
Pick construction = Elixe construción
Pick improvement = Elixe mellora
Tile owned by [civName] - [cityName] = Casa propiedade de [civName] - [cityName]
Tile owned by [civName] - [cityName] = cela propiedade de [civName] - [cityName]
Tile owned by [civName] (You) = Tile propiedade de [civName] (ti)
Unowned tile = Casa sen dono
Unowned tile = cela sen dono
Provides [resource] = Proporciona [resource]
Provides [amount] [resource] = Proporciona [amount] [resource]
Replaces [improvement] = Substitúe [improvement]
@ -1272,8 +1272,8 @@ Not in city work range = Non está no rango de traballo da cidade
Pick now! = Elixe!
Remove [feature] first = Quita [feature] primeiro
Research [tech] first = Investiga primeiro [tech]
Have this tile close to your borders = Debes ter esta casa preto dos teus bordos
Have this tile inside your empire = Debes ter esta casa dentro do teu imperio
Have this tile close to your borders = Debes ter esta cela preto dos teus bordos
Have this tile inside your empire = Debes ter esta cela dentro do teu imperio
Acquire more [resource] = Adquirir máis [resource]
Build [building] = Construír [building]
Train [unit] = Adestrar [unit]
@ -1321,7 +1321,7 @@ Citizen Focus = Enfoque Cidadán
Avoid Growth = Evitar o Crecemento
Manual = Manual
Please enter a new name for your city = Por favor introduce un novo nome para a túa cidade
Please select a tile for this building's [improvement] = Por favor, selecciona unha casa para a mellora [improvement] deste edificio
Please select a tile for this building's [improvement] = Por favor, selecciona unha cela para a mellora [improvement] deste edificio
Move to the top of the queue = Mover á parte superior da cola
Move to the end of the queue = Mover ata o final da cola
Add to the top of the queue = Engadir á parte superior da cola
@ -1351,7 +1351,7 @@ Wonder = Marabilla
National Wonder = Marabilla Nacional
National Wonders = Marabillas Nacionais
Wonders enabled = Marabillas habilitadas
Tile improvements enabled = Melloras de casa habilitadas
Tile improvements enabled = Melloras de cela habilitadas
Reveals [resource] on the map = Revela [resource] no mapa
XP for new units = EXP para unidades novas
provide = proporcionar
@ -1369,31 +1369,31 @@ Cannot gain more XP from Barbarians = Non se poden gañar máis EXP dos Bárbaro
defence vs ranged = defensa vs. a distancia
[percentage] to unit defence = [percentage] a defensa de unidade
Attacker Bonus = Bonus do Atacante
Defender Bonus = Bonus do Defensor
Attacker Bonus = Bonificación do Atacante
Defender Bonus = Bonificación do Defensor
Landing = Desembarcando
Boarding = Embarcando
Flanking = Flanqueando
vs [unitType] = vs. [unitType]
Terrain = Terreo
Tile = Casa
Tile = Cela
Missing resource = Recurso faltante
Adjacent units = Unidades adxacentes
Adjacent enemy units = Unidades inimigas adxacentes
Combat Strength = Forza de Combate
Across river = A través de río
Temporary Bonus = Bonus Temporal
Temporary Bonus = Bonificación Temporal
Garrisoned unit = Unidade gornecida
Attacking Bonus = Bonus ao atacar
Attacking Bonus = Bonificación ao atacar
defence vs [unitType] = defensa vs. [unitType]
[tileFilter] defence = defensa por [tileFilter]
Defensive Bonus = Bonus defensivo
Defensive Bonus = Bonificación defensiva
Stacked with [unitType] = Amontoado con [unitType]
Unit ability = Habilidade de unidade
The following improvements [stats]: = As seguintes melloras [stats]:
The following improvements on [tileType] tiles [stats]: = As seguintes melloras en casas de [tileType] [stats]:
The following improvements on [tileType] tiles [stats]: = As seguintes melloras en celas de [tileType] [stats]:
# Unit actions
@ -1419,20 +1419,20 @@ Overview = Visión xeral
Total = Total
Stats = Estatísticas
Policies = Políticas
Base happiness = Felicidade basee
Base happiness = Felicidade base
Traded Luxuries = Recursos de Luxo Comerciados
City-State Luxuries = Recursos de Luxo de Cidades-Estado
Occupied City = Ciudad Ocupada
Buildings = Edificios
Wonders = Marabillas
Notifications = Notificacións
Base values = Valores basee
Bonuses = Bonus
Base values = Valores base
Bonuses = Bonificacións
Final = Final
Other = Outro
Population = Poboación
City-States = Cidades-Estado
Tile yields = Rendemento da casa
Tile yields = Rendemento da cela
Trade routes = Roteiros comerciais
Maintenance = Mantemento
Transportation upkeep = Mantemento de transporte
@ -1443,7 +1443,7 @@ Pending trades = Tratados por asinar
Score = Puntuación
Units = Unidades
Unit Supply = Subministracións de Unidades
Base Supply = Subministracións Basee
Base Supply = Subministracións Base
Total Supply = Subministracións Totais
In Use = En Uso
Supply Deficit = Déficit de Subministracións
@ -1458,7 +1458,7 @@ Defeated = Derrotado
Our Civilization: = A nosa Civilización:
Known and alive ([numberOfCivs]) = Coñecido e vivo ([numberOfCivs])
Known and defeated ([numberOfCivs]) = Coñecido e derrotado ([numberOfCivs])
Tiles = Casas
Tiles = Celas
Natural Wonders = Marabillas Naturais
Treasury deficit = Déficit de tesourería
Unknown = Descoñecida
@ -1474,7 +1474,7 @@ Current turn = Quenda actual
Turn [turnNumber] = Quenda [turnNumber]
Location = Localización
Unimproved = Sen mellorar
Number of tiles with this resource\nin your territory, without an\nappropriate improvement to use it = Cantidade de casas con este recurso\nno teu territorio, sen a\nmellora requirida para traballalo
Number of tiles with this resource\nin your territory, without an\nappropriate improvement to use it = Cantidade de celas con este recurso\nno teu territorio, sen a\nmellora requirida para traballalo
We Love The King Day = Día de Adoración ao Rey (DdAaR)
WLTK+ = DdAaR+
Number of your cities celebrating\n'We Love The King Day' thanks\nto access to this resource = Número de cidades celebrando o\n"Día de Adoración ao Rey" grazas\nao acceso a este recurso
@ -1587,7 +1587,7 @@ We have signed a Declaration of Friendship with [otherCiv]! = Asinamos unha Decl
Basics = Básicos
Resources = Recursos
Terrains = Terreos
Tile Improvements = Melloras de Casa
Tile Improvements = Melloras de Cela
Unique to [civName], replaces [unitName] = Exclusivo de [civName], substitúe a [unitName]
Unique to [civName] = Exclusivo de [civName]
Tutorials = Titoriais
@ -1605,7 +1605,7 @@ Occurs on: = Aparece en:
Placed on [terrainType] = Situado en [terrainType]
Can be found on = Pódese atopar
Improved by [improvement] = Mellorado por [improvement]
Bonus stats for improvement = Atributos bonus da mellora
Bonus stats for improvement = Atributos bonificacións da mellora
Buildings that consume this resource = Edificios que consomen este recurso
Buildings that provide this resource = Edificios que provén este recurso
Improvements that provide this resource = Melloras que provén este recurso
@ -1616,7 +1616,7 @@ Cannot be built on = Non se pode construír en
or [terrainType] = ou [terrainType]
Can be constructed by = Pode ser construído por
Can be created instantly by = Pode ser creado instantaneamente por
Defence bonus = Bonus de Defensa
Defence bonus = Bonificación de Defensa
Movement cost = Custo de movemento
for = para
Missing translations: = Traducións faltantes:
@ -1642,7 +1642,7 @@ Unit cost modifier = Modificador de custo de unidade
Building cost modifier = Modificador de custo de edificio
Policy cost modifier = Modificador de custo de política
Unhappiness modifier = Modificador de infelicidade
Bonus vs. Barbarians = Bonus vs. Bárbaros
Bonus vs. Barbarians = Bonificación vs. Bárbaros
Barbarian spawning delay = Intervalo de aparición de bárbaros
Bonus starting units = Unidades iniciais extra
@ -1657,7 +1657,7 @@ AI unhappiness modifier = Modificador de infelicidade da IA
AI free techs = Tecnoloxías gratis para a IA
Major AI civilization bonus starting units = Unidades iniciais extra de civ. principais da IA
City state bonus starting units = Unidades iniciais extra para cidades-estado
Turns until barbarians enter player tiles = Quendas ata que os bárbaros entren en casas do xogador
Turns until barbarians enter player tiles = Quendas ata que os bárbaros entren en celas do xogador
Gold reward for clearing barbarian camps = Recompensa en ouro por destruír campamentos bárbaros
# Other civilopedia things
@ -1676,7 +1676,7 @@ Difficulty levels = Niveis de dificultade
The possible rewards are: = Os posibles premios son:
Eras = Eras
Embarked strength: [amount]† = Forza embarcado: [amount]†
Base unit buy cost: [amount]¤ = Custo basee de compra de unidade: [amount]¤
Base unit buy cost: [amount]¤ = Custo base de compra de unidade: [amount]¤
Research agreement cost: [amount]¤ = Custo de acordo de Investigación: [amount]¤
Speeds = Velocidades
General speed modifier: [amount]%⏳ = Modificador xeral de velocidade: [amount]%⏳
@ -1834,7 +1834,7 @@ units in rough terrain = unidades en terreo abrupto
wounded units = unidades feridas
Targeting II (air) = Puntería aérea II
Targeting III (air) = Puntería aérea III
Bonus when performing air sweep [bonusAmount]% = [bonusAmount]% de bonus ao realizar un varrido aéreo
Bonus when performing air sweep [bonusAmount]% = [bonusAmount]% de bonificación ao realizar un varrido aéreo
Dogfighting I = Combate aéreo I
Dogfighting II = Combate aéreo II
Dogfighting III = Combate aéreo III
@ -1935,16 +1935,16 @@ Choose scenario = Escolla escenario
# Uniques that are relevant to more than one type of game object
[stats] from every [param] = [stats] de cada [param]
[stats] from [param] tiles in this city = [stats] de casas de [param] nesta cidade
[stats] from every [param] on [tileFilter] tiles = [stats] de cada [param] en casas con [tileFilter]
[stats] from [param] tiles in this city = [stats] de celas de [param] nesta cidade
[stats] from every [param] on [tileFilter] tiles = [stats] de cada [param] en celas con [tileFilter]
[stats] for each adjacent [param] = [stats] para cada [param] adxacente
Must be next to [terrain] = Debe estar á beira de [terrain]
Must be on [terrain] = Debe estar en [terrain]
+[amount]% vs [unitType] = +[amount]% vs. [unitType]
+[amount] Movement for all [unitType] units = +[amount] de Movemento para todas as unidades [unitType]
+[amount]% Production when constructing [param] = +[amount]% de Produción ao construír [param]
Can only be built on [tileFilter] tiles = Só pódese construír en casas de [tileFilter]
Cannot be built on [tileFilter] tiles = Non se pode construír en casas de [tileFilter]
Can only be built on [tileFilter] tiles = Só se pode construír en celas de [tileFilter]
Cannot be built on [tileFilter] tiles = Non se pode construír en celas de [tileFilter]
Does not need removal of [feature] = Non necesita que se elimine [feature]
Gain a free [building] [cityFilter] = Gaña un [building] gratis [cityFilter]
@ -2004,10 +2004,10 @@ ConditionalsPlacement = after
[stats] per [amount] population [cityFilter] = [stats] por [amount] de poboación [cityFilter]
[stats] per [amount] social policies adopted = [stats] por cada [amount] políticas sociais adoptadas
[stats] per every [amount] [civWideStat] = [stats] por cada [amount] [civWideStat]
[stats] in cities on [terrainFilter] tiles = [stats] en cidades en casas [terrainFilter]
[stats] in cities on [terrainFilter] tiles = [stats] en cidades en celas [terrainFilter]
[stats] from all [buildingFilter] buildings = [stats] de todos os edificios [buildingFilter]
[stats] from [tileFilter] tiles [cityFilter] = [stats] de casas de [tileFilter] [cityFilter]
[stats] from [tileFilter] tiles without [tileFilter2] [cityFilter] = [stats] de casas con [tileFilter] sen [tileFilter2] [cityFilter]
[stats] from [tileFilter] tiles [cityFilter] = [stats] de celas de [tileFilter] [cityFilter]
[stats] from [tileFilter] tiles without [tileFilter2] [cityFilter] = [stats] de celas con [tileFilter] sen [tileFilter2] [cityFilter]
[stats] from each Trade Route = [stats] de cada Roteiro Comercial
[stats] for each global city following this religion = [stats] por cada cidade mundial seguindo esta relixión
[stats] from every [amount] global followers [cityFilter] = [stats] de cada [amount] seguidores globais [cityFilter]
@ -2062,15 +2062,15 @@ May buy [buildingFilter] buildings with [stat] for [amount] times their normal P
[stat] cost of purchasing [baseUnitFilter] units [relativeAmount]% = [stat] custo ao comprar unidades [baseUnitFilter] [relativeAmount]%
Enables conversion of city production to [civWideStat] = Permite a conversión da produción da cidade a [civWideStat]
Improves movement speed on roads = Mellora a velocidade de movemento nas estradas
Roads connect tiles across rivers = As estradas conectan casas a través dos ríos
Roads connect tiles across rivers = As estradas conectan celas a través dos ríos
[relativeAmount]% maintenance on road & railroads = [relativeAmount]% ¤Mantemento en Estradas e Vías Férreas
No Maintenance costs for improvements in [tileFilter] tiles = Sen custo de ¤Mantemento para melloras en casas de [tileFilter]
No Maintenance costs for improvements in [tileFilter] tiles = Sen custo de ¤Mantemento para melloras en celas de [tileFilter]
[relativeAmount]% construction time for [improvementFilter] improvements = [relativeAmount]% de tempo de construción para as melloras de [improvementFilter].
[relativeAmount]% maintenance cost for buildings [cityFilter] = [relativeAmount]% do custo de mantemento dos edificios [cityFilter]
Remove [buildingFilter] [cityFilter] = Eliminar [buildingFilter] [cityFilter]
Sell [buildingFilter] buildings [cityFilter] = Vender [buildingFilter] edificios [cityFilter]
[relativeAmount]% Culture cost of natural border growth [cityFilter] = [relativeAmount]% custo cultural do crecemento da fronteira natural [cityFilter]
[relativeAmount]% Gold cost of acquiring tiles [cityFilter] = [relativeAmount]% do custo de ouro para adquirir casas [cityFilter]
[relativeAmount]% Gold cost of acquiring tiles [cityFilter] = [relativeAmount]% do custo de ouro para adquirir celas [cityFilter]
Each city founded increases culture cost of policies [relativeAmount]% less than normal = Cada cidade fundada aumenta o custo cultural das políticas [relativeAmount]% menos do normal
[relativeAmount]% Culture cost of adopting new Policies = [relativeAmount]% Custo cultural da adopción de novas políticas
[stats] for every known Natural Wonder = [stats] para cada marabilla natural coñecida
@ -2086,8 +2086,8 @@ Once The Long Count activates, the year on the world screen displays as the trad
[amount] units cost no maintenance = [amount] unidades non custan mantemento
Units in cities cost no Maintenance = As unidades nas cidades non custan mantemento
Enables embarkation for land units = Habilita a embarcación das unidades de terra
Enables [mapUnitFilter] units to enter ocean tiles = Permite a unidades [mapUnitFilter] embarcadas entrar a casas de Oceano
Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned = Unidades terrestres poden cruzar casas [terrainName] despois de obtenér o primeiro [baseUnitFilter]
Enables [mapUnitFilter] units to enter ocean tiles = Permite a unidades [mapUnitFilter] embarcadas entrar a celas de Oceano
Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned = Unidades terrestres poden cruzar celas [terrainName] despois de obtenér o primeiro [baseUnitFilter]
Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory = As unidades inimigas [mapUnitFilter] deben gastar [amount] puntos de movemento extra cando están dentro do teu territorio
New [baseUnitFilter] units start with [amount] Experience [cityFilter] = As novas unidades [baseUnitFilter] comezan con [amount] Experiencia [cityFilter]
All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion = Todas as unidades de [baseUnitFilter] [cityFilter] recentemente adestradas reciben a promoción [promotion]
@ -2113,7 +2113,7 @@ Starting in this era disables religion = Iniciar nesta era desabilita Relixión
May choose [amount] additional [beliefType] beliefs when [foundingOrEnhancing] a religion = Pode elixir [amount] Crenza/s de [beliefType] adicional/é ao [foundingOrEnhancing] unha Relixión
May choose [amount] additional belief(s) of any type when [foundingOrEnhancing] a religion = Pode elixir [amount] Crenza/s adicional/é de calquera tipo ao [foundingOrEnhancing] unha Relixión
[relativeAmount]% Natural religion spread [cityFilter] = [relativeAmount]% difusión natural de relixión [cityFilter]
Religion naturally spreads to cities [amount] tiles away = A relixión esténdese naturalmente ás cidades\n a unha distanciade [amount] casas
Religion naturally spreads to cities [amount] tiles away = A relixión esténdese naturalmente ás cidades\n a unha distanciade [amount] celas
May not generate great prophet equivalents naturally = Pode non xerar grandes equivalentes de profetas de forma natural
[relativeAmount]% Faith cost of generating Great Prophet equivalents = [relativeAmount]% do custo de fe de xerar equivalentes de Gran Profeta
[relativeAmount]% spy effectiveness [cityFilter] = [relativeAmount]% de efectividade de espionaxe [cityFilter]
@ -2149,7 +2149,7 @@ Cost increases by [amount] per owned city = O custo aumenta en [amount] por cida
Cost increases by [amount] when built = O custo aumenta en [amount] cando se constrúe
[amount]% production cost = [amount]% custo de produción
Can only be built = Só pode ser construído
Must have an owned [tileFilter] within [amount] tiles = Debe ter unha [tileFilter] pertencente a menos de [amount] casas
Must have an owned [tileFilter] within [amount] tiles = Debe ter unha [tileFilter] pertencente a menos de [amount] celas
Enables nuclear weapon = Habilita as armas nucleares
Must not be on [tileFilter] = Non debe estar en [tileFilter]
Must not be next to [tileFilter] = non debe estar á beira [tileFilter]
@ -2161,7 +2161,7 @@ Doubles Gold given to enemy if city is captured = Dobra a cantidade de ouro outo
Remove extra unhappiness from annexed cities = Elimina a infelicidade creada por anexar cidades
Connects trade routes over water = Conecta roteiros de comercio pola auga
Automatically built in all cities where it is buildable = Construído automaticamente en todas as cidades onde sexa posible.
Creates a [improvementName] improvement on a specific tile = Crea unha mellora de [improvementName] nunha casa específica
Creates a [improvementName] improvement on a specific tile = Crea unha mellora de [improvementName] nunha cela específica
Founds a new city = Funda unha nova cidade
Can instantly construct a [improvementFilter] improvement = Pode construír unha mellora de [improvementFilter] de inmediato
May create improvements on water resources = Pode crear melloras en recursos acuáticos
@ -2173,7 +2173,7 @@ May enhance a religion = Pode realzar unha relixión
Can be added to [comment] in the Capital = Pode ser engadido a [comment] na Capitál
Prevents spreading of religion to the city it is next to = Prevén a difusión a cidades adxacentes de relixións
Removes other religions when spreading religion = Remove outras relixións ao difundir relixión
May Paradrop up to [amount] tiles from inside friendly territory = Pode lanzarse a unha distancia de [amount] casas desde terreo amigo
May Paradrop up to [amount] tiles from inside friendly territory = Pode lanzarse a unha distancia de [amount] celas desde terreo amigo
Can perform Air Sweep = Pode facer un Varrido Aéreo
Can speed up construction of a building = Pode acelerar a construción dun edificio
Can speed up the construction of a wonder = Pode acelerar a construción dunha marabilla
@ -2183,10 +2183,10 @@ Can undertake a trade mission with City-State, giving a large sum of gold and [a
Can transform to [unit] = Pode converterse en [unit]
[relativeAmount]% Strength = [relativeAmount]% Forza
[relativeAmount]% Strength decreasing with distance from the capital = [relativeAmount]% Forza, diminúe coa distancia da capital
[relativeAmount]% to Flank Attack bonuses = [relativeAmount]% bonus ao atacar Flanqueando
[relativeAmount]% Strength for enemy [combatantFilter] units in adjacent [tileFilter] tiles = [relativeAmount]% Forza para unidades [combatantFilter] inimigas xunto a casas de [tileFilter]
[relativeAmount]% to Flank Attack bonuses = [relativeAmount]% bonificación ao atacar Flanqueando
[relativeAmount]% Strength for enemy [combatantFilter] units in adjacent [tileFilter] tiles = [relativeAmount]% Forza para unidades [combatantFilter] inimigas xunto a celas de [tileFilter]
[relativeAmount]% Strength when stacked with [mapUnitFilter] = [relativeAmount]% Forza ao xuntarse con [mapUnitFilter]
[relativeAmount]% Strength bonus for [mapUnitFilter] units within [amount] tiles = Bouns de [relativeAmount]% Forza para unidades [mapUnitFilter] próximas a [amount] casas
[relativeAmount]% Strength bonus for [mapUnitFilter] units within [amount] tiles = Bouns de [relativeAmount]% Forza para unidades [mapUnitFilter] próximas a [amount] celas
[amount] additional attacks per turn = [amount] ataques adicionais por quenda
[amount] Movement = [amount] Movemento
[amount] Sight = [amount] Visión
@ -2196,7 +2196,7 @@ Can transform to [unit] = Pode converterse en [unit]
[relativeAmount]% Spread Religion Strength = [relativeAmount]% Difundir a forza da relixión
When spreading religion to a city, gain [amount] times the amount of followers of other religions as [stat] = Ao difundir a túa relixión a unha cidade, gaña [amount] veces a cantidade de seguidores doutras relixións como [stat]
Can only attack [combatantFilter] units = Só pode atacar unidades [combatantFilter]
Can only attack [tileFilter] tiles = Só pode atacar a casas de [tileFilter]
Can only attack [tileFilter] tiles = Só pode atacar a celas de [tileFilter]
Cannot attack = Non pode atacar
Must set up to ranged attack = Debe montarse para atacar a distancia
Self-destructs when attacking = Se auto-destrúe ao atacar
@ -2206,13 +2206,13 @@ Eliminates combat penalty for attacking over a river = Elimina penalidade de com
Blast radius [amount] = Radio de efecto [amount]
Ranged attacks may be performed over obstacles = Pode realizar ataques a distancia sobre obstáculos
Nuclear weapon of Strength [amount] = Arma Nuclear de Forza [amount]
No defensive terrain bonus = Sen bonus de defensa de terreo
No defensive terrain bonus = Sen bonificación de defensa de terreo
No defensive terrain penalty = Sen penalización de terreo defensivo
No damage penalty for wounded units = Sen penalización por danos para as unidades feridas
Uncapturable = Incapturable
Withdraws before melee combat = Retírase antes do combate corpo a corpo
Unable to capture cities = Non se poden capturar cidades
Unable to pillage tiles = Non se poden saquear casas
Unable to pillage tiles = Non se poden saquear celas
No movement cost to pillage = Saquear non supón custo de ➡Movemento
Can move after attacking = Pode mover despois de atacar
Transfer Movement to [mapUnitFilter] = Transfire Movemento a [mapUnitFilter]
@ -2223,7 +2223,7 @@ Heals [amount] damage if it kills a unit = Se cura [amount] de dano se mata a un
Can only heal by pillaging = Só pode sandar ao saquear
Unit will heal every turn, even if it performs an action = A unidade curarase todas as quendas, mesmo se realiza algunha acción
All adjacent units heal [amount] HP when healing = Todas as unidades adxacentes cúranse [amount] HP ao sandarse
Defense bonus when embarked = Bonus de †defensa mentres estea embarcado
Defense bonus when embarked = Bonificación de †defensa mentres estea embarcado
No Sight = Sen Visión
Can see over obstacles = Pode ver sobre obstaculos
Can carry [amount] [mapUnitFilter] units = Pode levar [amount] unidades [mapUnitFilter]
@ -2241,7 +2241,7 @@ Cannot intercept [mapUnitFilter] units = Non pode interceptar unidades [mapUnitF
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 casas dunha cidade seguindo esta relixión
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
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
@ -2251,23 +2251,23 @@ Invisible to non-adjacent units = Invisible para unidades non-adxacentes
Can see invisible [mapUnitFilter] units = Pode ver unidades [mapUnitFilter] invisibles
May upgrade to [unit] through ruins-like effects = Pode mellorarse a [unit] a través de efectos de ruínas
Can upgrade to [unit] = Pódese actualizar a [unit]
Destroys tile improvements when attacking = Destrue melloras de casa ao atacar
Destroys tile improvements when attacking = Destrue melloras de cela ao atacar
Cannot move = Non se pode mover
Double movement in [terrainFilter] = Dobre movemento en [terrainFilter]
All tiles cost 1 movement = Todas as casas custan 1 movemento
May travel on Water tiles without embarking = Pode moverse por casas de Auga sen necesidade de embarcar
Can pass through impassable tiles = Pode pasar por casas infranqueables
All tiles cost 1 movement = Todas as celas custan 1 movemento
May travel on Water tiles without embarking = Pode moverse por celas de Auga sen necesidade de embarcar
Can pass through impassable tiles = Pode pasar por celas infranqueables
Ignores terrain cost = Ignora o custo do terreo
Ignores Zone of Control = Ignora Zona de Control
Rough terrain penalty = Penalización en terreo escabroso
Can enter ice tiles = Pode entrar en casas de xeo
Can enter ice tiles = Pode entrar en celas de xeo
Cannot enter ocean tiles = Non pode entrar ao océano
May enter foreign tiles without open borders = Pode entrar a casas estranxeiras sen Bordos Abertos
May enter foreign tiles without open borders, but loses [amount] religious strength each turn it ends there = Pode entrar a casas estranxeiras sen bordos abertos, pero perde [amount] forza relixiosa por cada quenda que termine alí
May enter foreign tiles without open borders = Pode entrar a celas estranxeiras sen Bordos Abertos
May enter foreign tiles without open borders, but loses [amount] religious strength each turn it ends there = Pode entrar a celas estranxeiras sen bordos abertos, pero perde [amount] forza relixiosa por cada quenda que termine alí
[amount] Movement point cost to disembark = [amount] ao Custo de puntos de Movemento para desembarcar
[amount] Movement point cost to embark = [amount] ao custo de puntos de Movemento para embarcar
All units move through Forest and Jungle Tiles in friendly territory as if they have roads. These tiles can be used to establish City Connections upon researching the Wheel. = Todas as unidades móvense a través das casas do bosque e da selva en territorio amigo coma se tivesen estradas. Estas casas pódense usar para establecer conexións da cidade ao investigar a roda.
Units ignore terrain costs when moving into any tile with Hills = As unidades ignoran os custos do terreo cando se moven a calquera casa con Outeiros
All units move through Forest and Jungle Tiles in friendly territory as if they have roads. These tiles can be used to establish City Connections upon researching the Wheel. = Todas as unidades móvense a través das celas do bosque e da selva en territorio amigo coma se tivesen estradas. Estas celas pódense usar para establecer conexións da cidade ao investigar a roda.
Units ignore terrain costs when moving into any tile with Hills = As unidades ignoran os custos do terreo cando se moven a calquera cela con Outeiros
Religious Unit = Unidade Relixiosa
Spaceship part = Parte de Nave Espacial
Takes your religion over the one in their birth city = Adquire a túa relixión sobre aquela en a que naceu
@ -2288,23 +2288,23 @@ Units ending their turn on this terrain take [amount] damage = Unidades finaliza
Grants [promotion] ([comment]) to adjacent [mapUnitFilter] units for the rest of the game = Concede [promotion] ([comment]) a unidades [mapUnitFilter] adxacentes polo resto da partida
[amount] Strength for cities built on this terrain = [amount] de Forza para cidades asentadas neste terreo
Provides a one-time Production bonus to the closest city when cut down = Proporciona una bonificación de producción única a cidade máis cercana cando se corta
Tile provides yield without assigned population = A casa dá rendemento sen poboación asignada
Nullifies all other stats this tile provides = Anula todas as demais estatísticas que proporciona esta casa
Only [improvementFilter] improvements may be built on this tile = Só [improvementFilter] pódense construír melloras nesta casa
Blocks line-of-sight from tiles at same elevation = Bloquea a visión desde casas de mesma elevación
Tile provides yield without assigned population = A cela dá rendemento sen poboación asignada
Nullifies all other stats this tile provides = Anula todas as demais estatísticas que proporciona esta cela
Only [improvementFilter] improvements may be built on this tile = Só [improvementFilter] pódense construír melloras nesta cela
Blocks line-of-sight from tiles at same elevation = Bloquea a visión desde celas de mesma elevación
Has an elevation of [amount] for visibility calculations = Ten unha elevación de [amount] para calculaciones de visibilidade
Rare feature = Característica rara
[amount]% Chance to be destroyed by nukes = [amount]% Probabilidade de ser destruído por explosión nuclear
Fresh water = Auga Doce
Rough terrain = Terreo Abrupto
Deposits in [tileFilter] tiles always provide [amount] resources = Depósitos en casas de [tileFilter] sempre brindan [amount] recursos
Deposits in [tileFilter] tiles always provide [amount] resources = Depósitos en celas de [tileFilter] sempre brindan [amount] recursos
Can only be created by Mercantile City-States = Só pode ser creado por Cidades-Estados Mercantís
Stockpiled = Acumulado
City-level resource = Recurso a nivel de cidade
Cannot be traded = Non se pode comerciar
Guaranteed with Strategic Balance resource option = Garantido coa opción de recurso Equilibrado Estratéxico
Can also be built on tiles adjacent to fresh water = Tamén se pode construír sobre casas adxacentes á auga doce.
[stats] from [tileFilter] tiles = [stats] de casas con [tileFilter]
Can also be built on tiles adjacent to fresh water = Tamén se pode construír sobre celas adxacentes á auga doce.
[stats] from [tileFilter] tiles = [stats] de celas con [tileFilter]
Ensures a minimum tile yield of [stats] = Asegura un rendemento mínimo de [stats]
Can be built outside your borders = Pode construírse fóra das túas fronteiras
Can be built just outside your borders = Pódese construír xusto fóra das túas fronteiras
@ -2315,12 +2315,12 @@ Costs [amount] [stat] per turn when in your territory = Custa [amount] [stat] po
Costs [amount] [stat] per turn = Costa [amount] [stat] por Quenda
Adjacent enemy units ending their turn take [amount] damage = As unidades inimigas adxacentes que terminan a súa quenda toman [amount] dano
Great Improvement = Gran Mellora
Provides a random bonus when entered = Prové un bonus aleatorio ao entrar
Constructing it will take over the tiles around it and assign them to your closest city = Ao construílo, tomará as casas adxacentes e darallas á cidade máis próxima
Provides a random bonus when entered = Prové unha bonificación aleatoria ao entrar
Constructing it will take over the tiles around it and assign them to your closest city = Ao construílo, tomará as celas adxacentes e darallas á cidade máis próxima
Unpillagable = Insaqueable
Irremovable = Inamovible
Will not be replaced by automated units = Non será substituído por unidades automatizadas
Improves [resourceFilter] resource in this tile = Mellora o recurso [resourceFilter] nesta casa
Improves [resourceFilter] resource in this tile = Mellora o recurso [resourceFilter] nesta cela
Will not build [baseUnitFilter/buildingFilter] = Non se compilará [baseUnitFilter/buildingFilter]
for [amount] turns = por [amount] quendas
with [amount]% chance = cunha probabilidade de [amount]%
@ -2358,8 +2358,7 @@ before enhancing a religion = antes de Realzar unha Relixión
after enhancing a religion = despois de Realzar unha Relixión
after generating a Great Prophet = despois de xerar un Gran Profeta
if [buildingFilter] is constructed = se [buildingFilter] está construído
# Requires translation!
if [buildingFilter] is not constructed =
if [buildingFilter] is not constructed = se [buildingFilter] non está construído
if [buildingFilter] is constructed in all [cityFilter] cities = se [buildingFilter] está construído en todas as cidades [cityFilter]
if [buildingFilter] is constructed in at least [positiveAmount] of [cityFilter] cities = se [buildingFilter] está construído en polo menos [positiveAmount] de [cityFilter] cidades
if [buildingFilter] is constructed by anybody = se [buildingFilter] é construído por alguén
@ -2388,18 +2387,18 @@ vs [mapUnitFilter] units = vs unidades [mapUnitFilter]
when fighting units from a Civilization with more Cities than you = cando loites contra unidades dunha Civilización con máis Cidades que ti
when attacking = ao atacar
when defending = ao defender
when fighting in [tileFilter] tiles = ao pelexar en casas de [tileFilter]
when fighting in [tileFilter] tiles = ao pelexar en celas de [tileFilter]
on foreign continents = en continentes estranxeiros
when adjacent to a [mapUnitFilter] unit = cando está adxacente a unha unidade [mapUnitFilter]
when above [amount] HP = cando está por enriba de [amount] HP
when below [amount] HP = cando está por baixo de [amount] HP
if it hasn't used other actions yet = se non se usaron outras accións
with [amount] to [amount2] neighboring [tileFilter] tiles = con [amount] a [amount2] casas á beira de [tileFilter]
in [tileFilter] tiles = en casas con [tileFilter]
in tiles without [tileFilter] = en casas sen [tileFilter]
in tiles adjacent to [tileFilter] = en casas adxacentes a [tileFilter]
in tiles not adjacent to [tileFilter] = en casas non adxacentes a [tileFilter]
within [amount] tiles of a [tileFilter] = nun radio de [amount] casas dun/a [tileFilter]
with [amount] to [amount2] neighboring [tileFilter] tiles = con [amount] a [amount2] celas á beira de [tileFilter]
in [tileFilter] tiles = en celas con [tileFilter]
in tiles without [tileFilter] = en celas sen [tileFilter]
in tiles adjacent to [tileFilter] = en celas adxacentes a [tileFilter]
in tiles not adjacent to [tileFilter] = en celas non adxacentes a [tileFilter]
within [amount] tiles of a [tileFilter] = nun radio de [amount] celas dun/a [tileFilter]
on water maps = en mapas de auga
in [regionType] Regions = en [regionType] Rexións
in all except [regionType] Regions = en todos excepto [regionType] relixións
@ -2434,8 +2433,8 @@ Gain [amount] [stat] = Gañar [amount] [stat]
Gain [amount]-[amount2] [stat] = Gañar [amount]-[amount2] [stat]
Gain enough Faith for a Pantheon = Gaña suficiente fe para un panteón
Gain enough Faith for [amount]% of a Great Prophet = Obteña suficiente Fé para [amount]% dun Gran Profeta
Reveal up to [positiveAmount/'all'] [tileFilter] within a [positiveAmount] tile radius = Revela ata [positiveAmount/'all'] [tileFilter] dentro dun radio de [positiveAmount] casas
From a randomly chosen tile [positiveAmount] tiles away from the ruins, reveal tiles up to [positiveAmount2] tiles away with [positiveAmount3]% chance = Dunha casa elixida ao azar a [positiveAmount] casas lonxe das ruínas, revela ata [positiveAmount2] casas con [positiveAmount3]% de probabilidade
Reveal up to [positiveAmount/'all'] [tileFilter] within a [positiveAmount] tile radius = Revela ata [positiveAmount/'all'] [tileFilter] dentro dun radio de [positiveAmount] celas
From a randomly chosen tile [positiveAmount] tiles away from the ruins, reveal tiles up to [positiveAmount2] tiles away with [positiveAmount3]% chance = Dunha cela elixida ao azar a [positiveAmount] celas lonxe das ruínas, revela ata [positiveAmount2] celas con [positiveAmount3]% de probabilidade
Triggers the following global alert: [comment] = Activa a seguinte alarma mundial: [comment]
Every major Civilization gains a spy once a civilization enters this era = Toda Civilización maior gañará un Espía cando unha civ. entre a esta era
Promotes all spies [amount] time(s) = Promove todos os espías [amount] tempo(s)
@ -2448,7 +2447,7 @@ This Unit gains the [promotion] promotion = Esta Unidade gaña a promoción [pro
This Unit loses the [promotion] promotion = Esta Unidade perde a promoción [promotion].
Doing so will consume this opportunity to choose a Promotion = Facelo consumirá esta oportunidade de escojer unha promoción
This Promotion is free = Esta promoción é gratuíta
Turn this tile into a [terrainName] tile = Converte esta casa nunha casa [terrainName]
Turn this tile into a [terrainName] tile = Converte esta cela nunha cela [terrainName]
Provides the cheapest [stat] building in your first [positiveAmount] cities for free = Prové o edificio [stat] máis barato nas túas primeiras [positiveAmount] cidades gratis
Provides a [buildingName] in your first [positiveAmount] cities for free = Prové un [buildingName] nas túas primeiras [positiveAmount] cidades gratis
Triggers a [event] event = Activa un evento [event].
@ -2476,8 +2475,8 @@ upon expending a [mapUnitFilter] unit = ao gastar unha unidade [mapUnitFilter].
upon being defeated = ao ser derrotada
upon being promoted = ao ser promovida
upon losing at least [amount] HP in a single attack = ao perder polo menos [amount] HP nun só ataque
upon ending a turn in a [tileFilter] tile = ao terminar a quenda nunha casa [tileFilter]
upon discovering a [tileFilter] tile = ao descubrir unha casa [tileFilter]
upon ending a turn in a [tileFilter] tile = ao terminar a quenda nunha cela [tileFilter]
upon discovering a [tileFilter] tile = ao descubrir unha cela [tileFilter]
hidden from users = oculto aos usuarios
for every [countable] = por cada [countable]
for every [amount] [countable] = por cada [amount] [countable]
@ -2488,8 +2487,7 @@ Can convert gold to science with sliders = Pode converter ouro en ciencia con co
Allow City States to spawn with additional units = Permitir que os estados das cidades aparezan con unidades adicionais
Can trade civilization introductions for [positiveAmount] Gold = Pode intercambiar introducións de civilización por Ouro [positiveAmount]
Disable religion = Desactivar a relixión
# Requires translation!
Can only start games from the starting era =
Can only start games from the starting era = Só se poden comezar xogos desde a era inicial
Allow raze capital = Permitir arrasar capital
Allow raze holy city = Permitir arrasar a cidade santa
Mod is incompatible with [modFilter] = O mod é incompatible con [modFilter]
@ -2501,8 +2499,7 @@ Mod preselects map [comment] = Mod preselecciona mapa [comment]
######### countable ###########
# Requires translation!
year =
year = Ano
######### 'all' ###########
@ -2544,15 +2541,12 @@ Air = aéreas
######### civFilter ###########
# Requires translation!
AI player =
# Requires translation!
Human player =
AI player = Xogador IA
Human player = Xogador humano
######### nationFilter ###########
# Requires translation!
Major =
Major = Maior
######### City filters ###########
@ -2591,12 +2585,9 @@ in cities following this religion = en cidades seguindo esta relixión
######### buildingFilter ###########
Building = Edificio
# Requires translation!
National =
# Requires translation!
World Wonder =
# Requires translation!
World =
National = Nacional
World Wonder = Marabilla do mundo
World = Mundo
######### Population Filters ###########
@ -2621,7 +2612,7 @@ Natural Wonder = Marabilla Natural
Impassable = Infranqueable
Luxury resource = Recurso de Luxo
Strategic resource = Recurso Estratéxico
Bonus resource = Recurso Bonus
Bonus resource = Recurso Bonificación
######### Tile Filters ###########
@ -2631,8 +2622,7 @@ All Road = Todos os Camiños
######### simpleTerrain ###########
# Requires translation!
Elevated =
Elevated = Elevado
######### Region Types ###########
@ -2657,8 +2647,7 @@ any = calquera
Founder = Fundador
Follower = Seguidor
Enhancer = Realzadora
# Requires translation!
Any =
Any = Calquera
######### Prophet Action Filters ###########
@ -2679,10 +2668,9 @@ enhancing = mellorar
Our influence with City-States has started dropping faster! = Nosa influencia coas Cidades-Estado comezou a caer máis rapido!
all healing effects doubled = duplicados todos os efectos de curación
The Spaceship = A Nave Espacial
Units ending their turn on [Mountain] tiles take [50] damage = As unidades que rematan o seu turno nas casas [Mountain] reciben [50] de dano
Units ending their turn on [Mountain] tiles take [50] damage = As unidades que rematan o seu turno nas celas [Mountain] reciben [50] de dano
Maya Long Count calendar cycle = Ciclo do calendario Maya de Conta Longa
# Requires translation!
Meet another civilization =
Meet another civilization = encontrar outra civilización
Triggerable = Activable
UnitTriggerable = Unidade activable
Global = Global
@ -2798,7 +2786,7 @@ New Game = Nova Partida
Espionage = Espionaxe
Undo = Desfacer
Toggle UI = Des/Activar IU
Toggle Worked Tiles Display = Des/Activar Ver Casas Traballadas
Toggle Worked Tiles Display = Des/Activar Ver celas Traballadas
Toggle Movement Display = Des/Activar Ver Movementos
Zoom In = Achegar Mapa
Zoom Out = Afastar Mapa
@ -2819,7 +2807,7 @@ Add to or remove from queue = Engadir ou eliminar da cola
Raise queue priority = Aumentar a prioridade da cola
Lower queue priority = Baixa prioridade da cola
Buy Construction = Comprar construción
Buy Tile = Mercar casa
Buy Tile = Mercar cela
Buildable Units = Unidades construíbles
Buildable Buildings = Edificios construíbles
Buildable Wonders = Marabillas construíbles
@ -2972,7 +2960,7 @@ Castle = Castelo
Mughal Fort = Forte Vermello
Himeji Castle = Castelo Himeji
'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 é realizado na presenza da morte. Isto significa escojer a morte cuandoquiera que haxa opción entre a vida e a morte. Non hai outro razoamento." - Yamamoto Tsunetomo
'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 = "O bushido realízase na presenza da morte. Isto significa elixir a morte sempre que haxa unha elección entre a vida e a morte. Non hai outro razoamento." - Yamamoto Tsunetomo
Ironworks = Ferrería
@ -4313,7 +4301,7 @@ Pachacuti = Pachacuti
Resistance is futile! You cannot hope to stand against the mighty Incan empire. If you will not surrender immediately, then prepare for war! = A resistencia é inútil! Non podes esperar caseta contra o poderoso imperio Inca. Se non te rendes inmediatamente! prepárate para a guerra!
Declare war on me?!? You can't, because I declare war on you first! = Declárasme a guerra?!? ¡Non podes porque eu declárocha primeiro!
How did you darken the sun? I ruled with diligence and mercy—see that you do so as well. = Como escureceches o sol? Gobernei con dilixencia e misericordia, mirade que o fagades tamén.
How are you? You stand before Pachacuti Inca Yupanqui. = Como estás? Atópasche fronte a Pachacuti Inca Yupanki.
How are you? You stand before Pachacuti Inca Yupanqui. = Como estás? Atópaste fronte a Pachacuti Inca Yupanki.
The Incan people offer this fair trade. = Os incas podemos ofrecer este trato xusto.
How are you doing? = Como che vai?
What do you want now? = Que queres agora?
@ -4731,7 +4719,7 @@ Writing = Escritura
Trapping = Caza
'Wisdom and virtue are like the two wheels of a cart.' - Japanese proverb = "A sabedoría e a virtude son como as dúas rodas dunha carreta" - Proverbio japones
The Wheel = A roda
'How happy are those whose walls already rise!' - Virgil = "Que felices son aqueles cuxas murallas xa se levantan!" - Virgilio
'How happy are those whose walls already rise!' - Virgil = "Que felices son aqueles cuxos muros xa se erguen!" - Virgilio
Masonry = Albañilería
'Here Hector entered, with a spear eleven cubits long in his hand; the bronze point gleamed in front of him, and was fastened to the shaft of the spear by a ring of gold.' - Homer = "Aquí entra Hector, cunha lanza 5 metros de longo na súa man; A punta de bronze brillou en fronte del, e foi abrochado ao pau da lanza por un anel de ouro." - Homer
Bronze Working = Traballo do bronce
@ -4744,7 +4732,7 @@ Philosophy = Filosofía
Horseback Riding = Equitación
'Mathematics is the gate and key to the sciences.' - Roger Bacon = "As matemáticas son a chave e a porta ás ciencias." - Roger Bacon
Mathematics = Matemáticas
'Three things are to be looked to in a building: that it stands on the right spot; that it be securely founded; that it be successfully executed.' - Johann Wolfgang von Goethe = "Tres cosas deben observarse nun edificio: Que estea no lugar correcto, que está seguramente fundado, que sexa exitosamente executado" - Johann Wolfgang von Goethe
'Three things are to be looked to in a building: that it stands on the right spot; that it be securely founded; that it be successfully executed.' - Johann Wolfgang von Goethe = "Tres cousas deben observarse nun edificio: Que estea no lugar correcto, que está seguramente fundado, que sexa exitosamente executado" - Johann Wolfgang von Goethe
Construction = Construción
'Do not wait to strike til the iron is hot, but make it hot by striking.' - William Butler Yeats = "Non esperes a golpear o ferro cando estea quente, senón que faino quente golpeandolo." - William Butler Yeats
Iron Working = Traballo do ferro
@ -4804,7 +4792,7 @@ Fertilizer = Fertilizante
'It is well that war is so terrible, or we should grow too fond of it.' - Robert E. Lee = "Está ben que a guerra sexa tan terrible, ou deberiamos crecer demasiado próximos a ela." - Robert E. Le
Rifling = Estriado
'If the brain were so simple we could understand it, we would be so simple we couldn't.' - Lyall Watson = "Si o cerebro fóra tan simple que puidésemos entendelo, nós seriamos demasiado simples que non poderiamos." - Lyall Watson
'If the brain were so simple we could understand it, we would be so simple we couldn't.' - Lyall Watson = "Se o cerebro fóra tan simple que puidésemos entendelo, nós seriamos demasiado simples que non poderiamos." - Lyall Watson
Biology = Bioloxía
'The nations of the West hope that by means of steam communication all the world will become as one family.' - Townsend Harris = "As nacións Occidentais esperan que por medio do vapor a comunicación en todo o mundo sexa unha soa familia." - Townsend Harris
Steam Power = Enerxía de vapor
@ -4892,7 +4880,7 @@ Tundra = Tundra
Desert = Deserto
Lakes = Lago
Lakes provide fresh water to adjacent tiles, allowing farming where it would otherwise not be possible (similar to Rivers and Oases). = Os lagos proporcionan auga doce ás casas adxacentes, permitindo a agricultura onde doutro xeito non sería posible (semellante a Ríos e Oasis).
Lakes provide fresh water to adjacent tiles, allowing farming where it would otherwise not be possible (similar to Rivers and Oases). = Os lagos proporcionan auga doce ás celas adxacentes, permitindo a agricultura onde doutro xeito non sería posible (semellante a Ríos e Oasis).
Oasis = Oasis
Farm = Granxa
@ -4912,7 +4900,7 @@ Only Polders can be built here = Só Pólderos poden ser construídos aquí
Fallout = Terreo Radioactivo
Oases provide fresh water to adjacent tiles, allowing farming where it would otherwise not be possible (similar to Rivers and Lakes). = Os oasis proporcionan auga doce ás casas adxacentes, permitindo a agricultura onde doutro xeito non sería posible (semellante a Ríos e Lagos).
Oases provide fresh water to adjacent tiles, allowing farming where it would otherwise not be possible (similar to Rivers and Lakes). = Os oasis proporcionan auga doce ás celas adxacentes, permitindo a agricultura onde doutro xeito non sería posible (semellante a Ríos e Lagos).
Flood plains = Braña
@ -4920,9 +4908,9 @@ Ice = Xeo
Atoll = Atolón
Rivers exist on tile edges, not as terrain feature per se. = Os ríos existen nos bordos das casas, non como característica do terreo en si.
Tiles on both sides gain its benefits. These benefits do not stack. = As casas dos dous lados gañan os seus beneficios. Estes beneficios non se acumulan.
The tile has access to fresh water, allowing farming where it would otherwise not be possible (similar to Oases and Lakes). = A casa ten acceso a auga doce, permitindo a agricultura onde doutro xeito non sería posible (semellante a Oases e Lagos).
Rivers exist on tile edges, not as terrain feature per se. = Os ríos existen nos bordos das celas, non como característica do terreo en si.
Tiles on both sides gain its benefits. These benefits do not stack. = As celas dos dous lados gañan os seus beneficios. Estes beneficios non se acumulan.
The tile has access to fresh water, allowing farming where it would otherwise not be possible (similar to Oases and Lakes). = A cela ten acceso a auga doce, permitindo a agricultura onde doutro xeito non sería posible (semellante a Oases e Lagos).
Movement across rivers takes all remaining movement points of a unit unless there is a bridge. = O movemento a través dos ríos leva todos os puntos de movemento restantes dunha unidade a menos que haxa unha ponte.
When attacking across a river, the attacker gets a -20% strength malus. = Ao atacar a través dun río, o atacante obtén un malus de forza do -20%.
Road = Estrada
@ -4974,16 +4962,16 @@ Fishing Boats = Barcos Pesqueiros
Fort = Forte
Reduces movement cost to ½ if the other tile also has a Road or Railroad = Reduce o custo de movemento a ½ se a outra casa tamén ten unha Estrada ou Vía Férrea
Reduces movement cost to ½ if the other tile also has a Road or Railroad = Reduce o custo de movemento a ½ se a outra cela tamén ten unha Estrada ou Vía Férrea
Reduces movement cost to ⅓ with Machinery = Reduce o custo de movemento por ⅓ con Mecanica
Requires Engineering to bridge rivers = Require Ingenieria para facer pontes en rios
Railroad = Ferrocarril
Reduces movement cost to ⅒ if the other tile also has a Railroad = Reduce o custo de movemento por ⅒ se a outra casa tamén ten un Ferrocarril
Reduces movement cost to ⅒ if the other tile also has a Railroad = Reduce o custo de movemento por ⅒ se a outra cela tamén ten un Ferrocarril
Provides a +25% [Production] bonus to cities connected to the capital by Railroads = Ofrece unha bonificación de +25 % de [Production] ás cidades conectadas á capital por ferrocarrís
Remove Forest = Quitar Bosque
Provides a one-time Production bonus depending on distance to the closest city once finished = Dá un unico bonus de produción dependendo da distancia da cidade máis próxima
Provides a one-time Production bonus depending on distance to the closest city once finished = Dá unha unica bonificación de produción dependendo da distancia da cidade máis próxima
Remove Jungle = Quitar Selva
@ -5748,8 +5736,8 @@ Enter city screen → Click on a unit or building → Click 'add to queue'. = En
Pass a turn! = Pasa unha quenda!
Cycle through units with 'Next unit' → Click 'Next turn'. = Percorre as unidades con "Seguinte unidade" → Fai clic en "Seguinte quenda".
Reassign worked tiles! = Reasignar as casas traballadas!
Enter city screen → Click the assigned tile to unassign → Click an unassigned tile to assign population. = Entra na pantalla da cidade → Fai clic na casa asignada para anular a asignación → Fai clic nunha casa sen asignar para asignar poboación.
Reassign worked tiles! = Reasignar as celas traballadas!
Enter city screen → Click the assigned tile to unassign → Click an unassigned tile to assign population. = Entra na pantalla da cidade → Fai clic na cela asignada para anular a asignación → Fai clic nunha cela sen asignar para asignar poboación.
Got it = Entendido
Meet another civilization! = Coñece outra civilización!
@ -6722,24 +6710,24 @@ Introduction = Introdución
Welcome to Unciv!\nBecause this is a complex game, there are basic tasks to help familiarize you with the game.\nThese are completely optional, and you're welcome to explore the game on your own! = Benvido a Unciv!\nDebido a que este é un xogo complexo, hai tarefas básicas para axudarche a familiarizarte co xogo.\nEstas son completamente opcionais e podes explorar o xogo pola túa conta!
Your first mission is to found your capital city.\nThis is actually an important task because your capital city will probably be your most prosperous.\nMany game bonuses apply only to your capital city and it will probably be the center of your empire. = A túa primeira misión é fundar a túa cidade capital.\nEn realidade, esta é unha tarefa importante porque a túa cidade capital probablemente será a máis próspera.\nMuchos bonos de xogo aplícanse só á túa cidade capital e probablemente será o centro do teu imperio.
How do you know a spot is appropriate?\nThats not an easy question to answer, but looking for and building next to luxury resources is a good rule of thumb.\nLuxury resources are tiles that have things like gems, cotton, or silk (indicated by a smiley next to the resource icon)\nThese resources make your civilization happy. You should also keep an eye out for resources needed to build units, such as iron. Cities cannot be built within 3 tiles of existing cities, which is another thing to watch out for! = Como saber se un lugar é ideal?\nEsa non é unha pregunta fácil de contestar, pero buscar e acentarse preto de Recursos de Luxo é boa idea.\nOs Recursos de Luxo son casas que teñen cousas como Xemas, Algodón, ou Seda (indicado or unha carita felíz á beira da icona)\nEstos recursos fan á túa civilización felíz. Tamén mantén está pendente de recursos necesarios para construír unidades, como Cabalos. As cidades non poden ser construídas en menos de 3 casas dunha á outra, o cal é outra cousa que lembrar!
However, cities dont have a set area that they can work - more on that later!\nThis means you dont have to settle cities right next to resources.\nLets say, for example, that you want access to some iron but the resource is right next to a desert.\nYou dont have to settle your city next to the desert. You can settle a few tiles away in more prosperous lands.\nYour city will grow and eventually gain access to the resource.\nYou only need to settle right next to resources if you need them immediately \n which might be the case now and then, but youll usually have the luxury of time. = Con todo, as cidades non teñen unha área establecida na que poidan traballar - ¡Falaremos sobre iso máis adiante!\nEsto significa que non tes que asentar cidades xusto á beira dos recursos.\nDigamos, por exemplo, que desexas acceder a un Hierro que está por aí - pero o recurso está xusto á beira dun deserto. Podes colocarche a algunhas casas de distancia en terras máis prósperas.\nNo tes que establecer a túa cidade xusto á beira do deserto.\nTu cidade expandirase e eventualmente obterá acceso ao recurso.\nSólo necesitas establecerche xusto á beira dos recursos se os necesitas de inmediato \n o cal podería pasar de cando en vez, pero xeralmente terás o luxo do tempo.
How do you know a spot is appropriate?\nThats not an easy question to answer, but looking for and building next to luxury resources is a good rule of thumb.\nLuxury resources are tiles that have things like gems, cotton, or silk (indicated by a smiley next to the resource icon)\nThese resources make your civilization happy. You should also keep an eye out for resources needed to build units, such as iron. Cities cannot be built within 3 tiles of existing cities, which is another thing to watch out for! = Como saber se un lugar é ideal?\nEsa non é unha pregunta fácil de contestar, pero buscar e acentarse preto de Recursos de Luxo é boa idea.\nOs Recursos de Luxo son celas que teñen cousas como Xemas, Algodón, ou Seda (indicado or unha carita felíz á beira da icona)\nEstos recursos fan á túa civilización felíz. Tamén mantén está pendente de recursos necesarios para construír unidades, como Cabalos. As cidades non poden ser construídas en menos de 3 celas dunha á outra, o cal é outra cousa que lembrar!
However, cities dont have a set area that they can work - more on that later!\nThis means you dont have to settle cities right next to resources.\nLets say, for example, that you want access to some iron but the resource is right next to a desert.\nYou dont have to settle your city next to the desert. You can settle a few tiles away in more prosperous lands.\nYour city will grow and eventually gain access to the resource.\nYou only need to settle right next to resources if you need them immediately \n which might be the case now and then, but youll usually have the luxury of time. = Con todo, as cidades non teñen unha área establecida na que poidan traballar - ¡Falaremos sobre iso máis adiante!\nEsto significa que non tes que asentar cidades xusto á beira dos recursos.\nDigamos, por exemplo, que desexas acceder a un Hierro que está por aí - pero o recurso está xusto á beira dun deserto. Podes colocarche a algunhas celas de distancia en terras máis prósperas.\nNo tes que establecer a túa cidade xusto á beira do deserto.\nTu cidade expandirase e eventualmente obterá acceso ao recurso.\nSólo necesitas establecerche xusto á beira dos recursos se os necesitas de inmediato \n o cal podería pasar de cando en vez, pero xeralmente terás o luxo do tempo.
The first thing coming out of your city should be either a Scout or Warrior.\nI generally prefer the Warrior because it can be used for defense and because it can be upgraded\n to the Swordsman unit later in the game for a relatively modest sum of gold.\nScouts can be effective, however, if you seem to be located in an area of dense forest and hills.\nScouts dont suffer a movement penalty in this terrain.\nIf youre a veteran of the 4x strategy genre your first Warrior or Scout will be followed by a Settler.\nFast expanding is absolutely critical in most games of this type. = O primeiro que debería saír da túa cidade é un Explorador ou un Guerrero.\n Xeralmente prefiro ao Guerrero, xa que pode defender e pódese mellorar\n a un Espadachín máis tarde por unha relativamente modesta suma de diñeiro.\nOs Exploradores tamén poden ser efectivos se apareciches nunha área de bosque denso ou nos outeiros.\n Os exploradores non sofren penalización de movemento é este terreo.\nSi es un veterano do xénero de estratexia 4X, o teu primeiro Guerrero ou Explorador irá seguido dun Colono.\nUna rápida expansión é crítica na maioría dos xogos deste tipo.
In your first couple of turns, you will have very little options, but as your civilization grows, so do the number of things requiring your attention. = Nas túas primeiras quendas, terás moi poucas opcións, pero a medida que a túa civilización medre, tamén o fará o número de cousas que requiran da túa atención.
Culture and Policies = Cultura e políticas
Each turn, the culture you gain from all your cities is added to your Civilization's culture.\nWhen you have enough culture, you may pick a Social Policy, each one giving you a certain bonus. = En cada quenda a ♪Cultura que gañas en cada unha das túas cidades engádese á ♪Cultura da túa Civilización.\nCuando teñas suficiente ♪Cultura poderás elixir unha Política Social, que che proporcionará un bonus.
The policies are organized into branches, with each branch providing a bonus ability when all policies in the branch have been adopted. = As Políticas organízanse en ramas, cada rama proporcionarache un bonus cando se adoptaron todas as Políticas da rama.
Each turn, the culture you gain from all your cities is added to your Civilization's culture.\nWhen you have enough culture, you may pick a Social Policy, each one giving you a certain bonus. = En cada quenda a ♪Cultura que gañas en cada unha das túas cidades engádese á ♪Cultura da túa Civilización.\nCando teñas suficiente ♪Cultura poderás elixir unha Política Social, que che proporcionará unha bonificación.
The policies are organized into branches, with each branch providing a bonus ability when all policies in the branch have been adopted. = As Políticas organízanse en ramas, cada rama proporcionarache unha bonificación cando se adoptaron todas as Políticas da rama.
With each policy adopted, and with each city built,\n the cost of adopting another policy rises - so choose wisely! = Por cada Política adoptada e por cada cidade construída\n aumentará o custo para poder escoller outra Política. Elixe con coidado!
City Expansion = Expansión da Cidade
Once a city has gathered enough Culture, it will expand into a neighboring tile.\nYou have no control over the tile it will expand into, but tiles with resources and higher yields are prioritized. = Unha vez que unha cidade reuniu suficiente ¤Cultura, expandirase a unha casa veciña.\nNo tes control sobre a casa á que se expandirá, pero #priorizar as que conteñen recursos e maior rendemento.
Each additional tile will require more culture, but generally your first cities will eventually expand to a wide tile range. = Cada casa adicional requirirá máis ♪Cultura, pero xeralmente as súas primeiras cidades eventualmente expandiranse a un amplo rango de casas.
Although your city will keep expanding forever, your citizens can only work 3 tiles away from city center.\nThis should be taken into account when placing new cities. = Aínda que a súa cidade seguirá expandíndose para sempre, os seus cidadáns só poden traballar a unha distancia de 3 casas do centro da cidade.\nEsto debe terse en conta ao colocar novas cidades.
Once a city has gathered enough Culture, it will expand into a neighboring tile.\nYou have no control over the tile it will expand into, but tiles with resources and higher yields are prioritized. = Unha vez que unha cidade reuniu suficiente ¤Cultura, expandirase a unha cela veciña.\nNo tes control sobre a cela á que se expandirá, pero #priorizar as que conteñen recursos e maior rendemento.
Each additional tile will require more culture, but generally your first cities will eventually expand to a wide tile range. = Cada cela adicional requirirá máis ♪Cultura, pero xeralmente as súas primeiras cidades eventualmente expandiranse a un amplo rango de celas.
Although your city will keep expanding forever, your citizens can only work 3 tiles away from city center.\nThis should be taken into account when placing new cities. = Aínda que a súa cidade seguirá expandíndose para sempre, os seus cidadáns só poden traballar a unha distancia de 3 celas do centro da cidade.\nEsto debe terse en conta ao colocar novas cidades.
As cities grow in size and influence, you have to deal with a happiness mechanic that is no longer tied to each individual city.\nInstead, your entire empire shares the same level of satisfaction.\nAs your cities grow in population youll find that it is more and more difficult to keep your empire happy. = A medida que as cidades medren en tamaño e influencia, terás que enfrontarte cunha mecánica da Felicidade que xa non está condicionada por cada cidade individual.\nEn vez diso, o teu imperio enteiro comparte o mesmo nivel de satisfacción.\nCanto máis medre a poboación máis difícil será manter ao imperio feliz.
In addition, you cant even build any city improvements that increase happiness until youve done the appropriate research.\nIf your empires happiness ever goes below zero the growth rate of your cities will be hurt.\nIf your empire becomes severely unhappy (as indicated by the smiley-face icon at the top of the interface)\n your armies will have a big penalty slapped on to their overall combat effectiveness. = Ademais, non poderás construír ningunha mellora que suba a Felicidade ata que fagas a investigación axeitada.\nSe a Felicidade do teu imperio algunha vez baixa do 0, o crecemento das cidades verase afectado.\nSi o teu imperio vólvese gravemente infeliz (indicado na carita felíz na parte de arriba da interface)\n os teus exércitos sufrirán unha gran penalización reflectida na súa efectividade en combate.
In addition, you cant even build any city improvements that increase happiness until youve done the appropriate research.\nIf your empires happiness ever goes below zero the growth rate of your cities will be hurt.\nIf your empire becomes severely unhappy (as indicated by the smiley-face icon at the top of the interface)\n your armies will have a big penalty slapped on to their overall combat effectiveness. = Ademais, non poderás construír ningunha mellora que suba a Felicidade ata que fagas a investigación axeitada.\nSe a Felicidade do teu imperio algunha vez baixa do 0, o crecemento das cidades verase afectado.\nS o teu imperio vólvese gravemente infeliz (indicado na carita felíz na parte de arriba da interface)\n os teus exércitos sufrirán unha gran penalización reflectida na súa efectividade en combate.
This means that it is very difficult to expand quickly in Unciv.\nIt isnt impossible, but as a new player you probably shouldn't do it.\nSo what should you do? Chill out, scout, and improve the land that you do have by building Workers.\nOnly build new cities once you have found a spot that you believe is appropriate. = Isto significa que é moi difícil expandirse rapidamente en Unciv.\nNon é imposible, pero un novato non debería.\n¿Así que Que facer? Relaxate, explora, e mellora a terra que tes construíndo Traballadores.\nCrea novas cidades só cando atopes un lugar que creas sexa axeitado.
Unhappiness = Infelicidade
@ -6747,34 +6735,22 @@ It seems that your citizens are unhappy!\nWhile unhappy, your civilization will
Unhappiness has two main causes: Population and cities.\n Each city causes 3 unhappiness, and each population, 1 = A infelicidade ten dúas causas principais: os cidadáns e as cidades.\n Cada cidade xera 3 de infelicidade e cada cidadán 1.
There are 2 main ways to combat unhappiness:\n by building happiness buildings for your population\n or by having improved luxury resources within your borders. = Hai principalmente 2 maneiras de combater á infelicidade:\n - Construíndo edificios de felicidade para a túa poboación.\n - Mellorando Recursos de Luxo que estean no teu territorio.
You have entered a Golden Age!\nGolden age points are accumulated each turn by the total happiness \n of your civilization\nWhen in a golden age, culture and production generation increases +20%,\n and every tile already providing at least one gold will provide an extra gold. = Entraches nunha Idade de Ouro!\nOs puntos para a Idade de Ouro acumúlanse cada quenda coa Felicidade total \n da túa civilización\nDurante a Idade de Ouro, a ♪Cultura e a ⚙Produción aumentan nun 20%\n e cada casa que produza polo menos un de ¤Ouro producirá un extra.
You have entered a Golden Age!\nGolden age points are accumulated each turn by the total happiness \n of your civilization\nWhen in a golden age, culture and production generation increases +20%,\n and every tile already providing at least one gold will provide an extra gold. = Entraches nunha Idade de Ouro!\nOs puntos para a Idade de Ouro acumúlanse cada quenda coa Felicidade total \n da túa civilización\nDurante a Idade de Ouro, a ♪Cultura e a ⚙Produción aumentan nun 20%\n e cada cela que produza polo menos un de ¤Ouro producirá un extra.
Roads and Railroads = Estradas e Vías Férreas
# Requires translation!
Roads reduce the Movement Points required to move between two tiles connected by Roads. =
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Railroads improve this reduction even more! =
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This greatly improves the speed you can get Units around the map. =
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Until you research the technology that removes it, Roads do not cross Rivers =
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Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. =
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However, since each Road and Railroad have a Maintenance Cost, it may be more economical to wait until the cities grow and only place where needed. =
Roads reduce the Movement Points required to move between two tiles connected by Roads. = As estradas reducen os Puntos de Movemento necesarios para desprazarse entre dúas celas conectadas por estradas.
Railroads improve this reduction even more! = Os ferrocarrís melloran aínda máis esta redución!
This greatly improves the speed you can get Units around the map. = Isto mellora notablemente a velocidade coa que podes desprazar as unidades polo mapa.
Until you research the technology that removes it, Roads do not cross Rivers = Ata que investigues a tecnoloxía que o elimina, as estradas non cruzan os ríos.
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. = Conectar as túas cidades coa capital mediante estradas e/ou ferrocarrís xerará ouro a través da Ruta Comercial.
However, since each Road and Railroad have a Maintenance Cost, it may be more economical to wait until the cities grow and only place where needed. = Con todo, dado que cada estrada e ferrocarril teñen un custo de mantemento, pode ser máis económico agardar a que as cidades medren e colocar só onde sexa necesario.
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Trade Route =
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Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. You earn more Gold the more Population the City and your Capital has. =
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Note that each road costs 1 Gold Maintenance per turn, and each Railroad costs 2 Gold, so it may be more economical to wait until the cities grow! =
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Railroads connecting a city to the Capital also provide a 25% Production Boost to the City, but not the Capital. =
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Trade Routes are also connected over Water via certain buildings like the Harbor. As long as there is a chain that can reach the Capital, there's a Trade Route. Look for this symbol in Yellow below the City Name to mean you have an active Trade Route to your Capital. =
# Requires translation!
Trade Routes can get broken either by Blockades or by Removing/Pillaging the connecting Road/Railroad chain. =
Trade Route = Ruta Comercial
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. You earn more Gold the more Population the City and your Capital has. = Conectar as túas cidades coa capital mediante estradas e/ou ferrocarrís xerará ouro a través da Ruta Comercial. Gañarás máis ouro canto maior sexa a poboación da cidade e da túa capital.
Note that each road costs 1 Gold Maintenance per turn, and each Railroad costs 2 Gold, so it may be more economical to wait until the cities grow! = Nótase que cada estrada custa 1 ouro de mantemento por turno, e cada ferrocarril custa 2 ouros, polo que pode ser máis económico agardar a que as cidades medren!
Railroads connecting a city to the Capital also provide a 25% Production Boost to the City, but not the Capital. = Os ferrocarrís que conectan unha cidade coa capital tamén proporcionan un aumento do 25% na produción da cidade, pero non da capital.
Trade Routes are also connected over Water via certain buildings like the Harbor. As long as there is a chain that can reach the Capital, there's a Trade Route. Look for this symbol in Yellow below the City Name to mean you have an active Trade Route to your Capital. = As rutas comerciais tamén se conectan por auga a través de certos edificios como o porto. Mentres haxa unha cadea que poida alcanzar a capital, existe unha ruta comercial. Busca este símbolo en amarelo abaixo do nome da cidade para indicar que tes unha ruta comercial activa cara á túa capital.
Trade Routes can get broken either by Blockades or by Removing/Pillaging the connecting Road/Railroad chain. = As rutas comerciais poden ser interrompidas tanto por bloqueos como por eliminar ou saquear a cadea de estradas/ferrocarrís que as conecta.
Victory Types = Tipos de vitorias
Once youve settled your first two or three cities youre probably 100 to 150 turns into the game.\nNow is a good time to start thinking about how, exactly, you want to win if you havent already. = Unha vez teñas as túas primeiras 2 ou 3 cidades levarás entre 100 e 150 quendas de partida.\nAhora é un bo momento para empezar a pensar como gañar, se non o fixeches antes.
@ -6807,17 +6783,17 @@ Injured Units = Unidades feridas
Injured units deal less damage, but recover after turns that they have been inactive.\nUnits heal 10 health per turn in enemy territory or neutral land,\n 20 inside your territory and 25 in your cities. = As unidades feridas fan menos dano, pero recupéranse despois dunhas quendas sen facer nada.\nAs unidades pódense curar máis ou menos dependendo do lugar:\n- 10 puntos de vida en territorio inimigo,\n- 20 dentro do teu territorio, e\n- 25 dentro das túas cidades.
Workers = Traballadores
Workers are vital to your cities' growth, since only they can construct improvements on tiles.\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! = Os traballadores son vitais para o crecemento das túas cidades, xa que son as únicas unidades que poden construír melloras nas casas.\n As melloras aumentan o rendemento das túas casas, permitindo á túa cidade producir máis e crecer máis rápido sen a necesidade de ter máis casas!
Workers are vital to your cities' growth, since only they can construct improvements on tiles.\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! = Os traballadores son vitais para o crecemento das túas cidades, xa que son as únicas unidades que poden construír melloras nas celas.\n As melloras aumentan o rendemento das túas celas, permitindo á túa cidade producir máis e crecer máis rápido sen a necesidade de ter máis celas!
Siege Units = Unidades de asedio
Siege units are extremely powerful against cities, but need to be Set Up before they can attack.\nOnce your siege unit is set up, it can attack from the current tile,\n but once moved to another tile, it will need to be set up again. = As unidades de asedio son extremadamente eficaces contra as cidades, pero necesitan montarse antes de poder atacar.\nUna vez que unha unidade de asedio está montada poderá atacar desde a súa casa,\n pero se se move a outra casa terá que volver montarse.
Siege units are extremely powerful against cities, but need to be Set Up before they can attack.\nOnce your siege unit is set up, it can attack from the current tile,\n but once moved to another tile, it will need to be set up again. = As unidades de asedio son extremadamente eficaces contra as cidades, pero necesitan montarse antes de poder atacar.\nUna vez que unha unidade de asedio está montada poderá atacar desde a súa cela,\n pero se se move a outra cela terá que volver montarse.
Embarking = Embarcar
Once a certain tech is researched, your land units can embark, allowing them to traverse water tiles.\nEntering or leaving water takes the entire turn. = Unha vez a Tecnoloxía requirida é alcanzada, as túas unidades terrestres poderá embarcar, permitindolles atravesar casas de auga.\nEntrar e saír da auga leva toda a quenda.
Once a certain tech is researched, your land units can embark, allowing them to traverse water tiles.\nEntering or leaving water takes the entire turn. = Unha vez a Tecnoloxía requirida é alcanzada, as túas unidades terrestres poderá embarcar, permitindolles atravesar celas de auga.\nEntrar e saír da auga leva toda a quenda.
Units are defenseless while embarked (cannot use modifiers), and have a fixed Defending Strength based on your tech Era, so be careful!\nRanged Units can't attack, Melee Units have a Strength penalty, and all have limited vision. = As Unidades son indefensas ao embarcar (non se benefician de modificadores), e teñen unha Forza de Defensa fixa dependendo da Era, Así que ten coidado!\nUnidades de longo alcance non poden atacar, Unidades Corpo a Corpo teñen penalidade ao atacar, e todas teñen visión limitada.
Idle Units = Unidades sen Utilizar
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you have not decided yet what an unit should do for the current turn, choose the 'Wait' command. A 'waiting' unit will be selected again at the end of the 'Next Unit' cycle, once all other units have received their orders.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units. = Se non queres mover unha unidade nesta quenda, podes saltala simplemente presionando "Seguinte Unidade".\nSi non a vás a mover por un bo intre, podes deixala en "Fortificar" ou "Durmir" - \n as unidades en "Fortificar" ou "Durmir" non serán presentadas como unidades sen utilizar.\nSi aínda non decidiches que facer cunha unidade nesta quenda, escolle "Esperar". Unha unidade en "Esperar" será selecionada outra véz ao final do ciclo de "Seguinte Unidade", unha véz o resto das unidades recibisen ordenes.\nSi queres desactivar a función de "Seguinte Unidade" por completo, podes quitalo en Opcións -> Comprobar unidades sen utilizar.
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you have not decided yet what an unit should do for the current turn, choose the 'Wait' command. A 'waiting' unit will be selected again at the end of the 'Next Unit' cycle, once all other units have received their orders.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units. = Se non queres mover unha unidade nesta quenda, podes saltala simplemente presionando "Seguinte Unidade".\nSi non a vás a mover por un bo anaco, podes deixala en "Fortificar" ou "Durmir" - \n as unidades en "Fortificar" ou "Durmir" non serán presentadas como unidades sen utilizar.\nSi aínda non decidiches que facer cunha unidade nesta quenda, escolle "Esperar". Unha unidade en "Esperar" será selecionada outra véz ao final do ciclo de "Seguinte Unidade", unha véz o resto das unidades recibisen ordenes.\nSi queres desactivar a función de "Seguinte Unidade" por completo, podes quitalo en Opcións -> Comprobar unidades sen utilizar.
Contact Me = Contáctame
Hi there! If you've played this far, you've probably seen that the game is currently incomplete.\n Unciv is meant to be open-source and free, forever.\n That means no ads or any other nonsense. = Hey! Se xogaches ata aquí é probable que haxas visto que o xogo está sen acabar.\n Unciv está pensado para ser open-source e gratis, sempre.\n Isto significa que non haberá anuncios nin ningunha parvada.
@ -6825,15 +6801,15 @@ What motivates me to keep working on it, \n besides the fact I think it's amazi
Every rating and review that I get puts a smile on my face =)\n So contact me! Send me an email, review, Github issue\n or mail pigeon, and let's figure out how to make the game \n even more awesome!\n(Contact info is in the Play Store) = Cada valoración e recensión que recibo pon un sorriso na cara =)\n ¡Entón, contacta comigo! Envíame un correo electrónico, unha recensión, un problema de Github\n ou un correo electrónico e imos descubrir como facer que o xogo \n sexa aínda máis incrible!\n(A información de contacto está na Play Store)
Pillaging = Saqueo
Military units can pillage improvements, which heals them 25 health and ruins the improvement.\nThe tile can still be worked, but advantages from the improvement - stat bonuses and resources - will be lost.\nWorkers can repair these improvements, which takes less time than building the improvement from scratch.\nPillaging certain improvements will result in your units looting gold from the improvement. = As unidades militares poden saquear melloras, o que lles cura 25 de saúde e arruina a mellora.\nA casa aínda se pode traballar, pero as vantaxes da mellora (bonificacións estatísticas e recursos) perderanse.\nOs traballadores poden reparar estas melloras, o que leva menos estafe. que construír a mellora desde cero.\nO pillado de certas melloras fará que as túas unidades saqueen ouro da mellora.
Military units can pillage improvements, which heals them 25 health and ruins the improvement.\nThe tile can still be worked, but advantages from the improvement - stat bonuses and resources - will be lost.\nWorkers can repair these improvements, which takes less time than building the improvement from scratch.\nPillaging certain improvements will result in your units looting gold from the improvement. = As unidades militares poden saquear melloras, o que lles cura 25 de saúde e arruina a mellora.\nA cela aínda se pode traballar, pero as vantaxes da mellora (bonificacións estatísticas e recursos) perderanse.\nOs traballadores poden reparar estas melloras, o que leva menos estafe. que construír a mellora desde cero.\nO pillado de certas melloras fará que as túas unidades saqueen ouro da mellora.
Experience = Experiencia
Units that enter combat gain experience, which can then be used on promotions for that unit.\nUnits gain more experience when in Melee combat than Ranged, and more when attacking than when defending. = As unidades que entren en combate gañarán experiencia, a cal poderá ser usada para ascender a esa unidade.\nAs unidades gañan máis experiencia cando loitan corpo a corpo que cando o fan a distancia, e gañan máis cando atacan que cando defenden.
Units can only gain up to 30 XP from Barbarian units - meaning up to 2 promotions. After that, Barbarian units will provide no experience. = As unidades só poden obter un máximo de 30 EXP das unidades bárbaras, o que equivale a dúas promocións. Despois disto os bárbaros deixarán de dar experiencia.
Combat = Combate
Unit and cities are worn down by combat, which is affected by a number of different values.\nEach unit has a certain 'base' combat value, which can be improved by certain conditions, promotions and locations. = As unidades e as cidades esgótanse co combate, o que afecta a un número de diferentes valores.\nCada unidade ten un valor de combate 'basee' que pode ser mellorado baixo certas condicións e localizacións.
Units use the 'Strength' value as the base combat value when melee attacking and when defending.\nWhen using a ranged attack, they will the use the 'Ranged Strength' value instead. = As unidades usan o valor de "Forza" como o valor de combate basee cando atacan corpo a corpo e cando defenden.\nCuando usan ataques a distancia úsase o valor "Forza a distancia".
Unit and cities are worn down by combat, which is affected by a number of different values.\nEach unit has a certain 'base' combat value, which can be improved by certain conditions, promotions and locations. = As unidades e as cidades esgótanse co combate, o que afecta a un número de diferentes valores.\nCada unidade ten un valor de combate 'base' que pode ser mellorado baixo certas condicións e localizacións.
Units use the 'Strength' value as the base combat value when melee attacking and when defending.\nWhen using a ranged attack, they will the use the 'Ranged Strength' value instead. = As unidades usan o valor de "Forza" como o valor de combate base cando atacan corpo a corpo e cando defenden.\nCando usan ataques a distancia úsase o valor "Forza a distancia".
Ranged attacks can be done from a distance, dependent on the 'Range' value of the unit.\nWhile melee attacks allow the defender to damage the attacker in retaliation, ranged attacks do not. = Os ataques a distancia pódense executar a unha distancia determinada polo valor do "Rango" da unidade.\nMientras que os ataques corpo a corpo permiten que o defensor reciba dano como represalia, os ataques a distancia non o permiten.
Research Agreements = Acordo de Investigación
@ -6847,7 +6823,7 @@ The AI is very careful and will not accept defensive pacts with less than 80 inf
Not all nations are contending with you for victory.\nCity-States are nations that can't win, can't be traded with, and instead confer certain bonuses to friendly civilizations. = Non todas as nacións poden alcanzar unha vitoria.\nAs Cidades-Estado (CE) son nacións coas cales non se pode comerciar e que tampouco poden gañar. En cambio, as Ces confiren certos atributos ás Civilizacións amigas.
Instead, diplomatic relations with City-States are determined by Influence - a meter of 'how much the City-State likes you'.\nInfluence can be increased by attacking their enemies, liberating their city, and giving them sums of gold. = No canto diso as relacións diplomáticas coas cidades estado ven determinadas pola Influencia (un medidor de cando lle "gustas" á cidade-estado).\nLa influencia pode aumentarse atacando aos seus inimigos, liberando a súa cidade e dándolles ouro.
Certain bonuses are given when you are at above 30 influence.\nWhen you have above 60 Influence, and you have the highest influence with them of all civilizations, you are considered their 'Ally', and gain further bonuses and access to the Luxury and Strategic resources in their lands. = Algúns bonus proporciónanseche cando tes máis de 30 de influencia.\nCuando tes máis de 60 e é máis alta que a que teñen o resto de civilizacións, consideraráseche o seu "Aliado" e gañarás máis bonus e acceso a recursos de luxo e estratéxicos nas súas terras.
Certain bonuses are given when you are at above 30 influence.\nWhen you have above 60 Influence, and you have the highest influence with them of all civilizations, you are considered their 'Ally', and gain further bonuses and access to the Luxury and Strategic resources in their lands. = Algunhas bonificacións proporciónanseche cando tes máis de 30 de influencia.\nCando tes máis de 60 e é máis alta que a que teñen o resto de civilizacións, consideraráseche o seu "Aliado" e gañarás máis bonificación e acceso a recursos de luxo e estratéxicos nas súas terras.
Great People = Grandes Personaxes
Certain buildings, and specialists in cities, generate Great Person points per turn.\nThere are several types of Great People, and their points accumulate separately.\nThe number of points per turn and accumulated points can be viewed in the Overview screen. = Algúns edificios, marabillas e especialistas nas cidades xeran puntos de Gran Personaxe por quenda.\nHai diferentes tipos de Grandes Personaxes e os seus puntos acumúlanse de forma separada.\nO número de puntos por quenda e o total pódense ver na pantalla de Visión Xeral.
@ -6856,16 +6832,16 @@ Once enough points have been accumulated, a Great Person of that type will be cr
Great Improvements also provide any strategic resources that are under them, so you don't need to worry if resources are revealed underneath your improvements! = As Grandes Melloras tamén poden producir calquera Recurso Estratéxico que teñan debaixo, así que non tes que preocuparte se recursos son revelados baixo os teus edificios!
Removing Terrain Features = Eliminar aspectos do terreo
Certain tiles have terrain features - like Flood plains or Forests - on top of them. Some of these layers, like Jungle, Marsh and Forest, can be removed by workers.\nRemoving the terrain feature does not remove any resources in the tile, and is usually required in order to add improvements exploiting those resources. = Certas casas teñen aspectos de terreo - como Ciénagas ou Bosques - sobre eles. Algunhas destas capas, como Xunglas, Pantanos e Bosques, poden ser eliminados por Traballadores\nEliminar o aspecto de terreo non quita o recurso da casa, e usualmente é requirido para facer melloras que exploten os recursos.
Certain tiles have terrain features - like Flood plains or Forests - on top of them. Some of these layers, like Jungle, Marsh and Forest, can be removed by workers.\nRemoving the terrain feature does not remove any resources in the tile, and is usually required in order to add improvements exploiting those resources. = Certas celas teñen aspectos de terreo - como Ciénagas ou Bosques - sobre eles. Algunhas destas capas, como Xunglas, Pantanos e Bosques, poden ser eliminados por Traballadores\nEliminar o aspecto de terreo non quita o recurso da cela, e usualmente é requirido para facer melloras que exploten os recursos.
Natural Wonders, such as the Mt. Fuji, the Rock of Gibraltar and the Great Barrier Reef, are unique, impassable terrain features, masterpieces of mother Nature, which possess exceptional qualities that make them very different from the average terrain.\nThey benefit by giving you large sums of Culture, Science, Gold or Production if worked by your Cities, which is why you might need to bring them under your empire as soon as possible. = As marabillas naturais, como o Monte Fuji, a Rocha de Xibraltar ou a Gran Barreira de Coral, son únicos, infranqueables, obras de arte da natureza que posúen propiedades excepcionais que os fan moi diferentes do resto de terreos.\nProporcionan grandes sumas de beneficios á Cultura, Ciencia, Ouro ou Produción se son traballadas polas túas cidades, é polo que has de conseguilas baixo o teu imperio canto antes.
Natural Wonders, such as the Mt. Fuji, the Rock of Gibraltar and the Great Barrier Reef, are unique, impassable terrain features, masterpieces of mother Nature, which possess exceptional qualities that make them very different from the average terrain.\nThey benefit by giving you large sums of Culture, Science, Gold or Production if worked by your Cities, which is why you might need to bring them under your empire as soon as possible. = As marabillas naturais, como o Monte Fuji, a Rocha de Xibraltar ou a Gran Barreira de Coral, son únicos, infranqueables, obras de arte da natureza que posúen propiedades excepcionais que os fan moi diferentes do resto de terreos.\nProporcionan grandes sumas de beneficios á Cultura, Ciencia, Ouro ou Produción se son traballadas polas túas cidades, é por iso que pode ser necesario incorporalos ao teu imperio canto antes.
Keyboard = Teclado
If you have a keyboard, some shortcut keys become available. Unit command or improvement picker keys, for example, are shown directly in their corresponding buttons. = Se tes teclado, hai dispoñibles algúns atallos. As teclas de comandos para unidades ou melloras, por exemplo, son mostrados nos botóns corespondientes.
On the world screen the hotkeys are as follows: = Na pantalla do mundo, as teclas son as seguintes:
Space or 'N' - Next unit or turn\n'E' - Empire overview (last viewed page)\n'+', '-' - Zoom in / out\nHome - center on capital or open its city screen if already centered = Espazo ou "N" - Seguinte unidade ou quenda\n"E" - Vista Xeral do Imperio (última pagina visitada)\n"+", "-" - Achegar / Afastar camara\nInicio - centra a camara na capital, ou entra a pantalla cidade se xa está no centro
F1 - Open Civilopedia\nF2 - Empire overview Trades\nF3 - Empire overview Units\nF4 - Empire overview Diplomacy\nF5 - Social policies\nF6 - Technologies\nF7 - Empire overview Cities\nF8 - Victory Progress\nF9 - Empire overview Stats\nF10 - Empire overview Resources\nF11 - Quicksave\nF12 - Quickload = F1 - Abre Civilopedia\nF2 - Vista de Comercio do Imperio\nF3 - Vista Xeral das unidades\nF4 - Vista de Diplomacia\nF5 - Políticas Sociais\nF6 - Tecnoloxías\nF7 - Vista Xeral das túas Cidades\nF8 - Progreso de vitoria\nF9 - Estadisticas do Imperio\nF10 - Recursos do Imperio\nF11 - Gardar Pardida rapidamente\nF12 - Cargar Partida rapidamente
Ctrl-R - Toggle tile resource display\nCtrl-Y - Toggle tile yield display\nCtrl-O - Game options\nCtrl-S - Save game\nCtrl-L - Load game\nCtrl-U - Toggle UI (World Screen only) = Ctrl+R - Desactivar íconos de recursos\nCtrl+E - Mostrar Rendementos das Casas\nCtrl+Ou - Opcións do Xogo\nCtrl+S - Gardar Partida\nCtrl+L - Cargar Partida\nCtrl+Ou - Ocultar IU (Só no mapa)
Ctrl-R - Toggle tile resource display\nCtrl-Y - Toggle tile yield display\nCtrl-O - Game options\nCtrl-S - Save game\nCtrl-L - Load game\nCtrl-U - Toggle UI (World Screen only) = Ctrl+R - Desactivar íconos de recursos\nCtrl+E - Mostrar Rendementos das celas\nCtrl+Ou - Opcións do Xogo\nCtrl+S - Gardar Partida\nCtrl+L - Cargar Partida\nCtrl+Ou - Ocultar IU (Só no mapa)
All of these can be reassigned. = Todos estes poden ser reasignados
This is where you spend most of your time playing Unciv. See the world, control your units, access other screens from here. = Aquí é onde pasas a maioría do teu tempo xogando Unciv. Mira o mundo, controla as túas unidades, accede a outras pantallas desde aquí.
@ -6882,11 +6858,11 @@ This is where you spend most of your time playing Unciv. See the world, control
: Remaining/per turn movement points, strength and experience / XP needed for promotion. For cities, you get its combat strength. = ⑪: Puntos de movemento restantes por quenda, forza e experiencia / EXP necesaria para promoción. Para cidades, móstrache a súa forza.
: This button closes the selected unit/city info pane. = ⑫: Este botón pecha o panel de info da unidade/cidade seleccionada.
: This pane appears when you order a unit to attack an enemy. On top are attacker and defender with their respective base strengths. = ⑬: Este panel aparece cando lle ordenas a unha unidade para atacar un inimigo. Arriba están o atacante e defensor coa súa forza total respectivas.
: Below that are strength bonuses or penalties and health bars projecting before / after the attack. = ⑭: Debaixo diso, están os bonuses ou penalidades e as barras de vida proyectadas antes / despois do ataque.
: Below that are strength bonuses or penalties and health bars projecting before / after the attack. = ⑭: Debaixo diso, están as bonificacións ou penalidades e as barras de vida proxectadas antes / despois do ataque.
: The Attack Button - let blood flow! = ⑮: O botón de Atacar - derrama o sangue!
: The minimap shows an overview over the world, with known cities, terrain and fog of war. Clicking will position the main map. = ⑯: O mini-mapa mostra unha visión do mundo, as cidades coñecidas, terreo e néboa de guerra.
: To the side of the minimap are display feature toggling buttons - tile yield, worked indicator, show/hide resources. These mirror setting on the options screen and are hidden if you deactivate the minimap. = ⑰: Á beira do minimapa están os botóns de mostrar elementos - produtos de casa, indicador de traballo, mostrar/esconder recursos. Estes son os mesmos que os que están en axustes e escóndense se desactivas o minimapa.
: Tile information for the selected hex - current or potential yield, terrain, effects, present units, city located there and such. Where appropriate, clicking a line opens the corresponding civilopedia entry. = ⑱: Información de casa do hexagono seleccionado - actual ou potencial rendemento, terreo, effectos, unidades presentes, cidades e demais. Algunhas liñas teñen elaces coa páxina adequada da Civilopedia.
: To the side of the minimap are display feature toggling buttons - tile yield, worked indicator, show/hide resources. These mirror setting on the options screen and are hidden if you deactivate the minimap. = ⑰: Á beira do minimapa están os botóns de mostrar elementos - produtos de cela, indicador de traballo, mostrar/esconder recursos. Estes son os mesmos que os que están en axustes e escóndense se desactivas o minimapa.
: Tile information for the selected hex - current or potential yield, terrain, effects, present units, city located there and such. Where appropriate, clicking a line opens the corresponding civilopedia entry. = ⑱: Información de cela do hexagono seleccionado - actual ou potencial rendemento, terreo, effectos, unidades presentes, cidades e demais. Algunhas liñas teñen elaces coa páxina adequada da Civilopedia.
: Notifications - what happened during the last 'next turn' phase. Some are clickable to show a relevant place on the map, some even show several when you click repeatedly. = ⑲: Notificacións - que pasou durante a fase de "Seguinte Quenda". Algunhas se poden tocar para mostrar cousas no mapa, e mesmo mostrar varias se se toca repetidamente.
: The Next Turn Button - unless there are things to do, in which case the label changes to 'next unit', 'pick policy' and so on. = ⑳: O botón de Seguinte Quenda - a menos de que haxan cousas que facer, que en tal caso aparecerá "Seguinte Unidade", "Selecciona Política" e demais.
: The Multiplayer Button - Here you can easily check your active multiplayer games. = ㉑: O Botón Multijugador - Aquí podes revisar as túas partidas multijugador facilmente.
@ -6945,12 +6921,12 @@ Missionaries can be bought in cities following a major religion, and will take t
So do take care where you are buying them! If another civilization has converted one of your cities to their religion, missionaries bought there will follow their religion. = Así que ten coidado de onde os constrúes! Se outra civilización converteu unha das túas cidades á súa relixión, os misioneiros comprados alí seguirán esa nova relixión, porque agora esa é a nova relixión maioritaria.
Great prophets always have your religion when they appear, even if they are bought in cities following other religions, but captured great prophets do retain their original religion. = Os Grandes Profetas sempre levan a túa relixión orixinal cando aparecen, mesmo se son comprados en cidades pagás, pero Grandes Profetas capturados reteñen a súa Relixión orixinal.
Both great prophets and missionaries are able to spread religion to cities when they are inside its borders, even cities of other civilizations. = Os Grandes Profetas e Misioneiros poden difundir a súa relixión a cidades cando están dentro dos seus bordos, mesmo a cidades doutras civilizacións.
These two units can even enter tiles of civilizations with whom you don't have an open borders agreement! = Estas dúas unidades poden entrar a casas doutras civilizacións, mesmo coas que non tes bordos abertos!
These two units can even enter tiles of civilizations with whom you don't have an open borders agreement! = Estas dúas unidades poden entrar a celas doutras civilizacións, mesmo coas que non tes bordos abertos!
But do take care, missionaries will lose 250 religious strength each turn they end while in foreign lands. = Pero ten coidado, os misioneiros perderán 250 de forza relixiosa por cada quenda que terminen dentro de terra estranxeira.
This diminishes their effectiveness when spreading religion, and if their religious strength ever reaches 0, they have lost their faith and disappear. = Isto diminúe a súa efectividade ao difundir relixión, e se a súa forza chega a 0, perderán toda a súa Fé e desaparecerán.
When you do spread your religion, the religious strength of the unit is added as pressure for that religion. = Cando difundes relixión, a forza relixiosa da unidade é engadida como presión para esa relixión.
Cities also passively add pressure of their majority religion to nearby cities. = As cidades tamén engaden presión por se soas pasivemente da súa relixión maioritaria a cidades próximas.
Each city provides +6 pressure per turn to all cities within 10 tiles, though the exact amount of pressure depends on the game speed. = Cada cidade exerce +6 presión por quenda a todas as cidades dentro dun rango de 10 casas, aínda que a cantidade exacta varia coa velocidade do xogo.
Each city provides +6 pressure per turn to all cities within 10 tiles, though the exact amount of pressure depends on the game speed. = Cada cidade exerce +6 presión por quenda a todas as cidades dentro dun rango de 10 celas, aínda que a cantidade exacta varia coa velocidade do xogo.
This pressure can also be seen in the city screen, and gives you an idea of how religions in your cities will evolve if you don't do anything. = Esta presión tamén pode verse na xanela da cidade, e che dá unha idea de como as relixións na túa cidade comportaranse se non fas nada.
Holy cities also provide +30 pressure of the religion founded there to themselves, making it very difficult to effectively convert a holy city. = As Cidades Santas tamén exercen +30 presión da relixión fundada alí a si mesmas, facendo moi dificil converter Cidades Santas
Lastly, before founding a religion, new cities you settle will start with 200 pressure for your pantheon. = Por último, antes de fundar unha relixión, as túas novas cidades empezarán con 200 de presión do teu panteón.
@ -6973,36 +6949,28 @@ If you manage to acquire the demanded luxury by trade, expansion, or conquest, t
During the We Love The King Day, the city will grow 25% faster. = Durante o Día de Adoración ao Rey, a cidade crecerá un 25% máis rápido.
This means exploration and trade is important to grow your cities! = Isto significa que a exploración e o comercio son importantes para facer crecer as túas cidades!
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Air Combat and Interception =
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Air Combat is very similar to normal Combat, with a few wrinkles. Damage is still dealt using the same equations based on the relative Strength of the Attacking and Defending Unit. =
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However, before the Attacker and Defender fight, there is an added combat phase called Interception. If there is any unit with Interception Range that covers the target attacked tile, then it will attempt to Intercept the Attacking Air Unit. If multiple units can Intercept, the one with higher Intercept chance does it. =
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Generally Land/Naval Units have an Intercept Range of 2 Tiles, and Air Units have an Intercept Range of their Attack Range. =
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The Intercepting Unit rolls to see if it hits. Whether it hits or not costs an Attack, and most units (without Promotions) can only Attack Once per Nation's Turn. It does NOT cost Movement Points, but Air Units that have used their Movement cannot Intercept between turns. =
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If the Intercepting Unit Hits, it deals damage according to the Combat Strength calculation to the Attacking Air Unit, potentially with any Strength Bonuses that apply to Interception. It does not receive damage from the Attacking Air Unit. =
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After Interception resolves, the Attacking Air Unit and the Defending Unit in the targeted tile do Combat as normal, with damage dealt to both sides. =
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To help deal with Interceptions, see Air Sweeps. =
Air Combat and Interception = Combate Aéreo e Interceptación
Air Combat is very similar to normal Combat, with a few wrinkles. Damage is still dealt using the same equations based on the relative Strength of the Attacking and Defending Unit. = O combate aéreo é moi similar ao combate normal, cunhas pequenas diferencias. O dano aínda se calcula utilizando as mesmas ecuacións baseadas na forza relativa da unidade atacante e da unidade defensora.
However, before the Attacker and Defender fight, there is an added combat phase called Interception. If there is any unit with Interception Range that covers the target attacked tile, then it will attempt to Intercept the Attacking Air Unit. If multiple units can Intercept, the one with higher Intercept chance does it. = Con todo, antes de que o atacante e o defensor loiten, hai unha fase de combate adicional chamada Interceptación. Se hai algunha unidade con rango de interceptación que cubra a cela atacada, intentará interceptar a unidade aérea atacante. Se múltiples unidades poden interceptar, a que teña unha maior probabilidade de interceptación será a que o faga.
Generally Land/Naval Units have an Intercept Range of 2 Tiles, and Air Units have an Intercept Range of their Attack Range. = Xeralmente, as unidades terrestres e navales teñen un rango de interceptación de 2 celas, e as unidades aéreas teñen un rango de interceptación igual ao seu rango de ataque.
The Intercepting Unit rolls to see if it hits. Whether it hits or not costs an Attack, and most units (without Promotions) can only Attack Once per Nation's Turn. It does NOT cost Movement Points, but Air Units that have used their Movement cannot Intercept between turns. = A unidade que intercepta lanza un dado para ver se acerta. Acertar ou non custa un ataque, e a maioría das unidades (sen promocións) só poden atacar unha vez por turno de cada nación. Non custa Puntos de Movemento, pero as unidades aéreas que usaron o seu movemento non poden interceptar entre quendas.
If the Intercepting Unit Hits, it deals damage according to the Combat Strength calculation to the Attacking Air Unit, potentially with any Strength Bonuses that apply to Interception. It does not receive damage from the Attacking Air Unit. = Se a unidade que intercepta acerta, inflíxe dano á unidade aérea atacante segundo o cálculo da Forza de Combate, potencialmente con calquera bonificación de forza que se aplique á interceptación. Non recibe dano da unidade aérea atacante.
After Interception resolves, the Attacking Air Unit and the Defending Unit in the targeted tile do Combat as normal, with damage dealt to both sides. = Despois de que se resolva a interceptación, a unidade aérea atacante e a unidade defensora na cela obxectivo combaten como de costume, cun dano que se inflixe a ambas as partes.
To help deal with Interceptions, see Air Sweeps. = Para axudar a lidiar coas interceptacións, consulta os Varridos Aéreos.
Air Sweeps = Varridos Aéreos
Fighter units are able to perform Air Sweeps over a tile helping clear out potential enemy Air, Sea, or Land Interceptions that can reach that tile. = As unidades "Caza" poden facer un Varrido Aéreo sobre unha casa, axudando a limpar posibles Intercepciones Aéreas, Terrestres ou Mariñas inimigas que estean a cubrir esa casa.
Fighter units are able to perform Air Sweeps over a tile helping clear out potential enemy Air, Sea, or Land Interceptions that can reach that tile. = As unidades "Caza" poden facer un Varrido Aéreo sobre unha cela, axudando a limpar posibles Intercepciones Aéreas, Terrestres ou Mariñas inimigas que estean a cubrir esa cela.
While this Action will take an Attack, the benefit is drawing out Interceptions to help protect your other Air Units. Especially your Bombers. = Aínda que esta acción suporá un ataque, o beneficio é sacar interceptacións para axudar a protexer as outras unidades aéreas. Especialmente os teus Bombardeiros.
Your unit will always draw an Interception, if one can reach the target tile, even if the Intercepting unit has a chance to miss. = A túa unidade sempre debuxará unha intercepción, se un pode alcanzar a casa de destino, aínda que a unidade interceptante teña a posibilidade de fallar.
Your unit will always draw an Interception, if one can reach the target tile, even if the Intercepting unit has a chance to miss. = A túa unidade sempre debuxará unha intercepción, se un pode alcanzar a cela de destino, aínda que a unidade interceptante teña a posibilidade de fallar.
If the Interceptor is not an Air Unit (eg Land or Sea), the Air Sweeping unit and Interceptor take no damage! = Se o Interceptor non é unha unidade Aérea (osea terrestre ou mariña), a unidade que Varre e o Interceptor non toman dano!
If the Interceptor is an Air Unit, the two units will damage each other in a straight fight with no Interception bonuses. And only the Attacking Air Sweep Unit gets any Air Sweep strength bonuses. = Se o Interceptor é unha unidade Aérea, as dúas unidades iniciarán un combate onde toman dano, e ningún recibe bonus de Intercepción. Ademais, só a unidade que Varre recibe bonuses por Varrido Aéreo.
If the Interceptor is an Air Unit, the two units will damage each other in a straight fight with no Interception bonuses. And only the Attacking Air Sweep Unit gets any Air Sweep strength bonuses. = Se o Interceptor é unha unidade Aérea, as dúas unidades iniciarán un combate onde toman dano, e ningún recibe bonificacions de Intercepción. Ademais, só a unidade que Varre recibe bonificacións por Varrido Aéreo.
City Tile Blockade = Bloqueo de casa da cidade
One of your tiles is blocked by an enemy: when an enemy unit stands on a tile you own, the tile will not produce yields and cannot be worked by a city this turn. City will reallocate population from a blocked tile automatically. = Unha das túas casas bloquéase cando unha unidade inimiga ocupa a casa. Debido a isto, a casa non pode ser traballada pola poboación nin dará rendemento mentres estea ocupada. A cidade reatribuirá automaticamente a poboación que traballaba alí.
Enemy military land units block tiles they are standing on. Enemy military naval units additionally block adjacent water tiles. To protect your tiles from blockade, place a friendly military unit on it or fight off invaders. = As unidades terrestres militares inimigas bloquean as casas nas que están paradas. As unidades navais militares inimigas bloquean ademais as casas de auga adxacentes. Para protexer as túas pezas do bloqueo, coloca nela unha unidade militar amiga ou loita contra os invasores.
City Tile Blockade = Bloqueo de cela da cidade
One of your tiles is blocked by an enemy: when an enemy unit stands on a tile you own, the tile will not produce yields and cannot be worked by a city this turn. City will reallocate population from a blocked tile automatically. = Unha das túas celas bloquéase cando unha unidade inimiga ocupa a cela. Debido a isto, a cela non pode ser traballada pola poboación nin dará rendemento mentres estea ocupada. A cidade reatribuirá automaticamente a poboación que traballaba alí.
Enemy military land units block tiles they are standing on. Enemy military naval units additionally block adjacent water tiles. To protect your tiles from blockade, place a friendly military unit on it or fight off invaders. = As unidades terrestres militares inimigas bloquean as celas nas que están paradas. As unidades navais militares inimigas bloquean ademais as celas de auga adxacentes. Para protexer as túas pezas do bloqueo, coloca nela unha unidade militar amiga ou loita contra os invasores.
City Blockade = Bloqueo a Cidade (Bloqueo Naval)
One of your cities is under a naval blockade! When all adjacent water tiles of a coastal city are blocked - city loses harbor connection to all other cities, including capital. Make sure to de-blockade cities by deploying friendly military naval units to fight off invaders. = Cando todas as casas mariñas que están xunto á túa cidade están baixo control de navíos inimigos, a cidade está bloqueada, perdendo a conección mariña de todas as cidades, incluíndo a capital. A única é loitar ata liberarse do bloqueo.
One of your cities is under a naval blockade! When all adjacent water tiles of a coastal city are blocked - city loses harbor connection to all other cities, including capital. Make sure to de-blockade cities by deploying friendly military naval units to fight off invaders. = Cando todas as celas mariñas que están xunto á túa cidade están baixo control de navíos inimigos, a cidade está bloqueada, perdendo a conección mariña de todas as cidades, incluíndo a capital. A única é loitar ata liberarse do bloqueo.
Spies! = Espías!
The first time a civ reaches the Renaissance era each nation gets one spy. Every time a civ reaches an era afterwards they get one more spy. = A primeira vez que un civ chega á era do Renacemento, cada nación recibe un espía. Cada vez que un civ chega a unha era despois recibe un espía máis.
@ -7036,7 +7004,7 @@ Each category has a list of entries on the left of the screen, sorted alphabetic
Lines can link to other Civilopedia entries, they are marked with a chain link symbol like this one. You can click anywhere on the line to follow the link. = Algunhas liñas están conectadas a outras páxinas da Civilopedia, que están marcadas cunha cadeiña como esta. Pódeselle dar clic en calquera parte da liña para entrar.
The current category is special - all articles on general concepts are here. It is called 'Tutorials' because you can revisit these here, too. = A categoría actuál é especial - aquí están todos os artigos dos conceptos xerais. Chámase "Titoriais" porque aquí pódense volver ver tamén.
What information can I find = Cal información podo atopar
The data shown is not dependent on your current game's situation, e.g. bonuses for the nation you are playing or difficulty modifiers will not affect the numbers. = Os datos mostrados aquí non son dependentes da túa partida actual, e.j. os bonuses da nación que estás a usar ou os modificadores de dificultade non afectarán os números.
The data shown is not dependent on your current game's situation, e.g. bonuses for the nation you are playing or difficulty modifiers will not affect the numbers. = Os datos mostrados aquí non son dependentes da túa partida actual, por exemplo as bonificacións da nación que estás a usar ou os modificadores de dificultade non afectarán os números.
However, it will reflect the mods you are playing! The combination of base ruleset and extension mods you select define the rules of a game, what objects exist and how they interact, and the Civilopedia mirrors these rules. = Pero, si que vai reflectir os mods que estean en uso! A combinación de mods de Regulamento e de Extensión definirán as regras da partida, que obxectos existen e como funcionan, e a Civilopedia reflicte estes cambios.
If you opened the Civilopedia from the main menu, the "Ruleset" will be that of the last game you started. = Se abre a Civilopedia desde o menú principal, o "Regulamento" será o da última partida que creou.
Letters can select categories, and when there are multiple categories matching the same letter, you can press that repeatedly to cycle between these. = Algunhas letras poden abrir categorías, e cando hai varias categorías coa mesma letra, podes presionar repetidamente a tecla para saltar entre estas.
@ -7068,9 +7036,9 @@ On the Tech screen, right-click or long press a technology to automatically queu
Right-click or long press multiple techs to append them to the research queue, whatever their branch is. = Fai clic co botón dereito do rato ou mantén presionados varios técnicos para engadilos á cola de investigación, sexa cal sexa a súa rama.
Overview screens = Pantallas de visión xeral
Reveal known resources on world screen = Revela recursos coñecidos na pantalla mundial
In the Resources overview, click on a resource icon to center the world screen on tiles already discovered and providing this resource. = Na vista xeral de Recursos, fai clic na icona dun recurso para centrar a pantalla do mundo nas casas xa descubertas e proporcionando este recurso.
Alternatively, click on the "Unimproved" number to center the world screen only on owned (by you or your allied City-states) tiles where the resource is not improved. = Alternativamente, fai clic no número "Non mellorado" para centrar a pantalla do mundo só nas casas que tes (ti ou das túas cidades-estado aliadas) onde non se mellore o recurso.
If more than one tile is available, click repeatedly on the notification to cycle through all of them. = Se hai máis dunha casa dispoñible, fai clic varias veces na notificación para percorrelas todas.
In the Resources overview, click on a resource icon to center the world screen on tiles already discovered and providing this resource. = Na vista xeral de Recursos, fai clic na icona dun recurso para centrar a pantalla do mundo nas celas xa descubertas e proporcionando este recurso.
Alternatively, click on the "Unimproved" number to center the world screen only on owned (by you or your allied City-states) tiles where the resource is not improved. = Alternativamente, fai clic no número "Non mellorado" para centrar a pantalla do mundo só nas celas que tes (ti ou das túas cidades-estado aliadas) onde non se mellore o recurso.
If more than one tile is available, click repeatedly on the notification to cycle through all of them. = Se hai máis dunha cela dispoñible, fai clic varias veces na notificación para percorrelas todas.
Show diagram line colors = Mostrar as cores das liñas do diagrama
In Politics overview > Show diagram, you can click anywhere inside the diagram to display a table listing all relationship line colors and their meaning. = En Visión xeral de Política > Mostrar diagrama, pode facer clic en calquera lugar dentro do diagrama para mostrar unha táboa que enumera todas as cores das liñas de relación e o seu significado.
Miscellaneous = miscelánea

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@ -1172,7 +1172,7 @@ Promote = Promosi
Health = Kesehatan
Disband unit = Bubarkan unit
Do you really want to disband this unit? = Apakah kamu benar ingin membubarkan unit ini?
Disband this unit for [goldAmount] gold? = Bubarkan unit ini untuk ditukar dengan [goldAmount] emas?
Disband this unit for [goldAmount] gold? = Bubarkan unit ini untuk [goldAmount] emas?
Gift unit = Hadiahkan unit
Explore = Jelajah
Stop exploration = Hentikan penjelajahan
@ -2019,7 +2019,7 @@ Nullifies Growth [cityFilter] = Mengosongkan Pertumbuhan [cityFilter]
[relativeAmount]% Production towards any buildings that already exist in the Capital = [relativeAmount]% Produksi terhadap setiap bangunan yang ada di Ibu Kota
Provides military units every ≈[amount] turns = Menyediakan unit militer setiap ≈[amount] giliran
Provides a unique luxury = Menyediakan barang mewah unik
Military Units gifted from City-States start with [amount] XP = Unit militer yang diberikan oleh Negara-Kota mendapatkan [amount] XP di awal
Military Units gifted from City-States start with [amount] XP = Unit militer yang diberikan oleh Negara-Kota memulai dengan [amount] XP
Militaristic City-States grant units [amount] times as fast when you are at war with a common nation = Negara-Kota Militeristik memberikan unit [amount] kali lipat lebih cepat ketika kamu sama-sama berperang melawan musuh yang sama
Gifts of Gold to City-States generate [relativeAmount]% more Influence = Pemberian Emas ke Negara-Kota menghasilkan [relativeAmount]% lebih banyak Pengaruh
Can spend Gold to annex or puppet a City-State that has been your ally for [amount] turns. = Dapat menggunakan Emas untuk mencaplok atau menjadikan Negara-Kota sebuah kota boneka yang telah menjadi Sekutumu untuk [amount] giliran.
@ -4548,7 +4548,7 @@ Philantropy = Filantropi
Aesthetics = Estetika
Scholasticism = Skolastisisme
Cultural Diplomacy = Diplomasi Kultural
Educated Elite = Elit Berpendidikan
Educated Elite = Elite Berpendidikan
Patronage Complete = Patronasi Lengkap
Patronage = Patronasi
@ -6732,30 +6732,30 @@ You have entered a Golden Age!\nGolden age points are accumulated each turn by t
Roads and Railroads = Jalan dan Rel Kereta
# Requires translation!
Roads reduce the Movement Points required to move between two tiles connected by Roads. =
Roads reduce the Movement Points required to move between two tiles connected by Roads. = Jalan mengurangi Poin Pergerakan yang diperlukan untuk bergerak di antara dua daerah yang dihubungkan oleh Jalan.
# Requires translation!
Railroads improve this reduction even more! =
Railroads improve this reduction even more! = Rel Kereta meningkatkan pengurangan lebih banyak.
# Requires translation!
This greatly improves the speed you can get Units around the map. =
This greatly improves the speed you can get Units around the map. = Ini sangat meningkatkan kecepatan yang kamu bisa dapat Unit di sekitar peta.
# Requires translation!
Until you research the technology that removes it, Roads do not cross Rivers =
Until you research the technology that removes it, Roads do not cross Rivers = Sampai kamu meneliti teknologi yang menghilangkannya, Jalan tidak menyeberangi Sungai.
# Requires translation!
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. =
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. = Menghubungkan kota-kotamu ke ibu kota dengan Jalan dan/atau Rel Kereta akan menghasilkan Emas melalui Rute Perdagangan.
# Requires translation!
However, since each Road and Railroad have a Maintenance Cost, it may be more economical to wait until the cities grow and only place where needed. =
However, since each Road and Railroad have a Maintenance Cost, it may be more economical to wait until the cities grow and only place where needed. = Namun, karena tiap Jalan dan Rel Kereta memiliki Biaya Pemeliharaan, ini mungkin lebih ekonomis untuk menunggu sampai kota-kota berkembang dan hanya tempatkan di mana itu diperlukan.
# Requires translation!
Trade Route =
Trade Route = Rute Perdagangan
# Requires translation!
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. You earn more Gold the more Population the City and your Capital has. =
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. You earn more Gold the more Population the City and your Capital has. = Menghubungkan kota-kotamu dengan Jalan dan/atau Rel Kereta akan menghasilkan Emas melalui Rute Perdagangan. Kamu mendapatkan lebih banyak Emas dan lebih banyak Populasi yang Kota dan Ibu Kotamu miliki.
# Requires translation!
Note that each road costs 1 Gold Maintenance per turn, and each Railroad costs 2 Gold, so it may be more economical to wait until the cities grow! =
Note that each road costs 1 Gold Maintenance per turn, and each Railroad costs 2 Gold, so it may be more economical to wait until the cities grow! = Catat bahwa tiap jalan memerlukan biaya 1 Emas Pemeliharaan per giliran, dan tiap Rel Kereta memerlukan biaya 2 Emas, jadi ini mungkin lebih ekonomis untuk menunggu sampai kota-kota berkembang!
# Requires translation!
Railroads connecting a city to the Capital also provide a 25% Production Boost to the City, but not the Capital. =
Railroads connecting a city to the Capital also provide a 25% Production Boost to the City, but not the Capital. = Rel Kereta yang menghubungkan sebuah kota ke Ibu Kota juga menyediakan 25% Dorongan Produksi kepada Kota, tetapi bukan Ibu Kota.
# Requires translation!
Trade Routes are also connected over Water via certain buildings like the Harbor. As long as there is a chain that can reach the Capital, there's a Trade Route. Look for this symbol in Yellow below the City Name to mean you have an active Trade Route to your Capital. =
Trade Routes are also connected over Water via certain buildings like the Harbor. As long as there is a chain that can reach the Capital, there's a Trade Route. Look for this symbol in Yellow below the City Name to mean you have an active Trade Route to your Capital. = Rute Perdagangan juga terhubung di atas Air melalui bangunan-bangunan tertentu seperti Pelabuhan. Selama ada rantai yang dapat mencapai Ibu Kota, ada Rute Perdagangan. Carilah simbol ini pada Kuning di bawah Nama Kota agar berarti kamu memiliki Rute Perdagangan aktif ke Ibu Kotamu.
# Requires translation!
Trade Routes can get broken either by Blockades or by Removing/Pillaging the connecting Road/Railroad chain. =
Trade Routes can get broken either by Blockades or by Removing/Pillaging the connecting Road/Railroad chain. = Rute Perdagangan dapat hancur baik dengan Blokade atau dengan Menghancurkan/Menjarah rantai Jalan/Rel Kereta yang terhubung.
Victory Types = Jenis Kemenangan
Once youve settled your first two or three cities youre probably 100 to 150 turns into the game.\nNow is a good time to start thinking about how, exactly, you want to win if you havent already. = Ketika kamu telah mendirikan dua atau tiga kota pertamamu, kemungkinan kamu telah 100 sampai 150 giliran dalam game ini.\nSekarang waktu yang baik untuk memikirkan dengan cara apa kamu mau menang jika kamu belum memikirkannya.
@ -6955,21 +6955,21 @@ During the We Love The King Day, the city will grow 25% faster. = Pada Hari Kami
This means exploration and trade is important to grow your cities! = Ini berarti penjelajahan dan perdagangan penting agar kotamu berkembang!
# Requires translation!
Air Combat and Interception =
Air Combat and Interception = Pertempuran Udara dan Pencegatan
# Requires translation!
Air Combat is very similar to normal Combat, with a few wrinkles. Damage is still dealt using the same equations based on the relative Strength of the Attacking and Defending Unit. =
Air Combat is very similar to normal Combat, with a few wrinkles. Damage is still dealt using the same equations based on the relative Strength of the Attacking and Defending Unit. = Pertempuran Udara sangat mirip dengan Pertempuran biasa, dengan sedikit kerutan. Kerusakan masih diterima menggunakan persamaan yang sama berdasarkan Kekuatan relatif dari Unit Penyerang dan Pelindung.
# Requires translation!
However, before the Attacker and Defender fight, there is an added combat phase called Interception. If there is any unit with Interception Range that covers the target attacked tile, then it will attempt to Intercept the Attacking Air Unit. If multiple units can Intercept, the one with higher Intercept chance does it. =
However, before the Attacker and Defender fight, there is an added combat phase called Interception. If there is any unit with Interception Range that covers the target attacked tile, then it will attempt to Intercept the Attacking Air Unit. If multiple units can Intercept, the one with higher Intercept chance does it. = Namun, sebelum Penyerang dan Pelindung bertempur, ada sebuah fase pertempuran tambahan yang disebut Pencegatan. Jika ada satu unit dengan Jarak Pencegatan yang meliputi daerah serangan target, lalu dia akan mencoba untuk Mencegat Unit Penyerang Udara. Jika banyak unit dapat Mencegat, yang memiliki kesempatan Mencegat lebih tinggi akan melakukannya.
# Requires translation!
Generally Land/Naval Units have an Intercept Range of 2 Tiles, and Air Units have an Intercept Range of their Attack Range. =
Generally Land/Naval Units have an Intercept Range of 2 Tiles, and Air Units have an Intercept Range of their Attack Range. = Pada umumnya Unit Darat/Air memiliki Jarak Pencegatan berkisar 2 Daerah, dan Unit Udara memilik Jarak Pencegatan dari Jarak Serangan mereka.
# Requires translation!
The Intercepting Unit rolls to see if it hits. Whether it hits or not costs an Attack, and most units (without Promotions) can only Attack Once per Nation's Turn. It does NOT cost Movement Points, but Air Units that have used their Movement cannot Intercept between turns. =
The Intercepting Unit rolls to see if it hits. Whether it hits or not costs an Attack, and most units (without Promotions) can only Attack Once per Nation's Turn. It does NOT cost Movement Points, but Air Units that have used their Movement cannot Intercept between turns. = Unit Pencegat berputar untuk melihat serangannya kena. Jika itu kena atau tidak memerlukan biaya sebuah Serangan, dan kebanyakan unit (tanpa Promosi) hanya dapat Menyerang Sekali per Giliran Bangsa. Ini TIDAK memerlukan biaya Poin Pergerakan, tetapi Unit Udara yang telah menggunakan Pergerakan mereka tidak dapat Mencegat di antara giliran.
# Requires translation!
If the Intercepting Unit Hits, it deals damage according to the Combat Strength calculation to the Attacking Air Unit, potentially with any Strength Bonuses that apply to Interception. It does not receive damage from the Attacking Air Unit. =
If the Intercepting Unit Hits, it deals damage according to the Combat Strength calculation to the Attacking Air Unit, potentially with any Strength Bonuses that apply to Interception. It does not receive damage from the Attacking Air Unit. = Jika Unit Pencegat Kena, serangannya memberikan kerusakan tergantung pada perhitungan Kekuatan Pertempuran pada Unit Udara Penyerang, berpotensi dengan beberapa Bonus Kekuatan yang diterapkan pada Pencegatan. Unit tidak menerima kerusakan dari Unit Udara Penyerang.
# Requires translation!
After Interception resolves, the Attacking Air Unit and the Defending Unit in the targeted tile do Combat as normal, with damage dealt to both sides. =
After Interception resolves, the Attacking Air Unit and the Defending Unit in the targeted tile do Combat as normal, with damage dealt to both sides. = Setelah Pencegatan selesai, Unit Udara Penyerang dan Unit Pelindung di daerah yang ditargetkan melakukan Pertempuran seperti biasa, dengan kerusakan yang diberikan kepada kedua sisi.
# Requires translation!
To help deal with Interceptions, see Air Sweeps. =
To help deal with Interceptions, see Air Sweeps. = Untuk membantu menangani Pencegatan, lihat Sweeping Udara.
Air Sweeps = Sweeping Udara
Fighter units are able to perform Air Sweeps over a tile helping clear out potential enemy Air, Sea, or Land Interceptions that can reach that tile. = Unit pesawat tempur dapat melakukan Sweeping Udara pada suatu daerah untuk menyapu bersih potensi Pencegatan Udara, Laut, maupun Darat yang dilakukan musuh yang dapat mencapai daerah tersebut.

View File

@ -2797,7 +2797,8 @@ Pan Up Alternate = Panoramica su (alternata)
Pan Left Alternate = Panoramica sinistra (alternata)
Pan Down Alternate = Panoramica giù (alternata)
Pan Right Alternate = Panoramica destra (alternata)
Connect road = Connetti strada
Connect road = Itinerario
Connect road complete! = Itinerario completato!
Transform = Trasforma
Repair = Ripara
Start Golden Age = Avvia Età dell'Oro.
@ -6737,31 +6738,19 @@ There are 2 main ways to combat unhappiness:\n by building happiness buildings
You have entered a Golden Age!\nGolden age points are accumulated each turn by the total happiness \n of your civilization\nWhen in a golden age, culture and production generation increases +20%,\n and every tile already providing at least one gold will provide an extra gold. = Sei entrato in un'Età dell'Oro! Che fortuna!\nI punti Età dell'Oro si accumulano ad ogni turno dalla felicità totale della tua civiltà.\nDurante l'Età dell'Oro, generi il 20% in più di Cultura e Produzione, e ogni casella che frutta minimo un punto Oro ne frutta uno aggiuntivo.
Roads and Railroads = Strade e ferrovie
# Requires translation!
Roads reduce the Movement Points required to move between two tiles connected by Roads. =
# Requires translation!
Railroads improve this reduction even more! =
# Requires translation!
This greatly improves the speed you can get Units around the map. =
# Requires translation!
Until you research the technology that removes it, Roads do not cross Rivers =
# Requires translation!
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. =
# Requires translation!
However, since each Road and Railroad have a Maintenance Cost, it may be more economical to wait until the cities grow and only place where needed. =
Roads reduce the Movement Points required to move between two tiles connected by Roads. = Le Strade riducono i Punti Movimento richiesti per spostarsi tra due caselle da esse connesse.
Railroads improve this reduction even more! = Tale riduzione aumenta con le Ferrovie!
This greatly improves the speed you can get Units around the map. = Questo accellera la velocità di spostamento delle unità per la mappa.
Until you research the technology that removes it, Roads do not cross Rivers = Le Strade tuttavia attraverseranno i fiumi solo tramite una tecnologia propedeutica.
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. = Le città connesse alla Capitale tramite Strade e persino Ferrovie genereranno Oro extra tramite le vie commerciali.
However, since each Road and Railroad have a Maintenance Cost, it may be more economical to wait until the cities grow and only place where needed. = Poiché tuttavia ogni Strada e Ferrovia possiede un costo di mantenimento, è più economico attendere che le città crescano abbastanza e costruirle solo dove servono.
# Requires translation!
Trade Route =
# Requires translation!
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. You earn more Gold the more Population the City and your Capital has. =
# Requires translation!
Note that each road costs 1 Gold Maintenance per turn, and each Railroad costs 2 Gold, so it may be more economical to wait until the cities grow! =
# Requires translation!
Railroads connecting a city to the Capital also provide a 25% Production Boost to the City, but not the Capital. =
# Requires translation!
Trade Routes are also connected over Water via certain buildings like the Harbor. As long as there is a chain that can reach the Capital, there's a Trade Route. Look for this symbol in Yellow below the City Name to mean you have an active Trade Route to your Capital. =
# Requires translation!
Trade Routes can get broken either by Blockades or by Removing/Pillaging the connecting Road/Railroad chain. =
Trade Route = Rotte commerciali
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. You earn more Gold the more Population the City and your Capital has. = Le città connesse alla Capitale tramite Strade e persino Ferrovie genereranno Oro extra tramite le vie commerciali, a seconda della popolazione nella Capitale e nella città a essa connessa.
Note that each road costs 1 Gold Maintenance per turn, and each Railroad costs 2 Gold, so it may be more economical to wait until the cities grow! = Ricorda che ogni Strada e Ferrovia possiede un costo di mantenimento di 1 e 2 Oro rispettivamente, quindi è più economico attendere che le città crescano abbastanza e costruirle solo dove servono.
Railroads connecting a city to the Capital also provide a 25% Production Boost to the City, but not the Capital. = Inoltre, le Ferrovie che compiono collegamenti cittadini aumentano del 25% la Produzione alla città, ma non alla Capitale.
Trade Routes are also connected over Water via certain buildings like the Harbor. As long as there is a chain that can reach the Capital, there's a Trade Route. Look for this symbol in Yellow below the City Name to mean you have an active Trade Route to your Capital. = I collegamenti avvengono anche via mare tramite edifici come il Porto. I collegamenti esistono finché esiste una catena che raggiunge la Capitale. Se vedi il simbolo in giallo sotto il nome della città, vuol dire che essa è collegata alla tua Capitale.
Trade Routes can get broken either by Blockades or by Removing/Pillaging the connecting Road/Railroad chain. = I collegamenti possono interrompersi tramite i blocchi o saccheggiando la catena di Strade e/o Ferrovie.
Victory Types = Condizioni di vittoria
Once youve settled your first two or three cities youre probably 100 to 150 turns into the game.\nNow is a good time to start thinking about how, exactly, you want to win if you havent already. = Una volta fondate le tue prime due/tre città, saranno passati meno di 100, forse 150 turni.\nOra dovresti pensare a come, esattamente, vincere il gioco - se non l'hai già fatto.
@ -6960,22 +6949,14 @@ If you manage to acquire the demanded luxury by trade, expansion, or conquest, t
During the We Love The King Day, the city will grow 25% faster. = Durante tale celebrazione, la città crescerà il 25% più in fretta.
This means exploration and trade is important to grow your cities! = Questo rende l'esplorazione e il commercio molto importanti per la crescita delle città.
# Requires translation!
Air Combat and Interception =
# Requires translation!
Air Combat is very similar to normal Combat, with a few wrinkles. Damage is still dealt using the same equations based on the relative Strength of the Attacking and Defending Unit. =
# Requires translation!
However, before the Attacker and Defender fight, there is an added combat phase called Interception. If there is any unit with Interception Range that covers the target attacked tile, then it will attempt to Intercept the Attacking Air Unit. If multiple units can Intercept, the one with higher Intercept chance does it. =
# Requires translation!
Generally Land/Naval Units have an Intercept Range of 2 Tiles, and Air Units have an Intercept Range of their Attack Range. =
# Requires translation!
The Intercepting Unit rolls to see if it hits. Whether it hits or not costs an Attack, and most units (without Promotions) can only Attack Once per Nation's Turn. It does NOT cost Movement Points, but Air Units that have used their Movement cannot Intercept between turns. =
# Requires translation!
If the Intercepting Unit Hits, it deals damage according to the Combat Strength calculation to the Attacking Air Unit, potentially with any Strength Bonuses that apply to Interception. It does not receive damage from the Attacking Air Unit. =
# Requires translation!
After Interception resolves, the Attacking Air Unit and the Defending Unit in the targeted tile do Combat as normal, with damage dealt to both sides. =
# Requires translation!
To help deal with Interceptions, see Air Sweeps. =
Air Combat and Interception = Combattimento aereo e Intercettazioni
Air Combat is very similar to normal Combat, with a few wrinkles. Damage is still dealt using the same equations based on the relative Strength of the Attacking and Defending Unit. = Il combattimento aereo è un po' diverso da quelli terrestre e anfibio. Il danno rimane inflitto usando le stesse equazioni in base alle Forze relative delle unità attaccante e difensore.
However, before the Attacker and Defender fight, there is an added combat phase called Interception. If there is any unit with Interception Range that covers the target attacked tile, then it will attempt to Intercept the Attacking Air Unit. If multiple units can Intercept, the one with higher Intercept chance does it. = Prima di ciò, tuttavia, c'è una fase aggiuntiva chiamata Intercettazione. Se vi è almeno un'unità nel raggio d'intercettazione che copre la casella bersaglio, essa tenterà di intercettare l'unità aerea in attacco. Se vi sono più unità in grado di farlo, lo farà quella dalle probabilità maggiori.
Generally Land/Naval Units have an Intercept Range of 2 Tiles, and Air Units have an Intercept Range of their Attack Range. = IN generale le unità terrestri e anfibie possiedono un raggio d'intercettazioni di 2 caselle, mentre quelle aeree hanno un raggio uguale a quello d'attacco.
The Intercepting Unit rolls to see if it hits. Whether it hits or not costs an Attack, and most units (without Promotions) can only Attack Once per Nation's Turn. It does NOT cost Movement Points, but Air Units that have used their Movement cannot Intercept between turns. = L'unità che intercetta tira a sorte per vedere se va a segno. A prescindere dall'esito consumerà una mossa d'attacco, e quasi tutte le unità (senza Promozioni) possono attaccare solo una volta al turno. Non costa alcun punto Movimento, ma le unità aeree che restano senza Punti Movimento non possono incapaci di intercettare.
If the Intercepting Unit Hits, it deals damage according to the Combat Strength calculation to the Attacking Air Unit, potentially with any Strength Bonuses that apply to Interception. It does not receive damage from the Attacking Air Unit. = Se un'unità riesce a intercettare, infligge danni secondo il calcolo della Forza di Combattimento dell'unità aerea in attacco, potenzialmente con qualche bonus Forza che si applica all'intercettazione, e non riceve danni dall'unità aerea.
After Interception resolves, the Attacking Air Unit and the Defending Unit in the targeted tile do Combat as normal, with damage dealt to both sides. = Finita l'intercettazione, l'unità area attaccante e il difensore combattono come di consueto, con danni inflitti a entrambe le parti.
To help deal with Interceptions, see Air Sweeps. = Per aiutarti con le Intercettazioni, vedi Perlustrazione
Air Sweeps = Perlustrazione
Fighter units are able to perform Air Sweeps over a tile helping clear out potential enemy Air, Sea, or Land Interceptions that can reach that tile. = I caccia possono eseguire una Perlustrazione su una casella per scovare potenziali intercettatori aereii, marittimi o terrestri che possono raggiungere quella casella.

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@ -140,7 +140,7 @@ Declare war = 宣战
Declare war on [civName]? = 向[civName]宣战吗?
[civName] will also join them in the war = [civName]也将一同参战
An unknown civilization will also join them in the war = 另一个未遇见的文明也将一同参战
This will cancel your defensive pact with [civName] = 此举将撕毁与[civName]的防御条约
This will cancel your defensive pact with [civName] = 此举将撕毁与[civName]的共同防御条约
Go to on map = 前往首都
Let's begin! = 开始Unicv - Unciv中文社区QQ群675179266
[civName] has declared war on us! = [civName]向我们宣战了!
@ -272,13 +272,13 @@ Irrational = 无理
Personality = 个性
Influence = 影响力
Ally: [civilization] with [amount] Influence = 当前同盟[civilization] 影响力:[amount]
Ally: [civilization] with [amount] Influence = 当前宗主国[civilization] 影响力:[amount]
Unknown civilization = 未知文明
Reach 30 for friendship. = 影响力到达30以建立友谊
Reach highest influence above 60 for alliance. = 影响力≥60且高于其他文明以成为友邦同盟
Reach highest influence above 60 for alliance. = 影响力≥60且高于其他文明以成为附属城邦
When Friends: = 当为朋友时:
When Allies: = 当为盟友时:
The unique luxury is one of: = 拥有下面一个独一无二的奢侈品资源:
The unique luxury is one of: = 拥有下面一个独的奢侈品资源:
Demand Tribute = 索要贡品
Tribute Willingness = 朝贡意愿
At least 0 to take gold, at least 30 and size 4 city for worker = 索取金钱需要总和达到0索取工人需要总和达到30且拥有4级城市
@ -321,7 +321,7 @@ Keep going = 继续...
There's nothing on the table = 未选择任何交易
Peace Treaty = 和平条约
Agreements = 协定
Defensive Pact = 防御条约
Defensive Pact = 共同防御条约
Open Borders = 开放边境
Gold per turn = 金钱/回合
Cities = 城市
@ -1481,7 +1481,7 @@ Show global politics = 显示全球政治概览
Show diagram = 显示图形列表
Diagram line colors = 图形线段颜色
At war with [enemy] = 正在与[enemy]交战
Defensive pact with [civName] = 于[civName]的防御条约
Defensive pact with [civName] = 于[civName]的共同防御条约
Friends with [civName] = 与 [civName] 文明之间十分友好
an unknown civilization = 与未知文明
[numberOfTurns] Turns Left = 剩余[numberOfTurns]回合
@ -2024,11 +2024,11 @@ Militaristic City-States grant units [amount] times as fast when you are at war
Gifts of Gold to City-States generate [relativeAmount]% more Influence = 赠与城邦金钱提升的影响力+[relativeAmount]%
Can spend Gold to annex or puppet a City-State that has been your ally for [amount] turns. = 可以花费金钱吞并或傀儡一个已经是你的盟友[amount]回合的城邦。
City-State territory always counts as friendly territory = 城邦领土始终视为友好领土
Allied City-States will occasionally gift Great People = 缔结同盟的城邦随机赠送伟人
Allied City-States will occasionally gift Great People = 附属城邦随机赠送伟人
Will not be chosen for new games = 不能在新游戏中选择
[relativeAmount]% City-State Influence degradation = 对城邦影响减少成度增加[relativeAmount]%
Resting point for Influence with City-States is increased by [amount] = 对所有城邦的影响力的基准值+[amount]
Allied City-States provide [stat] equal to [relativeAmount]% of what they produce for themselves = 缔结同盟的城邦提供自身[stat]的[relativeAmount]%
Allied City-States provide [stat] equal to [relativeAmount]% of what they produce for themselves = 附属城邦提供自身[stat]的[relativeAmount]%
[relativeAmount]% resources gifted by City-States = [relativeAmount]% 城邦赠送的资源
[relativeAmount]% Happiness from luxury resources gifted by City-States = [relativeAmount]% 城邦赠送的奢侈资源带来的快乐
City-State Influence recovers at twice the normal rate = 对城邦的影响力恢复速度是正常水平的两倍
@ -2445,20 +2445,20 @@ Provides the cheapest [stat] building in your first [positiveAmount] cities for
Provides a [buildingName] in your first [positiveAmount] cities for free = 前[positiveAmount]座城市免费获得一座[buildingName]
Triggers a [event] event = 触发事件:[event]
upon discovering [techFilter] technology = 一旦研究[techFilter]
upon entering the [era] = 进入[era]
upon entering the [era] = 一旦进入[era]
upon entering a new era = 一旦进入新时代
upon adopting [policy/belief] = 推行[policy/belief]
upon declaring war with a major Civilization = 向主要文明宣战
upon declaring friendship = 宣布友谊宣言
upon declaring a defensive pact = 宣布防御条约
upon entering a Golden Age = 进入黄金时代
upon conquering a city = 占领一个城市
upon founding a city = 建立一个城市
upon building a [improvementFilter] improvement = 修建[improvementFilter]
upon discovering a Natural Wonder = 发现自然奇观
upon constructing [buildingFilter] = 建造[buildingFilter]
upon constructing [buildingFilter] [cityFilter] = [cityFilter]建造[buildingFilter]
upon gaining a [baseUnitFilter] unit = 获得 [baseUnitFilter] 单位
upon adopting [policy/belief] = 一旦推行[policy/belief]
upon declaring war with a major Civilization = 一旦向主要文明宣战
upon declaring friendship = 一旦宣布友谊宣言
upon declaring a defensive pact = 一旦宣布共同防御条约
upon entering a Golden Age = 一旦进入黄金时代
upon conquering a city = 一旦占领城市
upon founding a city = 一旦建立城市
upon building a [improvementFilter] improvement = 一旦修建[improvementFilter]
upon discovering a Natural Wonder = 一旦发现自然奇观
upon constructing [buildingFilter] = 一旦建造[buildingFilter]
upon constructing [buildingFilter] [cityFilter] = 一旦[cityFilter]建造[buildingFilter]
upon gaining a [baseUnitFilter] unit = 一旦获得[baseUnitFilter]单位
upon turn end = 回合结束时
upon founding a Pantheon = 创建万神殿时
upon founding a Religion = 创建宗教时
@ -2663,8 +2663,7 @@ all healing effects doubled = 所有治疗效果翻倍
The Spaceship = 宇宙飞船
Units ending their turn on [Mountain] tiles take [50] damage = 在[Mountain]上结束回合的单位将受到[50]伤害
Maya Long Count calendar cycle = 玛雅长历法
# Requires translation!
Meet another civilization =
Meet another civilization = 接触其他文明
Triggerable = 触发型
UnitTriggerable = 单位触发型
Global = 全球
@ -3172,7 +3171,7 @@ Hello stranger! I am Alexandros, son of kings and grandson of the gods! = 幸会
My friend, does this seem reasonable to you? = 我的朋友,这笔交易对你还算公平吧?
Greetings! = 欢迎您的到来!
What? = 所为何事?
Hellenic League = 城邦同盟
Hellenic League = 万邦来朝
Great King Alexander, leader of the mighty Greek nation, you are truly blessed by the gods. In 480 BC, quarrelsome city-states such as Athens, Sparta, Thebes, found a way to join their forces, allowing Greece to defeat the mighty Persia in the 5th century BC, both on land and sea. Following their example, you lead a Greek coalition and finally struck down the Persian Empire in 331 BC. You conquered almost all the known world, and from Europe to Africa to India, you built an empire unmatched by any before it. = 伟大的亚历山大大帝伟大的希腊国家的领袖你享有着众神的祝福。公元前480年雅典、斯巴达、底比斯等征战不休的城邦找到了联合起来的方法使希腊在公元前5世纪在陆地和海上击败了强大的波斯。以他们为榜样你领导了一个希腊联盟最终在公元前331年击败了波斯帝国。你征服了几乎所有已知的世界从欧洲到非洲再到印度你建立了一个前所未有的帝国。
Megalexandros, son of Zeus, will you ride Bucephalas again, to gift the world with the brightness of the Greek culture? Will your new empire shine through the ages of history? = 宙斯的儿子梅加勒克桑德罗斯,你会再次骑上布塞法勒斯,用希腊文化的光辉来馈赠世界吗?你的新帝国会在历史的长河中闪耀吗?
Athens = 雅典
@ -6732,31 +6731,19 @@ There are 2 main ways to combat unhappiness:\n by building happiness buildings
You have entered a Golden Age!\nGolden age points are accumulated each turn by the total happiness \n of your civilization\nWhen in a golden age, culture and production generation increases +20%,\n and every tile already providing at least one gold will provide an extra gold. = 您的文明进入了一个黄金时代!\n您的快乐每个回合都会积累\n当快乐积累到一定数值就会开启一个黄金时代。\n在黄金时代文化和产能产出+20%\n每个至少产出1金钱的地块将额外提供1金钱。
Roads and Railroads = 道路与铁路
# Requires translation!
Roads reduce the Movement Points required to move between two tiles connected by Roads. =
# Requires translation!
Railroads improve this reduction even more! =
# Requires translation!
This greatly improves the speed you can get Units around the map. =
# Requires translation!
Until you research the technology that removes it, Roads do not cross Rivers =
# Requires translation!
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. =
# Requires translation!
However, since each Road and Railroad have a Maintenance Cost, it may be more economical to wait until the cities grow and only place where needed. =
Roads reduce the Movement Points required to move between two tiles connected by Roads. = 连成线的道路会减小经过单位的移动力损耗。
Railroads improve this reduction even more! = 铁路相比道路效果更强!
This greatly improves the speed you can get Units around the map. = 这会极大改善你单位的机动能力。
Until you research the technology that removes it, Roads do not cross Rivers = 道路不会取消跨河移动的惩罚,除非你已研究移除此惩罚的科技
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. = 用道路或铁路将你的首都与其他城市连接起来,会为你产出贸易路线的金钱。
However, since each Road and Railroad have a Maintenance Cost, it may be more economical to wait until the cities grow and only place where needed. = 但是道路和铁路本身也需要你支出金钱作为维护费,优先在大城市间修路是笔划算的买卖。
# Requires translation!
Trade Route =
# Requires translation!
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. You earn more Gold the more Population the City and your Capital has. =
# Requires translation!
Note that each road costs 1 Gold Maintenance per turn, and each Railroad costs 2 Gold, so it may be more economical to wait until the cities grow! =
# Requires translation!
Railroads connecting a city to the Capital also provide a 25% Production Boost to the City, but not the Capital. =
# Requires translation!
Trade Routes are also connected over Water via certain buildings like the Harbor. As long as there is a chain that can reach the Capital, there's a Trade Route. Look for this symbol in Yellow below the City Name to mean you have an active Trade Route to your Capital. =
# Requires translation!
Trade Routes can get broken either by Blockades or by Removing/Pillaging the connecting Road/Railroad chain. =
Trade Route = 贸易路线
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. You earn more Gold the more Population the City and your Capital has. = 用道路或铁路将你的首都与其他城市连接起来,会为你产出贸易路线的金钱。这份金钱取决于你首都和另一城市的人口数量。
Note that each road costs 1 Gold Maintenance per turn, and each Railroad costs 2 Gold, so it may be more economical to wait until the cities grow! = 注意每格道路每回合扣除1金钱铁路扣除2金钱所以优先在大城市间修路更划算。
Railroads connecting a city to the Capital also provide a 25% Production Boost to the City, but not the Capital. = 用铁路将首都与其他城市连接起来会为其他城市提供25%的产能加成!
Trade Routes are also connected over Water via certain buildings like the Harbor. As long as there is a chain that can reach the Capital, there's a Trade Route. Look for this symbol in Yellow below the City Name to mean you have an active Trade Route to your Capital. = 贸易还可以通过水路进行,只要你的沿海城市修建了港口。一旦有一座与你首都陆路连接的临海城市修建了港口,其他所有修建港口的临海城市也会建立贸易路线。城市名字下方的黄色小三角就表示此城市已与首都建立贸易路线。
Trade Routes can get broken either by Blockades or by Removing/Pillaging the connecting Road/Railroad chain. = 贸易路线随时会因为连接线路破损而崩溃,注意保护。
Victory Types = 获取胜利的方法
Once youve settled your first two or three cities youre probably 100 to 150 turns into the game.\nNow is a good time to start thinking about how, exactly, you want to win if you havent already. = 当您建立了两三座城市后可能已经经过了100150回合\n这时您应该思考和谋划如何赢得游戏的胜利--如果此时你还没有胜利的话!
@ -6955,22 +6942,14 @@ If you manage to acquire the demanded luxury by trade, expansion, or conquest, t
During the We Love The King Day, the city will grow 25% faster. = 在“我们爱戴领袖日”庆祝期间该城市的增长速度将提高25%。
This means exploration and trade is important to grow your cities! = 这意味着探索和贸易对于发展你的城市有着重要的意义!
# Requires translation!
Air Combat and Interception =
# Requires translation!
Air Combat is very similar to normal Combat, with a few wrinkles. Damage is still dealt using the same equations based on the relative Strength of the Attacking and Defending Unit. =
# Requires translation!
However, before the Attacker and Defender fight, there is an added combat phase called Interception. If there is any unit with Interception Range that covers the target attacked tile, then it will attempt to Intercept the Attacking Air Unit. If multiple units can Intercept, the one with higher Intercept chance does it. =
# Requires translation!
Generally Land/Naval Units have an Intercept Range of 2 Tiles, and Air Units have an Intercept Range of their Attack Range. =
# Requires translation!
The Intercepting Unit rolls to see if it hits. Whether it hits or not costs an Attack, and most units (without Promotions) can only Attack Once per Nation's Turn. It does NOT cost Movement Points, but Air Units that have used their Movement cannot Intercept between turns. =
# Requires translation!
If the Intercepting Unit Hits, it deals damage according to the Combat Strength calculation to the Attacking Air Unit, potentially with any Strength Bonuses that apply to Interception. It does not receive damage from the Attacking Air Unit. =
# Requires translation!
After Interception resolves, the Attacking Air Unit and the Defending Unit in the targeted tile do Combat as normal, with damage dealt to both sides. =
# Requires translation!
To help deal with Interceptions, see Air Sweeps. =
Air Combat and Interception = 空战
Air Combat is very similar to normal Combat, with a few wrinkles. Damage is still dealt using the same equations based on the relative Strength of the Attacking and Defending Unit. = 空战与常规战斗类似,也有不同。伤害仍然使用基于攻击单位和防御单位相对战斗力的相同公式进行计算。
However, before the Attacker and Defender fight, there is an added combat phase called Interception. If there is any unit with Interception Range that covers the target attacked tile, then it will attempt to Intercept the Attacking Air Unit. If multiple units can Intercept, the one with higher Intercept chance does it. = 注意!在攻击方和防御方交战之前,有一个额外的战斗阶段,称为拦截。如果有任何具有拦截范围的单位覆盖被攻击的格子,那么它将试图拦截攻击的空中单位。如果有多个单位可以拦截,拦截机会更高的单位将执行拦截。
Generally Land/Naval Units have an Intercept Range of 2 Tiles, and Air Units have an Intercept Range of their Attack Range. = 通常,陆地/海军单位的拦截范围为2格空中单位的拦截范围为其攻击范围。
The Intercepting Unit rolls to see if it hits. Whether it hits or not costs an Attack, and most units (without Promotions) can only Attack Once per Nation's Turn. It does NOT cost Movement Points, but Air Units that have used their Movement cannot Intercept between turns. = 拦截单位掷骰子看是否击中。无论是否击中,都会消耗一次攻击,并且大多数单位(可以通过晋升提高次数)每个国家的回合只能攻击一次。它不消耗移动力,但已经在回合中使用过移动的空中单位不能在接下来的回合中进行拦截。
If the Intercepting Unit Hits, it deals damage according to the Combat Strength calculation to the Attacking Air Unit, potentially with any Strength Bonuses that apply to Interception. It does not receive damage from the Attacking Air Unit. = 如果拦截成功,则根据拦截方战斗力计算对攻击空中单位的伤害,并考虑拦截方关于拦截加成的战力提升。它不会受到攻击空中单位的伤害。
After Interception resolves, the Attacking Air Unit and the Defending Unit in the targeted tile do Combat as normal, with damage dealt to both sides. = 拦截解除后,被攻击的格子中的攻击方和防御方将像往常一样进行战斗,双方都受到伤害。
To help deal with Interceptions, see Air Sweeps. = 为了帮助应对拦截,请查看词条空中扫荡。
Air Sweeps = 空中扫荡
Fighter units are able to perform Air Sweeps over a tile helping clear out potential enemy Air, Sea, or Land Interceptions that can reach that tile. = 战斗机单位可以对一特定地块进行空中扫荡。并清除途中潜在的敌方布置于陆海空的拦截单位。
@ -7059,4 +7038,3 @@ Miscellaneous = 其他功能
External links = 外部链接
External links support right-click or long press to copy the link to the clipboard instead of launching the browser. = 外部链接支持右键单击或长按以将链接复制到剪贴板,而不是启动浏览器
Example: The 'Open Github page' button on the Mod management screen. = 示例模组管理器上的“打开Github页面”按钮。

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@ -4904,7 +4904,7 @@ Atoll = Атол
Rivers exist on tile edges, not as terrain feature per se. = Річки існують на гранях клітин, і не є рисою ландшафту як такого.
Tiles on both sides gain its benefits. These benefits do not stack. = Клітинки на обох боках отримують переваги. Ці переваги не нашаровуються більше однієї.
The tile has access to fresh water, allowing farming where it would otherwise not be possible (similar to Oases and Lakes). = Клітинка має доступ до прісної води, яка дозволяє займатися фермерством там де це раніше було неможливо (подібно до оаз та озер).
Movement across rivers takes all remaining movement points of a unit unless there is a bridge. = Перетинання річки віднімає усі очки переміщення підрозділу, якщо немає моста.
Movement across rivers takes all remaining movement points of a unit unless there is a bridge. = Перетинання річки віднімає усі одиниці ➡Переміщення підрозділу, якщо немає моста.
When attacking across a river, the attacker gets a -20% strength malus. = Під час нападу через річку, нападник отримує -20% штраф по силі.
Road = Дорога
Amphibious = Амфібія
@ -6732,30 +6732,30 @@ You have entered a Golden Age!\nGolden age points are accumulated each turn by t
Roads and Railroads = Дороги та Залізниці
# Requires translation!
Roads reduce the Movement Points required to move between two tiles connected by Roads. =
Roads reduce the Movement Points required to move between two tiles connected by Roads. = Дороги зменшують кількість одиниць ➡Переміщення необхідних для руху між двома клітинками поєднаними дорогою.
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Railroads improve this reduction even more! =
Railroads improve this reduction even more! = Залізниці зменшують ту кількість навіть ще більше!
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This greatly improves the speed you can get Units around the map. =
This greatly improves the speed you can get Units around the map. = Це значно покращує швидкість з якою ви переміщуєте підрозділи мапою.
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Until you research the technology that removes it, Roads do not cross Rivers =
Until you research the technology that removes it, Roads do not cross Rivers = Доки ви не дослідите певну технологію, дороги не дозволяють перетинати річки
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Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. =
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. = Під'єднання ваших міст до столиці за допомогою дороги та/або залізниці приноситиме вам золото завдяки Торговельному шляху.
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However, since each Road and Railroad have a Maintenance Cost, it may be more economical to wait until the cities grow and only place where needed. =
However, since each Road and Railroad have a Maintenance Cost, it may be more economical to wait until the cities grow and only place where needed. = Однак оскільки кожна дорога та залізниця має вартість утримання, може бути більш економічно вигідним почекати доки ваші міста не виростуть достатньо. Також має сенс розміщати дороги лише там де це дійсно потрібно.
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Trade Route =
Trade Route = Торговельний шлях
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Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. You earn more Gold the more Population the City and your Capital has. =
Connecting your cities to the capital by Roads and/or Railroads will generate Gold via the Trade Route. You earn more Gold the more Population the City and your Capital has. = Під'єднання ваших міст до столиці за допомогою дороги та/або залізниці приноситиме вам золото завдяки Торговельному шляху. Ви отримуєте тим більше золота чим більше населення у тому місті і у вашій столиці.
# Requires translation!
Note that each road costs 1 Gold Maintenance per turn, and each Railroad costs 2 Gold, so it may be more economical to wait until the cities grow! =
Note that each road costs 1 Gold Maintenance per turn, and each Railroad costs 2 Gold, so it may be more economical to wait until the cities grow! = Зауважте, що кожна клітинка дороги коштує 1 золото за утримання за хід, а кожна клітинка залізниці - 2 золота. Таким чином, може бути більш економічно виправданим зачекати на зростання ваших міст!
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Railroads connecting a city to the Capital also provide a 25% Production Boost to the City, but not the Capital. =
Railroads connecting a city to the Capital also provide a 25% Production Boost to the City, but not the Capital. = Залізниця, що під'єднує ваше місто до столиці, також надає додаткові 25% до виробництва міста, але не до виробництва столиці.
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Trade Routes are also connected over Water via certain buildings like the Harbor. As long as there is a chain that can reach the Capital, there's a Trade Route. Look for this symbol in Yellow below the City Name to mean you have an active Trade Route to your Capital. =
Trade Routes are also connected over Water via certain buildings like the Harbor. As long as there is a chain that can reach the Capital, there's a Trade Route. Look for this symbol in Yellow below the City Name to mean you have an active Trade Route to your Capital. = Торговельні шляхи також можуть бути створені по воді завдяки певним будівлям накшталт Гавані. Торговельний шлях існує доки існує ланцюжок, який дозволяє досягти столиці. Шукайте цей символ жовтого кольору нижче назви міста, він означає що місто має активний торговельний шлях до столиці.
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Trade Routes can get broken either by Blockades or by Removing/Pillaging the connecting Road/Railroad chain. =
Trade Routes can get broken either by Blockades or by Removing/Pillaging the connecting Road/Railroad chain. = Торговельні шляхи можуть бути перерізані блокадою або руйнуванням доріг чи залізниць на тих чи інших клітинках маршруту.
Victory Types = Види перемоги
Once youve settled your first two or three cities youre probably 100 to 150 turns into the game.\nNow is a good time to start thinking about how, exactly, you want to win if you havent already. = Якщо ви побудували свої перші два-три міста, то мабуть, вже минуло 100-150 ходів.\nЗараз настав час почати думати про те, як саме ви хочете виграти, якщо ви ще цього не зробили.
@ -6955,13 +6955,13 @@ During the We Love The King Day, the city will grow 25% faster. = Протяго
This means exploration and trade is important to grow your cities! = Це означає, що розвідка та торгівля - важливі для росту ваших міст!
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Air Combat and Interception =
Air Combat and Interception = Повітряний бій та перехоплення
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Air Combat is very similar to normal Combat, with a few wrinkles. Damage is still dealt using the same equations based on the relative Strength of the Attacking and Defending Unit. =
Air Combat is very similar to normal Combat, with a few wrinkles. Damage is still dealt using the same equations based on the relative Strength of the Attacking and Defending Unit. = Повітряний бій дуже схожий на звичайний бій, але з деякими особливостями. Пошкодження наносяться за тими ж формулами в залежності від відносної Сили підрозділу, що нападає чи захищається.
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However, before the Attacker and Defender fight, there is an added combat phase called Interception. If there is any unit with Interception Range that covers the target attacked tile, then it will attempt to Intercept the Attacking Air Unit. If multiple units can Intercept, the one with higher Intercept chance does it. =
However, before the Attacker and Defender fight, there is an added combat phase called Interception. If there is any unit with Interception Range that covers the target attacked tile, then it will attempt to Intercept the Attacking Air Unit. If multiple units can Intercept, the one with higher Intercept chance does it. = Однак, перш ніж нападник та захисник б'ються, присутня додаткова фаза бою яка зветься Перехоплення. Якщо присутній будь-який підрозділ із дальністю перехоплення що покриває атаковану клітинку, цей підрозділ спробує перехопити повітряний підрозділ, що здійснює напад. Якщо перехоплювачів декілька, перехоплює той що має найвищий шанс на перехоплення.
# Requires translation!
Generally Land/Naval Units have an Intercept Range of 2 Tiles, and Air Units have an Intercept Range of their Attack Range. =
Generally Land/Naval Units have an Intercept Range of 2 Tiles, and Air Units have an Intercept Range of their Attack Range. = Зазвичай наземні/водні підрозділи мають дальність перехоплення у 2 клітинки, а повітряні підрозділи мають дальність перехоплення що дорівнює їхній дальності нападу.
# Requires translation!
The Intercepting Unit rolls to see if it hits. Whether it hits or not costs an Attack, and most units (without Promotions) can only Attack Once per Nation's Turn. It does NOT cost Movement Points, but Air Units that have used their Movement cannot Intercept between turns. =
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@ -6969,7 +6969,7 @@ If the Intercepting Unit Hits, it deals damage according to the Combat Strength
# Requires translation!
After Interception resolves, the Attacking Air Unit and the Defending Unit in the targeted tile do Combat as normal, with damage dealt to both sides. =
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To help deal with Interceptions, see Air Sweeps. =
To help deal with Interceptions, see Air Sweeps. = Щоб упоратись із перехопленнями, дивіться розділ Повітряних зачисток.
Air Sweeps = Повітряні зачистки
Fighter units are able to perform Air Sweeps over a tile helping clear out potential enemy Air, Sea, or Land Interceptions that can reach that tile. = Винищувачі можуть виконувати повітряні зачистки над обраною клітинкою у спробі виявити та знищити повітряні, морські, або сухопутні ворожі засоби перехоплення, спроможні захищати ту клітинку.
@ -7058,4 +7058,3 @@ Miscellaneous = Різне
External links = Зовнішні посилання
External links support right-click or long press to copy the link to the clipboard instead of launching the browser. = Зовнішні посилання підтримують правий клік або довге натиснення для копіювання посилання в буфер обміну замість відкриття браузера.
Example: The 'Open Github page' button on the Mod management screen. = Приклад: кнопка 'Відкрити сторінку Github' на екрані керування Модами.

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@ -4,8 +4,8 @@ package com.unciv.build
object BuildConfig {
const val kotlinVersion = "1.9.24"
const val appName = "Unciv"
const val appCodeNumber = 1028
const val appVersion = "4.12.13"
const val appCodeNumber = 1029
const val appVersion = "4.12.14"
const val gdxVersion = "1.12.1"
const val ktorVersion = "2.3.12"

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@ -1,3 +1,23 @@
## 4.12.14
Add CLI argument to specify the data directory
Added CLI arg to specify the data directory. Tests for save/load, downloading mods, creating maps, show success
- Desktop: Allow specifying data directory (for "local" files, in GDX terms) separate from installed files directory (What GDX terms "internal").
fixed broken build
Added helper function MapUnit.hasMovement()
New unit triggers to gain/lose movement points
AI citizen focus change - By EmperorPinguin
Correct spelling of 'Svannah' to 'Savannah' across project. - By aaronjfeingold
Fix AUR deploy step - By Thyrum
## 4.12.13
Special nuke animation, to make it feel more momentous

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@ -482,7 +482,7 @@ open class UncivGame(val isConsoleMode: Boolean = false) : Game(), PlatformSpeci
companion object {
//region AUTOMATICALLY GENERATED VERSION DATA - DO NOT CHANGE THIS REGION, INCLUDING THIS COMMENT
val VERSION = Version("4.12.13", 1028)
val VERSION = Version("4.12.14", 1029)
//endregion
/** Global reference to the one Gdx.Game instance created by the platform launchers - do not use without checking [isCurrentInitialized] first. */

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@ -0,0 +1,19 @@
Add CLI argument to specify the data directory
Added CLI arg to specify the data directory. Tests for save/load, downloading mods, creating maps, show success
- Desktop: Allow specifying data directory (for "local" files, in GDX terms) separate from installed files directory (What GDX terms "internal").
fixed broken build
Added helper function MapUnit.hasMovement()
New unit triggers to gain/lose movement points
AI citizen focus change - By EmperorPinguin
Correct spelling of 'Svannah' to 'Savannah' across project. - By aaronjfeingold
Fix AUR deploy step - By Thyrum