diff --git a/android/assets/jsons/Tutorials/Tutorials_Thai.json b/android/assets/jsons/Tutorials/Tutorials_Thai.json new file mode 100644 index 0000000000..07754d5b27 --- /dev/null +++ b/android/assets/jsons/Tutorials/Tutorials_Thai.json @@ -0,0 +1,267 @@ +{ + // Each entry s a tutorial, but the tutorial may be spread over separate paragraphs. + // Entries starting with a _ will NOT be shown in Civilopedia. + + Introduction: [ + [ + "ยินดีต้อนรับสู่เกมส์ Unciv!", + "เพราะนี่เป็นเกมส์ที่ค่อนข้างจะซับซ้อน, นี่ก็จะเป็นสิ่งพื้นฐานที่จะทำให้มีความคุ้นเคยกับเกมส์มากยิ่งขึ้น.", + "ทั้งหมดนี่เป็นเพียงแค่ทางเลือกเท่านั้น, คุณจะสำรวจเกมส์ทั้งหมดด้วยตัวเองก็ยังได้ ไม่ห้าม!" + ] + ], + // Civilopedia only, because players said this was too wall-of-text + New_Game: [ + [ + "ภารกิจแรกของคุณ จะต้องตั้งเมืองหลวงขึ้นมาซะก่อน.", + "ซึ่งภารกิจนี้สำคัญมากๆ เพราะว่าเมืองหลวงของคุณนั้นจะเป็นเมืองที่รุ่งเรืองที่สุด.", + "ซึ่งจะมีโบนัสในเกมส์มากมายที่จะเกิดผลเฉพาะเมืองหลวงของคุณเท่านั้น และมันจะเป็นจุดศูนย์กลางทั้งอาณาจักรของคุณ." + ], + [ + "แล้วจะหาจุดตั้งเมืองที่เหมาะๆ ยังไงดีหล่ะ?", + "นั่นไม่ใช่คำถามที่จะตอบง่ายๆนะ, แต่ต้องต้องหาและสร้างใกล้ๆ กับทรัพยากรที่เฟื่องฟู น่าจะเป็นเรื่องที่ดี.", + "ทรัพยากรที่เฟื่องฟู เป็นช่องที่มีรูปเล็กๆบอกอยู่ แบบรูปเพชร ,ฝ้าย และผ้าไหมอะไรประมาณนั้น (จะเห็นรูปยิ้มเล็กๆ ข้างๆติดกับรูปทรัพยากรนั้นๆ))", + "ทรัพยากรพวกนี้ จะทำให้อารยธรรมของคุณมีความสุข แล้วคุณก็ควรจะมองหาทรัพยากรที่จะเอาไว้สร้างยูนิตด้วย, เช่นเหล็ก." + ], + [ + "อย่างไรก็ตาม, เมืองที่ไม่มีพื้นที่ที่จะทำงานได้ - เรากำลังจะพูดถึงอยู่เลย!", + "นี่หมายความว่าคุณไม่จำเป็นที่จะต้องไปตั้งเมืองชิดติดกับทรัพยากรขนาดนั้น.", + "สมมุตินะ, ถ้าคุณอยากจะได้ทรัพยากรเหล็ก แต่เจ้าทรัพยากรเหล็กนี่ก็ดันไปอยู่บนช่องทะเลทราย(ถ้าจะไปตั้งแถวนั้น เมืองจะโตช้ามาก).", + "คุณไม่จำเป็นต้องไปตั้งติดทะเลทราย คุณสามารถตั้งในช่องที่ทำเลเหมาะๆที่ไกลออกมานิดหน่อยได้.", + "เมืองของคุณจะโตขึ้นจนกระทั่งถึงช่องทรัพยากรนั้นๆ.", + "ถ้าคุณอยากได้ทรัพยากรช่องนั้นไวๆ ก็ตั้งติดเลยก็ทำได้(เตือนแล้วนะว่ามันจะช้า)", + " ซึ่งยังเป็นสถานการณ์ในตอนนี้อยู่, คุณคงจะมีเวลาเหลือเฟืออยู่แล้วแหละ." + ], + [ + "สิ่งแรกที่ออกมาจากเมืองของคุณควรจะเป็น ทหารพราน หรือไม่ก็นักรบ.", + "ฉันมักจะสร้างนักรบก่อน เพราะมันสามารถเอาไปใช้ป้องกัน และอัพเกรดได้", + " to the Swordsman unit later in the game for a relatively modest sum of gold.", + "Scouts can be effective, however, if you seem to be located in an area of dense forest and hills.", + "Scouts don’t suffer a movement penalty in this terrain.", + "If you’re a veteran of the 4x strategy genre your first Warrior or Scout will be followed by a Settler.", + "Fast expanding is absolutely critical in most games of this type." + ] + ], + _Slow_Start: [ + [ + "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" + ] + ], + Culture_and_Policies: [ + [ + "Each turn, the culture you gain from all your ", + " cities is added to your Civilization's culture.", + "When you have enough culture, you may pick a ", + " Social Policy, each one giving you a certain bonus." + ], + [ + "The policies are organized into branches, with each", + " branch providing a bonus ability when all policies ", + " in the branch have been adopted." + ], + [ + "With each policy adopted, and with each city built,", + " the cost of adopting another policy rises - so choose wisely!" + ] + ], + Happiness: [ + [ + "As cities grow in size and influence, you have to deal with a happiness mechanic that is no longer tied to each individual city.", + "Instead, your entire empire shares the same level of satisfaction.", + "As your cities grow in population you’ll find that it is more and more difficult to keep your empire happy." + ], + [ + "In addition, you can’t even build any city improvements that increase happiness until you’ve done the appropriate research.", + "If your empire’s happiness ever goes below zero the growth rate of your cities will be hurt.", + "If your empire becomes severely unhappy (as indicated by the smiley-face icon at the top of the interface)", + " your armies will have a big penalty slapped on to their overall combat effectiveness." + ], + [ + "This means that it is very difficult to expand quickly in Unciv.", + "It isn’t impossible, but as a new player you probably shouldn’t do it.", + "So what should you do? Chill out, scout, and improve the land that you do have by building Workers.", + "Only build new cities once you have found a spot that you believe is appropriate." + ] + ], + Unhappiness: [ + [ + "It seems that your citizens are unhappy!", + "While unhappy, cities will grow at 1/4 the speed,", + " and your units will suffer a 2% penalty for each unhappiness" + ], + [ + "Unhappiness has two main causes: Population and cities", + " Each city causes 3 unhappiness, and each population, 1" + ], + [ + "There are 2 main ways to combat unhappiness:", + " by building happiness buildings for your population", + " or by having improved luxury resources within your borders" + ] + ], + Golden_Age: [ + [ + "You have entered a golden age!", + "Golden age points are accumulated each turn by the total happiness ", + " of your civilization", + "When in a golden age, culture and production generation increases +20%,", + " and every tile already providing at least one gold will provide an extra gold." + ] + ], + Roads_and_Railroads: [ + [ + "Connecting your cities to the capital by roads", + " will generate gold via the trade route.", + "Note that each road costs 1 gold Maintenance per turn, and each Railroad costs 2 gold,", + " so it may be more economical to wait until the cities grow!" + ] + ], + Victory_Types: [ + [ + "Once you’ve settled your first two or three cities you’re probably 100 to 150 turns into the game.", + "Now is a good time to start thinking about how, exactly, you want to win – if you haven’t already." + ], + [ + "There are three ways to win in Unciv. They are:", + " - Cultural Victory: Complete 4 Social Policy Trees", + " - Domination Victory: Survive as the last civilization", + " - Science Victory: Be the first to construct a spaceship to Alpha Centauri" + ], + [ + "So to sum it up, these are the basics of Unciv – Found a prosperous first city, expand slowly to manage happiness,", + " and set yourself up for the victory condition you wish to pursue.", + "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." + ] + ], + Enemy_City: [ + [ + "Cities can be conquered by reducing their health to 1,", + " and entering the city with a melee unit.", + "Since cities heal each turn, it is best to attack with ranged units", + " and use your melee units to defend them until the city has been defeated!" + ] + ], + Luxury_Resource: [ + [ + "Luxury resources within your domain and with their specific improvement are connected to your trade network.", + "Each unique Luxury resource you have adds 5 happiness to your civilization, but extra resources of the same type don't add anything, so use them for trading with other civilizations!" + ] + ], + Strategic_Resource: [ + [ + "Strategic resources within your domain and with their specific improvement are connected to your trade network.", + "Strategic resources allow you to train units and construct buildings that require those specific resources, for example the Horseman requires Horses." + "The top bar keeps count of how many unused strategic resources you own." + ] + ], + _EnemyCityNeedsConqueringWithMeleeUnit: [ + [ + "The city can no longer put up any resistance!", + "However, to conquer it, you must enter the city with a melee unit" + ] + ], + After_Conquering: [ + [ + "When conquering a city, you can now choose to either or raze, puppet, or annex the city.", + "Razing the city will lower its population by 1 each turn until the city is destroyed." + ], + [ + "Puppeting the city will mean that you have no control on the city's production.", + "The city will not increase your tech or policy cost, but its citizens will generate 1.5x the regular unhappiness.", + "Annexing the city will give you control over the production, but will increase the citizen's unhappiness to 2x!", + "This can be mitigated by building a courthouse in the city, returning the citizen's unhappiness to normal.", + "A puppeted city can be annexed at any time, but annexed cities cannot be returned to a puppeted state!" + ] + ], + _BarbarianEncountered: [ + [ + "You have encountered a barbarian unit!", + "Barbarians attack everyone indiscriminately, so don't let your ", + " civilian units go near them, and be careful of your scout!" + ] + ], + _OtherCivEncountered: [ + [ + "You have encountered another civilization!", + "Other civilizations start out peaceful, and you can trade with them,", + " but they may choose to declare war on you later on" + ] + ], + Apollo_Program: [ + [ + "Once you have completed the Apollo Program, you can start constructing spaceship parts in your cities", + " (with the relevant technologies) to win a scientific victory!" + ] + ], + Injured_Units: [ + [ + "Injured units deal less damage, but recover after turns that they have been inactive", + "Units heal 5 health per turn in enemy territory, 10 in neutral land,", + " 15 inside your territory and 20 in your cities" + ] + ], + Workers: [ + [ + "Workers are vital to your cities' growth, since only they can construct improvements on tiles", + "Improvements raise the yield of your tiles, allowing your city to produce more and grow faster 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." + ] + ] +}