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Ukrainian translation (#1281)
* init * 1 2 * 3 * from StepanIvasyn * Preparing. Other.json * Fully translated file Other.json * Fix * Fully translated BasicHelp_Ukrainian.json * 1 * resolved conflicts * 1 * 2
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committed by
Yair Morgenstern

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commit
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@ -1428,7 +1428,7 @@
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adjective:["Helsinki"],
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cityStateType:"Maritime",
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declaringWar:"You leave us no choice. War it must be.",
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declaringWar:"Ви не залишаєте нам вибору. Війна тут має бути.",
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attacked:"Very well, this shall not be forgotten.",
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afterPeace:"May peace forever bless our lands.",
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defeated:"The day of judgement has come to us. But rest assured, the same will go for you!"
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@ -1443,7 +1443,7 @@
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//Barbarian
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{
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name:"Barbarians",
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translatedName:"",
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translatedName:"Варвари",
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outerColor:[0,0,0],
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innerColor:[182,0,0]
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}
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@ -1049,7 +1049,7 @@
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Simplified_Chinese:"显示工作地块",
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Traditional_Chinese:"顯示工作地區",
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Czech:"Zobrazit obdělávané políčka"
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Ukrainian:"Показати оброблювані комірки"
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Ukrainian:"Показати оброблювані клітини"
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Russian:"Показать обрабатываемые клетки"
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}
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@ -547,7 +547,7 @@
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Traditional_Chinese:"我們在廢墟中找到了倖存者 - [cityName]的人口增加了",
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Portuguese:"Encontramos sobreviventes nas ruínas - população adicionada a [cityName]",
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Czech:"V troskách jsme našli přeživší - populace se připojila k městu [cityName]"
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Ukrainian:"В руїнах знайдено вцілілих - вони приєдналися до населення міста [cityName]"
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Ukrainian:"В руїнах знайдено вцілілих — вони приєдналися до населення міста [cityName]"
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}
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"We have discovered the lost technology of [techName] in the ruins!":{
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Italian:"Abbiamo scoperto i segreti della tecnologia perduta [techName]!"
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@ -1330,6 +1330,7 @@
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Traditional_Chinese:"[greatPerson]點數"
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Russian:"Очки [greatPerson]",
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Czech:"[greatPerson] - body"
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Ukrainian:[greatPerson] очків""
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Ukrainian:"[greatPerson] очків"
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}
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@ -1728,13 +1729,13 @@
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Ukrainian:"[percentage] до захисту підрозділу"
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}
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"Бонус для нападників":{
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"Attacker Bonus":{
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Italian:"Bonus attaccante"
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Simplified_Chinese:"主动攻击加成"
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Traditional_Chinese:"主動攻擊加成"
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Czech:"Útočný bonus"
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Russian:"Бонус атакующего"
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Ukrainian:""
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Ukrainian:"Бонус нападника"
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}
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"Landing":{
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@ -1847,6 +1848,7 @@
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Traditional_Chinese:"人民為您英明領導下取得的豐功偉業歡欣鼓舞,您的帝國進入了黃金時代!",
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Czech:"Naši občané jsou spokojeni s vaší vládou po dlouhou dobu díky čemuž říše vstoupila do Zlatého věku!"
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Russian:"Граждане настолько счастливы при вашей власти, что ваша империя вступает в золотой век!"
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Ukrainian:"Ваші громадяни були задоволені вашим правлінням так довго, що імперія вступає в Золотий вік!"
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}
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@ -2032,7 +2034,7 @@
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Traditional_Chinese:"實際產出"
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Czech:"Celkem"
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Russian:"Итоговые"
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Ukrainian:"Фінал"
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Ukrainian:"Остаточні"
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}
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"Other":{ // Used for "other constructions" - Gold, Science, Nothing
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@ -2218,6 +2220,10 @@
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Italian:"Azione"
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Czech:"Činnost"
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Simplified_Chinese:"行动"
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<<<<<<< HEAD
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Ukrainian:"Дія"
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=======
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>>>>>>> upstream/master
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Traditional_Chinese:"行動"
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Ukrainian:"Дія"
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Russian:"Действие"
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@ -3000,7 +3006,7 @@
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"Clear terrain features":{
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Italian:"Elimina caratteristica del terreno"
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Simplified_Chinese:"清除地貌"
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Simplified_Chinese:"清除地貌
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Traditional_Chinese:"清除地貌"
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Czech:"Smazat vlastnosti terénu"
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Ukrainian:"Очистити особливості місцевості"
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@ -0,0 +1,403 @@
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{
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// Each entry s a tutorial, but the tutorial may be spread over separate paragraphs.
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// Entries starting with a _ will NOT be shown in Civilopedia.
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New_Game: [
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[
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"Привіт, і ласкаво просимо до Unciv!",
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"Ігри про цивілізацію можуть бути складними, тому ми будемо вести вас покроково.",
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"Ваша перша місія — заснувати свою столицю.",
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"Це насправді важливе завдання, адже саме ваша столиця буде, мабуть, найбільш процвітаючою.",
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"Багато бонусів стосуються лише вашої столиці, і, ймовірно, вона буде центром вашої імперії."
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],
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[
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"Як дізнатися, що це місце підходить для заснування міста?",
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"На це питання складно відповісти, але шукайте і засновуйте місто біля ресурсів розкоші.",
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"Luxury resources are tiles that have things like gems, cotton, or silk (indicated by a smiley next to the resource icon)",
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"These resources make your civilization happy. You should also keep an eye out for resources needed to build units, such as iron."
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],
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[
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"However, cities don’t have a set area that they can work - more on that later!"
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"This means you don’t have to settle cities right next to resources.",
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"Let’s say, for example, that you want access to some iron – but the resource is right next to a desert."
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"You don’t have to settle your city next to the desert. You can settle a few tiles away in more prosperous lands.",
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"Your city will grow and eventually gain access to the resource.",
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"You only need to settle right next to resources if you need them immediately – ",
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" which might be the case now and then, but you’ll usually have the luxury of time."
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],
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],
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_City_Founded : [
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[
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"You have founded a city!",
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"Cities are the lifeblood of your empire, providing gold and science empire-wide,",
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" which are displayed on the top bar.",
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"You can click the city name to enter the city screen to assign population,",
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" choose production, and see information on the city"
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],
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]
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First_Steps : [
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[
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"Once you have your first city up and running you’ll be able to start production of a new unit",
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" and you’ll be able to begin your research.",
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"I’m not going to delve too deeply into the research element of the game yet – that will be handled later in the guide –",
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" so let’s just talk about production."
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],
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[
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"The first thing coming out of your city should be either a Scout or Warrior."
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"I generally prefer the Warrior because it can be used for defense and because it can be upgraded",
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" to the Swordsman unit later in the game for a relatively modest sum of gold.",
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"Scouts can be effective, however, if you seem to be located in an area of dense forest and hills.",
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"Scouts don’t suffer a movement penalty in this terrain."
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"If you’re a veteran of the 4x strategy genre your first Warrior or Scout will be followed by a Settler.",
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"Fast expanding is absolutely critical in most games of this type.",
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],
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],
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Next_Turn : [
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[
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"Once you've done everything you can in this turn, ",
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" click the next turn button on the top right to continue."
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],
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[
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"Each turn, science, culture and gold are added",
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" to your civilization, your cities' construction",
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" continues, and they may grow in population or area."
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]
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],
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Slow_Start: [
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[
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"In your first couple of turns,",
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" you will have very little options,",
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" but as your civilization grows, so do the ",
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" number of things requiring your attention"
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]
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],
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Culture_and_Policies: [ // Activated when entering policy picker screen
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[
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"Each turn, the culture you gain from all your ",
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" cities is added to your Civilization's culture.",
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"When you have enough culture, you may pick a ",
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" Social Policy, each one giving you a certain bonus."
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],
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[
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"The policies are organized into branches, with each",
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" branch providing a bonus ability when all policies ",
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" in the branch have been adopted."
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],
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[
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"With each policy adopted, and with each city built,",
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" the cost of adopting another policy rises - so choose wisely!"
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]
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],
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Cities: [
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[
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"Each population in your city can work a single tile, providing the city with that tile's yields.",
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"Population can be assigned and unassigned by clicking on the tiles - ",
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" but of course, you can only assign population if you have idle population to spare!"
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],
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[
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"The center tile of a city is always worked, and doesn't require population,",
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" but it cannot be improved by tile improvements."
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"The city's production always goes towards the current construction - ",
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" you can pick the city's construction by clicking on the construction button on the bottom-left"
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]
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[
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"Cities grow in population when you amass enough surplus food.",
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"Similarly, your city's borders grow when you amass enough culture,",
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" which is not generated by tiles but rather by buildings."
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],
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],
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Technology: [
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[
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"Technology is central to your civilization,",
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" as technological progress brings with it",
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" more construction options, improvements, and abilities"
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],
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[
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"Most technologies are dependent on other technologies being researched - ",
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" but you can choose a technology to aspire to,",
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" and your civilization will research the necessary technologies to get there"
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]
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],
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Happiness:[
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[
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"As cities grow in size and influence, you have to deal with a happiness mechanic that is no longer tied to each individual city.",
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"Instead, your entire empire shares the same level of satisfaction.",
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"As your cities grow in population you’ll find that it is more and more difficult to keep your empire happy."
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],
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[
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"In addition, you can’t even build any city improvements that increase happiness until you’ve done the appropriate research.",
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"If your empire’s happiness ever goes below zero the growth rate of your cities will be hurt.",
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"If your empire becomes severely unhappy (as indicated by the smiley-face icon at the top of the interface)",
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" your armies will have a big penalty slapped on to their overall combat effectiveness."
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],
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[
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"This means that it is very difficult to expand quickly in Unciv."
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"It isn’t impossible, but as a new player you probably shouldn’t do it."
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"So what should you do? Chill out, scout, and improve the land that you do have by building Workers.",
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"Only build new cities once you have found a spot that you believe is appropriate."
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],
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]
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World_Map: [
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[
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"The world map is made up of multiple tiles.",
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"Each tile can contain units, resources and improvements, which we'll get to later.",
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"The position of the icon tells you what it signifies.",
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"For more details, you can click on the tile and see the tile information."
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]
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],
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Tile_Clicked : [
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[
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"Clicking on a tile selects that tile,",
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" and displays information on that tile on the bottom-right.",
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"If the tile contains a unit, that will become the selected unit,"
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" and its info and actions will be displayed on the bottom left."
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]
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],
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Unit_Selected : [
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[
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"When a unit is selected, its information will be displayed on the bottom-left corner.",
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"The available actions of that unit will appear above the tile information."
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]
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],
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Unhappiness: [
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[
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"It seems that your citizens are unhappy!",
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"While unhappy, cities will grow at 1/4 the speed,",
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" and your units will suffer a 2% penalty for each unhappiness"
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],
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[
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"Unhappiness has two main causes: Population and cities",
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" Each city causes 3 unhappiness, and each population, 1"
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],
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[
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"There are 2 main ways to combat unhappiness:",
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" by building happiness buildings for your population",
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" or by having improved luxury resources within your borders"
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]
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],
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Golden_Age: [
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[
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"You have entered a golden age!",
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"Golden age points are accumulated each turn by the total happiness ",
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" of your civilization",
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"When in a golden age, culture and production generation increases +20%,",
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" and every tile already providing at least one gold will provide an extra gold."
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]
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],
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Roads_and_Railroads: [
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[
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"Connecting your cities to the capital by roads",
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" will generate gold via the trade route.",
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"Note that each road costs 1 gold Maintenance per turn, and each Railroad costs 2 gold,"
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" so it may be more economical to wait until the cities grow!"
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]
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]
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Victory_Types:[
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[
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"Once you’ve settled your first two or three cities you’re probably 100 to 150 turns into the game.",
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"Now is a good time to start thinking about how, exactly, you want to win – if you haven’t already."
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],
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[
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"There are three ways to win in Unciv. They are:",
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" - Cultural Victory: Complete 4 Social Policy Trees",
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" - Domination Victory: Survive as the last civilization",
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" - Science Victory: Be the first to construct a spaceship to Alpha Centauri"
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],
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[
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"So to sum it up, these are the basics of Unciv – Found a prosperous first city, expand slowly to manage happiness,",
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" and set yourself up for the victory condition you wish to pursue.",
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"Obviously, there is much more to it than that, but it is important not to jump into the deep end before you know how to swim.",
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]
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]
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Enemy_City: [
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[
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"Cities can be conquered by reducing their health to 1,",
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" and entering the city with a melee unit.",
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"Since cities heal each turn, it is best to attack with ranged units"
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" and use your melee units to defend them until the city has been defeated!"
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]
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]
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Luxury_Resource: [
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[
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"Luxury resources within your domain and with their specific improvement are connected to your trade network.",
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"Each unique Luxury resource you have adds 5 happiness to your civilization,",
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" but extra resources of the same type don't add anything, ",
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" so use them for trading with other civilizations!"
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]
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]
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Strategic_Resource: [
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[
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"Strategic resources within your domain and with their specific improvement are connected to your trade network.",
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"Strategic resources allow you to train units and construct buildings that",
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" require those specific resources, for example the Horseman requires Horses."
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"Each unit 'consumes' a copy of that resource, but if the unit is killed you can ",
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" construct a new unit wth your now-unused resource.",
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"The top bar keeps count of how many unused strategic resources you own."
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]
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]
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_EnemyCityNeedsConqueringWithMeleeUnit: [
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[
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"The city can no longer put up any resistance!",
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"However, to conquer it, you must enter the city with a melee unit"
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]
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],
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After_Conquering: [
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[
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"When conquering a city, you can now choose to either or raze, puppet, or annex the city.",
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"Razing the city will lower its population by 1 each turn until the city is destroyed."
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],
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[
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"Puppeting the city will mean that you have no control on the city's production.",
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"The city will not increase your tech or policy cost, but its citizens will generate 1.5x the regular unhappiness.",
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"Annexing the city will give you control over the production, but will increase the citizen's unhappiness to 2x!",
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"This can be mitigated by building a courthouse in the city, returning the citizen's unhappiness to normal.",
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"A puppeted city can be annexed at any time, but annexed cities cannot be returned to a puppeted state!"
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]
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],
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_BarbarianEncountered: [
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[
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"You have encountered a barbarian unit!",
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"Barbarians attack everyone indiscriminately, so don't let your ",
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" civilian units go near them, and be careful of your scout!"
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]
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]
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_OtherCivEncountered: [
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[
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"You have encountered another civilization!",
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"Other civilizations start out peaceful, and you can trade with them,",
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" but they may choose to declare war on you later on"
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]
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]
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_GameCrashed: [
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[
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"Oh no! It looks like something went DISASTROUSLY wrong!",
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"This is ABSOLUTELY not supposed to happen!",
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"Please send me (yairm210@hotmail.com) an email with the game information",
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" (menu -> save game -> copy game info -> paste into email)",
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" and I'll try to fix it as fast as I can!"
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]
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]
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Apollo_Program: [
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[
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"Once you have completed the Apollo Program, you can start constructing spaceship parts in your cities",
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" (with the relevant technologies) to win a scientific victory!"
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]
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]
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Injured_Units:[
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[
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"Injured units deal less damage, but recover after turns that they have been inactive",
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"Units heal 5 health per turn in enemy territory, 10 in neutral land,"
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" 15 inside your territory and 20 in your cities"
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]
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]
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Workers:[
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[
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"Workers are vital to your cities' growth, since only they can onstruct improvements on tiles",
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"Improvements raise the yield of your tiles, allowing your city to produce more and grow faster",
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||||
" while working the same amount of tiles!"
|
||||
]
|
||||
]
|
||||
|
||||
Siege_Units:[
|
||||
[
|
||||
"Siege units are extremely powerful against cities, but need to be Set Up before they can attack.",
|
||||
"Once your siege unit is set up, it can attack from the current tile,",
|
||||
" but once moved to another tile, it will need to be set up again."
|
||||
]
|
||||
]
|
||||
|
||||
Embarking:[
|
||||
[
|
||||
"Once a certain tech is researched, your land units can embark, allowing them to traverse water tiles.",
|
||||
"Entering or leaving water takes the entire turn.",
|
||||
"Units are defenseless while embarked, so be careful!"
|
||||
]
|
||||
]
|
||||
|
||||
City_Range:[
|
||||
[
|
||||
"Your citizens can work 3 tiles away from city center.",
|
||||
"The city border will keep expanding,",
|
||||
" but citizens cannot be assigned to faraway tiles."
|
||||
]
|
||||
]
|
||||
|
||||
|
||||
Idle_Units:[
|
||||
[
|
||||
"If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.",
|
||||
"If you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - ",
|
||||
" units in Fortify or Sleep are not considered idle units.",
|
||||
"If you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units",
|
||||
]
|
||||
]
|
||||
|
||||
|
||||
Contact_Me: [
|
||||
[
|
||||
"Hi there! If you've played this far, you've probably",
|
||||
" seen that the game is currently incomplete.",
|
||||
"UnCiv is meant to be open-source and free, forever.",
|
||||
" That means no ads or any other nonsense.",
|
||||
],
|
||||
[
|
||||
"What motivates me to keep working on it, ",
|
||||
" besides the fact I think it's amazingly cool that I can,"
|
||||
" is the support from the players - you guys are the best!"
|
||||
],
|
||||
[
|
||||
"Every rating and review that I get puts a smile on my face =)",
|
||||
" So contact me! Send me an email, review, Github issue"
|
||||
" or mail pigeon, and let's figure out how to make the game ",
|
||||
" even more awesome!"
|
||||
"(Contact info is in the Play Store)"
|
||||
]
|
||||
],
|
||||
|
||||
_Pillaging:[
|
||||
[
|
||||
"Military units can pillage improvements, which heals them 25 health and ruins the improvement.",
|
||||
"The tile can still be worked, but advantages from the improvement - stat bonuses and resources - will be lost.",
|
||||
"Workers can repair these improvements, which takes less time than building the improvement from scratch.",
|
||||
]
|
||||
]
|
||||
|
||||
}
|
||||
|
Reference in New Issue
Block a user