mirror of
https://github.com/yairm210/Unciv.git
synced 2025-01-10 07:16:54 +07:00
859b55da02
This reverts commit d1afbb4a62
.
2020 lines
62 KiB
INI
2020 lines
62 KiB
INI
# Language settings
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# Equivalent of a space in your language
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# If your language doesn't use spaces, just add "" as a translation, otherwise " "
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" " =
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# If the first word in a sentence starts with a capital in your language,
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# put the english word 'true' behind the '=', otherwise 'false'.
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# Don't translate these words to your language, only put 'true' or 'false'.
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StartWithCapitalLetter =
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# Diacritics Support:
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# See https://yairm210.github.io/Unciv/Other/Translating/#diacritics-support for details!
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# Most languages will not need these, feel free to ignore, or use "" to avoid the "requires translation" mark. Do NOT translate the "key" to the left of the equals sign!
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diacritics_support =
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unicode_block_start_character =
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unicode_block_end_character =
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left_joining_diacritics =
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right_joining_diacritics =
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left_and_right_joiners =
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# Fastlane
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# These will be automatically copied to the fastlane descriptions used by F-Droid. Their keys are not as usual the english original, please read those directly as linked.
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# Documentation: https://f-droid.org/en/docs/Build_Metadata_Reference/#Summary
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# English to translate: https://github.com/yairm210/Unciv/blob/master/fastlane/metadata/android/en-US/short_description.txt
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Fastlane_short_description =
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# Documentation: https://f-droid.org/en/docs/Build_Metadata_Reference/#Description
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# English to translate: https://github.com/yairm210/Unciv/blob/master/fastlane/metadata/android/en-US/full_description.txt
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Fastlane_full_description =
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# Starting from here normal translations start, as described in
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# https://yairm210.github.io/Unciv/Other/Translating/
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# General
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Delete =
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# Base ruleset names
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Civ V - Vanilla =
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Civ V - Gods & Kings =
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# Obsolete Tutorial tasks - the active lines are moved to 'Lines from Events', much later in the tranlsation file.
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# TODO remove after grace period which allows translators to copy and paste existing translations to the new format.
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Move a unit!\nClick on a unit > Click on a destination > Click the arrow popup =
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Found a city!\nSelect the Settler (flag unit) > Click on 'Found city' (bottom-left corner) =
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Enter the city screen!\nClick the city button twice =
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Pick a technology to research!\nClick on the tech button (greenish, top left) > \n Select technology > Click 'Research' (bottom right) =
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Pick a construction!\nEnter city screen > Click on a unit or building (bottom left side) > \n Click 'add to queue' =
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Pass a turn!\nCycle through units with 'Next unit' > Click 'Next turn' =
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Reassign worked tiles!\nEnter city screen > Click the assigned (green) tile to unassign > \n Click an unassigned tile to assign population =
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Meet another civilization!\nExplore the map until you encounter another civilization! =
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Open the options table!\nClick the menu button (top left) > Click 'Options' =
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Construct an improvement!\nConstruct a Worker unit > Move to a Plains or Grassland tile > \n Click 'Construct improvement' (above the unit table, bottom left)\n > Choose the farm > \n Leave the worker there until it's finished =
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Create a trade route!\nConstruct roads between your capital and another city\nOr, automate your worker and let him get to that eventually =
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Conquer a city!\nBring an enemy city down to low health > \nEnter the city with a melee unit =
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Move an air unit!\nSelect an air unit > Select another city within range > \nMove the unit to the other city =
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See your stats breakdown!\nEnter the Overview screen (top right corner) >\nClick on 'Stats' =
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# Crash screen
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An unrecoverable error has occurred in Unciv: =
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If this keeps happening, you can try disabling mods. =
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You can also report this on the issue tracker. =
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Copy =
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Error report copied. =
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Open Issue Tracker =
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Please copy the error report first. =
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Close Unciv =
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# Buildings
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Unsellable =
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Not displayed as an available construction unless [building] is built =
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Not displayed as an available construction without [resource] =
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Cannot be hurried =
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Choose a free great person =
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Get [unitName] =
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Hydro Plant =
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[buildingName] obsoleted =
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# City naming when list exhausted
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New [cityName] =
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Neo [cityName] =
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Nova [cityName] =
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Altera [cityName] =
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New [civName]\n(formerly known as [cityName]) =
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# Diplomacy,Trade,Nations
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Requires [buildingName] to be built in the city =
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Requires [buildingName] to be built in all cities =
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Provides a free [buildingName] in the city =
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Requires worked [resource] near city =
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Requires at least one of the following resources worked near the city: =
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Wonder is being built elsewhere =
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National Wonder is being built elsewhere =
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Requires a [buildingName] in all [cityFilter] cities =
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Requires a [buildingName] in at least [amount] of [cityFilter] cities =
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[buildingName] required: =
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Requires a [buildingName] in this city =
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Cannot be built with [buildingName] =
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Consumes [amount] [resource] =
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Need [amount] more [resource] =
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[amount] available =
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Required tech: [requiredTech] =
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Requires [PolicyOrNationalWonder] =
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Cannot be purchased =
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Can only be purchased =
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See also =
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Requires at least one of the following: =
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Requires all of the following: =
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Leads to [techName] =
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Leads to: =
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Enables: =
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Disables: =
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Current construction =
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Construction queue =
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Pick a construction =
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Queue empty =
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Add to queue =
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Remove from queue =
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Show stats drilldown =
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Show construction queue =
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No space to place this unit =
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Cancel =
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Diplomacy =
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War =
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Peace =
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Research Agreement =
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Declare war =
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Declare war on [civName]? =
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[civName] will also join them in the war =
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An unknown civilization will also join them in the war =
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This will cancel your defensive pact with [civName] =
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Go to on map =
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Let's begin! =
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[civName] has declared war on us! =
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[leaderName] of [nation] =
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You'll pay for this! =
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Negotiate Peace =
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Peace with [civName]? =
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Very well. =
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Farewell. =
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Sounds good! =
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Not this time. =
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Excellent! =
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How about something else... =
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A pleasure to meet you. =
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Our relationship =
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We have encountered the City-State of [name]! =
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Declare Friendship ([numberOfTurns] turns) =
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May our nations forever remain united! =
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Indeed! =
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Denounce [civName]? =
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Denounce ([numberOfTurns] turns) =
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We will remember this. =
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[civName] has declared war on [targetCivName]! =
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# Join War
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[civName] has joined [allyCivName] in the war against us! =
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We have joined [allyCivName] in the war against [enemyCivName]! =
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[civName] has joined [allyCivName] in the war against [enemyCivName]! =
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[civName] has joined us in the war against [enemyCivName]! =
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# Team War
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You and [allyCivName] have declared war against [enemyCivName]! =
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[civName] and [allyCivName] have declared war against us! =
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[civName] and [allyCivName] have declared war against [enemyCivName]! =
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[civName] cancelled their Defensive Pact with [otherCivName]! =
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[civName] cancelled their Defensive Pact with us! =
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We have cancelled our Defensive Pact with [civName]! =
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[civName] and [targetCivName] have signed a Peace Treaty! =
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[civName] and [targetCivName] have signed the Declaration of Friendship! =
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[civName] has denounced [targetCivName]! =
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Do you want to break your promise to [leaderName]? =
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Break promise =
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We promised not to settle near them ([count] turns remaining) =
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They promised not to settle near us ([count] turns remaining) =
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We promised not to spread religion to them ([count] turns remaining) =
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They promised not to spread religion to us ([count] turns remaining) =
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[civName] is upset that you demanded tribute from [cityState], whom they have pledged to protect! =
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[civName] is upset that you attacked [cityState], whom they have pledged to protect! =
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[civName] is upset that you attacked [cityState], whom they are allied with! =
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[civName] is outraged that you destroyed [cityState], whom they had pledged to protect! =
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[civName] has destroyed [cityState], whom you had pledged to protect! =
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Unforgivable =
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Afraid =
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Enemy =
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Competitor =
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Neutral =
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Favorable =
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Friend =
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Ally =
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[questName] (+[influenceAmount] influence) =
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[remainingTurns] turns remaining =
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Current leader(s): [leaders] =
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Current leader(s): [leaders], you: [yourScore] =
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# In the two templates above, 'leaders' will be one or more of the following, and 'yourScore' one:
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[civInfo] with [value] [valueType] =
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Demands =
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Please don't settle new cities near us. =
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Very well, we shall look for new lands to settle. =
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We shall do as we please. =
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We noticed your new city near our borders, despite your promise. This will have....implications. =
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Please don't spread your religion to us. =
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Very well, we shall spread our faith elsewhere. =
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We noticed you have continued spreading your faith, despite your promise. This will have...consequences. =
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I've been informed that my armies have taken tribute from [civName], a city-state under your protection.\nI assure you, this was quite unintentional, and I hope that this does not serve to drive us apart. =
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We asked [civName] for a tribute recently and they gave in.\nYou promised to protect them from such things, but we both know you cannot back that up. =
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It's come to my attention that I may have attacked [civName].\nWhile it was not my goal to be at odds with your empire, this was deemed a necessary course of action. =
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I thought you might like to know that I've launched an invasion of one of your little pet states.\nThe lands of [civName] will make a fine addition to my own. =
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THIS MEANS WAR! =
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Return [unitName] to [civName]? =
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The [unitName] we liberated originally belonged to [civName]. They will be grateful if we return it to them. =
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Enter the amount of gold =
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# City-States
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Provides [amountOfCulture] culture at 30 Influence =
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Provides 3 food in capital and 1 food in other cities at 30 Influence =
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Provides 3 happiness at 30 Influence =
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Provides land units every 20 turns at 30 Influence =
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Give a Gift =
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Gift [giftAmount] gold (+[influenceAmount] influence) =
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Relationship changes in another [turnsToRelationshipChange] turns =
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Protected by =
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Revoke Protection =
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Revoke protection for [cityStateName]? =
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Pledge to protect =
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Declare Protection of [cityStateName]? =
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Build [improvementName] on [resourceName] (200 Gold) =
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Gift Improvement =
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[civName] is able to provide [unitName] once [techName] [isOrAre] researched. =
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is =
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are =
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Diplomatic Marriage ([amount] Gold) =
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We have married into the ruling family of [civName], bringing them under our control. =
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[civName] has married into the ruling family of [civName2], bringing them under their control. =
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You have broken your Pledge to Protect [civName]! =
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City-States grow wary of your aggression. The resting point for Influence has decreased by [amount] for [civName]. =
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[cityState] is being attacked by [civName] and asks all major civilizations to help them out by gifting them military units. =
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[cityState] is being invaded by Barbarians! Destroy Barbarians near their territory to earn Influence. =
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[cityState] is grateful that you killed a Barbarian that was threatening them! =
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[cityState] is being attacked by [civName]! Kill [amount] of the attacker's military units and they will be immensely grateful. =
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[cityState] is deeply grateful for your assistance in the war against [civName]! =
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[cityState] no longer needs your assistance against [civName]. =
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[cityState] cancelled the quests they had given you because you demanded tribute from them. =
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[cityState] cancelled the quests they had given you because you demanded tribute from them. =
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War against [civName] =
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We need you to help us defend against [civName]. Killing [amount] of their military units would slow their offensive. =
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Currently you have killed [amount] of their military units. =
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You need to find them first! =
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Cultured =
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Maritime =
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Mercantile =
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Religious =
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Militaristic =
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Type =
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Friendly =
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Hostile =
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Irrational =
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Personality =
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Influence =
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Ally: [civilization] with [amount] Influence =
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Unknown civilization =
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Reach 30 for friendship. =
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Reach highest influence above 60 for alliance. =
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When Friends: =
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When Allies: =
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The unique luxury is one of: =
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Demand Tribute =
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Tribute Willingness =
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At least 0 to take gold, at least 30 and size 4 city for worker =
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Take [amount] gold (-15 Influence) =
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Take worker (-50 Influence) =
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[civName] is afraid of your military power! =
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Major Civ =
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No Cities =
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Base value =
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Has Ally =
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Has Protector =
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Demanding a Worker =
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Demanding a Worker from small City-State =
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Very recently paid tribute =
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Recently paid tribute =
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Influence below -30 =
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Military Rank =
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Military near City-State =
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Sum: =
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# Trades
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Trade =
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Offer trade =
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They'll decide on their turn =
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Retract offer =
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What do you have in mind? =
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Our items =
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Our trade offer =
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[otherCiv]'s trade offer =
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[otherCiv]'s items =
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+[amount] untradable copy =
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+[amount] untradable copies =
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Pleasure doing business with you! =
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I think not. =
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That is acceptable. =
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Accept =
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Keep going =
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There's nothing on the table =
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Peace Treaty =
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Agreements =
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Defensive Pact =
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Open Borders =
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Gold per turn =
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Cities =
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Technologies =
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Declarations of war =
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Introduction to [nation] =
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Declare war on [nation] =
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Luxury resources =
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Strategic resources =
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Owned by you: [amountOwned] =
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Non-existent city =
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# Unit differences
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[resourceName] not required =
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Lost ability (vs [originalUnit]): [ability] =
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Upgrade all [count] [unit] ([cost] gold) =
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National ability =
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[firstValue] vs [secondValue] =
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Gained =
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Lost =
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# New game screen
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Uniques =
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Promotions =
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Load copied data =
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Reset to defaults =
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Select nations =
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Set available nations for random pool =
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Available nations =
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Banned nations =
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Are you sure you want to reset all game options to defaults? =
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Start game! =
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Map Options =
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Game Options =
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Civilizations =
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Map Type =
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Map file =
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Max Turns =
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Could not load map! =
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Generated =
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Random Generated =
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Which options should be available to the random selection? =
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Existing =
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Custom =
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Map Generation Type =
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Enabled Map Generation Types =
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# Map types
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Default =
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Pangaea =
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Continent and Islands =
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Two Continents =
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Three Continents =
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Four Corners =
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Archipelago =
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Inner Sea =
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Perlin =
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Select players from starting locations =
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Random number of Civilizations =
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Min number of Civilizations =
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Max number of Civilizations =
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Random number of City-States =
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Min number of City-States =
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Max number of City-States =
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One City Challenge =
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Enable Nuclear Weapons =
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No City Razing =
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No Barbarians =
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Disable starting bias =
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Raging Barbarians =
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No Ancient Ruins =
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No Natural Wonders =
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Allow anyone to spectate =
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Victory Conditions =
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Scientific =
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Domination =
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Cultural =
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Diplomatic =
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Time =
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Your previous options needed to be reset to defaults. =
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# Used for random nation indicator in empire selector and unknown nation icons in various overview screens.
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# Should be a single character, or at least visually square.
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? =
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Map Shape =
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Enabled Map Shapes =
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Hexagonal =
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Flat Earth Hexagonal =
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Rectangular =
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Height =
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Width =
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Radius =
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Enable Espionage =
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Resource Setting =
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Enabled Resource Settings =
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Other Settings =
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Sparse =
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Abundant =
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Strategic Balance =
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Legendary Start =
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This is used for painting resources, not in map generator steps: =
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Advanced Settings =
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RNG Seed =
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Map Elevation =
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Temperature extremeness =
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Temperature shift =
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Resource richness =
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Vegetation richness =
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Rare features richness =
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Max Coast extension =
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Biome areas extension =
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Water level =
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Online Multiplayer =
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You're currently using the default multiplayer server, which is based on a free Dropbox account. Because a lot of people use this, it is uncertain if you'll actually be able to access it consistently. Consider using a custom server instead. =
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Open Documentation =
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Don't show again =
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World Size =
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Enabled World Sizes =
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Tiny =
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Small =
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Medium =
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Large =
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Huge =
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World wrap requires a minimum width of 32 tiles =
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The provided map dimensions were too small =
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The provided map dimensions were too big =
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The provided map dimensions had an unacceptable aspect ratio =
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Difficulty =
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AI =
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Remove =
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Random =
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Human =
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Hotseat =
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User ID =
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Click to copy =
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Game Speed =
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Quick =
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Standard =
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Epic =
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Marathon =
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Starting Era =
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It looks like we can't make a map with the parameters you requested! =
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Maybe you put too many players into too small a map? =
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No human players selected! =
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Invalid Player ID! =
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No victory conditions were selected! =
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Mods: =
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Extension mods =
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Base ruleset: =
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# Note - do not translate the colour names between «». Changing them works if you know what you're doing.
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The mod you selected is incorrectly defined! =
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The mod you selected is «RED»incorrectly defined!«» =
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The mod combination you selected is incorrectly defined! =
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The mod combination you selected is «RED»incorrectly defined!«» =
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The mod combination you selected has problems. =
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You can play it, but don't expect everything to work! =
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The mod combination you selected «GOLD»has problems«». =
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You can play it, but «GOLDENROD»don't expect everything to work!«» =
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This base ruleset is not compatible with the previously selected\nextension mods. They have been disabled. =
|
|
Are you really sure you want to play with the following known problems? =
|
|
Base Ruleset =
|
|
[amount] Techs =
|
|
[amount] Nations =
|
|
[amount] Units =
|
|
[amount] Buildings =
|
|
[amount] Resources =
|
|
[amount] Improvements =
|
|
[amount] Religions =
|
|
[amount] Beliefs =
|
|
|
|
World Wrap =
|
|
World wrap maps are very memory intensive - creating large world wrap maps on Android can lead to crashes! =
|
|
Anything above 80 by 50 may work very slowly on Android! =
|
|
Anything above 40 may work very slowly on Android! =
|
|
|
|
# Map editor
|
|
|
|
## Tabs/Buttons
|
|
Map editor =
|
|
View =
|
|
Generate =
|
|
Partial =
|
|
Generator steps =
|
|
Edit =
|
|
Rivers =
|
|
Load =
|
|
Save =
|
|
New map =
|
|
Empty =
|
|
Save map =
|
|
Load map =
|
|
Delete map =
|
|
Are you sure you want to delete this map? =
|
|
It looks like your map can't be saved! =
|
|
Exit map editor =
|
|
Change map ruleset =
|
|
Change the map to use the ruleset selected on this page =
|
|
Revert to map ruleset =
|
|
Reset the controls to reflect the current map ruleset =
|
|
Features =
|
|
Starting locations =
|
|
Tile Matching Criteria =
|
|
Complete match =
|
|
Except improvements =
|
|
Base and terrain features =
|
|
Base terrain only =
|
|
Land or water only =
|
|
Import a Wesnoth map =
|
|
|
|
## Labels/messages
|
|
Brush ([size]): =
|
|
# The single letter shown in the [size] parameter above for setting "Floodfill".
|
|
# Please do not make this longer than one character, the associated slider will not handle well.
|
|
Floodfill_Abbreviation =
|
|
Error loading map! =
|
|
Map saved successfully! =
|
|
Current map RNG seed: [amount] =
|
|
Map copy and paste =
|
|
Position: [param] =
|
|
Starting location(s): [param] =
|
|
Continent: [param] ([amount] tiles) =
|
|
Resource abundance =
|
|
Change map to fit selected ruleset? =
|
|
Area: [amount] tiles, [amount2]% water, [amount3]% impassable, [amount4] continents/islands =
|
|
Do you want to leave without saving the recent changes? =
|
|
Leave =
|
|
Do you want to load another map without saving the recent changes? =
|
|
River generation failed! =
|
|
Please don't use step 'Landmass' with map type 'Empty', create a new empty map instead. =
|
|
This map has errors: =
|
|
The incompatible elements have been removed. =
|
|
Current map: World Wrap =
|
|
Overlay image =
|
|
Click to choose a file =
|
|
Choose an image =
|
|
Overlay opacity: =
|
|
Invalid overlay image =
|
|
World wrap is incompatible with an overlay and was deactivated. =
|
|
An overlay image is incompatible with world wrap and was deactivated. =
|
|
Choose a Wesnoth map file =
|
|
That map is invalid! =
|
|
("[code]" does not conform to TerrainCodesWML) =
|
|
Use for new game "Select players" button: =
|
|
Enter a description for the users of this map =
|
|
|
|
## Map/Tool names
|
|
My new map =
|
|
Generate landmass =
|
|
Raise mountains and hills =
|
|
Humidity and temperature =
|
|
Lakes and coastline =
|
|
Sprout vegetation =
|
|
Spawn rare features =
|
|
Distribute ice =
|
|
Assign continent IDs =
|
|
Place Natural Wonders =
|
|
Let the rivers flow =
|
|
Spread Resources =
|
|
Create ancient ruins =
|
|
Floodfill =
|
|
[nation] starting location =
|
|
Any Civ =
|
|
Remove features =
|
|
Remove improvement =
|
|
Remove resource =
|
|
Remove starting locations =
|
|
Remove rivers =
|
|
Spawn river from/to =
|
|
Bottom left river =
|
|
Bottom right river =
|
|
Bottom river =
|
|
Player =
|
|
|
|
# Multiplayer
|
|
|
|
Help =
|
|
Username =
|
|
Multiplayer =
|
|
Could not download game! =
|
|
Could not upload game! =
|
|
Couldn't connect to Multiplayer Server! =
|
|
Retry =
|
|
Join game =
|
|
Invalid game ID! =
|
|
Copy user ID =
|
|
Copy game ID =
|
|
UserID copied to clipboard =
|
|
Game ID copied to clipboard! =
|
|
Friend name =
|
|
Player ID =
|
|
Please input a name for your friend! =
|
|
Please input a player ID for your friend! =
|
|
Are you sure you want to delete this friend? =
|
|
Paste player ID from clipboard =
|
|
Player name already used! =
|
|
Player ID already used! =
|
|
Player ID is incorrect =
|
|
Select friend =
|
|
Select [thingToSelect] =
|
|
Friends list =
|
|
Add friend =
|
|
Edit friend =
|
|
Friend name is already in your friends list! =
|
|
Player ID is already in your friends list! =
|
|
You have to write a name for your friend! =
|
|
You have to write an ID for your friend! =
|
|
You cannot add your own player ID in your friend list! =
|
|
To add a friend, ask him to send you his player ID.\nClick the 'Add friend' button.\nInsert his player ID and a name for him.\nThen Click the 'Add friend' button again.\n\nAfter that you will see him in your friends list.\n\nA new button will appear when creating a new\nmultiplayer game, which allows you to select your friend. =
|
|
Please input Player ID! =
|
|
The number of players will be adjusted =
|
|
These [numberOfPlayers] players will be adjusted =
|
|
[numberOfExplicitPlayersText] to [playerRange] actual players by adding random AI's or by randomly omitting AI's. =
|
|
Set current user =
|
|
Player ID from clipboard =
|
|
Player ID from friends list =
|
|
To create a multiplayer game, check the 'multiplayer' toggle in the New Game screen, and for each human player insert that player's user ID. =
|
|
You can assign your own user ID there easily, and other players can copy their user IDs here and send them to you for you to include them in the game. =
|
|
Once you've created your game, the Game ID gets automatically copied to your clipboard so you can send it to the other players. =
|
|
Players can enter your game by copying the game ID to the clipboard, and Clicking on the 'Add multiplayer game' button =
|
|
The symbol of your nation will appear next to the game when it's your turn =
|
|
Back =
|
|
Rename =
|
|
Add multiplayer game =
|
|
Refresh list =
|
|
Could not save game! =
|
|
Could not delete game! =
|
|
Error while refreshing: =
|
|
Current Turn: =
|
|
Add Currently Running Game =
|
|
Paste gameID from clipboard =
|
|
GameID =
|
|
Game name =
|
|
Loading latest game state... =
|
|
You are not allowed to spectate! =
|
|
Couldn't download the latest game state! =
|
|
|
|
## Resign button
|
|
Resign =
|
|
Are you sure you want to resign? =
|
|
You can only resign if it's your turn =
|
|
[civName] resigned and is now controlled by AI =
|
|
|
|
## Force resign button
|
|
Force current player to resign =
|
|
Are you sure you want to force the current player to resign? =
|
|
|
|
Skip turn of current player =
|
|
Are you sure you want to skip the turn of the current player? =
|
|
|
|
Last refresh: [duration] ago =
|
|
Current Turn: [civName] since [duration] ago =
|
|
Seconds =
|
|
Minutes =
|
|
Hours =
|
|
Days =
|
|
[amount] Seconds =
|
|
[amount] Minutes =
|
|
[amount] Hours =
|
|
[amount] Days =
|
|
Server limit reached! Please wait for [time] seconds =
|
|
File could not be found on the multiplayer server =
|
|
Unhandled problem, [errorMessage] =
|
|
Please enter your server password =
|
|
Set password =
|
|
Password must be at least 6 characters long =
|
|
Failed to set password! =
|
|
Password set successfully for server [serverURL] =
|
|
Password =
|
|
Your userId is password secured =
|
|
Set a password to secure your userId =
|
|
Authenticate =
|
|
This server does not support authentication =
|
|
Authentication failed =
|
|
|
|
# Save game menu
|
|
|
|
Current saves =
|
|
Show autosaves =
|
|
Saved game name =
|
|
# This is the save game name the dialog will suggest
|
|
[player] - [turns] turns =
|
|
Copy to clipboard =
|
|
Copy saved game to clipboard =
|
|
Could not load game! =
|
|
Could not load game from clipboard! =
|
|
Could not load game from custom location! =
|
|
The file data seems to be corrupted. =
|
|
The save was created with an incompatible version of Unciv: [version]. Please update Unciv to this version or later and try again. =
|
|
You do not have sufficient permissions to access the file. =
|
|
Load [saveFileName] =
|
|
Are you sure you want to delete this save? =
|
|
Delete save =
|
|
[saveFileName] deleted successfully. =
|
|
Insufficient permissions to delete [saveFileName]. =
|
|
Failed to delete [saveFileName]. =
|
|
Saved at =
|
|
Saving... =
|
|
Overwrite existing file? =
|
|
Overwrite =
|
|
It looks like your saved game can't be loaded! =
|
|
If you could copy your game data ("Copy saved game to clipboard" - =
|
|
paste into an email to yairm210@hotmail.com) =
|
|
I could maybe help you figure out what went wrong, since this isn't supposed to happen! =
|
|
Missing mods: [mods] =
|
|
Load from custom location =
|
|
Save to custom location =
|
|
Could not save game to custom location! =
|
|
'[saveFileName]' copied to clipboard! =
|
|
Could not save game to clipboard! =
|
|
Download missing mods =
|
|
Missing mods are downloaded successfully. =
|
|
Could not load the missing mods! =
|
|
Could not download mod list. =
|
|
Could not find a mod named "[modName]". =
|
|
|
|
# Options
|
|
|
|
Options =
|
|
|
|
## About tab
|
|
About =
|
|
Version =
|
|
See online Readme =
|
|
Visit repository =
|
|
Visit the wiki =
|
|
|
|
## Display tab
|
|
Display =
|
|
|
|
### Screen subgroup
|
|
|
|
Screen =
|
|
Screen Mode =
|
|
Windowed =
|
|
Fullscreen =
|
|
Borderless =
|
|
|
|
Screen Size =
|
|
|
|
### Enable panning the map when you move the mouse to the edge of the window
|
|
Map mouse auto-scroll =
|
|
Map panning speed =
|
|
|
|
### Graphics subgroup
|
|
|
|
Tileset =
|
|
Unitset =
|
|
UI Skin =
|
|
|
|
### UI subgroup
|
|
|
|
UI =
|
|
|
|
Notifications on world screen =
|
|
Disabled =
|
|
Hidden =
|
|
Visible =
|
|
Permanent =
|
|
|
|
Minimap size =
|
|
# This is the leftmost Minimap size slider position
|
|
off =
|
|
|
|
Show tutorials =
|
|
Reset tutorials =
|
|
Do you want to reset completed tutorials? =
|
|
Reset =
|
|
|
|
Show zoom buttons in world screen =
|
|
Experimental Demographics scoreboard =
|
|
Never close popups by clicking outside =
|
|
|
|
Size of Unitset art in Civilopedia =
|
|
|
|
### Visual Hints subgroup
|
|
|
|
Visual Hints =
|
|
Show worked tiles =
|
|
Show resources and improvements =
|
|
Show tile yields =
|
|
Show unit movement arrows =
|
|
Show suggested city locations for units that can found cities =
|
|
Show pixel units =
|
|
Show pixel improvements =
|
|
Unit icon opacity =
|
|
|
|
### Performance subgroup
|
|
|
|
Performance =
|
|
Continuous rendering =
|
|
When disabled, saves battery life but certain animations will be suspended =
|
|
|
|
## Gameplay tab
|
|
Gameplay =
|
|
Check for idle units =
|
|
Auto Unit Cycle =
|
|
Move units with a single tap =
|
|
Move units with a long tap =
|
|
Auto-assign city production =
|
|
Auto-build roads =
|
|
Automated workers replace improvements =
|
|
Automated units move on turn start =
|
|
Automated units can upgrade =
|
|
Automated units choose promotions =
|
|
Cities auto-bombard at end of turn =
|
|
Order trade offers by amount =
|
|
Ask for confirmation when pressing next turn =
|
|
Notifications log max turns =
|
|
|
|
## Language tab
|
|
|
|
Language =
|
|
Please note that translations are a community-based work in progress and are INCOMPLETE! The percentage shown is how much of the language is translated in-game. If you want to help translating the game into your language, Click here. =
|
|
|
|
|
|
## Sound tab
|
|
Sound =
|
|
Sound effects volume =
|
|
Music volume =
|
|
City ambient sound volume =
|
|
Leader voices volume =
|
|
Pause between tracks =
|
|
Pause =
|
|
Music =
|
|
Skip =
|
|
Currently playing: [title] =
|
|
Download music =
|
|
Downloading... =
|
|
Could not download music! =
|
|
—Paused— =
|
|
—Default— =
|
|
—History— =
|
|
|
|
## Advanced tab
|
|
Advanced =
|
|
Turns between autosaves =
|
|
|
|
Screen orientation =
|
|
Landscape (fixed) =
|
|
Portrait (fixed) =
|
|
Auto (sensor adjusted) =
|
|
Enable using display cutout areas =
|
|
Hide system status and navigation bars =
|
|
Font family =
|
|
Font size multiplier =
|
|
Default Font =
|
|
|
|
Max zoom out =
|
|
Enable Easter Eggs =
|
|
Enable Scenarios (experimental) =
|
|
Enlarge selected notifications =
|
|
|
|
Generate translation files =
|
|
Translation files are generated successfully. =
|
|
Fastlane files are generated successfully. =
|
|
Update Mod categories =
|
|
|
|
## Keys tab
|
|
Keys =
|
|
Please see the Tutorial. =
|
|
Hit the desired key now =
|
|
|
|
## Locate mod errors tab
|
|
Locate mod errors =
|
|
Check extension mods based on: =
|
|
-none- =
|
|
Reload mods =
|
|
Checking mods for errors... =
|
|
No problems found. =
|
|
Autoupdate mod uniques =
|
|
Uniques updated! =
|
|
|
|
## Debug tab
|
|
Debug =
|
|
|
|
## Unused - kept for future use
|
|
Show =
|
|
Hide =
|
|
HIGHLY EXPERIMENTAL - YOU HAVE BEEN WARNED! =
|
|
You need to restart the game for this change to take effect. =
|
|
|
|
# AutomationTab
|
|
Automation =
|
|
|
|
# AutoPlay
|
|
AutoPlay =
|
|
Show AutoPlay button =
|
|
Multi-turn AutoPlay amount =
|
|
AutoPlay until victory =
|
|
|
|
Start AutoPlay =
|
|
AutoPlay End Turn =
|
|
AutoPlay Military Once =
|
|
AutoPlay Civilians Once =
|
|
AutoPlay Economy Once =
|
|
|
|
# Notifications
|
|
|
|
Research of [technologyName] has completed! =
|
|
We gained [amount] Science from Research Agreement =
|
|
[construction] has become obsolete and was removed from the queue in [cityName]! =
|
|
[construction] has become obsolete and was removed from the queue in [amount] cities! =
|
|
[cityName] changed production from [oldUnit] to [newUnit] =
|
|
[amount] cities changed production from [oldUnit] to [newUnit] =
|
|
Excess production for [wonder] converted to [goldAmount] gold =
|
|
You have entered a Golden Age! =
|
|
[resourceName] revealed near [cityName] =
|
|
[n] sources of [resourceName] revealed, e.g. near [cityName] =
|
|
A [greatPerson] has been born in [cityName]! =
|
|
We have encountered [civName]! =
|
|
[cityStateName] has given us [stats] as a token of goodwill for meeting us =
|
|
[cityStateName] has given us [stats] as we are the first major civ to meet them =
|
|
[cityStateName] has also given us [stats] =
|
|
[cityStateName] gave us a [unitName] as a gift! =
|
|
Cannot provide unit upkeep for [unitName] - unit has been disbanded! =
|
|
[cityName] has grown! =
|
|
[cityName] is starving! =
|
|
[construction] has been built in [cityName] =
|
|
[wonder] has been built in a faraway land =
|
|
[civName] has completed [construction]! =
|
|
An unknown civilization has completed [construction]! =
|
|
The city of [cityname] has started constructing [construction]! =
|
|
[civilization] has started constructing [construction]! =
|
|
An unknown civilization has started constructing [construction]! =
|
|
[cityName] has started working on [construction] =
|
|
[cityName] has expanded its borders! =
|
|
Your Golden Age has ended. =
|
|
[cityName] has been razed to the ground! =
|
|
We have conquered the city of [cityName]! =
|
|
Your citizens are revolting due to very high unhappiness! =
|
|
An enemy [unit] has attacked [cityName] =
|
|
An enemy [unit] ([amount] HP) has attacked [cityName] ([amount2] HP) =
|
|
An enemy [unit] has attacked our [ourUnit] =
|
|
An enemy [unit] ([amount] HP) has attacked our [ourUnit] ([amount2] HP) =
|
|
Enemy city [cityName] has attacked our [ourUnit] =
|
|
Enemy city [cityName] ([amount] HP) has attacked our [ourUnit] ([amount2] HP) =
|
|
An enemy [unit] has captured [cityName] =
|
|
An enemy [unit] ([amount] HP) has captured [cityName] ([amount2] HP) =
|
|
An enemy [unit] has raided [cityName] =
|
|
An enemy [unit] ([amount] HP) has raided [cityName] ([amount2] HP) =
|
|
An enemy [unit] has captured our [ourUnit] =
|
|
An enemy [unit] ([amount] HP) has captured our [ourUnit] ([amount2] HP) =
|
|
An enemy [unit] has destroyed our [ourUnit] =
|
|
An enemy [unit] ([amount] HP) has destroyed our [ourUnit] ([amount2] HP) =
|
|
Your [ourUnit] has destroyed an enemy [unit] =
|
|
Your [ourUnit] ([amount] HP) has destroyed an enemy [unit] ([amount2] HP) =
|
|
An enemy [RangedUnit] has destroyed the defence of [cityName] =
|
|
An enemy [RangedUnit] ([amount] HP) has destroyed the defence of [cityName] ([amount2] HP) =
|
|
Enemy city [cityName] has destroyed our [ourUnit] =
|
|
Enemy city [cityName] ([amount] HP) has destroyed our [ourUnit] ([amount2] HP) =
|
|
An enemy [unit] was destroyed while attacking [cityName] =
|
|
An enemy [unit] ([amount] HP) was destroyed while attacking [cityName] ([amount2] HP) =
|
|
An enemy [unit] was destroyed while attacking our [ourUnit] =
|
|
An enemy [unit] ([amount] HP) was destroyed while attacking our [ourUnit] ([amount2] HP) =
|
|
Our [attackerName] ([amount] HP) was destroyed by an intercepting [interceptorName] ([amount2] HP) =
|
|
Our [attackerName] ([amount] HP) was destroyed by an unknown interceptor =
|
|
Our [interceptorName] ([amount] HP) intercepted and destroyed an enemy [attackerName] ([amount2] HP) =
|
|
Our [attackerName] ([amount] HP) destroyed an intercepting [interceptorName] ([amount2] HP) =
|
|
Our [interceptorName] ([amount] HP) intercepted and was destroyed by an enemy [attackerName] ([amount2] HP) =
|
|
Our [interceptorName] ([amount] HP) intercepted and was destroyed by an unknown enemy =
|
|
Our [attackerName] ([amount] HP) was attacked by an intercepting [interceptorName] ([amount2] HP) =
|
|
Our [attackerName] ([amount] HP) was attacked by an unknown interceptor =
|
|
Our [interceptorName] ([amount] HP) intercepted and attacked an enemy [attackerName] ([amount2] HP) =
|
|
Nothing tried to intercept our [attackerName] =
|
|
An enemy [unit] was spotted near our territory =
|
|
An enemy [unit] was spotted in our territory =
|
|
An enemy [unit] has destroyed our tile improvement [improvement] =
|
|
Your city [cityName] can bombard the enemy! =
|
|
[amount] of your cities can bombard the enemy! =
|
|
[amount] enemy units were spotted near our territory =
|
|
[amount] enemy units were spotted in our territory =
|
|
A(n) [nukeType] from [civName] has exploded in our territory! =
|
|
A(n) [nukeType] has been detonated by [civName]! =
|
|
A(n) [nukeType] has been detonated by an unknown civilization! =
|
|
After an attempted attack by our [nukeType], [civName] has declared war on us! =
|
|
After being hit by our [nukeType], [civName] has declared war on us! =
|
|
The civilization of [civName] has been destroyed! =
|
|
The City-State of [name] has been destroyed! =
|
|
Your [ourUnit] captured an enemy [theirUnit]! =
|
|
Your captured [unitName] has been returned by [civName] =
|
|
Your [ourUnit] plundered [amount] [Stat] from [theirUnit] =
|
|
We have captured a barbarian encampment and recovered [goldAmount] gold! =
|
|
An enemy [unitType] has joined us! =
|
|
[unitName] can be promoted! =
|
|
|
|
# This might be needed for a rewrite of Germany's unique - see #7376
|
|
A barbarian [unitType] has joined us! =
|
|
|
|
We have found survivors in the ruins - population added to [cityName] =
|
|
We have discovered the lost technology of [techName] in the ruins! =
|
|
A [unitName] has joined us! =
|
|
An ancient tribe trains our [unitName] in their ways of combat! =
|
|
We have found a stash of [amount] gold in the ruins! =
|
|
We have found a crudely-drawn map in the ruins! =
|
|
[unit] finished exploring. =
|
|
[unit] has no work to do. =
|
|
You're losing control of [name]. =
|
|
You and [name] are no longer friends! =
|
|
Your alliance with [name] is faltering. =
|
|
You and [name] are no longer allies! =
|
|
[civName] gave us a [unitName] as gift near [cityName]! =
|
|
[civName] has denounced us! =
|
|
[cityName] has been connected to your capital! =
|
|
[cityName] has been disconnected from your capital! =
|
|
Connect road completed =
|
|
[civName] has accepted your trade request =
|
|
[civName] has made a counteroffer to your trade request =
|
|
[civName] has denied your trade request =
|
|
[tradeOffer] from [otherCivName] has ended =
|
|
[tradeOffer] to [otherCivName] has ended =
|
|
[tradeOffer] from [otherCivName] will end in [amount] turns =
|
|
[tradeOffer] from [otherCivName] will end next turn =
|
|
One of our trades with [nation] has ended =
|
|
One of our trades with [nation] has been cut short =
|
|
[nation] agreed to stop settling cities near us! =
|
|
[nation] refused to stop settling cities near us! =
|
|
[nation] agreed to stop spreading religion to us! =
|
|
[nation] refused to stop spreading religion to us! =
|
|
We have allied with [nation]. =
|
|
We have lost alliance with [nation]. =
|
|
We have discovered [naturalWonder]! =
|
|
We have received [goldAmount] Gold for discovering [naturalWonder] =
|
|
Your relationship with [cityStateName] is about to degrade =
|
|
Your relationship with [cityStateName] degraded =
|
|
A new barbarian encampment has spawned! =
|
|
Barbarians raided [cityName] and stole [amount] Gold from your treasury! =
|
|
Received [goldAmount] Gold for capturing [cityName] =
|
|
Our proposed trade is no longer relevant! =
|
|
[defender] could not withdraw from a [attacker] - blocked. =
|
|
[defender] withdrew from a [attacker] =
|
|
By expending your [unit] you gained [Stats]! =
|
|
Your territory has been stolen by [civName]! =
|
|
Clearing a [forest] has created [amount] Production for [cityName] =
|
|
[civName] assigned you a new quest: [questName]. =
|
|
[civName] rewarded you with [influence] influence for completing the [questName] quest. =
|
|
[civName] no longer needs your help with the [questName] quest. =
|
|
The [questName] quest for [civName] has ended. It was won by [civNames]. =
|
|
The resistance in [cityName] has ended! =
|
|
[cityName] demands [resource]! =
|
|
Because they have [resource], the citizens of [cityName] are celebrating We Love The King Day! =
|
|
We Love The King Day in [cityName] has ended. =
|
|
Our [name] took [tileDamage] tile damage and was destroyed =
|
|
Our [name] took [tileDamage] tile damage =
|
|
[civName] has adopted the [policyName] policy =
|
|
An unknown civilization has adopted the [policyName] policy =
|
|
You gained [Stats] as your religion was spread to [cityName] =
|
|
You gained [Stats] as your religion was spread to an unknown city =
|
|
Your city [cityName] was converted to [religionName]! =
|
|
Your [unitName] lost its faith after spending too long inside enemy territory! =
|
|
An [unitName] has removed your religion [religionName] from its Holy City [cityName]! =
|
|
An [unitName] has restored [cityName] as the Holy City of your religion [religionName]! =
|
|
You have unlocked [ability]! =
|
|
A new b'ak'tun has just begun! =
|
|
A Great Person joins you! =
|
|
[civ1] has liberated [civ2] =
|
|
[civ] has liberated an unknown civilization =
|
|
An unknown civilization has liberated [civ] =
|
|
|
|
# Trigger notifications
|
|
|
|
|
|
# Since each cause can be paired with each effect we need to create the final string by adding them together.
|
|
# If your language puts the effect before the cause - like {Gained [2] [Worker] unit(s)} {due to constructing [The Pyramids]} -
|
|
# put the english word 'true' behind the '=', otherwise 'false'.
|
|
# Don't translate these words to your language, only put 'true' or 'false'. Defaults to 'true'.
|
|
EffectBeforeCause =
|
|
|
|
## Trigger effects
|
|
|
|
Gained [amount] [unitName] unit(s) =
|
|
Gained [stats] =
|
|
You may choose a free Policy =
|
|
You may choose [amount] free Policies =
|
|
You gain the [policy] Policy =
|
|
You enter a Golden Age =
|
|
You have gained [amount] [resourceName] =
|
|
You have lost [amount] [resourceName] =
|
|
|
|
## Trigger causes
|
|
|
|
due to researching [tech] =
|
|
due to adopting [policy] =
|
|
due to discovering [naturalWonder] =
|
|
due to entering the [eraName] =
|
|
due to constructing [buildingName] =
|
|
due to gaining a [unitName] =
|
|
due to founding a city =
|
|
due to discovering a Natural Wonder =
|
|
due to our [unitName] defeating a [otherUnitName] =
|
|
due to our [unitName] being defeated by a [otherUnitName] =
|
|
due to our [unitName] losing [amount] HP =
|
|
due to our [unitName] being promoted =
|
|
due to expending our [unitName] =
|
|
from the ruins =
|
|
|
|
# World Screen UI
|
|
|
|
Working... =
|
|
Waiting for other players... =
|
|
Waiting for [civName]... =
|
|
in =
|
|
Next turn =
|
|
Confirm next turn =
|
|
Move automated units =
|
|
[currentPlayerCiv] ready? =
|
|
1 turn =
|
|
[numberOfTurns] turns =
|
|
Turn =
|
|
turns =
|
|
turn =
|
|
Next unit =
|
|
Fog of War =
|
|
Pick a policy =
|
|
Move Spies =
|
|
Movement =
|
|
Strength =
|
|
Ranged strength =
|
|
Bombard strength =
|
|
Range =
|
|
XP =
|
|
Move unit =
|
|
Stop movement =
|
|
Show unit destination =
|
|
Swap units =
|
|
Construct improvement =
|
|
Automate =
|
|
Stop automation =
|
|
Construct road =
|
|
Fortify =
|
|
Fortify until healed =
|
|
Fortification =
|
|
Sleep =
|
|
Sleep until healed =
|
|
Moving =
|
|
Set up =
|
|
Escort formation =
|
|
Stop Escort formation =
|
|
Paradrop =
|
|
Air Sweep =
|
|
Add in capital =
|
|
Add to [comment] =
|
|
Upgrade to [unitType] ([goldCost] gold) =
|
|
Upgrade to [unitType]\n([goldCost] gold, [resources]) =
|
|
Transform to [unitType] =
|
|
Transform to [unitType]\n([resources]) =
|
|
Found city =
|
|
Promote =
|
|
Health =
|
|
Disband unit =
|
|
Do you really want to disband this unit? =
|
|
Disband this unit for [goldAmount] gold? =
|
|
Gift unit =
|
|
Explore =
|
|
Stop exploration =
|
|
Pillage =
|
|
Pillage [improvement] =
|
|
[improvement] (Pillaged!) =
|
|
Repair [improvement] - [turns] =
|
|
Wait =
|
|
Are you sure you want to pillage this [improvement]? =
|
|
We have looted [amount] from a [improvement] =
|
|
We have looted [amount] from a [improvement] which has been sent to [cityName] =
|
|
An enemy [unitName] has pillaged our [improvement] =
|
|
Create [improvement] =
|
|
Trigger unique =
|
|
Show more =
|
|
Yes =
|
|
No =
|
|
Acquire =
|
|
Under construction =
|
|
|
|
Food =
|
|
Production =
|
|
Gold =
|
|
Happiness =
|
|
Culture =
|
|
Science =
|
|
Faith =
|
|
|
|
Growth =
|
|
Territory =
|
|
Force =
|
|
GOLDEN AGE =
|
|
Golden Age =
|
|
Global Effect =
|
|
[year] BC =
|
|
[year] AD =
|
|
Civilopedia =
|
|
# Display name of unknown nations.
|
|
??? =
|
|
|
|
Start new game =
|
|
Save game =
|
|
Load game =
|
|
Main menu =
|
|
Resume =
|
|
Cannot resume game! =
|
|
Not enough memory on phone to load game! =
|
|
Quickstart =
|
|
Cannot start game with the default new game parameters! =
|
|
Victory status =
|
|
Social policies =
|
|
Community =
|
|
Close =
|
|
Do you want to exit the game? =
|
|
Exit =
|
|
Start bias: =
|
|
Avoid [terrain] =
|
|
|
|
# Maya calendar popup
|
|
|
|
The Mayan Long Count =
|
|
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. =
|
|
While the rest of the world calls the current year [year], in the Maya Calendar that is: =
|
|
[amount] b'ak'tun, [amount2] k'atun, [amount3] tun =
|
|
|
|
# City screen
|
|
|
|
Exit city =
|
|
Raze city =
|
|
Stop razing city =
|
|
Buy for [amount] gold =
|
|
Buy =
|
|
Currently you have [amount] [stat]. =
|
|
Would you like to purchase [constructionName] for [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. =
|
|
Are you really sure you want to purchase this unit? =
|
|
Purchase =
|
|
No space available to place [unit] near [city] =
|
|
Maintenance cost =
|
|
Pick construction =
|
|
Pick improvement =
|
|
Tile owned by [civName] - [cityName] =
|
|
Tile owned by [civName] (You) =
|
|
Unowned tile =
|
|
Provides [resource] =
|
|
Provides [amount] [resource] =
|
|
Replaces [improvement] =
|
|
Not in city work range =
|
|
Pick now! =
|
|
Remove [feature] first =
|
|
Research [tech] first =
|
|
Have this tile close to your borders =
|
|
Have this tile inside your empire =
|
|
Acquire more [resource] =
|
|
Build [building] =
|
|
Train [unit] =
|
|
Produce [thingToProduce] =
|
|
Nothing =
|
|
Annex city =
|
|
Specialist Buildings =
|
|
Specialist Allocation =
|
|
Manual Specialists =
|
|
Auto Specialists =
|
|
Specialists =
|
|
[specialist] slots =
|
|
Food eaten =
|
|
Unassigned population =
|
|
[turnsToExpansion] turns to expansion =
|
|
Stopped expansion =
|
|
[turnsToPopulation] turns to new population =
|
|
Food converts to production =
|
|
[turnsToStarvation] turns to lose population =
|
|
Stopped population growth =
|
|
In resistance for another [numberOfTurns] turns =
|
|
We Love The King Day for another [numberOfTurns] turns =
|
|
Demanding [resource] =
|
|
Sell for [sellAmount] gold =
|
|
Sell =
|
|
Are you sure you want to sell this [building]? =
|
|
Free =
|
|
[greatPerson] points =
|
|
Great person points =
|
|
Current points =
|
|
Points per turn =
|
|
Convert production to gold at a rate of 4 to 1 =
|
|
Convert production to science at a rate of [rate] to 1 =
|
|
Convert production to [stat] at a rate of [rate] to 1 =
|
|
Production to [stat] conversion in cities changed by [relativeAmount]% =
|
|
The city will not produce anything. =
|
|
Owned by [cityName] =
|
|
Worked by [cityName] =
|
|
Lock =
|
|
Unlock =
|
|
Move to city =
|
|
Reset Citizens =
|
|
Citizen Management =
|
|
Citizen Focus =
|
|
Avoid Growth =
|
|
Manual =
|
|
Please enter a new name for your city =
|
|
Please select a tile for this building's [improvement] =
|
|
Move to the top of the queue =
|
|
Move to the end of the queue =
|
|
Add to the top of the queue =
|
|
Add to the queue in all cities =
|
|
Add or move to the top in all cities =
|
|
Remove from the queue in all cities =
|
|
Disable =
|
|
Enable =
|
|
|
|
# Specialized Popups - Ask for text or numbers, file picker
|
|
|
|
Invalid input! Please enter a different string. =
|
|
Invalid input! Please enter a valid number. =
|
|
Please enter some text =
|
|
Please enter a file name =
|
|
File name: =
|
|
|
|
# Technology UI
|
|
|
|
Pick a tech =
|
|
Pick a free tech =
|
|
Research [technology] =
|
|
Pick [technology] as free tech =
|
|
Units enabled =
|
|
Buildings enabled =
|
|
Wonder =
|
|
National Wonder =
|
|
National Wonders =
|
|
Wonders enabled =
|
|
Tile improvements enabled =
|
|
Reveals [resource] on the map =
|
|
XP for new units =
|
|
provide =
|
|
provides =
|
|
City strength =
|
|
City health =
|
|
Occupied! =
|
|
Attack =
|
|
Bombard =
|
|
NUKE =
|
|
Captured! =
|
|
Cannot gain more XP from Barbarians =
|
|
|
|
# Battle modifier categories
|
|
|
|
defence vs ranged =
|
|
[percentage] to unit defence =
|
|
Attacker Bonus =
|
|
Defender Bonus =
|
|
Landing =
|
|
Boarding =
|
|
Flanking =
|
|
vs [unitType] =
|
|
Terrain =
|
|
Tile =
|
|
Missing resource =
|
|
Adjacent units =
|
|
Adjacent enemy units =
|
|
Combat Strength =
|
|
Across river =
|
|
Temporary Bonus =
|
|
Garrisoned unit =
|
|
Attacking Bonus =
|
|
defence vs [unitType] =
|
|
[tileFilter] defence =
|
|
Defensive Bonus =
|
|
Stacked with [unitType] =
|
|
|
|
Unit ability =
|
|
|
|
The following improvements [stats]: =
|
|
The following improvements on [tileType] tiles [stats]: =
|
|
|
|
# Unit actions
|
|
|
|
Hurry Research =
|
|
Conduct Trade Mission =
|
|
Your trade mission to [civName] has earned you [goldAmount] gold and [influenceAmount] influence! =
|
|
Hurry Wonder =
|
|
Hurry Construction =
|
|
Hurry Construction (+[productionAmount]⚙) =
|
|
Spread Religion =
|
|
Spread [religionName] =
|
|
Remove Heresy =
|
|
Found a Religion =
|
|
Enhance a Religion =
|
|
Your citizens have been happy with your rule for so long that the empire enters a Golden Age! =
|
|
You have entered the [newEra]! =
|
|
[civName] has entered the [eraName]! =
|
|
[policyBranch] policy branch unlocked! =
|
|
|
|
# Overview screens
|
|
|
|
Overview =
|
|
Total =
|
|
Stats =
|
|
Policies =
|
|
Base happiness =
|
|
Traded Luxuries =
|
|
City-State Luxuries =
|
|
Occupied City =
|
|
Buildings =
|
|
Wonders =
|
|
Notifications =
|
|
Base values =
|
|
Bonuses =
|
|
Final =
|
|
Other =
|
|
Population =
|
|
City-States =
|
|
Tile yields =
|
|
Trade routes =
|
|
Maintenance =
|
|
Transportation upkeep =
|
|
Unit upkeep =
|
|
Trades =
|
|
Current trades =
|
|
Pending trades =
|
|
Score =
|
|
Units =
|
|
Unit Supply =
|
|
Base Supply =
|
|
Total Supply =
|
|
In Use =
|
|
Supply Deficit =
|
|
Production Penalty =
|
|
Increase your supply or reduce the amount of units to remove the production penalty =
|
|
Name =
|
|
Closest city =
|
|
Action =
|
|
Upgrade =
|
|
Defeated =
|
|
[numberOfCivs] Civilizations in the game =
|
|
Our Civilization: =
|
|
Known and alive ([numberOfCivs]) =
|
|
Known and defeated ([numberOfCivs]) =
|
|
Tiles =
|
|
Natural Wonders =
|
|
Treasury deficit =
|
|
Unknown =
|
|
Not built =
|
|
Not found =
|
|
Known =
|
|
Owned =
|
|
Near [city] =
|
|
Somewhere around [city] =
|
|
Far away =
|
|
Status =
|
|
Current turn =
|
|
You =
|
|
Unknown =
|
|
Turn [turnNumber] =
|
|
Location =
|
|
Unimproved =
|
|
Number of tiles with this resource\nin your territory, without an\nappropriate improvement to use it =
|
|
We Love The King Day =
|
|
WLTK+ =
|
|
Number of your cities celebrating\n'We Love The King Day' thanks\nto access to this resource =
|
|
WLTK demand =
|
|
WLTK- =
|
|
Trade offer =
|
|
Resources we're offering in trades =
|
|
Number of your cities\ndemanding this resource for\n'We Love The King Day' =
|
|
Politics =
|
|
Show global politics =
|
|
Show diagram =
|
|
Diagram line colors =
|
|
At war with [enemy] =
|
|
Defensive pact with [civName] =
|
|
Friends with [civName] =
|
|
an unknown civilization =
|
|
[numberOfTurns] Turns Left =
|
|
Denounced [otherCiv] =
|
|
Allied with [civName] =
|
|
Civilization Info =
|
|
Relations =
|
|
Trade request =
|
|
Garrisoned by unit =
|
|
Status\n(puppet, resistance or being razed) =
|
|
|
|
# Victory
|
|
|
|
[victoryType] Victory =
|
|
Built [building] =
|
|
Add all [comment] in capital =
|
|
Destroy all players =
|
|
Capture all capitals =
|
|
Complete [amount] Policy branches =
|
|
You have won a [victoryType] Victory! =
|
|
[civilization] has won a [victoryType] Victory! =
|
|
Your civilization stands above all others! The exploits of your people shall be remembered until the end of civilization itself! =
|
|
You have been defeated. Your civilization has been overwhelmed by its many foes. But your people do not despair, for they know that one day you shall return - and lead them forward to victory! =
|
|
One more turn...! =
|
|
Destroy [civName] =
|
|
Capture [cityName] =
|
|
Destroy ? * [civName] =
|
|
Capture ? * [cityName] =
|
|
Majority religion of ? * [civName] =
|
|
Our status =
|
|
Global status =
|
|
Rankings =
|
|
Charts =
|
|
Demographics =
|
|
Demographic =
|
|
Rank =
|
|
Value =
|
|
Best =
|
|
Average =
|
|
Worst =
|
|
# The \n here means: put a newline (enter) here. If this is omitted, the sidebox in the diplomacy overview will become _really_ wide.
|
|
# Feel free to replace it with a space and put it between other words in your translation
|
|
Turns until the next\ndiplomacy victory vote: [amount] =
|
|
Choose a civ to vote for =
|
|
Choose who should become the world leader and win a Diplomatic Victory! =
|
|
Vote for [civilizationName] =
|
|
Vote for World Leader =
|
|
Abstain =
|
|
Continue =
|
|
Abstained =
|
|
Voted for =
|
|
[number] votes =
|
|
[number] vote =
|
|
No valid votes were cast. =
|
|
Minimum votes for electing a world leader: [number] =
|
|
Tied in first position: [civNames] =
|
|
No world leader was elected. =
|
|
You have been elected world leader! =
|
|
[leaderName] of [civ] has been elected world leader! =
|
|
Replay =
|
|
|
|
# Capturing a city
|
|
|
|
What would you like to do with the city of [cityName]? =
|
|
Annex =
|
|
Annexed cities become part of your regular empire. =
|
|
Their citizens generate 2x the unhappiness, unless you build a courthouse. =
|
|
Your civilization may not annex this city. =
|
|
Puppet =
|
|
Puppeted cities do not increase your tech or policy cost. =
|
|
You have no control over the the production of puppeted cities. =
|
|
Puppeted cities also generate 25% less Gold and Science. =
|
|
A puppeted city can be annexed at any time. =
|
|
Liberate (city returns to [originalOwner]) =
|
|
Liberating a city returns it to its original owner, giving you a massive relationship boost with them! =
|
|
Raze =
|
|
Razing the city annexes it, and starts burning the city to the ground. =
|
|
Razing the city puppets it, and starts burning the city to the ground. =
|
|
The population will gradually dwindle until the city is destroyed. =
|
|
Original capitals and holy cities cannot be razed. =
|
|
Destroy =
|
|
Destroying the city instantly razes the city to the ground. =
|
|
Keep it =
|
|
Remove your troops in our border immediately! =
|
|
Sorry. =
|
|
Never! =
|
|
|
|
Offer Declaration of Friendship ([30] turns) =
|
|
My friend, shall we declare our friendship to the world? =
|
|
Sign Declaration of Friendship ([30] turns) =
|
|
We are not interested. =
|
|
We have signed a Declaration of Friendship with [otherCiv]! =
|
|
[civName] and [otherCivName] have signed a Defensive Pact! =
|
|
[otherCiv] has denied our Declaration of Friendship! =
|
|
|
|
Basics =
|
|
Resources =
|
|
Terrains =
|
|
Tile Improvements =
|
|
Unique to [civName], replaces [unitName] =
|
|
Unique to [civName] =
|
|
Tutorials =
|
|
Cost =
|
|
Turns to build =
|
|
May contain [listOfResources] =
|
|
May contain: =
|
|
Can upgrade from [unit] =
|
|
Can upgrade from: =
|
|
Upgrades to [upgradedUnit] =
|
|
Obsolete with [obsoleteTech] =
|
|
Can Transform to [upgradedUnit] =
|
|
Occurs on [listOfTerrains] =
|
|
Occurs on: =
|
|
Placed on [terrainType] =
|
|
Can be found on =
|
|
Improved by [improvement] =
|
|
Bonus stats for improvement =
|
|
Buildings that consume this resource =
|
|
Buildings that provide this resource =
|
|
Improvements that provide this resource =
|
|
Buildings that require this resource worked near the city =
|
|
Units that consume this resource =
|
|
Can be built on =
|
|
Cannot be built on =
|
|
or [terrainType] =
|
|
Can be constructed by =
|
|
Can be created instantly by =
|
|
Defence bonus =
|
|
Movement cost =
|
|
for =
|
|
Missing translations: =
|
|
Create =
|
|
Improvements =
|
|
Loading... =
|
|
Filter: =
|
|
OK =
|
|
Map is incompatible with the chosen ruleset! =
|
|
Base terrain [terrain] does not exist in ruleset! =
|
|
Terrain feature [feature] does not exist in ruleset! =
|
|
Resource [resource] does not exist in ruleset! =
|
|
Improvement [improvement] does not exist in ruleset! =
|
|
Nation [nation] does not exist in ruleset! =
|
|
Natural Wonder [naturalWonder] does not exist in ruleset! =
|
|
non-[filter] =
|
|
|
|
# Civilopedia difficulty levels
|
|
Player settings =
|
|
Extra happiness per luxury =
|
|
Research cost modifier =
|
|
Unit cost modifier =
|
|
Building cost modifier =
|
|
Policy cost modifier =
|
|
Unhappiness modifier =
|
|
Bonus vs. Barbarians =
|
|
Barbarian spawning delay =
|
|
Bonus starting units =
|
|
|
|
AI settings =
|
|
AI city growth modifier =
|
|
AI unit cost modifier =
|
|
AI building cost modifier =
|
|
AI wonder cost modifier =
|
|
AI building maintenance modifier =
|
|
AI unit maintenance modifier =
|
|
AI unhappiness modifier =
|
|
AI free techs =
|
|
Major AI civilization bonus starting units =
|
|
City state bonus starting units =
|
|
Turns until barbarians enter player tiles =
|
|
Gold reward for clearing barbarian camps =
|
|
|
|
# Other civilopedia things
|
|
|
|
Nations =
|
|
Available for [unitTypes] =
|
|
Available for: =
|
|
Free promotion: =
|
|
Free promotions: =
|
|
Free for [units] =
|
|
Free for: =
|
|
Granted by [param] =
|
|
Granted by: =
|
|
[bonus] with [tech] =
|
|
Difficulty levels =
|
|
The possible rewards are: =
|
|
Eras =
|
|
Embarked strength: [amount]† =
|
|
Base unit buy cost: [amount]¤ =
|
|
Research agreement cost: [amount]¤ =
|
|
Speeds =
|
|
General speed modifier: [amount]%⏳ =
|
|
Production cost modifier: [amount]%⚙ =
|
|
Gold cost modifier: [amount]%¤ =
|
|
Science cost modifier: [amount]%⍾ =
|
|
Culture cost modifier: [amount]%♪ =
|
|
Faith cost modifier: [amount]%☮ =
|
|
Improvement build length modifier: [amount]%⏳ =
|
|
Diplomatic deal duration: [amount] turns⏳ =
|
|
Gold gift influence gain modifier: [amount]%¤ =
|
|
City-state tribute scaling interval: [amount] turns⏳ =
|
|
Barbarian spawn modifier: [amount]%† =
|
|
Golden age length modifier: [amount]%⌣ =
|
|
Adjacent city religious pressure: [amount]☮ =
|
|
Peace deal duration: [amount] turns⏳ =
|
|
Start year: [comment] =
|
|
Pillaging this improvement yields [stats] =
|
|
Pillaging this improvement yields approximately [stats] =
|
|
Needs removal of terrain features to be built =
|
|
Air Intercept Range: [amount] =
|
|
Unit type =
|
|
Units: =
|
|
Unit types =
|
|
Domain: [param] =
|
|
Toggle UI (World Screen only) =
|
|
Overrides yields from underlying terrain =
|
|
No yields =
|
|
Mod: [modname] =
|
|
Search text: =
|
|
Invalid regular expression =
|
|
Mod filter: =
|
|
-Combined- =
|
|
Search! =
|
|
Results =
|
|
Nothing found! =
|
|
|
|
# Policies
|
|
|
|
Adopt =
|
|
Completed =
|
|
On adoption =
|
|
On completion =
|
|
Cannot be adopted together with =
|
|
Cannot be adopted before =
|
|
Adopt policy =
|
|
Adopt free policy =
|
|
Unlocked at =
|
|
Gain 2 free technologies =
|
|
All policies adopted =
|
|
[branchName] branch =
|
|
Policy branch: [branchName] =
|
|
Are you sure you want to adopt [branchName]? =
|
|
|
|
# Religions
|
|
|
|
Religions =
|
|
Choose an Icon and name for your Religion =
|
|
Choose a name for your religion =
|
|
Choose a [beliefType] belief! =
|
|
Choose any belief! =
|
|
Found [religionName] =
|
|
Enhance [religionName] =
|
|
Choose a pantheon =
|
|
Choose a Religion =
|
|
Found Religion =
|
|
Found Pantheon =
|
|
Reform Religion =
|
|
Expand Pantheon =
|
|
Follow [belief] =
|
|
Religions and Beliefs =
|
|
Majority Religion: [name] =
|
|
+ [amount] pressure =
|
|
Holy City of: [religionName] =
|
|
Former Holy City of: [religionName] =
|
|
Followers =
|
|
Pressure =
|
|
|
|
# Religion overview screen
|
|
Religion Name: =
|
|
Pantheon Name: =
|
|
Founding Civ: =
|
|
Holy City: =
|
|
Cities following this religion: =
|
|
Followers of this religion: =
|
|
Click an icon to see the stats of this religion =
|
|
Religion: Off =
|
|
Minimal Faith required for\nthe next [Great Prophet]: =
|
|
Religions to be founded: [amount] =
|
|
Available religion symbols =
|
|
Number of civilizations * [amount] + [amount2] =
|
|
Estimated Number of civilizations * [amount] + [amount2] =
|
|
Religions already founded =
|
|
Available founder beliefs =
|
|
Available follower beliefs =
|
|
Religious status: =
|
|
|
|
None =
|
|
Pantheon =
|
|
Founding religion =
|
|
Religion =
|
|
Enhancing religion =
|
|
Enhanced religion =
|
|
|
|
# Espionage
|
|
# As espionage is WIP, these strings are currently only shown in-game when the player opts in,
|
|
# so feel free to not translate these strings for now
|
|
|
|
Spy =
|
|
Spy Hideout =
|
|
Spy present =
|
|
Move =
|
|
|
|
After an unknown civilization entered the [eraName], we have recruited [spyName] as a spy! =
|
|
We have recruited [spyName] as a spy! =
|
|
Your spy [spyName] has leveled up! =
|
|
Your spy [spyName] has leveled up [amount] times! =
|
|
Your spy [spyName] cannot steal any more techs from [civName] as we've already researched all the technology they know! =
|
|
|
|
# Stealing Technology defending civ
|
|
An unidentified spy stole the Technology [techName] from [cityName]! =
|
|
A spy from [civName] stole the Technology [techName] from [cityName]! =
|
|
A spy from [civName] was found and killed trying to steal Technology in [cityName]! =
|
|
A spy from [civName] was found and killed by [spyName] trying to steal Technology in [cityName]! =
|
|
|
|
# Stealing Technology offending civ
|
|
Your spy [spyName] stole the Technology [techName] from [cityName]! =
|
|
Your spy [spyName] was killed trying to steal Technology in [cityName]! =
|
|
|
|
# Rigging elections
|
|
Your spy successfully rigged the election in [cityName]! =
|
|
Your spy lost the election in [cityStateName] to [civName]! =
|
|
The election in [cityStateName] were rigged by [civName]! =
|
|
Your spy lost the election in [cityName]! =
|
|
|
|
# City-Ctate Coups
|
|
Stage Coup =
|
|
Your spy [spyName] successfully staged a coup in [cityName]! =
|
|
A spy from [civName] successfully staged a coup in our former ally [cityStateName]! =
|
|
A spy from [civName] successfully staged a coup in [cityStateName]! =
|
|
A spy from [civName] failed to stage a coup in our ally [cityStateName] and was killed! =
|
|
Our spy [spyName] failed to stage a coup in [cityStateName] and was killed! =
|
|
Do you want to stage a coup in [civName] with a [percent]% chance of success? =
|
|
|
|
# Spy fleeing city
|
|
After the city of [cityName] was destroyed, your spy [spyName] has fled back to our hideout. =
|
|
After the city of [cityName] was conquered, your spy [spyName] has fled back to our hideout. =
|
|
Due to the chaos ensuing in [cityName], your spy [spyName] has fled back to our hideout. =
|
|
|
|
# Promotions
|
|
|
|
Pick promotion =
|
|
OR =
|
|
units in open terrain =
|
|
units in rough terrain =
|
|
wounded units =
|
|
Targeting II (air) =
|
|
Targeting III (air) =
|
|
Bonus when performing air sweep [bonusAmount]% =
|
|
Dogfighting I =
|
|
Dogfighting II =
|
|
Dogfighting III =
|
|
Choose name for [unitName] =
|
|
[unitFilter] units gain the [promotion] promotion =
|
|
Requires =
|
|
Path to [promotion] is ambiguous =
|
|
|
|
# Multiplayer Turn Checker Service
|
|
|
|
Enable out-of-game turn notifications =
|
|
Out-of-game, update status of all games every: =
|
|
Show persistent notification for turn notifier service =
|
|
# These are on Options-Advanced
|
|
Take user ID from clipboard =
|
|
Doing this will reset your current user ID to the clipboard contents - are you sure? =
|
|
ID successfully set! =
|
|
Invalid ID! =
|
|
|
|
# Multiplayer options tab
|
|
|
|
Enable multiplayer status button in singleplayer games =
|
|
Update status of currently played game every: =
|
|
In-game, update status of all games every: =
|
|
Server address =
|
|
Check connection to server =
|
|
Awaiting response... =
|
|
Success! =
|
|
Failed! =
|
|
Sound notification for when it's your turn in your currently open game: =
|
|
Sound notification for when it's your turn in any other game: =
|
|
Notification [number] =
|
|
Chimes =
|
|
Choir =
|
|
[unit] Attack Sound =
|
|
|
|
# Mods
|
|
|
|
Mods =
|
|
Download [modName] =
|
|
Update [modName] =
|
|
Could not download mod list =
|
|
Download mod from URL =
|
|
Please enter the mod repository -or- archive zip -or- branch -or- release url: =
|
|
That is not a valid ZIP file =
|
|
Invalid Mod archive structure =
|
|
Invalid link! =
|
|
Paste from clipboard =
|
|
Download =
|
|
Done! =
|
|
Delete [modName] =
|
|
Are you SURE you want to delete this mod? =
|
|
[mod] was deleted. =
|
|
Updated =
|
|
Current mods =
|
|
Downloadable mods =
|
|
Category: =
|
|
All mods =
|
|
Rulesets =
|
|
Expansions =
|
|
Graphics =
|
|
Audio =
|
|
Maps =
|
|
Fun =
|
|
Mods of mods =
|
|
Mod info and options =
|
|
Next page =
|
|
Open Github page =
|
|
Link copied to clipboard =
|
|
Permanent audiovisual mod =
|
|
Installed =
|
|
Downloaded! =
|
|
[modName] Downloaded! =
|
|
Could not download [modName] =
|
|
Online query result is incomplete =
|
|
Sorting and filtering needs to wait until the online query finishes =
|
|
No description provided =
|
|
[stargazers]✯ =
|
|
Author: [author] =
|
|
Size: [size] kB =
|
|
Size: [size] MB =
|
|
The mod you selected is incompatible with the defined ruleset! =
|
|
Sort and Filter =
|
|
Enter search text =
|
|
Sort Current: =
|
|
Sort Downloadable: =
|
|
Name ↑ =
|
|
Name ↓ =
|
|
Date ↑ =
|
|
Date ↓ =
|
|
Stars ↓ =
|
|
Status ↓ =
|
|
|
|
Scenarios =
|
|
Error loading scenario: =
|
|
Choose scenario =
|
|
|
|
# Uniques that are relevant to more than one type of game object
|
|
|
|
[stats] from every [param] =
|
|
[stats] from [param] tiles in this city =
|
|
[stats] from every [param] on [tileFilter] tiles =
|
|
[stats] for each adjacent [param] =
|
|
Must be next to [terrain] =
|
|
Must be on [terrain] =
|
|
+[amount]% vs [unitType] =
|
|
+[amount] Movement for all [unitType] units =
|
|
+[amount]% Production when constructing [param] =
|
|
Can only be built on [tileFilter] tiles =
|
|
Cannot be built on [tileFilter] tiles =
|
|
Does not need removal of [feature] =
|
|
Gain a free [building] [cityFilter] =
|
|
|
|
# Uniques not found in JSON files
|
|
|
|
Only available after [] turns =
|
|
This Unit upgrades for free =
|
|
[stats] when a city adopts this religion for the first time =
|
|
Never destroyed when the city is captured =
|
|
Invisible to others =
|
|
|
|
# Unused Resources
|
|
|
|
Bison =
|
|
Cocoa =
|
|
|
|
# Exceptions that _may_ be shown to the user
|
|
|
|
Building '[buildingName]' is buildable and therefore must either have an explicit cost or reference an existing tech. =
|
|
Nation [nationName] is not found! =
|
|
Unit [unitName] doesn't seem to exist! =
|
|
|
|
|
|
# In English we just paste all these conditionals at the end of each unique, but in your language that
|
|
# may not turn into valid sentences. Therefore we have the following two translations to determine
|
|
# where they should go.
|
|
# The first determines whether the conditionals should be placed before or after the base unique.
|
|
# It should be translated with only the untranslated english word 'before' or 'after', without the quotes.
|
|
# Example: In the unique "+20% Strength <for [unitFilter] units>", should the <for [unitFilter] units>
|
|
# be translated before or after the "+20% Strength"?
|
|
|
|
ConditionalsPlacement =
|
|
|
|
# The second determines the exact ordering of all conditionals that are to be translated.
|
|
# ALL conditionals that exist will be part of this line, and they may be moved around and rearranged as you please.
|
|
# However, you should not translate the parts between the brackets, only move them around so that when
|
|
# translated in your language the sentence sounds natural.
|
|
#
|
|
# Example: "+20% Strength <for [unitFilter] units> <when attacking> <vs [unitFilter] units> <in [tileFilter] tiles> <during the [eraName]>"
|
|
# In what order should these conditionals between <> be translated?
|
|
# Note that this example currently doesn't make sense yet, as those conditionals do not exist, but they will in the future.
|
|
#
|
|
# As this is still under development, conditionals will be added al the time. As a result,
|
|
# any translations added for this string will be removed immediately in the next version when more
|
|
# conditionals are added. As we don't want to make you retranslate this same line over and over,
|
|
# it's removed for now, but it will return once all planned conditionals have been added.
|
|
|
|
|
|
|
|
|
|
|
|
########################### AUTOMATICALLY GENERATED TRANSLATABLE STRINGS ###########################
|