Tutorials now accessible from Civilopedia!

Mass tutorial renaming
This commit is contained in:
Yair Morgenstern
2019-10-06 23:18:51 +03:00
parent 69dd7ec7b6
commit b3a2bc3307
11 changed files with 331 additions and 313 deletions

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@ -1 +1 @@
{showWorkedTiles:true,resolution:900x600,tutorialsShown:[OtherCivEncountered,CityFounded,BarbarianEncountered,ContactMe,TechPickerScreen,CityEntered,AfterCityEntered,EnemyCity,GoldenAge,SecondCity,LuxuryResource,StrategicResource,Unhappiness,NewGame,TileLayout,UnitSelected,TileClicked,InjuredUnits,WorkerTrained,CanEmbark,SiegeUnitTrained,EnemyCityNeedsConqueringWithMeleeUnit,NextTurn,PolicyPickerScreen,CityRange,ApolloProgram],soundEffectsVolume:0.1,tileSet:ThorfMaps}
{showWorkedTiles:true,resolution:900x600,tutorialsShown:[_OtherCivEncountered,CityFounded,_BarbarianEncountered,ContactMe,TechPickerScreen,CityEntered,AfterCityEntered,EnemyCity,GoldenAge,Roads_and_Railroads,LuxuryResource,StrategicResource,Unhappiness,NewGame,TileLayout,UnitSelected,TileClicked,Injured_Units,Workers,CanEmbark,Siege_Units,_EnemyCityNeedsConqueringWithMeleeUnit,NextTurn,PolicyPickerScreen,City_Range,Apollo_Program],soundEffectsVolume:0.1,tileSet:ThorfMaps}

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@ -1,83 +1,9 @@
{ // Each entry s a tutorial, but the tutorial may be spread over separate paragraphs.
// so for example:
PolicyPickerScreen: [ // Activated when entering policy picker screen
[ // This is simply a more comfortable format than "all in one line with \n".
"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."
], // this will be displayed as 4 lines of text in-game as well
[
"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!"
]
],
CityEntered: [
[
"Welcome to your first city!",
"As of now, you only have 1 population, but this will grow when you amass enough surplus food",
"Similarly, your city's borders grow when you amass enough culture,",
" which is not generated by tiles but rather by buildings."
],
[
"Each population in your city can work a single tile, providing the city with that tile's yields.",
"Population can be assigned and unassigned by clicking on the tiles - ",
" but of course, you can only assign population if you have idle population to spare!"
],
[
"The center tile of a city is always worked, and doesn't require population,",
" but it cannot be improved by tile improvements."
"The city's production always goes towards the current construction - ",
" you can pick the city's construction by clicking on the construction button on the bottom-left"
]
],
TechPickerScreen : [
[
"Technology is central to your civilization,",
" as technological progress brings with it",
" more construction options, improvements, and abilities"
],
[
"Most technologies are dependent on other technologies being researched - ",
" but you can choose a technology to aspire to,",
" and your civilization will research the necessary technologies to get there"
]
],
{
// Each entry s a tutorial, but the tutorial may be spread over separate paragraphs.
// Entries starting with a _ will NOT be shown in Civilopedia.
CityFounded : [
[
"You have founded a city!",
"Cities are the lifeblood of your empire, providing gold and science empire-wide,",
" which are displayed on the top bar.",
"You can click the city name to enter the city screen to assign population,",
" choose production, and see information on the city"
],
[
"Once you have your first city up and running youll be able to start production of a new unit",
" and youll be able to begin your research.",
"Im not going to delve too deeply into the research element of the game yet that will be handled later in the guide ",
" so lets just talk about production."
],
[
"The first thing coming out of your city should be either a Scout or Warrior."
"I generally prefer the Warrior because it can be used for defense and because it can be upgraded",
" 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 dont suffer a movement penalty in this terrain."
"If youre 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.",
],
],
NewGame: [
New_Game: [
[
"Hello, and welcome to Unciv!",
"Civilization games can be complex, so we'll be guiding you step-by-step.",
@ -104,11 +30,112 @@
],
HappinessGettingLow:[
_City_Founded : [
[
"As cities grow in size and influence they also are able to work more territory.",
"You also have to deal with a happiness mechanic that is no longer tied to each individual city.",
"You have founded a city!",
"Cities are the lifeblood of your empire, providing gold and science empire-wide,",
" which are displayed on the top bar.",
"You can click the city name to enter the city screen to assign population,",
" choose production, and see information on the city"
],
]
First_Steps : [
[
"Once you have your first city up and running youll be able to start production of a new unit",
" and youll be able to begin your research.",
"Im not going to delve too deeply into the research element of the game yet that will be handled later in the guide ",
" so lets just talk about production."
],
[
"The first thing coming out of your city should be either a Scout or Warrior."
"I generally prefer the Warrior because it can be used for defense and because it can be upgraded",
" 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 dont suffer a movement penalty in this terrain."
"If youre 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.",
],
],
Next_Turn : [
[
"Once you've done everything you can in this turn, ",
" click the next turn button on the top right to continue."
],
[
"Each turn, science, culture and gold are added",
" to your civilization, your cities' construction",
" continues, and they may grow in population or area."
]
],
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: [ // Activated when entering policy picker screen
[
"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!"
]
],
Cities: [
[
"Each population in your city can work a single tile, providing the city with that tile's yields.",
"Population can be assigned and unassigned by clicking on the tiles - ",
" but of course, you can only assign population if you have idle population to spare!"
],
[
"The center tile of a city is always worked, and doesn't require population,",
" but it cannot be improved by tile improvements."
"The city's production always goes towards the current construction - ",
" you can pick the city's construction by clicking on the construction button on the bottom-left"
]
[
"Cities grow in population when you amass enough surplus food.",
"Similarly, your city's borders grow when you amass enough culture,",
" which is not generated by tiles but rather by buildings."
],
],
Technology: [
[
"Technology is central to your civilization,",
" as technological progress brings with it",
" more construction options, improvements, and abilities"
],
[
"Most technologies are dependent on other technologies being researched - ",
" but you can choose a technology to aspire to,",
" and your civilization will research the necessary technologies to get there"
]
],
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 youll find that it is more and more difficult to keep your empire happy."
],
@ -128,9 +155,9 @@
]
TileLayout: [
World_Map: [
[
"This is the world map, which is made up of multiple tiles.",
"The world map is made up of multiple tiles.",
"Each tile can contain units, resources and improvements, which we'll get to later.",
"The position of the icon tells you what it signifies.",
"For more details, you can click on the tile and see the tile information."
@ -138,7 +165,7 @@
],
TileClicked : [
Tile_Clicked : [
[
"Clicking on a tile selects that tile,",
" and displays information on that tile on the bottom-right.",
@ -147,54 +174,13 @@
]
],
UnitSelected : [
Unit_Selected : [
[
"When a unit is selected, its information will be displayed on the bottom-left corner.",
"The available actions of that unit will appear above the tile information."
]
],
AfterCityEntered : [
[
"Once you've done everything you can in this turn, ",
" click the next turn button on the top right to continue."
],
[
"Each turn, science, culture and gold are added",
" to your civilization, your cities' construction",
" continues, and they may grow in population or area."
]
],
NextTurn: [
[
"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"
]
]
ContactMe: [
[
"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)"
]
],
Unhappiness: [
[
@ -213,7 +199,7 @@
]
],
GoldenAge: [
Golden_Age: [
[
"You have entered a golden age!",
"Golden age points are accumulated each turn by the total happiness ",
@ -223,14 +209,17 @@
]
],
SecondCity: [
Roads_and_Railroads: [
[
"You have founded your second city!",
"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, "
"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 youve settled your first two or three cities youre 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 havent already."
@ -279,17 +268,16 @@
]
]
EnemyCityNeedsConqueringWithMeleeUnit: [
_EnemyCityNeedsConqueringWithMeleeUnit: [
[
"The city can no longer put up any resistance!",
"However, to conquer it, you must enter the city with a melee unit"
]
]
],
ConqueredEnemyCity: [
After_Conquering: [
[
"You have conquered an enemy city!",
"You can now choose to either or raze, puppet, or annex the city.",
"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."
],
[
@ -299,9 +287,9 @@
"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 vities cannot be returned to a puppeted state!"
]
]
],
BarbarianEncountered: [
_BarbarianEncountered: [
[
"You have encountered a barbarian unit!",
"Barbarians attack everyone indiscriminately, so don't let your ",
@ -309,7 +297,7 @@
]
]
OtherCivEncountered: [
_OtherCivEncountered: [
[
"You have encountered another civilization!",
"Other civilizations start out peaceful, and you can trade with them,",
@ -317,7 +305,7 @@
]
]
GameCrashed: [
_GameCrashed: [
[
"Oh no! It looks like something went DISASTROUSLY wrong!",
"This is ABSOLUTELY not supposed to happen!",
@ -327,54 +315,50 @@
]
]
ApolloProgram: [
Apollo_Program: [
[
"You have completed the Apollo Program!",
"You can now start constructing spaceship parts in your cities (with the ",
" relevant technologies) to win a scientific victory!"
"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!"
]
]
InjuredUnits:[
Injured_Units:[
[
"One of your units is injured!",
"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"
]
]
WorkerTrained:[
Workers:[
[
"You have trained a worker!",
"Workers are vital to your cities' growth, since only they can onstruct 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!"
]
]
SiegeUnitTrained:[
Siege_Units:[
[
"You have trained a siege unit!",
"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."
]
]
CanEmbark:[
Embarking:[
[
"Your land units can now embark, allowing them to traverse water tiles!",
"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!"
]
]
CityRange:[
City_Range:[
[
"Your citizens can work 3 tiles away from city center.",
"The city border will keep expanding,",
"but citizen cannot be assigned to a tile too far."
" but citizens cannot be assigned to faraway tiles."
]
]
@ -388,4 +372,26 @@
]
]
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)"
]
],
}

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@ -1,6 +1,6 @@
{ // Each entry s a tutorial, but the tutorial may be spread over separate paragraphs.
// so for example:
PolicyPickerScreen: [ // Activated when entering policy picker screen
Culture_and_Policies: [ // Activated when entering policy picker screen
[ // This is simply a more comfortable format than "all in one line with \n".
"A chaque tour, la culture que vous gagnez grâce à vos",
" villes est ajoutée à votre total de culture.",
@ -18,7 +18,7 @@
]
],
CityEntered: [
Cities: [
[
"Bienvenue dans votre première ville !",
"Pour l'instant, vous avez seulement 1 habitant, mais d'autres viendront lorsque vous aurez suffisament de surplus de nourriture",
@ -52,7 +52,7 @@
],
],
TechPickerScreen : [
Technology: [
[
"La technologie est centrale dans le développement de votre civilisation.",
" Les avancées technologiques vous amènent de nouveaux bâtiments,",
@ -66,7 +66,7 @@
],
CityFounded : [
First_Steps : [
[
"Vous avez fondé une nouvelle ville !",
" Les villes composent le moteur de votre empire, elles produisent de l'or et de la science",
@ -82,7 +82,7 @@
]
],
NewGame: [
New_Game: [
[
"Bonjour, et bienvenue sur Unciv !",
"Ce jeu peut être complexe : nous allons donc vous guider pour vos débuts.",
@ -174,7 +174,7 @@
]
],
TileLayout: [
World_Map: [
[
"C'est la carte du monde : elle est faite de nombreuses cases.",
" Chaque cases peut contenir des unités, des ressources et des villes.",
@ -183,7 +183,7 @@
],
TileClicked : [
Tile_Clicked : [
[
"Cliquer sur une case la sélectionne",
" et donne des informations la concernant (en bas à droite).",
@ -192,14 +192,14 @@
]
],
UnitSelected : [
Unit_Selected : [
[
"Lorsqu'une unité est sélectionnée, les informations la concernant s'affichent en bas à gauche.",
" Les actions qu'elle peut effectuer s'afficheront sur l'écran central."
]
],
AfterCityEntered : [
Next_Turn : [
[
"Une fois que vous avez fait ce que vous pouviez, ",
"cliquez sur le bouton tour suivant en haut à droite pour continuer."
@ -211,16 +211,16 @@
]
],
NextTurn: [
Slow_Start: [
[
"Lors de vos premiers tours,",
" vous aurez peu de choix.",
" Mais plus votre civilisation grandira, ",
" plus vous aurez d'éléments à gérer."
]
]
],
ContactMe: [
Contact_Me: [
[
"Salut ! Si vous avez joué jusqu'ici, vous avez probablement",
" remarqué que ce jeu n'est pas encore fini.",
@ -258,7 +258,7 @@
]
],
GoldenAge: [
Golden_Age: [
[
"Vous êtes entré dans un Age d'or !",
" Les points d'Age d'or se gagnent grâce au bonheur de vos citoyens :",
@ -268,7 +268,7 @@
]
],
SecondCity: [
Roads_and_Railroads: [
[
"Vous avez fondé votre deuxième ville !",
" Connectez vos villes à votre capitale par des routes.",
@ -308,14 +308,14 @@
]
]
EnemyCityNeedsConqueringWithMeleeUnit: [
_EnemyCityNeedsConqueringWithMeleeUnit: [
[
"Cette ville n'est plus capable de se défendre !",
" Pour conquérir cette ville vous devez l'attaquer avec une unité de mêlée."
]
]
BarbarianEncountered: [
_BarbarianEncountered: [
[
"Vous avez rencontré une unité barbare !",
" Les barbares attaquent tous ceux qu'ils croisent, donc ne laissez ",
@ -323,7 +323,7 @@
]
]
OtherCivEncountered: [
_OtherCivEncountered: [
[
"Vous avez rencontré une autre civilisation !",
" Lorsque vous les rencontrez, les autres civilisations sont pacifiques",
@ -331,7 +331,7 @@
]
]
GameCrashed: [
_GameCrashed: [
[
"Oh non ! On dirait que quelque chose ne s'est ABSOLUMENT pas passé comme prévu !",
" Ce n'est pas censé arriver !",
@ -341,7 +341,7 @@
]
]
ApolloProgram: [
Apollo_Program: [
[
"Vous avez complété le programmme Apollo !",
" Vous pouvez désormais produire des parties de vaisseau spatial",
@ -349,7 +349,7 @@
]
]
InjuredUnits:[
Injured_Units:[
[
"L'une de vos unités est blessée !",
" Les unités blessées font moins de dégâts en combat, mais elles regagnent des points de vie en restant inactives.",
@ -358,7 +358,7 @@
]
]
WorkerTrained:[
Workers:[
[
"Vous avez produit un Ouvrier !",
" Les ouvriers sont vitaux pour l'agrandissement de vos villes. Ils peuvent améliorer les cases",
@ -366,7 +366,7 @@
]
]
SiegeUnitTrained:[
Siege_Units:[
[
"Vous avez produit une unité de siège !",
" Ces unités sont efficaces contre les villes, mais elles doivent être installées avant de pouvoir attaquer.",
@ -375,7 +375,7 @@
]
]
CanEmbark:[
Embarking:[
[
"Vos unités terrestres peuvent désormais s'embarquer pour traverser les océans !",
" Entrer ou quitter une case d'océan prend un tour entier.",
@ -383,7 +383,7 @@
]
]
CityRange:[
City_Range:[
[
"Vos citoyens peuvent exploiter les zones se trouvant jusqu'à 3 cases de leur ville.",
"Les fontières des villes augmentent au-delà et sans limite,",

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@ -1,6 +1,6 @@
{ // Each entry s a tutorial, but the tutorial may be spread over separate paragraphs.
// so for example:
PolicyPickerScreen: [ // Activated when entering policy picker screen
Culture_and_Policies: [ // Activated when entering policy picker screen
[ // This is simply a more comfortable format than "all in one line with \n".
"Ad ogni turno, la cultura ottenuta da ogni tua città ",
" si aggiunge alla cultura della tua civiltà.",
@ -17,7 +17,7 @@
]
],
CityEntered: [
Cities: [
[
"Benvenuto nella tua prima città!",
"Per ora, possiede solo 1 abitante, ma la popolazione crescerà quando possiedi del cibo in eccesso",
@ -37,7 +37,7 @@
]
],
TechPickerScreen : [
Technology: [
[
"La tecnologia è centrale per la tua civiltà, ",
" perché quante più tecnologie ricerchi ",
@ -57,7 +57,7 @@
],
CityFounded : [
First_Steps : [
[
"Hai fondato una città!",
"Le Città sono la linfa vitale del tuo impero, perchè producono globalmente ",
@ -82,7 +82,7 @@
],
],
NewGame: [
New_Game: [
[
"Salve! Benvenuto su Unciv!",
"I giochi di tipo Civilization possono essere complessi, quindi ti guideremo passo dopo passo.",
@ -112,7 +112,7 @@
HappinessGettingLow:[
Happiness:[
[
"Col crescere delle Città in grandezza e influenza, crescerà anche il territorio a disposizione.",
"Dovrai però avere a che fare con una meccanica legata all'impero e non alle Città singole.",
@ -133,7 +133,7 @@
],
],
TileLayout: [
World_Map: [
[
"Questa è la mappa del mondo, che è composta da moltissime caselle.",
"Ogni casella può contenere unità, risorse e miglioramenti, che ti spiegheremo in seguito.",
@ -143,7 +143,7 @@
],
TileClicked:[
Tile_Clicked:[
[
"Cliccando su una casella, non solo la selezioni, ma ne visualizzi le informazioni in basso a destra.",
"Se una casella contiene un'unità, questa verrà selezionata, "
@ -151,14 +151,14 @@
],
],
UnitSelected:[
Unit_Selected:[
[
"Quando un'unità viene selezionata, ne vedrai le informazioni nell'angolo in basso a sinistra.",
"Le azioni disponibili dell'unità appariranno sopra le sue informazioni e statistiche."
]
],
AfterCityEntered : [
Next_Turn : [
[
"Una volta fatto tutto il possibile, clicca sul tasto Fine Turno nell'angolo in alto a destra per continuare.",
],
@ -168,7 +168,7 @@
]
],
NextTurn: [
Slow_Start: [
[
"Nei tuoi primi turni, avrai ben poche opzioni, ma con il crescere della tua civiltà, aumenterà anche ",
" la quantità di cose che richiedono la tua attenzione."
@ -181,7 +181,7 @@
]
],
ContactMe: [
Contact_Me: [
[
"Salve! Se sei giunto/a fin qui, forse avrai visto che il gioco è al momento incompleto.",
"UnCiv dovrebbe essere open-source e gratuito per sempre, quindi privo di pubblicità o altre siocchezze."
@ -216,7 +216,7 @@
]
],
GoldenAge: [
Golden_Age: [
[
"Sei entrato in un'Età dell'Oro! Che fortuna!",
"I punti Età dell'Oro si accumulano ad ogni turno dalla felicità totale della tua civiltà.",
@ -225,7 +225,7 @@
]
],
SecondCity: [
Roads_and_Railroads: [
[
"Ben fatto! Hai fondato la tua seconda città!",
"Se connetti le tua città alla capitale con le strade, le rotte commerciali ti frutteranno oro.",
@ -280,14 +280,14 @@
]
],
EnemyCityNeedsConqueringWithMeleeUnit: [
_EnemyCityNeedsConqueringWithMeleeUnit: [
[
"La città ha esaurito del tutto la sua resistenza! È giunto il momento di conquistarla!",
"Ricordati che per conquistarla devi farvi entrare un'unità da mischia."
]
],
ConqueredEnemyCity: [
After_Conquering: [
[
"Hai conquistato una città nemica!",
"Ora puoi scegliere se raderla al suolo, ridurla a stato fantoccio o annetterla al tuo impero.",
@ -303,7 +303,7 @@
]
],
BarbarianEncountered: [
_BarbarianEncountered: [
[
"Hai incontrato un'unità barbarica!",
"I barbari attaccano chiunque indiscriminatamente, quindi tieni le tue unità civili ",
@ -311,7 +311,7 @@
]
],
OtherCivEncountered: [
_OtherCivEncountered: [
[
"Hai incontrato un'altra civiltà!",
"Le altre civiltà cominciamo come pacifiche, e tu potrai commerciare con loro,",
@ -319,7 +319,7 @@
]
],
GameCrashed: [
_GameCrashed: [
[
"Santi numi! Pare che qualcosa sia andato disastrosamente storto!",
"Quello che è successo non doveva assolutamente accadere!",
@ -329,7 +329,7 @@
]
],
ApolloProgram: [
Apollo_Program: [
[
"Hai completato il Programma Apollo!",
"Ora puoi iniziare a costruire le parti dell'astronave nelle tue città (con le apposite tecnologie)",
@ -337,7 +337,7 @@
]
],
InjuredUnits:[
Injured_Units:[
[
"Una delle tue unità ha subito danni!",
"Le unità ferite infliggono meno dani, ma recuperano salute finché rimangono inattive",
@ -346,7 +346,7 @@
]
],
WorkerTrained:[
Workers:[
[
"Hai addestrato un lavoratore!",
"I lavoratori sono vitali per la crescita delle città, perché solo loro possono costruire miglioramenti nelle caselle.",
@ -355,7 +355,7 @@
]
],
SiegeUnitTrained:[
Siege_Units:[
[
"Hai addestrato un'unità d'assedio!",
"Le unità d'assedio sono estremamente potenti contro le città, ma vanno allestite prima di attaccare.",
@ -364,7 +364,7 @@
]
],
CanEmbark:[
Embarking:[
[
"Ora le tue unità terrestri possono imbarcarsi e attraversare caselle acquatiche!",
"Entrare o uscire da una casella acquatica impiega un intero turno.",
@ -372,7 +372,7 @@
]
],
CityRange:[
City_Range:[
[
"I tuoi cittadini possono sfruttare fino a tre caselle di distanza dal centro città.",
"Ricorda che i confini della città continueranno ad espandersi,",

View File

@ -1,6 +1,6 @@
{ // Each entry s a tutorial, but the tutorial may be spread over separate paragraphs.
// so for example:
PolicyPickerScreen: [ // Activated when entering policy picker screen
Culture_and_Policies: [ // Activated when entering policy picker screen
[ // This is simply a more comfortable format than "all in one line with \n".
"Каждый ход культура, которую вы получаете от всех ваших ",
" городов добавляется к культуре вашей Цивилизации.",
@ -18,7 +18,7 @@
]
],
CityEntered: [
Cities: [
[
"Добро пожаловать в ваш первый город!",
"На данный момент у вас есть только один житель,",
@ -65,7 +65,7 @@
],
],
TechPickerScreen : [
Technology: [
[
"Технология это основа вашей цивилизации,",
" пока технологический прогресс приносит с собой",
@ -80,7 +80,7 @@
]
],
TileClicked : [
Tile_Clicked : [
[
"Нажатие на клетку выбирает эту клетку,",
" и отображает информацию об этой клетке в нижнем правом углу,",
@ -88,7 +88,7 @@
]
],
CityFounded : [
First_Steps : [
[
"Вы основали город!",
"Города это источник жизненной силы вашей империи,",
@ -107,7 +107,7 @@
]
],
NewGame: [
New_Game: [
[
"Привет и добро пожаловать в Unciv!",
"Игры Civilization могут быть сложными, поэтому мы",
@ -127,7 +127,7 @@
]
],
AfterCityEntered : [
Next_Turn : [
[
"Когда вы сделали всё что вы могли, ",
"нажмите на кнопку следующего хода вверхнем правом углу."
@ -139,16 +139,16 @@
]
],
NextTurn: [
Slow_Start: [
[
"В ваши первые несколько ходов",
" у вас будет очень мало возможностей,",
" но когда ваше цивилизвция будет расти, также будет ",
" расти колличество вещей требующих внимания"
]
]
],
ContactMe: [
Contact_Me: [
[
"Привет! Если вы доиграли до сюда, вы наверное",
" заметили, что эта игра сейчас не закончена.",
@ -186,7 +186,7 @@
]
],
GoldenAge: [
Golden_Age: [
[
"Вы вошли в золотой век!",
"Очки золотого века увеличиваются каждый ход на общее колличество счастья",
@ -196,7 +196,7 @@
]
],
SecondCity: [
Roads_and_Railroads: [
[
"Вы основали ваш второй город!",
"Соединение ваш городов со столицей дорогами",
@ -236,14 +236,14 @@
]
]
EnemyCityNeedsConqueringWithMeleeUnit: [
_EnemyCityNeedsConqueringWithMeleeUnit: [
[
"Город больше не может сопротивлятся!",
"Ожнако, чтобы его захватить вы должны войти в город с юнитом ближнего боя"
]
]
BarbarianEncountered: [
_BarbarianEncountered: [
[
"Вы встретили варварский юнит!",
"Варвары атакуют всех без разбора, поэтому не давайте вашим",
@ -251,7 +251,7 @@
]
]
OtherCivEncountered: [
_OtherCivEncountered: [
[
"Вы встретили другую цивилизацию!",
"Другие начинать мирно, и вы можете торговать сними,",
@ -259,7 +259,7 @@
]
]
GameCrashed: [
_GameCrashed: [
[
"О нет! Кажется всё что-то пошло КАТАСТРОФИЧЕСКИ плохо!",
"Это АБСОЛЮТНО не должно было произойти!",

View File

@ -1,6 +1,6 @@
{ // Each entry s a tutorial, but the tutorial may be spread over separate paragraphs.
// so for example:
PolicyPickerScreen: [ // Activated when entering policy picker screen
Culture_and_Policies: [ // Activated when entering policy picker screen
[ // This is simply a more comfortable format than "all in one line with \n".
"文化可以通过建设文化建筑或奇观、推行社会政策等积累。"
"当您有足够的文化时, 可以推行一项社会政策,",
@ -17,7 +17,7 @@
]
],
CityEntered: [
Cities: [
[
"欢迎来到您的第一座城市!",
"到目前为止您只有1个市民。当您积累足够的食物时人口就会增长。",
@ -37,7 +37,7 @@
],
],
TechPickerScreen : [
Technology: [
[
"科技是文明的核心。",
"随着科技进步的到来,",
@ -51,7 +51,7 @@
],
CityFounded : [
First_Steps : [
[
"您建立了一座城市!",
"城市是帝国的命脉,为整个帝国提供金钱和科研产出,",
@ -76,7 +76,7 @@
],
],
NewGame: [
New_Game: [
[
"您好欢迎来到绚丽多彩的UnCiv游戏世界!",
"文明游戏是复杂的,让我们通过教程来引导您开始一段奇妙的旅程。",
@ -102,7 +102,7 @@
],
HappinessGettingLow:[
Happiness:[
[
"随着城市规模扩大,城市的可工作地块也会变得越来越多。",
"这时,你将不得不面对游戏中关于“快乐”的机制。在游戏中,快乐的产出是所有城市总和计算,",
@ -124,7 +124,7 @@
]
TileLayout: [
World_Map: [
[
"这是世界地图,它是由多个地块组成的。",
"每个地块都可能会有单位、资源和设施,稍后我们将会详细介绍。",
@ -134,7 +134,7 @@
],
TileClicked : [
Tile_Clicked : [
[
"点击选择地块,",
"屏幕的右下角的地块信息面板上会显示地块的信息。",
@ -143,14 +143,14 @@
]
],
UnitSelected : [
Unit_Selected : [
[
"当一个单位被选中时,它的信息面板将显示在屏幕左下角。",
"该单位的可用的操作将显示在它的信息面板的上方。"
]
],
AfterCityEntered : [
Next_Turn : [
[
"执行完当前回合的所有操作,",
"请点击屏幕右上角的“下一回合”按钮继续。"
@ -162,16 +162,16 @@
]
],
NextTurn: [
Slow_Start: [
[
"在游戏开始的最初几回合,",
"您只需进行很少的操作。",
"但随着您的文明的发展,",
"很多事情必须面面俱到。"
]
]
],
ContactMe: [
Contact_Me: [
[
"您好!玩到这里,您已经熟悉了游戏的全部内容,",
"您会发现游戏目前是不完整的,它还处于开发状态。",
@ -209,7 +209,7 @@
]
],
GoldenAge: [
Golden_Age: [
[
"您的文明进入了一个黄金时代!",
"您的快乐每个回合都会积累,",
@ -219,7 +219,7 @@
]
],
SecondCity: [
Roads_and_Railroads: [
[
"您已经建立了第二座城市!",
"通过道路连接您的城市和首都来建立贸易路线,",
@ -275,14 +275,14 @@
]
]
EnemyCityNeedsConqueringWithMeleeUnit: [
_EnemyCityNeedsConqueringWithMeleeUnit: [
[
"这座城市再也不能抵抗了!",
"然而,要征服城市,请使用您的近战单位占领它。"
]
]
],
ConqueredEnemyCity: [
After_Conquering: [
[
"恭喜!您已经攻占了一座敌人的城市!",
"您可以选择摧毁、傀儡甚至吞并它。",
@ -295,9 +295,9 @@
"在城市内建造“法庭”可以使人口产生的不满降低到正常值。",
"可以在任何时候吞并已傀儡的城市,但已吞并的城市无法再变为傀儡状态。选择前请考虑清楚!"
]
]
],
BarbarianEncountered: [
_BarbarianEncountered: [
[
"您遇到蛮族了!",
"蛮族会不分青红皂白地攻击靠近它的每一个单位,",
@ -305,7 +305,7 @@
]
]
OtherCivEncountered: [
_OtherCivEncountered: [
[
"您遇到了另一个文明!",
"其他文明一开始是和平的,您可以和他们进行贸易,",
@ -313,7 +313,7 @@
]
]
GameCrashed: [
_GameCrashed: [
[
"NO!看起来游戏好像出现了灾难性的Bug!",
"这绝对不应该发生!",
@ -323,7 +323,7 @@
]
]
ApolloProgram: [
Apollo_Program: [
[
"您已经完成了阿波罗计划!",
"现在可以开始在您的城市中建造飞船部件了,",
@ -331,7 +331,7 @@
]
]
InjuredUnits:[
Injured_Units:[
[
"您的一个单位受伤了!",
"受伤的单位造成的伤害比未受伤时少,他们的生命值在不进行任何操作时可以回复。",
@ -340,7 +340,7 @@
]
]
WorkerTrained:[
Workers:[
[
"您训练了一个工人!",
"工人对您所在城市的发展至关重要,因为只有他们才能在地块上建造设施。",
@ -349,7 +349,7 @@
]
]
SiegeUnitTrained:[
Siege_Units:[
[
"您训练了一支攻城单位!",
"攻城单位对城市具有极强的毁灭力,但在进攻前必须先把它架设起来。",
@ -358,14 +358,14 @@
]
]
CanEmbark:[
Embarking:[
[
"您的陆军单位现在拥有船运能力,他们可以穿越海洋地块!",
"陆军单位进入或离开水域后,当前回合内将不能再进行任何操作。",
"陆军单位处于船运状态在海上行进时是没有防御能力的,所以请小心!"
]
]
CityRange:[
City_Range:[
[
"市民可以在距城市中心地块3格以内处于您文明影响范围内的地块上工作。",
"虽然城市的边界会持续地扩张,",

View File

@ -11,6 +11,7 @@ import com.unciv.models.gamebasics.GameBasics
import com.unciv.models.gamebasics.ICivilopedia
import com.unciv.models.gamebasics.tr
import com.unciv.ui.utils.CameraStageBaseScreen
import com.unciv.ui.utils.Tutorials
import com.unciv.ui.utils.onClick
import com.unciv.ui.utils.toLabel
import java.util.*
@ -74,6 +75,14 @@ class CivilopediaScreen : CameraStageBaseScreen() {
categoryToInfos["Units"] = GameBasics.Units.values
categoryToInfos["Technologies"] = GameBasics.Technologies.values
class Tutorial(var name:String, override var description:String):ICivilopedia{
override fun toString() = name
}
categoryToInfos["Tutorials"] = Tutorials().getTutorialsOfLanguage("English").keys
.filter { !it.startsWith("_") }
.map { Tutorial(it.replace("_"," "),
Tutorials().getTutorials(it, UnCivGame.Current.settings.language).joinToString("\n\n")) }
nameList.onClick {
if(nameList.selected!=null) description.setText(civPediaEntries.get(nameList.selectedIndex).description)
}

View File

@ -69,7 +69,7 @@ class CityScreen(internal val city: CityInfo) : CameraStageBaseScreen() {
stage.addActor(buildingsTableContainer)
update()
displayTutorials("CityEntered")
displayTutorials("Cities")
}
internal fun update() {
@ -92,7 +92,7 @@ class CityScreen(internal val city: CityInfo) : CameraStageBaseScreen() {
constructionsTable.setPosition(5f, stage.height-5-topCityStatsTable.height, Align.topLeft)
if (city.getCenterTile().getTilesAtDistance(4).isNotEmpty()){
displayTutorials("CityRange")
displayTutorials("City_Range")
}
}

View File

@ -19,7 +19,7 @@ class PolicyPickerScreen(val worldScreen: WorldScreen, civInfo: CivilizationInfo
init {
val policies = viewingCiv.policies
displayTutorials("PolicyPickerScreen")
displayTutorials("Culture_and_Policies")
rightSideButton.setText("{Adopt policy}\r\n(".tr() + policies.storedCulture + "/" + policies.getCultureNeededForNextPolicy() + ")")

View File

@ -95,7 +95,7 @@ class TechPickerScreen(internal val civInfo: CivilizationInfo, switchfromWorldSc
dispose()
}
displayTutorials("TechPickerScreen")
displayTutorials("Technology")
// per default show current/recent technology,
// and possibly select it to show description,

View File

@ -99,7 +99,7 @@ class WorldScreen(val viewingCiv:CivilizationInfo) : CameraStageBaseScreen() {
stage.addActor(unitActionsTable)
displayTutorials("NewGame")
displayTutorials("New_Game")
displayTutorials("TileLayout")
createNextTurnButton() // needs civ table to be positioned
@ -197,33 +197,36 @@ class WorldScreen(val viewingCiv:CivilizationInfo) : CameraStageBaseScreen() {
private fun displayTutorialsOnUpdate() {
if (UnCivGame.Current.settings.hasCrashedRecently) {
displayTutorials("GameCrashed")
UnCivGame.Current.settings.tutorialsShown.remove("GameCrashed")
displayTutorials("_GameCrashed")
UnCivGame.Current.settings.tutorialsShown.remove("_GameCrashed")
UnCivGame.Current.settings.hasCrashedRecently = false
UnCivGame.Current.settings.save()
}
if (bottomBar.unitTable.selectedUnit != null) displayTutorials("UnitSelected")
if (viewingCiv.cities.isNotEmpty()) displayTutorials("CityFounded")
if (UnCivGame.Current.settings.tutorialsShown.contains("CityEntered")) displayTutorials("AfterCityEntered")
if (viewingCiv.cities.isNotEmpty()){
displayTutorials("_City_Founded")
displayTutorials("First_Steps")
}
if (UnCivGame.Current.settings.tutorialsShown.contains("Cities")) displayTutorials("AfterCityEntered")
if (!UnCivGame.Current.settings.tutorialsShown.contains("EnemyCityNeedsConqueringWithMeleeUnit")) {
if (!UnCivGame.Current.settings.tutorialsShown.contains("_EnemyCityNeedsConqueringWithMeleeUnit")) {
for (enemyCity in viewingCiv.diplomacy.values.filter { it.diplomaticStatus == DiplomaticStatus.War }
.map { it.otherCiv() }.flatMap { it.cities }) {
if (enemyCity.health == 1 && enemyCity.getCenterTile().getTilesInDistance(2)
.any { it.getUnits().any { unit -> unit.civInfo == viewingCiv} })
displayTutorials("EnemyCityNeedsConqueringWithMeleeUnit")
displayTutorials("_EnemyCityNeedsConqueringWithMeleeUnit")
}
}
if(viewingCiv.cities.any { it.hasJustBeenConquered })
displayTutorials("ConqueredEnemyCity")
displayTutorials("After_Conquering")
if (gameInfo.getCurrentPlayerCivilization().getCivUnits().any { it.health < 100 })
displayTutorials("InjuredUnits")
displayTutorials("Injured_Units")
if (gameInfo.getCurrentPlayerCivilization().getCivUnits().any { it.name == Constants.worker })
displayTutorials("WorkerTrained")
displayTutorials("Workers")
}
private fun updateDiplomacyButton(civInfo: CivilizationInfo) {
@ -231,7 +234,7 @@ class WorldScreen(val viewingCiv:CivilizationInfo) : CameraStageBaseScreen() {
if(civInfo.getKnownCivs()
.filterNot { it.isDefeated() || it==viewingCiv || it.isBarbarian() }
.any()) {
displayTutorials("OtherCivEncountered")
displayTutorials("_OtherCivEncountered")
val btn = TextButton("Diplomacy".tr(), skin)
btn.onClick { UnCivGame.Current.screen = DiplomacyScreen(viewingCiv) }
btn.label.setFontSize(30)
@ -425,13 +428,13 @@ class WorldScreen(val viewingCiv:CivilizationInfo) : CameraStageBaseScreen() {
private fun showTutorialsOnNextTurn(){
val shownTutorials = UnCivGame.Current.settings.tutorialsShown
displayTutorials("NextTurn")
if("BarbarianEncountered" !in shownTutorials
if("_BarbarianEncountered" !in shownTutorials
&& viewingCiv.viewableTiles.any { it.getUnits().any { unit -> unit.civInfo.isBarbarian() } })
displayTutorials("BarbarianEncountered")
if(viewingCiv.cities.size > 2) displayTutorials("SecondCity")
if(viewingCiv.getHappiness() < 5) displayTutorials("HappinessGettingLow")
displayTutorials("_BarbarianEncountered")
if(viewingCiv.cities.size > 2) displayTutorials("Roads_and_Railroads")
if(viewingCiv.getHappiness() < 5) displayTutorials("Happiness")
if(viewingCiv.getHappiness() < 0) displayTutorials("Unhappiness")
if(viewingCiv.goldenAges.isGoldenAge()) displayTutorials("GoldenAge")
if(viewingCiv.goldenAges.isGoldenAge()) displayTutorials("Golden_Age")
if(gameInfo.turns >= 50 && UnCivGame.Current.settings.checkForDueUnits) displayTutorials("Idle_Units")
if(gameInfo.turns >= 100) displayTutorials("ContactMe")
val resources = viewingCiv.getCivResources()
@ -442,11 +445,11 @@ class WorldScreen(val viewingCiv:CivilizationInfo) : CameraStageBaseScreen() {
.flatMap { it.cities }.any { viewingCiv.exploredTiles.contains(it.location) })
displayTutorials("EnemyCity")
if(viewingCiv.containsBuildingUnique("Enables construction of Spaceship parts"))
displayTutorials("ApolloProgram")
displayTutorials("Apollo_Program")
if(viewingCiv.getCivUnits().any { it.type == UnitType.Siege })
displayTutorials("SiegeUnitTrained")
displayTutorials("Siege_Units")
if(viewingCiv.tech.getTechUniques().contains("Enables embarkation for land units"))
displayTutorials("CanEmbark")
displayTutorials("Embarking")
}
}