This commit is contained in:
Yair Morgenstern 2019-10-17 10:25:31 +03:00
commit 96281db945
7 changed files with 111 additions and 7 deletions

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@ -1271,6 +1271,10 @@
Portuguese:"Polinésia"
}
"Kamehameha I":{
Italian:"Kamehameha I"
}
"Can embark and move over Coasts and Oceans immediately. +1 Sight when embarked. +10% Combat Strenght bonus if within 2 tiles of a Moai.":{
Italian:"Le unità possono imbarcarsi e attraversare gli oceani fin da subito, e ricevono +1 Visione quando imbarcate, e +10% Forza entro 2 caselle con un Moai."
Portuguese:"Pode embarcar e mover unidades sobre oceanos imediatamente. +1 visão quando embarcado"

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@ -715,6 +715,10 @@
Russian:"Автопроизводство в городах"
}
"Auto-build roads":{
Italian:"Costruzione strade automatica"
}
"Show minimap":{
Italian:"Mostra minimappa",
Simplified_Chinese:"显示小地图"

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@ -536,6 +536,7 @@
}
"[cityName] has been connected to your capital!":{
Italian:"Itinerario costruito tra la Capitale e [cityName]!"
}
// Trade

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@ -438,7 +438,7 @@
}
"Start Golden Age":{
Italian:"Inizia Età dell'Oro"
Italian:"Avvia Età dell'Oro"
French:"Commencer un Age d'Or"
Simplified_Chinese:"开启黄金时代"
Russian:"Начать золотой век"
@ -712,7 +712,7 @@
}
"Buy for [amount] gold":{
Italian:"Acquista con [amount] oro"
Italian:"Acquista ([amount] oro)"
Russian:"Купить за [amount] золота"
French:"Acheter avec [amount] or"
Romanian:"Cumpără cu [amount] aur"
@ -738,7 +738,7 @@
}
"Would you like to purchase [constructionName] for [buildingGoldCost] gold?":{
Italian:"Vuoi acquistare [constructionName] per [buildingGoldCost] oro?"
Italian:"Vuoi acquistare [constructionName] ([buildingGoldCost] oro)?"
Russian:"Хотите купить [constructionName] за [buildingGoldCost] золота?"
French:"Souhaitez-vous acheter [constructionName] pour [buildingGoldCost] gold?"
Romanian:"Doriți să achiziționați [buildingName] pentru aur [buildingGoldCost]?"
@ -950,6 +950,10 @@
Japanese:"[turnsToPopulation]新しい人口に目を向けます"
}
"Food converts to production":{
}
"[turnsToStarvation] turns to lose population":{
Italian:"Perdita di popolazione tra [turnsToStarvation] turni"
Russian:"[turnsToStarvation] ходов до уменьшения населения"
@ -1834,8 +1838,11 @@
},
"Annexed cities become part of your regular empire.":{
Italian:"Le città annesse faranno parte regolare del tuo impero."
}
"Their citizens generate 2x the unhappiness, unless you build a courthouse.":{
Italian:"I loro cittadini genereranno il doppio dell'Infelicità, fino a quando non costruirai un Palazzo di giustizia."
}
"Puppet":{
@ -1844,15 +1851,19 @@
}
"Puppeted cities do not increase your tech or policy cost, but their citizens generate 1.5x the regular unhappiness.":{
Italian:"Le città fantoccio non incrementano i costi di Scienza e Cultura, ma i loro cittadini generano Infelicità pari a una volta e mezzo."
}
"You have no control over the the production of puppeted cities.":{
Italian:"Non hai alcun controllo sulla produzione delle città fantoccio."
}
"Puppeted cities also generate 25% less Gold and Science.":{
Italian:"Gli stati fantoccio generano anche il 25% di Oro e Scienza in meno."
}
"A puppeted city can be annexed at any time.":{
Italian:"Puoi annettere una città fantoccio ogni volta che vuoi"
}
"Liberate":{
@ -1861,6 +1872,7 @@
}
"Liberating a city returns it to its original owner, giving you a massive relationship boost with them!":{
Italian:"Liberare una città la restituirà al suo possessore originale, dandoti un'enorme bonus diplomatico nei loro confronti!"
}
"Raze":{
@ -1871,9 +1883,11 @@
}
"Razing the city annexes it, and starts razing the city to the ground.":{
Italian:"Questa opzione ti permetterà di annettere la città e poi di raderla al suolo."
}
"The population will gradually dwindle until the city is destroyed.":{
Italian:"La popolazione diminuirà gradualmente fino alla distruzione della città."
}

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@ -228,6 +228,11 @@
German:"Krieger"
}
"Maori Warrior":{
Italian:"Guerriero Maori"
}
"Archer":{
Italian:"Arciere"
Russian:"Лучник"
@ -2083,4 +2088,12 @@
Russian:"Засада II"
}
"Haka War Dance":{
Italian:"Danza di guerra Haka"
}
"-10% combat strength for adjacent enemy units":{
Italian:"-10% Forza alle unità nemiche adiacenti a questa unità"
}
}

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@ -945,6 +945,10 @@
cost: 375,
requiredTech:"Radar",
requiredResource:"Oil",
/*
upgradesTo:"Jet Fighter",
obsoleteTech:"Lasers",
*/
hurryCostModifier:20,
uniques:["[100]% chance to intercept air attacks","Bonus vs Bomber 150%",
"6 tiles in every direction always visible"]
@ -976,6 +980,10 @@
cost: 375,
requiredTech:"Radar",
requiredResource:"Oil",
/*
upgradesTo:"Stealth Bomber",
obsoleteTech:"Stealth",
*/
hurryCostModifier:20,
attackSound:"shot"
},
@ -1174,10 +1182,65 @@
cost: 425,
requiredTech:"Lasers",
requiredResource:"Aluminum",
/*
upgradesTo:"Giant Death Robot",
obsoleteTech:"Nuclear Fusion",
*/
uniques:["Can move after attacking","No defensive terrain bonus"]
hurryCostModifier:20,
},
/*
// Information Era
{
name:"Jet Fighter",
unitType:"Fighter",
movement:2,
strength:45,
rangedStrength:75,
range:10,
cost: 425,
requiredTech:"Lasers",
requiredResource:"Aluminium",
hurryCostModifier:20,
uniques:["[100]% chance to intercept air attacks",
"Bonus vs Bomber 150%",
"6 tiles in every direction always visible"]
attackSound:"shot"
},
{
name:"Stealth Bomber",
unitType:"Bomber",
movement:2,
strength:85,
rangedStrength:65,
range:20,
cost: 425,
requiredTech:"Stealth",
requiredResource:"Aluminium",
hurryCostModifier:20,
uniques:["Evasion"]
attackSound:"shot"
},
*/
/*
// Future Era
{
name:"Giant Death Robot",
unitType:"Armor",
movement:5,
strength:150,
cost: 550,
requiredTech:"Nuclear Fusion",
requiredResource:"Uranium",
uniques:["Can move after attacking","No defensive terrain bonus"]
hurryCostModifier:20,
},
*/
/* Great people */

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@ -6,6 +6,7 @@ import com.badlogic.gdx.scenes.scene2d.ui.ScrollPane
import com.badlogic.gdx.scenes.scene2d.ui.Table
import com.badlogic.gdx.scenes.scene2d.ui.TextButton
import com.badlogic.gdx.utils.Align
import com.unciv.Constants
import com.unciv.UnCivGame
import com.unciv.logic.HexMath
import com.unciv.logic.city.CityInfo
@ -132,10 +133,14 @@ class CityScreen(internal val city: CityInfo) : CameraStageBaseScreen() {
val turnsToPopString : String
if (city.cityStats.currentCityStats.food > 0) {
var turnsToPopulation = ceil((city.population.getFoodToNextPopulation()-city.population.foodStored)
/ city.cityStats.currentCityStats.food).toInt()
if (turnsToPopulation < 1) turnsToPopulation = 1
turnsToPopString = "[$turnsToPopulation] turns to new population".tr()
if (city.cityConstructions.currentConstruction == Constants.settler) {
turnsToPopString = "Food converts to production".tr()
} else {
var turnsToPopulation = ceil((city.population.getFoodToNextPopulation()-city.population.foodStored)
/ city.cityStats.currentCityStats.food).toInt()
if (turnsToPopulation < 1) turnsToPopulation = 1
turnsToPopString = "[$turnsToPopulation] turns to new population".tr()
}
} else if (city.cityStats.currentCityStats.food < 0) {
val turnsToStarvation = floor(city.population.foodStored / -city.cityStats.currentCityStats.food).toInt() + 1
turnsToPopString = "[$turnsToStarvation] turns to lose population".tr()