Version rollout (#12223)

* Bump version and create initial changelog entry

* Update Latin translation (#12222)

* Merge a branch

* Update translation

* Update translation

* Update translation

* Update translation

* Fix translation

* Update translation

* Update translation

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Co-authored-by: sls1005 <sls1005@github.com>

* Update Italian.properties (#12221)

* Update French.properties (#12218)

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Co-authored-by: yairm210 <yairm210@users.noreply.github.com>
Co-authored-by: sls1005 <90055573+sls1005@users.noreply.github.com>
Co-authored-by: sls1005 <sls1005@github.com>
Co-authored-by: Giuseppe D'Addio <41149920+Smashfanful@users.noreply.github.com>
Co-authored-by: Ouaz <Ouaz@users.noreply.github.com>
This commit is contained in:
Yair Morgenstern
2024-09-17 18:30:58 +03:00
committed by GitHub
parent eb180523d6
commit 4b71c1583c
7 changed files with 241 additions and 196 deletions

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@ -1271,7 +1271,7 @@ Buy for [amount] gold = Acheter pour [amount] or
Buy = Acheter
Currently you have [amount] [stat]. = Vous avez actuellement [amount] [stat].
Would you like to purchase [constructionName] for [buildingGoldCost] [stat]? = Voulez-vous acheter [constructionName] pour [buildingGoldCost] [stat] ?
You are buying a religious unit in a city that doesn't follow the religion you founded ([yourReligion]). This means that the unit is tied to that foreign religion ([majorityReligion]) and will be less useful. = Vous achetez une unité religieuse dans une cité ne pratiquant pas la religion que vous avez fondée ([yourReligion]). Cela signifie que cette unité est liée à une religion étrangère ([majorityReligion]) et sera moins utile.
You are buying a religious unit in a city that doesn't follow the religion you founded ([yourReligion]). This means that the unit is tied to that foreign religion ([majorityReligion]) and will be less useful. = Vous achetez une unité religieuse dans une ville ne pratiquant pas la religion que vous avez fondée ([yourReligion]). Cela signifie que cette unité est liée à une religion étrangère ([majorityReligion]) et sera moins utile.
Are you really sure you want to purchase this unit? = Êtes-vous vraiment sûr(e) de vouloir acheter cette unité ?
Purchase = Acheter
No space available to place [unit] near [city] = Aucun espace disponible pour placer [unit] près de [city]
@ -6743,26 +6743,26 @@ Inquisitor = Inquisiteur
#################### Lines from Tutorials ####################
Introduction = Introduction
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! = Bienvenue dans Unciv !\nComme il s'agit d'un jeu complexe, voici quelques tâches basiques pour vous aider à vous familiariser avec le jeu.\nElles sont complètement optionnelles et vous êtes libre de découvrir le jeu par vous-même !
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! = Bienvenue dans Unciv !\nComme il s'agit d'un jeu complexe, voici quelques tutoriels qui vous aideront à vous familiariser avec le jeu.\nCes derniers sont complètement optionnels, et vous êtes donc libre de découvrir le jeu par vous-même !
# Requires translation!
Welcome to Unciv! =
Welcome to Unciv! = Bienvenue dans Unciv !
# Requires translation!
Because this is a complex game, there are some tutorials to help familiarize you with it. These can be disbaled in the Options -> Display menu, but please hang on if you're new here! =
Because this is a complex game, there are some tutorials to help familiarize you with it. These can be disbaled in the Options -> Display menu, but please hang on if you're new here! = Comme il s'agit d'un jeu complexe, voici quelques tutoriels qui vous aideront à vous familiariser avec le jeu. Ces derniers peuvent être désactivés dans Options > Affichage > Interface, mais n'hésitez pas à les utiliser si vous êtes un nouveau venu !
# Requires translation!
Your first mission is to found your capital city. This is actually an important task because your capital city will probably be your most prosperous. Many game bonuses apply only to your capital city, and it will be the center of your empire. =
Your first mission is to found your capital city. This is actually an important task because your capital city will probably be your most prosperous. Many game bonuses apply only to your capital city, and it will be the center of your empire. = Votre première tâche est de fonder votre capitale. Ce premier choix s'avère très important, car votre capitale sera probablement votre ville la plus prospère. De nombreux bonus s'appliquant uniquement à votre capitale, votre première ville a donc de grandes chances de devenir le centre de votre empire.
# Requires translation!
How do you know a city location is appropriate? Luckily, the game has already chosen a good location for you. You can settle in this place, or maybe move a turn to found on a Hill (for Production and defence) or next to a Mountain (to gain access to the Observatory building later on). =
How do you know a city location is appropriate? Luckily, the game has already chosen a good location for you. You can settle in this place, or maybe move a turn to found on a Hill (for Production and defence) or next to a Mountain (to gain access to the Observatory building later on). = Comment savoir si un emplacement est approprié ? Par chance, le jeu a déjà choisi pour vous un terrain propice. Vous pouvez vous y établir, ou vous déplacer durant un tour pour fonder votre ville sur une Colline (pour la Production et la défense) ou près d'une Montagne (pour pouvoir construire l'Observatoire ultérieurement).
# Requires translation!
You'll likely want more cities later on. For these cities, you must go and find a good place. Looking for and founding on or near Luxury resources is a good rule of thumb. =
You'll likely want more cities later on. For these cities, you must go and find a good place. Looking for and founding on or near Luxury resources is a good rule of thumb. = Vous aurez certainement besoin de plusieurs villes par la suite. Pour ces villes, vous devez explorer et trouver d'autres terrains propices. Chercher et s'établir près ou sur des Ressources de luxe constitue en général un bon point de départ.
# Requires translation!
Luxury resources are tiles that have things like Gems, Cotton, or Silk (indicated by a yellow background of the resource icon). These 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 keep in mind! =
Luxury resources are tiles that have things like Gems, Cotton, or Silk (indicated by a yellow background of the resource icon). These 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 keep in mind! = Les cases contenant des ressources de luxe comme les Pierres précieuses, le Coton, ou la Soie (icônes sur fond doré) amélioreront le bonheur dans votre civilisation. N'oubliez pas non plus les Ressources stratégiques (en rouge : Fer, Chevaux, etc.) nécessaires à la construction de certaines unités/bâtiments. Les villes ne pouvant pas être construites dans un rayon de 3 cases autour d'une ville déjà existante, veillez donc à bien planifier votre expansion !
# Requires translation!
Cities will house Citizens, which can work tiles up to 3 tiles away from the city. This means you dont have to settle cities right on or next to good tiles. Lets say, for example, that you want access to some Iron but the resource is in a desert area. You dont have to settle your city in the desert. You can settle a few tiles away in more prosperous lands. Your city will grow and eventually gain access to the resource. You only need to settle right on top of resources if you need them immediately. =
Cities will house Citizens, which can work tiles up to 3 tiles away from the city. This means you dont have to settle cities right on or next to good tiles. Lets say, for example, that you want access to some Iron but the resource is in a desert area. You dont have to settle your city in the desert. You can settle a few tiles away in more prosperous lands. Your city will grow and eventually gain access to the resource. You only need to settle right on top of resources if you need them immediately. = Les villes hébergeront des Citoyens, qui peuvent exploiter les cases dans un rayon de 3 cases autour du centre-ville. Cela signifie qu'une ville ne doit pas être forcément fondée SUR la ressource, ni même directement à côté. Imaginons que vous vouliez exploiter du Fer, mais la ressource se trouve dans le désert. Vous n'êtes pas obligé de fonder votre ville dans ce désert, mais vous le pouvez quelques cases plus loin, sur des terres plus riches. Votre ville s'étendra et finira par atteindre la ressource. Vous pouvez toutefois vous installer directement sur une ressource si vous en avez un besoin immédiat.
# Requires translation!
The first thing coming out of your city depends on the strategy you want to follow, but the 'classic' build order is to build first two Scouts, then a Shrine, and three Settlers, and adopt Tradition, to explore the map quickly (Scouts ignore terrain cost), and to get an early Pantheon (if you're playing with religion enabled). =
The first thing coming out of your city depends on the strategy you want to follow, but the 'classic' build order is to build first two Scouts, then a Shrine, and three Settlers, and adopt Tradition, to explore the map quickly (Scouts ignore terrain cost), and to get an early Pantheon (if you're playing with religion enabled). = La premier élément produit par votre ville dépend de la stratégie que vous allez suivre, mais au départ d'une partie, l'ordre 'classique' de production est le suivant: deux Éclaireurs, puis un Autel, trois Colons, et adopter la doctrine Tradition, le tout afin d'explorer la carte plus vite (du fait que les Éclaireurs ignorent les coûts de terrain), et de fonder un Panthéon au plus tôt (si vous avez activé la Religion).
# Requires translation!
But feel free to experiment with your own build orders! =
But feel free to experiment with your own build orders! = Mais n'hésitez pas tester vos propres stratégies de production !
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.
@ -7093,32 +7093,32 @@ Letters can select categories, and when there are multiple categories matching t
The arrow keys allow navigation as well - left/right for categories, up/down for entries. = Les touches fléchées permettent également de naviguer au sein de la Civilopédia - gauche/droite pour les catégories, haut/bas pour les entrées.
# Requires translation!
Differences from Civilization V =
Differences from Civilization V = Différences avec Civilization V
# Requires translation!
Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept =
Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept = Focus Production\nDans Civilization V, le rendement en Nourriture est calculé en premier, puis la Population augmente en consommant la nourriture stockée (croissance), puis vient le calcul de la Production, et ainsi de suite pour chaque statistique. Ainsi, les citoyens peuvent fournir un rendement dès le tour auquel ils apparaissent. Le focus de la ville peut être réglé sur Production pour assigner les nouveaux citoyens aux collines afin qu'ils contribuent à la Production pour ce tour, puis réassignés manuellement à une case croissance le tour suivant. Le joueur peut aussi régler le focus de la ville sur Or (p.ex. avec Cerro de Potosi), Foi (p.ex. avec le Mont Sinaï), ou sur ce qui rapportera le meilleur rendement pour ce tour. Dans Unciv, les citoyens commencent à fournir un rendement au tour suivant leur apparition, toute cette procédure n'aura donc aucun effet.
# Requires translation!
Science Queueing\nIn Civilization V, Science yield is calculated after production, so if you finish an item and have Science (or Gold) queued as a perpetual construction, the Production overflow from item will be converted into Science (or Gold), but the Production is not consumed, as this will only happen again on the next turn. By immediately swapping out your perpetual construction for an item on the next turn, you'll get this Science (or Gold) for free. This doesn't apply to Unciv, so don't bother. =
Science Queueing\nIn Civilization V, Science yield is calculated after production, so if you finish an item and have Science (or Gold) queued as a perpetual construction, the Production overflow from item will be converted into Science (or Gold), but the Production is not consumed, as this will only happen again on the next turn. By immediately swapping out your perpetual construction for an item on the next turn, you'll get this Science (or Gold) for free. This doesn't apply to Unciv, so don't bother. = File d'attente Science\nDans Civilization V, le rendement en Science est calculé après la Production, donc si le joueur termine un objet et a défini la Science (ou l'Or) comme construction perpétuelle dans la file d'attente, le surplus de Production de l'objet sera converti en Science (ou en Or), mais la Production ne sera pas consommée, elle le sera seulement au tour suivant. En échangeant immédiatement la construction perpétuelle pour un objet en vue du tour suivant, le joueur obtient cette Science (ou Or) gratuitement. Ce n'est pas le cas dans Unciv, donc inutile de recourir à cette astuce.
# Requires translation!
Double Aqueducts\nIn Civilization V, the game sells existing copies of the building for you before providing a free copy of the building. So, if you build an aqueduct in a city, and then in the turn of adopting Tradition Complete you sell a cheap building (e.g a shrine) beforehand, the game is unable to sell more than 1 building per turn, and thus you'll keep your aqueduct, together with the new free aqueduct. Not applicable to Unciv. =
Double Aqueducts\nIn Civilization V, the game sells existing copies of the building for you before providing a free copy of the building. So, if you build an aqueduct in a city, and then in the turn of adopting Tradition Complete you sell a cheap building (e.g a shrine) beforehand, the game is unable to sell more than 1 building per turn, and thus you'll keep your aqueduct, together with the new free aqueduct. Not applicable to Unciv. = Double Aqueducs\nDans Civilization V, le jeu se charge de vendre les exemplaires existants d'un bâtiment pour le joueur, avant de fournir un exemplaire gratuit de ce bâtiment. Donc, si le joueur construit un aqueduc dans une ville, et que dans le tour où Tradition Complète est adoptée, le joueur vend un bâtiment bon marché (p.ex. un autel) juste avant, le jeu ne sachant pas vendre plus d'un bâtiment par tour dans ce cas précis, le joueur peut conserver son aqueduc, conjointement au nouvel aqueduc gratuit. Ne s'applique pas à Unciv.
# Requires translation!
Legalism Oxford\nIn Civilization V, national wonders such as Oxford University are considered culture buildings, so you can get them for free with Legalism. Not applicable to Unciv. =
Legalism Oxford\nIn Civilization V, national wonders such as Oxford University are considered culture buildings, so you can get them for free with Legalism. Not applicable to Unciv. = Légalisme et Oxford\nDans Civilization V, les merveilles nationales telles que l'Université d'Oxford sont considérées comme des bâtiments Culture, et le joueur peut les obtenir gratuitement avec la doctrine Légalisme. Ne s'applique pas à Unciv.
# Requires translation!
Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents =
Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents = Routes et Forts\nDans Civilization V, le joueur ne peut pas utiliser les routes et les forts en territoire ennemi. Dans Unciv, cela est possible, donc au lieu de les construire un peu partout pendant une guerre et sans réelle réflexion, vous devez veiller à planifier si et quand ils vous seront plus bénéfiques qu'à vos adversaires.
# Requires translation!
Citizen Conversion\nIn Civilization V, a citizen is born religious if the parent city is already converted. This is not the case in Unciv, which can lead to temporary deconversion of a city when it grows. =
Citizen Conversion\nIn Civilization V, a citizen is born religious if the parent city is already converted. This is not the case in Unciv, which can lead to temporary deconversion of a city when it grows. = Conversion de citoyens\nDans Civilization V, un citoyen naît avec une religion si la ville parente est déjà convertie. Cela n'est pas le cas dans Unciv, ce qui peut entraîner une déconversion temporaire de la ville lors de la croissance.
# Requires translation!
Unassigned Citizens\nIn Civilization V, unassigned citizens are considered specialists, and subject to the same type of bonuses (e.g. Korea's ability). It can be worthwhile to leave citizens unassigned, instead of being assigned to a tile. Not applicable to Unciv. =
Unassigned Citizens\nIn Civilization V, unassigned citizens are considered specialists, and subject to the same type of bonuses (e.g. Korea's ability). It can be worthwhile to leave citizens unassigned, instead of being assigned to a tile. Not applicable to Unciv. = Citoyens non-assignés\nDans Civilization V, les citoyens non-assignés sont considérés comme des spécialistes, et donc sujets au même type de bonus (p.ex. la compétence de la Corée). Il peut donc être intéressant de laisser les citoyens non-assignés, au lieu de forcément les assigner à une case. Ne s'applique pas à Unciv.
# Requires translation!
Settler Construction\nIn Civilization V, cities can't starve when constructing settlers, so you can assign all citizens to production tiles and none to food tiles. In Unciv, citizens keep consuming two food per turn. =
Settler Construction\nIn Civilization V, cities can't starve when constructing settlers, so you can assign all citizens to production tiles and none to food tiles. In Unciv, citizens keep consuming two food per turn. = Construction de Colons\nDans Civilization V, la famine ne peut pas survenir dans les villes construisant des colons, le joueur peut donc assigner tous les citoyens aux cases Production et aucun aux cases Nourriture. Dans Unciv, les citoyens continuent de consommer deux Nourriture par tour.
# Requires translation!
Water Melee Attack\nAs result of a Discord poll, Water Melee units can attack military land units on the shore, unlike in Civilization V. =
Water Melee Attack\nAs result of a Discord poll, Water Melee units can attack military land units on the shore, unlike in Civilization V. = Attaque combat naval rapproché\nSuite à un vote sur le Discord d'Unciv, les unités de combat naval rapproché peuvent attaquer les unités militaires terrestres sur le rivage, contrairement à Civilization V.
# Requires translation!
Tile improvements\nIn Civilzation V, workers start working on an improvement-under-construction at the beginning of movement. Unciv changes this, to allow players to assign workers to tiles, and then reconsider and change improvement or move them elsewhere. =
Tile improvements\nIn Civilzation V, workers start working on an improvement-under-construction at the beginning of movement. Unciv changes this, to allow players to assign workers to tiles, and then reconsider and change improvement or move them elsewhere. = Aménagements de case\nDans Civilization V, les ouvriers commencent à travailler sur un aménagement en cours de construction dès le début de leur déplacement. Unciv modifie cette règle, afin de permettre au joueur d'assigner des ouvriers à une case, mais aussi de pouvoir reconsidérer leur choix, en modifiant l'aménagement à construire, ou en déplaçant l'ouvrier ailleurs.
# Requires translation!
Forest and Jungle Visibility\nIn Unciv, forests and jungles are visible 1 tile outside visibility range. In Civilization V, this is the behaviour of hills and mountains, but not of forests and jungles, yet jungle and forest can block hills, and hill + forest can block mountain, indicating they're on the same elevation. This is considered to be a bug in the otherwise well-structured visibility logic in Civilization V. =
Forest and Jungle Visibility\nIn Unciv, forests and jungles are visible 1 tile outside visibility range. In Civilization V, this is the behaviour of hills and mountains, but not of forests and jungles, yet jungle and forest can block hills, and hill + forest can block mountain, indicating they're on the same elevation. This is considered to be a bug in the otherwise well-structured visibility logic in Civilization V. = Visibilité Forêt et Jungle\nDans Unciv, les forêts et les jungles sont visibles 1 case en dehors du champ de vision. Dans Civilization V, cela s'applique aux collines et montagnes, mais pas aux forêts et jungles, et pourtant, une jungle ou une forêt peut bloquer la vision d'une colline, et une colline + forêt peut bloquer la vision d'une montagne, indiquant donc que les deux terrains sont à la même élévation. Cela est considéré comme un bug, dans une logique de visibilité pourtant bien conçue dans Civilization V.
# Requires translation!
Founding Cities\nThe Settler is a unit that can found a new city. You can build a Settler unit in a city with at least 2 population, and then move them to a good location to found a new city. This will usually be your main way of acquiring more cities. =
Founding Cities\nThe Settler is a unit that can found a new city. You can build a Settler unit in a city with at least 2 population, and then move them to a good location to found a new city. This will usually be your main way of acquiring more cities. = Fonder des villes\nLe Colon est une unité pouvant fonder une nouvelle ville. Vous pouvez construire un Colon dans une ville avec au moins 2 en Population, puis le déplacer à un endroit propice pour fonder une nouvelle ville.
# Requires translation!
Food conversion to Production\nDuring the construction of a Settler, the city will not grow. Instead, the 1st, 2nd, 4th, and from there on every 4th, excess Food (Growth) is converted into Production, with the rest of the excess Food being lost. =
Food conversion to Production\nDuring the construction of a Settler, the city will not grow. Instead, the 1st, 2nd, 4th, and from there on every 4th, excess Food (Growth) is converted into Production, with the rest of the excess Food being lost. = Conversion Nourriture en Production\nPendant la construction d'un Colon, la ville ne pourra pas croître. À la place, le 1er, 2ème, 4ème, puis tous les 4 excédents en Nourriture (Croissance) sont convertis en Production, tous les autres excédents en Nourriture étant quant à eux perdus.

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@ -6752,24 +6752,16 @@ Inquisitor = Inquisitore
Introduction = Introduzione
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! = Benvenuto/a su Unciv!\nLascia che ti avverta: questo è un gioco complesso, e quindi vi sono dei compiti base che ti aiuteranno a familiarizzare con il gioco e tutte le sue funzioni.\nSono completamente opzionali, e puoi anche esplorare il gioco da solo!
# Requires translation!
Welcome to Unciv! =
# Requires translation!
Because this is a complex game, there are some tutorials to help familiarize you with it. These can be disbaled in the Options -> Display menu, but please hang on if you're new here! =
# Requires translation!
Your first mission is to found your capital city. This is actually an important task because your capital city will probably be your most prosperous. Many game bonuses apply only to your capital city, and it will be the center of your empire. =
# Requires translation!
How do you know a city location is appropriate? Luckily, the game has already chosen a good location for you. You can settle in this place, or maybe move a turn to found on a Hill (for Production and defence) or next to a Mountain (to gain access to the Observatory building later on). =
# Requires translation!
You'll likely want more cities later on. For these cities, you must go and find a good place. Looking for and founding on or near Luxury resources is a good rule of thumb. =
# Requires translation!
Luxury resources are tiles that have things like Gems, Cotton, or Silk (indicated by a yellow background of the resource icon). These 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 keep in mind! =
# Requires translation!
Cities will house Citizens, which can work tiles up to 3 tiles away from the city. This means you dont have to settle cities right on or next to good tiles. Lets say, for example, that you want access to some Iron but the resource is in a desert area. You dont have to settle your city in the desert. You can settle a few tiles away in more prosperous lands. Your city will grow and eventually gain access to the resource. You only need to settle right on top of resources if you need them immediately. =
# Requires translation!
The first thing coming out of your city depends on the strategy you want to follow, but the 'classic' build order is to build first two Scouts, then a Shrine, and three Settlers, and adopt Tradition, to explore the map quickly (Scouts ignore terrain cost), and to get an early Pantheon (if you're playing with religion enabled). =
# Requires translation!
But feel free to experiment with your own build orders! =
Welcome to Unciv! = Benvenuto a Unciv!
Because this is a complex game, there are some tutorials to help familiarize you with it. These can be disbaled in the Options -> Display menu, but please hang on if you're new here! = Poiché questo è un gioco complesso, esistono dei tutorial per aiutarti a familiarizzare con il tutto. Puoi disabilitarli nel menu Opzioni -> Schermo, ma non te lo consiglio se sei nuovo qui.
Your first mission is to found your capital city. This is actually an important task because your capital city will probably be your most prosperous. Many game bonuses apply only to your capital city, and it will be the center of your empire. = Il tuo primo compito è fondare la tua capitale, il centro del tuo impero; questo è in realtà molto importante perché di solito sarà la tua città più prospera, e molti bonus nel gioco si applicheranno solo ad essa.
How do you know a city location is appropriate? Luckily, the game has already chosen a good location for you. You can settle in this place, or maybe move a turn to found on a Hill (for Production and defence) or next to a Mountain (to gain access to the Observatory building later on). = Non temere se non sai dove fondare la tua città: il gioco ti ha appena scelto un posto adatto. Puoi fondare la capitale qui, o forse farlo un turno dopo su una collina (per la Produzione e la difesa) o nei pressi di una montagna (per accedere in seguito all'Osservatorio).
You'll likely want more cities later on. For these cities, you must go and find a good place. Looking for and founding on or near Luxury resources is a good rule of thumb. = Certamente sarà necessario fondare nuove città, ma dovrai trovare nuovi spazi adatti. Un'ottima idea è fondarle, se non sopra, nei pressi delle risorse di lusso.
Luxury resources are tiles that have things like Gems, Cotton, or Silk (indicated by a yellow background of the resource icon). These 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 keep in mind! = Le risorse di lusso includono Gemme, Cotone e Seta, e sono indicate da un'icona nera su sfondo giallo, e rendono più felici i cittadini. Esistono anche risorse strategiche dallo sfondo arancione, tra cui il Ferro, utili per costruire unità avanzate. Tieni anche a mente che le città devono essere costruite a una distanza di tre caselle.
Cities will house Citizens, which can work tiles up to 3 tiles away from the city. This means you dont have to settle cities right on or next to good tiles. Lets say, for example, that you want access to some Iron but the resource is in a desert area. You dont have to settle your city in the desert. You can settle a few tiles away in more prosperous lands. Your city will grow and eventually gain access to the resource. You only need to settle right on top of resources if you need them immediately. = Le città ospiteranno Cittadini, che sfrutteranno fino a tre caselle a distanza dal centro cittadino. Questo vuol anche dire che puoi effettivamente fondare città nei pressi della risorsa che ti serve, non necessariamente al di sopra di essa. Mettiamo per esempio che ti serva l'accesso a del Ferro, che si trova in un'area desertica; non sarà necessario fondarvi una città lì direttamente, basta farlo in un'area prospera a tre caselle di distanza, e la tua città, crescendo, otterrà eventualmente l'accesso a quella risorsa. Questo a meno che non ti serva immediatamente.
The first thing coming out of your city depends on the strategy you want to follow, but the 'classic' build order is to build first two Scouts, then a Shrine, and three Settlers, and adopt Tradition, to explore the map quickly (Scouts ignore terrain cost), and to get an early Pantheon (if you're playing with religion enabled). = La prima cosa che viene fuori dalla città dipende dalla strategia che vuoi seguire, ma l'ordine 'classico' di costruzione sarebbe due Scout, un Santuario e tre Coloni, per poi adottare il Tradizionalismo, per esplorare la mappa in fretta (gli Scout ignorano i costi di movimento sui terreni) e ottenere in fretta un Pantheon (se la Religione è abilitata).
But feel free to experiment with your own build orders! = Tuttavia, hai la libertà di sperimentare con le tue proprie code di costruzione!
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. = Durante i tuoi primi turni, avrai pochissime opzioni, ma col crescere della tua città, aumenterano anche le cose che richiederanno la tua attenzione.
@ -7099,33 +7091,19 @@ If you opened the Civilopedia from the main menu, the "Ruleset" will be that of
Letters can select categories, and when there are multiple categories matching the same letter, you can press that repeatedly to cycle between these. = Le lettere possono selezionare categorie, e nel caso una lettera ne contenga più di una, puoi premerla ripetutamente per ciclare tra di esse.
The arrow keys allow navigation as well - left/right for categories, up/down for entries. = Anche le freccette direzionali sulla tastiera permettono la navigazione: sinistra/destra per le categorie, sù/giù per le voci.
# Requires translation!
Differences from Civilization V =
# Requires translation!
Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept =
# Requires translation!
Science Queueing\nIn Civilization V, Science yield is calculated after production, so if you finish an item and have Science (or Gold) queued as a perpetual construction, the Production overflow from item will be converted into Science (or Gold), but the Production is not consumed, as this will only happen again on the next turn. By immediately swapping out your perpetual construction for an item on the next turn, you'll get this Science (or Gold) for free. This doesn't apply to Unciv, so don't bother. =
# Requires translation!
Double Aqueducts\nIn Civilization V, the game sells existing copies of the building for you before providing a free copy of the building. So, if you build an aqueduct in a city, and then in the turn of adopting Tradition Complete you sell a cheap building (e.g a shrine) beforehand, the game is unable to sell more than 1 building per turn, and thus you'll keep your aqueduct, together with the new free aqueduct. Not applicable to Unciv. =
# Requires translation!
Legalism Oxford\nIn Civilization V, national wonders such as Oxford University are considered culture buildings, so you can get them for free with Legalism. Not applicable to Unciv. =
# Requires translation!
Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents =
# Requires translation!
Citizen Conversion\nIn Civilization V, a citizen is born religious if the parent city is already converted. This is not the case in Unciv, which can lead to temporary deconversion of a city when it grows. =
# Requires translation!
Unassigned Citizens\nIn Civilization V, unassigned citizens are considered specialists, and subject to the same type of bonuses (e.g. Korea's ability). It can be worthwhile to leave citizens unassigned, instead of being assigned to a tile. Not applicable to Unciv. =
# Requires translation!
Settler Construction\nIn Civilization V, cities can't starve when constructing settlers, so you can assign all citizens to production tiles and none to food tiles. In Unciv, citizens keep consuming two food per turn. =
# Requires translation!
Water Melee Attack\nAs result of a Discord poll, Water Melee units can attack military land units on the shore, unlike in Civilization V. =
# Requires translation!
Tile improvements\nIn Civilzation V, workers start working on an improvement-under-construction at the beginning of movement. Unciv changes this, to allow players to assign workers to tiles, and then reconsider and change improvement or move them elsewhere. =
# Requires translation!
Forest and Jungle Visibility\nIn Unciv, forests and jungles are visible 1 tile outside visibility range. In Civilization V, this is the behaviour of hills and mountains, but not of forests and jungles, yet jungle and forest can block hills, and hill + forest can block mountain, indicating they're on the same elevation. This is considered to be a bug in the otherwise well-structured visibility logic in Civilization V. =
Differences from Civilization V = Differenze da Civilizat
Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept = Focus Produzione\nIn Civilization V, prima si calcola la resa di Cibo nella città, la popolazione cresce consumando il cibo immagazzinato e poi si calcola la produzione seguita una dopo l'altra dalle altre statistiche. I cittadini possono quindi produrre rese nello stesso turno in cui nascono. Il focus cittadino è rivolto alla Produzione per assegnare i nuovi cittadini alle colline per contribuire alla Produzione, ed essi nel turno successivo possono essere riassegnati manualmente. In alternativa, puoi impostare il focus della città su Oro (ad esempio con Cerro de Potosi), Fede (ad esempio con Monte Sinai) o qualsiasi cosa ottenga più rendimenti. In Unciv, i cittadini iniziano a produrre rendimenti solo al turno successivo, quindi puoi ignorare tutto questo concetto.
Science Queueing\nIn Civilization V, Science yield is calculated after production, so if you finish an item and have Science (or Gold) queued as a perpetual construction, the Production overflow from item will be converted into Science (or Gold), but the Production is not consumed, as this will only happen again on the next turn. By immediately swapping out your perpetual construction for an item on the next turn, you'll get this Science (or Gold) for free. This doesn't apply to Unciv, so don't bother. = Coda di Scienza\nIn Civilization V, la resa di Scienza viene calcolata dopo la produzione, quindi se finisci un oggetto e hai Scienza (o Oro) in coda come costruzione perpetua, l'eccesso di Produzione dall'oggetto verrà convertito in Scienza (o Oro), ma la Produzione non verrà consumata, poiché ciò accadrà di nuovo solo nel turno successivo. Sostituendo immediatamente la tua costruzione perpetua con un oggetto nel turno successivo, otterrai questa Scienza (o Oro) gratuitamente. Questo non si applica a Unciv, quindi non preoccuparti.
Double Aqueducts\nIn Civilization V, the game sells existing copies of the building for you before providing a free copy of the building. So, if you build an aqueduct in a city, and then in the turn of adopting Tradition Complete you sell a cheap building (e.g a shrine) beforehand, the game is unable to sell more than 1 building per turn, and thus you'll keep your aqueduct, together with the new free aqueduct. Not applicable to Unciv. = Doppi acquedotti\nIn Civilization V, il gioco vende copie esistenti dell'edificio per te prima di fornirti una copia gratuita dell'edificio. Quindi, se costruisci un acquedotto in una città e poi nel turno di adozione di Tradizione Completa vendi un edificio economico (ad esempio un santuario) in anticipo, il gioco non è in grado di vendere più di 1 edificio a turno e quindi manterrai il tuo acquedotto, insieme al nuovo acquedotto gratuito. Non applicabile a Unciv.
Legalism Oxford\nIn Civilization V, national wonders such as Oxford University are considered culture buildings, so you can get them for free with Legalism. Not applicable to Unciv. = Legalismo e Oxford\nIn Civilization V, le meraviglie nazionali come l'Università di Oxford sono considerate edifici culturali, quindi puoi ottenerle gratuitamente con Legalismo. Non applicabile a Unciv.
Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents = Strade e forti\nA differenza di Civilization V, in Unciv puoi usare strade e forti in territorio nemico quindi, invece di costruirli senza pensarci ovunque quando sei in guerra, devi decidere se e quando saranno più utili a te che ai tuoi avversari.
Citizen Conversion\nIn Civilization V, a citizen is born religious if the parent city is already converted. This is not the case in Unciv, which can lead to temporary deconversion of a city when it grows. = Conversione dei cittadini\nIn Civilization V, un cittadino nasce religioso se la città madre è già convertita. Non accade in Unciv, il che può portare alla deconversione temporanea di una città quando cresce.
Unassigned Citizens\nIn Civilization V, unassigned citizens are considered specialists, and subject to the same type of bonuses (e.g. Korea's ability). It can be worthwhile to leave citizens unassigned, instead of being assigned to a tile. Not applicable to Unciv. = Cittadini non assegnati\nIn Civilization V, i cittadini non assegnati sono considerati specialisti e soggetti allo stesso tipo di bonus (ad esempio l'abilità della Corea). Può valere la pena lasciare i cittadini non assegnati, invece di assegnarli a una tessera. Non applicabile a Unciv.
Settler Construction\nIn Civilization V, cities can't starve when constructing settlers, so you can assign all citizens to production tiles and none to food tiles. In Unciv, citizens keep consuming two food per turn. = Costruzione dei coloni\nIn Civilization V, le città evitano la fame quando costruiscono coloni, quindi puoi assegnare tutti i cittadini alle tessere di produzione e nessuno alle tessere di cibo. In Unciv, i cittadini continuano a consumare due cibi a turno.
Water Melee Attack\nAs result of a Discord poll, Water Melee units can attack military land units on the shore, unlike in Civilization V. = Attacco anfibio da mischia\nA seguito di un sondaggio su Discord, le unità anfibie da mischia possono attaccare le unità militari terrestri sulla riva, a differenza di Civilization V.
Tile improvements\nIn Civilzation V, workers start working on an improvement-under-construction at the beginning of movement. Unciv changes this, to allow players to assign workers to tiles, and then reconsider and change improvement or move them elsewhere. = Miglioramenti delle caselle\nIn Civilization V, i lavoratori iniziano a lavorare su un miglioramento in costruzione all'inizio del movimento. Unciv cambia questa regola, per consentire ai giocatori di assegnare i lavoratori alle tessere, e poi riconsiderare e cambiare il miglioramento o spostarli altrove.
Forest and Jungle Visibility\nIn Unciv, forests and jungles are visible 1 tile outside visibility range. In Civilization V, this is the behaviour of hills and mountains, but not of forests and jungles, yet jungle and forest can block hills, and hill + forest can block mountain, indicating they're on the same elevation. This is considered to be a bug in the otherwise well-structured visibility logic in Civilization V. = Visibilità di foreste e giungle\nIn Unciv, foreste e giungle sono visibili a una casella fuori dal raggio visivo. In Civilization V, questo è il comportamento di colline e montagne, ma non di foreste e giungle; esse però possono bloccare le colline, e collina + foresta possono bloccare la montagna, indicando che si trovano sulla stessa elevazione. Questo è considerato un bug nella logica di visibilità altrimenti ben strutturata in Civilization V.
# Requires translation!
Founding Cities\nThe Settler is a unit that can found a new city. You can build a Settler unit in a city with at least 2 population, and then move them to a good location to found a new city. This will usually be your main way of acquiring more cities. =
# Requires translation!
Food conversion to Production\nDuring the construction of a Settler, the city will not grow. Instead, the 1st, 2nd, 4th, and from there on every 4th, excess Food (Growth) is converted into Production, with the rest of the excess Food being lost. =
Founding Cities\nThe Settler is a unit that can found a new city. You can build a Settler unit in a city with at least 2 population, and then move them to a good location to found a new city. This will usually be your main way of acquiring more cities. = Fondare città\nIl Colono è un'unità che può fondare una nuova città. Puoi costruire un'unità Colono in una città con almeno 2 abitanti, e poi spostarla in una buona posizione per fondare una nuova città. Questo sarà solitamente il tuo modo principale per acquisire più città.
Food conversion to Production\nDuring the construction of a Settler, the city will not grow. Instead, the 1st, 2nd, 4th, and from there on every 4th, excess Food (Growth) is converted into Production, with the rest of the excess Food being lost. = Conversione del cibo in produzione\nDurante la costruzione di un colono, la città non crescerà. Invece, il 1°, 2°, 4° e da lì in poi ogni 4, il cibo in eccesso (crescita) viene convertito in produzione, mentre il resto del cibo in eccesso viene perso.

View File

@ -479,10 +479,10 @@ Non-existent city = Urbs non est
# Unit differences
[resourceName] not required = [resourceName] non requiritur
Lost ability (vs [originalUnit]): [ability] = Caret facultate (cum [originalUnit](o/is) componitur): [ability]
[resourceName] not required = [resourceName] non requiritur/requiruntur
Lost ability (vs [originalUnit]): [ability] = Facultas amissa (cum [originalUnit](o/is) componitur): [ability]
# Requires translation!
Upgrade all [count] [unit] ([cost] gold) =
Upgrade all [count] [unit] ([cost] gold) = Armo omnes [count] [unit](m/s/um/os) ([cost] solidi)
National ability = Facultas populi
[firstValue] vs [secondValue] = [firstValue] cum [secondValue] componitur
Gained = Acquisitus
@ -1244,7 +1244,7 @@ Automated workers replace improvements =
# Requires translation!
Automated units move on turn start =
# Requires translation!
Automated units can upgrade =
Automated units can upgrade = Centuriae automatae possint armari
Automated units choose promotions = Centuriae automatae deligant promotiones
# Requires translation!
Cities auto-bombard at end of turn =
@ -1705,9 +1705,11 @@ Air Sweep = Aëra Verrere
Add in capital = Adde in metropoli
Add to [comment] = Adde ad [comment](m/s/um/os)
# Requires translation!
Upgrade to [unitType] ([goldCost] gold) =
Upgrade to [unitType] ([goldCost] gold) = Armo sic fias [unitType] ([goldCost] solidi)
# "I arm you, so you should become..."
# Pred. nom. after fias, not acc.
# Requires translation!
Upgrade to [unitType]\n([goldCost] gold, [resources]) =
Upgrade to [unitType]\n([goldCost] gold, [resources]) = Armo sic fias [unitType]\n([goldCost] solidi, [resources])
Transform to [unitType] = Muta in [unitType](m/s/um/os)
Transform to [unitType]\n([resources]) = Muta in [unitType](m/s/um/os)\n([resources])
Found city = Conde urbem
@ -1719,7 +1721,7 @@ Do you really want to disband this unit? =
# Requires translation!
Disband this unit for [goldAmount] gold? =
# Requires translation!
Gift unit =
Gift unit = Dono centuriam
Explore = Scrutare
Stop exploration = Non scrutare
Pillage = Diripe
@ -1788,7 +1790,7 @@ Avoid [terrain] = Vitat [terrain](m/um)
# Maya calendar popup
# Requires translation!
The Mayan Long Count =
The Mayan Long Count = Numeratio Longinqua Mayensis
# Requires translation!
Your scientists and theologians have devised a systematic approach to measuring long time spans - the Long Count. During the festivities whenever the current b'ak'tun ends, a Great Person will join you. =
# Requires translation!
@ -2077,7 +2079,7 @@ Name = Nomen
Closest city = Urbs proxima
Action = Actio
# Requires translation!
Upgrade =
Upgrade = Armare
Defeated = Victa
[numberOfCivs] Civilizations in the game = [numberOfCivs] Populi in ludo
Our Civilization: = Populus Noster:
@ -2093,13 +2095,13 @@ Not found = Non inventum
Known = Scitum
Owned = Possessum
# Requires translation!
Near [city] =
Near [city] = In propinquo [city](e/rum/i/orum)
# Requires translation!
Somewhere around [city] =
Far away = Longinquum
Status = Status
# Requires translation!
Current turn =
Current turn = Passus currens
You = Tu
Turn [turnNumber] = Passus [turnNumber]
Location = Locus
@ -2108,17 +2110,17 @@ Unimproved = Non meliorata
Number of tiles with this resource\nin your territory, without an\nappropriate improvement to use it =
We Love The King Day = Festum de Amore Regis Nostri
# Requires translation!
WLTK+ =
WLTK+ = FARN+
# Requires translation!
Number of your cities celebrating\n'We Love The King Day' thanks\nto access to this resource =
# Requires translation!
WLTK demand =
# Requires translation!
WLTK- =
WLTK- = FARN-
# Requires translation!
Trade offer =
Trade offer = Res oblatae in mercato
# Requires translation!
Resources we're offering in trades =
Resources we're offering in trades = Merces quas nos in mercato offerimus
# Requires translation!
Number of your cities\ndemanding this resource for\n'We Love The King Day' =
# Requires translation!
@ -2130,13 +2132,13 @@ Show diagram =
# Requires translation!
Diagram line colors =
# Requires translation!
At war with [enemy] =
At war with [enemy] = In bello contra [enemy](m/um)
# Requires translation!
Defensive pact with [civName] =
Defensive pact with [civName] = Foedus de defensione cum [civName](o/is)
# Requires translation!
Friends with [civName] =
Friends with [civName] = Amici cum [civName](o/is)
# Requires translation!
an unknown civilization =
an unknown civilization = populus incognitus
# Requires translation!
[numberOfTurns] Turns Left =
# Requires translation!
@ -2314,11 +2316,11 @@ May contain [listOfResources] =
# Requires translation!
May contain: =
# Requires translation!
Can upgrade from [unit] =
Can upgrade from [unit] = Potest faci per armationem [unit](e/rum/i/orum)
# Requires translation!
Can upgrade from: =
Can upgrade from: = Potest faci per armationem unius de eis:
# Requires translation!
Upgrades to [upgradedUnit] =
Upgrades to [upgradedUnit] = Potest armari ut fiat [upgradedUnit]
# Requires translation!
Obsolete with [obsoleteTech] =
Can Transform to [upgradedUnit] = Potest mutari in [upgradedUnit](m/s/um/os)
@ -2376,13 +2378,13 @@ Extra happiness per luxury =
Research cost modifier = Coefficiens ad sumptos cognitionum
Unit cost modifier = Coefficiens ad sumptos centuriarum
Building cost modifier = Coefficiens ad sumptos ædificiorum
Policy cost modifier = Coefficiens ad sumptos dictatorum
Policy cost modifier = Coefficiens ad sumptum dictati
Unhappiness modifier = Coefficiens ad iram
Bonus vs. Barbarians = Additio contra barbaros
# Requires translation!
Barbarian spawning delay =
# Requires translation!
Bonus starting units =
Bonus starting units = Centuriae addititiae initiales
# Requires translation!
AI settings =
@ -2485,50 +2487,51 @@ Search! =
# Requires translation!
Results =
# Requires translation!
Nothing found! =
Nothing found! = Nulla est comperta!
# Policies
# Requires translation!
Adopt =
Adopt = Accipio
# Requires translation!
Completed =
Completed = Completa
# Requires translation!
On adoption =
On adoption = Cum accipitur
# Requires translation!
On completion =
On completion = Cum completur
# Requires translation!
Cannot be adopted together with =
Cannot be adopted together with = Non potest accipi cum
# Requires translation!
Cannot be adopted before =
Cannot be adopted before = Non potest accipi ante
# Requires translation!
Adopt policy =
Adopt policy = Accipio dictatum
# Requires translation!
Adopt free policy =
Adopt free policy = Accipio dictatum gratuitum
# Requires translation!
Unlocked at =
Unlocked at = Disseratur in
# Requires translation!
Gain 2 free technologies =
# Requires translation!
All policies adopted =
All policies adopted = Dictata omnia accepta
# Requires translation!
[branchName] branch =
[branchName] branch = Ramus [branchName]
# Requires translation!
Policy branch: [branchName] =
Policy branch: [branchName] = Ramus dictati: [branchName]
# Avoid 'dictatorum', which could mean 'of dictators'
# Requires translation!
Are you sure you want to adopt [branchName]? =
Are you sure you want to adopt [branchName]? = Vero visne accipere [branchName](m/um)?
# Religions
Religions = Religiones
# Requires translation!
Choose an Icon and name for your Religion =
Choose an Icon and name for your Religion = Eligas symbolum et nomen pro religione tua
# Requires translation!
Choose a name for your religion =
Choose a name for your religion = Eligas nomen pro religione tua
# Requires translation!
Choose a [beliefType] belief! =
Choose a [beliefType] belief! = Elige opinionem [beliefType]!
# Requires translation!
Choose any belief! =
Choose any belief! = Elige unam opinionem!
Found [religionName] = Funda [religionName]
Enhance [religionName] = Cumula [religionName]
Choose a pantheon = Pantheum eligas
@ -2541,57 +2544,57 @@ Expand Pantheon = Expande Pantheum
Follow [belief] =
Religions and Beliefs = Religiones et Opiniones
# Requires translation!
Majority Religion: [name] =
Majority Religion: [name] = Religio Majoritatis: [name]
# Requires translation!
+ [amount] pressure =
+ [amount] pressure = + [amount] impulsus
# Requires translation!
Holy City of: [religionName] =
Holy City of: [religionName] = Urbs sancta, [religionName](e/rum/i/orum)
# Requires translation!
Former Holy City of: [religionName] =
Former Holy City of: [religionName] = Prior urbs sancta, [religionName](e/rum/i/orum)
Followers = Assectatores
# Requires translation!
Pressure =
Pressure = Impulsus
# Religion overview screen
Religion Name: = Nomen Religionis
Pantheon Name: = Nomen Panthei
Religion Name: = Nomen Religionis:
Pantheon Name: = Nomen Panthei:
# Requires translation!
Founding Civ: =
Holy City: = Urbs Sancta:
Founding Civ: = Institutoris civ.:
Holy City: = Urbs sancta:
# Requires translation!
Cities following this religion: =
Cities following this religion: = Urbes quæ sequuntur hanc religionem:
# Requires translation!
Followers of this religion: =
Followers of this religion: = Assectatores hujus religionis:
# Requires translation!
Click an icon to see the stats of this religion =
# Requires translation!
Religion: Off =
Religion: Off = Religio: Non habilitata
# Requires translation!
Minimal Faith required for\nthe next [Great Prophet]: =
Minimal Faith required for\nthe next [Great Prophet]: = Fides minima requiritur\nad posteriorem [Great Prophet](m/um):
# Requires translation!
Religions to be founded: [amount] =
Religions to be founded: [amount] = Religiones fundandæ: [amount]
# Requires translation!
Available religion symbols =
Available religion symbols = Symbola parabilia religionum
# Requires translation!
Number of civilizations * [amount] + [amount2] =
Number of civilizations * [amount] + [amount2] = Numerus civilizationum * [amount] + [amount2]
# Requires translation!
Estimated Number of civilizations * [amount] + [amount2] =
Estimated Number of civilizations * [amount] + [amount2] = Numerus aestimatus civilizationum * [amount] + [amount2]
# Requires translation!
Religions already founded =
Religions already founded = Religiones fundatæ
# Requires translation!
Available founder beliefs =
Available founder beliefs = Opiniones parabiles institutorum
# Requires translation!
Available follower beliefs =
Available follower beliefs = Opiniones parabiles assectatorum
# Requires translation!
Religious status: =
Religious status: = Status religiosus:
None = Nulla
Pantheon = Pantheum
# Requires translation!
Founding religion =
Founding religion = Religio fundatur
Religion = Religio
# Requires translation!
Enhancing religion =
Enhancing religion = Religio cumulatur
Enhanced religion = Religio cumulata
# Espionage
@ -2606,9 +2609,9 @@ Move = Moveo
After an unknown civilization entered the [eraName], we have recruited [spyName] as a spy! = Postquam populus incognitus [eraName](m/um) ingressus erat, [spyName](am/um) emissarium allegimus!
We have recruited [spyName] as a spy! = [spyName](m/um) emissarium allegimus!
# Requires translation!
Your spy [spyName] has leveled up! =
Your spy [spyName] has leveled up! = [spyName], qui/quæ erat emissarius tuus, superne promotus/promota est!
# Requires translation!
Your spy [spyName] has leveled up [amount] times! =
Your spy [spyName] has leveled up [amount] times! = [spyName], qui/quæ erat emissarius tuus, [amount]-iens superne promotus/promota est!
Your spy [spyName] cannot steal any more techs from [civName] as we've already researched all the technology they know! = [spyName], qui/quæ est emissarius tuus, technologias plures ex [civName](o/is) afferre non potest, quia nos jam invenimus technologias omnes quas sciunt!
# Stealing Technology defending civ
@ -2665,7 +2668,7 @@ Path to [promotion] is ambiguous = Via ad [promotion] est ambigua
# Multiplayer Turn Checker Service
Enable out-of-game turn notifications = Denuntiatio extra ludum de passibus habilitetur
Out-of-game, update status of all games every: = Extra ludum renovo status de ludis in omni:
Out-of-game, update status of all games every: = Extra ludum renovo statum de ludis in omni:
# Requires translation!
Show persistent notification for turn notifier service =
# These are on Options-Advanced
@ -2896,7 +2899,7 @@ Military Units gifted from City-States start with [amount] XP =
Militaristic City-States grant units [amount] times as fast when you are at war with a common nation =
# Requires translation!
Gifts of Gold to City-States generate [relativeAmount]% more Influence =
Can spend Gold to annex or puppet a City-State that has been your ally for [amount] turns. = Possis, per sumptionem solidorum, civitatem urbis, quæ sit ac fuerit socia tua in [amount] passibus usque ad hunc, affigere aut pupulum facere
Can spend Gold to annex or puppet a City-State that has been your ally for [amount] turns. = Possis, per sumptionem solidorum, civitatem urbis, quæ sit ac esset socia tua in [amount] passibus usque ad hunc, affigere aut pupulum facere
City-State territory always counts as friendly territory = Terra civitatis urbis semper videtur acsi terra amica sit
Allied City-States will occasionally gift Great People = Civitates sociæ urbium nonnumquam donet personas magnas
Will not be chosen for new games = Non eligetur ad ludos novos
@ -2955,7 +2958,7 @@ Each city founded increases culture cost of policies [relativeAmount]% less than
[relativeAmount]% Gold from Great Merchant trade missions =
Great General provides double combat bonus = Dux magnus præbet additionem duplicatam ad prœlium
# Requires translation!
Receive a free Great Person at the end of every [comment] (every 394 years), after researching [tech]. Each bonus person can only be chosen once. =
Receive a free Great Person at the end of every [comment] (every 394 years), after researching [tech]. Each bonus person can only be chosen once. = Accipias personam magnam in fine omnis [comment] (394 anni) postquam invenis [tech](m/um). Singula persona magna addititia modo potest semel eligi.
# Requires translation!
Once The Long Count activates, the year on the world screen displays as the traditional Mayan Long Count. =
[amount] Unit Supply = [amount] Supplementum centuriarum
@ -3159,9 +3162,9 @@ Can be earned through combat = Potest mereri per prœlium
Invisible to non-adjacent units = Non potest videri centuriis non adjacentibus
Can see invisible [mapUnitFilter] units = Potest videre centurias invisibiles quæ sunt [mapUnitFilter]
# Requires translation!
May upgrade to [unit] through ruins-like effects =
May upgrade to [unit] through ruins-like effects = Potest per influentiam similem parietinis armari ut fiat [unit]
# Requires translation!
Can upgrade to [unit] =
Can upgrade to [unit] = Potest armari ut fiat [unit]
Destroys tile improvements when attacking = Destruit meliorationem cum appugnat
Cannot move = Non potest moveri
Double movement in [terrainFilter] = Duplicat momentum in tegulis quæ sunt [terrainFilter]
@ -3216,27 +3219,27 @@ Deposits in [tileFilter] tiles always provide [amount] resources = Depositiones
Can only be created by Mercantile City-States = Modo potest creari civitatibus mercantibus urbium
Stockpiled = Accumulata
# Requires translation!
City-level resource =
City-level resource = Merx in plaga urbis
Cannot be traded = Ad commercium non est
# Requires translation!
Guaranteed with Strategic Balance resource option =
Guaranteed with Strategic Balance resource option = Promissa est cum optione de libra de strategemate
Can also be built on tiles adjacent to fresh water = Etiam potest ædificari in tegulis adjacentibus ad aquam dulcem
[stats] from [tileFilter] tiles = [stats] de tegulis quæ sunt [tileFilter]
Ensures a minimum tile yield of [stats] = Promittit res producendas paucissimas esse [stats]
Can be built outside your borders = Potest ædificari extra fines tuos
Can be built just outside your borders = Potest extra fines tuos ædificari ubi ad eos adjacens sit
Can be built just outside your borders = Potest ibi extra fines tuos ædificari, ubi ad eos (fines) adjaceat
Can only be built to improve a resource = Modo potest ædificari ad meliorationem mercis
Removes removable features when built = Cum ædificatur, summovet adjunctos qui possunt summoveri
# Requires translation!
Gives a defensive bonus of [relativeAmount]% =
Gives a defensive bonus of [relativeAmount]% = Dat additionem de defensione quæ est [relativeAmount]%
# Requires translation!
Costs [amount] [stat] per turn when in your territory =
Costs [amount] [stat] per turn when in your territory = Consumat [amount] [stat](m/s/um/os) passu omni si in terra tua sit
# Requires translation!
Costs [amount] [stat] per turn =
Costs [amount] [stat] per turn = Consumit [amount] [stat](m/s/um/os) passu omni
Adjacent enemy units ending their turn take [amount] damage = Cum passus perficitur, centuriæ hostiles adjacentes accipiunt [amount] damnum
Great Improvement = Melioratio Magna
# Requires translation!
Provides a random bonus when entered =
Provides a random bonus when entered = Passive (i.e. de cæcitate) præbet res bonam si quis ingreditur
Unpillagable = Non potest diripi
Irremovable = Non potest summoveri
Will not be replaced by automated units = Non substituetur centuriis automatariis
@ -3289,7 +3292,7 @@ when between [amount] and [amount2] [stat/resource] = si [stat/resource] sunt ne
in this city = in hac urbe
in [cityFilter] cities = in urbibus [cityFilter]
in cities connected to the capital = in urbibus quæ sunt concatenatæ cum metropoli
in cities with a major religion = in urbibus cum religione popularium
in cities with a major religion = in urbibus cum religione plera
in cities with an enhanced religion = in urbibus cum religione cumulata
in cities following our religion = in urbibus quæ sequuntur religionem nostram
in cities with a [buildingFilter] = in urbibus cum [buildingFilter](o/is)
@ -3306,14 +3309,14 @@ vs [mapUnitFilter] units = contra centurias quæ sunt [mapUnitFilter]
when fighting units from a Civilization with more Cities than you = si pugna(n)t contra centurias de populo cum urbibus pluribus quam tuis
when attacking = si appugna(n)t
when defending = si defend*t
when fighting in [tileFilter] tiles = si pugna(n)t in tegulis quæ sunt [tileFilter](e/i)
when fighting in [tileFilter] tiles = si pugna(n)t in tegulis quæ sunt [tileFilter]
on foreign continents = in continentibus alienis
when adjacent to a [mapUnitFilter] unit = si est adjacens ad centuriam quæ est [mapUnitFilter]
when adjacent to a [mapUnitFilter] unit = si adjacet ad centuriam quæ est [mapUnitFilter]
when above [amount] HP = si sanitas sua est major quam [amount]
when below [amount] HP = si sanitas sua est paucior quam [amount]
if it hasn't used other actions yet = si non egerit aliquid
with [amount] to [amount2] neighboring [tileFilter] tiles = cum tegulis adjacentibus quæ sint [tileFilter] ab [amount] ad [amount2]
in [tileFilter] tiles = in tegulis quæ sunt [tileFilter](e/i)
in [tileFilter] tiles = in tegulis quæ sunt [tileFilter]
in tiles without [tileFilter] = in tegulis sine [tileFilter](o/is)
within [amount] tiles of a [tileFilter] = si abest a tegula, quæ est [tileFilter], non pluribus quam [amount] tegulis
in tiles adjacent to [tileFilter] tiles = in tegulis adjacentibus ad tegulas quæ sunt [tileFilter]
@ -3338,18 +3341,18 @@ Free Great Person = Persona Magna gratuita
[amount] population in a random city = [amount] multitudo in urbem quæ decernatur passive (i.e. de cæcitate)
Discover [tech] = Invenis [tech](m/s)
# Requires translation!
Adopt [policy] =
Adopt [policy] = Accipias [policy](m/s/um/os)
# Requires translation!
Remove [policy] =
Remove [policy] = Expellas [policy](m/s/um/os)
# Requires translation!
Remove [policy] and refund [amount]% of its cost =
Remove [policy] and refund [amount]% of its cost = Expellas [policy](m/s/um/os) et recipias [amount]% quam sumptum ejus
Free Technology = Technologia gratuita
[positiveAmount] Free Technologies = [positiveAmount] Technologiæ gratuitæ
[positiveAmount] free random researchable Tech(s) from the [era] = [positiveAmount] Technologia(e) gratuita(e) quæ decernantur passive (i.e. de cæcitate) de technologiis, quæ possint invenire, de [era]
Reveals the entire map = Illustret tabulam omnem
Gain a free [beliefType] belief = Acquiras opinionem gratuitam quæ sit [beliefType]
# Requires translation!
Triggers voting for the Diplomatic Victory =
Triggers voting for the Diplomatic Victory = Faciatis suffragium ad victoriam eruditionis
Instantly consumes [positiveAmount] [stockpiledResource] = Confestim consumat [positiveAmount] [stockpiledResource](m/s/um/os)
Instantly provides [positiveAmount] [stockpiledResource] = Confestim præbeat [positiveAmount] [stockpiledResource](m/s/um/os)
Gain [amount] [stat] = Mereas [amount] [stat](m/s/um/os)
@ -3364,7 +3367,7 @@ Every major Civilization gains a spy once a civilization enters this era = Civil
Promotes all spies [amount] time(s) = Promoveat emissarios omnes totiens quam [amount]
Gain an extra spy = Acquiras emissarium addititium
# Requires translation!
Doing so will consume this opportunity to choose a Promotion =
Doing so will consume this opportunity to choose a Promotion = Hæc actio consumat hanc occasionem ad electionem promotionis
This Promotion is free = Hæc promotio est gratuita
Turn this tile into a [terrainName] tile = Mutet hanc tegulam in tegulam quæ sit [terrainName]
Provides the cheapest [stat] building in your first [positiveAmount] cities for free = In [positiveAmount] urbibus primis tuis gratuito præbeat vilissima ædificia de [stat]
@ -3375,9 +3378,9 @@ Triggers a [event] event =
[unitTriggerTarget] takes [positiveAmount] damage = [unitTriggerTarget] accipiat [positiveAmount] damnum
[unitTriggerTarget] gains [amount] XP = [unitTriggerTarget] acquirat [amount] XP
# Requires translation!
[unitTriggerTarget] upgrades for free =
[unitTriggerTarget] upgrades for free = [unitTriggerTarget] gratuito armetur
# Requires translation!
[unitTriggerTarget] upgrades for free including special upgrades =
[unitTriggerTarget] upgrades for free including special upgrades = [unitTriggerTarget] gratuito (specialiter) armetur
[unitTriggerTarget] gains the [promotion] promotion = [unitTriggerTarget] promoveatur ad [promotion]
[unitTriggerTarget] loses the [promotion] promotion = [unitTriggerTarget] perdat promotionem quæ est [promotion]
[unitTriggerTarget] gains [amount] movement = [unitTriggerTarget] mereat [amount] momentum
@ -3508,8 +3511,8 @@ in all cities with a world wonder = in urbibus omnibus cum miraculo mundi
in all cities connected to capital = in urbibus omnibus quæ sunt concatenatis cum metropoli
in all cities with a garrison = in urbibus omnibus cum castellano
Garrisoned = Immunitis
in all cities in which the majority religion is a major religion = in urbibus omnibus quibus religio plera est religio popularium
in all cities in which the majority religion is an enhanced religion = in urbibus omnibus quibus religio plera est religio cumulata
in all cities in which the majority religion is a major religion = in urbibus omnibus quibus religio majoritatis est religio plera
in all cities in which the majority religion is an enhanced religion = in urbibus omnibus quibus religio majoritatis est religio cumulata
in non-enemy foreign cities = in urbibus alienis non hostilibus
in enemy cities = in urbibus hostilibus
in foreign cities = in urbibus alienis
@ -3537,7 +3540,7 @@ World = Mundi
######### Population Filters ###########
Unemployed = Otios*
Followers of the Majority Religion = Assectatores Religioinis Popularium
Followers of the Majority Religion = Assectatores Religioinis Majoritatis
Followers of this Religion = Assectatores hujus Religionis
######### Terrain Filters ###########
@ -3905,7 +3908,7 @@ Palace = Regia
Monument = Monumentum
# Requires translation!
Granary =
Granary = Granarium
Temple of Artemis = Templum Dianae
# Requires translation!
@ -4133,10 +4136,11 @@ Arsenal = Fabrica Telorum
Hospital = Valetudinarium
# Requires translation!
Stock Exchange =
Stock Exchange = Mercatus Partium
# Requires translation!
Broadcast Tower =
Broadcast Tower = Turris Disseminationis
#https://en.m.wiktionary.org/wiki/dissemino
#https://en.m.wiktionary.org/wiki/disseminatio
Eiffel Tower = Turris Eiffeliana
# Requires translation!
@ -4176,7 +4180,7 @@ Solar Plant = Electrificina Solaris
Nuclear Plant = Ergasterium Atomicum
# Requires translation!
Apollo Program =
Apollo Program = Programma Apollo
Spaceship Factory = Fabrica Astronavium
@ -4185,7 +4189,7 @@ United Nations = Nationes Unitae
'More than ever before in human history, we share a common destiny. We can master it only if we face it together. And that is why we have the United Nations.' - Kofi Annan =
# Requires translation!
Utopia Project =
Utopia Project = Propositum de Utopia
#################### Lines from CityStateTypes from Civ V - Vanilla ####################
@ -4203,7 +4207,7 @@ Prince = Princeps
King = Rex
# Requires translation!
Era Starting Unit =
Era Starting Unit = Centuria inceptionis ætatis
Emperor = Imperator
Scout = Explorator
@ -4257,7 +4261,7 @@ It appears that you do have a reason for existing to make this deal with me.
Greetings. = Ave.
What do YOU want?! = Quod vis TU?
Ingenuity = Sollertia
May the gods bless you, great Nebuchadnezzar, ruler of ancient Babylon! Built 5000 years ago, Babylon emerged as an empire in 1800 BC, thanks to godlike Hammurabi, The Giver of Law. Falling under the Kassites assaults then the Assyrian domination, Babylon was reborn from its ashes, gaining back its independance, and became the beacon for Arts and Learning in the ancient world. O Nebuchadnezzar, after your death, Babylon quickly fell, conquered by the mighty Persians, and then by the Greeks, until the great city disappeared forever in 141 BC. = Dei beent te, Nabuchodonosor magne, rex antiquae Babyloniae! Aedificata quom quinque millibus annis aberat, Babylonia exstitit et facta erat imperium in MDCCC a.C.n., gratias Hammurabi divino, danti juris. Ruerat sub oppugnante de Kassitibus et postea dominatione Assyriá, Babylonia erat renovata ex cinere suo, reparavit independentiam suam, et facta erat pharus ad artem et cognitionem in mundo antiquo. O Nabuchodonosor, postquam mortuus eras, Babylonia cito ruit, capta a Persicis et, postea, Græcis erat, donec urbs magna aeternaliter abiit in CXLI a.C.n.
May the gods bless you, great Nebuchadnezzar, ruler of ancient Babylon! Built 5000 years ago, Babylon emerged as an empire in 1800 BC, thanks to godlike Hammurabi, The Giver of Law. Falling under the Kassites assaults then the Assyrian domination, Babylon was reborn from its ashes, gaining back its independance, and became the beacon for Arts and Learning in the ancient world. O Nebuchadnezzar, after your death, Babylon quickly fell, conquered by the mighty Persians, and then by the Greeks, until the great city disappeared forever in 141 BC. = Dei beent te, Nabuchodonosor magne, rex antiquae Babyloniae! Aedificata quom quinque millibus annis aberat, Babylonia exstitit et facta erat imperium in MDCCC a.C.n., gratias Hammurabi divino, danti juris. Ruerat sub oppugnante de Kassitibus et postea dominatione Assyriá, Babylonia erat renovata ex cinere suo, reparavit independentiam suam, et facta erat pharus ad artem et cognitionem in mundo antiquo. O Nabuchodonosor, postquam mortuus eras, Babylonia cito ruit, capta a Persicis et, postea, Graecis erat, donec urbs magna aeternaliter abiit in CXLI a.C.n.
# Requires translation!
Great Nebuchadnezzar, Babylon's glory still lives through you and your people. Will you create a spark to enlighten the world again? Will your new empire shine through the ages of history? =
Babylon = Babylonia
@ -4460,7 +4464,7 @@ How are you today? =
Oh. It's you? =
Art of War = Ars Bellica
# Requires translation!
Heaven itself bends before your beauty, Empress Wu Zetian, ruler of eternal China! You lead one of the oldest and greatest civilization of humanity. In your time, China stood at the forefront of science and technology, bringing the world such contributions as gunpowder, the printing press, and the world of Confucius, and this, long before the rest of the world was mature enough to make the same discoveries! =
Heaven itself bends before your beauty, Empress Wu Zetian, ruler of eternal China! You lead one of the oldest and greatest civilization of humanity. In your time, China stood at the forefront of science and technology, bringing the world such contributions as gunpowder, the printing press, and the world of Confucius, and this, long before the rest of the world was mature enough to make the same discoveries! = Caelum ante tuam pulchritudinem per se flectit, Imperatrix Wu Zetian, dux Sinarum aeternarum! Ducis unam de antiquissimis ac maximis civilizationibus humanitatis. In saeculo tuo, Sinae stabant in fronte scientia et technologiae, ad mundum attulerunt contributionem, ex. gr., pulverem pyrium, prelum typographicum et mundum Confucii, et hoc, longinquo antequam pars reliqua mundi erat satis matura ad factionem inventionum aequarum!
# Requires translation!
Great Queen, can you make China prevail again, using your divine intelligence and beauty? China stands for greatness, and all its enemies will be dazzled soon enough! Will your new empire shine through the ages of history? =
# Requires translation!
@ -5246,7 +5250,10 @@ Oh, it's you... =
# Requires translation!
Bushido =
# Requires translation!
Lord Oda Nobunaga, ruler of Japan, the land of the Rising Sun is at your command! Through history, Japanese people lived and died with honor, proud of their rich culture of arts and letters. Years of bloody civil wars, invasions of foreign powers, wealth but also great poverty, have never altered the strong will of the Rising Sun island, as the Bushido spirit has imbued the fields of battle and the Japanese society for millenia. At the end of the 19th century, under foreign influence, your people took the path of modernity, and in a few decades, made of Japan a land of technological innovation and powerful industry, with which only few nations can compete. =
Lord Oda Nobunaga, ruler of Japan, the land of the Rising Sun is at your command! Through history, Japanese people lived and died with honor, proud of their rich culture of arts and letters. Years of bloody civil wars, invasions of foreign powers, wealth but also great poverty, have never altered the strong will of the Rising Sun island, as the Bushido spirit has imbued the fields of battle and the Japanese society for millenia. At the end of the 19th century, under foreign influence, your people took the path of modernity, and in a few decades, made of Japan a land of technological innovation and powerful industry, with which only few nations can compete. = Domine, Oda Nobunaga, dux Iaponiae, terra solis surgentis in tua dominatione est. Per historiam, Iapanici cum honore vixerunt et mortui sunt, erant superbientes ob culturam opimam suam de artibus et litteris. Anni de bellis civilibus, irruptiones de potestatibus alienis, divitiae et magna paupertas numquam mutabant voluntatem potentem insulae solis surgentis, quia spiritus de Bushido est per millennia intinctus in campis bellorum et in societate Iaponica. In fine saeculi XIX, in influentia aliena, populus tuus ivit in viam ad modernitatem, et in decadibus fecit Iaponiam terram et innovationis technologiae et industriae potentis, ut pauci populi concertare possent.
# https://en.m.wiktionary.org/wiki/iaponicus#Latin
# https://en.m.wiktionary.org/wiki/saeculum
# https://en.m.wiktionary.org/wiki/modernitas
# Requires translation!
O great daimyo, will you take on your hands the Japan destiny, for the Rising Sun to light the world? Will your new empire shine through the ages of history? =
# Requires translation!
@ -7620,13 +7627,13 @@ Extended Range = Ambitus Extentus
Indirect Fire = Iaculum Ambagiosum
# Requires translation!
Shock I =
Shock I = Impulsus I
# Requires translation!
Shock II =
Shock II = Impulsus II
# Requires translation!
Shock III =
Shock III = Impulsus III
Drill I = Decursio I
@ -9379,7 +9386,7 @@ I have heard that you adept at certain kinds of ... interactions. Show me. =
# Requires translation!
Hello again. =
Patriarchate of Constantinople = Patriarchatus Constantinopolitanus
Magnificent Empress Theodora, beloved of Byzantium and of Rome, your people salute you! With your beauty and intelligence, you rose up from actress and courtesan to the rank of the most powerful woman in the Roman Empire, as wife of Justinian I. In the late 520's AD, you helped your husband engage in spiritual and legal reforms, promugalting numerous laws to improve women's status and treatment in the empire. You also made of Constantinople the jewel of the Eastern Roman Empire with the restoration and construction of many aqueducts, bridges, and churches, its beauty culminating with the creation of the Hagia Sophia, one of the most splendid pieces of architecture in the world. = Theodora, Imperatrix magna, amaris Byzantio et Roma. Populus tuus salutat te! Cum tua facie intellegentiaque, ab actrice ac meretrice ad feminam potentissimam in Imperio Romano surrexisti, ut marita Iustiniani I eras. In fine DXXX annorum Domini, maritum tuum ad reformationes spiritales et justa adjuvisti, jura ad meliorationem status et curationis feminarum in imperio promulgavisti. Etiam fecisti Constantinopolim lapidem Imperii Romani Orientalis cum refectio constructioneque aquaeductuum, pontium, ecclesiarumque. Pulchritudo sua surrexit ad altissimam cum creatione Sanctae Sapientiae, quae est unum de aedificiis pulcherrimis in mundo.
Magnificent Empress Theodora, beloved of Byzantium and of Rome, your people salute you! With your beauty and intelligence, you rose up from actress and courtesan to the rank of the most powerful woman in the Roman Empire, as wife of Justinian I. In the late 520's AD, you helped your husband engage in spiritual and legal reforms, promugalting numerous laws to improve women's status and treatment in the empire. You also made of Constantinople the jewel of the Eastern Roman Empire with the restoration and construction of many aqueducts, bridges, and churches, its beauty culminating with the creation of the Hagia Sophia, one of the most splendid pieces of architecture in the world. = Theodora, Imperatrix magna, amaris Byzantio et Roma. Populus tuus salutat te! Cum tua pulchritudine et intellegentia, ab actrice ac meretrice ad feminam potentissimam in Imperio Romano surrexisti, ut marita Iustiniani I eras. In fine DXXX annorum Domini, maritum tuum ad reformationes spiritales et justa adjuvisti, jura ad meliorationem status et curationis feminarum in imperio promulgavisti. Etiam fecisti Constantinopolim lapidem Imperii Romani Orientalis cum refectio constructioneque aquaeductuum, pontium, ecclesiarumque. Pulchritudo sua surrexit ad altissimam cum creatione Sanctae Sapientiae, quae est unum de aedificiis pulcherrimis in mundo.
# Requires translation!
Beautiful Empress,the Byzantine Empire's magnificence is intact in all memories, and ready to reborn as the new jewel of humankind. Will your new empire shine through the ages of history? =
# Requires translation!
@ -9771,7 +9778,8 @@ Ixinche =
Zaculeu =
# Requires translation!
Kabah =
The Maya = Mayæ
The Maya = Mayenses
# https://idfg.idaho.gov/species/taxa/62457
# Requires translation!
@ -10192,7 +10200,7 @@ Siege Units = Centuriae Machinarum Bellicarum
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. = Centuriae machinarum bellicarum adprime sunt potentes contra urbes, sed necesse statuantur antequam possint oppugnare.\nStatim quam centuria tua machinae bellicae statuta sit, ab hac tegula appugnare possit, sed quam in tegulam aliam mota sit, denuo statuatur necesse.
Embarking = Conscensio
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. = Postquam technologia certa sit inventa, centuriae tuae possint conscendere, sic habilitent eas trans tegulas aquae ire.\nAquam ingrediendum aut aqua egrediendum sumat passum omnem.
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. = Postquam technologia certa sit inventa, centuriae tuae possint conscendere, sic habilitent eas trans tegulas aquae ire.\nAquam ingredi aut aqua egredi sumat passum omnem.
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. = Centuriae sine defensione sint cum in navibus sint (non possit mutari), et habeant potentiam certam de defensione de aetate tua technologiarum, sic evigiles.\nCenturiae oppugnationis longinquae non possint appugnare. Centuriae oppugnationis propinquae cum poena de potentia sint. Etiam habeant visionem finitam.
# Requires translation!
@ -10365,30 +10373,30 @@ Multi-turn AutoPlay is not advised on harder difficulty levels as your AI will n
Multi-turn AutoPlay for multiplayer is not yet supported. =
# Requires translation!
After building a shrine, your civilization will start generating ☮Faith. =
After building a shrine, your civilization will start generating ☮Faith. = Postquam aedem aedificas, civilizatio tua incipiet generare ☮fidem.
# Requires translation!
When enough ☮Faith has been generated, you will be able to found a pantheon. =
When enough ☮Faith has been generated, you will be able to found a pantheon. = Quando ☮fides satis generata sit, possis Pantheum fundare.
# Requires translation!
A pantheon will provide a small bonus for your civilization that will apply to all cities that have it as a majority religion. =
A pantheon will provide a small bonus for your civilization that will apply to all cities that have it as a majority religion. = Pantheum praebeat civilizationi tuae bonitatem parvam, quae applicetur urbibus omnibus quibus illud est religio majoritatis.
# Requires translation!
Each civilization can only choose a single pantheon belief, and each pantheon can only be chosen once. =
Each civilization can only choose a single pantheon belief, and each pantheon can only be chosen once. = Nec ulla civilizatio potest opiniones Panthei plures quam unam eligere, nec ulla opinio Panthei potest aliquotiens pluribus quam semel eligi.
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Generating more ☮Faith will allow you to found a religion. =
Generating more ☮Faith will allow you to found a religion. = Generare ☮fidem majorem habilitet te fundare religionem.
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Keep generating ☮Faith, and eventually a great prophet will be born in one of your cities. =
Keep generating ☮Faith, and eventually a great prophet will be born in one of your cities. = Adsidue generes ☮fidem, ut tandem propheta magnus in una de urbibus tuis oriatur.
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This great prophet can be used for multiple things: Constructing a holy site, founding a religion and spreading your religion. =
This great prophet can be used for multiple things: Constructing a holy site, founding a religion and spreading your religion. = Hæc propheta magnus possit ad nonnullas adhiberi: ad constructionem sitús sancti, ad fundationem religionis et ad stratum religionis tuae.
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When founding your religion, you may choose another two beliefs. The founder belief will only apply to you, while the follower belief will apply to all cities following your religion. =
When founding your religion, you may choose another two beliefs. The founder belief will only apply to you, while the follower belief will apply to all cities following your religion. = Quando fundas religionem, potes duas opiniones alias eligere. Opinio institutoris modo applicetur vobis, autem opinio assectatorum applicetur urbibus omnibus quae sequuntur religionem tuam.
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Additionally, the city where you used your great prophet will become the holy city of that religion. =
Additionally, the city where you used your great prophet will become the holy city of that religion. = Et urbs, qua (con-)sumas prophetam magnum tuam, fiat urbs sancta illius religionis.
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Once you have founded a religion, great prophets will keep being born every so often, though the amount of Faith☮ you have to save up will be higher. =
Once you have founded a religion, great prophets will keep being born every so often, though the amount of Faith☮ you have to save up will be higher. = Postquam fundas religionem, prophetae magni nonnumquam oriantur, autem fides☮, quantam necesse retineat, sit major.
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One of these great prophets can then be used to enhance your religion. =
One of these great prophets can then be used to enhance your religion. = Unus de his prophetis magnis tum possit religionem tuam cumulare.
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This will allow you to choose another follower belief, as well as an enhancer belief, that only applies to you. =
This will allow you to choose another follower belief, as well as an enhancer belief, that only applies to you. = Hoc permittat tibi eligere aliam opinionem assectatorum, et opinionem factoris cumulationis, quae modo applicetur tibi.
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Do take care founding a religion soon, only about half the players in the game are able to found a religion! =
@ -10489,7 +10497,7 @@ To help deal with Interceptions, see Air Sweeps. = Ut ad interceptionem adjuveri
Air Sweeps = Aëra Verrere
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. = Centuriae quae sunt Pugnatores possunt aëra super tegulam verrere, adjuvent emovere interceptiones quae fortasse possint illam tegulam contingere sive a terra aut aqua, sive de aëre.
While this Action will take an Attack, the benefit is drawing out Interceptions to help protect your other Air Units. Especially your Bombers. = Ut haec actio sumat unam oppugnationem, emolumentum sit quod factio interceptionis adjuvet defendere tuas alias centurias, in primis, bomboplana.
While this Action will take an Attack, the benefit is drawing out Interceptions to help protect your other Air Units. Especially your Bombers. = Cum haec actio sumat unam oppugnationem, emolumentum sit quod factio interceptionis adjuvet defendere tuas alias centurias, in primis, bomboplana.
Your unit will always draw an Interception, if one can reach the target tile, even if the Intercepting unit has a chance to miss. = Centuria tua semper faciet interceptionem si potest contingere tegulam, etsi cum probabilitate ad defectum.
If the Interceptor is not an Air Unit (eg Land or Sea), the Air Sweeping unit and Interceptor take no damage! = Si Interceptor non est centuria aëria (e.g. sive marina sive terrae), Interceptor et centuria, quae verrit aëra, accipiunt nullum damnum!
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. = Si Interceptor est centuria aëria, duae centuriae sine additione de interceptione dabunt damnum utri in pugna directa. Et nonnisi centuria, quae verrit aëra, accipiat ullam additionem ad potentiam de aëra verrendo.