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{
// Each entry s a tutorial, but the tutorial may be spread over separate paragraphs.
// Entries starting with a _ will NOT be shown in Civilopedia.
Introduction: [
"Welcome to Unciv!\nBecause this is a complex game, there are basic tasks to help familiarize you with the game.\nThese are completely optional, and you're welcome to explore the game on your own!"
],
// Civilopedia only, because players said this was too wall-of-text
New_Game: [
"Your first mission is to found your capital city.\nThis is actually an important task because your capital city will probably be your most prosperous.\nMany game bonuses apply only to your capital city and it will probably be the center of your empire."
,
"How do you know a spot is appropriate?\nThats not an easy question to answer, but looking for and building next to luxury resources is a good rule of thumb.\nLuxury resources are tiles that have things like gems, cotton, or silk (indicated by a smiley next to the resource icon)\nThese resources make your civilization happy. You should also keep an eye out for resources needed to build units, such as iron."
,
"However, cities dont have a set area that they can work - more on that later!\nThis means you dont have to settle cities right next to resources.\nLets say, for example, that you want access to some iron but the resource is right next to a desert.\nYou dont have to settle your city next to the desert. You can settle a few tiles away in more prosperous lands.\nYour city will grow and eventually gain access to the resource.\nYou only need to settle right next to resources if you need them immediately \n which might be the case now and then, but youll usually have the luxury of time."
,
"The first thing coming out of your city should be either a Scout or Warrior.\nI generally prefer the Warrior because it can be used for defense and because it can be upgraded\n to the Swordsman unit later in the game for a relatively modest sum of gold.\nScouts can be effective, however, if you seem to be located in an area of dense forest and hills.\nScouts dont suffer a movement penalty in this terrain.\nIf youre a veteran of the 4x strategy genre your first Warrior or Scout will be followed by a Settler.\nFast expanding is absolutely critical in most games of this type."
],
_Slow_Start: [
"In your first couple of turns,\n you will have very little options,\n but as your civilization grows, so do the \n number of things requiring your attention"
],
Culture_and_Policies: [
"Each turn, the culture you gain from all your \n cities is added to your Civilization's culture.\nWhen you have enough culture, you may pick a \n Social Policy, each one giving you a certain bonus."
,
"The policies are organized into branches, with each\n branch providing a bonus ability when all policies \n in the branch have been adopted."
,
"With each policy adopted, and with each city built,\n the cost of adopting another policy rises - so choose wisely!"
],
Happiness: [
"As cities grow in size and influence, you have to deal with a happiness mechanic that is no longer tied to each individual city.\nInstead, your entire empire shares the same level of satisfaction.\nAs your cities grow in population youll find that it is more and more difficult to keep your empire happy."
,
"In addition, you cant even build any city improvements that increase happiness until youve done the appropriate research.\nIf your empires happiness ever goes below zero the growth rate of your cities will be hurt.\nIf your empire becomes severely unhappy (as indicated by the smiley-face icon at the top of the interface)\n your armies will have a big penalty slapped on to their overall combat effectiveness."
,
"This means that it is very difficult to expand quickly in Unciv.\nIt isnt impossible, but as a new player you probably shouldnt do it.\nSo what should you do? Chill out, scout, and improve the land that you do have by building Workers.\nOnly build new cities once you have found a spot that you believe is appropriate."
],
Unhappiness: [
"It seems that your citizens are unhappy!\nWhile unhappy, cities will grow at 1/4 the speed,\n and your units will suffer a 2% penalty for each unhappiness"
,
"Unhappiness has two main causes: Population and cities\n Each city causes 3 unhappiness, and each population, 1"
,
"There are 2 main ways to combat unhappiness:\n by building happiness buildings for your population\n or by having improved luxury resources within your borders"
],
Golden_Age: [
"You have entered a golden age!\nGolden age points are accumulated each turn by the total happiness \n of your civilization\nWhen in a golden age, culture and production generation increases +20%,\n and every tile already providing at least one gold will provide an extra gold."
],
Roads_and_Railroads: [
"Connecting your cities to the capital by roads\n will generate gold via the trade route.\nNote that each road costs 1 gold Maintenance per turn, and each Railroad costs 2 gold,\n 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.\nNow is a good time to start thinking about how, exactly, you want to win if you havent already."
,
"There are three ways to win in Unciv. They are:\n - Cultural Victory: Complete 5 Social Policy Trees\n - Domination Victory: Survive as the last civilization\n - Science Victory: Be the first to construct a spaceship to Alpha Centauri"
,
"So to sum it up, these are the basics of Unciv Found a prosperous first city, expand slowly to manage happiness,\n and set yourself up for the victory condition you wish to pursue.\nObviously, there is much more to it than that, but it is important not to jump into the deep end before you know how to swim."
],
Enemy_City: [
"Cities can be conquered by reducing their health to 1,\n and entering the city with a melee unit.\nSince cities heal each turn, it is best to attack with ranged units\n and use your melee units to defend them until the city has been defeated!"
],
Luxury_Resource: [
"Luxury resources within your domain and with their specific improvement are connected to your trade network.\nEach unique Luxury resource you have adds 5 happiness to your civilization, but extra resources of the same type don't add anything, so use them for trading with other civilizations!"
],
Strategic_Resource: [
"Strategic resources within your domain and with their specific improvement are connected to your trade network.\nStrategic resources allow you to train units and construct buildings that require those specific resources, for example the Horseman requires Horses.\nThe top bar keeps count of how many unused strategic resources you own."
],
_EnemyCityNeedsConqueringWithMeleeUnit: [
"The city can no longer put up any resistance!\nHowever, to conquer it, you must enter the city with a melee unit"
],
After_Conquering: [
"When conquering a city, you can now choose to either or raze, puppet, or annex the city.\nRazing the city will lower its population by 1 each turn until the city is destroyed."
,
"Puppeting the city will mean that you have no control on the city's production.\nThe city will not increase your tech or policy cost, but its citizens will generate 1.5x the regular unhappiness.\nAnnexing the city will give you control over the production, but will increase the citizen's unhappiness to 2x!\nThis can be mitigated by building a courthouse in the city, returning the citizen's unhappiness to normal.\nA puppeted city can be annexed at any time, but annexed cities cannot be returned to a puppeted state!"
],
_BarbarianEncountered: [
"You have encountered a barbarian unit!\nBarbarians attack everyone indiscriminately, so don't let your \n civilian units go near them, and be careful of your scout!"
],
_OtherCivEncountered: [
"You have encountered another civilization!\nOther civilizations start out peaceful, and you can trade with them,\n but they may choose to declare war on you later on"
],
Apollo_Program: [
"Once you have completed the Apollo Program, you can start constructing spaceship parts in your cities\n (with the relevant technologies) to win a scientific victory!"
],
Injured_Units: [
"Injured units deal less damage, but recover after turns that they have been inactive\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities"
],
Workers: [
"Workers are vital to your cities' growth, since only they can construct improvements on tiles\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles!"
],
Siege_Units: [
"Siege units are extremely powerful against cities, but need to be Set Up before they can attack.\nOnce your siege unit is set up, it can attack from the current tile,\n but once moved to another tile, it will need to be set up again."
],
Embarking: [
"Once a certain tech is researched, your land units can embark, allowing them to traverse water tiles.\nEntering or leaving water takes the entire turn.\nUnits are defenseless while embarked, so be careful!"
],
City_Range: [
"Your citizens can work 3 tiles away from city center.\nThe city border will keep expanding,\n but citizens cannot be assigned to faraway tiles."
],
Idle_Units: [
"If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units"
],
Contact_Me: [
"Hi there! If you've played this far, you've probably\n seen that the game is currently incomplete.\nUnCiv is meant to be open-source and free, forever.\n That means no ads or any other nonsense."
,
"What motivates me to keep working on it, \n besides the fact I think it's amazingly cool that I can,\n is the support from the players - you guys are the best!"
,
"Every rating and review that I get puts a smile on my face =)\n So contact me! Send me an email, review, Github issue\n or mail pigeon, and let's figure out how to make the game \n even more awesome!\n(Contact info is in the Play Store)"
],
_Pillaging: [
"Military units can pillage improvements, which heals them 25 health and ruins the improvement.\nThe tile can still be worked, but advantages from the improvement - stat bonuses and resources - will be lost.\nWorkers can repair these improvements, which takes less time than building the improvement from scratch."
]
}

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{
// Each entry s a tutorial, but the tutorial may be spread over separate paragraphs.
// Entries starting with a _ will NOT be shown in Civilopedia.
Introduction: [
[
"Welcome to Unciv!",
"Because this is a complex game, there are basic tasks to help familiarize you with the game.",
"These are completely optional, and you're welcome to explore the game on your own!"
]
],
New_Game: [
[
"Zdravíčko, vítejte v UnCiv!",
"Civilizační hry můžou být složité, takže si probereme základy hezky krok za krokem.",
"Našim prvním úkolem bude založit hlavní město.",
"To je opravdu zásadní úkol, neboť hlavní město bude pravděpodobně tím největším zdrojem naší prosperity.",
"Mnoho herních bonusů lze získat pouze v hlavním městě, proto se pravděpodobně stane centrem naší říše."
],
[
"Jak poznáme správně místo k založení hlavního města?",
"Na tuto otázku není lehká odpověď, ale jedno z hledisek správného výběru by měl být dostatek Luxusních zdrojů v jeho okolí.",
"Luxusní zdroje jsou políčka s věcmi jako jsou drahokamy, bavlna či hedvábí (poznáme je podle smajlíku vedle ikony zdroje suroviny)",
"Tyto zdroje činí naši civilizaci spokojenou. Nezapomínejme na zdroje na výrobu vojenských jednotek, jako třeba železná ruda."
],
[
"Města nemají striktně stanovenou oblast, na které mohou hospodařiit, ale o tom později."
"To znamená, že nemusíme zakládat města hned vedle políček se zdroji..",
"Řekněme pro příklad, že potřebujeme mít přístup k železné rudě, ale její zdroj se nachází těsně vedle pouště.",
"NemusíMe zakládat město hned vedle pouště. Výhodnější je ho založit o kousek dál, kde bude krajina přívětivější.",
"Naše město se postupně rozroste a časem získáme přístup k požadovanému zdroji.",
"Jediný důvod pro založení města hned vedle zdroje je, že ho potřebujeme mít inhned k dispozici - ",
" což se někdy může stát, ale většinou budeme mít dostatek času."
]
],
_Slow_Start: [
[
"Během prvních pár tahů,",
" máme jen velmi málo možností na výběr,",
" ale jak bude naše civilizace vzkvétat,",
" objeví se řada věcí vyžadujících naši pozornost."
]
],
Culture_and_Policies: [
// Activated when entering policy picker screen
[
"V každém tahu, kulturní body které získáme ze všech našich měst,",
" jsou přidány do společného kulturního banku cené říše.",
"Ve chvíli kdy nasbíráme dostatečný počet kulturních bodů,",
" lze si vybrat novou sociální politiku, která přineše říši určité výhody."
],
[
"Sociální politika je rozdělena do jednotlivých skupin (větví),",
" přičemž každá z nich poskytuje speciální bonus ve chvíli,",
" kdy jsou získány všechny sociální politiky z jedné větve."
],
[
"S každou zavedenou sociální politikou a s každým dalším vybudovaným městem,",
" cena za výběr další sociální politiky významně vzrůstá. Vybírejte tedy s rozvahou!"
]
],
Happiness: [
[
"Jak města rostou a vzkvétají, budeme se muset vypořádat s mechanismem Spokojenosti,",
" který již není nadále vypočítáván individuálně pro každé město.",
"Místo toho sdílí celá říše společnou úroveň spokojenosti",
"S přibývajícím počtem obyvatel zjistíme, že je stále obtížnější udržet populaci naší říše spokojenou."
],
[
"Aby toho nebylo málo, tak budovy zlepšující spokojenost obyvatel nelze stavět bez dokončení příslušného výzkumu.",
"V případě že spokojenost v naší říši klesne pod nulu, tak se ve všech městech významně zpomalí přírůstek nových obyvatel.",
"Pokud bude naše říše velmi nespokojená (jak ukazuje ikona smajlíku v horní liště)",
" celá naše armáda (bojové jednotky) obdrží významnou penalizaci a dojde k výraznému oslabení v boji."
],
[
"To znamená, že ve hře UnCiv je poměrně obtížné rychle expandovat.",
"Nikdo netvrdí, že je to nemožné, ale novým hráčům se doporučuje nedělat to.",
"Takže co bychom měli dělat? Uklidnit se, vyslat průzkumníky a vylepšovat námi ovládané území pomocí Dělníků.",
"Nové města budujme až poté, co pro ně najdeme vhodné místo."
]
],
Unhappiness: [
[
"Zdá se, že jsou naši obyvatelé nešťastní!",
"Dokud bude nespokojenost trvat, města porostou pouze 1/4 rychlostí,",
" a všechny naše jednotky budou penalizovány 2% za každý 1 bod nespokojenosti."
],
[
"Nespokojenost má dva hlavní důvody: Populaci (počet obyvatel) a města",
" Každé město přidává 3 body nespokojenosti a každý obyvatel 1 bod nespokojenosti"
],
[
"Existují dva účinné způsoby jak bojovat proti nespokojenosti:",
" výstavbou budov, které zvyšují spokojenost obyvatel",
" nebo vylepšením Luxusních zdrojů, které se nachází na území našich měst."
]
],
Golden_Age: [
[
"Vstoupili jsme do Zlatého věku!",
"Zlatý věk představují body, které se získávají každé kolo jako celková Spokojenost celé naší civilizace",
"Ve zlatém věku je produkce a počet generovaných kulturních bodů zvýšený o +20%,",
" na víc každé políčko, ze kterého získáváme alespoň jedno zlato nám poskytne další jedno extra zlato navíc."
]
],
Roads_and_Railroads: [
[
"Propojení našich měst pomocí cest",
" přináší zisky z obchodních cest.",
"Povšimněme si, že údržba každého políčka cesty stojí každé kolo 1 zlato, železnice pak dokonce 2 zlata",
" takže může být ekonomicky výhodnější s výstavbou počkat, až se města rozrostou!"
]
],
Victory_Types: [
[
"Poté se se nám podaří založit první dvě nebo tři města, máme obvykle za sebou kolem 100 až 150 tahů ve hře. ",
"Nyní je vhodná chvíli popřemýšlet o tom, jakým způsobem chceme naši říši k vítězství."
],
[
"Ve hře UnCiv existují celkem tři způsoby jak zvítězit. Tady jsou:",
" - Kulturní vítězství: Zkompletovat 4 větve Sociální politiky",
" - Vítězství v boji: Buďme poslední civilizací, která přežije (zničme všechny ostatní)",
" - Vědecké vítězství: Získá ho ten, kdo první zkoustruuje vesmírnou loď pro cestu na Alfa Centauri"
],
[
"Když si to ve stručnosti shrneme, tady jsou základy hry UnCiv - Založme prosperující první město, pomalu expandujme na mapě,",
" postarejme se o spokojenost lidu a soustřeďme se na jednu z cest k vítězství.",
"",
"So to sum it up, these are the basics of Unciv Found a prosperous first city, expand slowly to manage happiness,",
" and set yourself up for the victory condition you wish to pursue.",
"Obvykle je toho mnohem více než je zde zmíněno. Je potřeba postupovat pomalu a s rozvahou, a krok po kroku pochopit herní principy."
]
],
Enemy_City: [
[
"Města lze dobýt tak, že snížíte jejich zdraví na 1,",
" a poté do něj vstoupíme s jednotkou určenou na boj zblízka.",
"Město se samo opravuje v každém tahu, proto je nejpoužívanější metodou dobývání užití jednotek pro boj na dálku,",
" přičemž jednotky pro boj zblízka používáme k jejich ochraně a poté na finální útok na město!"
]
],
Luxury_Resource: [
[
"Luxusní zdroje na území říše včetně jejich vylepšení jsou připojeny do naší obchodní sítě.",
"Každý unikátní Luxusní zdroj přidá 5 bodů spokojenosti pro naši říši,",
" další zdroje té samé luxusní suroviny už spokojenost neovliivňují,",
" takže je můžeme použít jako obchovní artikl pro výměnu s jinou ciivilizací!"
]
],
Strategic_Resource: [
[
"Strategiické zdroje na území říše včetně jejich vylepšení jsou připojeny do naší obchodní sítě.",
"Strategické zdroje nám umožňují vycvičit některé jednotky a postavit určiité budovy,",
" které tyto specifiické zdroje potřebují. Například ke vycvičení jednotky Jízda potřebujeme koně.",
"Každá jednotka spotřebuje právě jeden požadovaný zdroj, v případě že je tato jednotka zabita nebo propuštěna,",
" stane se tento zdroj nevyužitý a můžeme za něj vycvičit novou jednotku.",
"Nevyužité strategické zdroje máme neustále na očích - v horní liště."
]
],
_EnemyCityNeedsConqueringWithMeleeUnit: [
[
"Město už není nadále schopné bojovat a bránit se!",
"Ovšem pokud ho chceme dobýt, je potřeba do něj vstoupiit s jednotkou určenou pro boj zblízka."
]
],
After_Conquering: [
[
"Ihned po obsazení města si můžeme vybrat, jaký bude jeho další osud Na výběr máme z vyhlazení, anektování a nebo loutkové vlády.",
"Vyhladzování města znamená, že se jeho populace sníží každý tah o 1 obyvatele až do úplného zničení."
],
[
"Loutková vláda znamená, že nemáme kontrolu nad výrobními procesy ve městě.",
"Město nepřispívá říši Výzkumem, ani body do Sociální politiky, ovšem jeho obyvatelé generují 1,5 násobek běžné nespokojenosti.",
"Anektování města nám dá kontrolu nad produkcí města, ale nespokojenost obyvatel se zvýší 2x!",
"Tento jev lze zmírnit vybudováním budovy Soudu (nejlépe koupit za zlato), což navrátí nespokojenost obyvatel na původní hodnotu.",
"Město s Loutkovou vládou lze kdykoliv anektovat, ovšem v anektovaných městech již není možné znovu zavést loutkovou vládu!"
]
],
_BarbarianEncountered: [
[
"Setkali jsme se s barbarskou jednotkou!",
"Barbaři útočí na každého bez rozdílu, takže nenechávajme naše",
" civilní jednotky v jejich blízkosti a dávejme také pozor na naše průzkumníky!"
]
],
_OtherCivEncountered: [
[
"Setkali jsme se s jinou civilizací!",
"Ostatní civilizace začínají vyjednávat mírumilovně a lze s nimi obchodovat,",
" v budoucnu ovšem můžou změnit svůj názor a klidně nám vyhlásí válku."
]
],
Apollo_Program: [
[
"Ve chvíli kdy jsme dokončili Apollo Program, můžeme začít ve městech stavět části vesmírné lodi (SS z anglického SpaceShip),",
" samozřejmě s použitím vyzkoumaných relevantních technologií, a dosáhnout tak vítězství Vědeckou cestou!"
]
],
Injured_Units: [
[
"Zraněné jednotky způsobují menší poškození, pokud s nimi během tahu nebudeme provádět žádnou akci, budou se pomalu uzdravovat.",
"Jednotce se obnoví 5 bodů zdraví na území nepřítele, 10 bodů zdraví na neutrální půdě,",
" 15 bodů zdraví na území naší říše a 20 bodů zdraví pokud jsou umístěny v jednom z našich měst."
]
],
Workers: [
[
"Dělníci jsou stavebními kameny pro naše města, přestože dokáží pouze stavět vylepšení na jednotlivých políčkách",
"Tyto vylepšení zvyšují zisky z jednotlivých políček, což umožňuje městu větší a rychlejší produkci",
" při hospodaření na stejném množství políček!"
]
],
Siege_Units: [
[
"Obléhací stroje (jednotky) jsou extrémně silné při útoku na město, ale nejprve potřebují provést Přípravu na útok",
"Ve chvíli kdy je naše obléhací jednotka připravena na boj, může útočit z políčka na kterém právě stojí,",
" po pohybu na jiné políčko je potřeba provést další Přípravu na útok."
]
],
Embarking: [
[
"Po vyzkoumání příslušné technologie se naše pozemní jednotky můžou nalodit a začít pohybovat v pobřežních vodách.",
"Nalodění či vylodění stojí každou jednotku jeden celý tah.",
"Při tomto procesu je jednotka zcela bezbranná, tak pozor na to!"
]
],
City_Range: [
[
"Obyvatelé města můžou pracovat do vzdálensoti 3 políčka od centra města.",
"Městské hranice můžou expandovat mnohem dále,",
" ale občané města na tyto vzdálená políčka již nelze přiřadit."
]
],
Idle_Units: [
[
"Pokud tento tah nechceme s jednotkou vykonávat žádnou činnost, můžem ji přeskočit kliknutím na tlačítko 'Další jednotka'.",
"Pokud s jednotkou nechceme hýbat po delší dobu, můžeme ji buď opevnit a nebo uspat,",
" opevněné a uspané jodnotky nejsou považovány za zahálející (nezaměstnané) jedotky.",
"Pokud chcete funkci 'Další jednotka' úplně zakázat, lze to provést v Menu -> Kontrolovat zahálející jednotky"
]
],
Contact_Me: [
[
"Zdravíčko, pokud jste se dostali až sem, pravděpodobně vidíte,",
" že hra ještě stále není zcela dokončená.",
"UnCiv je vyvíjena jako hra s otevřeným zdrojovýcm kódem (open-source) a zdarma. Navždy.",
" To znamená žádné reklamy, žedné mikrotransakce ani jiné dosud neobjevené nesmysly :-)"
],
[
"To co mě motivuje k další práci na hře,",
" kromě faktu že jsem naprosto skvělý a úžasný,",
" je podpora ze strany hráčů - jste prostě nějleší!"
],
[
"Každé hodnocení, komentář či recenze mi vykouzlí úsměv na tváři =)",
" Neváhejte mě kontaktovat! Pošlete mi email, napište recenzi, nahlašte problém na Githubu",
" nebo pošlete třeba poštovního holuba a dejte mi vědět, jak hru udělat",
" ještě více úžasnou!",
"(Kontaktní údaje naleznete na Play Storu)"
]
],
_Pillaging: [
[
"Vojenské jednotky můžou drancovat vylepšení, což jim přidá 25 zdraví a zároveň zničí vylepšení.",
"Políčko lze i nadále obhospodařovávat, ale výhody z vylepšení zmízí. Bonusy a zdroje budou zničeny.",
"Dělníci můžou opravit tyto poničené vylepšení, což jim bude méně času, než kdyby je měli budovat znovu od začátku."
]
]
}

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@ -1,267 +0,0 @@
{
// Each entry s a tutorial, but the tutorial may be spread over separate paragraphs.
// Entries starting with a _ will NOT be shown in Civilopedia.
Introduction: [
[
"Welcome to Unciv!",
"Because this is a complex game, there are basic tasks to help familiarize you with the game.",
"These are completely optional, and you're welcome to explore the game on your own!"
]
],
// Civilopedia only, because players said this was too wall-of-text
New_Game: [
[
"Your first mission is to found your capital city.",
"This is actually an important task because your capital city will probably be your most prosperous.",
"Many game bonuses apply only to your capital city and it will probably be the center of your empire."
],
[
"How do you know a spot is appropriate?",
"Thats not an easy question to answer, but looking for and building next to luxury resources is a good rule of thumb.",
"Luxury resources are tiles that have things like gems, cotton, or silk (indicated by a smiley next to the resource icon)",
"These resources make your civilization happy. You should also keep an eye out for resources needed to build units, such as iron."
],
[
"However, cities dont have a set area that they can work - more on that later!",
"This means you dont have to settle cities right next to resources.",
"Lets say, for example, that you want access to some iron but the resource is right next to a desert.",
"You dont have to settle your city next to the desert. You can settle a few tiles away in more prosperous lands.",
"Your city will grow and eventually gain access to the resource.",
"You only need to settle right next to resources if you need them immediately ",
" which might be the case now and then, but youll usually have the luxury of time."
],
[
"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."
]
],
_Slow_Start: [
[
"In your first couple of turns,",
" you will have very little options,",
" but as your civilization grows, so do the ",
" number of things requiring your attention"
]
],
Culture_and_Policies: [
[
"Each turn, the culture you gain from all your ",
" cities is added to your Civilization's culture.",
"When you have enough culture, you may pick a ",
" Social Policy, each one giving you a certain bonus."
],
[
"The policies are organized into branches, with each",
" branch providing a bonus ability when all policies ",
" in the branch have been adopted."
],
[
"With each policy adopted, and with each city built,",
" the cost of adopting another policy rises - so choose wisely!"
]
],
Happiness: [
[
"As cities grow in size and influence, you have to deal with a happiness mechanic that is no longer tied to each individual city.",
"Instead, your entire empire shares the same level of satisfaction.",
"As your cities grow in population youll find that it is more and more difficult to keep your empire happy."
],
[
"In addition, you cant even build any city improvements that increase happiness until youve done the appropriate research.",
"If your empires happiness ever goes below zero the growth rate of your cities will be hurt.",
"If your empire becomes severely unhappy (as indicated by the smiley-face icon at the top of the interface)",
" your armies will have a big penalty slapped on to their overall combat effectiveness."
],
[
"This means that it is very difficult to expand quickly in Unciv.",
"It isnt impossible, but as a new player you probably shouldnt do it.",
"So what should you do? Chill out, scout, and improve the land that you do have by building Workers.",
"Only build new cities once you have found a spot that you believe is appropriate."
]
],
Unhappiness: [
[
"It seems that your citizens are unhappy!",
"While unhappy, cities will grow at 1/4 the speed,",
" and your units will suffer a 2% penalty for each unhappiness"
],
[
"Unhappiness has two main causes: Population and cities",
" Each city causes 3 unhappiness, and each population, 1"
],
[
"There are 2 main ways to combat unhappiness:",
" by building happiness buildings for your population",
" or by having improved luxury resources within your borders"
]
],
Golden_Age: [
[
"You have entered a golden age!",
"Golden age points are accumulated each turn by the total happiness ",
" of your civilization",
"When in a golden age, culture and production generation increases +20%,",
" and every tile already providing at least one gold will provide an extra gold."
]
],
Roads_and_Railroads: [
[
"Connecting your cities to the capital by roads",
" will generate gold via the trade route.",
"Note that each road costs 1 gold Maintenance per turn, and each Railroad costs 2 gold,",
" so it may be more economical to wait until the cities grow!"
]
],
Victory_Types: [
[
"Once 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."
],
[
"There are three ways to win in Unciv. They are:",
" - Cultural Victory: Complete 5 Social Policy Trees",
" - Domination Victory: Survive as the last civilization",
" - Science Victory: Be the first to construct a spaceship to Alpha Centauri"
],
[
"So to sum it up, these are the basics of Unciv Found a prosperous first city, expand slowly to manage happiness,",
" and set yourself up for the victory condition you wish to pursue.",
"Obviously, there is much more to it than that, but it is important not to jump into the deep end before you know how to swim."
]
],
Enemy_City: [
[
"Cities can be conquered by reducing their health to 1,",
" and entering the city with a melee unit.",
"Since cities heal each turn, it is best to attack with ranged units",
" and use your melee units to defend them until the city has been defeated!"
]
],
Luxury_Resource: [
[
"Luxury resources within your domain and with their specific improvement are connected to your trade network.",
"Each unique Luxury resource you have adds 5 happiness to your civilization, but extra resources of the same type don't add anything, so use them for trading with other civilizations!"
]
],
Strategic_Resource: [
[
"Strategic resources within your domain and with their specific improvement are connected to your trade network.",
"Strategic resources allow you to train units and construct buildings that require those specific resources, for example the Horseman requires Horses."
"The top bar keeps count of how many unused strategic resources you own."
]
],
_EnemyCityNeedsConqueringWithMeleeUnit: [
[
"The city can no longer put up any resistance!",
"However, to conquer it, you must enter the city with a melee unit"
]
],
After_Conquering: [
[
"When conquering a city, you can now choose to either or raze, puppet, or annex the city.",
"Razing the city will lower its population by 1 each turn until the city is destroyed."
],
[
"Puppeting the city will mean that you have no control on the city's production.",
"The city will not increase your tech or policy cost, but its citizens will generate 1.5x the regular unhappiness.",
"Annexing the city will give you control over the production, but will increase the citizen's unhappiness to 2x!",
"This can be mitigated by building a courthouse in the city, returning the citizen's unhappiness to normal.",
"A puppeted city can be annexed at any time, but annexed cities cannot be returned to a puppeted state!"
]
],
_BarbarianEncountered: [
[
"You have encountered a barbarian unit!",
"Barbarians attack everyone indiscriminately, so don't let your ",
" civilian units go near them, and be careful of your scout!"
]
],
_OtherCivEncountered: [
[
"You have encountered another civilization!",
"Other civilizations start out peaceful, and you can trade with them,",
" but they may choose to declare war on you later on"
]
],
Apollo_Program: [
[
"Once you have completed the Apollo Program, you can start constructing spaceship parts in your cities",
" (with the relevant technologies) to win a scientific victory!"
]
],
Injured_Units: [
[
"Injured units deal less damage, but recover after turns that they have been inactive",
"Units heal 5 health per turn in enemy territory, 10 in neutral land,",
" 15 inside your territory and 20 in your cities"
]
],
Workers: [
[
"Workers are vital to your cities' growth, since only they can construct improvements on tiles",
"Improvements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles!"
]
],
Siege_Units: [
[
"Siege units are extremely powerful against cities, but need to be Set Up before they can attack.",
"Once your siege unit is set up, it can attack from the current tile,",
" but once moved to another tile, it will need to be set up again."
]
],
Embarking: [
[
"Once a certain tech is researched, your land units can embark, allowing them to traverse water tiles.",
"Entering or leaving water takes the entire turn.",
"Units are defenseless while embarked, so be careful!"
]
],
City_Range: [
[
"Your citizens can work 3 tiles away from city center.",
"The city border will keep expanding,",
" but citizens cannot be assigned to faraway tiles."
]
],
Idle_Units: [
[
"If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.",
"If you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - ",
" units in Fortify or Sleep are not considered idle units.",
"If you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units"
]
],
Contact_Me: [
[
"Hi there! If you've played this far, you've probably",
" seen that the game is currently incomplete.",
"UnCiv is meant to be open-source and free, forever.",
" That means no ads or any other nonsense."
],
[
"What motivates me to keep working on it, ",
" besides the fact I think it's amazingly cool that I can,",
" is the support from the players - you guys are the best!"
],
[
"Every rating and review that I get puts a smile on my face =)",
" So contact me! Send me an email, review, Github issue",
" or mail pigeon, and let's figure out how to make the game ",
" even more awesome!",
"(Contact info is in the Play Store)"
]
],
_Pillaging: [
[
"Military units can pillage improvements, which heals them 25 health and ruins the improvement.",
"The tile can still be worked, but advantages from the improvement - stat bonuses and resources - will be lost.",
"Workers can repair these improvements, which takes less time than building the improvement from scratch."
]
]
}

View file

@ -1,341 +0,0 @@
{
// Each entry s a tutorial, but the tutorial may be spread over separate paragraphs.
// so for example:
Introduction: [
[
"Welcome to Unciv!",
"Because this is a complex game, there are basic tasks to help familiarize you with the game.",
"These are completely optional, and you're welcome to explore the game on your own!"
]
],
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.",
"Lorsque vous avez suffisament de culture, vous pouvez choisir",
" une Doctrine, chaque culture vous donnera un bonus différent."
],
// this will be displayed as 4 lines of text in-game as well
[
"Les Doctrines sont organisées en arbre, chaque",
" arbre donne un bonus supplémentaire lorsque",
" toutes les doctrines de l'arbre ont été adoptées."
],
[
"Pour chaque doctrine adoptée et chaque ville construite,",
" le coût pour adopter une nouvelle doctrine augmente."
]
],
New_Game: [
[
"Bonjour, et bienvenue sur Unciv !",
"Ce jeu peut être complexe : nous allons donc vous guider pour vos débuts.",
"Avant de commencer, revoyons les bases du concept de ce jeu."
],
[
"Diriger une civilisation est difficile : il y a toujours quelque chose qui ne va pas.",
" Vos citoyens demandent toujours plus : plus de produits de luxe, plus de nourriture, ...",
" Et les autres civilisations veulent vous voir disparaitre ou vous asservir."
],
[
"Toutes les parties de Unciv commencent de la même manière.",
" Vous débutez avec quelques unités :",
" un Colon, qui peut fonder une ville,",
" un Guerrier, une unité militaire basique,",
" et un Eclaireur, pour explorer les environs."
],
[
"C'est à vous de fonder votre capitale.",
" C'est une tâche importante parce que votre capitale sera probablement votre ville la plus prospère.",
" Beaucoup de bonus ne s'appliquent qu'à votre capitale et elle sera probablement le centre de votre empire."
],
[
"Une fois que vous aurez votre première ville, vous serez capable de produire de nouvelles unités",
" et vous commencerez à produire des points de recherche.",
" Nous n'allons pas parler de la recherche tout de suite : ce sera abordé plus tard dans ce tutoriel.",
" Parlons tout d'abord de la production !"
],
[
"La première unité que votre ville produira devrait être soit un Eclaireur soit un Guerrier."
" Le Guerrier est une unité polyvalente et plutôt résistante, tandis que l'Eclaireur est rapide",
" mais n'est pas bon au combat, il vaut mieux le garder pour l'exploration.",
" Personnellement, je vous conseillerais plutôt de commencer par améliorer votre capitale en y construisant",
" des bâtiments. Mais ce choix n'appartient qu'à vous..."
],
[
"Si vous êtes un vétéran des jeux de stratégie, vous produirez probablement assez rapidement un Colon.",
" Une expansion rapide est importante dans la majorité des jeux de stratégie.",
" Mais n'allez pas trop vite ! Avant de vous étendre, apprenez d'abord à gérer les villes que vous possédez déjà."
],
[
"Tandis que les villes grandissent en taille et en influence, elles sont aussi capables de contrôler de plus grands territoires.",
" Vous devez aussi gérer le bonheur de votre empire, et il n'est pas rattaché qu'à une seule ville.",
" En effet, votre empire tout entier partage le même niveau de satisfaction.",
" Lorsque vos villes gagneront en population vous comprendrez pourquoi il est de plus en plus difficile de garder vos citoyens heureux."
],
[
"De plus, les bâtiments permettant d'augmenter le bonheur de vos citoyens ne peuvent se débloquer que par de nouvelles technologies.",
" Si le bonheur de votre empire descend en dessous de 0 vos villes arrêteront de croître.",
" Si votre empire devient sérieusement malheureux (indiqué par le smiley en haut de l'interface)",
" vos soldats seront découragés et se battront donc moins bien."
],
[
"C'est pourquoi il est difficile de s'étendre rapidement dans Unciv."
" Ce n'est pas impossible, mais en tant que nouveau joueur vous ne devriez pas essayer."
],
[
"Donc, que faire ? Prenez votre temps : explorez, améliorez vos villes et vos territoires en produisant des Ouvriers.",
" Ne construisez pas de ville avant d'avoir trouvé un bon endroit où vous installer."
],
[
"Mais comment savoir si c'est un bon endroit ?",
" Regardez les cases aux alentours : s'il y a des ressources, en particulier des ressources de luxe, alors c'est probablement un bon endroit.",
" On reconnait les ressources de luxe par les smileys qui se trouvent à côté de leur icône de ressource.",
" Ces ressources rendent votre civilisation heureuse. Les autres ressources permettent de construire des unités ou des bâtiments spécifiques."
],
[
"A noter que les villes ont un large rayon d'action. Nous parlerons de cela plus tard..."
" Cela veut dire que vous n'êtes pas obligé de construire vos villes juste à côté des ressources.",
" Il vaut mieux éviter les zones peu prospères (Tundra et Désert), quitte à être éloigné des ressources."
" En grandissant, votre cité étendra son rayon d'action et pourra accéder à des ressources jusqu'alors trop éloignées."
" Donc choisissez bien vos emplacements de villes et ne soyez pas trop pressé."
],
[
"Il est désormais temps de commencer à réfléchir à comment gagner."
],
[
"Il y a trois moyen de gagner dans Unciv :",
" Victoire Culturelle : finir 4 arbres de Doctrines",
" Victoire Militaire : être la dernière civilisation existante",
" Victoire Scientifique : être le premier à construire un vaisseau capable de coloniser Alpha Centauri."
],
[
"Ce sont les bases de Unciv. Fondez une capitale prospère, étendez vous avec modération pour garder votre empire heureux,",
" et visez l'une des conditions de victoire."
" Evidemment, il y a encore d'autres éléments à savoir, mais apprenez à nager avant de plonger.",
" Si vous n'avez pas l'habitude des jeux comme Unciv, concentrez vous sur ce que vous conseille ce tutoriel.",
" Au fur et à mesure de votre avancée de nouveaux tutoriels seront proposés pour vous aider."
]
],
_Slow_Start: [
[
"Lors de vos premiers tours,",
" vous aurez peu de choix.",
" Mais plus votre civilisation grandira, ",
" plus vous aurez d'éléments à gérer."
]
],
Contact_Me: [
[
"Salut ! Si vous avez joué jusqu'ici, vous avez probablement",
" remarqué que ce jeu n'est pas encore fini.",
" UnCiv est open-source et gratuit, pour toujours.",
" Ce qui veut dire qu'il ne contient ni pub ou ni aucun élément payant."
],
[
"Ce qui me motive à travailler dessus, ",
" en plus du fait que c'est super cool,"
" c'est le soutien des joueurs - vous êtes les meilleurs !"
],
[
"Chaque note et commentaire que je reçois me fait sourire =)",
" Donc n'hésitez pas à me contacter ! Envoyez-moi un email, une review, ou une Github issue."
" Ou envoyez-moi un pigeon voyageur, et découvrons comment rendre ce jeu",
" encore plus incroyable ! (écrivez-moi en anglais si possible)"
"(info Contact dans le Play Store)"
]
],
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."
],
[
"In addition, you cant even build any city improvements that increase happiness until youve done the appropriate research.",
"If your empires happiness ever goes below zero the growth rate of your cities will be hurt.",
"If your empire becomes severely unhappy (as indicated by the smiley-face icon at the top of the interface)",
" your armies will have a big penalty slapped on to their overall combat effectiveness."
],
[
"This means that it is very difficult to expand quickly in Unciv."
"It isnt impossible, but as a new player you probably shouldnt do it."
"So what should you do? Chill out, scout, and improve the land that you do have by building Workers.",
"Only build new cities once you have found a spot that you believe is appropriate."
]
],
Unhappiness: [
[
"On dirait que vos citoyens ne sont pas contents !",
" Tant qu'ils sont malheureux, vos villes grandiront 4 fois moins vite",
" et vos troupes seront 2% moins efficace au combat pour chaque point négatif."
],
[
"Le malheur peut provenir de deux choses : la population et les villes.",
" Chaque ville coûte 3 de bonheur, et chaque habitants en coûte 1."
],
[
"Il y a deux moyens de lutter contre le malheur :",
" en construisant certains batiments",
" ou en ayant des ressources de luxe sur votre territoire."
]
],
Golden_Age: [
[
"Vous êtes entré dans un Age d'or !",
" Les points d'Age d'or se gagnent grâce au bonheur de vos citoyens :",
" 1 point de bonheur excédentaire = 1 point d'Age d'or accumulé.",
" Lorsque vous êtes dans un Age d'or, la culture et la production augmente de +20%",
" et chaque case fournissant de l'or en produit un de plus."
]
],
Roads_and_Railroads: [
[
"Vous avez fondé votre deuxième ville !",
" Connectez vos villes à votre capitale par des routes.",
" Cela génèrera de l'or via les routes du commerce.",
" Notez que chaque route coûte 1 ressource d'or de maintenance par tour,"
" donc attendez que vos villes grandissent !"
]
]
Enemy_City: [
[
"Vous avez rencontré une ville ennemie !",
" Les villes peuvent être conquises en réduisant leur vie à 1",
" puis en y envoyant une unité de mêlée.",
" Les villes se soignent à chaque tour. Il vaut donc mieux les attaquer avec des unités à distance"
" et utiliser vos unités de mêlée pour les défendre jusqu'à ce que la ville tombe !"
]
],
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."
],
[
"There are three ways to win in Unciv. They are:",
" - Cultural Victory: Complete 4 Social Policy Trees",
" - Domination Victory: Survive as the last civilization",
" - Science Victory: Be the first to construct a spaceship to Alpha Centauri"
],
[
"So to sum it up, these are the basics of Unciv Found a prosperous first city, expand slowly to manage happiness,",
" and set yourself up for the victory condition you wish to pursue.",
"Obviously, there is much more to it than that, but it is important not to jump into the deep end before you know how to swim."
]
],
Luxury_Resource: [
[
"Vous avez trouvé votre première ressource de luxe !",
" Chaque ressource de luxe différente que vous possédez vous donne 5 de bonheur",
" mais les doublons/triplons/... de la même ressource ne donnent rien. ",
" Donc échangez-les avec les autres civilisations !"
]
],
Strategic_Resource: [
[
"Vous avez trouvé votre première ressource stratégique !",
" Les ressources stratégiques servent à produire certaines unités et certains bâtiments",
" qui requierent des ressources spécifiques. Par exemple, le cavalier nécessite des chevaux."
" Chaque unité 'consomme' 1 de la ressource dont il a besoin, mais si l'unité est détruite ",
" vous récupérez cette ressource.",
" Les ressources stratégiques que vous possédez sont listées sur la barre en haut de l'écran."
]
],
_EnemyCityNeedsConqueringWithMeleeUnit: [
[
"Cette ville n'est plus capable de se défendre !",
" Pour conquérir cette ville vous devez l'attaquer avec une unité de mêlée."
]
],
_BarbarianEncountered: [
[
"Vous avez rencontré une unité barbare !",
" Les barbares attaquent tous ceux qu'ils croisent, donc ne laissez ",
" pas vos unités civiles à côté d'eux et gardez un oeil sur vos éclaireurs !"
]
],
_OtherCivEncountered: [
[
"Vous avez rencontré une autre civilisation !",
" Lorsque vous les rencontrez, les autres civilisations sont pacifiques",
" et vous pouvez échanger avec elles, mais elles pourront vous déclarer la guerre si l'envie leur prend."
]
],
Apollo_Program: [
[
"Vous avez complété le programmme Apollo !",
" Vous pouvez désormais produire des parties de vaisseau spatial",
" (si vous avez les technologies nécessaires) et faire une victoire scientifique !"
]
],
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.",
" Les unités se soignent de 5 points de vie par tour en territoire ennemi, de 10 points de vie en territoire neutre,"
" de 15 points de vie en territoire allié et de 20 points de vie dans vos villes."
]
],
Workers: [
[
"Vous avez produit un Ouvrier !",
" Les ouvriers sont vitaux pour l'agrandissement de vos villes. Ils peuvent améliorer les cases",
" leur permettant ainsi de produire plus de nourriture, d'or ou de points de production."
]
],
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.",
" Une fois installées, elles peuvent attaquer depuis leur position",
" mais dès qu'elles bougent, elles devront être ré-installées avant de pouvoir attaquer."
]
],
Embarking: [
[
"Vos unités terrestres peuvent désormais s'embarquer pour traverser les océans !",
" Entrer ou quitter une case d'océan prend un tour entier.",
" De plus, les unités embarquées ne peuvent pas se défendre, donc faites attention !"
]
],
After_Conquering: [
[
"When conquering a city, you can now choose to either or raze, puppet, or annex the city.",
"Razing the city will lower its population by 1 each turn until the city is destroyed."
],
[
"Puppeting the city will mean that you have no control on the city's production.",
"The city will not increase your tech or policy cost, but its citizens will generate 1.5x the regular unhappiness.",
"Annexing the city will give you control over the production, but will increase the citizen's unhappiness to 2x!",
"This can be mitigated by building a courthouse in the city, returning the citizen's unhappiness to normal.",
"A puppeted city can be annexed at any time, but annexed cities cannot be returned to a puppeted state!"
]
],
Idle_Units: [
[
"If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.",
"If you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - ",
" units in Fortify or Sleep are not considered idle units.",
"If you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units"
]
],
_Pillaging: [
[
"Military units can pillage improvements, which heals them 25 health and ruins the improvement.",
"The tile can still be worked, but advantages from the improvement - stat bonuses and resources - will be lost.",
"Workers can repair these improvements, which takes less time than building the improvement from scratch."
]
]
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,",
"mais les citoyens sont restreints à 3 cases de distance."
]
]
}

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@ -1,270 +0,0 @@
{
// Each entry s a tutorial, but the tutorial may be spread over separate paragraphs.
// so for example:
Introduction: [
[
"Benvenuto su Unciv!",
"Lascia che ti avverta: questo è un gioco complesso, e quindi vi sono dei compiti base che"
"ti aiuteranno a familiarizzarti con il gioco e tutte le sue funzioni.",
"Sono completamente funzionali, e puoi anche esplorare il gioco da solo!"
]
],
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.",
"Una volta accumultata abbastanza cultura, potrai scegliere una Politica Sociale tra tante, ognuna con i propri benefici."
],
// this will be displayed as 4 lines of text in-game as well
[
"Le politiche sono divise in rami, ognuno dei quali concede un'abilità bonus quanto tutte le sue politiche sono state adottate."
],
[
"Per ogni politica adottata, e per ogni nuova città fondata, il costo di adozione per un'altra politica aumenta, quindi scegli con cautela!"
]
],
New_Game: [
[
"Salve! Benvenuto su Unciv!",
"I giochi di tipo Civilization possono essere complessi, quindi ti guideremo passo dopo passo.",
"La tua prima missione è fondare la tua Città Capitale.",
"È invero assai importante perché di solito la tua Capitale sarà la tua Città più prospera.",
"Molti dei bonus del gioco si applicano solo sulla tua Capitale, centro del tuo impero."
],
[
"Come si fa a sapere se un punto è appropriato?",
"Non è facile rispondere a questa domanda, ma cercare e costruire accanto a risorse di lusso è un'ottima idea.",
"Le risorse di lusso sono caselle che possiedono oggetti come gemme, cotome o seta, ",
"(e sono indicate da un sorriso vicino all'icona della risorsa)",
"Queste risorse rendono felici i tuoi cittadini.",
"Tieni d'occhio anche le risorse necessarie per costruire alcune unità e strutture, come il Ferro o i Cavalli."
],
[
"Le Città, però, non hanno un'area predefinita dove possono lavorare (ce ne occuperemo dopo), ",
"quindi non è obbligatorio, seppur sia consigliabile, fondare città vicino alle risorse.",
"Mettiamo, per esempio, che tu voglia usare del Ferro, ma la risorsa si trova vicino a un deserto.",
"Non serve fondare la città accanto a quel deserto, e puoi invece farlo qualche casella più in là, ",
"in terre più prospere, e, con un po' di fortuna, la città, crescendo, avrà accesso alla risorsa.",
"Se ti serve subito, però, sarà necessario fondarla nelle sue immediate vicinanze, e potrebbe servire fin da subito, ma di solito avrai il lusso del tempo."
]
],
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.",
"Infatti, il tuo intero impero condivide lo stesso livello di soddisfazione.",
"All'aumentare della popolazione troverai sempre più difficile mantenerne la felicità."
],
[
"Inoltre, per costruire degli edifici che incrementano la Felicità, dovrai ricercarne l'apposita tecnologia.",
"Controlla la tua Felicità (indicata da un sorriso nella barra superiore dell'interfaccia): se scende sotto lo zero,",
"non solo la tua economia ne avrà da soffrire, ma i tuoi eserciti avranno una spiacevole penalità che li renderà meno efficaci in combattimento"
],
[
"Questa è la ragione per cui è molto difficile espandersi rapidamente in Unciv. Non è certo impossibile, ma come neofita non ti è consigliato.",
"Pertanto, basta fare con calma, esplorare, e migliorare i tuoi terreni utilizzando i Lavoratori.",
"Se vuoi fondare nuove Città, fallo solo su punti che credi appropriati."
]
],
_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."
],
[
"Ah, dimenticavo! Qualsiasi cosa tu faccia, nelle prime fasi del gioco ricordati sempre ",
"di inviare qualche unità (il tuo Scout, ad esempio) ad esplorare il mondo (se non l'hai già fatto).",
"Se non sai cosa ti succede intorno, qualche vicino avido ti tirerà certamente qualche tiro mancino, e l'esperienza potrebbe esserti fatale!"
]
],
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."
],
[
"Ciò che mi motiva a continuare il progetto, oltre al fatto che è fantastico, è il supporto dai giocatori.",
"Vi ringrazio tutti di cuore!"
],
[
"Ogni voto e recensione che mi date mi fa sempre sorridere =)",
"Perciò contattatemi! Mandatemi un'email, una recensione, un fattoide Github o un piccione viaggiatore,",
"e vediamo di rendere il gioco ancora più bello! (Informazioni contatti nel Play Store)"
]
],
Unhappiness: [
[
"Sembra che i tuoi cittadini siano insoddisfatti dal tuo governo.",
"Se il tuo impero è infelice, le città cresceranno a 1/4 della loro velocità, ",
" e la Forza delle tue unità verrà penalizzata del 2% ad ogni punto Infelicità."
],
[
"L'Infelicità è un effetto di due fattori: abitanti e Città.",
"Ogni città dona 3 punti infelicità, e ogni abitante ne dona 1."
],
[
"Vi sono due modi per combattere l'Infelicità: o costruisci edifici che migliorano la felicità della tua popolazione, ",
"o sfrutti delle caselle contenenti risorse di lusso entro i tuoi confini."
]
],
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.",
"Durante l'Età dell'Oro, generi il 20% in più di Cultura e Produzione, ",
"e ogni casella che frutta minimo un punto Oro ne frutta uno aggiuntivo."
]
],
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.",
"Nota che ogni strada costa 1 Oro di manutenzione al turno, quindi attendi di possedere una forte economia finché le città crescono!"
],
[
"Fondate le tue prime due/tre Città, saranno passati forse già almeno 100/150 turni di gioco.",
"Ora dovresti pensare a come, esattamente, vorresti vincere... se non l'hai già fatto."
],
[
"Tre sono i modi per vincere una partita qualsiasi in Unciv:",
"Culturale: Completa 5 Rami delle Politiche Sociali",
"Dominazione: Sopravvivi come l'ultima civiltà distruggendo tutte le altre",
"Scientifica: Costruisci per primo un'astronave per Alpha Centauri riunendone tutte le parti dell'astronave"
],
[
"Riassumendo, queste sono le basi per Unciv.",
"Fonda una capitale prospera, espanditi lentamente per gestire la tua felicità ed economia, ",
"e impostati una condizione di vittoria che desideri conseguire.",
"Ovviamente, vi è molto più di questo, ma prima di tuffarti dovresti innanzitutto imparare a nuotare."
]
],
Enemy_City: [
[
"Hai avvistato una città nemica!",
"Puoi conquistare le città prima riducendo la loro salute a 1, e poi facendo entrare un'unità da mischia.",
"Dato che le città guariscono ad ogni turno, è meglio attaccare con unità da tiro e d'assedio,",
"e usare le tue unità da mischia per difenderle fino alla sconfitta della città."
]
],
Luxury_Resource: [
[
"Ogni risorsa unica di lusso posseduta frutta 5 punti felicità alla civiltà, ma risorse extra dello stesso tipo non fruttano niente, ",
"quindi usale per commerciare con le altre civiltà, magari in cambio di oro o altre risorse che non possiedi."
]
],
Strategic_Resource: [
[
"Le risorse strategiche ti permettono di addestrare unità e costruire edifici ",
"che richiedono tali risorse specifiche (ad esempio, lo Spadaccino richiede Ferro).",
"Ogni unità 'consuma' una copia di quella risorsa, ma se quell'unità muore recuperi quella 'copia' ",
"della risorsa, e puoi quindi costruire una nuova unità con quella risorsa ora non utilizzata.",
"La barra superiore tiene conto di quante risorse strategiche non usate possiedi."
]
],
_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."
]
],
After_Conquering: [
[
"Conquistata una città nemica, puoi scegliere se raderla al suolo, ridurla a stato fantoccio o annetterla al tuo impero.",
"Se scegli la prima opzione, la città perderà un abitante ogni turno, fino a scomparire del tutto."
],
[
"Porla come stato fantoccio non ti consente di controllarne la produzione, ma in compenso non incrementerà i tuoi costi",
"tecnologici o di politica, e la popolazione genererà soltanto un'infelicità 1.5 volte superiore alla norma.",
"Se annetti la città, potrai farne quello che desideri, ma l'infelicità della popolazione sarà raddoppiata!",
"Puoi mitigare il tutto costruendo un palazzo di giustizia, ripristinando l'infelicità della popolazione.",
"Puoi annettere una città fantoccio quando vuoi, ma ricorda che è un processo irreversibile!"
]
],
_BarbarianEncountered: [
[
"Hai incontrato un'unità barbarica!",
"I barbari attaccano chiunque indiscriminatamente, quindi tieni le tue unità civili lontane dalla loro vista, e stai attento col tuo esploratore!"
]
],
_OtherCivEncountered: [
[
"Hai incontrato un'altra civiltà!",
"Le altre civiltà cominciamo come pacifiche, e tu potrai commerciare con loro, ma spesso possono anche dichiararti guerra!"
]
],
Apollo_Program: [
[
"Hai completato il Programma Apollo!",
"Ora puoi iniziare a costruire le parti dell'astronave nelle tue città (con le apposite tecnologie) e cercare di ottenere una vittoria scientifica!"
]
],
Injured_Units: [
[
"Una delle tue unità ha subito danni!",
"Le unità ferite infliggono meno dani, ma recuperano salute finché rimangono inattive",
"Le unità recuperano 5 punti salute in territorio nemico, 10 in terra neutrale, 15 nel tuo territorio o in territorio amico e 20 nelle tue città"
]
],
Workers: [
[
"Hai addestrato un lavoratore!",
"I lavoratori sono vitali per la crescita delle città, perché solo loro possono costruire miglioramenti nelle caselle.",
"I miglioramenti incrementano la resa delle caselle, permettendo alle città di produrre di più e crescere più in fretta, senza dover espandersi a forza!"
]
],
Siege_Units: [
[
"Hai addestrato un'unità d'assedio!",
"Le unità d'assedio sono estremamente potenti contro le città, ma vanno allestite prima di attaccare.",
"Una volta montata, l'unità d'assedio può attaccare dalla sua casella in cui è presente, ",
"ma una volta spostatasi a un'altra casella, dovrà essere montata di nuovo."
]
],
Embarking: [
[
"Ora le tue unità terrestri possono imbarcarsi e attraversare caselle acquatiche!",
"Entrare o uscire da una casella acquatica impiega un intero turno.",
"Inoltre, le unità imbarcate sono indifese, quindi fai attenzione!"
]
],
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,",
"ma nessun abitante potrà essere assegnato ad una casella che si trova troppo lontano."
]
],
Idle_Units: [
[
"Se non vuoi muovere un'unità per questo turno, puoi saltarla cliccando di nuovo su 'Prossima unità'.",
"Se non vuoi muoverla per alcuni turni, puoi ordinarle col comando Fortifica o Dormi.",
"Le unità in tali posizioni non sono considerate unità non utilizzate, perché stanno compiendo un'azione.",
"Se vuoi disabilitare del tutto la caratteristica 'Prossima unità', vai su Menu -> Controlla unità non usate"
]
],
Victory_Types: [
[
"Una volta fondate le tue prime due7tre città, saranno passati meno di 100, forse 150 turni.",
"Ora dovresti pensare a come, esattamente, vincere il gioco - se non l'hai già fatto."
],
[
"Tre sono le condizioni di vittoria in Unciv. Eccole:",
" - Vittoria Culturale: Completa 5 rami delle Politiche Sociali",
" - Vittoria per Dominazione: Sopravvivi come l'ultima civiltà in gioco conquistando tutte le altre",
" - Vittoria Scientifica: Costruisci per primo l'astronave che verrà lanciata verso Alpha Centauri"
],
[
"Queste sono, in breve, le basi di Unciv fonda una capitale prospera, espanditi lentamente per gestire la felicità,",
" e impostati una condizione di vittoria che desideri conseguire.",
"Ovviamente, vi è molto altro ancora, ma è importante fare un passo alla volta: per imparare a nuotare devi prima andare in acqua."
]
],
_Pillaging: [
[
"Le unità militari, che siano marittime o terrestri, possono saccheggiare qualsiasi miglioramento, guarendo di 25 punti vita.",
"La casella sarà ancora sfruttata, ma perderà i vantaggi che ricavava dal miglioramento.",
"Ricostruire tali miglioramenti, in compenso, impiega meno tempo che edificarli da zero."
]
]
}

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@ -1,266 +0,0 @@
{
// Each entry s a tutorial, but the tutorial may be spread over separate paragraphs.
// Entries starting with a _ will NOT be shown in Civilopedia.
Introduction: [
[
"Welcome to Unciv!",
"Because this is a complex game, there are basic tasks to help familiarize you with the game.",
"These are completely optional, and you're welcome to explore the game on your own!"
]
],
New_Game: [
[
"Unciv에 오신 것을 환영합니다!",
"이런 '문명'류 게임들은 보통 어려운 경우가 많습니다. 그래서, 제가 하나하나 가르쳐 드리겠습니다.",
"게임을 시작하고 나면, 가장 먼저 당신의 '수도'가 될 도시를 지어야 합니다.",
"지도에 있는 깃발 모양의 원을 눌러서 '개척자'를 선택한 뒤, 왼쪽 아래에 있는 '도시 건설' 버튼을 눌러서 도시를 지을 수 있습니다.",
"게임을 하면서 얻게 되는 보너스들은 대부분 수도에게 집중되어 적용되기 때문에, 도시의 건설은 매우 중요합니다."
],
[
"그렇다면, 수도를 어디에 짓는 것이 좋을까요?",
"사실, 정확한 대답은 없습니다. 하지만, '사치 자원'과 같은 자원 옆에 짓는 것이 제일 좋지요.",
"'사치 자원'이라는 것은 '보석', '목화', '비단'과 같은 자원을 의미합니다. (자원 아이콘 옆에 웃는 얼굴로 표시됩니다.)",
"이러한 자원은 도시의 행복도를 올려줍니다. 또한, '철'과 같이 유닛 생산에 필요한 '전략 자원'도 중요하지요."
],
[
"참고로, 도시의 경계는 고정된 것이 아닙니다. 도시가 '문화'를 축적할수록, 경계가 확장됩니다.",
"그러므로, 아까 말한 자원들을 얻으려면 도시를 딱 붙여서 지어야 하는 것만은 아닙니다.",
"예를 들어 보지요. 사막 안에 '철' 자원이 있는데, 그 자원을 얻고 싶다고 해 봅시다.",
"사막에서는 식량 공급이 어렵기 때문에, 이런 경우에는 사막에서 몇 칸 떨어진 다른 지형에 도시를 건설해도 됩니다.",
"도시의 경계가 성장하면서, 자연스럽게 자원이 있는 땅을 얻게 될 테니까요.",
"물론, 그 자원이 즉시 필요한 것이라면, 바로 옆에 도시를 지어야 하겠지요.",
"그런 상황이 종종 일어나지만, 일반적으로 그렇게 급하게까지는 생각하지 않아도 됩니다."
]
],
_Slow_Start: [
[
"이렇게 초반 몇 턴동안에는,",
" 행동할 수 있는 선택지가 매우 적습니다.",
" 하지만 문명이 성장하면 성장할수록, ",
" 새로운 행동이나 기능들이 나오게 되지요."
]
],
Culture_and_Policies: [
// Activated when entering policy picker screen
[
"매 턴 마다, 당신의 도시에서는 '문화'가 생성되며,",
" 당신의 문명 전체의 '문화량'에 축적됩니다.",
"문화가 특정한 양만큼 축적되게 되면,",
" '사회 정책'이라는 것을 채택할 수 있습니다."
],
[
"사회 정책은 여러 개의 '정책 트리'로 구분됩니다.",
"하나의 '정책 트리'에 있는 모든 정책이 채택되면,",
" 정책이 '완성'되어 추가적인 보너스를 받게 됩니다."
],
[
"채택한 정책 수가 많아질수록, 그리고 도시의 수가 많아질수록,",
" 다음 정책 채택에 필요한 문화 축적량이 증가합니다. 주의하세요!"
]
],
Happiness: [
[
"도시의 크기와 영향력이 증가하면, 문명 전체의 '행복도'를 신경써야 합니다.",
"'행복도'는 '과학'이나 '금'과 같이, 문명 전체에서 공유되는 값입니다.",
"도시가 늘어나고 인구 수가 증가하면 증가할수록, 행복도를 관리하는 것은 매우 어려워집니다."
],
[
"기술을 연구하다 보면, '행복도'를 늘려주는 건물을 지을 수 있게 됩니다.",
"만약 행복도가 0 이하로 떨어지게 되면, '불행'상태가 되어 도시들의 성장률이 크게 감소합니다.",
"상단에 있는 웃는 아이콘이 행복도를 나타내는데, 문명이 불행하면 불행할수록,",
" 군사 유닛들이 전투를 할 때의 '전투력'이 감소하게 됩니다."
],
[
"행복도는 Unciv에서 도시를 마구 확장하는 것에 제한을 둡니다.",
"물론 확장은 끝없이 할 수 있지만, 초보자라면 무리한 확장은 피해야 합니다.",
"그럼 무엇을 해야 할까요? 도시를 발전시키고, 근처를 정찰하고, '일꾼' 유닛으로 '타일 시설'을 개발하세요.",
"적절한 장소를 찾고 나서 새로운 도시를 짓는 것이 좋다는 것을 기억하세요."
]
],
Unhappiness: [
[
"'행복도'가 0 이하가 되면 문명이 '불행' 상태에 빠집니다.",
"불행한 상태에서는, 도시의 성장률이 1/4로 감소하게 되며,",
" 부족한 행복도 하나마다 유닛의 전투력이 2%씩 감소합니다."
],
[
"불행의 원인에는 크게 '인구'와 '도시' 두 가지가 있습니다.",
" 도시 수 하나마다 3의 불행이, 시민 수 하나마다 1의 불행이 생성됩니다."
],
[
"불행 상태에서 벗어나려면 어떻게 해야 할까요?",
" 우선 행복도를 올려주는 건물을 지을 수도 있고,",
" '일꾼'을 통해 국경 안에 있는 '사치 자원'을 개발할 수도 있습니다."
]
],
Golden_Age: [
[
"문명이 황금기에 진입했습니다!",
"매 턴마다 행복도가 문명의 '황금기 점수'에 축적되게 되며,",
" 일정 수치 이상의 황금기 점수가 축적되면 황금기가 시작됩니다.",
"황금기 동안에는, 당신의 문명에서 문화와 생산력을 20% 추가로 생산하고,",
" 금을 하나 이상 생산하던 모든 타일에서 금을 1 추가로 생산합니다."
]
],
Roads_and_Railroads: [
[
"도로나 철도를 이용해 수도와 다른 도시를 연결하게 된다면,",
" 금을 추가로 만들어내는 '무역로'가 만들어집니다.",
"도로 하나마다 매 턴 금 1이, 철도 하나마다 매 턴 금 2가 소모되지만,",
" 도시가 성장할 때까지 걸리는 시간은 경제적으로 훨씬 단축될 것입니다."
]
],
Victory_Types: [
[
"두 세개의 도시를 짓고 난다면 아마도 100턴이나 150턴 정도가 지나 있을 것입니다.",
"아직까지 '승리'에 대해 생각하지 않았다면, 이제 천천히 생각해 나가야 할 시간입니다."
],
[
"Unciv에는 현재 세 가지의 승리 조건이 있습니다.",
" - '문화 승리'는 사회 정책 트리를 네 개 완료해야 하고,",
" - '정복 승리'는 가장 마지막으로 살아남는 문명이 되어야 하며,",
" - '과학 승리'는 알파 센타우리로 향한 우주선을 발사해야 합니다."
],
[
"정리하자면, 이게 Unciv의 전부입니다. 첫 번째 도시를 성장시키며, 행복도를 관리해주고,",
" 확장과 발전을 해 나가면서 원하는 승리 조건에 서서히 다가가는 것이지요.",
"세부적인 내용이 아직 많지만, 위의 행동들이 거의 전부가 됩니다."
]
],
Enemy_City: [
[
"적 도시의 체력을 1로 감소시키면 도시 점령이 가능합니다.",
"근접 유닛으로만 도시를 점령할 수 있다는 것을 기억하세요!",
"도시는 매 턴 체력을 회복하기 때문에, 원거리 유닛으로 멀리서 공격하고",
" 근접 유닛으로 도시의 공격을 방어하면서 도시의 체력을 깎아 나가세요!"
]
],
Luxury_Resource: [
[
"영토 안에 있는 사치 자원들은 타일 시설을 지음으로써 개발할 수 있습니다.",
"개발된 사치 자원들은 각각 문명에 행복도를 5 제공하지만,",
" 같은 사치 자원이 여러 개라면 행복도 증가는 한 번만 적용됩니다.",
" 그러므로 겹치는 사치 자원이 있다면 다른 문명과 거래를 시도하세요."
]
],
Strategic_Resource: [
[
"영토 안에 있는 전략 자원들은 타일 시설을 지음으로써 개발할 수 있습니다.",
"전략 자원이 개발되면 그 자원을 필요로 하는 유닛이나 건물을 지을 수 있습니다.",
"'말' 전략 자원을 필요로 하는 '기마병' 같은 유닛이 그 예시입니다.",
"각 유닛은 전략 자원 하나를 소모하지만, 유닛이 죽게 된다면 소모된 전략 자원은",
" 문명으로 다시 돌아오게 되어 다른 유닛을 생산할 때 쓸 수 있습니다.",
"상단에 전략 자원의 개수가 표시되게 됩니다."
]
],
_EnemyCityNeedsConqueringWithMeleeUnit: [
[
"이제 적 도시의 체력을 더이상 깎을 수 없습니다!",
"하지만, 점령을 위해서는 '근접 유닛'으로 적 도시를 공격해야 한다는 것을 기억하세요!"
]
],
After_Conquering: [
[
"도시를 점령하고 나면, 도시를 불태울지, 괴뢰 도시로 만들지, 합병할지 선택할 수 있습니다.",
"도시를 불태우게 되면, 도시가 파괴될 때까지 인구가 매 턴 1씩 감소합니다."
],
[
"도시를 괴뢰 도시로 만들게 되면, 그 도시 내에서 무엇을 생산할지 지정해줄 수 없습니다.",
"괴뢰 도시는 기술에 필요한 연구량이나 정책에 필요한 문화량을 증가시키지 않지만, 다른 시민들보다 1.5배의 불행을 생성해냅니다.",
"합병된 도시에서는 무엇을 생산할지 지정해 줄 수 있지만, 무려 두 배의 불행을 생성해냅니다!",
"이 불행은 일시적인 것으로, 도시에 법원이 지어지면 불행이 원래대로 생성됩니다.",
"괴뢰 도시는 언제나 합병할 수 있지만, 합병된 도시는 괴뢰 도시로 만들 수 없습니다!"
]
],
_BarbarianEncountered: [
[
"야만인 유닛을 만났습니다!",
"야만인은 문명을 가리지 않고 공격하므로, 민간인 유닛이나",
" 정찰병을 가까이 두지 않도록 조심하세요!"
]
],
_OtherCivEncountered: [
[
"당신은 방금 다른 문명과 조우했습니다!",
"다른 문명들과는 평화롭게 거래를 할 수 있지만,",
" 시간이 지나면서 전쟁을 선포하게 될 수도 있습니다."
]
],
Apollo_Program: [
[
"'아폴로 프로그램' 프로젝트를 완료하면, 도시에서 우주선 부품을 개발할 수 있습니다.",
" 연구를 계속하면서 부품 개발을 하게 되면, 과학 승리를 할 수 있습니다!"
]
],
Injured_Units: [
[
"부상당한 유닛은 전투력이 하락하지만, 전투를 하지 않으면 점차 체력을 회복합니다.",
"유닛들은 적 영토에서 턴당 5의 HP를, 중립 지역에서는 10의 HP를,",
" 아군 영토에서는 15의 HP를 회복하며 도시 안에서는 20 HP를 회복합니다."
]
],
Workers: [
[
"일꾼들은 타일 시설을 건설할 수 있기 때문에 도시의 성장에 필수적입니다.",
"타일 시설은 타일에서의 기초 자원 생산량을 증가시켜서, 도시를 빠르게 성장시킵니다.",
"동일한 시민 수를 가진 도시라도 타일 시설이 개발된 쪽이 훨씬 빠르게 성장하지요!"
]
],
Siege_Units: [
[
"공성 유닛들은 도시를 공격할 때 매우 강력하지만, 공격 전에 '설치'를 해야 합니다.",
"공성 유닛들이 설치되면, 설치된 타일에서 공격을 할 수 있지만,",
" 다른 타일로 이동하게 되면 그 타일에서 다시 설치를 해야 합니다."
]
],
Embarking: [
[
"특정한 기술을 연구하게 되면, 지상 유닛은 바다를 향해 '승선' 할 수 있습니다.",
"바다로 '승선'하거나, 지상으로 '상륙'할 경우 유닛의 행동력이 전부 소모됩니다.",
"승선한 상태의 지상 유닛들은 방어가 불가능하기 때문에, 조심하세요!"
]
],
City_Range: [
[
"당신의 시민들은 도시 주변으로 최대 세 칸의 타일까지 배치될 수 있습니다.",
"도시의 경계는 끊임없이 확장될 지 몰라도,",
" 세 칸이 넘는 타일에는 시민을 배치할 수 없습니다."
]
],
Idle_Units: [
[
"이번 턴에 유닛을 이동시키고 싶지 않다면, '다음 유닛' 버튼을 다시 눌러 스킵이 가능합니다.",
"만약, 오랫동안 유닛을 이동시키고 싶지 않다면, '요새화'나 '대기'를 선택하세요.",
"'요새화'나 '대기'상태에 있는 유닛들은 자동으로 턴을 넘깁니다.",
"'다음 유닛' 버튼은 메뉴의 설정 창에서 끌 수 있습니다."
]
],
Contact_Me: [
[
"안녕하십니까? 지금까지 플레이해 주셨다면, 이 게임이",
" 완벽히 완성되지 않았다는 것을 깨달으셨을 것입니다.",
"UnCiv는 언제나 무료 오픈소스 상태로 배포될 것입니다.",
" 광고나 현질 같은 요소는 절대로 추가되지 않는다는 것입니다."
],
[
"그럼에도 제가 이 게임을 계속 개발하는 이유는,",
" 여러 플레이어분들께서 게임을 즐겨주시고, 또한 저를 지원해주시기 때문입니다.",
"이 게임을 즐겨주시는 여러분, 항상 감사합니다!"
],
[
"여러분께서 남겨주시는 평가와 별점들에 감사한 마음을 가지고 있습니다.",
" 게임을 재미있게 만들 아이디어가 있다면, 이메일, 평가, Github 사이트",
" 등등으로 조언을 남겨 주신다면 감사하겠습니다.",
" 정 안되면 비둘기에 편지를 묶어서 보내세요! (장난입니다)",
"(플레이 스토어에 제 이메일이 있습니다.)"
]
],
_Pillaging: [
[
"군사 유닛들은 타일 시설을 약탈하여 시설을 무너트리고 25의 HP를 회박할 수 있습니다.",
"약탈된 타일에 시민을 배치할 수는 있지만, 시설에 의한 추가 보너스나 여러 자원들을 이용하지 못하게 됩니다.",
"일꾼들은 이런 약탈된 시설을 수리할 수 있는데, 이 때에는 새로운 시설을 건설하는 것보다 적은 시간이 걸립니다."
]
]
}

View file

@ -1,282 +0,0 @@
{
// Each entry s a tutorial, but the tutorial may be spread over separate paragraphs.
// Entries starting with a _ will NOT be shown in Civilopedia.
Introduction: [
[
"Witaj w grze Unciv!",
"Ponieważ jest to złożona gra, podane będą zadania krok po kroku, które pomogą Ci zapoznać się z grą.",
"Są one całkowicie opcjonalne, więc możesz odkrywać grę na własną ręke! (Wyłączane w Ustawieniach)"
]
],
New_Game: [
[
"Twoim pierwszym zadaniem jest założenie stolicy.",
"To jest dosyć istotne zadanie gdyż Twoja stolica będzie przynosiła dużo korzyści jeżeli będzie leżała w dobrym miejscu.",
"Wiele bonusów będzie nadawanych właśnie Twojej stolicy, a poza tym to stolica będzie prawdopodobnie w centrum Twojego imperium."
],
[
"Po czym poznać że wybrane miejsce jest właściwe?",
"Na to pytanie nie ma prostej odpowiedzi, ale zawsze dobrze mieć w swoim zasięgu luksusowe zasoby.",
"Luksusowe zasoby to pola z klejnotami, bawełną, lub z jedwabiem (na mapie widoczne są jako uśmieszki obok ikony zasobów)",
"Te zasoby sprawiają że Twoja cywilizacja jest zadowolona. Zwróć też uwagę na zasoby, takie jak żelazo, potrzebne do budowy jednostek"
],
[
"Jednakże, miasta nie posiadają ustalonej strefy w których pracują ale o tym później!",
"To oznacza, że nie ma potrzeby budować miast przy samych surowcach.",
"Powiedzmy że chcesz mieć dostęp do żelaza, ale ten zasób leży niemalże na pustyni.",
"Nie musisz zakładać miasta przy pustyni. Możesz zbudować miasto kilka pól dalej w bardziej prosperującuch ziemiach",
"Twoje miasto z czasem urośnie i ostatecznie dosięgnie swoimi granicami to przysłowiowe żelazo",
"Jeżeli natomiast jesteś w pilnej potrzebie danego zasobu i nie masz czasu wtedy to może być jedyne wyjście - ",
" może tak się zdarzyć, a może nie, ale zazwyczaj będziesz miał o wiele za dużo czasu na takie taktyki."
],
[
"UWAGA! Polskie tłumaczenie jest w trakcie powstawania, więc za ewentualne błędy i braki w tłumaczeniu z góry przepraszam."
]
],
_Slow_Start: [
[
"W pierwszych paru turach większość czynności będzie ograniczona,",
"jednakże wraz z rozwojem Twojej cywilizacji ilość czynności zwiększy się",
" wymagając tym samym od Ciebie większej uwagi na pozostałe."
]
],
Culture_and_Policies: [
// Activated when entering policy picker screen
[
"Co turę każde Miasto generuje Kulturę, która jest wspólna",
" dla całej cywilizacji.",
"Kiedy osiągniesz określony poziom, będziesz mógł",
" wybrać nowy Ustrój Społeczny, a co za tym idze otrzymasz bonus."
],
[
"Ustroje są podzielone na gałęzie, a każda z nich dodaje dodatkową",
" zdolność którą otrzymasz po odblokowaniu całej gałęzi."
],
[
"Z każdym nowym Ustrojem i z każdym nowym powstałym miastem",
" koszt nowego Ustroju rośnie więc wybieraj rozsądnie!"
]
],
Happiness: [
[
"Gdy Miasto rozrasta się i staje się bardziej wpływowe powinieneś zacząć zwracać uwagę na mechanikę Zadowolenia mieszkańców, która to",
" wpływa na całe imperium, a nie na pojedyńcze Miasta.",
"Wraz z ekspansją miast utrzymanie Zadowolenia miast stanie się coraz trudniejsze."
],
[
"Ponad to nie możesz budować ulepszeń dla Miasta, które podnosi Zadowolenie, do czasu zakończenia odpowiednich badań.",
"Jeżeli Zadowolenie Twojego imperium kiedykolwiek spadnie poniżej zera tempo rozwoju miasta drastycznie zmaleje.",
"Jeżeli imperium będzie bardzo niezadowolone (znacznik znajduje się na górze interfejsu - to ta buźka)",
" Twoje armie doświadczą spadku efektywności w walce."
],
[
"Jak już widzisz trzeba cały czas balansować pomiędzy rozwojem i ekspansją a Zadowoleniem mieskańców.",
"To nie jest niemożliwe ale jako nowy gracz to nie jest dobry sposób na rozpoczęcie gry.",
"Póki co zamiast martwić się zbytnio o Zadowolenie na spokojnie zwiedzaj okoliczne ziemie i ulepszaj",
" je przy pomocy Budowniczych.",
"Co do Miast to zakładaj je tylko wtedy, kiedy masz pewność że wybrałeś właściwe miejsce."
]
],
Unhappiness: [
[
"Wygląda na to że Twoja ludność jest nieszczęśliwa!",
"Przy niskim Zadowoleniu Miasta rozwijają się 4 razy wolniej, a",
" Twoje jednostki będą słabsze o 2% za każde Niezadowolenie"
],
[
"Niezadowolenie ma 2 przyczyny: Obywatele i Miasta.",
" Każde miasto odbiera 3 Zadowolenia a każdy Obywatel 1."
],
[
"Są 2 główne sposoby na radzenie sobie z Niezadowoleniem:",
" - budowanie konstrukcji przynoszących Zadowolenie Obywatelom",
" - pozyskanie lepszych Luksusowych Zasobów."
]
],
Golden_Age: [
[
"Brawo !",
"Twoje imperium wkroczyło w Złotą Erę!",
"Punkty Złotej Ery gromadzone są co ture bazując na Zadowoleniu Twojej cywilizacji",
"Podczas Złotej Ery ilość zdobywanej Kultury i Produkcj wzrasta o 20%,",
" a każde pole które w tym momencie generuje co najmniej 1 Złoto, dodatkowo będzie dodawało jedno więcej."
]
],
Roads_and_Railroads: [
[
"Łączenie Twoich Miast do stolicy z użyciem dróg",
" będzie dostarczało Złoto poprzez szalak handlowy.",
"Zauważ jednak że utrzymanie drogi kosztuje 1 Złota na turę a Torowisko 2,",
" więc z ekonomicznego punktu widzenia czasem będzie lepiej po",
" prostu poczekać aż Miasta urosną."
]
],
Victory_Types: [
[
"Po założeniu swoich pierwszych dwóch czy trzech miast będziesz prawdopodobnie po 100-nej turze.",
"Najwyższy czas pomyśleć jak dokładnie zamierzasz wygrać - jeżeli jeszcze o tym nie myślałeś oczywiście"
],
[
"Są 3 sposoby na wygraną w Unciv, a mianowicie:",
" - Zwycięstwo Kulturowe: Zakończ 4 drzewa Ustrojów Społecznych",
" - Dominacja: Zostań ostatnią cywilizacją na mapie",
" - Zwycięstwo Naukowe: Bądź pierwszą cywilizacją która zbuduje statek kosmiczny na Alfa Centaurie"
],
[
"Podsumowując, to są podstawy gry w Unciv:",
" - Załóż pierwsze miasto",
" - Powoli powiększaj swoje granice mając na uwadze Zadowolenie",
" - Wybierz w jaki sposób chcesz wygrać i dąż do tego"
],
[
"Oczywiście jest tego więcej ale najważniejsze to nie skakać na głęboką wodę, póki nie umiesz pływać.",
"Człowiek uczy się najlepiej na swoich błędach, więc nie przejmuj się jeżeli coś nie wyjdzie.",
"Powodzenia w podbijaniu świata i baw się dobrze ^w^"
]
],
Enemy_City: [
[
"Miasta mogą zostać przejęte po zredukowaniu ich zdrowia do 1 i",
" wysłaniu do tego miasta jednostki do walki w zwarciu.",
"Ponieważ miasta się regenerują co turę najlepiej zrobisz atakując je jednostkami",
" do walki dystansowej, jednocześnie osłąniając je jednostkami do walki w zwarciu, do",
" momentu w którym Miasto zostanie pokonane!"
]
],
Luxury_Resource: [
[
"Zasoby Luksusowe to nic innego jak droga do zysku z handlu.",
"Każdy unikatowy Luksusowy Zasób dodaje 5 Zadowolenia Twojej cywilizacji,",
" ale dodatkowe Zasoby tego samego typu nie dodają nic,",
" więc można je dobrze spożytkować handlując nimi z innymi!"
]
],
Strategic_Resource: [
[
"Zasoby Strategiczne pozwalają Tobie na tworzenie nowych jednostek jak również na budowę nowych konstrukcji które",
" wymagają tych konkretnych zasobów, jak na prykład Jeźdcy potrzebują Koni",
"Każda jednostka 'zabiera' kopię tego zasoby, ale gdy jednostka ginie możesz",
" stworzyć nową jednostkę z obecnie niewykorzystanym zasobem.",
"Pasek na górze pokazuje dokładnie ile takowych zasobów posiadasz"
]
],
_EnemyCityNeedsConqueringWithMeleeUnit: [
[
"Miasto nie może już dłużej stawiać oporu!",
"Jednakże, aby podbić miasto musisz wprowadzić do niego jednostkę do walki w zwarciu."
]
],
After_Conquering: [
[
"Podczas podbijania Miasta możesz wybrać czy wolisz zburzyć je, czerpać z niego zysk",
" w zamian namiastkę autonomii czy zaanektować.",
"Burzenie miasta będzie co ture zabierało 1 Populacji co turę do momentu kiedy miasto zostanie zniszczone."
],
[
"Uczynienie z Miasta marionetki oznacza tyle co czerpanie z niego korzyści ale brak kontroli nad produkcją.",
"Samo Miasto nie zwiększy kosztów Technologii czy Ustroi Społecznych, ale jego mieszkańcy będą generować 1.5x podstawowego Niezadowolenia.",
"Zaanektowanie Miasta da Ci kontrolę nad produkcją, ale tym samym zwiększy przyrost Niezadowolenia Obywateli dwukrotnie!",
"Złagodzić to może zbudowanie Sądu w mieście, co przywróci Niezadowolenie Obywateli do normy.",
"Miasta-marionetki mogą zostać zaanektowane, ale w drugą stronę to już nie zadziała!"
]
],
_BarbarianEncountered: [
[
"Napotkałeś jednostkę Barbażyńców!",
"Barbażyńcy atakują wszystkich bez wyjątku, więc nie pozwól",
" swoim Cywilom zbliżać się do nich!",
"Uważaj też na swoich Zwiadowców!"
]
],
_OtherCivEncountered: [
[
"Napotkałeś nową cywilizację!",
"Nowo poznane cywilizacje zawsze są na początku obojętne, więc to od Ciebie",
" zależy czy wypowiesz im wojnę, czy będziesz z nimi handlował."
]
],
Apollo_Program: [
[
"Po ukończeniu programu Apollo możesz rozpocząć budowę części statku kosmicznego w swoich Miastach",
" (mając odpowiednie technologie oczywiście) i tym samym osiągnąć Naukowe Zwycięstwo!"
]
],
Injured_Units: [
[
"Zranione jednostki zadają mniejsze obrażenia, lecz regenerują się w każdej turze w której",
" nie zostały użyte. Jednostki leczą się po:",
" - 20 punktów w Twoich Miastach",
" - 15 na Twoim terytorium",
" - 10 na neutralnych ziemiach",
" - 5 na terenie wroga"
]
],
Workers: [
[
"Robotnicy są istotni dla rozwoju Twoich Miast bo jako jedyni są w stanie budować ulepszenia",
" na polach. Ulepszenia zwiększają wydajność Twoich pól, pozwalając Miastom na znacznie szybszą",
" produkuckję i rozwój, zachowując tą samą liczbę pracujących pól."
]
],
Siege_Units: [
[
"Jednostki przystosowane do oblężeń są niezwykle potężne przeciwko Miastom, ale wymagają wcześniejszego",
" przygotowania zanim mogą być użyte.",
"Po przygotowaniu takiej jednostki, może ona atakować z tego pola. Jeżeli jednak przeniesiesz jednostkę",
" na inne pole, znowu będze potrzebna chwila na prygotowanie."
]
],
Embarking: [
[
"Po odblokowaniu pewnych technologi, twoje lądowe jednostki będą mogły wsiąść na pokład statku i ",
" przemieszczać się po wodzie",
"Wejście i zejście z pokładu trwa całą turę.",
"Jednostki na czas wchodzenia lub zchodzenia ze statku są bezbronni, więc uważaj!"
]
],
City_Range: [
[
"Twoi mieszkańcy mogą pracować do 3 pól od centrum Miasta.",
"Nawet jeżeli granice miasta się poszerzą, to dystans",
" dla Obywateli pozostaje ten sam."
]
],
Idle_Units: [
[
"Jeżeli nie chcesz wykonywać daną jednostką żadnych akcji w danej turze możesz ponownie kliknąć",
" przycisk 'Następna jednostka'.",
"Jeżeli nie planujesz w najbliższym czasie żadnych akcji związanych z daną jednostką możesz wprowadzić",
" ją w tryb snu lub fortyfikacji - te jednostki nie będą brane pod uwagę jako bezczynne.",
"Jeżeli chcesz wyłączyć funkcje 'Następna jednostka' całkowicie, możesz",
" to zrobić w Menu -> Sprawdź jednostki czekające na rozkazy"
]
],
Contact_Me: [
[
"Witaj ! Jeżeli doszedłeś aż tutaj to prawdopodobnie",
" zauważyłeś już że obecnie gra jest niekompletna.",
"UnCiv jest tworzone jako całkowicie darmowa gra.",
"Więc żadnych reklam czy innych dziwactw."
],
[
"To co naprawdę mnie motywuje do pracy na tą grą, poza",
" tym że samo tworzenie sprawia mi frajdę, jest wsparcie",
" od innych graczy - jesteście najlepsi!"
],
[
"Każda ocena i opinia motywuje mnie do dalszego działania.",
"Więc skontaktuj się ze mną! Wyślij mi maila, opinię albo",
" gołębiem pocztowym, i razem stwórzmy wspaniałą grę!",
"(Dane kontaktowe znajdują się w Sklepie Play)"
]
],
_Pillaging: [
[
"Jednostki wojskowe mogą plądrować ulepszenia co w rezultacie regeneruje im 25 punktów zdrowia, a tym samym",
"niszczy ulepszenie",
"Na tym polu wciąż będzie można pracować, ale wszystkie korzyści wynikające z ulepszenia - przepadają.",
"Robotnicy mogą naprawiać ulepszenia, co zajmuje mniej czasu niż budowanie ich od początku."
]
]
}

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@ -1,261 +0,0 @@
{
// Each entry s a tutorial, but the tutorial may be spread over separate paragraphs.
// so for example:
Introduction: [
[
"Добро пожаловать в Unciv!",
"Потому что это комбинированная игра здесь находятся основные подсказки чтобы помочь вам познакомиться с игрой.",
"Это полностью необязательно, и вы можете cамостоятельно исследовать игру!"
]
],
Culture_and_Policies: [
[
"Каждый ход культура, которую вы получаете от всех ваших ",
" городов добавляется к культуре вашей Цивилизации.",
"Когда у вас достаточно культуры, вы можете выбрать",
" Общественный Институт, каждый из которых даёт определённый бонус."
],
[
"Институты объеденины в ветви, каждая из",
" ветвей даёт бонусную способность, когда все ",
" институты в ветви приняты."
],
[
"С каждым принятым институтом, и с каждым основаным городом,",
" цена принятия новой политики растёт - так что выбирайте мудро!"
]
],
New_Game: [
[
"Привет и добро пожаловать в Unciv!",
"Игры Цивилизации могут быть сложными, поэтому мы",
" будем направлять вас в вашем первом путешествии.",
"Перед тем, как мы начнём давайте разберём базовые понятия игры."
],
[
"Это карта мира, которая состоит из множества клеток.",
"Каждая клетка может содержать юниты, также как и ресурсы",
" и улучшения, с которыми мы разберёмся позже"
],
[
"Вы начинаете с двумя юнитами - ",
" Поселенец, который может основать город",
" и Разведчик, для исследования округи.",
" Нажмите на клетку, чтобы отдать юниту приказы!"
]
],
_Slow_Start: [
[
"В ваши первые несколько ходов",
" у вас будет очень мало возможностей,",
" но когда ваша цивилизация будет расти, также будет ",
" расти количество вещей требующих внимания."
]
],
Happiness: [
[
"Так как города растут в размере и влиянии, вам надо работать с механикой счастья что больше не связана с каждым отдельным городом.",
"Вместо этого по вашей империи распределяется тот же уровень удовлетворения.",
"Так как ваши города растут вы найдёте что всё труднее и труднее держать свою империю счастливой."
],
[
"К тому же, вы также не можете строить любые улучшения города что увеличивают счастье до тех пор пока не выполните соответствующее исследование.",
"Если здоровье вашей империи упадёт ниже нуля то cкорость роста в городах снизиться.",
"Если ваша империя станет крайне несчастливой(отображается как изображение лица наверху интерфейса)",
" ваши армии получат большой штраф который скажется на их общей эффективности."
],
[
"Это означает что очень сложно быстро расшириться в Unciv."
"Это не невозможно, но как новый игрок вы, возможно, не должны этого делать."
"Так что вам надо делать? Успокойтесь, разведывайте и улучшайте местность, что можно обеспечить постройкой Рабочих.",
"Только строя новые города вы сможете найти место, которое считате подходящим."
]
],
Unhappiness: [
[
"Кажется ваши жители недовольны!",
"Когда жители недовольны, города растут в 4 раза медленнее",
" и ваши юниты получают 2% штрафа за каждую единицу недовольства."
],
[
"Недовольство имеет две главные причины: Население и города.",
" Каждый город вызывает 3 недовольства и каждый житель 1."
],
[
"Есть два способа борьбы с недовольством:",
" строительство зданий увеличивающих счастье вашего населения",
" или имея улучшенные редкие ресурсы внутри ваших границ."
]
],
Golden_Age: [
[
"Вы вошли в золотой век!",
"Очки золотого века увеличиваются, каждый ход, на общее количество счастья",
" вашей цивилизации.",
"Когда идёт золотой век выработка культуры и производства увеличивается на 20%",
" и каждая клетка, производящая хотя бы 1 золото, предоставляет дополнительное золото."
]
],
Roads_and_Railroads: [
[
"Вы основали ваш второй город!",
"Соединение ваших городов со столицей дорогами",
" будет вырабатывать золото через торговые пути.",
"Учитывайте что содержание каждой дороги стоит 1 золото за ход, ",
" так что может быть экономнее подождать роста ваших городов!"
]
],
Enemy_City: [
[
"Вы встретили вражеский город!",
"Города могут быть захвачены уменьшением их здоровья до 0",
" и входом в город юнита ближнего боя.",
"Ввиду того что города лечатся каждый ход лучше всего атаковать юнитами дальнего боя",
" и защищать их юнитами ближнего боя, тогда город не будет побеждён!"
]
],
Luxury_Resource: [
[
"Вы добыли ваш первый редкий ресурс!",
"Каждый уникальный редкий ресурс, который у вас есть добавляет 5 счастья вашей цивилизации,",
" но дополнительные ресурсы ничего не дают,",
" поэтому используйте их для торговли с другими цивилизациями!"
]
],
Strategic_Resource: [
[
"Вы добыли ваш первый стратегический ресурс!",
"Стратегические ресурсы позволяют вам тренировать юнитов и строить постройки, которые",
" требуют эти специфические ресурсы, например Кавалеристу необходимы лошади.",
"Каждый юнит 'потребляет' единицу этого ресурса, но если этот юнит уничтожен вы можете",
" создать нового юнита с помощью ваших неиспользованных ресурсов.",
"Верхняя панель показывает сколлько у вас не использованных стратегических ресурсов."
]
],
_EnemyCityNeedsConqueringWithMeleeUnit: [
[
"Город больше не может сопротивлятся!",
"Однако, чтобы его захватить вы должны войти в город с юнитом ближнего боя."
]
],
_BarbarianEncountered: [
[
"Вы встретили варварский юнит!",
"Варвары атакуют всех без разбора, поэтому не давайте вашим",
" мирным юнитам проходить рядом с ними и будьте осторожны отправляя вашего разведчика!"
]
],
City_Range: [
[
"Ваши жители могут обрабатывать клетки в радиусе 3 клеток от центра города.",
"Границы города будут продолжать расширятся,",
"но жители не могут быть назначены на отдалённые клетки."
]
],
Idle_Units: [
[
"Если вы не хочете перемещать юнит на этом ходу, то можете пропустить его, снова нажимая на ‘Следующий юнит’.",
"Если вы не будете перемещать его в течении длительного срока времени, то можете применить режим Укрепления или Сна ",
" юниты в Укреплении или Сне не считаются бездействующими юнитами.",
"Если вы хочете отменить особенность ‘Следующий юнит’ то можете переключить её в Меню -> Проверка на бездействующие юниты."
]
],
Injured_Units: [
[
"Раненые юниты наносят меньше урона, но восстанавливаются в течении тех ходов, в течении которых они были неактивны.",
"Юниты излечивают 5 очка здоровья на вражеской територии, 10 на нейтральной земле,",
" 15 внутри вашей територии и 20 в ваших городах"
]
],
Siege_Units: [
[
"Осадные юниты чрезвычайно мощны против городов, но требуют Подготовку перед тем как они смогут атаковать.",
"Как только юнит подготовлен, он может атаковать из текущей клетки,",
" но как только юнит переместиться на другую клетку, он будет нуждаться в новой подготовке."
]
],
Embarking: [
[
"Единожды нужная технология будет изучена,ваши наземные юниты смогут подниматься на борт, разрешая им перемещаться по водным клеткам.",
"Вхождение или выход из воды занимает весь ход.",
"Юниты теряют обороноспособность, так что будьте осторожны!"
]
],
Workers: [
[
"Рабочие жизненно необходимы для роста ваших городов, только с тех пор как они могут сооружать улучшения на клетках.",
"Улучшения повышают урожай с ваших клеток, разрешая, в тоже время, вашему городу всё больше производить и расти быстрее!"
]
],
Victory_Types: [
[
"С тех пор как вы разместили свои первые 2 или 3 города вы уже, вероятно, сделали от 100 до 150 ходов в игре.",
"Сейчас хорошее время чтобы начать думать об том, как вы хочете выиграть если вы ещё не определились с этим."
],
[
"Есть три способа победить в Unciv.Это:",
" - Культурная победа: Закончите 5 ветвей общественных институтов.",
" - Завоевание: Станьте последней выжившей цивилизацией.",
" - Научная победа: Первым постройте космический корабль к Альфа Центавра."
],
[
"Таким образом обобщу, это основы Unciv Расположите первый процветающий город, медленно расширяйтесь, для контроля счастья,",
" настройте себя на условие победы и гонитесь за выбранной.",
"Очевидно, для этого надо намного больше чем есть тут, но важно не прыгать глубоко до того, как ты умееш плавать."
]
],
Apollo_Program: [
[
"С тех пор как вы закончили Программу Аполлон можете начинать строить части космического корабля в своих городах",
" (с соотвествующими технологиями) чтобы сделать научную победу."
]
],
After_Conquering: [
[
"Когда захватываете город , вы сейчас можете выбрать cледующее: cнести город, сделать своей марионеткой или оккупировать его.",
"Снос города будет уменьшать его население на 1 жителя, каждый ход, пока город не разрушиться."
],
[
"Напрямую контролировать производство в городе-сателлите нельзя.",
"Город не будет увеличивать стоимость технологий или институтов, но его жители будут производить в 1,5 раза больше несчастья.",
"Оккупация города означает что у вас будет контроль над его производством, но увеличит количество несчастья от жителей в 2 раза!",
"Это может быть уменьшено постройкой в городе суда, возвращая несчастье от жителей к обычному уровню.",
"Город-сателлит может быть оккупирован в любое время, но оккупированные города не могут снова стать сателлитом!"
]
],
_OtherCivEncountered: [
[
"Вы встретили другую цивилизацию!",
"Другие цивилизации начинают мирно, и вы можете торговать с ними,",
" но позднее они могут решить объявить вам войну."
]
],
Contact_Me: [
[
"Привет! Если вы доиграли досюда, вы наверное",
" заметили, что эта игра сейчас не закончена.",
"UnCiv предназначено быть с открытым исходным кодом и бесплатной, навсегда.",
" Это означает, что она без рекламы или любой другой ерунды."
],
[
"Что мотивирует меня продолжать работать, ",
" кроме того факта, что я думаю это невероятно круто, что я могу,",
" так это вся эта поддержка от игроков - вы лучшие ребята!"
],
[
"Каждая оценка и обзор, которые я получаю вызывает на моём лице улыбку =)",
"Поэтому свяжитесь со мной! Отправте мне емейл, обзор, вопрос на Github",
" Или почтового голубя и давайте разберёмся как сделать игру",
" ещё более потрясающей!",
"(Контактная информация находится в Play Store)"
]
],
_Pillaging: [
[
"Военные юниты могут грабить улучшения, что лечит им 25 здоровья и разрушает улучшение.",
"Клетка может продолжать работать, но её преимущества от улучшения бонусы к характеристикам и ресурсы будут потеряны.",
"Рабочие могут починить эти улучшения, что займёт меньше времени чем его строительство ."
]
]
}

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@ -1,280 +0,0 @@
{
// Each entry s a tutorial, but the tutorial may be spread over separate paragraphs.
// so for example:
Introduction: [
[
"您好欢迎来到绚丽多彩的UnCiv游戏世界",
"文明游戏是复杂的,让我们通过一些简单的任务来熟悉它吧。",
"这些任务是可选的,当然您也可以自己探索游戏世界!"
]
],
New_Game: [
[
"您的第一个任务是建立首都,",
"这个任务是非常重要的,因为通常情况下首都会成为你的文明最繁荣的城市。",
"游戏中解锁政策、科技等带来的很多增益往往只对首都有效,所以首都的发展代表了您的文明的发达程度。"
],
[
"如何选择一个合适的首都建立位置?这不是一个容易回答的问题。",
"通常情况下,选择紧邻奢侈资源的位置是选择建立点的不二法则。",
"奢侈资源主要包括宝石、棉花、丝绸等(这些资源在地图上用一个“笑脸”标示),",
"开发这些资源可以增加您的文明的快乐。当然,你也应该留意那些组建单位时所需要的战略资源,比如铁。"
],
[
"但是,城市的边界不是固定的,它会随着文化的积累慢慢扩张。",
"这意味着你并不一定要把城市建在太过靠近资源的位置。",
"举例来说,比如, 你需要获得战略资源铁--但悲剧的是该资源紧邻沙漠。",
"您无需把城市建立在紧邻沙漠的位置。相反的,可以选择离该资源稍远而且更加富饶的地块。",
"随着城市的不断繁荣发展和边界的扩张,城市将慢慢靠近该资源直至获得它。",
"如果需要马上获得所需的战略资源你可以选择建城在靠近资源的位置--",
"有时候这样做可能对游戏的胜利更有利,但通常情况下您都有充裕的时间选择更加合理的建立点。"
],
[
"您的城市第一个组建的单位应当是勇士或斥候。",
"我非常喜欢勇士,因为他可以用于防守,",
"同时在研发“铁器”科技后只需花少量的金钱就可以把他升级为剑士。",
"当您的城市位于大片森林或丘陵间时斥候是非常有效的选择,",
"因为他在这些地形移动时没有移动力惩罚。",
"如果您是4x游戏的行家里手紧随第一个勇士或斥候的单位应该是移民。",
"请记住:快速扩张永远是获取胜利的不二法门!"
]
],
_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。"
]
],
Culture_and_Policies: [
[
"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,",
"每项社会政策都给您一定的奖励。"
],
[
"社会政策被划分成几个分支,每个分支都有自己的子政策,",
"当一个分支社会政策的所有子政策都被推行,",
"会有一个额外的奖励。"
],
[
"随着每项社会政策的推行,每座城市的建立,",
"推行新的社会政策时的文化花费会随之提升--所以要明智地选择!"
]
],
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,",
"快乐的消耗则由城市数量和人口数量决定。",
"随着城市数量的增加和城市人口的增长您将会很快发现:保持你的文明始终处于快乐是一件越来越难的事。"
],
[
"此外,在未研发相关科技前您将无法建造任何能增加快乐的建筑、奇观和开发可以增加快乐的奢侈资源。",
"如果您的文明处于不满,将会极大地减慢城市发展速度。",
"如果文明的不满状态非常严重(顶部信息栏用一个“哭脸”标示),",
"您的部队战斗力将会有极大的减成。"
],
[
"这意味着在Unciv游戏中快速扩张是一件非常困难的事新手们一定要十分慎重。",
"那么究竟应该如何做呢?把目光聚焦在发展自己已有的城市上吧。",
"通过组建工人建造设施、开发资源,同时不要放松对其他文明的侦查工作,",
"只有当您在寻找到一个合适的位置后再来建立新的城市吧。"
]
],
Unhappiness: [
[
"看来您的市民不太高兴!",
"因为不满(快乐为负),城市的食物产出将-75%",
"每1点不满会使您的单位战斗力-2%。"
],
[
"产生不满的原因有两个:人口数和城市数,",
"每座城市产生3点不满每个市民产生1点不满。"
],
[
"有两种方法可以减少不满:",
"为您的市民建造提供快乐的建筑或奇观,",
"或者开发奢侈资源。"
]
],
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,",
"当快乐积累到一定数值就会开启一个黄金时代。",
"在黄金时代,文化和产能积累速率+20%",
"每个至少产出1金钱的地块将提供额外的金钱。"
]
],
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,",
"贸易路线将提供额外的金钱产出。",
"请注意道路经过的每个地块都需要1金钱的维护费",
"所以等待城市的自然发展可能更经济!"
]
],
Victory_Types: [
[
"当您建立了两三座城市后可能已经经过了100150回合",
"这时您应该思考和谋划如何赢得游戏的胜利--如果此时你还没有胜利的话!"
],
[
"在Unciv游戏中有三种赢得胜利的方式。分别是",
"文化胜利--完成4个社会政策分支",
"征服胜利--消灭其他文明成为世界上唯一的存在;",
"科技胜利--成为第一个建造太空飞船飞向遥远的半人马阿尔法星的文明。"
],
[
"小心谋划、认真算计、稳扎稳打、步步为营这是游玩Unciv游戏的基本法则。",
"首先建立一座繁荣的城市,确保快乐不为负的情况下慢慢扩张,渐渐成长为一方强权,",
"向着你设定的胜利目标勇敢前进吧!",
"这是勇敢者的游戏,需要的不仅是智谋和勇气,请尽情享受吧!不过,请注意:鲁莽与草率是通向死亡的快车道!"
]
],
Enemy_City: [
[
"您已经包围了敌人的一座城市!",
"当城市的耐久降至1时就可以被占领。",
"只能使用近战单位占领城市。",
"城市每回合会自动回复少许耐久,所以最好先使用远程单位攻击它,",
"同时使用您的近战单位来保护远程单位,直到城市被占领!"
]
],
Luxury_Resource: [
[
"您已经获得了第一个奢侈资源!",
"您拥有的每种独一无二的奢侈资源都会给您的文明+5快乐",
"每种奢侈资源只能提供一份快乐加成,同种的多个资源并不会提供更多的快乐,",
"所以用它们和其他文明进行贸易吧!"
]
],
Strategic_Resource: [
[
"您已经获得了第一个战略资源!",
"战略资源允许您组建特定的单位和建造特定的建筑。",
"当您在一个战略资源地块上建造了设施,它将为您提供有限数量的该种资源。",
"组建相关单位和建造相关建筑时这些资源会消耗。如需要消耗1单位的马来组建1个骑手",
"没有马就不能组建骑手。当该单位或建筑被摧毁时,此资源将能再次使用。",
"如果获取资源途径出现中断,需要该资源的单位将受到战斗力减成,直至重新获得该资源。"
]
],
_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。"
]
],
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。",
"“摧毁城市”可以令城市人口每回合-1人口为0时城市将完全被摧毁。"
],
[
"“傀儡城市”意味着您将无法控制该城市的产能,",
"好处是该城市将不会额外增加您研发科技和推行社会政策时的花费同时该城市人口产生的不满是正常值的1.5倍。",
"“吞并城市”将会给予您该城市的绝对控制权但该城市人口产生的不满将是正常值的2倍。",
"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: [
[
"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,",
"所以请不要让您的移民等平民单位靠近他们,同时还要注意你的斥候!"
]
],
_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,",
"但是他们以后可能会选择对您宣战。"
]
],
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,",
"来通过太空竞赛赢得科技胜利吧!"
]
],
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。",
"每回合生命值回复量取决于单位所处的位置:",
"敌方领土时5点中立领土时10点己方领土时15点城市中心地块时20点。"
]
],
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。",
"设施可以提高地块的产出,",
"当市民在建有设施的地块工作时,将给您的城市带来更多的收益。"
]
],
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。",
"您的攻城单位架设起来后,它就可以从当前的地块发起攻击,",
"但是一旦它移动到其他地块,就需要重新架设。"
]
],
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!"
]
],
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,",
"但是市民不能分配在距城市中心地块3格以外的地块上。"
]
],
Idle_Units: [
[
"如果当前回合不想对某个单位执行任何操作,可以点击右上方“下个闲置单位”按钮来跳过该单位。",
"如果一段时间内不想对其执行任何操作,可以对该单位执行“驻守”或“休眠”指令,",
"系统执行“回合结束前查看闲置单位”指令时将自动跳过处于“驻守”或“休眠”状态的单位。",
"如果想完全禁用“下个闲置单位”按钮,请进入“设置”菜单并将“回合结束前查看闲置单位”设置为“否”。"
]
],
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。",
"不过UnCiv将永远是开源和免费的",
"这意味着您无须担心广告或付费问题。"
],
[
"您的支持将激励着我进一步完善它,",
"我一定会竭尽全力、精益求精。",
"感谢玩家们的支持--您们是最棒的!"
],
[
"如果喜欢它请到Play Store对它进行评价。",
"如果您发现了游戏存在的问题或有什么好的意见和建议,",
"请联系我!",
"我的email地址yairm210@hotmail.com",
"GitHub项目页面https://github.com/yairm210/UnCiv。"
]
],
_Pillaging: [
[
"军事单位可以劫掠地块设施“劫掠”可以回复单位25点生命值同时将设施化为废墟。",
"被“劫掠”的地块仍旧可以工作,但从地块设施获得的效果————例如基本资源加成和战略资源收益————将会消失。",
"工人可以修复这些化为废墟的设施,所花费时间将比重新建造它们要少。"
]
]
}

View file

@ -1,267 +0,0 @@
{
// Each entry s a tutorial, but the tutorial may be spread over separate paragraphs.
// Entries starting with a _ will NOT be shown in Civilopedia.
Introduction: [
[
"ยินดีต้อนรับสู่เกมส์ Unciv!",
"เพราะนี่เป็นเกมส์ที่ค่อนข้างจะซับซ้อน, นี่ก็จะเป็นสิ่งพื้นฐานที่จะทำให้มีความคุ้นเคยกับเกมส์มากยิ่งขึ้น.",
"ทั้งหมดนี่เป็นเพียงแค่ทางเลือกเท่านั้น, คุณจะสำรวจเกมส์ทั้งหมดด้วยตัวเองก็ยังได้ ไม่ห้าม!"
]
],
// Civilopedia only, because players said this was too wall-of-text
New_Game: [
[
"ภารกิจแรกของคุณ จะต้องตั้งเมืองหลวงขึ้นมาซะก่อน.",
"ซึ่งภารกิจนี้สำคัญมากๆ เพราะว่าเมืองหลวงของคุณนั้นจะเป็นเมืองที่รุ่งเรืองที่สุด.",
"ซึ่งจะมีโบนัสในเกมส์มากมายที่จะเกิดผลเฉพาะเมืองหลวงของคุณเท่านั้น และมันจะเป็นจุดศูนย์กลางทั้งอาณาจักรของคุณ."
],
[
"แล้วจะหาจุดตั้งเมืองที่เหมาะๆ ยังไงดีหล่ะ?",
"นั่นไม่ใช่คำถามที่จะตอบง่ายๆนะ, แต่ต้องต้องหาและสร้างใกล้ๆ กับทรัพยากรที่เฟื่องฟู น่าจะเป็นเรื่องที่ดี.",
"ทรัพยากรที่เฟื่องฟู เป็นช่องที่มีรูปเล็กๆบอกอยู่ แบบรูปเพชร ,ฝ้าย และผ้าไหมอะไรประมาณนั้น (จะเห็นรูปยิ้มเล็กๆ ข้างๆติดกับรูปทรัพยากรนั้นๆ))",
"ทรัพยากรพวกนี้ จะทำให้อารยธรรมของคุณมีความสุข แล้วคุณก็ควรจะมองหาทรัพยากรที่จะเอาไว้สร้างยูนิตด้วย, เช่นเหล็ก."
],
[
"อย่างไรก็ตาม, เมืองที่ไม่มีพื้นที่ที่จะทำงานได้ - เรากำลังจะพูดถึงอยู่เลย!",
"นี่หมายความว่าคุณไม่จำเป็นที่จะต้องไปตั้งเมืองชิดติดกับทรัพยากรขนาดนั้น.",
"สมมุตินะ, ถ้าคุณอยากจะได้ทรัพยากรเหล็ก แต่เจ้าทรัพยากรเหล็กนี่ก็ดันไปอยู่บนช่องทะเลทราย(ถ้าจะไปตั้งแถวนั้น เมืองจะโตช้ามาก).",
"คุณไม่จำเป็นต้องไปตั้งติดทะเลทราย คุณสามารถตั้งในช่องที่ทำเลเหมาะๆที่ไกลออกมานิดหน่อยได้.",
"เมืองของคุณจะโตขึ้นจนกระทั่งถึงช่องทรัพยากรนั้นๆ.",
"ถ้าคุณอยากได้ทรัพยากรช่องนั้นไวๆ ก็ตั้งติดเลยก็ทำได้(เตือนแล้วนะว่ามันจะช้า)",
" ซึ่งยังเป็นสถานการณ์ในตอนนี้อยู่, คุณคงจะมีเวลาเหลือเฟืออยู่แล้วแหละ."
],
[
"สิ่งแรกที่ออกมาจากเมืองของคุณควรจะเป็น ทหารพราน หรือไม่ก็นักรบ.",
"ฉันมักจะสร้างนักรบก่อน เพราะมันสามารถเอาไปใช้ป้องกัน และอัพเกรดได้",
" to the Swordsman unit later in the game for a relatively modest sum of gold.",
"Scouts can be effective, however, if you seem to be located in an area of dense forest and hills.",
"Scouts 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."
]
],
_Slow_Start: [
[
"In your first couple of turns,",
" you will have very little options,",
" but as your civilization grows, so do the ",
" number of things requiring your attention"
]
],
Culture_and_Policies: [
[
"Each turn, the culture you gain from all your ",
" cities is added to your Civilization's culture.",
"When you have enough culture, you may pick a ",
" Social Policy, each one giving you a certain bonus."
],
[
"The policies are organized into branches, with each",
" branch providing a bonus ability when all policies ",
" in the branch have been adopted."
],
[
"With each policy adopted, and with each city built,",
" the cost of adopting another policy rises - so choose wisely!"
]
],
Happiness: [
[
"As cities grow in size and influence, you have to deal with a happiness mechanic that is no longer tied to each individual city.",
"Instead, your entire empire shares the same level of satisfaction.",
"As your cities grow in population youll find that it is more and more difficult to keep your empire happy."
],
[
"In addition, you cant even build any city improvements that increase happiness until youve done the appropriate research.",
"If your empires happiness ever goes below zero the growth rate of your cities will be hurt.",
"If your empire becomes severely unhappy (as indicated by the smiley-face icon at the top of the interface)",
" your armies will have a big penalty slapped on to their overall combat effectiveness."
],
[
"This means that it is very difficult to expand quickly in Unciv.",
"It isnt impossible, but as a new player you probably shouldnt do it.",
"So what should you do? Chill out, scout, and improve the land that you do have by building Workers.",
"Only build new cities once you have found a spot that you believe is appropriate."
]
],
Unhappiness: [
[
"It seems that your citizens are unhappy!",
"While unhappy, cities will grow at 1/4 the speed,",
" and your units will suffer a 2% penalty for each unhappiness"
],
[
"Unhappiness has two main causes: Population and cities",
" Each city causes 3 unhappiness, and each population, 1"
],
[
"There are 2 main ways to combat unhappiness:",
" by building happiness buildings for your population",
" or by having improved luxury resources within your borders"
]
],
Golden_Age: [
[
"You have entered a golden age!",
"Golden age points are accumulated each turn by the total happiness ",
" of your civilization",
"When in a golden age, culture and production generation increases +20%,",
" and every tile already providing at least one gold will provide an extra gold."
]
],
Roads_and_Railroads: [
[
"Connecting your cities to the capital by roads",
" will generate gold via the trade route.",
"Note that each road costs 1 gold Maintenance per turn, and each Railroad costs 2 gold,",
" so it may be more economical to wait until the cities grow!"
]
],
Victory_Types: [
[
"Once 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."
],
[
"There are three ways to win in Unciv. They are:",
" - Cultural Victory: Complete 4 Social Policy Trees",
" - Domination Victory: Survive as the last civilization",
" - Science Victory: Be the first to construct a spaceship to Alpha Centauri"
],
[
"So to sum it up, these are the basics of Unciv Found a prosperous first city, expand slowly to manage happiness,",
" and set yourself up for the victory condition you wish to pursue.",
"Obviously, there is much more to it than that, but it is important not to jump into the deep end before you know how to swim."
]
],
Enemy_City: [
[
"Cities can be conquered by reducing their health to 1,",
" and entering the city with a melee unit.",
"Since cities heal each turn, it is best to attack with ranged units",
" and use your melee units to defend them until the city has been defeated!"
]
],
Luxury_Resource: [
[
"Luxury resources within your domain and with their specific improvement are connected to your trade network.",
"Each unique Luxury resource you have adds 5 happiness to your civilization, but extra resources of the same type don't add anything, so use them for trading with other civilizations!"
]
],
Strategic_Resource: [
[
"Strategic resources within your domain and with their specific improvement are connected to your trade network.",
"Strategic resources allow you to train units and construct buildings that require those specific resources, for example the Horseman requires Horses."
"The top bar keeps count of how many unused strategic resources you own."
]
],
_EnemyCityNeedsConqueringWithMeleeUnit: [
[
"The city can no longer put up any resistance!",
"However, to conquer it, you must enter the city with a melee unit"
]
],
After_Conquering: [
[
"When conquering a city, you can now choose to either or raze, puppet, or annex the city.",
"Razing the city will lower its population by 1 each turn until the city is destroyed."
],
[
"Puppeting the city will mean that you have no control on the city's production.",
"The city will not increase your tech or policy cost, but its citizens will generate 1.5x the regular unhappiness.",
"Annexing the city will give you control over the production, but will increase the citizen's unhappiness to 2x!",
"This can be mitigated by building a courthouse in the city, returning the citizen's unhappiness to normal.",
"A puppeted city can be annexed at any time, but annexed cities cannot be returned to a puppeted state!"
]
],
_BarbarianEncountered: [
[
"You have encountered a barbarian unit!",
"Barbarians attack everyone indiscriminately, so don't let your ",
" civilian units go near them, and be careful of your scout!"
]
],
_OtherCivEncountered: [
[
"You have encountered another civilization!",
"Other civilizations start out peaceful, and you can trade with them,",
" but they may choose to declare war on you later on"
]
],
Apollo_Program: [
[
"Once you have completed the Apollo Program, you can start constructing spaceship parts in your cities",
" (with the relevant technologies) to win a scientific victory!"
]
],
Injured_Units: [
[
"Injured units deal less damage, but recover after turns that they have been inactive",
"Units heal 5 health per turn in enemy territory, 10 in neutral land,",
" 15 inside your territory and 20 in your cities"
]
],
Workers: [
[
"Workers are vital to your cities' growth, since only they can construct improvements on tiles",
"Improvements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles!"
]
],
Siege_Units: [
[
"Siege units are extremely powerful against cities, but need to be Set Up before they can attack.",
"Once your siege unit is set up, it can attack from the current tile,",
" but once moved to another tile, it will need to be set up again."
]
],
Embarking: [
[
"Once a certain tech is researched, your land units can embark, allowing them to traverse water tiles.",
"Entering or leaving water takes the entire turn.",
"Units are defenseless while embarked, so be careful!"
]
],
City_Range: [
[
"Your citizens can work 3 tiles away from city center.",
"The city border will keep expanding,",
" but citizens cannot be assigned to faraway tiles."
]
],
Idle_Units: [
[
"If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.",
"If you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - ",
" units in Fortify or Sleep are not considered idle units.",
"If you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units"
]
],
Contact_Me: [
[
"Hi there! If you've played this far, you've probably",
" seen that the game is currently incomplete.",
"UnCiv is meant to be open-source and free, forever.",
" That means no ads or any other nonsense."
],
[
"What motivates me to keep working on it, ",
" besides the fact I think it's amazingly cool that I can,",
" is the support from the players - you guys are the best!"
],
[
"Every rating and review that I get puts a smile on my face =)",
" So contact me! Send me an email, review, Github issue",
" or mail pigeon, and let's figure out how to make the game ",
" even more awesome!",
"(Contact info is in the Play Store)"
]
],
_Pillaging: [
[
"Military units can pillage improvements, which heals them 25 health and ruins the improvement.",
"The tile can still be worked, but advantages from the improvement - stat bonuses and resources - will be lost.",
"Workers can repair these improvements, which takes less time than building the improvement from scratch."
]
]
}

View file

@ -1,280 +0,0 @@
{
// Each entry s a tutorial, but the tutorial may be spread over separate paragraphs.
// so for example:
Introduction: [
[
"您好歡迎來到絢麗多彩的UnCiv遊戲世界",
"文明遊戲是復雜的,讓我們通過一些簡單的任務來熟悉它吧。",
"這些任務是可選的,當然您也可以自己探索遊戲世界!"
]
],
New_Game: [
[
"您的第一个任务是建立首都,",
"这个任务是非常重要的,因为通常情况下首都会成为你的文明最繁荣的城市。",
"游戏中解锁政策、科技等带来的很多增益往往只对首都有效,所以首都的发展代表了您的文明的发达程度。"
],
[
"如何选择一个合适的首都建立位置?这不是一个容易回答的问题。",
"通常情况下,选择紧邻奢侈资源的位置是选择建立点的不二法则。",
"奢侈资源主要包括宝石、棉花、丝绸等(这些资源在地图上用一个“笑脸”标示),",
"开发这些资源可以增加您的文明的快乐。当然,你也应该留意那些组建单位时所需要的战略资源,比如铁。"
],
[
"但是,城市的边界不是固定的,它会随着文化的积累慢慢扩张。",
"这意味着你并不一定要把城市建在太过靠近资源的位置。",
"举例来说,比如, 你需要获得战略资源铁--但悲剧的是该资源紧邻沙漠。",
"您无需把城市建立在紧邻沙漠的位置。相反的,可以选择离该资源稍远而且更加富饶的地块。",
"随着城市的不断繁荣发展和边界的扩张,城市将慢慢靠近该资源直至获得它。",
"如果需要马上获得所需的战略资源你可以选择建城在靠近资源的位置--",
"有时候这样做可能对游戏的胜利更有利,但通常情况下您都有充裕的时间选择更加合理的建立点。"
],
[
"您的城市第一個組建的單位應當是勇士或斥候。",
"我非常喜歡勇士,因為他可以用於防守,",
"同時在研發“鐵器”科技後只需花少量的金錢就可以把他升級為劍士。",
"當您的城市位於大片森林或丘陵間時斥候是非常有效的選擇,",
"因為他在這些地形移動時沒有移動力懲罰。",
"如果您是4x遊戲的行家裏手緊隨第一個勇士或斥候的單位應該是移民。",
"請記住:快速擴張永遠是獲取勝利的不二法門!"
]
],
_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。"
]
],
Culture_and_Policies: [
[
"文化可以通過建設文化建築或奇觀、推行社會政策等累積。",
"當您有足夠的文化點數時, 可以推行一項社會政策,",
"每項社會政策都會給您一定的獎勵。"
],
[
"社會政策被話分成幾個分支,每個分支都有自己的子政策,",
"當一個分支社會政策的所有子政策都被推行,",
"會有一個額外的獎勵。"
],
[
"隨著每項社會政策的推行,每座城市的建立,",
"推行新的社會政策時的文化花費會隨之提升--所以要明智地選擇!"
]
],
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,",
"快乐的消耗则由城市数量和人口数量决定。",
"随着城市数量的增加和城市人口的增长您将会很快发现:保持你的文明始终处于快乐是一件越来越难的事。"
],
[
"此外,在未研发相关科技前您将无法建造任何能增加快乐的建筑、奇观和开发可以增加快乐的奢侈资源。",
"如果您的文明处于不满,将会极大地减慢城市发展速度。",
"如果文明的不满状态非常严重(顶部信息栏用一个“哭脸”标示),",
"您的部队战斗力将会有极大的减成。"
],
[
"这意味着在Unciv游戏中快速扩张是一件非常困难的事新手们一定要十分慎重。",
"那么究竟应该如何做呢?把目光聚焦在发展自己已有的城市上吧。",
"通过组建工人建造设施、开发资源,同时不要放松对其他文明的侦查工作,",
"只有当您在寻找到一个合适的位置后再来建立新的城市吧。"
]
],
Unhappiness: [
[
"看来您的市民不太高兴!",
"因为不满(快乐为负),城市的食物产出将-75%",
"每1点不满会使您的单位战斗力-2%。"
],
[
"产生不满的原因有两个:人口数和城市数,",
"每座城市产生3点不满每个市民产生1点不满。"
],
[
"有两种方法可以减少不满:",
"为您的市民建造提供快乐的建筑或奇观,",
"或者开发奢侈资源。"
]
],
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,",
"当快乐积累到一定数值就会开启一个黄金时代。",
"在黄金时代,文化和产能积累速率+20%",
"每个至少产出1金钱的地块将提供额外的金钱。"
]
],
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,",
"贸易路线将提供额外的金钱产出。",
"请注意道路经过的每个地块都需要1金钱的维护费",
"所以等待城市的自然发展可能更经济!"
]
],
Victory_Types: [
[
"当您建立了两三座城市后可能已经经过了100150回合",
"这时您应该思考和谋划如何赢得游戏的胜利--如果此时你还没有胜利的话!"
],
[
"在Unciv游戏中有三种赢得胜利的方式。分别是",
"文化胜利--完成4个社会政策分支",
"征服胜利--消灭其他文明成为世界上唯一的存在;",
"科技胜利--成为第一个建造太空飞船飞向遥远的半人马阿尔法星的文明。"
],
[
"小心谋划、认真算计、稳扎稳打、步步为营这是游玩Unciv游戏的基本法则。",
"首先建立一座繁荣的城市,确保快乐不为负的情况下慢慢扩张,渐渐成长为一方强权,",
"向着你设定的胜利目标勇敢前进吧!",
"这是勇敢者的游戏,需要的不仅是智谋和勇气,请尽情享受吧!不过,请注意:鲁莽与草率是通向死亡的快车道!"
]
],
Enemy_City: [
[
"您已经包围了敌人的一座城市!",
"当城市的耐久降至1时就可以被占领。",
"只能使用近战单位占领城市。",
"城市每回合会自动回复少许耐久,所以最好先使用远程单位攻击它,",
"同时使用您的近战单位来保护远程单位,直到城市被占领!"
]
],
Luxury_Resource: [
[
"您已经获得了第一个奢侈资源!",
"您拥有的每种独一无二的奢侈资源都会给您的文明+5快乐",
"每种奢侈资源只能提供一份快乐加成,同种的多个资源并不会提供更多的快乐,",
"所以用它们和其他文明进行贸易吧!"
]
],
Strategic_Resource: [
[
"您已经获得了第一个战略资源!",
"战略资源允许您组建特定的单位和建造特定的建筑。",
"当您在一个战略资源地块上建造了设施,它将为您提供有限数量的该种资源。",
"组建相关单位和建造相关建筑时这些资源会消耗。如需要消耗1单位的马来组建1个骑手",
"没有马就不能组建骑手。当该单位或建筑被摧毁时,此资源将能再次使用。",
"如果获取资源途径出现中断,需要该资源的单位将受到战斗力减成,直至重新获得该资源。"
]
],
_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。"
]
],
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。",
"“摧毁城市”可以令城市人口每回合-1人口为0时城市将完全被摧毁。"
],
[
"“傀儡城市”意味着您将无法控制该城市的产能,",
"好处是该城市将不会额外增加您研发科技和推行社会政策时的花费同时该城市人口产生的不满是正常值的1.5倍。",
"“吞并城市”将会给予您该城市的绝对控制权但该城市人口产生的不满将是正常值的2倍。",
"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: [
[
"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,",
"所以请不要让您的移民等平民单位靠近他们,同时还要注意你的斥候!"
]
],
_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,",
"但是他们以后可能会选择对您宣战。"
]
],
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,",
"来通过太空竞赛赢得科技胜利吧!"
]
],
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。",
"每回合生命值回复量取决于单位所处的位置:",
"敌方领土时5点中立领土时10点己方领土时15点城市中心地块时20点。"
]
],
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。",
"设施可以提高地块的产出,",
"当市民在建有设施的地块工作时,将给您的城市带来更多的收益。"
]
],
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。",
"您的攻城单位架设起来后,它就可以从当前的地块发起攻击,",
"但是一旦它移动到其他地块,就需要重新架设。"
]
],
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!"
]
],
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,",
"但是市民不能分配在距城市中心地块3格以外的地块上。"
]
],
Idle_Units: [
[
"如果当前回合不想对某个单位执行任何操作,可以点击右上方“下个闲置单位”按钮来跳过该单位。",
"如果一段时间内不想对其执行任何操作,可以对该单位执行“驻守”或“休眠”指令,",
"系统执行“回合结束前查看未行动单位”指令时将自动跳过处于“驻守”或“休眠”状态的单位。",
"如果想完全禁用“下个闲置单位”按钮,请进入“设置”菜单并将“回合结束前查看闲置单位”设置为“否”。"
]
],
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。",
"不过UnCiv将永远是开源和免费的",
"这意味着您无须担心广告或付费问题。"
],
[
"您的支持将激励着我进一步完善它,",
"我一定会竭尽全力、精益求精。",
"感谢玩家们的支持--您们是最棒的!"
],
[
"如果喜欢它请到Play Store对它进行评价。",
"如果您发现了游戏存在的问题或有什么好的意见和建议,",
"请联系我!",
"我的email地址yairm210@hotmail.com",
"GitHub项目页面https://github.com/yairm210/UnCiv。"
]
],
_Pillaging: [
[
"军事单位可以劫掠地块设施“劫掠”可以回复单位25点生命值同时将设施化为废墟。",
"被“劫掠”的地块仍旧可以工作,但从地块设施获得的效果————例如基本资源加成和战略资源收益————将会消失。",
"工人可以修复这些化为废墟的设施,所花费时间将比重新建造它们要少。"
]
]
}

View file

@ -1,270 +0,0 @@
{
// Each entry s a tutorial, but the tutorial may be spread over separate paragraphs.
// Entries starting with a _ will NOT be shown in Civilopedia.
Introduction: [
[
"Ласкаво просимо до Unciv!",
"Оскільки це складна гра, є основні завдання, які допоможуть ознайомити вас з грою.",
"Вони абсолютно необов’язкові, і ви можете самостійно вивчити гру!"
]
],
// Civilopedia only, because players said this was too wall-of-text
New_Game: [
[
"Ваша перша місія — це заснувати свою столицю.",
"Це насправді важливе завдання, адже саме ваша столиця буде, мабуть, найбільш процвітаючою.",
"Багато ігрових бонусів стосуються лише вашої столиці, і, ймовірно, вона буде центром вашої імперії."
],
[
"Як дізнатися, що це місце підходить для заснування міста?",
"На це питання складно відповісти, але шукайте і засновуйте місто біля ресурсів розкоші.",
"Ресурси розкоші — це клітини, на яких є речі, такі як дорогоцінні камені, бавовна або шовк (позначені посмішкою поруч із значком ресурсу)",
"Ці ресурси роблять вашу цивілізацію щасливішою. Ви також повинні стежити за ресурсами, які потребуються для створення підрозділів, такі як залізо."
],
[
"Однак у містах немає визначеної площі, на якій вони можуть працювати — про це пізніше!",
"Тобто ви не повинні засновувати міста прямо поруч з ресурсами.",
"Скажімо, наприклад, що ви хочете отримати доступ до заліза — проте ресурс поруч з пустелею.",
"Ви не повинні селитися поруч з пустелею. Ви можете оселитися кілька клітин подалі в процвітаючишіх містах.",
"Ваше місто буде розширюватись, і врешті-решт отримає доступ до ресурсу.",
"Якщо ви хочете поселитися поруч з ресурсом негайно, то оселіться біля нього, ",
" це може знадобитися, щоб отримати ресурс якнайшвидше, але зазвичай у вас багато часу."
],
[
"Перший, хто вийде з вашого міста, повинен бути або розвідником, або воїном.",
"Я, як правило, віддаю перевагу Воїну, оскільки його можна використовувати для оборони і тому, що його можна вдосконалити",
" до мечника в пізній стадії гри за відносно невелику суму золота.",
"Однак Розвідники можуть бути ефективними, якщо вам здається, що ви знаходитесь в районі густого лісу та пагорбів.",
"Розвідники не отримують штраф до руху на цій місцевості.",
"Якщо ви знавець жанру глобальних стратегій, то за вашим першим Воїном чи Розвідником послідує Поселенець.",
"Швидке розширення є абсолютно необхідним у більшості ігор цього типу."
]
],
_Slow_Start: [
[
"У ваші перші пару ходів,",
" ви будете мати дуже мало можливостей,",
" але як зростатиме ваша цивілізація, так і зростатиме ",
" кількість речей, що потребують вашої уваги."
]
],
Culture_and_Policies: [
// Activated when entering policy picker screen
[
"Кожний хід, культура, яку ви отримуєте від усіх своїх",
" міст, додається до культури вашої Цивілізації.",
"Коли у вас буде достатньо культури, ви зможете вибрати ",
" Соціальний інститут, кожен з яких дає певний бонус."
],
[
"Політика організована у гілки,",
" при цьому кожна гілка надає можливість бонусу,",
" коли всі інститути у цій галузі будуть прийняті."
],
[
"Із кожним прийнятим інститутом, з кожним побудованим містом,",
" вартість прийняття нових інститутів зростає, тому вибирайте з розумом!"
]
],
Happiness: [
[
"У міру того, як міста зростають у чисельності населення та впливі, вам доведеться мати справу із механікою щастя, яка вже не прив’язана до кожного окремого міста.",
"Натомість уся ваша імперія має однаковий рівень задоволення.",
"По мірі зростання чисельності ваших міст ви побачите, що підтримувати свою імперію все складніше і складніше."
],
[
"Окрім того, ви навіть не можете побудувати будь-які покращення міста, які збільшують щастя, поки ви не зробите відповідне дослідження.",
"Якщо щастя вашої імперії коли-небудь опуститься нижче нуля, темп зростання ваших міст буде знижено.",
"Якщо ваша імперія стає сильно нещасною (на що вказує значок обличчя у верхній частині інтерфейсу)",
" ваші армії матимуть велику штрафну санкцію у загальній ефективності бою"
],
[
"Це означає, що в Unciv швидко розширитись дуже важко.",
"Це не є неможливим, проте, як новий гравець, ви, мабуть, не повинні цього робити.",
"То що ж робити? Охолоньте, розвідайте та покращуйте землю, яку ви маєте, будуючи Робітників.",
"Будуйте нові міста лише після того, як знайдете місце, яке вважаєте за потрібне."
]
],
Unhappiness: [
[
"Схоже, що мешканці нещасливі!",
"Поки вони нещасливі, міста будуть зростати на 1/4 швидкості від початкової,",
" і ваші підрозділи будуть отримувати 2% штрафу за кожну одиницю нещастя"
],
[
"Нещастя має дві основні причини: населення та міста",
" Кожне місто викликає 3 одиниці нещастя, а кожне населення — 1"
],
[
"Є два основні способи боротьби з нещастям:",
" будуючи будинки щастя для свого населення,",
" або покращувати ресурси розкоші у ваших межах."
]
],
Golden_Age: [
[
"Ви вступили до Золотої доби!",
"Очки Золотої доби накопичуються на кожному кроці відповідно до загального щастя ",
" вашої цивілізації",
"Під час Золотої доби культура і виробництво збільшується на 20%,",
" і кожна клітина, яка вже виробляє хоча б 1 золото, надасть додаткове золото."
]
],
Roads_and_Railroads: [
[
"Підключення ваших міст до столиці дорогами ",
" призведе до отримання золота через торговий шлях.",
"Зауважте, що обслуговування доріг коштуватиме вам 1 золото за хід, а кожної колії - 2 золота,",
" тому ви маєте бути більш економними доки міста зростуть!"
]
],
Victory_Types: [
[
"Якщо ви побудували свої перші два-три міста, то мабуть, вже пройшло 100-150 ходів.",
"Зараз настав час почати думати про те, як саме ви хочете виграти, якщо ви ще цього не зробили."
],
[
"У грі є 3 способи перемогти, а саме:",
" — Культурна перемога: завершіть 5 гілок соціальних інститутів",
" — Загарбання: виживіть як остання цивілізація",
" — Наукова перемога: будьте першими, хто зконструює космічний корабель до Альфа Центаври"
],
[
"Отже, підводячи підсумок, основи Unciv — засновувати процвітаюче перше місто, повільно розширятись, щоб керувати рівнем щастя,",
" і налаштовувати себе на перемогу, яку хочете досягти.",
"Очевидно, що є ще багато чого іншого, але важливо не переоцінювати свої можливості, і робити все поступово."
]
],
Enemy_City: [
[
"Міста можна завоювати, зменшивши їх здоров'я до 1,",
" і увійношовши в місто з підрозділом ближнього бою.",
"Оскільки міста відновлюються кожного ходу, найкраще атакувати підрозділами дального бою",
" і використовуйте свої ближньобійні підрозділи, щоб захищати їх, поки місто не буде розгромлено!"
]
],
Luxury_Resource: [
[
"Ресурси розкоші у вашому володінні та з їх конкретним удосконаленням під’єднані до вашої торговельної мережі.",
"Кожен унікальний ресурс розкоші додає вашій цивілізації 5 щастя, але додаткові ресурси одного типу нічого не додають, тому використовуйте їх для торгівлі з іншими цивілізаціями!"
]
],
Strategic_Resource: [
[
"Стратегічні ресурси у вашому володінні та з їх конкретним удосконаленням під’єднані до вашої торговельної мережі.",
"Стратегічні ресурси дозволяють тренувати підрозділи та споруджувати будівлі, які потребують конкретних ресурсів, наприклад, Вершник вимагає Коней.",
"На верхній панелі відображається кількість невикористаних стратегічних ресурсів."
]
],
_EnemyCityNeedsConqueringWithMeleeUnit: [
[
"Місто вже не може чинити будь-який опір!",
"Однак, щоб його завоювати, ви повинні увійти до міста з ближньобійником."
]
],
After_Conquering: [
[
"Ви захопили місто, тепер оберіть що ви хочете зробити з ним: зруйнувати, зробити з нього маріонетку чи анексувати.",
"«Зруйнувати» означає зменшувати чисельність населення міста на 1 одиницю кожен хід, поки воно не буде зрівняно з землею."
],
[
"Зробити місто «маріонеткою» означатиме, що ви не будете мати контролю над виробництвом міста.",
"Місто не збільшуватиме ваші витрати на техніку чи інститути, але його громадяни породжуватимуть у 1,5 рази більше нещастя.",
"Анексія міста надасть вам контроль над виробництвом, але збільшить нещастя громадян до 2х!",
"Це можна зменшити, побудувавши у місті суд, повернувши нещастя громадян у нормальний стан.",
"Маріонеткове місто можна будь-коли анексувати, але анексовані міста не можна повернути до маріонеткового стану!"
]
],
_BarbarianEncountered: [
[
"Ви зіткнулися з підрозділом варварів!",
"Варвари нападають на всіх без розбору, тому не дозволяйте ",
" цивільним підрозділам підходити до них і стежте уважно за своїм розвідником!"
]
],
_OtherCivEncountered: [
[
"Ви зіткнулися з іншою цивілізацією!",
"На початку гри всі цивілізаціїї у дружніх відносинах з вами, і ви можете торгувати з ними,",
" але згодом вони можуть оголосити вам війну"
]
]
Apollo_Program: [
[
"Як тільки ви завершите програму «Аполлон», ви можете розпочати проектування частин космічного корабля в ваших містах,",
" (з відповідними технологіями) щоб здобути наукову перемогу!"
]
],
Injured_Units: [
[
"Травмовані підрозділи завдають меншої шкоди, але відновлюються після ходів, якщо вони були неактивними",
"Підрозділи відновлюють 5 здоров’я за хід на ворожій території, 10 на нейтральній,",
" 15 на вашій території і 20 у ваших містах"
]
],
Workers: [
[
"Робітники життєво важливі для зростання ваших міст, оскільки тільки вони можуть будувати вдосконалення на клітинках",
"Удосконалення підвищують прибуток від вашої клітини, дозволяючи вашому місту виробляти більше і рости швидше, працюючи на тій же кількості клітин!"
]
],
Siege_Units: [
[
"Підрозділи облоги надзвичайно потужні проти міст, але їх потрібно налаштувати, перед тим як вони зможуть атакувати.",
"Коли ви налаштуєте підрозділ облоги, він зможе атакувати з поточної клітинки,",
" але вам прийдеться знову налаштовувати його, як тільки він буде переміщений на іншу клітинку."
]
],
Embarking: [
[
"Після того, як певна технологія буде досліджена, ваші наземні підрозділи будуть сідати на судна, дозволяючи їм переходити клітинки води.",
"Вхід або вихід з води займає весь хід.",
"Підрозділи беззахисні під час входу чи виходу, тому будьте обережні!"
]
],
City_Range: [
[
"Ваші мешканці можуть працювати на відстані трьох клітинок від центра міста",
"Кордон міста буде розширюватися,",
" але громадяни не можуть бути назначені до далеких клітинок."
]
],
Idle_Units: [
[
"Якщо ви не хочете, щоб підрозділ рухався на цьому ході, то ви можете пропустити хід натиснувши на «Наступний підрозділ» знову.",
"Якщо ви деякий час не будете переміщувати його, ви можете ввімкнути режим «Укріпити» або «Спати». ",
"Підрозділи у цих режимах не вважаються неробочими.",
"Якщо ви хочете вимкнути «Наступний підрозділ» повністю, то ви можете відключити це в Меню -> Перевіряти неробочі підрозділи"
]
],
Contact_Me: [
[
"Привіт! Якщо ви зайшли так далеко,",
" то, напевно, бачили, що гра наразі незавершена",
"UnCiv — це гра безкоштовна та з відкритим вихідним кодом. Так буде завжди,",
" тобто це означає, що не буде реклами чи іншої нісенітниці."
],
[
"Що мотивує мене продовжувати працювати над нею, ",
" крім того, що я думаю, що це дивовижно, що я можу,"
" це підтримка від гравців — ви, хлопці та дівчата найкращі!"
],
[
"Кожна оцінка та відгуки, які я отримую, викликають посмішку на моєму обличчі =).",
" Тож зв’яжіться зі мною! Надішліть мені електронний лист, відгук, чи опис проблеми на Github"
" або поштового голуба для того, щоб розібратися, як зробити гру ",
" ще більш чудовою!",
"(Контактна інформація знаходиться в Google Play)"
]
],
_Pillaging: [
[
"Військові підрозділи можуть грабувати вдосконалення, яке оздоровляє їх на 25 здоров’я і зруйновує це вдосконалення.",
"На клітині все ще можна працювати, проте переваги від удосконалення (бонуси до характеристики і бонусні ресурси) буде втрачено.",
"Робітники можуть відновити ці вдосконалення, що займає менше часу, ніж будувати поліпшення з нуля."
]
]
}

View file

@ -3915,3 +3915,49 @@ Mogadishu =
# Requires translation!
Congratulations, conquerer. This tribe serves you now. =
Barbarians = Barbaři
#################### Lines from Tutorials.json ####################
Welcome to Unciv!\nBecause this is a complex game, there are basic tasks to help familiarize you with the game.\nThese are completely optional, and you're welcome to explore the game on your own! = Welcome to Unciv!\nBecause this is a complex game, there are basic tasks to help familiarize you with the game.\nThese are completely optional, and you're welcome to explore the game on your own!
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Your first mission is to found your capital city.\nThis is actually an important task because your capital city will probably be your most prosperous.\nMany game bonuses apply only to your capital city and it will probably be the center of your empire. =
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How do you know a spot is appropriate?\nThats not an easy question to answer, but looking for and building next to luxury resources is a good rule of thumb.\nLuxury resources are tiles that have things like gems, cotton, or silk (indicated by a smiley next to the resource icon)\nThese resources make your civilization happy. You should also keep an eye out for resources needed to build units, such as iron. =
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However, cities dont have a set area that they can work - more on that later!\nThis means you dont have to settle cities right next to resources.\nLets say, for example, that you want access to some iron but the resource is right next to a desert.\nYou dont have to settle your city next to the desert. You can settle a few tiles away in more prosperous lands.\nYour city will grow and eventually gain access to the resource.\nYou only need to settle right next to resources if you need them immediately \n which might be the case now and then, but youll usually have the luxury of time. =
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The first thing coming out of your city should be either a Scout or Warrior.\nI generally prefer the Warrior because it can be used for defense and because it can be upgraded\n to the Swordsman unit later in the game for a relatively modest sum of gold.\nScouts can be effective, however, if you seem to be located in an area of dense forest and hills.\nScouts dont suffer a movement penalty in this terrain.\nIf youre a veteran of the 4x strategy genre your first Warrior or Scout will be followed by a Settler.\nFast expanding is absolutely critical in most games of this type. =
In your first couple of turns,\n you will have very little options,\n but as your civilization grows, so do the \n number of things requiring your attention = Během prvních pár tahů,\n máme jen velmi málo možností na výběr,\n ale jak bude naše civilizace vzkvétat,\n objeví se řada věcí vyžadujících naši pozornost.
Each turn, the culture you gain from all your \n cities is added to your Civilization's culture.\nWhen you have enough culture, you may pick a \n Social Policy, each one giving you a certain bonus. = V každém tahu, kulturní body které získáme ze všech našich měst,\n jsou přidány do společného kulturního banku cené říše.\nVe chvíli kdy nasbíráme dostatečný počet kulturních bodů,\n lze si vybrat novou sociální politiku, která přineše říši určité výhody.
The policies are organized into branches, with each\n branch providing a bonus ability when all policies \n in the branch have been adopted. = Sociální politika je rozdělena do jednotlivých skupin (větví),\n přičemž každá z nich poskytuje speciální bonus ve chvíli,\n kdy jsou získány všechny sociální politiky z jedné větve.
With each policy adopted, and with each city built,\n the cost of adopting another policy rises - so choose wisely! = S každou zavedenou sociální politikou a s každým dalším vybudovaným městem,\n cena za výběr další sociální politiky významně vzrůstá. Vybírejte tedy s rozvahou!
As cities grow in size and influence, you have to deal with a happiness mechanic that is no longer tied to each individual city.\nInstead, your entire empire shares the same level of satisfaction.\nAs your cities grow in population youll find that it is more and more difficult to keep your empire happy. = Jak města rostou a vzkvétají, budeme se muset vypořádat s mechanismem Spokojenosti,\n který již není nadále vypočítáván individuálně pro každé město.\nMísto toho sdílí celá říše společnou úroveň spokojenosti\nS přibývajícím počtem obyvatel zjistíme, že je stále obtížnější udržet populaci naší říše spokojenou.
In addition, you cant even build any city improvements that increase happiness until youve done the appropriate research.\nIf your empires happiness ever goes below zero the growth rate of your cities will be hurt.\nIf your empire becomes severely unhappy (as indicated by the smiley-face icon at the top of the interface)\n your armies will have a big penalty slapped on to their overall combat effectiveness. = Aby toho nebylo málo, tak budovy zlepšující spokojenost obyvatel nelze stavět bez dokončení příslušného výzkumu.\nV případě že spokojenost v naší říši klesne pod nulu, tak se ve všech městech významně zpomalí přírůstek nových obyvatel.\nPokud bude naše říše velmi nespokojená (jak ukazuje ikona smajlíku v horní liště)\n celá naše armáda (bojové jednotky) obdrží významnou penalizaci a dojde k výraznému oslabení v boji.
This means that it is very difficult to expand quickly in Unciv.\nIt isnt impossible, but as a new player you probably shouldnt do it.\nSo what should you do? Chill out, scout, and improve the land that you do have by building Workers.\nOnly build new cities once you have found a spot that you believe is appropriate. = To znamená, že ve hře UnCiv je poměrně obtížné rychle expandovat.\nNikdo netvrdí, že je to nemožné, ale novým hráčům se doporučuje nedělat to.\nTakže co bychom měli dělat? Uklidnit se, vyslat průzkumníky a vylepšovat námi ovládané území pomocí Dělníků.\nNové města budujme až poté, co pro ně najdeme vhodné místo.
It seems that your citizens are unhappy!\nWhile unhappy, cities will grow at 1/4 the speed,\n and your units will suffer a 2% penalty for each unhappiness = Zdá se, že jsou naši obyvatelé nešťastní!\nDokud bude nespokojenost trvat, města porostou pouze 1/4 rychlostí,\n a všechny naše jednotky budou penalizovány 2% za každý 1 bod nespokojenosti.
Unhappiness has two main causes: Population and cities\n Each city causes 3 unhappiness, and each population, 1 = Nespokojenost má dva hlavní důvody: Populaci (počet obyvatel) a města\n Každé město přidává 3 body nespokojenosti a každý obyvatel 1 bod nespokojenosti
There are 2 main ways to combat unhappiness:\n by building happiness buildings for your population\n or by having improved luxury resources within your borders = Existují dva účinné způsoby jak bojovat proti nespokojenosti:\n výstavbou budov, které zvyšují spokojenost obyvatel\n nebo vylepšením Luxusních zdrojů, které se nachází na území našich měst.
You have entered a golden age!\nGolden age points are accumulated each turn by the total happiness \n of your civilization\nWhen in a golden age, culture and production generation increases +20%,\n and every tile already providing at least one gold will provide an extra gold. = Vstoupili jsme do Zlatého věku!\nZlatý věk představují body, které se získávají každé kolo jako celková Spokojenost celé naší civilizace\nVe zlatém věku je produkce a počet generovaných kulturních bodů zvýšený o +20%,\n na víc každé políčko, ze kterého získáváme alespoň jedno zlato nám poskytne další jedno extra zlato navíc.
Connecting your cities to the capital by roads\n will generate gold via the trade route.\nNote that each road costs 1 gold Maintenance per turn, and each Railroad costs 2 gold,\n so it may be more economical to wait until the cities grow! = Propojení našich měst pomocí cest\n přináší zisky z obchodních cest.\nPovšimněme si, že údržba každého políčka cesty stojí každé kolo 1 zlato, železnice pak dokonce 2 zlata\n takže může být ekonomicky výhodnější s výstavbou počkat, až se města rozrostou!
Once youve settled your first two or three cities youre probably 100 to 150 turns into the game.\nNow is a good time to start thinking about how, exactly, you want to win if you havent already. = Poté se se nám podaří založit první dvě nebo tři města, máme obvykle za sebou kolem 100 až 150 tahů ve hře. \nNyní je vhodná chvíli popřemýšlet o tom, jakým způsobem chceme naši říši k vítězství.
There are three ways to win in Unciv. They are:\n - Cultural Victory: Complete 5 Social Policy Trees\n - Domination Victory: Survive as the last civilization\n - Science Victory: Be the first to construct a spaceship to Alpha Centauri = Ve hře UnCiv existují celkem tři způsoby jak zvítězit. Tady jsou:\n - Kulturní vítězství: Zkompletovat 4 větve Sociální politiky\n - Vítězství v boji: Buďme poslední civilizací, která přežije (zničme všechny ostatní)\n - Vědecké vítězství: Získá ho ten, kdo první zkoustruuje vesmírnou loď pro cestu na Alfa Centauri
So to sum it up, these are the basics of Unciv Found a prosperous first city, expand slowly to manage happiness,\n and set yourself up for the victory condition you wish to pursue.\nObviously, there is much more to it than that, but it is important not to jump into the deep end before you know how to swim. = Když si to ve stručnosti shrneme, tady jsou základy hry UnCiv - Založme prosperující první město, pomalu expandujme na mapě,\n postarejme se o spokojenost lidu a soustřeďme se na jednu z cest k vítězství.\n\nSo to sum it up, these are the basics of Unciv Found a prosperous first city, expand slowly to manage happiness,\n and set yourself up for the victory condition you wish to pursue.\nObvykle je toho mnohem více než je zde zmíněno. Je potřeba postupovat pomalu a s rozvahou, a krok po kroku pochopit herní principy.
Cities can be conquered by reducing their health to 1,\n and entering the city with a melee unit.\nSince cities heal each turn, it is best to attack with ranged units\n and use your melee units to defend them until the city has been defeated! = Města lze dobýt tak, že snížíte jejich zdraví na 1,\n a poté do něj vstoupíme s jednotkou určenou na boj zblízka.\nMěsto se samo opravuje v každém tahu, proto je nejpoužívanější metodou dobývání užití jednotek pro boj na dálku,\n přičemž jednotky pro boj zblízka používáme k jejich ochraně a poté na finální útok na město!
Luxury resources within your domain and with their specific improvement are connected to your trade network.\nEach unique Luxury resource you have adds 5 happiness to your civilization, but extra resources of the same type don't add anything, so use them for trading with other civilizations! = Luxusní zdroje na území říše včetně jejich vylepšení jsou připojeny do naší obchodní sítě.\nKaždý unikátní Luxusní zdroj přidá 5 bodů spokojenosti pro naši říši,\n další zdroje té samé luxusní suroviny už spokojenost neovliivňují,\n takže je můžeme použít jako obchovní artikl pro výměnu s jinou ciivilizací!
Strategic resources within your domain and with their specific improvement are connected to your trade network.\nStrategic resources allow you to train units and construct buildings that require those specific resources, for example the Horseman requires Horses.\nThe top bar keeps count of how many unused strategic resources you own. = Strategiické zdroje na území říše včetně jejich vylepšení jsou připojeny do naší obchodní sítě.\nStrategické zdroje nám umožňují vycvičit některé jednotky a postavit určiité budovy,\n které tyto specifiické zdroje potřebují. Například ke vycvičení jednotky Jízda potřebujeme koně.\nKaždá jednotka spotřebuje právě jeden požadovaný zdroj, v případě že je tato jednotka zabita nebo propuštěna,\n stane se tento zdroj nevyužitý a můžeme za něj vycvičit novou jednotku.\nNevyužité strategické zdroje máme neustále na očích - v horní liště.
The city can no longer put up any resistance!\nHowever, to conquer it, you must enter the city with a melee unit = Město už není nadále schopné bojovat a bránit se!\nOvšem pokud ho chceme dobýt, je potřeba do něj vstoupiit s jednotkou určenou pro boj zblízka.
When conquering a city, you can now choose to either or raze, puppet, or annex the city.\nRazing the city will lower its population by 1 each turn until the city is destroyed. = Ihned po obsazení města si můžeme vybrat, jaký bude jeho další osud Na výběr máme z vyhlazení, anektování a nebo loutkové vlády.\nVyhladzování města znamená, že se jeho populace sníží každý tah o 1 obyvatele až do úplného zničení.
Puppeting the city will mean that you have no control on the city's production.\nThe city will not increase your tech or policy cost, but its citizens will generate 1.5x the regular unhappiness.\nAnnexing the city will give you control over the production, but will increase the citizen's unhappiness to 2x!\nThis can be mitigated by building a courthouse in the city, returning the citizen's unhappiness to normal.\nA puppeted city can be annexed at any time, but annexed cities cannot be returned to a puppeted state! = Loutková vláda znamená, že nemáme kontrolu nad výrobními procesy ve městě.\nMěsto nepřispívá říši Výzkumem, ani body do Sociální politiky, ovšem jeho obyvatelé generují 1,5 násobek běžné nespokojenosti.\nAnektování města nám dá kontrolu nad produkcí města, ale nespokojenost obyvatel se zvýší 2x!\nTento jev lze zmírnit vybudováním budovy Soudu (nejlépe koupit za zlato), což navrátí nespokojenost obyvatel na původní hodnotu.\nMěsto s Loutkovou vládou lze kdykoliv anektovat, ovšem v anektovaných městech již není možné znovu zavést loutkovou vládu!
You have encountered a barbarian unit!\nBarbarians attack everyone indiscriminately, so don't let your \n civilian units go near them, and be careful of your scout! = Setkali jsme se s barbarskou jednotkou!\nBarbaři útočí na každého bez rozdílu, takže nenechávajme naše\n civilní jednotky v jejich blízkosti a dávejme také pozor na naše průzkumníky!
You have encountered another civilization!\nOther civilizations start out peaceful, and you can trade with them,\n but they may choose to declare war on you later on = Setkali jsme se s jinou civilizací!\nOstatní civilizace začínají vyjednávat mírumilovně a lze s nimi obchodovat,\n v budoucnu ovšem můžou změnit svůj názor a klidně nám vyhlásí válku.
Once you have completed the Apollo Program, you can start constructing spaceship parts in your cities\n (with the relevant technologies) to win a scientific victory! = Ve chvíli kdy jsme dokončili Apollo Program, můžeme začít ve městech stavět části vesmírné lodi (SS z anglického SpaceShip),\n samozřejmě s použitím vyzkoumaných relevantních technologií, a dosáhnout tak vítězství Vědeckou cestou!
Injured units deal less damage, but recover after turns that they have been inactive\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities = Zraněné jednotky způsobují menší poškození, pokud s nimi během tahu nebudeme provádět žádnou akci, budou se pomalu uzdravovat.\nJednotce se obnoví 5 bodů zdraví na území nepřítele, 10 bodů zdraví na neutrální půdě,\n 15 bodů zdraví na území naší říše a 20 bodů zdraví pokud jsou umístěny v jednom z našich měst.
Workers are vital to your cities' growth, since only they can construct improvements on tiles\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! = Dělníci jsou stavebními kameny pro naše města, přestože dokáží pouze stavět vylepšení na jednotlivých políčkách\nTyto vylepšení zvyšují zisky z jednotlivých políček, což umožňuje městu větší a rychlejší produkci\n při hospodaření na stejném množství políček!
Siege units are extremely powerful against cities, but need to be Set Up before they can attack.\nOnce your siege unit is set up, it can attack from the current tile,\n but once moved to another tile, it will need to be set up again. = Obléhací stroje (jednotky) jsou extrémně silné při útoku na město, ale nejprve potřebují provést Přípravu na útok\nVe chvíli kdy je naše obléhací jednotka připravena na boj, může útočit z políčka na kterém právě stojí,\n po pohybu na jiné políčko je potřeba provést další Přípravu na útok.
Once a certain tech is researched, your land units can embark, allowing them to traverse water tiles.\nEntering or leaving water takes the entire turn.\nUnits are defenseless while embarked, so be careful! = Po vyzkoumání příslušné technologie se naše pozemní jednotky můžou nalodit a začít pohybovat v pobřežních vodách.\nNalodění či vylodění stojí každou jednotku jeden celý tah.\nPři tomto procesu je jednotka zcela bezbranná, tak pozor na to!
Your citizens can work 3 tiles away from city center.\nThe city border will keep expanding,\n but citizens cannot be assigned to faraway tiles. = Obyvatelé města můžou pracovat do vzdálensoti 3 políčka od centra města.\nMěstské hranice můžou expandovat mnohem dále,\n ale občané města na tyto vzdálená políčka již nelze přiřadit.
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units = Pokud tento tah nechceme s jednotkou vykonávat žádnou činnost, můžem ji přeskočit kliknutím na tlačítko 'Další jednotka'.\nPokud s jednotkou nechceme hýbat po delší dobu, můžeme ji buď opevnit a nebo uspat,\n opevněné a uspané jodnotky nejsou považovány za zahálející (nezaměstnané) jedotky.\nPokud chcete funkci 'Další jednotka' úplně zakázat, lze to provést v Menu -> Kontrolovat zahálející jednotky
Hi there! If you've played this far, you've probably\n seen that the game is currently incomplete.\nUnCiv is meant to be open-source and free, forever.\n That means no ads or any other nonsense. = Zdravíčko, pokud jste se dostali až sem, pravděpodobně vidíte,\n že hra ještě stále není zcela dokončená.\nUnCiv je vyvíjena jako hra s otevřeným zdrojovýcm kódem (open-source) a zdarma. Navždy.\n To znamená žádné reklamy, žedné mikrotransakce ani jiné dosud neobjevené nesmysly :-)
What motivates me to keep working on it, \n besides the fact I think it's amazingly cool that I can,\n is the support from the players - you guys are the best! = To co mě motivuje k další práci na hře,\n kromě faktu že jsem naprosto skvělý a úžasný,\n je podpora ze strany hráčů - jste prostě nějleší!
Every rating and review that I get puts a smile on my face =)\n So contact me! Send me an email, review, Github issue\n or mail pigeon, and let's figure out how to make the game \n even more awesome!\n(Contact info is in the Play Store) = Každé hodnocení, komentář či recenze mi vykouzlí úsměv na tváři =)\n Neváhejte mě kontaktovat! Pošlete mi email, napište recenzi, nahlašte problém na Githubu\n nebo pošlete třeba poštovního holuba a dejte mi vědět, jak hru udělat\n ještě více úžasnou!\n(Kontaktní údaje naleznete na Play Storu)
Military units can pillage improvements, which heals them 25 health and ruins the improvement.\nThe tile can still be worked, but advantages from the improvement - stat bonuses and resources - will be lost.\nWorkers can repair these improvements, which takes less time than building the improvement from scratch. = Vojenské jednotky můžou drancovat vylepšení, což jim přidá 25 zdraví a zároveň zničí vylepšení.\nPolíčko lze i nadále obhospodařovávat, ale výhody z vylepšení zmízí. Bonusy a zdroje budou zničeny.\nDělníci můžou opravit tyto poničené vylepšení, což jim bude méně času, než kdyby je měli budovat znovu od začátku.

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@ -5421,3 +5421,45 @@ Mogadishu =
Congratulations, conquerer. This tribe serves you now. =
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Barbarians =
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Welcome to Unciv!\nBecause this is a complex game, there are basic tasks to help familiarize you with the game.\nThese are completely optional, and you're welcome to explore the game on your own! = Welcome to Unciv!\nBecause this is a complex game, there are basic tasks to help familiarize you with the game.\nThese are completely optional, and you're welcome to explore the game on your own!
Your first mission is to found your capital city.\nThis is actually an important task because your capital city will probably be your most prosperous.\nMany game bonuses apply only to your capital city and it will probably be the center of your empire. = Your first mission is to found your capital city.\nThis is actually an important task because your capital city will probably be your most prosperous.\nMany game bonuses apply only to your capital city and it will probably be the center of your empire.
How do you know a spot is appropriate?\nThats not an easy question to answer, but looking for and building next to luxury resources is a good rule of thumb.\nLuxury resources are tiles that have things like gems, cotton, or silk (indicated by a smiley next to the resource icon)\nThese resources make your civilization happy. You should also keep an eye out for resources needed to build units, such as iron. = How do you know a spot is appropriate?\nThats not an easy question to answer, but looking for and building next to luxury resources is a good rule of thumb.\nLuxury resources are tiles that have things like gems, cotton, or silk (indicated by a smiley next to the resource icon)\nThese resources make your civilization happy. You should also keep an eye out for resources needed to build units, such as iron.
However, cities dont have a set area that they can work - more on that later!\nThis means you dont have to settle cities right next to resources.\nLets say, for example, that you want access to some iron but the resource is right next to a desert.\nYou dont have to settle your city next to the desert. You can settle a few tiles away in more prosperous lands.\nYour city will grow and eventually gain access to the resource.\nYou only need to settle right next to resources if you need them immediately \n which might be the case now and then, but youll usually have the luxury of time. = However, cities dont have a set area that they can work - more on that later!\nThis means you dont have to settle cities right next to resources.\nLets say, for example, that you want access to some iron but the resource is right next to a desert.\nYou dont have to settle your city next to the desert. You can settle a few tiles away in more prosperous lands.\nYour city will grow and eventually gain access to the resource.\nYou only need to settle right next to resources if you need them immediately \n which might be the case now and then, but youll usually have the luxury of time.
The first thing coming out of your city should be either a Scout or Warrior.\nI generally prefer the Warrior because it can be used for defense and because it can be upgraded\n to the Swordsman unit later in the game for a relatively modest sum of gold.\nScouts can be effective, however, if you seem to be located in an area of dense forest and hills.\nScouts dont suffer a movement penalty in this terrain.\nIf youre a veteran of the 4x strategy genre your first Warrior or Scout will be followed by a Settler.\nFast expanding is absolutely critical in most games of this type. = The first thing coming out of your city should be either a Scout or Warrior.\nI generally prefer the Warrior because it can be used for defense and because it can be upgraded\n to the Swordsman unit later in the game for a relatively modest sum of gold.\nScouts can be effective, however, if you seem to be located in an area of dense forest and hills.\nScouts dont suffer a movement penalty in this terrain.\nIf youre a veteran of the 4x strategy genre your first Warrior or Scout will be followed by a Settler.\nFast expanding is absolutely critical in most games of this type.
In your first couple of turns,\n you will have very little options,\n but as your civilization grows, so do the \n number of things requiring your attention = In your first couple of turns,\n you will have very little options,\n but as your civilization grows, so do the \n number of things requiring your attention
Each turn, the culture you gain from all your \n cities is added to your Civilization's culture.\nWhen you have enough culture, you may pick a \n Social Policy, each one giving you a certain bonus. = Each turn, the culture you gain from all your \n cities is added to your Civilization's culture.\nWhen you have enough culture, you may pick a \n Social Policy, each one giving you a certain bonus.
The policies are organized into branches, with each\n branch providing a bonus ability when all policies \n in the branch have been adopted. = The policies are organized into branches, with each\n branch providing a bonus ability when all policies \n in the branch have been adopted.
With each policy adopted, and with each city built,\n the cost of adopting another policy rises - so choose wisely! = With each policy adopted, and with each city built,\n the cost of adopting another policy rises - so choose wisely!
As cities grow in size and influence, you have to deal with a happiness mechanic that is no longer tied to each individual city.\nInstead, your entire empire shares the same level of satisfaction.\nAs your cities grow in population youll find that it is more and more difficult to keep your empire happy. = As cities grow in size and influence, you have to deal with a happiness mechanic that is no longer tied to each individual city.\nInstead, your entire empire shares the same level of satisfaction.\nAs your cities grow in population youll find that it is more and more difficult to keep your empire happy.
In addition, you cant even build any city improvements that increase happiness until youve done the appropriate research.\nIf your empires happiness ever goes below zero the growth rate of your cities will be hurt.\nIf your empire becomes severely unhappy (as indicated by the smiley-face icon at the top of the interface)\n your armies will have a big penalty slapped on to their overall combat effectiveness. = In addition, you cant even build any city improvements that increase happiness until youve done the appropriate research.\nIf your empires happiness ever goes below zero the growth rate of your cities will be hurt.\nIf your empire becomes severely unhappy (as indicated by the smiley-face icon at the top of the interface)\n your armies will have a big penalty slapped on to their overall combat effectiveness.
This means that it is very difficult to expand quickly in Unciv.\nIt isnt impossible, but as a new player you probably shouldnt do it.\nSo what should you do? Chill out, scout, and improve the land that you do have by building Workers.\nOnly build new cities once you have found a spot that you believe is appropriate. = This means that it is very difficult to expand quickly in Unciv.\nIt isnt impossible, but as a new player you probably shouldnt do it.\nSo what should you do? Chill out, scout, and improve the land that you do have by building Workers.\nOnly build new cities once you have found a spot that you believe is appropriate.
It seems that your citizens are unhappy!\nWhile unhappy, cities will grow at 1/4 the speed,\n and your units will suffer a 2% penalty for each unhappiness = It seems that your citizens are unhappy!\nWhile unhappy, cities will grow at 1/4 the speed,\n and your units will suffer a 2% penalty for each unhappiness
Unhappiness has two main causes: Population and cities\n Each city causes 3 unhappiness, and each population, 1 = Unhappiness has two main causes: Population and cities\n Each city causes 3 unhappiness, and each population, 1
There are 2 main ways to combat unhappiness:\n by building happiness buildings for your population\n or by having improved luxury resources within your borders = There are 2 main ways to combat unhappiness:\n by building happiness buildings for your population\n or by having improved luxury resources within your borders
You have entered a golden age!\nGolden age points are accumulated each turn by the total happiness \n of your civilization\nWhen in a golden age, culture and production generation increases +20%,\n and every tile already providing at least one gold will provide an extra gold. = You have entered a golden age!\nGolden age points are accumulated each turn by the total happiness \n of your civilization\nWhen in a golden age, culture and production generation increases +20%,\n and every tile already providing at least one gold will provide an extra gold.
Connecting your cities to the capital by roads\n will generate gold via the trade route.\nNote that each road costs 1 gold Maintenance per turn, and each Railroad costs 2 gold,\n so it may be more economical to wait until the cities grow! = Connecting your cities to the capital by roads\n will generate gold via the trade route.\nNote that each road costs 1 gold Maintenance per turn, and each Railroad costs 2 gold,\n so it may be more economical to wait until the cities grow!
Once youve settled your first two or three cities youre probably 100 to 150 turns into the game.\nNow is a good time to start thinking about how, exactly, you want to win if you havent already. = Once youve settled your first two or three cities youre probably 100 to 150 turns into the game.\nNow is a good time to start thinking about how, exactly, you want to win if you havent already.
There are three ways to win in Unciv. They are:\n - Cultural Victory: Complete 5 Social Policy Trees\n - Domination Victory: Survive as the last civilization\n - Science Victory: Be the first to construct a spaceship to Alpha Centauri = There are three ways to win in Unciv. They are:\n - Cultural Victory: Complete 5 Social Policy Trees\n - Domination Victory: Survive as the last civilization\n - Science Victory: Be the first to construct a spaceship to Alpha Centauri
So to sum it up, these are the basics of Unciv Found a prosperous first city, expand slowly to manage happiness,\n and set yourself up for the victory condition you wish to pursue.\nObviously, there is much more to it than that, but it is important not to jump into the deep end before you know how to swim. = So to sum it up, these are the basics of Unciv Found a prosperous first city, expand slowly to manage happiness,\n and set yourself up for the victory condition you wish to pursue.\nObviously, there is much more to it than that, but it is important not to jump into the deep end before you know how to swim.
Cities can be conquered by reducing their health to 1,\n and entering the city with a melee unit.\nSince cities heal each turn, it is best to attack with ranged units\n and use your melee units to defend them until the city has been defeated! = Cities can be conquered by reducing their health to 1,\n and entering the city with a melee unit.\nSince cities heal each turn, it is best to attack with ranged units\n and use your melee units to defend them until the city has been defeated!
Luxury resources within your domain and with their specific improvement are connected to your trade network.\nEach unique Luxury resource you have adds 5 happiness to your civilization, but extra resources of the same type don't add anything, so use them for trading with other civilizations! = Luxury resources within your domain and with their specific improvement are connected to your trade network.\nEach unique Luxury resource you have adds 5 happiness to your civilization, but extra resources of the same type don't add anything, so use them for trading with other civilizations!
Strategic resources within your domain and with their specific improvement are connected to your trade network.\nStrategic resources allow you to train units and construct buildings that require those specific resources, for example the Horseman requires Horses.\nThe top bar keeps count of how many unused strategic resources you own. = Strategic resources within your domain and with their specific improvement are connected to your trade network.\nStrategic resources allow you to train units and construct buildings that require those specific resources, for example the Horseman requires Horses.\nThe top bar keeps count of how many unused strategic resources you own.
The city can no longer put up any resistance!\nHowever, to conquer it, you must enter the city with a melee unit = The city can no longer put up any resistance!\nHowever, to conquer it, you must enter the city with a melee unit
When conquering a city, you can now choose to either or raze, puppet, or annex the city.\nRazing the city will lower its population by 1 each turn until the city is destroyed. = When conquering a city, you can now choose to either or raze, puppet, or annex the city.\nRazing the city will lower its population by 1 each turn until the city is destroyed.
Puppeting the city will mean that you have no control on the city's production.\nThe city will not increase your tech or policy cost, but its citizens will generate 1.5x the regular unhappiness.\nAnnexing the city will give you control over the production, but will increase the citizen's unhappiness to 2x!\nThis can be mitigated by building a courthouse in the city, returning the citizen's unhappiness to normal.\nA puppeted city can be annexed at any time, but annexed cities cannot be returned to a puppeted state! = Puppeting the city will mean that you have no control on the city's production.\nThe city will not increase your tech or policy cost, but its citizens will generate 1.5x the regular unhappiness.\nAnnexing the city will give you control over the production, but will increase the citizen's unhappiness to 2x!\nThis can be mitigated by building a courthouse in the city, returning the citizen's unhappiness to normal.\nA puppeted city can be annexed at any time, but annexed cities cannot be returned to a puppeted state!
You have encountered a barbarian unit!\nBarbarians attack everyone indiscriminately, so don't let your \n civilian units go near them, and be careful of your scout! = You have encountered a barbarian unit!\nBarbarians attack everyone indiscriminately, so don't let your \n civilian units go near them, and be careful of your scout!
You have encountered another civilization!\nOther civilizations start out peaceful, and you can trade with them,\n but they may choose to declare war on you later on = You have encountered another civilization!\nOther civilizations start out peaceful, and you can trade with them,\n but they may choose to declare war on you later on
Once you have completed the Apollo Program, you can start constructing spaceship parts in your cities\n (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\n (with the relevant technologies) to win a scientific victory!
Injured units deal less damage, but recover after turns that they have been inactive\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities = Injured units deal less damage, but recover after turns that they have been inactive\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities
Workers are vital to your cities' growth, since only they can construct improvements on tiles\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! = Workers are vital to your cities' growth, since only they can construct improvements on tiles\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles!
Siege units are extremely powerful against cities, but need to be Set Up before they can attack.\nOnce your siege unit is set up, it can attack from the current tile,\n but once moved to another tile, it will need to be set up again. = Siege units are extremely powerful against cities, but need to be Set Up before they can attack.\nOnce your siege unit is set up, it can attack from the current tile,\n but once moved to another tile, it will need to be set up again.
Once a certain tech is researched, your land units can embark, allowing them to traverse water tiles.\nEntering or leaving water takes the entire turn.\nUnits are defenseless while embarked, so be careful! = Once a certain tech is researched, your land units can embark, allowing them to traverse water tiles.\nEntering or leaving water takes the entire turn.\nUnits are defenseless while embarked, so be careful!
Your citizens can work 3 tiles away from city center.\nThe city border will keep expanding,\n but citizens cannot be assigned to faraway tiles. = Your citizens can work 3 tiles away from city center.\nThe city border will keep expanding,\n but citizens cannot be assigned to faraway tiles.
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units = If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units
Hi there! If you've played this far, you've probably\n seen that the game is currently incomplete.\nUnCiv is meant to be open-source and free, forever.\n That means no ads or any other nonsense. = Hi there! If you've played this far, you've probably\n seen that the game is currently incomplete.\nUnCiv is meant to be open-source and free, forever.\n That means no ads or any other nonsense.
What motivates me to keep working on it, \n besides the fact I think it's amazingly cool that I can,\n is the support from the players - you guys are the best! = What motivates me to keep working on it, \n besides the fact I think it's amazingly cool that I can,\n is the support from the players - you guys are the best!
Every rating and review that I get puts a smile on my face =)\n So contact me! Send me an email, review, Github issue\n or mail pigeon, and let's figure out how to make the game \n even more awesome!\n(Contact info is in the Play Store) = Every rating and review that I get puts a smile on my face =)\n So contact me! Send me an email, review, Github issue\n or mail pigeon, and let's figure out how to make the game \n even more awesome!\n(Contact info is in the Play Store)
Military units can pillage improvements, which heals them 25 health and ruins the improvement.\nThe tile can still be worked, but advantages from the improvement - stat bonuses and resources - will be lost.\nWorkers can repair these improvements, which takes less time than building the improvement from scratch. = Military units can pillage improvements, which heals them 25 health and ruins the improvement.\nThe tile can still be worked, but advantages from the improvement - stat bonuses and resources - will be lost.\nWorkers can repair these improvements, which takes less time than building the improvement from scratch.

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@ -3925,3 +3925,49 @@ Mogadishu =
# Requires translation!
Congratulations, conquerer. This tribe serves you now. =
Barbarians = Barbares
#################### Lines from Tutorials.json ####################
Welcome to Unciv!\nBecause this is a complex game, there are basic tasks to help familiarize you with the game.\nThese are completely optional, and you're welcome to explore the game on your own! = Welcome to Unciv!\nBecause this is a complex game, there are basic tasks to help familiarize you with the game.\nThese are completely optional, and you're welcome to explore the game on your own!
# Requires translation!
Your first mission is to found your capital city.\nThis is actually an important task because your capital city will probably be your most prosperous.\nMany game bonuses apply only to your capital city and it will probably be the center of your empire. =
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How do you know a spot is appropriate?\nThats not an easy question to answer, but looking for and building next to luxury resources is a good rule of thumb.\nLuxury resources are tiles that have things like gems, cotton, or silk (indicated by a smiley next to the resource icon)\nThese resources make your civilization happy. You should also keep an eye out for resources needed to build units, such as iron. =
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However, cities dont have a set area that they can work - more on that later!\nThis means you dont have to settle cities right next to resources.\nLets say, for example, that you want access to some iron but the resource is right next to a desert.\nYou dont have to settle your city next to the desert. You can settle a few tiles away in more prosperous lands.\nYour city will grow and eventually gain access to the resource.\nYou only need to settle right next to resources if you need them immediately \n which might be the case now and then, but youll usually have the luxury of time. =
# Requires translation!
The first thing coming out of your city should be either a Scout or Warrior.\nI generally prefer the Warrior because it can be used for defense and because it can be upgraded\n to the Swordsman unit later in the game for a relatively modest sum of gold.\nScouts can be effective, however, if you seem to be located in an area of dense forest and hills.\nScouts dont suffer a movement penalty in this terrain.\nIf youre a veteran of the 4x strategy genre your first Warrior or Scout will be followed by a Settler.\nFast expanding is absolutely critical in most games of this type. =
In your first couple of turns,\n you will have very little options,\n but as your civilization grows, so do the \n number of things requiring your attention = Lors de vos premiers tours,\n vous aurez peu de choix.\n Mais plus votre civilisation grandira, \n plus vous aurez d'éléments à gérer.
Each turn, the culture you gain from all your \n cities is added to your Civilization's culture.\nWhen you have enough culture, you may pick a \n Social Policy, each one giving you a certain bonus. = A chaque tour, la culture que vous gagnez grâce à vos\n villes est ajoutée à votre total de culture.\nLorsque vous avez suffisament de culture, vous pouvez choisir\n une Doctrine, chaque culture vous donnera un bonus différent.
The policies are organized into branches, with each\n branch providing a bonus ability when all policies \n in the branch have been adopted. = Les Doctrines sont organisées en arbre, chaque\n arbre donne un bonus supplémentaire lorsque\n toutes les doctrines de l'arbre ont été adoptées.
With each policy adopted, and with each city built,\n the cost of adopting another policy rises - so choose wisely! = Pour chaque doctrine adoptée et chaque ville construite,\n le coût pour adopter une nouvelle doctrine augmente.
As cities grow in size and influence, you have to deal with a happiness mechanic that is no longer tied to each individual city.\nInstead, your entire empire shares the same level of satisfaction.\nAs your cities grow in population youll find that it is more and more difficult to keep your empire happy. = As cities grow in size and influence, you have to deal with a happiness mechanic that is no longer tied to each individual city.\nInstead, your entire empire shares the same level of satisfaction.\nAs your cities grow in population youll find that it is more and more difficult to keep your empire happy.
In addition, you cant even build any city improvements that increase happiness until youve done the appropriate research.\nIf your empires happiness ever goes below zero the growth rate of your cities will be hurt.\nIf your empire becomes severely unhappy (as indicated by the smiley-face icon at the top of the interface)\n your armies will have a big penalty slapped on to their overall combat effectiveness. = In addition, you cant even build any city improvements that increase happiness until youve done the appropriate research.\nIf your empires happiness ever goes below zero the growth rate of your cities will be hurt.\nIf your empire becomes severely unhappy (as indicated by the smiley-face icon at the top of the interface)\n your armies will have a big penalty slapped on to their overall combat effectiveness.
This means that it is very difficult to expand quickly in Unciv.\nIt isnt impossible, but as a new player you probably shouldnt do it.\nSo what should you do? Chill out, scout, and improve the land that you do have by building Workers.\nOnly build new cities once you have found a spot that you believe is appropriate. = This means that it is very difficult to expand quickly in Unciv.\nIt isnt impossible, but as a new player you probably shouldnt do it.\nSo what should you do? Chill out, scout, and improve the land that you do have by building Workers.\nOnly build new cities once you have found a spot that you believe is appropriate.
It seems that your citizens are unhappy!\nWhile unhappy, cities will grow at 1/4 the speed,\n and your units will suffer a 2% penalty for each unhappiness = On dirait que vos citoyens ne sont pas contents !\n Tant qu'ils sont malheureux, vos villes grandiront 4 fois moins vite\n et vos troupes seront 2% moins efficace au combat pour chaque point négatif.
Unhappiness has two main causes: Population and cities\n Each city causes 3 unhappiness, and each population, 1 = Le malheur peut provenir de deux choses : la population et les villes.\n Chaque ville coûte 3 de bonheur, et chaque habitants en coûte 1.
There are 2 main ways to combat unhappiness:\n by building happiness buildings for your population\n or by having improved luxury resources within your borders = Il y a deux moyens de lutter contre le malheur :\n en construisant certains batiments\n ou en ayant des ressources de luxe sur votre territoire.
You have entered a golden age!\nGolden age points are accumulated each turn by the total happiness \n of your civilization\nWhen in a golden age, culture and production generation increases +20%,\n and every tile already providing at least one gold will provide an extra gold. = Vous êtes entré dans un Age d'or !\n Les points d'Age d'or se gagnent grâce au bonheur de vos citoyens :\n 1 point de bonheur excédentaire = 1 point d'Age d'or accumulé.\n Lorsque vous êtes dans un Age d'or, la culture et la production augmente de +20%\n et chaque case fournissant de l'or en produit un de plus.
Connecting your cities to the capital by roads\n will generate gold via the trade route.\nNote that each road costs 1 gold Maintenance per turn, and each Railroad costs 2 gold,\n so it may be more economical to wait until the cities grow! = Vous avez fondé votre deuxième ville !\n Connectez vos villes à votre capitale par des routes.\n Cela génèrera de l'or via les routes du commerce.\n Notez que chaque route coûte 1 ressource d'or de maintenance par tour,\n donc attendez que vos villes grandissent !
Once youve settled your first two or three cities youre probably 100 to 150 turns into the game.\nNow is a good time to start thinking about how, exactly, you want to win if you havent already. = Once youve settled your first two or three cities youre probably 100 to 150 turns into the game.\nNow is a good time to start thinking about how, exactly, you want to win if you havent already.
There are three ways to win in Unciv. They are:\n - Cultural Victory: Complete 5 Social Policy Trees\n - Domination Victory: Survive as the last civilization\n - Science Victory: Be the first to construct a spaceship to Alpha Centauri = There are three ways to win in Unciv. They are:\n - Cultural Victory: Complete 4 Social Policy Trees\n - Domination Victory: Survive as the last civilization\n - Science Victory: Be the first to construct a spaceship to Alpha Centauri
So to sum it up, these are the basics of Unciv Found a prosperous first city, expand slowly to manage happiness,\n and set yourself up for the victory condition you wish to pursue.\nObviously, there is much more to it than that, but it is important not to jump into the deep end before you know how to swim. = So to sum it up, these are the basics of Unciv Found a prosperous first city, expand slowly to manage happiness,\n and set yourself up for the victory condition you wish to pursue.\nObviously, there is much more to it than that, but it is important not to jump into the deep end before you know how to swim.
Cities can be conquered by reducing their health to 1,\n and entering the city with a melee unit.\nSince cities heal each turn, it is best to attack with ranged units\n and use your melee units to defend them until the city has been defeated! = Vous avez rencontré une ville ennemie !\n Les villes peuvent être conquises en réduisant leur vie à 1\n puis en y envoyant une unité de mêlée.\n Les villes se soignent à chaque tour. Il vaut donc mieux les attaquer avec des unités à distance\n et utiliser vos unités de mêlée pour les défendre jusqu'à ce que la ville tombe !
Luxury resources within your domain and with their specific improvement are connected to your trade network.\nEach unique Luxury resource you have adds 5 happiness to your civilization, but extra resources of the same type don't add anything, so use them for trading with other civilizations! = Vous avez trouvé votre première ressource de luxe !\n Chaque ressource de luxe différente que vous possédez vous donne 5 de bonheur\n mais les doublons/triplons/... de la même ressource ne donnent rien. \n Donc échangez-les avec les autres civilisations !
Strategic resources within your domain and with their specific improvement are connected to your trade network.\nStrategic resources allow you to train units and construct buildings that require those specific resources, for example the Horseman requires Horses.\nThe top bar keeps count of how many unused strategic resources you own. = Vous avez trouvé votre première ressource stratégique !\n Les ressources stratégiques servent à produire certaines unités et certains bâtiments\n qui requierent des ressources spécifiques. Par exemple, le cavalier nécessite des chevaux.\n Chaque unité 'consomme' 1 de la ressource dont il a besoin, mais si l'unité est détruite \n vous récupérez cette ressource.\n Les ressources stratégiques que vous possédez sont listées sur la barre en haut de l'écran.
The city can no longer put up any resistance!\nHowever, to conquer it, you must enter the city with a melee unit = Cette ville n'est plus capable de se défendre !\n Pour conquérir cette ville vous devez l'attaquer avec une unité de mêlée.
When conquering a city, you can now choose to either or raze, puppet, or annex the city.\nRazing the city will lower its population by 1 each turn until the city is destroyed. = When conquering a city, you can now choose to either or raze, puppet, or annex the city.\nRazing the city will lower its population by 1 each turn until the city is destroyed.
Puppeting the city will mean that you have no control on the city's production.\nThe city will not increase your tech or policy cost, but its citizens will generate 1.5x the regular unhappiness.\nAnnexing the city will give you control over the production, but will increase the citizen's unhappiness to 2x!\nThis can be mitigated by building a courthouse in the city, returning the citizen's unhappiness to normal.\nA puppeted city can be annexed at any time, but annexed cities cannot be returned to a puppeted state! = Puppeting the city will mean that you have no control on the city's production.\nThe city will not increase your tech or policy cost, but its citizens will generate 1.5x the regular unhappiness.\nAnnexing the city will give you control over the production, but will increase the citizen's unhappiness to 2x!\nThis can be mitigated by building a courthouse in the city, returning the citizen's unhappiness to normal.\nA puppeted city can be annexed at any time, but annexed cities cannot be returned to a puppeted state!
You have encountered a barbarian unit!\nBarbarians attack everyone indiscriminately, so don't let your \n civilian units go near them, and be careful of your scout! = Vous avez rencontré une unité barbare !\n Les barbares attaquent tous ceux qu'ils croisent, donc ne laissez \n pas vos unités civiles à côté d'eux et gardez un oeil sur vos éclaireurs !
You have encountered another civilization!\nOther civilizations start out peaceful, and you can trade with them,\n but they may choose to declare war on you later on = Vous avez rencontré une autre civilisation !\n Lorsque vous les rencontrez, les autres civilisations sont pacifiques\n et vous pouvez échanger avec elles, mais elles pourront vous déclarer la guerre si l'envie leur prend.
Once you have completed the Apollo Program, you can start constructing spaceship parts in your cities\n (with the relevant technologies) to win a scientific victory! = Vous avez complété le programmme Apollo !\n Vous pouvez désormais produire des parties de vaisseau spatial\n (si vous avez les technologies nécessaires) et faire une victoire scientifique !
Injured units deal less damage, but recover after turns that they have been inactive\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities = L'une de vos unités est blessée !\n Les unités blessées font moins de dégâts en combat, mais elles regagnent des points de vie en restant inactives.\n Les unités se soignent de 5 points de vie par tour en territoire ennemi, de 10 points de vie en territoire neutre,\n de 15 points de vie en territoire allié et de 20 points de vie dans vos villes.
Workers are vital to your cities' growth, since only they can construct improvements on tiles\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! = Vous avez produit un Ouvrier !\n Les ouvriers sont vitaux pour l'agrandissement de vos villes. Ils peuvent améliorer les cases\n leur permettant ainsi de produire plus de nourriture, d'or ou de points de production.
Siege units are extremely powerful against cities, but need to be Set Up before they can attack.\nOnce your siege unit is set up, it can attack from the current tile,\n but once moved to another tile, it will need to be set up again. = Vous avez produit une unité de siège !\n Ces unités sont efficaces contre les villes, mais elles doivent être installées avant de pouvoir attaquer.\n Une fois installées, elles peuvent attaquer depuis leur position\n mais dès qu'elles bougent, elles devront être ré-installées avant de pouvoir attaquer.
Once a certain tech is researched, your land units can embark, allowing them to traverse water tiles.\nEntering or leaving water takes the entire turn.\nUnits are defenseless while embarked, so be careful! = Vos unités terrestres peuvent désormais s'embarquer pour traverser les océans !\n Entrer ou quitter une case d'océan prend un tour entier.\n De plus, les unités embarquées ne peuvent pas se défendre, donc faites attention !
Your citizens can work 3 tiles away from city center.\nThe city border will keep expanding,\n but citizens cannot be assigned to faraway tiles. = Vos citoyens peuvent exploiter les zones se trouvant jusqu'à 3 cases de leur ville.\nLes fontières des villes augmentent au-delà et sans limite,\nmais les citoyens sont restreints à 3 cases de distance.
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units = If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units
Hi there! If you've played this far, you've probably\n seen that the game is currently incomplete.\nUnCiv is meant to be open-source and free, forever.\n That means no ads or any other nonsense. = Salut ! Si vous avez joué jusqu'ici, vous avez probablement\n remarqué que ce jeu n'est pas encore fini.\n UnCiv est open-source et gratuit, pour toujours.\n Ce qui veut dire qu'il ne contient ni pub ou ni aucun élément payant.
What motivates me to keep working on it, \n besides the fact I think it's amazingly cool that I can,\n is the support from the players - you guys are the best! = Ce qui me motive à travailler dessus, \n en plus du fait que c'est super cool,\n c'est le soutien des joueurs - vous êtes les meilleurs !
Every rating and review that I get puts a smile on my face =)\n So contact me! Send me an email, review, Github issue\n or mail pigeon, and let's figure out how to make the game \n even more awesome!\n(Contact info is in the Play Store) = Chaque note et commentaire que je reçois me fait sourire =)\n Donc n'hésitez pas à me contacter ! Envoyez-moi un email, une review, ou une Github issue.\n Ou envoyez-moi un pigeon voyageur, et découvrons comment rendre ce jeu\n encore plus incroyable ! (écrivez-moi en anglais si possible)\n(info Contact dans le Play Store)
Military units can pillage improvements, which heals them 25 health and ruins the improvement.\nThe tile can still be worked, but advantages from the improvement - stat bonuses and resources - will be lost.\nWorkers can repair these improvements, which takes less time than building the improvement from scratch. = Military units can pillage improvements, which heals them 25 health and ruins the improvement.\nThe tile can still be worked, but advantages from the improvement - stat bonuses and resources - will be lost.\nWorkers can repair these improvements, which takes less time than building the improvement from scratch.

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@ -3648,3 +3648,51 @@ You are nothing but a glorified barbarian. Cruel, and ruthless. = Non sei altro
Mogadishu =
Congratulations, conquerer. This tribe serves you now. = Congratulazioni, conquistatore. Questa tribù serve te ora.
Barbarians = Barbari
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Welcome to Unciv!\nBecause this is a complex game, there are basic tasks to help familiarize you with the game.\nThese are completely optional, and you're welcome to explore the game on your own! = Benvenuto su Unciv!\nLascia che ti avverta: questo è un gioco complesso, e quindi vi sono dei compiti base che\nti aiuteranno a familiarizzarti con il gioco e tutte le sue funzioni.\nSono completamente funzionali, e puoi anche esplorare il gioco da solo!
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Your first mission is to found your capital city.\nThis is actually an important task because your capital city will probably be your most prosperous.\nMany game bonuses apply only to your capital city and it will probably be the center of your empire. =
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How do you know a spot is appropriate?\nThats not an easy question to answer, but looking for and building next to luxury resources is a good rule of thumb.\nLuxury resources are tiles that have things like gems, cotton, or silk (indicated by a smiley next to the resource icon)\nThese resources make your civilization happy. You should also keep an eye out for resources needed to build units, such as iron. =
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However, cities dont have a set area that they can work - more on that later!\nThis means you dont have to settle cities right next to resources.\nLets say, for example, that you want access to some iron but the resource is right next to a desert.\nYou dont have to settle your city next to the desert. You can settle a few tiles away in more prosperous lands.\nYour city will grow and eventually gain access to the resource.\nYou only need to settle right next to resources if you need them immediately \n which might be the case now and then, but youll usually have the luxury of time. =
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The first thing coming out of your city should be either a Scout or Warrior.\nI generally prefer the Warrior because it can be used for defense and because it can be upgraded\n to the Swordsman unit later in the game for a relatively modest sum of gold.\nScouts can be effective, however, if you seem to be located in an area of dense forest and hills.\nScouts dont suffer a movement penalty in this terrain.\nIf youre a veteran of the 4x strategy genre your first Warrior or Scout will be followed by a Settler.\nFast expanding is absolutely critical in most games of this type. =
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In your first couple of turns,\n you will have very little options,\n but as your civilization grows, so do the \n number of things requiring your attention =
Each turn, the culture you gain from all your \n cities is added to your Civilization's culture.\nWhen you have enough culture, you may pick a \n Social Policy, each one giving you a certain bonus. = Ad ogni turno, la cultura ottenuta da ogni tua città si aggiunge alla cultura della tua civiltà.\nUna volta accumultata abbastanza cultura, potrai scegliere una Politica Sociale tra tante, ognuna con i propri benefici.
The policies are organized into branches, with each\n branch providing a bonus ability when all policies \n in the branch have been adopted. = Le politiche sono divise in rami, ognuno dei quali concede un'abilità bonus quanto tutte le sue politiche sono state adottate.
With each policy adopted, and with each city built,\n the cost of adopting another policy rises - so choose wisely! = Per ogni politica adottata, e per ogni nuova città fondata, il costo di adozione per un'altra politica aumenta, quindi scegli con cautela!
As cities grow in size and influence, you have to deal with a happiness mechanic that is no longer tied to each individual city.\nInstead, your entire empire shares the same level of satisfaction.\nAs your cities grow in population youll find that it is more and more difficult to keep your empire happy. = Col crescere delle Città in grandezza e influenza, crescerà anche il territorio a disposizione.\nDovrai però avere a che fare con una meccanica legata all'impero e non alle Città singole.\nInfatti, il tuo intero impero condivide lo stesso livello di soddisfazione.\nAll'aumentare della popolazione troverai sempre più difficile mantenerne la felicità.
In addition, you cant even build any city improvements that increase happiness until youve done the appropriate research.\nIf your empires happiness ever goes below zero the growth rate of your cities will be hurt.\nIf your empire becomes severely unhappy (as indicated by the smiley-face icon at the top of the interface)\n your armies will have a big penalty slapped on to their overall combat effectiveness. = Inoltre, per costruire degli edifici che incrementano la Felicità, dovrai ricercarne l'apposita tecnologia.\nControlla la tua Felicità (indicata da un sorriso nella barra superiore dell'interfaccia): se scende sotto lo zero,\nnon solo la tua economia ne avrà da soffrire, ma i tuoi eserciti avranno una spiacevole penalità che li renderà meno efficaci in combattimento
This means that it is very difficult to expand quickly in Unciv.\nIt isnt impossible, but as a new player you probably shouldnt do it.\nSo what should you do? Chill out, scout, and improve the land that you do have by building Workers.\nOnly build new cities once you have found a spot that you believe is appropriate. = Questa è la ragione per cui è molto difficile espandersi rapidamente in Unciv. Non è certo impossibile, ma come neofita non ti è consigliato.\nPertanto, basta fare con calma, esplorare, e migliorare i tuoi terreni utilizzando i Lavoratori.\nSe vuoi fondare nuove Città, fallo solo su punti che credi appropriati.
It seems that your citizens are unhappy!\nWhile unhappy, cities will grow at 1/4 the speed,\n and your units will suffer a 2% penalty for each unhappiness = Sembra che i tuoi cittadini siano insoddisfatti dal tuo governo.\nSe il tuo impero è infelice, le città cresceranno a 1/4 della loro velocità, \n e la Forza delle tue unità verrà penalizzata del 2% ad ogni punto Infelicità.
Unhappiness has two main causes: Population and cities\n Each city causes 3 unhappiness, and each population, 1 = L'Infelicità è un effetto di due fattori: abitanti e Città.\nOgni città dona 3 punti infelicità, e ogni abitante ne dona 1.
There are 2 main ways to combat unhappiness:\n by building happiness buildings for your population\n or by having improved luxury resources within your borders = Vi sono due modi per combattere l'Infelicità: o costruisci edifici che migliorano la felicità della tua popolazione, \no sfrutti delle caselle contenenti risorse di lusso entro i tuoi confini.
You have entered a golden age!\nGolden age points are accumulated each turn by the total happiness \n of your civilization\nWhen in a golden age, culture and production generation increases +20%,\n and every tile already providing at least one gold will provide an extra gold. = Sei entrato in un'Età dell'Oro! Che fortuna!\nI punti Età dell'Oro si accumulano ad ogni turno dalla felicità totale della tua civiltà.\nDurante l'Età dell'Oro, generi il 20% in più di Cultura e Produzione, \ne ogni casella che frutta minimo un punto Oro ne frutta uno aggiuntivo.
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Connecting your cities to the capital by roads\n will generate gold via the trade route.\nNote that each road costs 1 gold Maintenance per turn, and each Railroad costs 2 gold,\n so it may be more economical to wait until the cities grow! =
Once youve settled your first two or three cities youre probably 100 to 150 turns into the game.\nNow is a good time to start thinking about how, exactly, you want to win if you havent already. = Una volta fondate le tue prime due7tre città, saranno passati meno di 100, forse 150 turni.\nOra dovresti pensare a come, esattamente, vincere il gioco - se non l'hai già fatto.
There are three ways to win in Unciv. They are:\n - Cultural Victory: Complete 5 Social Policy Trees\n - Domination Victory: Survive as the last civilization\n - Science Victory: Be the first to construct a spaceship to Alpha Centauri = Tre sono le condizioni di vittoria in Unciv. Eccole:\n - Vittoria Culturale: Completa 5 rami delle Politiche Sociali\n - Vittoria per Dominazione: Sopravvivi come l'ultima civiltà in gioco conquistando tutte le altre\n - Vittoria Scientifica: Costruisci per primo l'astronave che verrà lanciata verso Alpha Centauri
So to sum it up, these are the basics of Unciv Found a prosperous first city, expand slowly to manage happiness,\n and set yourself up for the victory condition you wish to pursue.\nObviously, there is much more to it than that, but it is important not to jump into the deep end before you know how to swim. = Queste sono, in breve, le basi di Unciv fonda una capitale prospera, espanditi lentamente per gestire la felicità,\n e impostati una condizione di vittoria che desideri conseguire.\nOvviamente, vi è molto altro ancora, ma è importante fare un passo alla volta: per imparare a nuotare devi prima andare in acqua.
Cities can be conquered by reducing their health to 1,\n and entering the city with a melee unit.\nSince cities heal each turn, it is best to attack with ranged units\n and use your melee units to defend them until the city has been defeated! = Hai avvistato una città nemica!\nPuoi conquistare le città prima riducendo la loro salute a 1, e poi facendo entrare un'unità da mischia.\nDato che le città guariscono ad ogni turno, è meglio attaccare con unità da tiro e d'assedio,\ne usare le tue unità da mischia per difenderle fino alla sconfitta della città.
Luxury resources within your domain and with their specific improvement are connected to your trade network.\nEach unique Luxury resource you have adds 5 happiness to your civilization, but extra resources of the same type don't add anything, so use them for trading with other civilizations! = Ogni risorsa unica di lusso posseduta frutta 5 punti felicità alla civiltà, ma risorse extra dello stesso tipo non fruttano niente, \nquindi usale per commerciare con le altre civiltà, magari in cambio di oro o altre risorse che non possiedi.
Strategic resources within your domain and with their specific improvement are connected to your trade network.\nStrategic resources allow you to train units and construct buildings that require those specific resources, for example the Horseman requires Horses.\nThe top bar keeps count of how many unused strategic resources you own. = Le risorse strategiche ti permettono di addestrare unità e costruire edifici \nche richiedono tali risorse specifiche (ad esempio, lo Spadaccino richiede Ferro).\nOgni unità 'consuma' una copia di quella risorsa, ma se quell'unità muore recuperi quella 'copia' \ndella risorsa, e puoi quindi costruire una nuova unità con quella risorsa ora non utilizzata.\nLa barra superiore tiene conto di quante risorse strategiche non usate possiedi.
The city can no longer put up any resistance!\nHowever, to conquer it, you must enter the city with a melee unit = La città ha esaurito del tutto la sua resistenza! È giunto il momento di conquistarla!\nRicordati che per conquistarla devi farvi entrare un'unità da mischia.
When conquering a city, you can now choose to either or raze, puppet, or annex the city.\nRazing the city will lower its population by 1 each turn until the city is destroyed. = Conquistata una città nemica, puoi scegliere se raderla al suolo, ridurla a stato fantoccio o annetterla al tuo impero.\nSe scegli la prima opzione, la città perderà un abitante ogni turno, fino a scomparire del tutto.
Puppeting the city will mean that you have no control on the city's production.\nThe city will not increase your tech or policy cost, but its citizens will generate 1.5x the regular unhappiness.\nAnnexing the city will give you control over the production, but will increase the citizen's unhappiness to 2x!\nThis can be mitigated by building a courthouse in the city, returning the citizen's unhappiness to normal.\nA puppeted city can be annexed at any time, but annexed cities cannot be returned to a puppeted state! = Porla come stato fantoccio non ti consente di controllarne la produzione, ma in compenso non incrementerà i tuoi costi\ntecnologici o di politica, e la popolazione genererà soltanto un'infelicità 1.5 volte superiore alla norma.\nSe annetti la città, potrai farne quello che desideri, ma l'infelicità della popolazione sarà raddoppiata!\nPuoi mitigare il tutto costruendo un palazzo di giustizia, ripristinando l'infelicità della popolazione.\nPuoi annettere una città fantoccio quando vuoi, ma ricorda che è un processo irreversibile!
You have encountered a barbarian unit!\nBarbarians attack everyone indiscriminately, so don't let your \n civilian units go near them, and be careful of your scout! = Hai incontrato un'unità barbarica!\nI barbari attaccano chiunque indiscriminatamente, quindi tieni le tue unità civili lontane dalla loro vista, e stai attento col tuo esploratore!
You have encountered another civilization!\nOther civilizations start out peaceful, and you can trade with them,\n but they may choose to declare war on you later on = Hai incontrato un'altra civiltà!\nLe altre civiltà cominciamo come pacifiche, e tu potrai commerciare con loro, ma spesso possono anche dichiararti guerra!
Once you have completed the Apollo Program, you can start constructing spaceship parts in your cities\n (with the relevant technologies) to win a scientific victory! = Hai completato il Programma Apollo!\nOra puoi iniziare a costruire le parti dell'astronave nelle tue città (con le apposite tecnologie) e cercare di ottenere una vittoria scientifica!
Injured units deal less damage, but recover after turns that they have been inactive\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities = Una delle tue unità ha subito danni!\nLe unità ferite infliggono meno dani, ma recuperano salute finché rimangono inattive\nLe unità recuperano 5 punti salute in territorio nemico, 10 in terra neutrale, 15 nel tuo territorio o in territorio amico e 20 nelle tue città
Workers are vital to your cities' growth, since only they can construct improvements on tiles\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! = Hai addestrato un lavoratore!\nI lavoratori sono vitali per la crescita delle città, perché solo loro possono costruire miglioramenti nelle caselle.\nI miglioramenti incrementano la resa delle caselle, permettendo alle città di produrre di più e crescere più in fretta, senza dover espandersi a forza!
Siege units are extremely powerful against cities, but need to be Set Up before they can attack.\nOnce your siege unit is set up, it can attack from the current tile,\n but once moved to another tile, it will need to be set up again. = Hai addestrato un'unità d'assedio!\nLe unità d'assedio sono estremamente potenti contro le città, ma vanno allestite prima di attaccare.\nUna volta montata, l'unità d'assedio può attaccare dalla sua casella in cui è presente, \nma una volta spostatasi a un'altra casella, dovrà essere montata di nuovo.
Once a certain tech is researched, your land units can embark, allowing them to traverse water tiles.\nEntering or leaving water takes the entire turn.\nUnits are defenseless while embarked, so be careful! = Ora le tue unità terrestri possono imbarcarsi e attraversare caselle acquatiche!\nEntrare o uscire da una casella acquatica impiega un intero turno.\nInoltre, le unità imbarcate sono indifese, quindi fai attenzione!
Your citizens can work 3 tiles away from city center.\nThe city border will keep expanding,\n but citizens cannot be assigned to faraway tiles. = I tuoi cittadini possono sfruttare fino a tre caselle di distanza dal centro città.\nRicorda che i confini della città continueranno ad espandersi,\nma nessun abitante potrà essere assegnato ad una casella che si trova troppo lontano.
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units = Se non vuoi muovere un'unità per questo turno, puoi saltarla cliccando di nuovo su 'Prossima unità'.\nSe non vuoi muoverla per alcuni turni, puoi ordinarle col comando Fortifica o Dormi.\nLe unità in tali posizioni non sono considerate unità non utilizzate, perché stanno compiendo un'azione.\nSe vuoi disabilitare del tutto la caratteristica 'Prossima unità', vai su Menu -> Controlla unità non usate
Hi there! If you've played this far, you've probably\n seen that the game is currently incomplete.\nUnCiv is meant to be open-source and free, forever.\n That means no ads or any other nonsense. = Salve! Se sei giunto/a fin qui, forse avrai visto che il gioco è al momento incompleto.\nUnCiv dovrebbe essere open-source e gratuito per sempre, quindi privo di pubblicità o altre siocchezze.
What motivates me to keep working on it, \n besides the fact I think it's amazingly cool that I can,\n is the support from the players - you guys are the best! = Ciò che mi motiva a continuare il progetto, oltre al fatto che è fantastico, è il supporto dai giocatori.\nVi ringrazio tutti di cuore!
Every rating and review that I get puts a smile on my face =)\n So contact me! Send me an email, review, Github issue\n or mail pigeon, and let's figure out how to make the game \n even more awesome!\n(Contact info is in the Play Store) = Ogni voto e recensione che mi date mi fa sempre sorridere =)\nPerciò contattatemi! Mandatemi un'email, una recensione, un fattoide Github o un piccione viaggiatore,\ne vediamo di rendere il gioco ancora più bello! (Informazioni contatti nel Play Store)
Military units can pillage improvements, which heals them 25 health and ruins the improvement.\nThe tile can still be worked, but advantages from the improvement - stat bonuses and resources - will be lost.\nWorkers can repair these improvements, which takes less time than building the improvement from scratch. = Le unità militari, che siano marittime o terrestri, possono saccheggiare qualsiasi miglioramento, guarendo di 25 punti vita.\nLa casella sarà ancora sfruttata, ma perderà i vantaggi che ricavava dal miglioramento.\nRicostruire tali miglioramenti, in compenso, impiega meno tempo che edificarli da zero.

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@ -3249,3 +3249,49 @@ Mogadishu =
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Congratulations, conquerer. This tribe serves you now. =
Barbarians = 야만인
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Welcome to Unciv!\nBecause this is a complex game, there are basic tasks to help familiarize you with the game.\nThese are completely optional, and you're welcome to explore the game on your own! = Welcome to Unciv!\nBecause this is a complex game, there are basic tasks to help familiarize you with the game.\nThese are completely optional, and you're welcome to explore the game on your own!
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Your first mission is to found your capital city.\nThis is actually an important task because your capital city will probably be your most prosperous.\nMany game bonuses apply only to your capital city and it will probably be the center of your empire. =
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How do you know a spot is appropriate?\nThats not an easy question to answer, but looking for and building next to luxury resources is a good rule of thumb.\nLuxury resources are tiles that have things like gems, cotton, or silk (indicated by a smiley next to the resource icon)\nThese resources make your civilization happy. You should also keep an eye out for resources needed to build units, such as iron. =
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However, cities dont have a set area that they can work - more on that later!\nThis means you dont have to settle cities right next to resources.\nLets say, for example, that you want access to some iron but the resource is right next to a desert.\nYou dont have to settle your city next to the desert. You can settle a few tiles away in more prosperous lands.\nYour city will grow and eventually gain access to the resource.\nYou only need to settle right next to resources if you need them immediately \n which might be the case now and then, but youll usually have the luxury of time. =
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The first thing coming out of your city should be either a Scout or Warrior.\nI generally prefer the Warrior because it can be used for defense and because it can be upgraded\n to the Swordsman unit later in the game for a relatively modest sum of gold.\nScouts can be effective, however, if you seem to be located in an area of dense forest and hills.\nScouts dont suffer a movement penalty in this terrain.\nIf youre a veteran of the 4x strategy genre your first Warrior or Scout will be followed by a Settler.\nFast expanding is absolutely critical in most games of this type. =
In your first couple of turns,\n you will have very little options,\n but as your civilization grows, so do the \n number of things requiring your attention = 이렇게 초반 몇 턴동안에는,\n 행동할 수 있는 선택지가 매우 적습니다.\n 하지만 문명이 성장하면 성장할수록, \n 새로운 행동이나 기능들이 나오게 되지요.
Each turn, the culture you gain from all your \n cities is added to your Civilization's culture.\nWhen you have enough culture, you may pick a \n Social Policy, each one giving you a certain bonus. = 매 턴 마다, 당신의 도시에서는 '문화'가 생성되며,\n 당신의 문명 전체의 '문화량'에 축적됩니다.\n문화가 특정한 양만큼 축적되게 되면,\n '사회 정책'이라는 것을 채택할 수 있습니다.
The policies are organized into branches, with each\n branch providing a bonus ability when all policies \n in the branch have been adopted. = 사회 정책은 여러 개의 '정책 트리'로 구분됩니다.\n하나의 '정책 트리'에 있는 모든 정책이 채택되면,\n 정책이 '완성'되어 추가적인 보너스를 받게 됩니다.
With each policy adopted, and with each city built,\n the cost of adopting another policy rises - so choose wisely! = 채택한 정책 수가 많아질수록, 그리고 도시의 수가 많아질수록,\n 다음 정책 채택에 필요한 문화 축적량이 증가합니다. 주의하세요!
As cities grow in size and influence, you have to deal with a happiness mechanic that is no longer tied to each individual city.\nInstead, your entire empire shares the same level of satisfaction.\nAs your cities grow in population youll find that it is more and more difficult to keep your empire happy. = 도시의 크기와 영향력이 증가하면, 문명 전체의 '행복도'를 신경써야 합니다.\n'행복도'는 '과학'이나 '금'과 같이, 문명 전체에서 공유되는 값입니다.\n도시가 늘어나고 인구 수가 증가하면 증가할수록, 행복도를 관리하는 것은 매우 어려워집니다.
In addition, you cant even build any city improvements that increase happiness until youve done the appropriate research.\nIf your empires happiness ever goes below zero the growth rate of your cities will be hurt.\nIf your empire becomes severely unhappy (as indicated by the smiley-face icon at the top of the interface)\n your armies will have a big penalty slapped on to their overall combat effectiveness. = 기술을 연구하다 보면, '행복도'를 늘려주는 건물을 지을 수 있게 됩니다.\n만약 행복도가 0 이하로 떨어지게 되면, '불행'상태가 되어 도시들의 성장률이 크게 감소합니다.\n상단에 있는 웃는 아이콘이 행복도를 나타내는데, 문명이 불행하면 불행할수록,\n 군사 유닛들이 전투를 할 때의 '전투력'이 감소하게 됩니다.
This means that it is very difficult to expand quickly in Unciv.\nIt isnt impossible, but as a new player you probably shouldnt do it.\nSo what should you do? Chill out, scout, and improve the land that you do have by building Workers.\nOnly build new cities once you have found a spot that you believe is appropriate. = 행복도는 Unciv에서 도시를 마구 확장하는 것에 제한을 둡니다.\n물론 확장은 끝없이 할 수 있지만, 초보자라면 무리한 확장은 피해야 합니다.\n그럼 무엇을 해야 할까요? 도시를 발전시키고, 근처를 정찰하고, '일꾼' 유닛으로 '타일 시설'을 개발하세요.\n적절한 장소를 찾고 나서 새로운 도시를 짓는 것이 좋다는 것을 기억하세요.
It seems that your citizens are unhappy!\nWhile unhappy, cities will grow at 1/4 the speed,\n and your units will suffer a 2% penalty for each unhappiness = '행복도'가 0 이하가 되면 문명이 '불행' 상태에 빠집니다.\n불행한 상태에서는, 도시의 성장률이 1/4로 감소하게 되며,\n 부족한 행복도 하나마다 유닛의 전투력이 2%씩 감소합니다.
Unhappiness has two main causes: Population and cities\n Each city causes 3 unhappiness, and each population, 1 = 불행의 원인에는 크게 '인구'와 '도시' 두 가지가 있습니다.\n 도시 수 하나마다 3의 불행이, 시민 수 하나마다 1의 불행이 생성됩니다.
There are 2 main ways to combat unhappiness:\n by building happiness buildings for your population\n or by having improved luxury resources within your borders = 불행 상태에서 벗어나려면 어떻게 해야 할까요?\n 우선 행복도를 올려주는 건물을 지을 수도 있고,\n '일꾼'을 통해 국경 안에 있는 '사치 자원'을 개발할 수도 있습니다.
You have entered a golden age!\nGolden age points are accumulated each turn by the total happiness \n of your civilization\nWhen in a golden age, culture and production generation increases +20%,\n and every tile already providing at least one gold will provide an extra gold. = 문명이 황금기에 진입했습니다!\n매 턴마다 행복도가 문명의 '황금기 점수'에 축적되게 되며,\n 일정 수치 이상의 황금기 점수가 축적되면 황금기가 시작됩니다.\n황금기 동안에는, 당신의 문명에서 문화와 생산력을 20% 추가로 생산하고,\n 금을 하나 이상 생산하던 모든 타일에서 금을 1 추가로 생산합니다.
Connecting your cities to the capital by roads\n will generate gold via the trade route.\nNote that each road costs 1 gold Maintenance per turn, and each Railroad costs 2 gold,\n so it may be more economical to wait until the cities grow! = 도로나 철도를 이용해 수도와 다른 도시를 연결하게 된다면,\n 금을 추가로 만들어내는 '무역로'가 만들어집니다.\n도로 하나마다 매 턴 금 1이, 철도 하나마다 매 턴 금 2가 소모되지만,\n 도시가 성장할 때까지 걸리는 시간은 경제적으로 훨씬 단축될 것입니다.
Once youve settled your first two or three cities youre probably 100 to 150 turns into the game.\nNow is a good time to start thinking about how, exactly, you want to win if you havent already. = 두 세개의 도시를 짓고 난다면 아마도 100턴이나 150턴 정도가 지나 있을 것입니다.\n아직까지 '승리'에 대해 생각하지 않았다면, 이제 천천히 생각해 나가야 할 시간입니다.
There are three ways to win in Unciv. They are:\n - Cultural Victory: Complete 5 Social Policy Trees\n - Domination Victory: Survive as the last civilization\n - Science Victory: Be the first to construct a spaceship to Alpha Centauri = Unciv에는 현재 세 가지의 승리 조건이 있습니다.\n - '문화 승리'는 사회 정책 트리를 네 개 완료해야 하고,\n - '정복 승리'는 가장 마지막으로 살아남는 문명이 되어야 하며,\n - '과학 승리'는 알파 센타우리로 향한 우주선을 발사해야 합니다.
So to sum it up, these are the basics of Unciv Found a prosperous first city, expand slowly to manage happiness,\n and set yourself up for the victory condition you wish to pursue.\nObviously, there is much more to it than that, but it is important not to jump into the deep end before you know how to swim. = 정리하자면, 이게 Unciv의 전부입니다. 첫 번째 도시를 성장시키며, 행복도를 관리해주고,\n 확장과 발전을 해 나가면서 원하는 승리 조건에 서서히 다가가는 것이지요.\n세부적인 내용이 아직 많지만, 위의 행동들이 거의 전부가 됩니다.
Cities can be conquered by reducing their health to 1,\n and entering the city with a melee unit.\nSince cities heal each turn, it is best to attack with ranged units\n and use your melee units to defend them until the city has been defeated! = 적 도시의 체력을 1로 감소시키면 도시 점령이 가능합니다.\n근접 유닛으로만 도시를 점령할 수 있다는 것을 기억하세요!\n도시는 매 턴 체력을 회복하기 때문에, 원거리 유닛으로 멀리서 공격하고\n 근접 유닛으로 도시의 공격을 방어하면서 도시의 체력을 깎아 나가세요!
Luxury resources within your domain and with their specific improvement are connected to your trade network.\nEach unique Luxury resource you have adds 5 happiness to your civilization, but extra resources of the same type don't add anything, so use them for trading with other civilizations! = 영토 안에 있는 사치 자원들은 타일 시설을 지음으로써 개발할 수 있습니다.\n개발된 사치 자원들은 각각 문명에 행복도를 5 제공하지만,\n 같은 사치 자원이 여러 개라면 행복도 증가는 한 번만 적용됩니다.\n 그러므로 겹치는 사치 자원이 있다면 다른 문명과 거래를 시도하세요.
Strategic resources within your domain and with their specific improvement are connected to your trade network.\nStrategic resources allow you to train units and construct buildings that require those specific resources, for example the Horseman requires Horses.\nThe top bar keeps count of how many unused strategic resources you own. = 영토 안에 있는 전략 자원들은 타일 시설을 지음으로써 개발할 수 있습니다.\n전략 자원이 개발되면 그 자원을 필요로 하는 유닛이나 건물을 지을 수 있습니다.\n'말' 전략 자원을 필요로 하는 '기마병' 같은 유닛이 그 예시입니다.\n각 유닛은 전략 자원 하나를 소모하지만, 유닛이 죽게 된다면 소모된 전략 자원은\n 문명으로 다시 돌아오게 되어 다른 유닛을 생산할 때 쓸 수 있습니다.\n상단에 전략 자원의 개수가 표시되게 됩니다.
The city can no longer put up any resistance!\nHowever, to conquer it, you must enter the city with a melee unit = 이제 적 도시의 체력을 더이상 깎을 수 없습니다!\n하지만, 점령을 위해서는 '근접 유닛'으로 적 도시를 공격해야 한다는 것을 기억하세요!
When conquering a city, you can now choose to either or raze, puppet, or annex the city.\nRazing the city will lower its population by 1 each turn until the city is destroyed. = 도시를 점령하고 나면, 도시를 불태울지, 괴뢰 도시로 만들지, 합병할지 선택할 수 있습니다.\n도시를 불태우게 되면, 도시가 파괴될 때까지 인구가 매 턴 1씩 감소합니다.
Puppeting the city will mean that you have no control on the city's production.\nThe city will not increase your tech or policy cost, but its citizens will generate 1.5x the regular unhappiness.\nAnnexing the city will give you control over the production, but will increase the citizen's unhappiness to 2x!\nThis can be mitigated by building a courthouse in the city, returning the citizen's unhappiness to normal.\nA puppeted city can be annexed at any time, but annexed cities cannot be returned to a puppeted state! = 도시를 괴뢰 도시로 만들게 되면, 그 도시 내에서 무엇을 생산할지 지정해줄 수 없습니다.\n괴뢰 도시는 기술에 필요한 연구량이나 정책에 필요한 문화량을 증가시키지 않지만, 다른 시민들보다 1.5배의 불행을 생성해냅니다.\n합병된 도시에서는 무엇을 생산할지 지정해 줄 수 있지만, 무려 두 배의 불행을 생성해냅니다!\n이 불행은 일시적인 것으로, 도시에 법원이 지어지면 불행이 원래대로 생성됩니다.\n괴뢰 도시는 언제나 합병할 수 있지만, 합병된 도시는 괴뢰 도시로 만들 수 없습니다!
You have encountered a barbarian unit!\nBarbarians attack everyone indiscriminately, so don't let your \n civilian units go near them, and be careful of your scout! = 야만인 유닛을 만났습니다!\n야만인은 문명을 가리지 않고 공격하므로, 민간인 유닛이나\n 정찰병을 가까이 두지 않도록 조심하세요!
You have encountered another civilization!\nOther civilizations start out peaceful, and you can trade with them,\n but they may choose to declare war on you later on = 당신은 방금 다른 문명과 조우했습니다!\n다른 문명들과는 평화롭게 거래를 할 수 있지만,\n 시간이 지나면서 전쟁을 선포하게 될 수도 있습니다.
Once you have completed the Apollo Program, you can start constructing spaceship parts in your cities\n (with the relevant technologies) to win a scientific victory! = '아폴로 프로그램' 프로젝트를 완료하면, 도시에서 우주선 부품을 개발할 수 있습니다.\n 연구를 계속하면서 부품 개발을 하게 되면, 과학 승리를 할 수 있습니다!
Injured units deal less damage, but recover after turns that they have been inactive\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities = 부상당한 유닛은 전투력이 하락하지만, 전투를 하지 않으면 점차 체력을 회복합니다.\n유닛들은 적 영토에서 턴당 5의 HP를, 중립 지역에서는 10의 HP를,\n 아군 영토에서는 15의 HP를 회복하며 도시 안에서는 20 HP를 회복합니다.
Workers are vital to your cities' growth, since only they can construct improvements on tiles\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! = 일꾼들은 타일 시설을 건설할 수 있기 때문에 도시의 성장에 필수적입니다.\n타일 시설은 타일에서의 기초 자원 생산량을 증가시켜서, 도시를 빠르게 성장시킵니다.\n동일한 시민 수를 가진 도시라도 타일 시설이 개발된 쪽이 훨씬 빠르게 성장하지요!
Siege units are extremely powerful against cities, but need to be Set Up before they can attack.\nOnce your siege unit is set up, it can attack from the current tile,\n but once moved to another tile, it will need to be set up again. = 공성 유닛들은 도시를 공격할 때 매우 강력하지만, 공격 전에 '설치'를 해야 합니다.\n공성 유닛들이 설치되면, 설치된 타일에서 공격을 할 수 있지만,\n 다른 타일로 이동하게 되면 그 타일에서 다시 설치를 해야 합니다.
Once a certain tech is researched, your land units can embark, allowing them to traverse water tiles.\nEntering or leaving water takes the entire turn.\nUnits are defenseless while embarked, so be careful! = 특정한 기술을 연구하게 되면, 지상 유닛은 바다를 향해 '승선' 할 수 있습니다.\n바다로 '승선'하거나, 지상으로 '상륙'할 경우 유닛의 행동력이 전부 소모됩니다.\n승선한 상태의 지상 유닛들은 방어가 불가능하기 때문에, 조심하세요!
Your citizens can work 3 tiles away from city center.\nThe city border will keep expanding,\n but citizens cannot be assigned to faraway tiles. = 당신의 시민들은 도시 주변으로 최대 세 칸의 타일까지 배치될 수 있습니다.\n도시의 경계는 끊임없이 확장될 지 몰라도,\n 세 칸이 넘는 타일에는 시민을 배치할 수 없습니다.
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units = 이번 턴에 유닛을 이동시키고 싶지 않다면, '다음 유닛' 버튼을 다시 눌러 스킵이 가능합니다.\n만약, 오랫동안 유닛을 이동시키고 싶지 않다면, '요새화'나 '대기'를 선택하세요.\n'요새화'나 '대기'상태에 있는 유닛들은 자동으로 턴을 넘깁니다.\n'다음 유닛' 버튼은 메뉴의 설정 창에서 끌 수 있습니다.
Hi there! If you've played this far, you've probably\n seen that the game is currently incomplete.\nUnCiv is meant to be open-source and free, forever.\n That means no ads or any other nonsense. = 안녕하십니까? 지금까지 플레이해 주셨다면, 이 게임이\n 완벽히 완성되지 않았다는 것을 깨달으셨을 것입니다.\nUnCiv는 언제나 무료 오픈소스 상태로 배포될 것입니다.\n 광고나 현질 같은 요소는 절대로 추가되지 않는다는 것입니다.
What motivates me to keep working on it, \n besides the fact I think it's amazingly cool that I can,\n is the support from the players - you guys are the best! = 그럼에도 제가 이 게임을 계속 개발하는 이유는,\n 여러 플레이어분들께서 게임을 즐겨주시고, 또한 저를 지원해주시기 때문입니다.\n이 게임을 즐겨주시는 여러분, 항상 감사합니다!
Every rating and review that I get puts a smile on my face =)\n So contact me! Send me an email, review, Github issue\n or mail pigeon, and let's figure out how to make the game \n even more awesome!\n(Contact info is in the Play Store) = 여러분께서 남겨주시는 평가와 별점들에 감사한 마음을 가지고 있습니다.\n 게임을 재미있게 만들 아이디어가 있다면, 이메일, 평가, Github 사이트\n 등등으로 조언을 남겨 주신다면 감사하겠습니다.\n 정 안되면 비둘기에 편지를 묶어서 보내세요! (장난입니다)\n(플레이 스토어에 제 이메일이 있습니다.)
Military units can pillage improvements, which heals them 25 health and ruins the improvement.\nThe tile can still be worked, but advantages from the improvement - stat bonuses and resources - will be lost.\nWorkers can repair these improvements, which takes less time than building the improvement from scratch. = 군사 유닛들은 타일 시설을 약탈하여 시설을 무너트리고 25의 HP를 회박할 수 있습니다.\n약탈된 타일에 시민을 배치할 수는 있지만, 시설에 의한 추가 보너스나 여러 자원들을 이용하지 못하게 됩니다.\n일꾼들은 이런 약탈된 시설을 수리할 수 있는데, 이 때에는 새로운 시설을 건설하는 것보다 적은 시간이 걸립니다.

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@ -3785,3 +3785,48 @@ Mogadishu =
# Requires translation!
Congratulations, conquerer. This tribe serves you now. =
Barbarians = Barbarzyńcy
#################### Lines from Tutorials.json ####################
Welcome to Unciv!\nBecause this is a complex game, there are basic tasks to help familiarize you with the game.\nThese are completely optional, and you're welcome to explore the game on your own! = Witaj w grze Unciv!\nPonieważ jest to złożona gra, podane będą zadania krok po kroku, które pomogą Ci zapoznać się z grą.\nSą one całkowicie opcjonalne, więc możesz odkrywać grę na własną ręke! (Wyłączane w Ustawieniach)
Your first mission is to found your capital city.\nThis is actually an important task because your capital city will probably be your most prosperous.\nMany game bonuses apply only to your capital city and it will probably be the center of your empire. = Twoim pierwszym zadaniem jest założenie stolicy.\nTo jest dosyć istotne zadanie gdyż Twoja stolica będzie przynosiła dużo korzyści jeżeli będzie leżała w dobrym miejscu.\nWiele bonusów będzie nadawanych właśnie Twojej stolicy, a poza tym to stolica będzie prawdopodobnie w centrum Twojego imperium.
How do you know a spot is appropriate?\nThats not an easy question to answer, but looking for and building next to luxury resources is a good rule of thumb.\nLuxury resources are tiles that have things like gems, cotton, or silk (indicated by a smiley next to the resource icon)\nThese resources make your civilization happy. You should also keep an eye out for resources needed to build units, such as iron. = Po czym poznać że wybrane miejsce jest właściwe?\nNa to pytanie nie ma prostej odpowiedzi, ale zawsze dobrze mieć w swoim zasięgu luksusowe zasoby.\nLuksusowe zasoby to pola z klejnotami, bawełną, lub z jedwabiem (na mapie widoczne są jako uśmieszki obok ikony zasobów)\nTe zasoby sprawiają że Twoja cywilizacja jest zadowolona. Zwróć też uwagę na zasoby, takie jak żelazo, potrzebne do budowy jednostek
However, cities dont have a set area that they can work - more on that later!\nThis means you dont have to settle cities right next to resources.\nLets say, for example, that you want access to some iron but the resource is right next to a desert.\nYou dont have to settle your city next to the desert. You can settle a few tiles away in more prosperous lands.\nYour city will grow and eventually gain access to the resource.\nYou only need to settle right next to resources if you need them immediately \n which might be the case now and then, but youll usually have the luxury of time. = Jednakże, miasta nie posiadają ustalonej strefy w których pracują ale o tym później!\nTo oznacza, że nie ma potrzeby budować miast przy samych surowcach.\nPowiedzmy że chcesz mieć dostęp do żelaza, ale ten zasób leży niemalże na pustyni.\nNie musisz zakładać miasta przy pustyni. Możesz zbudować miasto kilka pól dalej w bardziej prosperującuch ziemiach\nTwoje miasto z czasem urośnie i ostatecznie dosięgnie swoimi granicami to przysłowiowe żelazo\nJeżeli natomiast jesteś w pilnej potrzebie danego zasobu i nie masz czasu wtedy to może być jedyne wyjście - \n może tak się zdarzyć, a może nie, ale zazwyczaj będziesz miał o wiele za dużo czasu na takie taktyki.
The first thing coming out of your city should be either a Scout or Warrior.\nI generally prefer the Warrior because it can be used for defense and because it can be upgraded\n to the Swordsman unit later in the game for a relatively modest sum of gold.\nScouts can be effective, however, if you seem to be located in an area of dense forest and hills.\nScouts dont suffer a movement penalty in this terrain.\nIf youre a veteran of the 4x strategy genre your first Warrior or Scout will be followed by a Settler.\nFast expanding is absolutely critical in most games of this type. = UWAGA! Polskie tłumaczenie jest w trakcie powstawania, więc za ewentualne błędy i braki w tłumaczeniu z góry przepraszam.
In your first couple of turns,\n you will have very little options,\n but as your civilization grows, so do the \n number of things requiring your attention = W pierwszych paru turach większość czynności będzie ograniczona,\njednakże wraz z rozwojem Twojej cywilizacji ilość czynności zwiększy się\n wymagając tym samym od Ciebie większej uwagi na pozostałe.
Each turn, the culture you gain from all your \n cities is added to your Civilization's culture.\nWhen you have enough culture, you may pick a \n Social Policy, each one giving you a certain bonus. = Co turę każde Miasto generuje Kulturę, która jest wspólna\n dla całej cywilizacji.\nKiedy osiągniesz określony poziom, będziesz mógł\n wybrać nowy Ustrój Społeczny, a co za tym idze otrzymasz bonus.
The policies are organized into branches, with each\n branch providing a bonus ability when all policies \n in the branch have been adopted. = Ustroje są podzielone na gałęzie, a każda z nich dodaje dodatkową\n zdolność którą otrzymasz po odblokowaniu całej gałęzi.
With each policy adopted, and with each city built,\n the cost of adopting another policy rises - so choose wisely! = Z każdym nowym Ustrojem i z każdym nowym powstałym miastem\n koszt nowego Ustroju rośnie więc wybieraj rozsądnie!
As cities grow in size and influence, you have to deal with a happiness mechanic that is no longer tied to each individual city.\nInstead, your entire empire shares the same level of satisfaction.\nAs your cities grow in population youll find that it is more and more difficult to keep your empire happy. = Gdy Miasto rozrasta się i staje się bardziej wpływowe powinieneś zacząć zwracać uwagę na mechanikę Zadowolenia mieszkańców, która to\n wpływa na całe imperium, a nie na pojedyńcze Miasta.\nWraz z ekspansją miast utrzymanie Zadowolenia miast stanie się coraz trudniejsze.
In addition, you cant even build any city improvements that increase happiness until youve done the appropriate research.\nIf your empires happiness ever goes below zero the growth rate of your cities will be hurt.\nIf your empire becomes severely unhappy (as indicated by the smiley-face icon at the top of the interface)\n your armies will have a big penalty slapped on to their overall combat effectiveness. = Ponad to nie możesz budować ulepszeń dla Miasta, które podnosi Zadowolenie, do czasu zakończenia odpowiednich badań.\nJeżeli Zadowolenie Twojego imperium kiedykolwiek spadnie poniżej zera tempo rozwoju miasta drastycznie zmaleje.\nJeżeli imperium będzie bardzo niezadowolone (znacznik znajduje się na górze interfejsu - to ta buźka)\n Twoje armie doświadczą spadku efektywności w walce.
This means that it is very difficult to expand quickly in Unciv.\nIt isnt impossible, but as a new player you probably shouldnt do it.\nSo what should you do? Chill out, scout, and improve the land that you do have by building Workers.\nOnly build new cities once you have found a spot that you believe is appropriate. = Jak już widzisz trzeba cały czas balansować pomiędzy rozwojem i ekspansją a Zadowoleniem mieskańców.\nTo nie jest niemożliwe ale jako nowy gracz to nie jest dobry sposób na rozpoczęcie gry.\nPóki co zamiast martwić się zbytnio o Zadowolenie na spokojnie zwiedzaj okoliczne ziemie i ulepszaj\n je przy pomocy Budowniczych.\nCo do Miast to zakładaj je tylko wtedy, kiedy masz pewność że wybrałeś właściwe miejsce.
It seems that your citizens are unhappy!\nWhile unhappy, cities will grow at 1/4 the speed,\n and your units will suffer a 2% penalty for each unhappiness = Wygląda na to że Twoja ludność jest nieszczęśliwa!\nPrzy niskim Zadowoleniu Miasta rozwijają się 4 razy wolniej, a\n Twoje jednostki będą słabsze o 2% za każde Niezadowolenie
Unhappiness has two main causes: Population and cities\n Each city causes 3 unhappiness, and each population, 1 = Niezadowolenie ma 2 przyczyny: Obywatele i Miasta.\n Każde miasto odbiera 3 Zadowolenia a każdy Obywatel 1.
There are 2 main ways to combat unhappiness:\n by building happiness buildings for your population\n or by having improved luxury resources within your borders = Są 2 główne sposoby na radzenie sobie z Niezadowoleniem:\n - budowanie konstrukcji przynoszących Zadowolenie Obywatelom\n - pozyskanie lepszych Luksusowych Zasobów.
You have entered a golden age!\nGolden age points are accumulated each turn by the total happiness \n of your civilization\nWhen in a golden age, culture and production generation increases +20%,\n and every tile already providing at least one gold will provide an extra gold. = Brawo !\nTwoje imperium wkroczyło w Złotą Erę!\nPunkty Złotej Ery gromadzone są co ture bazując na Zadowoleniu Twojej cywilizacji\nPodczas Złotej Ery ilość zdobywanej Kultury i Produkcj wzrasta o 20%,\n a każde pole które w tym momencie generuje co najmniej 1 Złoto, dodatkowo będzie dodawało jedno więcej.
Connecting your cities to the capital by roads\n will generate gold via the trade route.\nNote that each road costs 1 gold Maintenance per turn, and each Railroad costs 2 gold,\n so it may be more economical to wait until the cities grow! = Łączenie Twoich Miast do stolicy z użyciem dróg\n będzie dostarczało Złoto poprzez szalak handlowy.\nZauważ jednak że utrzymanie drogi kosztuje 1 Złota na turę a Torowisko 2,\n więc z ekonomicznego punktu widzenia czasem będzie lepiej po\n prostu poczekać aż Miasta urosną.
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Once youve settled your first two or three cities youre probably 100 to 150 turns into the game.\nNow is a good time to start thinking about how, exactly, you want to win if you havent already. =
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There are three ways to win in Unciv. They are:\n - Cultural Victory: Complete 5 Social Policy Trees\n - Domination Victory: Survive as the last civilization\n - Science Victory: Be the first to construct a spaceship to Alpha Centauri =
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So to sum it up, these are the basics of Unciv Found a prosperous first city, expand slowly to manage happiness,\n and set yourself up for the victory condition you wish to pursue.\nObviously, there is much more to it than that, but it is important not to jump into the deep end before you know how to swim. =
Cities can be conquered by reducing their health to 1,\n and entering the city with a melee unit.\nSince cities heal each turn, it is best to attack with ranged units\n and use your melee units to defend them until the city has been defeated! = Miasta mogą zostać przejęte po zredukowaniu ich zdrowia do 1 i\n wysłaniu do tego miasta jednostki do walki w zwarciu.\nPonieważ miasta się regenerują co turę najlepiej zrobisz atakując je jednostkami\n do walki dystansowej, jednocześnie osłąniając je jednostkami do walki w zwarciu, do\n momentu w którym Miasto zostanie pokonane!
Luxury resources within your domain and with their specific improvement are connected to your trade network.\nEach unique Luxury resource you have adds 5 happiness to your civilization, but extra resources of the same type don't add anything, so use them for trading with other civilizations! = Zasoby Luksusowe to nic innego jak droga do zysku z handlu.\nKażdy unikatowy Luksusowy Zasób dodaje 5 Zadowolenia Twojej cywilizacji,\n ale dodatkowe Zasoby tego samego typu nie dodają nic,\n więc można je dobrze spożytkować handlując nimi z innymi!
Strategic resources within your domain and with their specific improvement are connected to your trade network.\nStrategic resources allow you to train units and construct buildings that require those specific resources, for example the Horseman requires Horses.\nThe top bar keeps count of how many unused strategic resources you own. = Zasoby Strategiczne pozwalają Tobie na tworzenie nowych jednostek jak również na budowę nowych konstrukcji które\n wymagają tych konkretnych zasobów, jak na prykład Jeźdcy potrzebują Koni\nKażda jednostka 'zabiera' kopię tego zasoby, ale gdy jednostka ginie możesz\n stworzyć nową jednostkę z obecnie niewykorzystanym zasobem.\nPasek na górze pokazuje dokładnie ile takowych zasobów posiadasz
The city can no longer put up any resistance!\nHowever, to conquer it, you must enter the city with a melee unit = Miasto nie może już dłużej stawiać oporu!\nJednakże, aby podbić miasto musisz wprowadzić do niego jednostkę do walki w zwarciu.
When conquering a city, you can now choose to either or raze, puppet, or annex the city.\nRazing the city will lower its population by 1 each turn until the city is destroyed. = Podczas podbijania Miasta możesz wybrać czy wolisz zburzyć je, czerpać z niego zysk\n w zamian namiastkę autonomii czy zaanektować.\nBurzenie miasta będzie co ture zabierało 1 Populacji co turę do momentu kiedy miasto zostanie zniszczone.
Puppeting the city will mean that you have no control on the city's production.\nThe city will not increase your tech or policy cost, but its citizens will generate 1.5x the regular unhappiness.\nAnnexing the city will give you control over the production, but will increase the citizen's unhappiness to 2x!\nThis can be mitigated by building a courthouse in the city, returning the citizen's unhappiness to normal.\nA puppeted city can be annexed at any time, but annexed cities cannot be returned to a puppeted state! = Uczynienie z Miasta marionetki oznacza tyle co czerpanie z niego korzyści ale brak kontroli nad produkcją.\nSamo Miasto nie zwiększy kosztów Technologii czy Ustroi Społecznych, ale jego mieszkańcy będą generować 1.5x podstawowego Niezadowolenia.\nZaanektowanie Miasta da Ci kontrolę nad produkcją, ale tym samym zwiększy przyrost Niezadowolenia Obywateli dwukrotnie!\nZłagodzić to może zbudowanie Sądu w mieście, co przywróci Niezadowolenie Obywateli do normy.\nMiasta-marionetki mogą zostać zaanektowane, ale w drugą stronę to już nie zadziała!
You have encountered a barbarian unit!\nBarbarians attack everyone indiscriminately, so don't let your \n civilian units go near them, and be careful of your scout! = Napotkałeś jednostkę Barbażyńców!\nBarbażyńcy atakują wszystkich bez wyjątku, więc nie pozwól\n swoim Cywilom zbliżać się do nich!\nUważaj też na swoich Zwiadowców!
You have encountered another civilization!\nOther civilizations start out peaceful, and you can trade with them,\n but they may choose to declare war on you later on = Napotkałeś nową cywilizację!\nNowo poznane cywilizacje zawsze są na początku obojętne, więc to od Ciebie\n zależy czy wypowiesz im wojnę, czy będziesz z nimi handlował.
Once you have completed the Apollo Program, you can start constructing spaceship parts in your cities\n (with the relevant technologies) to win a scientific victory! = Po ukończeniu programu Apollo możesz rozpocząć budowę części statku kosmicznego w swoich Miastach\n (mając odpowiednie technologie oczywiście) i tym samym osiągnąć Naukowe Zwycięstwo!
Injured units deal less damage, but recover after turns that they have been inactive\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities = Zranione jednostki zadają mniejsze obrażenia, lecz regenerują się w każdej turze w której\n nie zostały użyte. Jednostki leczą się po:\n - 20 punktów w Twoich Miastach\n - 15 na Twoim terytorium\n - 10 na neutralnych ziemiach\n - 5 na terenie wroga
Workers are vital to your cities' growth, since only they can construct improvements on tiles\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! = Robotnicy są istotni dla rozwoju Twoich Miast bo jako jedyni są w stanie budować ulepszenia\n na polach. Ulepszenia zwiększają wydajność Twoich pól, pozwalając Miastom na znacznie szybszą\n produkuckję i rozwój, zachowując tą samą liczbę pracujących pól.
Siege units are extremely powerful against cities, but need to be Set Up before they can attack.\nOnce your siege unit is set up, it can attack from the current tile,\n but once moved to another tile, it will need to be set up again. = Jednostki przystosowane do oblężeń są niezwykle potężne przeciwko Miastom, ale wymagają wcześniejszego\n przygotowania zanim mogą być użyte.\nPo przygotowaniu takiej jednostki, może ona atakować z tego pola. Jeżeli jednak przeniesiesz jednostkę\n na inne pole, znowu będze potrzebna chwila na prygotowanie.
Once a certain tech is researched, your land units can embark, allowing them to traverse water tiles.\nEntering or leaving water takes the entire turn.\nUnits are defenseless while embarked, so be careful! = Po odblokowaniu pewnych technologi, twoje lądowe jednostki będą mogły wsiąść na pokład statku i \n przemieszczać się po wodzie\nWejście i zejście z pokładu trwa całą turę.\nJednostki na czas wchodzenia lub zchodzenia ze statku są bezbronni, więc uważaj!
Your citizens can work 3 tiles away from city center.\nThe city border will keep expanding,\n but citizens cannot be assigned to faraway tiles. = Twoi mieszkańcy mogą pracować do 3 pól od centrum Miasta.\nNawet jeżeli granice miasta się poszerzą, to dystans\n dla Obywateli pozostaje ten sam.
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units = Jeżeli nie chcesz wykonywać daną jednostką żadnych akcji w danej turze możesz ponownie kliknąć\n przycisk 'Następna jednostka'.\nJeżeli nie planujesz w najbliższym czasie żadnych akcji związanych z daną jednostką możesz wprowadzić\n ją w tryb snu lub fortyfikacji - te jednostki nie będą brane pod uwagę jako bezczynne.\nJeżeli chcesz wyłączyć funkcje 'Następna jednostka' całkowicie, możesz\n to zrobić w Menu -> Sprawdź jednostki czekające na rozkazy
Hi there! If you've played this far, you've probably\n seen that the game is currently incomplete.\nUnCiv is meant to be open-source and free, forever.\n That means no ads or any other nonsense. = Witaj ! Jeżeli doszedłeś aż tutaj to prawdopodobnie\n zauważyłeś już że obecnie gra jest niekompletna.\nUnCiv jest tworzone jako całkowicie darmowa gra.\nWięc żadnych reklam czy innych dziwactw.
What motivates me to keep working on it, \n besides the fact I think it's amazingly cool that I can,\n is the support from the players - you guys are the best! = To co naprawdę mnie motywuje do pracy na tą grą, poza\n tym że samo tworzenie sprawia mi frajdę, jest wsparcie\n od innych graczy - jesteście najlepsi!
Every rating and review that I get puts a smile on my face =)\n So contact me! Send me an email, review, Github issue\n or mail pigeon, and let's figure out how to make the game \n even more awesome!\n(Contact info is in the Play Store) = Każda ocena i opinia motywuje mnie do dalszego działania.\nWięc skontaktuj się ze mną! Wyślij mi maila, opinię albo\n gołębiem pocztowym, i razem stwórzmy wspaniałą grę!\n(Dane kontaktowe znajdują się w Sklepie Play)
Military units can pillage improvements, which heals them 25 health and ruins the improvement.\nThe tile can still be worked, but advantages from the improvement - stat bonuses and resources - will be lost.\nWorkers can repair these improvements, which takes less time than building the improvement from scratch. = Jednostki wojskowe mogą plądrować ulepszenia co w rezultacie regeneruje im 25 punktów zdrowia, a tym samym\nniszczy ulepszenie\nNa tym polu wciąż będzie można pracować, ale wszystkie korzyści wynikające z ulepszenia - przepadają.\nRobotnicy mogą naprawiać ulepszenia, co zajmuje mniej czasu niż budowanie ich od początku.

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@ -837,6 +837,7 @@ Raze city = Разрушить город
Stop razing city = Отменить разрушение города
Buy for [amount] gold = Купить за [amount] золота
Buy = Купить
You have [amount] gold = У вас есть [amount] золота
Currently you have [amount] gold. = Сейчас у вас есть [amount] золота.
Would you like to purchase [constructionName] for [buildingGoldCost] gold? = Хотите купить [constructionName] за [buildingGoldCost] золота?
No space available to place [unit] near [city] = Возле [city] нет места, чтобы разместить [unit]
@ -3825,3 +3826,49 @@ Mogadishu =
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Congratulations, conquerer. This tribe serves you now. =
Barbarians = Варвары
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Welcome to Unciv!\nBecause this is a complex game, there are basic tasks to help familiarize you with the game.\nThese are completely optional, and you're welcome to explore the game on your own! = Добро пожаловать в Unciv!\nПотому что это комбинированная игра здесь находятся основные подсказки чтобы помочь вам познакомиться с игрой.\nЭто полностью необязательно, и вы можете cамостоятельно исследовать игру!
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Your first mission is to found your capital city.\nThis is actually an important task because your capital city will probably be your most prosperous.\nMany game bonuses apply only to your capital city and it will probably be the center of your empire. =
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How do you know a spot is appropriate?\nThats not an easy question to answer, but looking for and building next to luxury resources is a good rule of thumb.\nLuxury resources are tiles that have things like gems, cotton, or silk (indicated by a smiley next to the resource icon)\nThese resources make your civilization happy. You should also keep an eye out for resources needed to build units, such as iron. =
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However, cities dont have a set area that they can work - more on that later!\nThis means you dont have to settle cities right next to resources.\nLets say, for example, that you want access to some iron but the resource is right next to a desert.\nYou dont have to settle your city next to the desert. You can settle a few tiles away in more prosperous lands.\nYour city will grow and eventually gain access to the resource.\nYou only need to settle right next to resources if you need them immediately \n which might be the case now and then, but youll usually have the luxury of time. =
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The first thing coming out of your city should be either a Scout or Warrior.\nI generally prefer the Warrior because it can be used for defense and because it can be upgraded\n to the Swordsman unit later in the game for a relatively modest sum of gold.\nScouts can be effective, however, if you seem to be located in an area of dense forest and hills.\nScouts dont suffer a movement penalty in this terrain.\nIf youre a veteran of the 4x strategy genre your first Warrior or Scout will be followed by a Settler.\nFast expanding is absolutely critical in most games of this type. =
In your first couple of turns,\n you will have very little options,\n but as your civilization grows, so do the \n number of things requiring your attention = В ваши первые несколько ходов\n у вас будет очень мало возможностей,\n но когда ваша цивилизация будет расти, также будет \n расти количество вещей требующих внимания.
Each turn, the culture you gain from all your \n cities is added to your Civilization's culture.\nWhen you have enough culture, you may pick a \n Social Policy, each one giving you a certain bonus. = Каждый ход культура, которую вы получаете от всех ваших \n городов добавляется к культуре вашей Цивилизации.\nКогда у вас достаточно культуры, вы можете выбрать\n Общественный Институт, каждый из которых даёт определённый бонус.
The policies are organized into branches, with each\n branch providing a bonus ability when all policies \n in the branch have been adopted. = Институты объеденины в ветви, каждая из\n ветвей даёт бонусную способность, когда все \n институты в ветви приняты.
With each policy adopted, and with each city built,\n the cost of adopting another policy rises - so choose wisely! = С каждым принятым институтом, и с каждым основаным городом,\n цена принятия новой политики растёт - так что выбирайте мудро!
As cities grow in size and influence, you have to deal with a happiness mechanic that is no longer tied to each individual city.\nInstead, your entire empire shares the same level of satisfaction.\nAs your cities grow in population youll find that it is more and more difficult to keep your empire happy. = Так как города растут в размере и влиянии, вам надо работать с механикой счастья что больше не связана с каждым отдельным городом.\nВместо этого по вашей империи распределяется тот же уровень удовлетворения.\nТак как ваши города растут вы найдёте что всё труднее и труднее держать свою империю счастливой.
In addition, you cant even build any city improvements that increase happiness until youve done the appropriate research.\nIf your empires happiness ever goes below zero the growth rate of your cities will be hurt.\nIf your empire becomes severely unhappy (as indicated by the smiley-face icon at the top of the interface)\n your armies will have a big penalty slapped on to their overall combat effectiveness. = К тому же, вы также не можете строить любые улучшения города что увеличивают счастье до тех пор пока не выполните соответствующее исследование.\nЕсли здоровье вашей империи упадёт ниже нуля то cкорость роста в городах снизиться.\nЕсли ваша империя станет крайне несчастливой(отображается как изображение лица наверху интерфейса)\n ваши армии получат большой штраф который скажется на их общей эффективности.
This means that it is very difficult to expand quickly in Unciv.\nIt isnt impossible, but as a new player you probably shouldnt do it.\nSo what should you do? Chill out, scout, and improve the land that you do have by building Workers.\nOnly build new cities once you have found a spot that you believe is appropriate. = Это означает что очень сложно быстро расшириться в Unciv.\nЭто не невозможно, но как новый игрок вы, возможно, не должны этого делать.\nТак что вам надо делать? Успокойтесь, разведывайте и улучшайте местность, что можно обеспечить постройкой Рабочих.\nТолько строя новые города вы сможете найти место, которое считате подходящим.
It seems that your citizens are unhappy!\nWhile unhappy, cities will grow at 1/4 the speed,\n and your units will suffer a 2% penalty for each unhappiness = Кажется ваши жители недовольны!\nКогда жители недовольны, города растут в 4 раза медленнее\n и ваши юниты получают 2% штрафа за каждую единицу недовольства.
Unhappiness has two main causes: Population and cities\n Each city causes 3 unhappiness, and each population, 1 = Недовольство имеет две главные причины: Население и города.\n Каждый город вызывает 3 недовольства и каждый житель 1.
There are 2 main ways to combat unhappiness:\n by building happiness buildings for your population\n or by having improved luxury resources within your borders = Есть два способа борьбы с недовольством:\n строительство зданий увеличивающих счастье вашего населения\n или имея улучшенные редкие ресурсы внутри ваших границ.
You have entered a golden age!\nGolden age points are accumulated each turn by the total happiness \n of your civilization\nWhen in a golden age, culture and production generation increases +20%,\n and every tile already providing at least one gold will provide an extra gold. = Вы вошли в золотой век!\nОчки золотого века увеличиваются, каждый ход, на общее количество счастья\n вашей цивилизации.\nКогда идёт золотой век выработка культуры и производства увеличивается на 20%\n и каждая клетка, производящая хотя бы 1 золото, предоставляет дополнительное золото.
Connecting your cities to the capital by roads\n will generate gold via the trade route.\nNote that each road costs 1 gold Maintenance per turn, and each Railroad costs 2 gold,\n so it may be more economical to wait until the cities grow! = Вы основали ваш второй город!\nСоединение ваших городов со столицей дорогами\n будет вырабатывать золото через торговые пути.\nУчитывайте что содержание каждой дороги стоит 1 золото за ход, \n так что может быть экономнее подождать роста ваших городов!
Once youve settled your first two or three cities youre probably 100 to 150 turns into the game.\nNow is a good time to start thinking about how, exactly, you want to win if you havent already. = С тех пор как вы разместили свои первые 2 или 3 города вы уже, вероятно, сделали от 100 до 150 ходов в игре.\nСейчас хорошее время чтобы начать думать об том, как вы хочете выиграть если вы ещё не определились с этим.
There are three ways to win in Unciv. They are:\n - Cultural Victory: Complete 5 Social Policy Trees\n - Domination Victory: Survive as the last civilization\n - Science Victory: Be the first to construct a spaceship to Alpha Centauri = Есть три способа победить в Unciv.Это:\n - Культурная победа: Закончите 5 ветвей общественных институтов.\n - Завоевание: Станьте последней выжившей цивилизацией.\n - Научная победа: Первым постройте космический корабль к Альфа Центавра.
So to sum it up, these are the basics of Unciv Found a prosperous first city, expand slowly to manage happiness,\n and set yourself up for the victory condition you wish to pursue.\nObviously, there is much more to it than that, but it is important not to jump into the deep end before you know how to swim. = Таким образом обобщу, это основы Unciv Расположите первый процветающий город, медленно расширяйтесь, для контроля счастья,\n настройте себя на условие победы и гонитесь за выбранной.\nОчевидно, для этого надо намного больше чем есть тут, но важно не прыгать глубоко до того, как ты умееш плавать.
Cities can be conquered by reducing their health to 1,\n and entering the city with a melee unit.\nSince cities heal each turn, it is best to attack with ranged units\n and use your melee units to defend them until the city has been defeated! = Вы встретили вражеский город!\nГорода могут быть захвачены уменьшением их здоровья до 0\n и входом в город юнита ближнего боя.\nВвиду того что города лечатся каждый ход лучше всего атаковать юнитами дальнего боя\n и защищать их юнитами ближнего боя, тогда город не будет побеждён!
Luxury resources within your domain and with their specific improvement are connected to your trade network.\nEach unique Luxury resource you have adds 5 happiness to your civilization, but extra resources of the same type don't add anything, so use them for trading with other civilizations! = Вы добыли ваш первый редкий ресурс!\nКаждый уникальный редкий ресурс, который у вас есть добавляет 5 счастья вашей цивилизации,\n но дополнительные ресурсы ничего не дают,\n поэтому используйте их для торговли с другими цивилизациями!
Strategic resources within your domain and with their specific improvement are connected to your trade network.\nStrategic resources allow you to train units and construct buildings that require those specific resources, for example the Horseman requires Horses.\nThe top bar keeps count of how many unused strategic resources you own. = Вы добыли ваш первый стратегический ресурс!\nСтратегические ресурсы позволяют вам тренировать юнитов и строить постройки, которые\n требуют эти специфические ресурсы, например Кавалеристу необходимы лошади.\nКаждый юнит 'потребляет' единицу этого ресурса, но если этот юнит уничтожен вы можете\n создать нового юнита с помощью ваших неиспользованных ресурсов.\nВерхняя панель показывает сколлько у вас не использованных стратегических ресурсов.
The city can no longer put up any resistance!\nHowever, to conquer it, you must enter the city with a melee unit = Город больше не может сопротивлятся!\nОднако, чтобы его захватить вы должны войти в город с юнитом ближнего боя.
When conquering a city, you can now choose to either or raze, puppet, or annex the city.\nRazing the city will lower its population by 1 each turn until the city is destroyed. = Когда захватываете город , вы сейчас можете выбрать cледующее: cнести город, сделать своей марионеткой или оккупировать его.\nСнос города будет уменьшать его население на 1 жителя, каждый ход, пока город не разрушиться.
Puppeting the city will mean that you have no control on the city's production.\nThe city will not increase your tech or policy cost, but its citizens will generate 1.5x the regular unhappiness.\nAnnexing the city will give you control over the production, but will increase the citizen's unhappiness to 2x!\nThis can be mitigated by building a courthouse in the city, returning the citizen's unhappiness to normal.\nA puppeted city can be annexed at any time, but annexed cities cannot be returned to a puppeted state! = Напрямую контролировать производство в городе-сателлите нельзя.\nГород не будет увеличивать стоимость технологий или институтов, но его жители будут производить в 1,5 раза больше несчастья.\nОккупация города означает что у вас будет контроль над его производством, но увеличит количество несчастья от жителей в 2 раза!\nЭто может быть уменьшено постройкой в городе суда, возвращая несчастье от жителей к обычному уровню.\nГород-сателлит может быть оккупирован в любое время, но оккупированные города не могут снова стать сателлитом!
You have encountered a barbarian unit!\nBarbarians attack everyone indiscriminately, so don't let your \n civilian units go near them, and be careful of your scout! = Вы встретили варварский юнит!\nВарвары атакуют всех без разбора, поэтому не давайте вашим\n мирным юнитам проходить рядом с ними и будьте осторожны отправляя вашего разведчика!
You have encountered another civilization!\nOther civilizations start out peaceful, and you can trade with them,\n but they may choose to declare war on you later on = Вы встретили другую цивилизацию!\nДругие цивилизации начинают мирно, и вы можете торговать с ними,\n но позднее они могут решить объявить вам войну.
Once you have completed the Apollo Program, you can start constructing spaceship parts in your cities\n (with the relevant technologies) to win a scientific victory! = С тех пор как вы закончили Программу Аполлон можете начинать строить части космического корабля в своих городах\n (с соотвествующими технологиями) чтобы сделать научную победу.
Injured units deal less damage, but recover after turns that they have been inactive\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities = Раненые юниты наносят меньше урона, но восстанавливаются в течении тех ходов, в течении которых они были неактивны.\nЮниты излечивают 5 очка здоровья на вражеской територии, 10 на нейтральной земле,\n 15 внутри вашей територии и 20 в ваших городах
Workers are vital to your cities' growth, since only they can construct improvements on tiles\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! = Рабочие жизненно необходимы для роста ваших городов, только с тех пор как они могут сооружать улучшения на клетках.\nУлучшения повышают урожай с ваших клеток, разрешая, в тоже время, вашему городу всё больше производить и расти быстрее!
Siege units are extremely powerful against cities, but need to be Set Up before they can attack.\nOnce your siege unit is set up, it can attack from the current tile,\n but once moved to another tile, it will need to be set up again. = Осадные юниты чрезвычайно мощны против городов, но требуют Подготовку перед тем как они смогут атаковать.\nКак только юнит подготовлен, он может атаковать из текущей клетки,\n но как только юнит переместиться на другую клетку, он будет нуждаться в новой подготовке.
Once a certain tech is researched, your land units can embark, allowing them to traverse water tiles.\nEntering or leaving water takes the entire turn.\nUnits are defenseless while embarked, so be careful! = Единожды нужная технология будет изучена,ваши наземные юниты смогут подниматься на борт, разрешая им перемещаться по водным клеткам.\nВхождение или выход из воды занимает весь ход.\nЮниты теряют обороноспособность, так что будьте осторожны!
Your citizens can work 3 tiles away from city center.\nThe city border will keep expanding,\n but citizens cannot be assigned to faraway tiles. = Ваши жители могут обрабатывать клетки в радиусе 3 клеток от центра города.\nГраницы города будут продолжать расширятся,\nно жители не могут быть назначены на отдалённые клетки.
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units = Если вы не хочете перемещать юнит на этом ходу, то можете пропустить его, снова нажимая на ‘Следующий юнит’.\nЕсли вы не будете перемещать его в течении длительного срока времени, то можете применить режим Укрепления или Сна \n юниты в Укреплении или Сне не считаются бездействующими юнитами.\nЕсли вы хочете отменить особенность ‘Следующий юнит’ то можете переключить её в Меню -> Проверка на бездействующие юниты.
Hi there! If you've played this far, you've probably\n seen that the game is currently incomplete.\nUnCiv is meant to be open-source and free, forever.\n That means no ads or any other nonsense. = Привет! Если вы доиграли досюда, вы наверное\n заметили, что эта игра сейчас не закончена.\nUnCiv предназначено быть с открытым исходным кодом и бесплатной, навсегда.\n Это означает, что она без рекламы или любой другой ерунды.
What motivates me to keep working on it, \n besides the fact I think it's amazingly cool that I can,\n is the support from the players - you guys are the best! = Что мотивирует меня продолжать работать, \n кроме того факта, что я думаю это невероятно круто, что я могу,\n так это вся эта поддержка от игроков - вы лучшие ребята!
Every rating and review that I get puts a smile on my face =)\n So contact me! Send me an email, review, Github issue\n or mail pigeon, and let's figure out how to make the game \n even more awesome!\n(Contact info is in the Play Store) = Каждая оценка и обзор, которые я получаю вызывает на моём лице улыбку =)\nПоэтому свяжитесь со мной! Отправте мне емейл, обзор, вопрос на Github\n Или почтового голубя и давайте разберёмся как сделать игру\n ещё более потрясающей!\n(Контактная информация находится в Play Store)
Military units can pillage improvements, which heals them 25 health and ruins the improvement.\nThe tile can still be worked, but advantages from the improvement - stat bonuses and resources - will be lost.\nWorkers can repair these improvements, which takes less time than building the improvement from scratch. = Военные юниты могут грабить улучшения, что лечит им 25 здоровья и разрушает улучшение.\nКлетка может продолжать работать, но её преимущества от улучшения бонусы к характеристикам и ресурсы будут потеряны.\nРабочие могут починить эти улучшения, что займёт меньше времени чем его строительство .

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@ -3380,3 +3380,45 @@ Mogadishu =
# Requires translation!
Congratulations, conquerer. This tribe serves you now. =
Barbarians = 蛮族
#################### Lines from Tutorials.json ####################
Welcome to Unciv!\nBecause this is a complex game, there are basic tasks to help familiarize you with the game.\nThese are completely optional, and you're welcome to explore the game on your own! = 您好欢迎来到绚丽多彩的UnCiv游戏世界\n文明游戏是复杂的让我们通过一些简单的任务来熟悉它吧。\n这些任务是可选的当然您也可以自己探索游戏世界
Your first mission is to found your capital city.\nThis is actually an important task because your capital city will probably be your most prosperous.\nMany game bonuses apply only to your capital city and it will probably be the center of your empire. = 您的第一个任务是建立首都,\n这个任务是非常重要的因为通常情况下首都会成为你的文明最繁荣的城市。\n游戏中解锁政策、科技等带来的很多增益往往只对首都有效所以首都的发展代表了您的文明的发达程度。
How do you know a spot is appropriate?\nThats not an easy question to answer, but looking for and building next to luxury resources is a good rule of thumb.\nLuxury resources are tiles that have things like gems, cotton, or silk (indicated by a smiley next to the resource icon)\nThese resources make your civilization happy. You should also keep an eye out for resources needed to build units, such as iron. = 如何选择一个合适的首都建立位置?这不是一个容易回答的问题。\n通常情况下选择紧邻奢侈资源的位置是选择建立点的不二法则。\n奢侈资源主要包括宝石、棉花、丝绸等这些资源在地图上用一个“笑脸”标示\n开发这些资源可以增加您的文明的快乐。当然你也应该留意那些组建单位时所需要的战略资源比如铁。
However, cities dont have a set area that they can work - more on that later!\nThis means you dont have to settle cities right next to resources.\nLets say, for example, that you want access to some iron but the resource is right next to a desert.\nYou dont have to settle your city next to the desert. You can settle a few tiles away in more prosperous lands.\nYour city will grow and eventually gain access to the resource.\nYou only need to settle right next to resources if you need them immediately \n which might be the case now and then, but youll usually have the luxury of time. = 但是,城市的边界不是固定的,它会随着文化的积累慢慢扩张。\n这意味着你并不一定要把城市建在太过靠近资源的位置。\n举例来说比如, 你需要获得战略资源铁--但悲剧的是该资源紧邻沙漠。\n您无需把城市建立在紧邻沙漠的位置。相反的可以选择离该资源稍远而且更加富饶的地块。\n随着城市的不断繁荣发展和边界的扩张城市将慢慢靠近该资源直至获得它。\n如果需要马上获得所需的战略资源你可以选择建城在靠近资源的位置--\n有时候这样做可能对游戏的胜利更有利但通常情况下您都有充裕的时间选择更加合理的建立点。
The first thing coming out of your city should be either a Scout or Warrior.\nI generally prefer the Warrior because it can be used for defense and because it can be upgraded\n to the Swordsman unit later in the game for a relatively modest sum of gold.\nScouts can be effective, however, if you seem to be located in an area of dense forest and hills.\nScouts dont suffer a movement penalty in this terrain.\nIf youre a veteran of the 4x strategy genre your first Warrior or Scout will be followed by a Settler.\nFast expanding is absolutely critical in most games of this type. = 您的城市第一个组建的单位应当是勇士或斥候。\n我非常喜欢勇士因为他可以用于防守\n同时在研发“铁器”科技后只需花少量的金钱就可以把他升级为剑士。\n当您的城市位于大片森林或丘陵间时斥候是非常有效的选择\n因为他在这些地形移动时没有移动力惩罚。\n如果您是4x游戏的行家里手紧随第一个勇士或斥候的单位应该是移民。\n请记住快速扩张永远是获取胜利的不二法门
In your first couple of turns,\n you will have very little options,\n but as your civilization grows, so do the \n number of things requiring your attention = 在游戏开始的最初几回合,\n您只需进行很少的操作。\n但随着您的文明的发展\n很多事情必须面面俱到。
Each turn, the culture you gain from all your \n cities is added to your Civilization's culture.\nWhen you have enough culture, you may pick a \n Social Policy, each one giving you a certain bonus. = 文化可以通过建设文化建筑或奇观、推行社会政策等积累。\n当您有足够的文化时, 可以推行一项社会政策,\n每项社会政策都给您一定的奖励。
The policies are organized into branches, with each\n branch providing a bonus ability when all policies \n in the branch have been adopted. = 社会政策被划分成几个分支,每个分支都有自己的子政策,\n当一个分支社会政策的所有子政策都被推行\n会有一个额外的奖励。
With each policy adopted, and with each city built,\n the cost of adopting another policy rises - so choose wisely! = 随着每项社会政策的推行,每座城市的建立,\n推行新的社会政策时的文化花费会随之提升--所以要明智地选择!
As cities grow in size and influence, you have to deal with a happiness mechanic that is no longer tied to each individual city.\nInstead, your entire empire shares the same level of satisfaction.\nAs your cities grow in population youll find that it is more and more difficult to keep your empire happy. = 随着城市规模扩大,城市的可工作地块也会变得越来越多。\n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\n快乐的消耗则由城市数量和人口数量决定。\n随着城市数量的增加和城市人口的增长您将会很快发现保持你的文明始终处于快乐是一件越来越难的事。
In addition, you cant even build any city improvements that increase happiness until youve done the appropriate research.\nIf your empires happiness ever goes below zero the growth rate of your cities will be hurt.\nIf your empire becomes severely unhappy (as indicated by the smiley-face icon at the top of the interface)\n your armies will have a big penalty slapped on to their overall combat effectiveness. = 此外,在未研发相关科技前您将无法建造任何能增加快乐的建筑、奇观和开发可以增加快乐的奢侈资源。\n如果您的文明处于不满将会极大地减慢城市发展速度。\n如果文明的不满状态非常严重顶部信息栏用一个“哭脸”标示\n您的部队战斗力将会有极大的减成。
This means that it is very difficult to expand quickly in Unciv.\nIt isnt impossible, but as a new player you probably shouldnt do it.\nSo what should you do? Chill out, scout, and improve the land that you do have by building Workers.\nOnly build new cities once you have found a spot that you believe is appropriate. = 这意味着在Unciv游戏中快速扩张是一件非常困难的事新手们一定要十分慎重。\n那么究竟应该如何做呢把目光聚焦在发展自己已有的城市上吧。\n通过组建工人建造设施、开发资源同时不要放松对其他文明的侦查工作\n只有当您在寻找到一个合适的位置后再来建立新的城市吧。
It seems that your citizens are unhappy!\nWhile unhappy, cities will grow at 1/4 the speed,\n and your units will suffer a 2% penalty for each unhappiness = 看来您的市民不太高兴!\n因为不满(快乐为负),城市的食物产出将-75%\n每1点不满会使您的单位战斗力-2%。
Unhappiness has two main causes: Population and cities\n Each city causes 3 unhappiness, and each population, 1 = 产生不满的原因有两个:人口数和城市数,\n每座城市产生3点不满每个市民产生1点不满。
There are 2 main ways to combat unhappiness:\n by building happiness buildings for your population\n or by having improved luxury resources within your borders = 有两种方法可以减少不满:\n为您的市民建造提供快乐的建筑或奇观\n或者开发奢侈资源。
You have entered a golden age!\nGolden age points are accumulated each turn by the total happiness \n of your civilization\nWhen in a golden age, culture and production generation increases +20%,\n and every tile already providing at least one gold will provide an extra gold. = 您的文明进入了一个黄金时代!\n您的快乐每个回合都会积累\n当快乐积累到一定数值就会开启一个黄金时代。\n在黄金时代文化和产能积累速率+20%\n每个至少产出1金钱的地块将提供额外的金钱。
Connecting your cities to the capital by roads\n will generate gold via the trade route.\nNote that each road costs 1 gold Maintenance per turn, and each Railroad costs 2 gold,\n so it may be more economical to wait until the cities grow! = 您已经建立了第二座城市!\n通过道路连接您的城市和首都来建立贸易路线\n贸易路线将提供额外的金钱产出。\n请注意道路经过的每个地块都需要1金钱的维护费\n所以等待城市的自然发展可能更经济!
Once youve settled your first two or three cities youre probably 100 to 150 turns into the game.\nNow is a good time to start thinking about how, exactly, you want to win if you havent already. = 当您建立了两三座城市后可能已经经过了100150回合\n这时您应该思考和谋划如何赢得游戏的胜利--如果此时你还没有胜利的话!
There are three ways to win in Unciv. They are:\n - Cultural Victory: Complete 5 Social Policy Trees\n - Domination Victory: Survive as the last civilization\n - Science Victory: Be the first to construct a spaceship to Alpha Centauri = 在Unciv游戏中有三种赢得胜利的方式。分别是\n文化胜利--完成4个社会政策分支\n征服胜利--消灭其他文明成为世界上唯一的存在;\n科技胜利--成为第一个建造太空飞船飞向遥远的半人马阿尔法星的文明。
So to sum it up, these are the basics of Unciv Found a prosperous first city, expand slowly to manage happiness,\n and set yourself up for the victory condition you wish to pursue.\nObviously, there is much more to it than that, but it is important not to jump into the deep end before you know how to swim. = 小心谋划、认真算计、稳扎稳打、步步为营这是游玩Unciv游戏的基本法则。\n首先建立一座繁荣的城市确保快乐不为负的情况下慢慢扩张渐渐成长为一方强权\n向着你设定的胜利目标勇敢前进吧\n这是勇敢者的游戏需要的不仅是智谋和勇气请尽情享受吧不过请注意鲁莽与草率是通向死亡的快车道
Cities can be conquered by reducing their health to 1,\n and entering the city with a melee unit.\nSince cities heal each turn, it is best to attack with ranged units\n and use your melee units to defend them until the city has been defeated! = 您已经包围了敌人的一座城市!\n当城市的耐久降至1时就可以被占领。\n只能使用近战单位占领城市。\n城市每回合会自动回复少许耐久所以最好先使用远程单位攻击它\n同时使用您的近战单位来保护远程单位直到城市被占领!
Luxury resources within your domain and with their specific improvement are connected to your trade network.\nEach unique Luxury resource you have adds 5 happiness to your civilization, but extra resources of the same type don't add anything, so use them for trading with other civilizations! = 您已经获得了第一个奢侈资源!\n您拥有的每种独一无二的奢侈资源都会给您的文明+5快乐\n每种奢侈资源只能提供一份快乐加成同种的多个资源并不会提供更多的快乐\n所以用它们和其他文明进行贸易吧!
Strategic resources within your domain and with their specific improvement are connected to your trade network.\nStrategic resources allow you to train units and construct buildings that require those specific resources, for example the Horseman requires Horses.\nThe top bar keeps count of how many unused strategic resources you own. = 您已经获得了第一个战略资源!\n战略资源允许您组建特定的单位和建造特定的建筑。\n当您在一个战略资源地块上建造了设施它将为您提供有限数量的该种资源。\n组建相关单位和建造相关建筑时这些资源会消耗。如需要消耗1单位的马来组建1个骑手\n没有马就不能组建骑手。当该单位或建筑被摧毁时此资源将能再次使用。\n如果获取资源途径出现中断需要该资源的单位将受到战斗力减成直至重新获得该资源。
The city can no longer put up any resistance!\nHowever, to conquer it, you must enter the city with a melee unit = 这座城市再也不能抵抗了!\n然而要征服城市请使用您的近战单位占领它。
When conquering a city, you can now choose to either or raze, puppet, or annex the city.\nRazing the city will lower its population by 1 each turn until the city is destroyed. = 恭喜!您已经攻占了一座敌人的城市!\n您可以选择摧毁、傀儡甚至吞并它。\n“摧毁城市”可以令城市人口每回合-1人口为0时城市将完全被摧毁。
Puppeting the city will mean that you have no control on the city's production.\nThe city will not increase your tech or policy cost, but its citizens will generate 1.5x the regular unhappiness.\nAnnexing the city will give you control over the production, but will increase the citizen's unhappiness to 2x!\nThis can be mitigated by building a courthouse in the city, returning the citizen's unhappiness to normal.\nA puppeted city can be annexed at any time, but annexed cities cannot be returned to a puppeted state! = “傀儡城市”意味着您将无法控制该城市的产能,\n好处是该城市将不会额外增加您研发科技和推行社会政策时的花费同时该城市人口产生的不满是正常值的1.5倍。\n“吞并城市”将会给予您该城市的绝对控制权但该城市人口产生的不满将是正常值的2倍。\n在城市内建造“法庭”可以使人口产生的不满降低到正常值。\n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
You have encountered a barbarian unit!\nBarbarians attack everyone indiscriminately, so don't let your \n civilian units go near them, and be careful of your scout! = 您遇到蛮族了!\n蛮族会不分青红皂白地攻击靠近它的每一个单位\n所以请不要让您的移民等平民单位靠近他们同时还要注意你的斥候!
You have encountered another civilization!\nOther civilizations start out peaceful, and you can trade with them,\n but they may choose to declare war on you later on = 您遇到了另一个文明!\n其他文明一开始是和平的您可以和他们进行贸易\n但是他们以后可能会选择对您宣战。
Once you have completed the Apollo Program, you can start constructing spaceship parts in your cities\n (with the relevant technologies) to win a scientific victory! = 您已经完成了阿波罗计划!\n现在可以开始在您的城市中建造飞船部件了\n来通过太空竞赛赢得科技胜利吧
Injured units deal less damage, but recover after turns that they have been inactive\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities = 您的一个单位受伤了!\n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。\n每回合生命值回复量取决于单位所处的位置\n敌方领土时5点中立领土时10点己方领土时15点城市中心地块时20点。
Workers are vital to your cities' growth, since only they can construct improvements on tiles\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! = 您训练了一个工人!\n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。\n设施可以提高地块的产出\n当市民在建有设施的地块工作时将给您的城市带来更多的收益。
Siege units are extremely powerful against cities, but need to be Set Up before they can attack.\nOnce your siege unit is set up, it can attack from the current tile,\n but once moved to another tile, it will need to be set up again. = 您训练了一支攻城单位!\n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。\n您的攻城单位架设起来后它就可以从当前的地块发起攻击\n但是一旦它移动到其他地块就需要重新架设。
Once a certain tech is researched, your land units can embark, allowing them to traverse water tiles.\nEntering or leaving water takes the entire turn.\nUnits are defenseless while embarked, so be careful! = 您的陆军单位现在拥有船运能力,他们可以穿越海洋地块!\n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。\n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!
Your citizens can work 3 tiles away from city center.\nThe city border will keep expanding,\n but citizens cannot be assigned to faraway tiles. = 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。\n虽然城市的边界会持续地扩张\n但是市民不能分配在距城市中心地块3格以外的地块上。
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units = 如果当前回合不想对某个单位执行任何操作,可以点击右上方“下个闲置单位”按钮来跳过该单位。\n如果一段时间内不想对其执行任何操作可以对该单位执行“驻守”或“休眠”指令\n系统执行“回合结束前查看闲置单位”指令时将自动跳过处于“驻守”或“休眠”状态的单位。\n如果想完全禁用“下个闲置单位”按钮请进入“设置”菜单并将“回合结束前查看闲置单位”设置为“否”。
Hi there! If you've played this far, you've probably\n seen that the game is currently incomplete.\nUnCiv is meant to be open-source and free, forever.\n That means no ads or any other nonsense. = 您好!玩到这里,您已经熟悉了游戏的全部内容,\n您会发现游戏目前是不完整的它还处于开发状态。\n不过UnCiv将永远是开源和免费的\n这意味着您无须担心广告或付费问题。
What motivates me to keep working on it, \n besides the fact I think it's amazingly cool that I can,\n is the support from the players - you guys are the best! = 您的支持将激励着我进一步完善它,\n我一定会竭尽全力、精益求精。\n感谢玩家们的支持--您们是最棒的!
Every rating and review that I get puts a smile on my face =)\n So contact me! Send me an email, review, Github issue\n or mail pigeon, and let's figure out how to make the game \n even more awesome!\n(Contact info is in the Play Store) = 如果喜欢它请到Play Store对它进行评价。\n如果您发现了游戏存在的问题或有什么好的意见和建议\n请联系我\n我的email地址yairm210@hotmail.com\nGitHub项目页面https://github.com/yairm210/UnCiv。
Military units can pillage improvements, which heals them 25 health and ruins the improvement.\nThe tile can still be worked, but advantages from the improvement - stat bonuses and resources - will be lost.\nWorkers can repair these improvements, which takes less time than building the improvement from scratch. = 军事单位可以劫掠地块设施“劫掠”可以回复单位25点生命值同时将设施化为废墟。\n被“劫掠”的地块仍旧可以工作但从地块设施获得的效果————例如基本资源加成和战略资源收益————将会消失。\n工人可以修复这些化为废墟的设施所花费时间将比重新建造它们要少。

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@ -3906,3 +3906,45 @@ Mogadishu =
# Requires translation!
Congratulations, conquerer. This tribe serves you now. =
Barbarians = 蠻族
#################### Lines from Tutorials.json ####################
Welcome to Unciv!\nBecause this is a complex game, there are basic tasks to help familiarize you with the game.\nThese are completely optional, and you're welcome to explore the game on your own! = 您好歡迎來到絢麗多彩的UnCiv遊戲世界\n文明遊戲是復雜的讓我們通過一些簡單的任務來熟悉它吧。\n這些任務是可選的當然您也可以自己探索遊戲世界
Your first mission is to found your capital city.\nThis is actually an important task because your capital city will probably be your most prosperous.\nMany game bonuses apply only to your capital city and it will probably be the center of your empire. = 您的第一个任务是建立首都,\n这个任务是非常重要的因为通常情况下首都会成为你的文明最繁荣的城市。\n游戏中解锁政策、科技等带来的很多增益往往只对首都有效所以首都的发展代表了您的文明的发达程度。
How do you know a spot is appropriate?\nThats not an easy question to answer, but looking for and building next to luxury resources is a good rule of thumb.\nLuxury resources are tiles that have things like gems, cotton, or silk (indicated by a smiley next to the resource icon)\nThese resources make your civilization happy. You should also keep an eye out for resources needed to build units, such as iron. = 如何选择一个合适的首都建立位置?这不是一个容易回答的问题。\n通常情况下选择紧邻奢侈资源的位置是选择建立点的不二法则。\n奢侈资源主要包括宝石、棉花、丝绸等这些资源在地图上用一个“笑脸”标示\n开发这些资源可以增加您的文明的快乐。当然你也应该留意那些组建单位时所需要的战略资源比如铁。
However, cities dont have a set area that they can work - more on that later!\nThis means you dont have to settle cities right next to resources.\nLets say, for example, that you want access to some iron but the resource is right next to a desert.\nYou dont have to settle your city next to the desert. You can settle a few tiles away in more prosperous lands.\nYour city will grow and eventually gain access to the resource.\nYou only need to settle right next to resources if you need them immediately \n which might be the case now and then, but youll usually have the luxury of time. = 但是,城市的边界不是固定的,它会随着文化的积累慢慢扩张。\n这意味着你并不一定要把城市建在太过靠近资源的位置。\n举例来说比如, 你需要获得战略资源铁--但悲剧的是该资源紧邻沙漠。\n您无需把城市建立在紧邻沙漠的位置。相反的可以选择离该资源稍远而且更加富饶的地块。\n随着城市的不断繁荣发展和边界的扩张城市将慢慢靠近该资源直至获得它。\n如果需要马上获得所需的战略资源你可以选择建城在靠近资源的位置--\n有时候这样做可能对游戏的胜利更有利但通常情况下您都有充裕的时间选择更加合理的建立点。
The first thing coming out of your city should be either a Scout or Warrior.\nI generally prefer the Warrior because it can be used for defense and because it can be upgraded\n to the Swordsman unit later in the game for a relatively modest sum of gold.\nScouts can be effective, however, if you seem to be located in an area of dense forest and hills.\nScouts dont suffer a movement penalty in this terrain.\nIf youre a veteran of the 4x strategy genre your first Warrior or Scout will be followed by a Settler.\nFast expanding is absolutely critical in most games of this type. = 您的城市第一個組建的單位應當是勇士或斥候。\n我非常喜歡勇士因為他可以用於防守\n同時在研發“鐵器”科技後只需花少量的金錢就可以把他升級為劍士。\n當您的城市位於大片森林或丘陵間時斥候是非常有效的選擇\n因為他在這些地形移動時沒有移動力懲罰。\n如果您是4x遊戲的行家裏手緊隨第一個勇士或斥候的單位應該是移民。\n請記住快速擴張永遠是獲取勝利的不二法門
In your first couple of turns,\n you will have very little options,\n but as your civilization grows, so do the \n number of things requiring your attention = 在游戏开始的最初几回合,\n您只需进行很少的操作。\n但随着您的文明的发展\n很多事情必须面面俱到。
Each turn, the culture you gain from all your \n cities is added to your Civilization's culture.\nWhen you have enough culture, you may pick a \n Social Policy, each one giving you a certain bonus. = 文化可以通過建設文化建築或奇觀、推行社會政策等累積。\n當您有足夠的文化點數時, 可以推行一項社會政策,\n每項社會政策都會給您一定的獎勵。
The policies are organized into branches, with each\n branch providing a bonus ability when all policies \n in the branch have been adopted. = 社會政策被話分成幾個分支,每個分支都有自己的子政策,\n當一個分支社會政策的所有子政策都被推行\n會有一個額外的獎勵。
With each policy adopted, and with each city built,\n the cost of adopting another policy rises - so choose wisely! = 隨著每項社會政策的推行,每座城市的建立,\n推行新的社會政策時的文化花費會隨之提升--所以要明智地選擇!
As cities grow in size and influence, you have to deal with a happiness mechanic that is no longer tied to each individual city.\nInstead, your entire empire shares the same level of satisfaction.\nAs your cities grow in population youll find that it is more and more difficult to keep your empire happy. = 随着城市规模扩大,城市的可工作地块也会变得越来越多。\n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\n快乐的消耗则由城市数量和人口数量决定。\n随着城市数量的增加和城市人口的增长您将会很快发现保持你的文明始终处于快乐是一件越来越难的事。
In addition, you cant even build any city improvements that increase happiness until youve done the appropriate research.\nIf your empires happiness ever goes below zero the growth rate of your cities will be hurt.\nIf your empire becomes severely unhappy (as indicated by the smiley-face icon at the top of the interface)\n your armies will have a big penalty slapped on to their overall combat effectiveness. = 此外,在未研发相关科技前您将无法建造任何能增加快乐的建筑、奇观和开发可以增加快乐的奢侈资源。\n如果您的文明处于不满将会极大地减慢城市发展速度。\n如果文明的不满状态非常严重顶部信息栏用一个“哭脸”标示\n您的部队战斗力将会有极大的减成。
This means that it is very difficult to expand quickly in Unciv.\nIt isnt impossible, but as a new player you probably shouldnt do it.\nSo what should you do? Chill out, scout, and improve the land that you do have by building Workers.\nOnly build new cities once you have found a spot that you believe is appropriate. = 这意味着在Unciv游戏中快速扩张是一件非常困难的事新手们一定要十分慎重。\n那么究竟应该如何做呢把目光聚焦在发展自己已有的城市上吧。\n通过组建工人建造设施、开发资源同时不要放松对其他文明的侦查工作\n只有当您在寻找到一个合适的位置后再来建立新的城市吧。
It seems that your citizens are unhappy!\nWhile unhappy, cities will grow at 1/4 the speed,\n and your units will suffer a 2% penalty for each unhappiness = 看来您的市民不太高兴!\n因为不满(快乐为负),城市的食物产出将-75%\n每1点不满会使您的单位战斗力-2%。
Unhappiness has two main causes: Population and cities\n Each city causes 3 unhappiness, and each population, 1 = 产生不满的原因有两个:人口数和城市数,\n每座城市产生3点不满每个市民产生1点不满。
There are 2 main ways to combat unhappiness:\n by building happiness buildings for your population\n or by having improved luxury resources within your borders = 有两种方法可以减少不满:\n为您的市民建造提供快乐的建筑或奇观\n或者开发奢侈资源。
You have entered a golden age!\nGolden age points are accumulated each turn by the total happiness \n of your civilization\nWhen in a golden age, culture and production generation increases +20%,\n and every tile already providing at least one gold will provide an extra gold. = 您的文明进入了一个黄金时代!\n您的快乐每个回合都会积累\n当快乐积累到一定数值就会开启一个黄金时代。\n在黄金时代文化和产能积累速率+20%\n每个至少产出1金钱的地块将提供额外的金钱。
Connecting your cities to the capital by roads\n will generate gold via the trade route.\nNote that each road costs 1 gold Maintenance per turn, and each Railroad costs 2 gold,\n so it may be more economical to wait until the cities grow! = 您已经建立了第二座城市!\n通过道路连接您的城市和首都来建立贸易路线\n贸易路线将提供额外的金钱产出。\n请注意道路经过的每个地块都需要1金钱的维护费\n所以等待城市的自然发展可能更经济!
Once youve settled your first two or three cities youre probably 100 to 150 turns into the game.\nNow is a good time to start thinking about how, exactly, you want to win if you havent already. = 当您建立了两三座城市后可能已经经过了100150回合\n这时您应该思考和谋划如何赢得游戏的胜利--如果此时你还没有胜利的话!
There are three ways to win in Unciv. They are:\n - Cultural Victory: Complete 5 Social Policy Trees\n - Domination Victory: Survive as the last civilization\n - Science Victory: Be the first to construct a spaceship to Alpha Centauri = 在Unciv游戏中有三种赢得胜利的方式。分别是\n文化胜利--完成4个社会政策分支\n征服胜利--消灭其他文明成为世界上唯一的存在;\n科技胜利--成为第一个建造太空飞船飞向遥远的半人马阿尔法星的文明。
So to sum it up, these are the basics of Unciv Found a prosperous first city, expand slowly to manage happiness,\n and set yourself up for the victory condition you wish to pursue.\nObviously, there is much more to it than that, but it is important not to jump into the deep end before you know how to swim. = 小心谋划、认真算计、稳扎稳打、步步为营这是游玩Unciv游戏的基本法则。\n首先建立一座繁荣的城市确保快乐不为负的情况下慢慢扩张渐渐成长为一方强权\n向着你设定的胜利目标勇敢前进吧\n这是勇敢者的游戏需要的不仅是智谋和勇气请尽情享受吧不过请注意鲁莽与草率是通向死亡的快车道
Cities can be conquered by reducing their health to 1,\n and entering the city with a melee unit.\nSince cities heal each turn, it is best to attack with ranged units\n and use your melee units to defend them until the city has been defeated! = 您已经包围了敌人的一座城市!\n当城市的耐久降至1时就可以被占领。\n只能使用近战单位占领城市。\n城市每回合会自动回复少许耐久所以最好先使用远程单位攻击它\n同时使用您的近战单位来保护远程单位直到城市被占领!
Luxury resources within your domain and with their specific improvement are connected to your trade network.\nEach unique Luxury resource you have adds 5 happiness to your civilization, but extra resources of the same type don't add anything, so use them for trading with other civilizations! = 您已经获得了第一个奢侈资源!\n您拥有的每种独一无二的奢侈资源都会给您的文明+5快乐\n每种奢侈资源只能提供一份快乐加成同种的多个资源并不会提供更多的快乐\n所以用它们和其他文明进行贸易吧!
Strategic resources within your domain and with their specific improvement are connected to your trade network.\nStrategic resources allow you to train units and construct buildings that require those specific resources, for example the Horseman requires Horses.\nThe top bar keeps count of how many unused strategic resources you own. = 您已经获得了第一个战略资源!\n战略资源允许您组建特定的单位和建造特定的建筑。\n当您在一个战略资源地块上建造了设施它将为您提供有限数量的该种资源。\n组建相关单位和建造相关建筑时这些资源会消耗。如需要消耗1单位的马来组建1个骑手\n没有马就不能组建骑手。当该单位或建筑被摧毁时此资源将能再次使用。\n如果获取资源途径出现中断需要该资源的单位将受到战斗力减成直至重新获得该资源。
The city can no longer put up any resistance!\nHowever, to conquer it, you must enter the city with a melee unit = 这座城市再也不能抵抗了!\n然而要征服城市请使用您的近战单位占领它。
When conquering a city, you can now choose to either or raze, puppet, or annex the city.\nRazing the city will lower its population by 1 each turn until the city is destroyed. = 恭喜!您已经攻占了一座敌人的城市!\n您可以选择摧毁、傀儡甚至吞并它。\n“摧毁城市”可以令城市人口每回合-1人口为0时城市将完全被摧毁。
Puppeting the city will mean that you have no control on the city's production.\nThe city will not increase your tech or policy cost, but its citizens will generate 1.5x the regular unhappiness.\nAnnexing the city will give you control over the production, but will increase the citizen's unhappiness to 2x!\nThis can be mitigated by building a courthouse in the city, returning the citizen's unhappiness to normal.\nA puppeted city can be annexed at any time, but annexed cities cannot be returned to a puppeted state! = “傀儡城市”意味着您将无法控制该城市的产能,\n好处是该城市将不会额外增加您研发科技和推行社会政策时的花费同时该城市人口产生的不满是正常值的1.5倍。\n“吞并城市”将会给予您该城市的绝对控制权但该城市人口产生的不满将是正常值的2倍。\n在城市内建造“法庭”可以使人口产生的不满降低到正常值。\n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
You have encountered a barbarian unit!\nBarbarians attack everyone indiscriminately, so don't let your \n civilian units go near them, and be careful of your scout! = 您遇到蛮族了!\n蛮族会不分青红皂白地攻击靠近它的每一个单位\n所以请不要让您的移民等平民单位靠近他们同时还要注意你的斥候!
You have encountered another civilization!\nOther civilizations start out peaceful, and you can trade with them,\n but they may choose to declare war on you later on = 您遇到了另一个文明!\n其他文明一开始是和平的您可以和他们进行贸易\n但是他们以后可能会选择对您宣战。
Once you have completed the Apollo Program, you can start constructing spaceship parts in your cities\n (with the relevant technologies) to win a scientific victory! = 您已经完成了阿波罗计划!\n现在可以开始在您的城市中建造飞船部件了\n来通过太空竞赛赢得科技胜利吧
Injured units deal less damage, but recover after turns that they have been inactive\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities = 您的一个单位受伤了!\n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。\n每回合生命值回复量取决于单位所处的位置\n敌方领土时5点中立领土时10点己方领土时15点城市中心地块时20点。
Workers are vital to your cities' growth, since only they can construct improvements on tiles\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! = 您训练了一个工人!\n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。\n设施可以提高地块的产出\n当市民在建有设施的地块工作时将给您的城市带来更多的收益。
Siege units are extremely powerful against cities, but need to be Set Up before they can attack.\nOnce your siege unit is set up, it can attack from the current tile,\n but once moved to another tile, it will need to be set up again. = 您训练了一支攻城单位!\n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。\n您的攻城单位架设起来后它就可以从当前的地块发起攻击\n但是一旦它移动到其他地块就需要重新架设。
Once a certain tech is researched, your land units can embark, allowing them to traverse water tiles.\nEntering or leaving water takes the entire turn.\nUnits are defenseless while embarked, so be careful! = 您的陆军单位现在拥有船运能力,他们可以穿越海洋地块!\n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。\n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!
Your citizens can work 3 tiles away from city center.\nThe city border will keep expanding,\n but citizens cannot be assigned to faraway tiles. = 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。\n虽然城市的边界会持续地扩张\n但是市民不能分配在距城市中心地块3格以外的地块上。
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units = 如果当前回合不想对某个单位执行任何操作,可以点击右上方“下个闲置单位”按钮来跳过该单位。\n如果一段时间内不想对其执行任何操作可以对该单位执行“驻守”或“休眠”指令\n系统执行“回合结束前查看未行动单位”指令时将自动跳过处于“驻守”或“休眠”状态的单位。\n如果想完全禁用“下个闲置单位”按钮请进入“设置”菜单并将“回合结束前查看闲置单位”设置为“否”。
Hi there! If you've played this far, you've probably\n seen that the game is currently incomplete.\nUnCiv is meant to be open-source and free, forever.\n That means no ads or any other nonsense. = 您好!玩到这里,您已经熟悉了游戏的全部内容,\n您会发现游戏目前是不完整的它还处于开发状态。\n不过UnCiv将永远是开源和免费的\n这意味着您无须担心广告或付费问题。
What motivates me to keep working on it, \n besides the fact I think it's amazingly cool that I can,\n is the support from the players - you guys are the best! = 您的支持将激励着我进一步完善它,\n我一定会竭尽全力、精益求精。\n感谢玩家们的支持--您们是最棒的!
Every rating and review that I get puts a smile on my face =)\n So contact me! Send me an email, review, Github issue\n or mail pigeon, and let's figure out how to make the game \n even more awesome!\n(Contact info is in the Play Store) = 如果喜欢它请到Play Store对它进行评价。\n如果您发现了游戏存在的问题或有什么好的意见和建议\n请联系我\n我的email地址yairm210@hotmail.com\nGitHub项目页面https://github.com/yairm210/UnCiv。
Military units can pillage improvements, which heals them 25 health and ruins the improvement.\nThe tile can still be worked, but advantages from the improvement - stat bonuses and resources - will be lost.\nWorkers can repair these improvements, which takes less time than building the improvement from scratch. = 军事单位可以劫掠地块设施“劫掠”可以回复单位25点生命值同时将设施化为废墟。\n被“劫掠”的地块仍旧可以工作但从地块设施获得的效果————例如基本资源加成和战略资源收益————将会消失。\n工人可以修复这些化为废墟的设施所花费时间将比重新建造它们要少。

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@ -817,6 +817,7 @@ Raze city = Зруйнувати місто
Stop razing city = Зупинити руйнування міста
Buy for [amount] gold = Купити за [amount] золота
Buy = Купити
You have [amount] gold = У вас є [amount] золота
Currently you have [amount] gold. = Зараз у вас в наявності [amount] золота.
Would you like to purchase [constructionName] for [buildingGoldCost] gold? = Бажаєте придбати [constructionName] за [buildingGoldCost] золота?
No space available to place [unit] near [city] = Біля [city] немає місця, щоб розмістити [unit]
@ -3113,3 +3114,45 @@ You are nothing but a glorified barbarian. Cruel, and ruthless. = Ви є не
Mogadishu = Могадішу
Congratulations, conquerer. This tribe serves you now. = Вітаю, завойовник. Тепер це плем'я служитиме тобі.
Barbarians = Варвари
#################### Lines from Tutorials.json ####################
Welcome to Unciv!\nBecause this is a complex game, there are basic tasks to help familiarize you with the game.\nThese are completely optional, and you're welcome to explore the game on your own! = Ласкаво просимо до Unciv!\nОскільки це складна гра, є основні завдання, які допоможуть ознайомити вас з грою.\nВони абсолютно необов’язкові, і ви можете самостійно вивчити гру!
Your first mission is to found your capital city.\nThis is actually an important task because your capital city will probably be your most prosperous.\nMany game bonuses apply only to your capital city and it will probably be the center of your empire. = Ваша перша місія — це заснувати свою столицю.\nЦе насправді важливе завдання, адже саме ваша столиця буде, мабуть, найбільш процвітаючою.\nБагато ігрових бонусів стосуються лише вашої столиці, і, ймовірно, вона буде центром вашої імперії.
How do you know a spot is appropriate?\nThats not an easy question to answer, but looking for and building next to luxury resources is a good rule of thumb.\nLuxury resources are tiles that have things like gems, cotton, or silk (indicated by a smiley next to the resource icon)\nThese resources make your civilization happy. You should also keep an eye out for resources needed to build units, such as iron. = Як дізнатися, що це місце підходить для заснування міста?\nНа це питання складно відповісти, але шукайте і засновуйте місто біля ресурсів розкоші.\nРесурси розкоші — це клітини, на яких є речі, такі як дорогоцінні камені, бавовна або шовк (позначені посмішкою поруч із значком ресурсу)\nЦі ресурси роблять вашу цивілізацію щасливішою. Ви також повинні стежити за ресурсами, які потребуються для створення підрозділів, такі як залізо.
However, cities dont have a set area that they can work - more on that later!\nThis means you dont have to settle cities right next to resources.\nLets say, for example, that you want access to some iron but the resource is right next to a desert.\nYou dont have to settle your city next to the desert. You can settle a few tiles away in more prosperous lands.\nYour city will grow and eventually gain access to the resource.\nYou only need to settle right next to resources if you need them immediately \n which might be the case now and then, but youll usually have the luxury of time. = Однак у містах немає визначеної площі, на якій вони можуть працювати — про це пізніше!\nТобто ви не повинні засновувати міста прямо поруч з ресурсами.\nСкажімо, наприклад, що ви хочете отримати доступ до заліза — проте ресурс поруч з пустелею.\nВи не повинні селитися поруч з пустелею. Ви можете оселитися кілька клітин подалі в процвітаючишіх містах.\nВаше місто буде розширюватись, і врешті-решт отримає доступ до ресурсу.\nЯкщо ви хочете поселитися поруч з ресурсом негайно, то оселіться біля нього, \n це може знадобитися, щоб отримати ресурс якнайшвидше, але зазвичай у вас багато часу.
The first thing coming out of your city should be either a Scout or Warrior.\nI generally prefer the Warrior because it can be used for defense and because it can be upgraded\n to the Swordsman unit later in the game for a relatively modest sum of gold.\nScouts can be effective, however, if you seem to be located in an area of dense forest and hills.\nScouts dont suffer a movement penalty in this terrain.\nIf youre a veteran of the 4x strategy genre your first Warrior or Scout will be followed by a Settler.\nFast expanding is absolutely critical in most games of this type. = Перший, хто вийде з вашого міста, повинен бути або розвідником, або воїном.\nЯ, як правило, віддаю перевагу Воїну, оскільки його можна використовувати для оборони і тому, що його можна вдосконалити\n до мечника в пізній стадії гри за відносно невелику суму золота.\nОднак Розвідники можуть бути ефективними, якщо вам здається, що ви знаходитесь в районі густого лісу та пагорбів.\nРозвідники не отримують штраф до руху на цій місцевості.\nЯкщо ви знавець жанру глобальних стратегій, то за вашим першим Воїном чи Розвідником послідує Поселенець.\nШвидке розширення є абсолютно необхідним у більшості ігор цього типу.
In your first couple of turns,\n you will have very little options,\n but as your civilization grows, so do the \n number of things requiring your attention = У ваші перші пару ходів,\n ви будете мати дуже мало можливостей,\n але як зростатиме ваша цивілізація, так і зростатиме \n кількість речей, що потребують вашої уваги.
Each turn, the culture you gain from all your \n cities is added to your Civilization's culture.\nWhen you have enough culture, you may pick a \n Social Policy, each one giving you a certain bonus. = Кожний хід, культура, яку ви отримуєте від усіх своїх\n міст, додається до культури вашої Цивілізації.\nКоли у вас буде достатньо культури, ви зможете вибрати \n Соціальний інститут, кожен з яких дає певний бонус.
The policies are organized into branches, with each\n branch providing a bonus ability when all policies \n in the branch have been adopted. = Політика організована у гілки,\n при цьому кожна гілка надає можливість бонусу,\n коли всі інститути у цій галузі будуть прийняті.
With each policy adopted, and with each city built,\n the cost of adopting another policy rises - so choose wisely! = Із кожним прийнятим інститутом, з кожним побудованим містом,\n вартість прийняття нових інститутів зростає, тому вибирайте з розумом!
As cities grow in size and influence, you have to deal with a happiness mechanic that is no longer tied to each individual city.\nInstead, your entire empire shares the same level of satisfaction.\nAs your cities grow in population youll find that it is more and more difficult to keep your empire happy. = У міру того, як міста зростають у чисельності населення та впливі, вам доведеться мати справу із механікою щастя, яка вже не прив’язана до кожного окремого міста.\nНатомість уся ваша імперія має однаковий рівень задоволення.\nПо мірі зростання чисельності ваших міст ви побачите, що підтримувати свою імперію все складніше і складніше.
In addition, you cant even build any city improvements that increase happiness until youve done the appropriate research.\nIf your empires happiness ever goes below zero the growth rate of your cities will be hurt.\nIf your empire becomes severely unhappy (as indicated by the smiley-face icon at the top of the interface)\n your armies will have a big penalty slapped on to their overall combat effectiveness. = Окрім того, ви навіть не можете побудувати будь-які покращення міста, які збільшують щастя, поки ви не зробите відповідне дослідження.\nЯкщо щастя вашої імперії коли-небудь опуститься нижче нуля, темп зростання ваших міст буде знижено.\nЯкщо ваша імперія стає сильно нещасною (на що вказує значок обличчя у верхній частині інтерфейсу)\n ваші армії матимуть велику штрафну санкцію у загальній ефективності бою
This means that it is very difficult to expand quickly in Unciv.\nIt isnt impossible, but as a new player you probably shouldnt do it.\nSo what should you do? Chill out, scout, and improve the land that you do have by building Workers.\nOnly build new cities once you have found a spot that you believe is appropriate. = Це означає, що в Unciv швидко розширитись дуже важко.\nЦе не є неможливим, проте, як новий гравець, ви, мабуть, не повинні цього робити.\nТо що ж робити? Охолоньте, розвідайте та покращуйте землю, яку ви маєте, будуючи Робітників.\nБудуйте нові міста лише після того, як знайдете місце, яке вважаєте за потрібне.
It seems that your citizens are unhappy!\nWhile unhappy, cities will grow at 1/4 the speed,\n and your units will suffer a 2% penalty for each unhappiness = Схоже, що мешканці нещасливі!\nПоки вони нещасливі, міста будуть зростати на 1/4 швидкості від початкової,\n і ваші підрозділи будуть отримувати 2% штрафу за кожну одиницю нещастя
Unhappiness has two main causes: Population and cities\n Each city causes 3 unhappiness, and each population, 1 = Нещастя має дві основні причини: населення та міста\n Кожне місто викликає 3 одиниці нещастя, а кожне населення — 1
There are 2 main ways to combat unhappiness:\n by building happiness buildings for your population\n or by having improved luxury resources within your borders = Є два основні способи боротьби з нещастям:\n будуючи будинки щастя для свого населення,\n або покращувати ресурси розкоші у ваших межах.
You have entered a golden age!\nGolden age points are accumulated each turn by the total happiness \n of your civilization\nWhen in a golden age, culture and production generation increases +20%,\n and every tile already providing at least one gold will provide an extra gold. = Ви вступили до Золотої доби!\nОчки Золотої доби накопичуються на кожному кроці відповідно до загального щастя \n вашої цивілізації\nПід час Золотої доби культура і виробництво збільшується на 20%,\n і кожна клітина, яка вже виробляє хоча б 1 золото, надасть додаткове золото.
Connecting your cities to the capital by roads\n will generate gold via the trade route.\nNote that each road costs 1 gold Maintenance per turn, and each Railroad costs 2 gold,\n so it may be more economical to wait until the cities grow! = Підключення ваших міст до столиці дорогами \n призведе до отримання золота через торговий шлях.\nЗауважте, що обслуговування доріг коштуватиме вам 1 золото за хід, а кожної колії - 2 золота,\n тому ви маєте бути більш економними доки міста зростуть!
Once youve settled your first two or three cities youre probably 100 to 150 turns into the game.\nNow is a good time to start thinking about how, exactly, you want to win if you havent already. = Якщо ви побудували свої перші два-три міста, то мабуть, вже пройшло 100-150 ходів.\nЗараз настав час почати думати про те, як саме ви хочете виграти, якщо ви ще цього не зробили.
There are three ways to win in Unciv. They are:\n - Cultural Victory: Complete 5 Social Policy Trees\n - Domination Victory: Survive as the last civilization\n - Science Victory: Be the first to construct a spaceship to Alpha Centauri = У грі є 3 способи перемогти, а саме:\n — Культурна перемога: завершіть 5 гілок соціальних інститутів\n — Загарбання: виживіть як остання цивілізація\n — Наукова перемога: будьте першими, хто зконструює космічний корабель до Альфа Центаври
So to sum it up, these are the basics of Unciv Found a prosperous first city, expand slowly to manage happiness,\n and set yourself up for the victory condition you wish to pursue.\nObviously, there is much more to it than that, but it is important not to jump into the deep end before you know how to swim. = Отже, підводячи підсумок, основи Unciv — засновувати процвітаюче перше місто, повільно розширятись, щоб керувати рівнем щастя,\n і налаштовувати себе на перемогу, яку хочете досягти.\nОчевидно, що є ще багато чого іншого, але важливо не переоцінювати свої можливості, і робити все поступово.
Cities can be conquered by reducing their health to 1,\n and entering the city with a melee unit.\nSince cities heal each turn, it is best to attack with ranged units\n and use your melee units to defend them until the city has been defeated! = Міста можна завоювати, зменшивши їх здоров'я до 1,\n і увійношовши в місто з підрозділом ближнього бою.\nОскільки міста відновлюються кожного ходу, найкраще атакувати підрозділами дального бою\n і використовуйте свої ближньобійні підрозділи, щоб захищати їх, поки місто не буде розгромлено!
Luxury resources within your domain and with their specific improvement are connected to your trade network.\nEach unique Luxury resource you have adds 5 happiness to your civilization, but extra resources of the same type don't add anything, so use them for trading with other civilizations! = Ресурси розкоші у вашому володінні та з їх конкретним удосконаленням під’єднані до вашої торговельної мережі.\nКожен унікальний ресурс розкоші додає вашій цивілізації 5 щастя, але додаткові ресурси одного типу нічого не додають, тому використовуйте їх для торгівлі з іншими цивілізаціями!
Strategic resources within your domain and with their specific improvement are connected to your trade network.\nStrategic resources allow you to train units and construct buildings that require those specific resources, for example the Horseman requires Horses.\nThe top bar keeps count of how many unused strategic resources you own. = Стратегічні ресурси у вашому володінні та з їх конкретним удосконаленням під’єднані до вашої торговельної мережі.\nСтратегічні ресурси дозволяють тренувати підрозділи та споруджувати будівлі, які потребують конкретних ресурсів, наприклад, Вершник вимагає Коней.\nНа верхній панелі відображається кількість невикористаних стратегічних ресурсів.
The city can no longer put up any resistance!\nHowever, to conquer it, you must enter the city with a melee unit = Місто вже не може чинити будь-який опір!\nОднак, щоб його завоювати, ви повинні увійти до міста з ближньобійником.
When conquering a city, you can now choose to either or raze, puppet, or annex the city.\nRazing the city will lower its population by 1 each turn until the city is destroyed. = Ви захопили місто, тепер оберіть що ви хочете зробити з ним: зруйнувати, зробити з нього маріонетку чи анексувати.\n«Зруйнувати» означає зменшувати чисельність населення міста на 1 одиницю кожен хід, поки воно не буде зрівняно з землею.
Puppeting the city will mean that you have no control on the city's production.\nThe city will not increase your tech or policy cost, but its citizens will generate 1.5x the regular unhappiness.\nAnnexing the city will give you control over the production, but will increase the citizen's unhappiness to 2x!\nThis can be mitigated by building a courthouse in the city, returning the citizen's unhappiness to normal.\nA puppeted city can be annexed at any time, but annexed cities cannot be returned to a puppeted state! = Зробити місто «маріонеткою» означатиме, що ви не будете мати контролю над виробництвом міста.\nМісто не збільшуватиме ваші витрати на техніку чи інститути, але його громадяни породжуватимуть у 1,5 рази більше нещастя.\nАнексія міста надасть вам контроль над виробництвом, але збільшить нещастя громадян до 2х!\nЦе можна зменшити, побудувавши у місті суд, повернувши нещастя громадян у нормальний стан.\nМаріонеткове місто можна будь-коли анексувати, але анексовані міста не можна повернути до маріонеткового стану!
You have encountered a barbarian unit!\nBarbarians attack everyone indiscriminately, so don't let your \n civilian units go near them, and be careful of your scout! = Ви зіткнулися з підрозділом варварів!\nВарвари нападають на всіх без розбору, тому не дозволяйте \n цивільним підрозділам підходити до них і стежте уважно за своїм розвідником!
You have encountered another civilization!\nOther civilizations start out peaceful, and you can trade with them,\n but they may choose to declare war on you later on = Ви зіткнулися з іншою цивілізацією!\nНа початку гри всі цивілізаціїї у дружніх відносинах з вами, і ви можете торгувати з ними,\n але згодом вони можуть оголосити вам війну
Once you have completed the Apollo Program, you can start constructing spaceship parts in your cities\n (with the relevant technologies) to win a scientific victory! = Як тільки ви завершите програму «Аполлон», ви можете розпочати проектування частин космічного корабля в ваших містах,\n (з відповідними технологіями) щоб здобути наукову перемогу!
Injured units deal less damage, but recover after turns that they have been inactive\nUnits heal 5 health per turn in enemy territory, 10 in neutral land,\n 15 inside your territory and 20 in your cities = Травмовані підрозділи завдають меншої шкоди, але відновлюються після ходів, якщо вони були неактивними\nПідрозділи відновлюють 5 здоров’я за хід на ворожій території, 10 на нейтральній,\n 15 на вашій території і 20 у ваших містах
Workers are vital to your cities' growth, since only they can construct improvements on tiles\nImprovements raise the yield of your tiles, allowing your city to produce more and grow faster while working the same amount of tiles! = Робітники життєво важливі для зростання ваших міст, оскільки тільки вони можуть будувати вдосконалення на клітинках\nУдосконалення підвищують прибуток від вашої клітини, дозволяючи вашому місту виробляти більше і рости швидше, працюючи на тій же кількості клітин!
Siege units are extremely powerful against cities, but need to be Set Up before they can attack.\nOnce your siege unit is set up, it can attack from the current tile,\n but once moved to another tile, it will need to be set up again. = Підрозділи облоги надзвичайно потужні проти міст, але їх потрібно налаштувати, перед тим як вони зможуть атакувати.\nКоли ви налаштуєте підрозділ облоги, він зможе атакувати з поточної клітинки,\n але вам прийдеться знову налаштовувати його, як тільки він буде переміщений на іншу клітинку.
Once a certain tech is researched, your land units can embark, allowing them to traverse water tiles.\nEntering or leaving water takes the entire turn.\nUnits are defenseless while embarked, so be careful! = Після того, як певна технологія буде досліджена, ваші наземні підрозділи будуть сідати на судна, дозволяючи їм переходити клітинки води.\nВхід або вихід з води займає весь хід.\nПідрозділи беззахисні під час входу чи виходу, тому будьте обережні!
Your citizens can work 3 tiles away from city center.\nThe city border will keep expanding,\n but citizens cannot be assigned to faraway tiles. = Ваші мешканці можуть працювати на відстані трьох клітинок від центра міста\nКордон міста буде розширюватися,\n але громадяни не можуть бути назначені до далеких клітинок.
If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.\nIf you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - \n units in Fortify or Sleep are not considered idle units.\nIf you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units = Якщо ви не хочете, щоб підрозділ рухався на цьому ході, то ви можете пропустити хід натиснувши на «Наступний підрозділ» знову.\nЯкщо ви деякий час не будете переміщувати його, ви можете ввімкнути режим «Укріпити» або «Спати». \nПідрозділи у цих режимах не вважаються неробочими.\nЯкщо ви хочете вимкнути «Наступний підрозділ» повністю, то ви можете відключити це в Меню -> Перевіряти неробочі підрозділи
Hi there! If you've played this far, you've probably\n seen that the game is currently incomplete.\nUnCiv is meant to be open-source and free, forever.\n That means no ads or any other nonsense. = Привіт! Якщо ви зайшли так далеко,\n то, напевно, бачили, що гра наразі незавершена\nUnCiv — це гра безкоштовна та з відкритим вихідним кодом. Так буде завжди,\n тобто це означає, що не буде реклами чи іншої нісенітниці.
What motivates me to keep working on it, \n besides the fact I think it's amazingly cool that I can,\n is the support from the players - you guys are the best! = Що мотивує мене продовжувати працювати над нею, \n крім того, що я думаю, що це дивовижно, що я можу,\n це підтримка від гравців — ви, хлопці та дівчата найкращі!
Every rating and review that I get puts a smile on my face =)\n So contact me! Send me an email, review, Github issue\n or mail pigeon, and let's figure out how to make the game \n even more awesome!\n(Contact info is in the Play Store) = Кожна оцінка та відгуки, які я отримую, викликають посмішку на моєму обличчі =).\n Тож зв’яжіться зі мною! Надішліть мені електронний лист, відгук, чи опис проблеми на Github\n або поштового голуба для того, щоб розібратися, як зробити гру \n ще більш чудовою!\n(Контактна інформація знаходиться в Google Play)
Military units can pillage improvements, which heals them 25 health and ruins the improvement.\nThe tile can still be worked, but advantages from the improvement - stat bonuses and resources - will be lost.\nWorkers can repair these improvements, which takes less time than building the improvement from scratch. = Військові підрозділи можуть грабувати вдосконалення, яке оздоровляє їх на 25 здоров’я і зруйновує це вдосконалення.\nНа клітині все ще можна працювати, проте переваги від удосконалення (бонуси до характеристики і бонусні ресурси) буде втрачено.\nРобітники можуть відновити ці вдосконалення, що займає менше часу, ніж будувати поліпшення з нуля.

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@ -813,6 +813,7 @@ Raze city =
Stop razing city =
Buy for [amount] gold =
Buy =
You have [amount] gold =
Currently you have [amount] gold. =
Would you like to purchase [constructionName] for [buildingGoldCost] gold? =
No space available to place [unit] near [city] =

View file

@ -81,7 +81,7 @@ class UncivGame(
if (rewriteTranslationFiles) { // Yes, also when running from the Jar. Sue me.
translations.readAllLanguagesTranslation()
TranslationFileReader().writeNewTranslationFiles(translations)
TranslationFileReader.writeNewTranslationFiles(translations)
} else {
translations.tryReadTranslationForCurrentLanguage()
}
@ -96,7 +96,7 @@ class UncivGame(
Gdx.app.postRunnable {
CameraStageBaseScreen.resetFonts()
autoLoadGame()
thread { startMusic() }
thread(name="Music") { startMusic() }
isInitialized = true
}
}
@ -114,6 +114,7 @@ class UncivGame(
}
fun startMusic() {
if (settings.musicVolume < 0.01) return
val musicFile = Gdx.files.local(musicLocation)
if (musicFile.exists()) {

View file

@ -147,7 +147,7 @@ class NextTurnAutomation{
tradeLogic.currentTrade.theirOffers.add(theirOffer)
} else if (ourGold / 2 >= theirValue) {
//try to buy tech with money, not spending more than 1/3 of treasury
tradeLogic.currentTrade.ourOffers.add(TradeOffer("Gold".tr(), TradeType.Gold, 0, theirValue))
tradeLogic.currentTrade.ourOffers.add(TradeOffer("Gold".tr(), TradeType.Gold, theirValue))
tradeLogic.currentTrade.theirOffers.add(theirOffer)
ourGold -= theirValue
}
@ -322,20 +322,13 @@ class NextTurnAutomation{
&& !civInfo.getDiplomacyManager(it).hasFlag(DiplomacyFlags.DeclinedResearchAgreement) }
.sortedByDescending { it.statsForNextTurn.science }
val duration = when (civInfo.gameInfo.gameParameters.gameSpeed) {
GameSpeed.Quick -> 25
GameSpeed.Standard -> 30
GameSpeed.Epic -> 45
GameSpeed.Marathon -> 90
}
for (otherCiv in canSignResearchAgreementCiv) {
// Default setting is 5, this will be changed according to different civ.
if ((1..10).random() > 5) continue
val tradeLogic = TradeLogic(civInfo, otherCiv)
val cost = civInfo.getResearchAgreementCost(otherCiv)
tradeLogic.currentTrade.ourOffers.add(TradeOffer(Constants.researchAgreement, TradeType.Treaty, duration, cost))
tradeLogic.currentTrade.theirOffers.add(TradeOffer(Constants.researchAgreement, TradeType.Treaty, duration, cost))
tradeLogic.currentTrade.ourOffers.add(TradeOffer(Constants.researchAgreement, TradeType.Treaty, cost))
tradeLogic.currentTrade.theirOffers.add(TradeOffer(Constants.researchAgreement, TradeType.Treaty, cost))
otherCiv.tradeRequests.add(TradeRequest(civInfo.civName, tradeLogic.currentTrade.reverse()))
}
@ -360,8 +353,8 @@ class NextTurnAutomation{
// pay for peace
val tradeLogic = TradeLogic(civInfo, enemy)
tradeLogic.currentTrade.ourOffers.add(TradeOffer(Constants.peaceTreaty, TradeType.Treaty, 30))
tradeLogic.currentTrade.theirOffers.add(TradeOffer(Constants.peaceTreaty, TradeType.Treaty, 30))
tradeLogic.currentTrade.ourOffers.add(TradeOffer(Constants.peaceTreaty, TradeType.Treaty))
tradeLogic.currentTrade.theirOffers.add(TradeOffer(Constants.peaceTreaty, TradeType.Treaty))
if (civInfo.gold > 0) {
var moneyWeNeedToPay = -TradeEvaluation().evaluatePeaceCostForThem(civInfo, enemy)
@ -369,7 +362,7 @@ class NextTurnAutomation{
moneyWeNeedToPay = civInfo.gold
}
if (moneyWeNeedToPay > 0) {
tradeLogic.currentTrade.ourOffers.add(TradeOffer("Gold".tr(), TradeType.Gold, 0, moneyWeNeedToPay))
tradeLogic.currentTrade.ourOffers.add(TradeOffer("Gold".tr(), TradeType.Gold, moneyWeNeedToPay))
}
}

View file

@ -463,8 +463,8 @@ class CityInfo {
foundingCiv.getDiplomacyManager(conqueringCiv).influence = 90f
if (foundingCiv.isAtWarWith(conqueringCiv)) {
val tradeLogic = TradeLogic(foundingCiv, conqueringCiv)
tradeLogic.currentTrade.ourOffers.add(TradeOffer(Constants.peaceTreaty, TradeType.Treaty, 30))
tradeLogic.currentTrade.theirOffers.add(TradeOffer(Constants.peaceTreaty, TradeType.Treaty, 30))
tradeLogic.currentTrade.ourOffers.add(TradeOffer(Constants.peaceTreaty, TradeType.Treaty))
tradeLogic.currentTrade.theirOffers.add(TradeOffer(Constants.peaceTreaty, TradeType.Treaty))
tradeLogic.acceptTrade()
}
}

View file

@ -18,7 +18,7 @@ class TradeLogic(val ourCivilization:CivilizationInfo, val otherCivilization: Ci
val offers = TradeOffersList()
if (civInfo.isCityState() && otherCivilization.isCityState()) return offers
if(civInfo.isAtWarWith(otherCivilization))
offers.add(TradeOffer(Constants.peaceTreaty, TradeType.Treaty, 30))
offers.add(TradeOffer(Constants.peaceTreaty, TradeType.Treaty))
if(!otherCivilization.getDiplomacyManager(civInfo).hasOpenBorders
&& !otherCivilization.isCityState()
@ -26,30 +26,30 @@ class TradeLogic(val ourCivilization:CivilizationInfo, val otherCivilization: Ci
&& otherCivilization.tech.getTechUniques().contains("Enables Open Borders agreements")) {
val relationshipLevel = otherCivilization.getDiplomacyManager(civInfo).relationshipLevel()
offers.add(TradeOffer(Constants.openBorders, TradeType.Agreement, 30))
offers.add(TradeOffer(Constants.openBorders, TradeType.Agreement))
}
for(entry in civInfo.getCivResources()
.filterNot { it.resource.resourceType == ResourceType.Bonus }) {
val resourceTradeType = if(entry.resource.resourceType== ResourceType.Luxury) TradeType.Luxury_Resource
else TradeType.Strategic_Resource
offers.add(TradeOffer(entry.resource.name, resourceTradeType, 30, entry.amount))
offers.add(TradeOffer(entry.resource.name, resourceTradeType, entry.amount))
}
if (!civInfo.isCityState() && !otherCivilization.isCityState()) {
for (entry in civInfo.tech.techsResearched
.filterNot { otherCivilization.tech.isResearched(it) }
.filter { otherCivilization.tech.canBeResearched(it) }) {
offers.add(TradeOffer(entry, TradeType.Technology, 0))
offers.add(TradeOffer(entry, TradeType.Technology))
}
}
offers.add(TradeOffer("Gold".tr(), TradeType.Gold, 0, civInfo.gold))
offers.add(TradeOffer("Gold per turn".tr(), TradeType.Gold_Per_Turn, 30, civInfo.statsForNextTurn.gold.toInt()))
offers.add(TradeOffer("Gold".tr(), TradeType.Gold, civInfo.gold))
offers.add(TradeOffer("Gold per turn".tr(), TradeType.Gold_Per_Turn, civInfo.statsForNextTurn.gold.toInt()))
if (!civInfo.isOneCityChallenger() && !otherCivilization.isOneCityChallenger()
&& !civInfo.isCityState() && !otherCivilization.isCityState()) {
for (city in civInfo.cities.filterNot { it.isCapital() })
offers.add(TradeOffer(city.id, TradeType.City, 0))
offers.add(TradeOffer(city.id, TradeType.City))
}
val otherCivsWeKnow = civInfo.getKnownCivs()
@ -58,7 +58,7 @@ class TradeLogic(val ourCivilization:CivilizationInfo, val otherCivilization: Ci
.filter { !otherCivilization.diplomacy.containsKey(it.civName) && !it.isDefeated() }
for (thirdCiv in civsWeKnowAndTheyDont) {
offers.add(TradeOffer(thirdCiv.civName, TradeType.Introduction, 0))
offers.add(TradeOffer(thirdCiv.civName, TradeType.Introduction))
}
if (!civInfo.isCityState() && !otherCivilization.isCityState()) {
@ -67,7 +67,7 @@ class TradeLogic(val ourCivilization:CivilizationInfo, val otherCivilization: Ci
val civsWeArentAtWarWith = civsWeBothKnow
.filter { civInfo.getDiplomacyManager(it).diplomaticStatus == DiplomaticStatus.Peace }
for (thirdCiv in civsWeArentAtWarWith) {
offers.add(TradeOffer(thirdCiv.civName, TradeType.WarDeclaration, 0))
offers.add(TradeOffer(thirdCiv.civName, TradeType.WarDeclaration))
}
}

View file

@ -1,13 +1,20 @@
package com.unciv.logic.trade
import com.unciv.Constants
import com.unciv.UncivGame
import com.unciv.models.metadata.GameSpeed
import com.unciv.models.translations.tr
data class TradeOffer(var name:String, var type: TradeType,
/** 0 for offers that are immediate (e.g. gold transfer) */ var duration:Int, var amount:Int=1) {
constructor() : this("", TradeType.Gold,0,0) // so that the json deserializer can work
data class TradeOffer(var name:String, var type: TradeType, var amount:Int=1) {
constructor() : this("", TradeType.Gold) // so that the json deserializer can work
var duration = when(type){
TradeType.Gold, TradeType.Technology, TradeType.Introduction, TradeType.WarDeclaration, TradeType.City -> 0 /** 0 for offers that are immediate (e.g. gold transfer) */
else -> when(UncivGame.Current.gameInfo.gameParameters.gameSpeed){
GameSpeed.Quick -> if (name==Constants.peaceTreaty) 10 else 25
else -> ((if (name==Constants.peaceTreaty) 10 else 30) * UncivGame.Current.gameInfo.gameParameters.gameSpeed.modifier).toInt()
}
}
fun equals(offer: TradeOffer): Boolean {
return offer.name==name
&& offer.type==type

View file

@ -5,11 +5,12 @@ import com.unciv.JsonParser
import com.unciv.models.ruleset.Nation
import java.nio.charset.Charset
import kotlin.collections.set
import com.badlogic.gdx.utils.Array
class TranslationFileReader{
object TranslationFileReader {
private val percentagesFileLocation = "jsons/translations/completionPercentages.properties"
val templateFileLocation = "jsons/translations/template.properties"
private const val percentagesFileLocation = "jsons/translations/completionPercentages.properties"
const val templateFileLocation = "jsons/translations/template.properties"
private val charset = Charset.forName("UTF-8").name()
fun read(translationFile: String): LinkedHashMap<String, String> {
@ -34,6 +35,8 @@ class TranslationFileReader{
linesFromTemplates.addAll(templateFile.reader().readLines())
linesFromTemplates.add("\n#################### Lines from Nations.json ####################\n")
linesFromTemplates.addAll(generateNationsStrings())
linesFromTemplates.add("\n#################### Lines from Tutorials.json ####################\n")
linesFromTemplates.addAll(generateTutorialsStrings())
val stringBuilder = StringBuilder()
for(line in linesFromTemplates){
@ -113,4 +116,16 @@ class TranslationFileReader{
return strings
}
fun generateTutorialsStrings(): Collection<String> {
val tutorials = JsonParser().getFromJson(LinkedHashMap<String, Array<String>>().javaClass, "jsons/Tutorials.json")
val strings = mutableSetOf<String>() // using set to avoid duplicates
for (tutorial in tutorials) {
for (str in tutorial.value)
if (str != "") strings.add("$str = ")
}
return strings
}
}

View file

@ -41,8 +41,7 @@ class Translations : LinkedHashMap<String, TranslationEntry>(){
val languageTranslations:HashMap<String,String>
try { // On some devices we get a weird UnsupportedEncodingException
// which is super odd because everyone should support UTF-8
languageTranslations = TranslationFileReader()
.read(translationFileName)
languageTranslations = TranslationFileReader.read(translationFileName)
}catch (ex:Exception){
return
}
@ -111,7 +110,7 @@ class Translations : LinkedHashMap<String, TranslationEntry>(){
fun loadPercentageCompleteOfLanguages(){
val startTime = System.currentTimeMillis()
percentCompleteOfLanguages = TranslationFileReader().readLanguagePercentages()
percentCompleteOfLanguages = TranslationFileReader.readLanguagePercentages()
val translationFilesTime = System.currentTimeMillis() - startTime
println("Loading percent complete of languages - "+translationFilesTime+"ms")
@ -121,8 +120,9 @@ class Translations : LinkedHashMap<String, TranslationEntry>(){
val percentComplete = HashMap<String,Int>()
val translationStart = System.currentTimeMillis()
var allTranslations = TranslationFileReader().generateNationsStrings().size
Gdx.files.internal(TranslationFileReader().templateFileLocation)
var allTranslations = TranslationFileReader.generateNationsStrings().size
allTranslations += TranslationFileReader.generateTutorialsStrings().size
Gdx.files.internal(TranslationFileReader.templateFileLocation)
.reader().forEachLine { if(it.contains(" = ")) allTranslations+=1 }
for(language in getLanguagesWithTranslationFile()){

View file

@ -2,11 +2,9 @@ package com.unciv.ui
import com.badlogic.gdx.scenes.scene2d.Actor
import com.badlogic.gdx.scenes.scene2d.ui.*
import com.unciv.JsonParser
import com.unciv.UncivGame
import com.unciv.models.ruleset.Ruleset
import com.unciv.models.translations.tr
import com.unciv.ui.tutorials.TutorialMiner
import com.unciv.ui.utils.*
import java.util.*
@ -19,8 +17,6 @@ class CivilopediaScreen(ruleset: Ruleset) : CameraStageBaseScreen() {
private val entrySelectTable = Table().apply { defaults().pad(5f) }
val description = "".toLabel()
private val tutorialMiner = TutorialMiner(JsonParser())
fun select(category: String) {
entrySelectTable.clear()
for (entry in categoryToEntries[category]!!
@ -87,8 +83,8 @@ class CivilopediaScreen(ruleset: Ruleset) : CameraStageBaseScreen() {
.map { CivilopediaEntry(it.name,it.getDescription(ruleset.unitPromotions.values, true),
Table().apply { add(ImageGetter.getPromotionIcon(it.name)) }) }
categoryToEntries["Tutorials"] = tutorialMiner.getCivilopediaTutorials(UncivGame.Current.settings.language)
.map { CivilopediaEntry(it.key.value.replace("_"," "), it.value.joinToString("\n\n")) }
categoryToEntries["Tutorials"] = tutorialController.getCivilopediaTutorials()
.map { CivilopediaEntry(it.key.replace("_"," "), it.value.joinToString("\n\n") { line -> line.tr() }) }
for (category in categoryToEntries.keys) {
val button = TextButton(category.tr(), skin)

View file

@ -49,7 +49,8 @@ class CityScreenTileTable(val city: CityInfo): Table(){
if(goldCostOfTile>city.civInfo.gold || city.isPuppet || !UncivGame.Current.worldScreen.isPlayersTurn)
buyTileButton.disable()
innerTable.add(buyTileButton)
innerTable.add(buyTileButton).row()
innerTable.add("You have [${city.civInfo.gold}] gold".toLabel(Color.YELLOW, 16)).padTop(2f)
}
if(city.canAcquireTile(selectedTile)) {
val acquireTileButton = TextButton("Acquire".tr(), CameraStageBaseScreen.skin)

View file

@ -213,19 +213,18 @@ class ConstructionsTable(val cityScreen: CityScreen) : Table(CameraStageBaseScre
pickProductionButton.add(buttonText.toLabel()).expandX().fillX().left()
// no rejection reason means we can build it!
if(rejectionReason == "") {
if(rejectionReason != "") {
pickProductionButton.color = Color.GRAY
pickProductionButton.row()
pickProductionButton.add(rejectionReason.toLabel(Color.RED).apply{ setWrap(true)} )
.colspan(pickProductionButton.columns).fillX().left().padTop(2f)
}
pickProductionButton.onClick {
cityScreen.selectedConstruction = cityScreen.city.cityConstructions.getConstruction(construction)
cityScreen.selectedTile = null
selectedQueueEntry = -2
cityScreen.update()
}
} else {
pickProductionButton.color = Color.GRAY
pickProductionButton.row()
pickProductionButton.add(rejectionReason.toLabel(Color.RED).apply{ setWrap(true)} )
.colspan(pickProductionButton.columns).fillX().left().padTop(2f)
}
return pickProductionButton
}

View file

@ -153,8 +153,8 @@ class DiplomacyScreen(val viewingCiv:CivilizationInfo):CameraStageBaseScreen() {
peaceButton.onClick {
YesNoPopup("Peace with [${otherCiv.civName}]?".tr(), {
val tradeLogic = TradeLogic(viewingCiv, otherCiv)
tradeLogic.currentTrade.ourOffers.add(TradeOffer(Constants.peaceTreaty, TradeType.Treaty, 30))
tradeLogic.currentTrade.theirOffers.add(TradeOffer(Constants.peaceTreaty, TradeType.Treaty, 30))
tradeLogic.currentTrade.ourOffers.add(TradeOffer(Constants.peaceTreaty, TradeType.Treaty))
tradeLogic.currentTrade.theirOffers.add(TradeOffer(Constants.peaceTreaty, TradeType.Treaty))
tradeLogic.acceptTrade()
updateLeftSideTable()
updateRightSide(otherCiv)
@ -200,7 +200,7 @@ class DiplomacyScreen(val viewingCiv:CivilizationInfo):CameraStageBaseScreen() {
val negotiatePeaceButton = TextButton("Negotiate Peace".tr(),skin)
negotiatePeaceButton.onClick {
val tradeTable = setTrade(otherCiv)
val peaceTreaty = TradeOffer(Constants.peaceTreaty,TradeType.Treaty,30)
val peaceTreaty = TradeOffer(Constants.peaceTreaty,TradeType.Treaty)
tradeTable.tradeLogic.currentTrade.theirOffers.add(peaceTreaty)
tradeTable.tradeLogic.currentTrade.ourOffers.add(peaceTreaty)
tradeTable.offerColumnsTable.update()
@ -234,14 +234,8 @@ class DiplomacyScreen(val viewingCiv:CivilizationInfo):CameraStageBaseScreen() {
val requiredGold = viewingCiv.getResearchAgreementCost(otherCiv)
researchAgreementButton.onClick {
val tradeTable = setTrade(otherCiv)
val duration = when(viewingCiv.gameInfo.gameParameters.gameSpeed) {
GameSpeed.Quick -> 25
GameSpeed.Standard -> 30
GameSpeed.Epic -> 45
GameSpeed.Marathon -> 90
}
val researchAgreement = TradeOffer(Constants.researchAgreement, TradeType.Treaty, duration, requiredGold)
val goldCostOfSignResearchAgreement = TradeOffer("Gold".tr(), TradeType.Gold, 0, -requiredGold)
val researchAgreement = TradeOffer(Constants.researchAgreement, TradeType.Treaty, requiredGold)
val goldCostOfSignResearchAgreement = TradeOffer("Gold".tr(), TradeType.Gold, -requiredGold)
tradeTable.tradeLogic.currentTrade.theirOffers.add(researchAgreement)
tradeTable.tradeLogic.ourAvailableOffers.add(researchAgreement)
tradeTable.tradeLogic.ourAvailableOffers.add(goldCostOfSignResearchAgreement)

View file

@ -1,16 +1,18 @@
package com.unciv.ui.tutorials
import com.badlogic.gdx.utils.Array
import com.unciv.JsonParser
import com.unciv.UncivGame
import com.unciv.models.Tutorial
import com.unciv.ui.utils.CameraStageBaseScreen
class TutorialController(
private val tutorialMiner: TutorialMiner,
private val tutorialRender: TutorialRender
) {
class TutorialController(screen: CameraStageBaseScreen) {
private val tutorialQueue = mutableSetOf<Tutorial>()
private var isTutorialShowing = false
var allTutorialsShowedCallback: (() -> Unit)? = null
private val tutorialRender = TutorialRender(screen)
private val tutorials = JsonParser().getFromJson(LinkedHashMap<String, Array<String>>().javaClass, "jsons/Tutorials.json")
fun showTutorial(tutorial: Tutorial) {
if (!UncivGame.Current.settings.showTutorials) return
@ -26,7 +28,7 @@ class TutorialController(
allTutorialsShowedCallback?.invoke()
} else if (!isTutorialShowing) {
isTutorialShowing = true
val texts = tutorialMiner.getTutorial(tutorial, UncivGame.Current.settings.language)
val texts = getTutorial(tutorial)
tutorialRender.showTutorial(TutorialForRender(tutorial, texts)) {
tutorialQueue.remove(tutorial)
isTutorialShowing = false
@ -40,4 +42,13 @@ class TutorialController(
}
}
}
fun getCivilopediaTutorials(): Map<String, Array<String>> {
return tutorials.filter { Tutorial.findByName(it.key)!!.isCivilopedia }
}
private fun getTutorial(tutorial: Tutorial): Array<String> {
return tutorials[tutorial.value] ?: Array()
}
}

View file

@ -1,40 +0,0 @@
package com.unciv.ui.tutorials
import com.badlogic.gdx.Gdx
import com.badlogic.gdx.utils.Array
import com.unciv.JsonParser
import com.unciv.models.Tutorial
class TutorialMiner(private val jsonParser: JsonParser) {
companion object {
private const val TUTORIALS_PATH = "jsons/Tutorials/Tutorials_%s.json"
}
fun getCivilopediaTutorials(language: String): Map<Tutorial, List<String>> =
getAllTutorials(language).filter { it.key.isCivilopedia }
fun getTutorial(tutorial: Tutorial, language: String): List<String> {
val tutors = getAllTutorials(language)[tutorial]
if (tutors != null) {
return tutors
} else {
return emptyList()
}
}
private fun getAllTutorials(language: String): Map<Tutorial, List<String>> {
val path = TUTORIALS_PATH.format(language)
if (!Gdx.files.internal(path).exists()) return emptyMap()
// ...Yes. Disgusting. I wish I didn't have to do this.
val x = LinkedHashMap<String, Array<Array<String>>>()
val tutorials: LinkedHashMap<String, Array<Array<String>>> = jsonParser.getFromJson(x.javaClass, path)
val tutorialMap = mutableMapOf<Tutorial, List<String>>()
for (tutorial in tutorials) {
tutorialMap[Tutorial.findByName(tutorial.key)!!] = tutorial.value.map { it.joinToString("\n") }
}
return tutorialMap
}
}

View file

@ -2,6 +2,7 @@ package com.unciv.ui.tutorials
import com.badlogic.gdx.Gdx
import com.badlogic.gdx.scenes.scene2d.ui.TextButton
import com.badlogic.gdx.utils.Array
import com.unciv.models.Tutorial
import com.unciv.models.translations.tr
import com.unciv.ui.utils.CameraStageBaseScreen
@ -9,7 +10,7 @@ import com.unciv.ui.utils.ImageGetter
import com.unciv.ui.utils.Popup
import com.unciv.ui.utils.onClick
data class TutorialForRender(val tutorial: Tutorial, val texts: List<String>)
data class TutorialForRender(val tutorial: Tutorial, val texts: Array<String>)
class TutorialRender(private val screen: CameraStageBaseScreen) {
@ -17,7 +18,7 @@ class TutorialRender(private val screen: CameraStageBaseScreen) {
showDialog(tutorial.tutorial.name, tutorial.texts, closeAction)
}
private fun showDialog(tutorialName: String, texts: List<String>, closeAction: () -> Unit) {
private fun showDialog(tutorialName: String, texts: Array<String>, closeAction: () -> Unit) {
val text = texts.firstOrNull()
if (text == null) {
closeAction()
@ -33,7 +34,8 @@ class TutorialRender(private val screen: CameraStageBaseScreen) {
val button = TextButton("Close".tr(), CameraStageBaseScreen.skin)
button.onClick {
tutorialPopup.remove()
showDialog(tutorialName, texts - text, closeAction)
texts.removeIndex(0)
showDialog(tutorialName, texts, closeAction)
}
tutorialPopup.add(button).pad(10f)
tutorialPopup.open()

View file

@ -11,14 +11,11 @@ import com.badlogic.gdx.scenes.scene2d.*
import com.badlogic.gdx.scenes.scene2d.ui.*
import com.badlogic.gdx.scenes.scene2d.utils.ClickListener
import com.badlogic.gdx.utils.viewport.ExtendViewport
import com.unciv.JsonParser
import com.unciv.UncivGame
import com.unciv.models.Tutorial
import com.unciv.models.UncivSound
import com.unciv.models.translations.tr
import com.unciv.ui.tutorials.TutorialController
import com.unciv.ui.tutorials.TutorialMiner
import com.unciv.ui.tutorials.TutorialRender
import kotlin.concurrent.thread
open class CameraStageBaseScreen : Screen {
@ -26,9 +23,7 @@ open class CameraStageBaseScreen : Screen {
var game: UncivGame = UncivGame.Current
var stage: Stage
val tutorialController by lazy {
TutorialController(TutorialMiner(JsonParser()), TutorialRender(this))
}
protected val tutorialController by lazy { TutorialController(this) }
init {
val width:Float
@ -66,9 +61,7 @@ open class CameraStageBaseScreen : Screen {
override fun dispose() {}
fun displayTutorial(tutorial: Tutorial) {
tutorialController.showTutorial(tutorial)
}
fun displayTutorial(tutorial: Tutorial) = tutorialController.showTutorial(tutorial)
companion object {
var skin = Skin(Gdx.files.internal("skin/flat-earth-ui.json"))
@ -90,7 +83,7 @@ open class CameraStageBaseScreen : Screen {
/** It returns the assigned [InputListener] */
fun onBackButtonClicked(action:()->Unit): InputListener {
var listener = object : InputListener(){
val listener = object : InputListener(){
override fun keyDown(event: InputEvent?, keycode: Int): Boolean {
if(keycode == Input.Keys.BACK){
action()

View file

@ -30,9 +30,6 @@ class Fonts {
charSet.addAll(defaultText.asIterable())
if (language != "") {
if (Gdx.files.internal("jsons/Tutorials/Tutorials_$language.json").exists())
charSet.addAll(Gdx.files.internal("jsons/Tutorials/Tutorials_$language.json").readString().asIterable())
for (entry in UncivGame.Current.translations.entries) {
for (lang in entry.value) {
if (lang.key == language) charSet.addAll(lang.value.asIterable())

View file

@ -16,7 +16,8 @@ object Sounds {
}
fun play(sound: UncivSound) {
if (sound == UncivSound.Silent) return
get(sound).play(UncivGame.Current.settings.soundEffectsVolume)
val volume = UncivGame.Current.settings.soundEffectsVolume
if (sound == UncivSound.Silent || volume < 0.01) return
get(sound).play(volume)
}
}

View file

@ -291,6 +291,8 @@ class WorldMapHolder(internal val worldScreen: WorldScreen, internal val tileMap
}
private fun updateTilegroupsForSelectedCity(city: CityInfo, playerViewableTilePositions: HashSet<Vector2>) {
if (city.attackedThisTurn) return
val attackableTiles = UnitAutomation().getBombardTargets(city)
.filter { (UncivGame.Current.viewEntireMapForDebug || playerViewableTilePositions.contains(it.position)) }
for (attackableTile in attackableTiles) {

View file

@ -517,7 +517,7 @@ class WorldScreen(val viewingCiv:CivilizationInfo) : CameraStageBaseScreen() {
// remove current listener for the "BACK" button to avoid showing the dialog twice
stage.removeListener( backButtonListener )
var promptWindow = Popup(this)
val promptWindow = Popup(this)
promptWindow.addGoodSizedLabel("Do you want to exit the game?".tr())
promptWindow.row()
promptWindow.addButton("Yes"){game.exitEvent?.invoke()}

View file

@ -201,7 +201,12 @@ class WorldScreenOptionsPopup(val worldScreen:WorldScreen) : Popup(worldScreen){
override fun changed(event: ChangeEvent?, actor: Actor?) {
UncivGame.Current.settings.musicVolume = musicVolumeSlider.value
UncivGame.Current.settings.save()
UncivGame.Current.music?.volume = 0.4f * musicVolumeSlider.value
val music = UncivGame.Current.music
if (music == null) // restart music, if it was off at the app start
thread(name="Music") { UncivGame.Current.startMusic() }
music?.volume = 0.4f * musicVolumeSlider.value
}
})
innerTable.add(musicVolumeSlider).pad(10f).row()

View file

@ -176,10 +176,10 @@ class TranslationTests {
@Test
fun nationsFileIsSerializable() {
jsonParser.getFromJson(emptyArray<Nation>().javaClass, "jsons/Nations.json")
val array = jsonParser.getFromJson(emptyArray<Nation>().javaClass, "jsons/Nations.json")
Assert.assertTrue("This test will only pass when there Nations.json file is serializable",
true)
array.isNotEmpty())
}
/** For every translatable string find its placeholders and check if all translations have them */
@ -207,7 +207,7 @@ class TranslationTests {
@Test
fun allTranslationsEndWithASpace() {
val templateLines = Gdx.files.internal(TranslationFileReader().templateFileLocation).reader().readLines()
val templateLines = Gdx.files.internal(TranslationFileReader.templateFileLocation).reader().readLines()
var failed = false
for (line in templateLines) {
if (line.endsWith(" =")) {

View file

@ -1,34 +0,0 @@
package com.unciv.testing
import com.unciv.JsonParser
import com.unciv.models.Tutorial
import com.unciv.ui.tutorials.TutorialMiner
import org.junit.Assert.assertTrue
import org.junit.Test
import org.junit.runner.RunWith
@RunWith(GdxTestRunner::class)
class TutorialMinerTests {
private val languages = listOf(
"English", "Czech", "French", "Italian",
"Korean", "Polish", "Ukrainian", "Russian",
"Simplified_Chinese", "Traditional_Chinese"
)
private val jsonParser = JsonParser()
private val tutorialMiner = TutorialMiner(jsonParser)
@Test
fun getCivilopediaTutorials() {
// GIVEN
val expectedTutorKeys = Tutorial.values().filter { it.isCivilopedia }.map { it.value }
// WHEN
val result = languages.map { it to tutorialMiner.getCivilopediaTutorials(it).map { it.key.value } }
// THEN
result.forEach { (language, keys) ->
assertTrue("$language civilopedia does not match", keys.containsAll(expectedTutorKeys))
}
}
}

View file

@ -1,47 +1,27 @@
package com.unciv.testing
import com.badlogic.gdx.Gdx
import com.badlogic.gdx.utils.Array
import com.badlogic.gdx.utils.Json
import com.unciv.JsonParser
import com.unciv.models.Tutorial
import org.junit.Assert.assertTrue
import org.junit.Test
import org.junit.runner.RunWith
import java.util.LinkedHashMap
@RunWith(GdxTestRunner::class)
class TutorialTranslationTests {
private val filesPath = "jsons/Tutorials/Tutorials_%s.json"
private var tutorialCount = Tutorial.values().size
private var tutorialKeyNames = Tutorial.values().map { it.value }
private val json = Json().apply { ignoreUnknownFields = true }
private val languages = listOf(
"English", "Czech", "French", "Italian",
"Korean", "Polish", "Ukrainian", "Russian",
"Simplified_Chinese", "Traditional_Chinese"
)
@Test
fun testValidNumberOfTranslationTutorials() {
for (language in languages) {
val keys = getKeysForLanguage(language)
assertTrue("$language tutorial does not match", keys.size == tutorialCount)
}
}
fun tutorialsFileIsSerializable() {
val map = JsonParser().getFromJson(LinkedHashMap<String, Array<String>>().javaClass, "jsons/Tutorials.json")
@Test
fun testTutorialKeyValidity() {
for (language in languages) {
val keys = getKeysForLanguage(language)
for (key in tutorialKeyNames) {
assertTrue("$language tutorial does not have $key", keys.contains(key))
}
}
}
assertTrue("The number of items from Tutorials.json must match to the enum Tutorial",
map.size == tutorialCount)
private fun getKeysForLanguage(language: String): List<String> {
val jsonText = Gdx.files.internal(filesPath.format(language)).readString(Charsets.UTF_8.name())
return json.fromJson(HashMap<String, Array<Array<String>>>()::class.java, jsonText).map { it.key }
assertTrue("The items from Tutorials.json must match to the enum Tutorial values",
tutorialKeyNames.containsAll(map.keys))
}
}