Resolved #2761 - Tutorial titles are auto-added to the translation files
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@ -796,31 +796,6 @@ Brush Size = Tamanhos do Pincel
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# Requires translation!
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Map saved =
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# Civilopedia Tutorials names
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After Conquering = Depois de Conquistar
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City Range = Alcance da Cidade
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Contact Me = Contate-me
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Culture and Policies = Cultura e Políticas
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Embarking = Embarcando
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Enemy City = Cidade Inimiga
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Idle Units = Unidades Inativas
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Injured Units = Unidades Feridas
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Introduction = Introdução
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Luxury Resource = Recursos de Luxo
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New Game = Novo Jogo
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Roads and Railroads = Estradas e Ferrovias
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Siege Units = Unidades de Cerco
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Strategic Resource = Recurso Estratégico
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Unhappiness = Infelicidade
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Victory Types = Tipos de Vitória
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Workers = Trabalhadores
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City Expansion = Expansão da Cidade
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Combat = Combate
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Experience = Experiência
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Pillaging = Pilhagem
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Research Agreements = Acordos de Pesquisa
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# Civilopedia difficulty levels
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# Requires translation!
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Player settings =
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@ -4384,8 +4359,10 @@ Heal adjacent units for an additional 15 HP per turn = Cura unidades adjacentes
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#################### Lines from Tutorials.json ####################
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Introduction = Introdução
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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! = Bem-vindo ao Unciv!\nPela razão de ser um jogo complexo, existem tarefas básicas para ajudar você a se familiarizar com o jogo.\nIsto é completamente opcional, e você pode explorar o jogo do seu jeito!
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New Game = Novo Jogo
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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. = Sua primeira missão é fundar sua cidade capital.\nIsso é uma importante tarefa atualmente porque provavelmente sua cidade capital será a mais próspera.\nMuitos dos bônus do jogo se aplicam apenas para sua cidade capital e esta provalvelmente será o centro do seu império.
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# Requires translation!
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How do you know a spot is appropriate?\nThat’s 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. Cities cannot be built within 3 tiles of existing cities, which is another thing to watch out for! =
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@ -4397,6 +4374,7 @@ The first thing coming out of your city should be either a Scout or Warrior.\nI
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# Requires translation!
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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 =
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Culture and Policies = Cultura e Políticas
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# Requires translation!
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Each turn, the culture you gain from all your cities is added to your Civilization's culture.\nWhen you have enough culture, you may pick a Social Policy, each one giving you a certain bonus. =
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# Requires translation!
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@ -4404,6 +4382,7 @@ The policies are organized into branches, with each branch providing a bonus abi
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# Requires translation!
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With each policy adopted, and with each city built,\n the cost of adopting another policy rises - so choose wisely! =
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City Expansion = Expansão da Cidade
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# Requires translation!
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Once a city has gathered enough Culture, it will expand into a neighboring tile.\nYou have no control over the tile it will expand into, but tiles with resources and higher yields are prioritized. =
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# Requires translation!
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@ -4411,6 +4390,7 @@ Each additional tile will require more culture, but generally your first cities
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# Requires translation!
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Although your city will keep expanding forever, your citizens can only work 3 tiles away from city center.\nThis should be taken into account when placing new cities. =
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Happiness = Felicidade
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# Requires translation!
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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 you’ll find that it is more and more difficult to keep your empire happy. =
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# Requires translation!
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@ -4418,6 +4398,7 @@ In addition, you can’t even build any city improvements that increase happines
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# Requires translation!
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This means that it is very difficult to expand quickly in Unciv.\nIt isn’t impossible, but as a new player you probably shouldn’t 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. =
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Unhappiness = Infelicidade
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# Requires translation!
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It seems that your citizens are unhappy!\nWhile unhappy, cities will grow at 1/4 the speed, and your units will suffer a 2% penalty for each unhappiness =
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# Requires translation!
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@ -4425,12 +4406,15 @@ Unhappiness has two main causes: Population and cities\n Each city causes 3 unh
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# Requires translation!
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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 =
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Golden Age = Idade de Ouro
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# Requires translation!
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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. =
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Roads and Railroads = Estradas e Ferrovias
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# Requires translation!
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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! =
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Victory Types = Tipos de Vitória
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# Requires translation!
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Once you’ve settled your first two or three cities you’re 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 haven’t already. =
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# Requires translation!
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@ -4438,12 +4422,15 @@ There are three ways to win in Unciv. They are:\n - Cultural Victory: Complete 5
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# Requires translation!
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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. =
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Enemy City = Cidade Inimiga
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# Requires translation!
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Cities can be conquered by reducing their health to 1, and entering the city with a melee unit.\nSince 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! =
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Luxury Resource = Recursos de Luxo
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# Requires translation!
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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! =
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Strategic Resource = Recurso Estratégico
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# Requires translation!
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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. =
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# Requires translation!
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@ -4452,6 +4439,7 @@ Unlike Luxury Resources, each Strategic Resource on the map provides more than o
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# Requires translation!
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The city can no longer put up any resistance!\nHowever, to conquer it, you must enter the city with a melee unit =
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After Conquering = Depois de Conquistar
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# Requires translation!
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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. =
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# Requires translation!
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@ -4463,45 +4451,59 @@ You have encountered a barbarian unit!\nBarbarians attack everyone indiscriminat
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# Requires translation!
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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 =
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Apollo Program = Programa Apollo
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# Requires translation!
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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! =
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Injured Units = Unidades Feridas
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# Requires translation!
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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 =
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Workers = Trabalhadores
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# Requires translation!
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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! =
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Siege Units = Unidades de Cerco
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# Requires translation!
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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. =
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Embarking = Embarcando
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# Requires translation!
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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! =
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Idle Units = Unidades Inativas
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# Requires translation!
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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 =
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Contact Me = Contate-me
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# Requires translation!
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Hi there! If you've played this far, you've probably seen that the game is currently incomplete.\n UnCiv is meant to be open-source and free, forever.\n That means no ads or any other nonsense. =
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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! = O que me motiva a continuar trabalhando nisso, \n além do fato de que eu acho fantastico que eu posso, é o apoio dos jogadores - vocês são demais!
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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) = Todas as classificações e avaliações que recebo me fazem sorrir =)\n Então me contate! Me mande um email, avaliação, problema do Github\n ou pombo correio, e vamos descobrir como fazer o jogo \n ainda mais incrível!\n(Informação de contato está na Play Store)
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Pillaging = Pilhagem
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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. = Unidades militares podem pilhar melhorias, o que cura elas em 25 de vida e destroi a melhoria.\nAinda se pode trabalhar no ladrilho, mas vantagens da melhoria - bonus de status e recursos - se perderão.\nTrabalhadores podem consertar essas melhorias, o que demora menos tempo que fazer a melhoria do zero.
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Experience = Experiência
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Units that enter combat gain experience, which can then be used on promotions for that unit.\nUnits gain more experience when in Melee combat than Ranged, and more when attacking than when defending. = Unidade que engajam em combate ganham experiência, a qual pode então ser aplicada em promoçoes para esta unidade.\nUnidades ganham mais experiência em combates corpo a corpo do que à distância, e mais atacando do que defendendo.
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Units can only gain up to 30 XP from Barbarian units - meaning up to 2 promotions. After that, Barbarian units will provide no experience. = Unidades só podem ganhar até 30 XP de unidades de Bárbaros - ou seja, até 2 promoçoes. Depois disso, unidades de Bárbaros não providenciarão mais experiência.
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Combat = Combate
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Unit and cities are worn down by combat, which is affected by a number of different values.\nEach unit has a certain 'base' combat value, which can be improved by certain conditions, promotions and locations. = Unidades e cidades são abatidas por combate, o que é afetado por vários valores diferentes.\nCada unidade tem um certo valor de combate 'base', o qual pode ser aprimorado por certas condições, promoçoes e localizações.
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Units use the 'Strength' value as the base combat value when melee attacking and when defending.\nWhen using a ranged attack, they will the use the 'Ranged Strength' value instead. = Unidades usam o valor 'Força' como o valor de base em ataques corpo a corpo e defendendo.\nQuando atacando a distância, elas usam o valor 'Força a Distância' em vez.
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Ranged attacks can be done from a distance, dependent on the 'Range' value of the unit.\nWhile melee attacks allow the defender to damage the attacker in retaliation, ranged attacks do not. = Ataques à distância dependem do valor de 'Alcance' da unidade.\nEnquanto ataques corpo a corpo permitem o defensor gerar dano ao atacante em retaliação, ataques a distância não permitem.
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Research Agreements = Acordos de Pesquisa
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In research agreements, you and another civilization decide to jointly research technology.\nAt the end of the agreement, you will both receive a 'lump sum' of Science, which will go towards one of your unresearched technologies. = Em acordos de pesquisa, você e outra civilização decidem pesquisar em conjunto tecnologia.\nAo fim do acordo, ambos vocês irão receber um 'montante único' de ciência, o qual será direcionado a uma de suas tecnologia ainda não pesquisada.
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The amount of Science you receive at the end is dependent on the science generated by your cities and the other civilization's cities during the agreement - the more, the better! = A quantidade de Ciência que você recebe no fim depende na ciência gerada por suas cidades e das cidades das outras civilizações durante o acordo - quanto mais. melhor!
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City-States = Cidades-Estado
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Not all nations are contending with you for victory.\nCity-states are nations that can't win, don't conquer other cities and can't be traded with. = Nem todas as nações estão disputando com você pela vitória.\nCidades-estado são nações que não podem ganhar, não conquistam outras cidades e não podem negociar comércio.
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Instead, diplomatic relations with city-states are determined by Influence - a meter of 'how much the City-state likes you'.\nInfluence can be increased by attacking their enemies, liberating their city, and giving them sums of gold. = Ao contrário, relações diplomáticas com cidades-estado são determinadas por Influência - a medida de 'quanto que a Cidade-estado gosta de você'.\nInfluência pode ser aumentada por atacar seus inimigos, liberar sua cidade, e dando a elas quantias de ouro.
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Certain bonuses are given when you are at above 30 influence.\nWhen you have above 60 Influence, and you have the highest influence with them of all civilizations, you are considered their 'Ally', and gain further bonuses and access to the Luxury and Strategic resources in their lands. = Certos bonus são fornecidos quando você se encontra acima de 30 de influência.\nQuando você tem mais que 60 de Influência, e você tem a aior influência de todas as civilizações, você é considerado seus 'Aliado', e ganha ainda mais bonus e acesso aos recursos de Luxo e Estratégia em suas terras.
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# Requires translation!
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Great People =
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# Requires translation!
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Certain buildings, and specialists in cities, generate Great Person points per turn.\nThere are several types of Great People, and their points accumulate separately.\nThe number of points per turn and accumulated points can be viewed in the Overview screen. =
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# Requires translation!
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@ -4509,8 +4511,11 @@ Once enough points have been accumulaated, a Great Person of that type will be c
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# Requires translation!
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Great Improvements also provide any strategic resources that are under them, so you don't need to worry if resources are revealed underneath your improvements! =
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# Requires translation!
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Removing Terrain Features =
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# Requires translation!
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Certain tiles have terrain features - like Flood plains or Forests - on top of them. Some of these layers, like Jungle, Marsh and Forest, can be removed by workers.\nRemoving the terrain feature does not remove any resources in the tile, and is usually required in order to work those resources. =
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Natural Wonders = Maravilhas da Natureza
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Natural Wonders, such as the Mt. Fuji, the Rock of Gibraltar and the Great Barrier Reef, are unique, impassable terrain features, masterpieces of mother Nature, which possess exceptional qualities that make them very different from the average terrain.\nThey benefit by giving you large sums of Culture, Science, Gold or Production if worked by your Cities, which is why you might need to bring them under your empire as soon as possible. = Maravilhas Naturais, como o Monte Fuji, a Rocha de Gibraltar e a Grande Barreira de Coral, são únicas, características intransponíveis de terreno, obras primas da Mãe Natureza, as quais possuem qualidades excepcionais que as fazem muito diferentes dos terrenos comuns.\nEles beneficiam lhe fornecendo grandes quantias de Cultura, Ciência, Ouro ou Produção se trabalhadas por suas Cidades, sendo o motivo pelo qual você tenha que trazê-las ao seu empério assim que possível.
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@ -814,36 +814,6 @@ Brush Size = Velikost štětce
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# Requires translation!
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Map saved =
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# Civilopedia Tutorials names
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After Conquering = Dobytí města
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City Range = Rozsah města
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Contact Me = Kontakt
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Culture and Policies = Kultura a politika
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Embarking = Nalodění
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Enemy City = Nepřátelská města
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Idle Units = Nečinné jednotky
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Injured Units = Zraněné jednotky
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Introduction = Úvod
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Luxury Resource = Luxusní suroviny
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New Game = Nová hra
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Roads and Railroads = Cesty a železnice
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Siege Units = Těžké jednotky
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Strategic Resource = Strategické suroviny
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Unhappiness = Nespokojenost
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Victory Types = Druhy vítězství
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Workers = Dělníci
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# Requires translation!
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City Expansion =
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# Requires translation!
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Combat =
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# Requires translation!
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Experience =
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# Requires translation!
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Pillaging =
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# Requires translation!
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Research Agreements =
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# Civilopedia difficulty levels
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# Requires translation!
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Player settings =
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@ -4502,8 +4472,10 @@ Heal adjacent units for an additional 15 HP per turn = Léčí sousední jednotk
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#################### Lines from Tutorials.json ####################
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Introduction = Úvod
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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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New Game = Nová hra
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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. = Prvním úkolem je založení hlavního města.\nTo je ve skutečnosti velmi dúležité, protože hlavní město bude nejspíše to nejvíce prosperující.\nMnoho herních výhod se vztahuje pouze na hlavní město, proto bude pravděpodobně centrem říše.
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How do you know a spot is appropriate?\nThat’s 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. Cities cannot be built within 3 tiles of existing cities, which is another thing to watch out for! = Jak se pozná to pravé místo?\nNa to není tak snadná odpověď, ale vybudovat ho poblíž luxusních surovin bývá dobré pravidlo.\nNaleziště luxusních surovin jsou políčka obsahující věci jako drahokamy, bavlnu či hedvábí (označeno ikonkou smajlíku u ikonky suroviny).\nTyto suroviny přispívají ke spokojenosti civilizace. Také je potřeba hlídat suroviny pro stavbu jednotek, jako je například železo.
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However, cities don’t have a set area that they can work - more on that later!\nThis means you don’t have to settle cities right next to resources.\nLet’s say, for example, that you want access to some iron – but the resource is right next to a desert.\nYou don’t 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 you’ll usually have the luxury of time. = Města však nemají pevně stanovené území, které mohou spravovat.\nTo znamená, že není potřeba postavit město hned vedle naleziště surovin.\nNapříklad, potřebujete železo - ale naleziště je hned vedle pouště.\nAle nemusíte mít město hned vedle pouště. Můžete se usadit o několik políček dál na lepším terénu.\nVaše město poroste a časem získá přístup k surovině.\nPouze pokud chcete surovinu ihned, potřebujete se usadit hned vedle suroviny – \n což se tu a tam může hodit, většinou však máte trochu času.
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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 = 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.
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Culture and Policies = Kultura a politika
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Each turn, the culture you gain from all your cities is added to your Civilization's culture.\nWhen you have enough culture, you may pick a 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 branch providing a bonus ability when all policies 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!
|
||||
|
||||
# Requires translation!
|
||||
City Expansion =
|
||||
# Requires translation!
|
||||
Once a city has gathered enough Culture, it will expand into a neighboring tile.\nYou have no control over the tile it will expand into, but tiles with resources and higher yields are prioritized. =
|
||||
Each additional tile will require more culture, but generally your first cities will eventually expand to a wide tile range. = Každé další políčko vžaduje více kulturních bodů, ale vaše první města se většinou rozrostou daleko.
|
||||
Although your city will keep expanding forever, your citizens can only work 3 tiles away from city center.\nThis should be taken into account when placing new cities. = Ačkoliv město může rozrůstat bez omezení, jeho obyvatelé mohou pracovat do vzdálenosti 3 políček od středu města. To byste měli zohlednit při umísťování nových měst.
|
||||
|
||||
Happiness = Spokojenost
|
||||
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 you’ll 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 can’t even build any city improvements that increase happiness until you’ve done the appropriate research.\nIf your empire’s 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 isn’t impossible, but as a new player you probably shouldn’t 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.
|
||||
|
||||
Unhappiness = Nespokojenost
|
||||
It seems that your citizens are unhappy!\nWhile unhappy, cities will grow at 1/4 the speed, 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 surovin, které se nachází na území našich měst.
|
||||
|
||||
Golden Age = Zlatý věk
|
||||
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.
|
||||
|
||||
Roads and Railroads = Cesty a železnice
|
||||
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!
|
||||
|
||||
Victory Types = Druhy vítězství
|
||||
Once you’ve settled your first two or three cities you’re 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 haven’t 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.
|
||||
|
||||
Enemy City = Nepřátelská města
|
||||
Cities can be conquered by reducing their health to 1, and entering the city with a melee unit.\nSince 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! = 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 Resource = Luxusní suroviny
|
||||
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 Resource = Strategické suroviny
|
||||
# Requires translation!
|
||||
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. =
|
||||
# Requires translation!
|
||||
|
@ -4547,6 +4530,7 @@ Unlike Luxury Resources, each Strategic Resource on the map provides more than o
|
|||
|
||||
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.
|
||||
|
||||
After Conquering = Dobytí města
|
||||
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 vytvářejí 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!
|
||||
|
||||
|
@ -4554,38 +4538,56 @@ You have encountered a barbarian unit!\nBarbarians attack everyone indiscriminat
|
|||
|
||||
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.
|
||||
|
||||
Apollo Program = Program Apollo
|
||||
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 = Zraněné jednotky
|
||||
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 = Dělníci
|
||||
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 = Těžké jednotky
|
||||
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.
|
||||
|
||||
Embarking = Nalodění
|
||||
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!
|
||||
|
||||
Idle Units = Nečinné jednotky
|
||||
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
|
||||
|
||||
Contact Me = Kontakt
|
||||
Hi there! If you've played this far, you've probably seen that the game is currently incomplete.\n UnCiv 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)
|
||||
|
||||
# Requires translation!
|
||||
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. = 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.
|
||||
|
||||
# Requires translation!
|
||||
Experience =
|
||||
Units that enter combat gain experience, which can then be used on promotions for that unit.\nUnits gain more experience when in Melee combat than Ranged, and more when attacking than when defending. = Jednotky účastnící se boje získávají body zkušenosti, které je možno využít k povyšování.\nJednotky získávají více zkušenosti v boji zblízka než zdálky a více při útoku než při obraně.
|
||||
Units can only gain up to 30 XP from Barbarian units - meaning up to 2 promotions. After that, Barbarian units will provide no experience. = Bojem s barbary mohou jednotky získat nejvýše 30 zkušeností - tedy na 2 povýšení. Poté už pobíjení barbarů neposkytuje žádnou další zkušenost.
|
||||
|
||||
# Requires translation!
|
||||
Combat =
|
||||
Unit and cities are worn down by combat, which is affected by a number of different values.\nEach unit has a certain 'base' combat value, which can be improved by certain conditions, promotions and locations. = Jednotky i města se bojem opotřebovávají, což je ovlivněno několika hodnotami.\nKaždá jednotka má 'základní' bojovou hodnotu, která může být vylepšena různými stavy, povýšeními či místem.
|
||||
Units use the 'Strength' value as the base combat value when melee attacking and when defending.\nWhen using a ranged attack, they will the use the 'Ranged Strength' value instead. = Jednotky pužívají tuto 'sílu' jako základni hodnotu při útoku a obraně zblízka.\nPři útoku zdálky použijí 'sílu na dálku'.
|
||||
Ranged attacks can be done from a distance, dependent on the 'Range' value of the unit.\nWhile melee attacks allow the defender to damage the attacker in retaliation, ranged attacks do not. = Útoky zdálky mohou být prováděny ze vzdálenosti definované hodnotou 'dostřel' dané jednotky.\nA zatímco při útoku zblízka může obránce napadanout zpátky útočníka, při útoku zdálky nikoli.
|
||||
|
||||
# Requires translation!
|
||||
Research Agreements =
|
||||
In research agreements, you and another civilization decide to jointly research technology.\nAt the end of the agreement, you will both receive a 'lump sum' of Science, which will go towards one of your unresearched technologies. = Výzkumnou dohodou se vy a jiná civilizace rozhodnete spolupracovat na výzkumu technologií. \nPo uplynutí dohody oba obdržíte 'jednorázový obnos' bodů výzkumu, který bude aplikován na jednu z nevyzkoumaných technologií.
|
||||
The amount of Science you receive at the end is dependent on the science generated by your cities and the other civilization's cities during the agreement - the more, the better! = Množství bodů výzkumu, ktere obdržíte po uplynutí dohody, je závislé na množství výzkumu poskytovaném vašimi městy a městy druhé civilizace po dobu trvání dohody - čím více, tím lépe!
|
||||
|
||||
City-States = Městské státy
|
||||
Not all nations are contending with you for victory.\nCity-states are nations that can't win, don't conquer other cities and can't be traded with. = Ne všechny národy soupeří o vítezství.\nMěstské státy jsou národy, které nemohou zvítězit, nemohou dobývat jiná města a nelze s nimi s obchodovat.
|
||||
Instead, diplomatic relations with city-states are determined by Influence - a meter of 'how much the City-state likes you'.\nInfluence can be increased by attacking their enemies, liberating their city, and giving them sums of gold. = Místo toho jsou diplomatické vztahy s městskými státy určené vlivem - měřítkem toho, jak moc vás má městský stát v oblibě.\nVliv může být zvýšen útokem na jejich nepřítele, osvobozením jejich měst či věnováním obnosu zlata.
|
||||
Certain bonuses are given when you are at above 30 influence.\nWhen you have above 60 Influence, and you have the highest influence with them of all civilizations, you are considered their 'Ally', and gain further bonuses and access to the Luxury and Strategic resources in their lands. = Po dosažení či překonání hranice 30 vlivu obržíte různé bonusy.\nPo dosažení hranice 60 vlivu a pokud máte vůči nim nejvyšší vliv ze všech civilizací, jste považováni za 'spojence' a získáte další bonusy a přístup k Luxusním a Strategickým surovinám na jejich území.
|
||||
|
||||
# Requires translation!
|
||||
Great People =
|
||||
# Requires translation!
|
||||
Certain buildings, and specialists in cities, generate Great Person points per turn.\nThere are several types of Great People, and their points accumulate separately.\nThe number of points per turn and accumulated points can be viewed in the Overview screen. =
|
||||
# Requires translation!
|
||||
|
@ -4593,8 +4595,11 @@ Once enough points have been accumulaated, a Great Person of that type will be c
|
|||
# Requires translation!
|
||||
Great Improvements also provide any strategic resources that are under them, so you don't need to worry if resources are revealed underneath your improvements! =
|
||||
|
||||
# Requires translation!
|
||||
Removing Terrain Features =
|
||||
# Requires translation!
|
||||
Certain tiles have terrain features - like Flood plains or Forests - on top of them. Some of these layers, like Jungle, Marsh and Forest, can be removed by workers.\nRemoving the terrain feature does not remove any resources in the tile, and is usually required in order to work those resources. =
|
||||
|
||||
Natural Wonders = Přírodní divy
|
||||
Natural Wonders, such as the Mt. Fuji, the Rock of Gibraltar and the Great Barrier Reef, are unique, impassable terrain features, masterpieces of mother Nature, which possess exceptional qualities that make them very different from the average terrain.\nThey benefit by giving you large sums of Culture, Science, Gold or Production if worked by your Cities, which is why you might need to bring them under your empire as soon as possible. = Přírodní divy jako je hora Fuji, Gibraltarské skály nebo Velký bariérový útes jsou jedinečná neprůchozí terénní pole, mistrovská díla matky Přírody s výjimečnými vlastnostmi, které je činí velmi odlišnými od běžných terénů.\nPoskytují větší množství kultury, výzkumu, zlata či produkce, pokud jsou využívána městskými dělníky. Proto byste je meli co nejdříve zahrnout do své říše.
|
||||
|
||||
|
|
|
@ -1277,53 +1277,6 @@ Brush Size =
|
|||
# Requires translation!
|
||||
Map saved =
|
||||
|
||||
# Civilopedia Tutorials names
|
||||
|
||||
# Requires translation!
|
||||
After Conquering =
|
||||
# Requires translation!
|
||||
City Range =
|
||||
# Requires translation!
|
||||
Contact Me =
|
||||
# Requires translation!
|
||||
Culture and Policies =
|
||||
# Requires translation!
|
||||
Embarking =
|
||||
# Requires translation!
|
||||
Enemy City =
|
||||
# Requires translation!
|
||||
Idle Units =
|
||||
# Requires translation!
|
||||
Injured Units =
|
||||
# Requires translation!
|
||||
Introduction =
|
||||
# Requires translation!
|
||||
Luxury Resource =
|
||||
# Requires translation!
|
||||
New Game =
|
||||
# Requires translation!
|
||||
Roads and Railroads =
|
||||
# Requires translation!
|
||||
Siege Units =
|
||||
# Requires translation!
|
||||
Strategic Resource =
|
||||
# Requires translation!
|
||||
Unhappiness =
|
||||
# Requires translation!
|
||||
Victory Types =
|
||||
# Requires translation!
|
||||
Workers =
|
||||
# Requires translation!
|
||||
City Expansion =
|
||||
# Requires translation!
|
||||
Combat =
|
||||
# Requires translation!
|
||||
Experience =
|
||||
# Requires translation!
|
||||
Pillaging =
|
||||
# Requires translation!
|
||||
Research Agreements =
|
||||
|
||||
# Civilopedia difficulty levels
|
||||
# Requires translation!
|
||||
Player settings =
|
||||
|
@ -5850,9 +5803,13 @@ Heal adjacent units for an additional 15 HP per turn =
|
|||
|
||||
#################### Lines from Tutorials.json ####################
|
||||
|
||||
# Requires translation!
|
||||
Introduction =
|
||||
# Requires translation!
|
||||
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!
|
||||
New Game =
|
||||
# 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. =
|
||||
# Requires translation!
|
||||
|
@ -5865,6 +5822,8 @@ The first thing coming out of your city should be either a Scout or Warrior.\nI
|
|||
# Requires translation!
|
||||
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 =
|
||||
|
||||
# Requires translation!
|
||||
Culture and Policies =
|
||||
# Requires translation!
|
||||
Each turn, the culture you gain from all your cities is added to your Civilization's culture.\nWhen you have enough culture, you may pick a Social Policy, each one giving you a certain bonus. =
|
||||
# Requires translation!
|
||||
|
@ -5872,6 +5831,8 @@ The policies are organized into branches, with each branch providing a bonus abi
|
|||
# Requires translation!
|
||||
With each policy adopted, and with each city built,\n the cost of adopting another policy rises - so choose wisely! =
|
||||
|
||||
# Requires translation!
|
||||
City Expansion =
|
||||
# Requires translation!
|
||||
Once a city has gathered enough Culture, it will expand into a neighboring tile.\nYou have no control over the tile it will expand into, but tiles with resources and higher yields are prioritized. =
|
||||
# Requires translation!
|
||||
|
@ -5879,6 +5840,7 @@ Each additional tile will require more culture, but generally your first cities
|
|||
# Requires translation!
|
||||
Although your city will keep expanding forever, your citizens can only work 3 tiles away from city center.\nThis should be taken into account when placing new cities. =
|
||||
|
||||
Happiness = Blijheid
|
||||
# Requires translation!
|
||||
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 you’ll find that it is more and more difficult to keep your empire happy. =
|
||||
# Requires translation!
|
||||
|
@ -5886,6 +5848,8 @@ In addition, you can’t even build any city improvements that increase happines
|
|||
# Requires translation!
|
||||
This means that it is very difficult to expand quickly in Unciv.\nIt isn’t impossible, but as a new player you probably shouldn’t 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. =
|
||||
|
||||
# Requires translation!
|
||||
Unhappiness =
|
||||
# Requires translation!
|
||||
It seems that your citizens are unhappy!\nWhile unhappy, cities will grow at 1/4 the speed, and your units will suffer a 2% penalty for each unhappiness =
|
||||
# Requires translation!
|
||||
|
@ -5893,12 +5857,18 @@ Unhappiness has two main causes: Population and cities\n Each city causes 3 unh
|
|||
# Requires translation!
|
||||
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 =
|
||||
|
||||
# Requires translation!
|
||||
Golden Age =
|
||||
# Requires translation!
|
||||
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. =
|
||||
|
||||
# Requires translation!
|
||||
Roads and Railroads =
|
||||
# Requires translation!
|
||||
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! =
|
||||
|
||||
# Requires translation!
|
||||
Victory Types =
|
||||
# Requires translation!
|
||||
Once you’ve settled your first two or three cities you’re 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 haven’t already. =
|
||||
# Requires translation!
|
||||
|
@ -5906,12 +5876,18 @@ There are three ways to win in Unciv. They are:\n - Cultural Victory: Complete 5
|
|||
# Requires translation!
|
||||
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. =
|
||||
|
||||
# Requires translation!
|
||||
Enemy City =
|
||||
# Requires translation!
|
||||
Cities can be conquered by reducing their health to 1, and entering the city with a melee unit.\nSince 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! =
|
||||
|
||||
# Requires translation!
|
||||
Luxury Resource =
|
||||
# Requires translation!
|
||||
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! =
|
||||
|
||||
# Requires translation!
|
||||
Strategic Resource =
|
||||
# Requires translation!
|
||||
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. =
|
||||
# Requires translation!
|
||||
|
@ -5920,6 +5896,8 @@ Unlike Luxury Resources, each Strategic Resource on the map provides more than o
|
|||
# Requires translation!
|
||||
The city can no longer put up any resistance!\nHowever, to conquer it, you must enter the city with a melee unit =
|
||||
|
||||
# Requires translation!
|
||||
After Conquering =
|
||||
# Requires translation!
|
||||
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. =
|
||||
# Requires translation!
|
||||
|
@ -5931,24 +5909,38 @@ You have encountered a barbarian unit!\nBarbarians attack everyone indiscriminat
|
|||
# Requires translation!
|
||||
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 =
|
||||
|
||||
# Requires translation!
|
||||
Apollo Program =
|
||||
# Requires translation!
|
||||
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! =
|
||||
|
||||
# Requires translation!
|
||||
Injured Units =
|
||||
# Requires translation!
|
||||
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 =
|
||||
|
||||
# Requires translation!
|
||||
Workers =
|
||||
# Requires translation!
|
||||
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! =
|
||||
|
||||
# Requires translation!
|
||||
Siege Units =
|
||||
# Requires translation!
|
||||
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. =
|
||||
|
||||
# Requires translation!
|
||||
Embarking =
|
||||
# Requires translation!
|
||||
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! =
|
||||
|
||||
# Requires translation!
|
||||
Idle Units =
|
||||
# Requires translation!
|
||||
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 =
|
||||
|
||||
# Requires translation!
|
||||
Contact Me =
|
||||
# Requires translation!
|
||||
Hi there! If you've played this far, you've probably seen that the game is currently incomplete.\n UnCiv is meant to be open-source and free, forever.\n That means no ads or any other nonsense. =
|
||||
# Requires translation!
|
||||
|
@ -5956,14 +5948,20 @@ What motivates me to keep working on it, \n besides the fact I think it's amazi
|
|||
# Requires translation!
|
||||
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) =
|
||||
|
||||
# Requires translation!
|
||||
Pillaging =
|
||||
# Requires translation!
|
||||
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. =
|
||||
|
||||
# Requires translation!
|
||||
Experience =
|
||||
# Requires translation!
|
||||
Units that enter combat gain experience, which can then be used on promotions for that unit.\nUnits gain more experience when in Melee combat than Ranged, and more when attacking than when defending. =
|
||||
# Requires translation!
|
||||
Units can only gain up to 30 XP from Barbarian units - meaning up to 2 promotions. After that, Barbarian units will provide no experience. =
|
||||
|
||||
# Requires translation!
|
||||
Combat =
|
||||
# Requires translation!
|
||||
Unit and cities are worn down by combat, which is affected by a number of different values.\nEach unit has a certain 'base' combat value, which can be improved by certain conditions, promotions and locations. =
|
||||
# Requires translation!
|
||||
|
@ -5971,11 +5969,15 @@ Units use the 'Strength' value as the base combat value when melee attacking and
|
|||
# Requires translation!
|
||||
Ranged attacks can be done from a distance, dependent on the 'Range' value of the unit.\nWhile melee attacks allow the defender to damage the attacker in retaliation, ranged attacks do not. =
|
||||
|
||||
# Requires translation!
|
||||
Research Agreements =
|
||||
# Requires translation!
|
||||
In research agreements, you and another civilization decide to jointly research technology.\nAt the end of the agreement, you will both receive a 'lump sum' of Science, which will go towards one of your unresearched technologies. =
|
||||
# Requires translation!
|
||||
The amount of Science you receive at the end is dependent on the science generated by your cities and the other civilization's cities during the agreement - the more, the better! =
|
||||
|
||||
# Requires translation!
|
||||
City-States =
|
||||
# Requires translation!
|
||||
Not all nations are contending with you for victory.\nCity-states are nations that can't win, don't conquer other cities and can't be traded with. =
|
||||
# Requires translation!
|
||||
|
@ -5983,6 +5985,8 @@ Instead, diplomatic relations with city-states are determined by Influence - a m
|
|||
# Requires translation!
|
||||
Certain bonuses are given when you are at above 30 influence.\nWhen you have above 60 Influence, and you have the highest influence with them of all civilizations, you are considered their 'Ally', and gain further bonuses and access to the Luxury and Strategic resources in their lands. =
|
||||
|
||||
# Requires translation!
|
||||
Great People =
|
||||
# Requires translation!
|
||||
Certain buildings, and specialists in cities, generate Great Person points per turn.\nThere are several types of Great People, and their points accumulate separately.\nThe number of points per turn and accumulated points can be viewed in the Overview screen. =
|
||||
# Requires translation!
|
||||
|
@ -5990,9 +5994,13 @@ Once enough points have been accumulaated, a Great Person of that type will be c
|
|||
# Requires translation!
|
||||
Great Improvements also provide any strategic resources that are under them, so you don't need to worry if resources are revealed underneath your improvements! =
|
||||
|
||||
# Requires translation!
|
||||
Removing Terrain Features =
|
||||
# Requires translation!
|
||||
Certain tiles have terrain features - like Flood plains or Forests - on top of them. Some of these layers, like Jungle, Marsh and Forest, can be removed by workers.\nRemoving the terrain feature does not remove any resources in the tile, and is usually required in order to work those resources. =
|
||||
|
||||
# Requires translation!
|
||||
Natural Wonders =
|
||||
# Requires translation!
|
||||
Natural Wonders, such as the Mt. Fuji, the Rock of Gibraltar and the Great Barrier Reef, are unique, impassable terrain features, masterpieces of mother Nature, which possess exceptional qualities that make them very different from the average terrain.\nThey benefit by giving you large sums of Culture, Science, Gold or Production if worked by your Cities, which is why you might need to bring them under your empire as soon as possible. =
|
||||
|
||||
|
|
|
@ -1481,53 +1481,6 @@ Brush Size =
|
|||
# Requires translation!
|
||||
Map saved =
|
||||
|
||||
# Civilopedia Tutorials names
|
||||
|
||||
# Requires translation!
|
||||
After Conquering =
|
||||
# Requires translation!
|
||||
City Range =
|
||||
# Requires translation!
|
||||
Contact Me =
|
||||
# Requires translation!
|
||||
Culture and Policies =
|
||||
# Requires translation!
|
||||
Embarking =
|
||||
# Requires translation!
|
||||
Enemy City =
|
||||
# Requires translation!
|
||||
Idle Units =
|
||||
# Requires translation!
|
||||
Injured Units =
|
||||
# Requires translation!
|
||||
Introduction =
|
||||
# Requires translation!
|
||||
Luxury Resource =
|
||||
# Requires translation!
|
||||
New Game =
|
||||
# Requires translation!
|
||||
Roads and Railroads =
|
||||
# Requires translation!
|
||||
Siege Units =
|
||||
# Requires translation!
|
||||
Strategic Resource =
|
||||
# Requires translation!
|
||||
Unhappiness =
|
||||
# Requires translation!
|
||||
Victory Types =
|
||||
# Requires translation!
|
||||
Workers =
|
||||
# Requires translation!
|
||||
City Expansion =
|
||||
# Requires translation!
|
||||
Combat =
|
||||
# Requires translation!
|
||||
Experience =
|
||||
# Requires translation!
|
||||
Pillaging =
|
||||
# Requires translation!
|
||||
Research Agreements =
|
||||
|
||||
# Civilopedia difficulty levels
|
||||
# Requires translation!
|
||||
Player settings =
|
||||
|
@ -6240,8 +6193,12 @@ Heal adjacent units for an additional 15 HP per turn =
|
|||
|
||||
#################### Lines from Tutorials.json ####################
|
||||
|
||||
# Requires translation!
|
||||
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! = 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!
|
||||
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. = 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?\nThat’s 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. Cities cannot be built within 3 tiles of existing cities, which is another thing to watch out for! = How do you know a spot is appropriate?\nThat’s 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 don’t have a set area that they can work - more on that later!\nThis means you don’t have to settle cities right next to resources.\nLet’s say, for example, that you want access to some iron – but the resource is right next to a desert.\nYou don’t 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 you’ll usually have the luxury of time. = However, cities don’t have a set area that they can work - more on that later!\nThis means you don’t have to settle cities right next to resources.\nLet’s say, for example, that you want access to some iron – but the resource is right next to a desert.\nYou don’t 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 you’ll usually have the luxury of time.
|
||||
|
@ -6249,10 +6206,14 @@ The first thing coming out of your city should be either a Scout or Warrior.\nI
|
|||
|
||||
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 = 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
|
||||
|
||||
# Requires translation!
|
||||
Culture and Policies =
|
||||
Each turn, the culture you gain from all your cities is added to your Civilization's culture.\nWhen you have enough culture, you may pick a Social Policy, each one giving you a certain bonus. = Each turn, the culture you gain from all your cities is added to your Civilization's culture.\nWhen 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. = 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,\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!
|
||||
|
||||
# Requires translation!
|
||||
City Expansion =
|
||||
# Requires translation!
|
||||
Once a city has gathered enough Culture, it will expand into a neighboring tile.\nYou have no control over the tile it will expand into, but tiles with resources and higher yields are prioritized. =
|
||||
# Requires translation!
|
||||
|
@ -6260,26 +6221,42 @@ Each additional tile will require more culture, but generally your first cities
|
|||
# Requires translation!
|
||||
Although your city will keep expanding forever, your citizens can only work 3 tiles away from city center.\nThis should be taken into account when placing new cities. =
|
||||
|
||||
# Requires translation!
|
||||
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 you’ll 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 you’ll find that it is more and more difficult to keep your empire happy.
|
||||
In addition, you can’t even build any city improvements that increase happiness until you’ve done the appropriate research.\nIf your empire’s 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 can’t even build any city improvements that increase happiness until you’ve done the appropriate research.\nIf your empire’s 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 isn’t impossible, but as a new player you probably shouldn’t 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 isn’t impossible, but as a new player you probably shouldn’t 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.
|
||||
|
||||
# Requires translation!
|
||||
Unhappiness =
|
||||
It seems that your citizens are unhappy!\nWhile unhappy, cities will grow at 1/4 the speed, 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, 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
|
||||
|
||||
# Requires translation!
|
||||
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. = 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.
|
||||
|
||||
# Requires translation!
|
||||
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! = 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!
|
||||
|
||||
# Requires translation!
|
||||
Victory Types =
|
||||
Once you’ve settled your first two or three cities you’re 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 haven’t already. = Once you’ve settled your first two or three cities you’re 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 haven’t 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.
|
||||
|
||||
# Requires translation!
|
||||
Enemy City =
|
||||
Cities can be conquered by reducing their health to 1, and entering the city with a melee unit.\nSince 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! = Cities can be conquered by reducing their health to 1, and entering the city with a melee unit.\nSince 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!
|
||||
|
||||
# Requires translation!
|
||||
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! = 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!
|
||||
|
||||
# Requires translation!
|
||||
Strategic Resource =
|
||||
# Requires translation!
|
||||
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. =
|
||||
# Requires translation!
|
||||
|
@ -6287,6 +6264,8 @@ Unlike Luxury Resources, each Strategic Resource on the map provides more than o
|
|||
|
||||
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
|
||||
|
||||
# Requires translation!
|
||||
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. = 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!
|
||||
|
||||
|
@ -6294,29 +6273,49 @@ You have encountered a barbarian unit!\nBarbarians attack everyone indiscriminat
|
|||
|
||||
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
|
||||
|
||||
# Requires translation!
|
||||
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! = 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!
|
||||
|
||||
# Requires translation!
|
||||
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 = 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
|
||||
|
||||
# Requires translation!
|
||||
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! = 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!
|
||||
|
||||
# Requires translation!
|
||||
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. = 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.
|
||||
|
||||
# Requires translation!
|
||||
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! = 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!
|
||||
|
||||
# Requires translation!
|
||||
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 = 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
|
||||
|
||||
# Requires translation!
|
||||
Contact Me =
|
||||
Hi there! If you've played this far, you've probably seen that the game is currently incomplete.\n UnCiv 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 seen that the game is currently incomplete.\n UnCiv 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)
|
||||
|
||||
# Requires translation!
|
||||
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. = 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.
|
||||
|
||||
# Requires translation!
|
||||
Experience =
|
||||
# Requires translation!
|
||||
Units that enter combat gain experience, which can then be used on promotions for that unit.\nUnits gain more experience when in Melee combat than Ranged, and more when attacking than when defending. =
|
||||
# Requires translation!
|
||||
Units can only gain up to 30 XP from Barbarian units - meaning up to 2 promotions. After that, Barbarian units will provide no experience. =
|
||||
|
||||
# Requires translation!
|
||||
Combat =
|
||||
# Requires translation!
|
||||
Unit and cities are worn down by combat, which is affected by a number of different values.\nEach unit has a certain 'base' combat value, which can be improved by certain conditions, promotions and locations. =
|
||||
# Requires translation!
|
||||
|
@ -6324,11 +6323,15 @@ Units use the 'Strength' value as the base combat value when melee attacking and
|
|||
# Requires translation!
|
||||
Ranged attacks can be done from a distance, dependent on the 'Range' value of the unit.\nWhile melee attacks allow the defender to damage the attacker in retaliation, ranged attacks do not. =
|
||||
|
||||
# Requires translation!
|
||||
Research Agreements =
|
||||
# Requires translation!
|
||||
In research agreements, you and another civilization decide to jointly research technology.\nAt the end of the agreement, you will both receive a 'lump sum' of Science, which will go towards one of your unresearched technologies. =
|
||||
# Requires translation!
|
||||
The amount of Science you receive at the end is dependent on the science generated by your cities and the other civilization's cities during the agreement - the more, the better! =
|
||||
|
||||
# Requires translation!
|
||||
City-States =
|
||||
# Requires translation!
|
||||
Not all nations are contending with you for victory.\nCity-states are nations that can't win, don't conquer other cities and can't be traded with. =
|
||||
# Requires translation!
|
||||
|
@ -6336,6 +6339,8 @@ Instead, diplomatic relations with city-states are determined by Influence - a m
|
|||
# Requires translation!
|
||||
Certain bonuses are given when you are at above 30 influence.\nWhen you have above 60 Influence, and you have the highest influence with them of all civilizations, you are considered their 'Ally', and gain further bonuses and access to the Luxury and Strategic resources in their lands. =
|
||||
|
||||
# Requires translation!
|
||||
Great People =
|
||||
# Requires translation!
|
||||
Certain buildings, and specialists in cities, generate Great Person points per turn.\nThere are several types of Great People, and their points accumulate separately.\nThe number of points per turn and accumulated points can be viewed in the Overview screen. =
|
||||
# Requires translation!
|
||||
|
@ -6343,9 +6348,13 @@ Once enough points have been accumulaated, a Great Person of that type will be c
|
|||
# Requires translation!
|
||||
Great Improvements also provide any strategic resources that are under them, so you don't need to worry if resources are revealed underneath your improvements! =
|
||||
|
||||
# Requires translation!
|
||||
Removing Terrain Features =
|
||||
# Requires translation!
|
||||
Certain tiles have terrain features - like Flood plains or Forests - on top of them. Some of these layers, like Jungle, Marsh and Forest, can be removed by workers.\nRemoving the terrain feature does not remove any resources in the tile, and is usually required in order to work those resources. =
|
||||
|
||||
# Requires translation!
|
||||
Natural Wonders =
|
||||
# Requires translation!
|
||||
Natural Wonders, such as the Mt. Fuji, the Rock of Gibraltar and the Great Barrier Reef, are unique, impassable terrain features, masterpieces of mother Nature, which possess exceptional qualities that make them very different from the average terrain.\nThey benefit by giving you large sums of Culture, Science, Gold or Production if worked by your Cities, which is why you might need to bring them under your empire as soon as possible. =
|
||||
|
||||
|
|
|
@ -798,31 +798,6 @@ Brush Size = Taille de brosse
|
|||
# Requires translation!
|
||||
Map saved =
|
||||
|
||||
# Civilopedia Tutorials names
|
||||
|
||||
After Conquering = Prise d'une cité
|
||||
City Range = Portée d'une cité
|
||||
Contact Me = Contactez moi
|
||||
Culture and Policies = Culture et doctrines
|
||||
Embarking = Embarquer
|
||||
Enemy City = Cité ennemie
|
||||
Idle Units = Unités inactives
|
||||
Injured Units = Unités blessées
|
||||
Introduction = Introduction
|
||||
Luxury Resource = Ressources de luxe
|
||||
New Game = Nouvelle partie
|
||||
Roads and Railroads = Routes et chemin de fer
|
||||
Siege Units = Unités de siège
|
||||
Strategic Resource = Ressources stratégiques
|
||||
Unhappiness = Mécontentement
|
||||
Victory Types = Types de victoire
|
||||
Workers = Ouvriers
|
||||
City Expansion = Expansion de la ville
|
||||
Combat = Combat
|
||||
Experience = Expérience
|
||||
Pillaging = Pillage
|
||||
Research Agreements = Accords de recherche
|
||||
|
||||
# Civilopedia difficulty levels
|
||||
# Requires translation!
|
||||
Player settings =
|
||||
|
@ -3459,8 +3434,10 @@ Heal adjacent units for an additional 15 HP per turn = Soigne les unités adjace
|
|||
|
||||
#################### Lines from Tutorials.json ####################
|
||||
|
||||
Introduction = 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! = Bienvenue sur Unciv ! Comme il s'agit d'un jeu complexe, voici quelques tâches basiques pour vous aider à vous familiariser avec le jeu.\n Elles sont complètement optionnelles et vous êtes libre de découvrir le jeu par vous-même !
|
||||
|
||||
New Game = Nouvelle partie
|
||||
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. = Votre première tâche est de fonder votre capitale. C'est important, car votre capitale sera probablement votre ville la plus prospère, et toute une série de bonus s'y appliquent. Elle sera le centre de votre empire !
|
||||
How do you know a spot is appropriate?\nThat’s 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. Cities cannot be built within 3 tiles of existing cities, which is another thing to watch out for! = Comment savoir si un emplacement est bon ? Vaste question, mais être proche de ressources de luxe, comme le coton ou la soie (icône smiley) améliorera le bonheur dans votre civilisation. N'oubliez pas non plus les ressources stratégiques (en rouge : fer, chevaux,...) nécessaires à la construction et l'entretien de certaines unités/bâtiments.
|
||||
However, cities don’t have a set area that they can work - more on that later!\nThis means you don’t have to settle cities right next to resources.\nLet’s say, for example, that you want access to some iron – but the resource is right next to a desert.\nYou don’t 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 you’ll usually have the luxury of time. = Vous n'êtes pas obligés de fonder une ville SUR la ressource, ni même directement à côté. On en reparle plus tard, mais votre cité va étendre son territoire avec le temps. Par exemple, évitez de fonder une ville dans le désert pour obtenir le fer adjacent - placez-la une case ou deux plus loin.
|
||||
|
@ -3468,34 +3445,44 @@ The first thing coming out of your city should be either a Scout or Warrior.\nI
|
|||
|
||||
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 = 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.
|
||||
|
||||
Culture and Policies = Culture et doctrines
|
||||
Each turn, the culture you gain from all your cities is added to your Civilization's culture.\nWhen you have enough culture, you may pick a 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 suffisamment de culture, vous pouvez choisir\n une Doctrine, chaque culture vous donnera un bonus différent.
|
||||
The policies are organized into branches, with each branch providing a bonus ability when all policies 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.
|
||||
|
||||
City Expansion = Expansion de la ville
|
||||
Once a city has gathered enough Culture, it will expand into a neighboring tile.\nYou have no control over the tile it will expand into, but tiles with resources and higher yields are prioritized. = Lorsque une ville a accumulé assez de culture, elle prendra possession d'une des cases adjacentes. Vous n'avez aucun contrôle sur la case qui sera choisie, mais celles disposant de ressources particulières ou simplement ayant le plus de ressources seront favorisées.
|
||||
Each additional tile will require more culture, but generally your first cities will eventually expand to a wide tile range. = Chaque case d'expansion supplémentaire coûtera plus cher, vos premières cités arriveront à s'étendre plus loin avec le temps.
|
||||
Although your city will keep expanding forever, your citizens can only work 3 tiles away from city center.\nThis should be taken into account when placing new cities. = Bien que votre cité s'étende en permanence, ses citoyens ne peuvent exploiter les ressources que dans un rayon de 3 cases autour de votre centre-ville. Tenez-en compte en fondant vos villes !
|
||||
|
||||
Happiness = Bonheur
|
||||
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 you’ll find that it is more and more difficult to keep your empire happy. = Portez attention au bonheur dans votre civilisation. Celui-ci est comptabilisé pour tout votre empire, pas par ville. Plus votre empire croîtra, plus il vous sera difficile de le garder heureux.
|
||||
In addition, you can’t even build any city improvements that increase happiness until you’ve done the appropriate research.\nIf your empire’s 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. = De plus, les aménagements de ville augmentant le bonheur ne sont disponibles qu'après avoir découvert la technologie adéquate. Si votre bonheur passe sous zéro, le rythme de croissance de vos villes en sera affecté. Si votre empire devient très malheureux (cf. l'icône de smiley au sommet de l'interface), vos armées souffriront de sévères malus au combat.
|
||||
This means that it is very difficult to expand quickly in Unciv.\nIt isn’t impossible, but as a new player you probably shouldn’t 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. = Cela implique qu'il est difficile de s'étendre vite dans Unciv. Même si ce n'est pas impossible pour un joueur expérimenté, en tant que débutant privilégiez plutôt les éclaireurs puis l'aménagement par des ouvriers de vos villes existantes. Ne fondez une ville que quand un emplacement vous semble particulièrement intéressant.
|
||||
|
||||
Unhappiness = Mécontentement
|
||||
It seems that your citizens are unhappy!\nWhile unhappy, cities will grow at 1/4 the speed, 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.
|
||||
|
||||
Golden Age = Âge d'or
|
||||
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
|
||||
|
||||
Roads and Railroads = Routes et chemin de fer
|
||||
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 générera de l'or via les routes du commerce.\n Notez que chaque route coûte 1 ressource d'or de maintenance par tour, et 2 Or par tour pour un chemin de fer,\n donc attendez que vos villes grandissent !
|
||||
|
||||
Victory Types = Types de victoire
|
||||
Once you’ve settled your first two or three cities you’re 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 haven’t already. = Vos deux-trois premières villes devraient probablement être fondées aux alentours des 100-150 tours. Il est temps maintenant de choisir comment gagner.
|
||||
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 = Il existe trois victoires possibles :\n - Culturelle : Achever quatre ensembles de doctrines\n - Militaire : Soyez la dernière civilisation restante \n - Scientifique : envoyez le premier votre vaisseau spatial vers Alpha du Centaure
|
||||
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. = En résumé, voici les bases d'Unciv : fondez une première ville prospère, puis étendez-vous lentement pour maintenir votre niveau de bonheur. Il y a bien plus à dire, mais apprenons à nager avant de vouloir plonger avec les requins...
|
||||
|
||||
Enemy City = Cité ennemie
|
||||
Cities can be conquered by reducing their health to 1, and entering the city with a melee unit.\nSince 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! = 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 Resource = Ressources de luxe
|
||||
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 Resource = Ressources stratégiques
|
||||
# Requires translation!
|
||||
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. =
|
||||
# Requires translation!
|
||||
|
@ -3503,6 +3490,7 @@ Unlike Luxury Resources, each Strategic Resource on the map provides more than o
|
|||
|
||||
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.
|
||||
|
||||
After Conquering = Prise d'une cité
|
||||
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! = Fantochiser la ville signifie que vous n'avez pas de contrôle sur la production de la ville.\n la ville n'augmentera pas le coût de vos Recherches ni de vos Doctrines, mais ses citoyens génèreront 1,5x le mécontement habituel.\nAnnexer la ville vous donnera le control sur la production, mais doublera le mécontentement de ses citoyens !\n Cela peut être résolu en construisant un Tribunal dans la ville, ramenant le mécontentement des citoyens à son niveau normal.\nUne ville fantoche peut être annexée à tout moment, cependant, une fois annexée, elle ne pourra pas redevenir une ville fantoche !
|
||||
|
||||
|
@ -3510,38 +3498,52 @@ You have encountered a barbarian unit!\nBarbarians attack everyone indiscriminat
|
|||
|
||||
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.
|
||||
|
||||
Apollo Program = Programme Apollo
|
||||
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 = Unités blessées
|
||||
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 = Ouvriers
|
||||
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 aménager les cases\n leur permettant ainsi de produire plus de nourriture, d'or ou de points de production.
|
||||
|
||||
Siege Units = Unités de siège
|
||||
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.
|
||||
|
||||
Embarking = Embarquer
|
||||
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 !
|
||||
|
||||
Idle Units = Unités inactives
|
||||
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 = Si vous ne voulez pas déplacer une unité durant ce tour, passez son tour en cliquant de nouveau sur "Prochaine unité".\nSi vous comptez ne pas la déplacer pour longtemps, faites-la dormir ou se fortifier, elle ne sera plus proposée en début de tour. Ce paramètre "Prochaine unité" est désactivable dans les options.
|
||||
|
||||
Contact Me = Contactez moi
|
||||
Hi there! If you've played this far, you've probably seen that the game is currently incomplete.\n UnCiv 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)
|
||||
|
||||
Pillaging = Pillage
|
||||
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. = Les unités militaires peuvent piller les aménagements des cases sur lesquelles ils se situent, récupérant 25 PV et détruisant l'aménagement.\nCependant, la case peut encore être exploitée, à son niveau de ressource initial.\nLes ouvriers peuvent réparer l'aménagement, ce qui reste plus rapide que de les construire de zéro.
|
||||
|
||||
Experience = Expérience
|
||||
Units that enter combat gain experience, which can then be used on promotions for that unit.\nUnits gain more experience when in Melee combat than Ranged, and more when attacking than when defending. = Les unités qui combattent gagnent de l'EXP, utilisable pour leur offrir des promotions. Le combat au corps-à-corps rapporte plus d'EXP qu'à distance, et l'attaquant reçoit plus d'XP que le défenseur.
|
||||
Units can only gain up to 30 XP from Barbarian units - meaning up to 2 promotions. After that, Barbarian units will provide no experience. = Pour une unité particulière, le maximum d'XP accumulable grâce aux combats contre les Barbares est de 30 - c'est-à-dire deux promotions. Au-delà, cette unité ne gagnera plus d'EXP lors d'un combat avec une unité barbare.
|
||||
|
||||
Combat = Combat
|
||||
Unit and cities are worn down by combat, which is affected by a number of different values.\nEach unit has a certain 'base' combat value, which can be improved by certain conditions, promotions and locations. = Les villes et unités sont usées par le combat, selon différents paramètres.\nChaque unité a une puissance de combat de base, améliorable par des promotions, des terrains,...
|
||||
Units use the 'Strength' value as the base combat value when melee attacking and when defending.\nWhen using a ranged attack, they will the use the 'Ranged Strength' value instead. = La puissance de combat concerne les combats au corps-à-corps, là où la puissance de combat à distance sera utilisée pour les combats à distance, bien sûr.
|
||||
Ranged attacks can be done from a distance, dependent on the 'Range' value of the unit.\nWhile melee attacks allow the defender to damage the attacker in retaliation, ranged attacks do not. = Une attaque à distance peut se faire à distance, celle-ci dépendant de la "Portée" de l'unité.\nAutant un défenseur blessera son opposant en combat au corps-à-corps, autant les attaquants à distance ne risquent rien.
|
||||
|
||||
Research Agreements = Accords de recherche
|
||||
In research agreements, you and another civilization decide to jointly research technology.\nAt the end of the agreement, you will both receive a 'lump sum' of Science, which will go towards one of your unresearched technologies. = Un Accord de recherche joint les forces scientifiques de vos deux nations, vous apportant à son terme une grande quantité de Science, attribuée à l'une de vos technologies non-recherchées.
|
||||
The amount of Science you receive at the end is dependent on the science generated by your cities and the other civilization's cities during the agreement - the more, the better! = Cette quantité de Science dépendra de votre propre génération de science durant le temps de l'accord, ainsi que de celle de votre partenaire.
|
||||
|
||||
City-States = Cité-État
|
||||
Not all nations are contending with you for victory.\nCity-states are nations that can't win, don't conquer other cities and can't be traded with. = Il existe des nations qui ne participent pas à la course à la victoire finale.\nLes Cités-États ne peuvent gagner, conquérir de villes ou effectuer d'accords commerciaux.
|
||||
Instead, diplomatic relations with city-states are determined by Influence - a meter of 'how much the City-state likes you'.\nInfluence can be increased by attacking their enemies, liberating their city, and giving them sums of gold. = À la place, vos relations diplomatiques seront déterminées par votre Influence, qui augmentera en attaquant les ennemis de la Cité-État, la libérant ou leur envoyant de l'argent.
|
||||
Certain bonuses are given when you are at above 30 influence.\nWhen you have above 60 Influence, and you have the highest influence with them of all civilizations, you are considered their 'Ally', and gain further bonuses and access to the Luxury and Strategic resources in their lands. = Vous recevrez un bonus, dépendant du type de Cité-État, en dépassant les 30 Influence. Passé 60 Influence, la civilisation avec le plus d'Influence deviendra alliée de la Cité-État, profitant de ses ressources de luxe et stratégiques ainsi que d'autres bonus.
|
||||
|
||||
# Requires translation!
|
||||
Great People =
|
||||
# Requires translation!
|
||||
Certain buildings, and specialists in cities, generate Great Person points per turn.\nThere are several types of Great People, and their points accumulate separately.\nThe number of points per turn and accumulated points can be viewed in the Overview screen. =
|
||||
# Requires translation!
|
||||
|
@ -3549,8 +3551,11 @@ Once enough points have been accumulaated, a Great Person of that type will be c
|
|||
# Requires translation!
|
||||
Great Improvements also provide any strategic resources that are under them, so you don't need to worry if resources are revealed underneath your improvements! =
|
||||
|
||||
# Requires translation!
|
||||
Removing Terrain Features =
|
||||
# Requires translation!
|
||||
Certain tiles have terrain features - like Flood plains or Forests - on top of them. Some of these layers, like Jungle, Marsh and Forest, can be removed by workers.\nRemoving the terrain feature does not remove any resources in the tile, and is usually required in order to work those resources. =
|
||||
|
||||
Natural Wonders = Merveilles naturelles
|
||||
Natural Wonders, such as the Mt. Fuji, the Rock of Gibraltar and the Great Barrier Reef, are unique, impassable terrain features, masterpieces of mother Nature, which possess exceptional qualities that make them very different from the average terrain.\nThey benefit by giving you large sums of Culture, Science, Gold or Production if worked by your Cities, which is why you might need to bring them under your empire as soon as possible. = Les merveilles naturelles, comme le Mont Fuji, le Rocher de Gibraltar ou la Grande Barrière de Corail sont des cases de terrains infranchissables, uniques, des chefs-d’œuvre de Mère Nature avec d'exceptionnelles qualités les rendant bien différent des terrains habituels.\nExploitez-les pour bénéficier de leurs énormes apports en Culture, Science, Or, ou Production - ne laissez pas vos ennemis s'en emparer avant vous !
|
||||
|
||||
|
|
|
@ -798,31 +798,6 @@ Brush Size = Pinselgröße
|
|||
# Requires translation!
|
||||
Map saved =
|
||||
|
||||
# Civilopedia Tutorials names
|
||||
|
||||
After Conquering = Nach der Eroberung
|
||||
City Range = Stadtreichweite
|
||||
Contact Me = Kontaktier mich
|
||||
Culture and Policies = Kultur und Richtlinien
|
||||
Embarking = Einschiffen
|
||||
Enemy City = Gegnerische Stadt
|
||||
Idle Units = Inaktive Einheiten
|
||||
Injured Units = Verletzte Einheiten
|
||||
Introduction = Einführung
|
||||
Luxury Resource = Luxus-Ressource
|
||||
New Game = Neues Spiel
|
||||
Roads and Railroads = Straßen und Bahnstrecken
|
||||
Siege Units = Belagerungseinheiten
|
||||
Strategic Resource = Strategische Ressource
|
||||
Unhappiness = Unzufriedenheit
|
||||
Victory Types = Siegestypen
|
||||
Workers = Arbeiter
|
||||
City Expansion = Ausdehnung einer Stadt
|
||||
Combat = Gefechte
|
||||
Experience = Erfahrung
|
||||
Pillaging = Plündern
|
||||
Research Agreements = Forschungsabkommen
|
||||
|
||||
# Civilopedia difficulty levels
|
||||
# Requires translation!
|
||||
Player settings =
|
||||
|
@ -3455,8 +3430,10 @@ Heal adjacent units for an additional 15 HP per turn = Heile angrenzende Einheit
|
|||
|
||||
#################### Lines from Tutorials.json ####################
|
||||
|
||||
Introduction = Einführung
|
||||
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! = Willkommen zu Unciv!\n Weil es ein komplexes Spiel ist, gibt es Einführungsaufgaben, welche dich mit dem Spiel vertraut machen.\nDiese sind optional, und du bist eingeladen das Spiel selbst zu erkunden!
|
||||
|
||||
New Game = Neues Spiel
|
||||
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. = Deine erste Aufgabe ist die Hauptstadt zu gründen.\nDies ist eine wichtige Aufgabe, da deine Hauptstadt wahrscheinlich deine beste Stadt ist.\nViele Spielvorteile gelten nur in deiner Hauptstadt und es and ist wahrscheinlich das Zentrum deines Imperiums.
|
||||
How do you know a spot is appropriate?\nThat’s 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. Cities cannot be built within 3 tiles of existing cities, which is another thing to watch out for! = Woher weißt du das ein Ort gut ist?\nEs ist nicht einfach zu beantworten, aber in der Nähe von Luxusressourcen ist gut.\nLuxusressourcen sind Felder, welche Dinge wie Diamanten, Baumwolle, oder Seide (gezeigt durch ein Smiley direktzum Ressourcenicon)\nDiese Ressourcen machen deine Civilisation fröhlich. Du solltest auch ein Auge auf Ressources werfen, die für Einheiten gebraucht werden, wie die Ressource Eisen.
|
||||
However, cities don’t have a set area that they can work - more on that later!\nThis means you don’t have to settle cities right next to resources.\nLet’s say, for example, that you want access to some iron – but the resource is right next to a desert.\nYou don’t 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 you’ll usually have the luxury of time. = Wieauchimmer, Städte aben keine feste Fläche wo gearbeitet werden kann - mehr dazu später!\nDas meint du musst deine Städte nicht direkt neben die Ressourcen setzen.\nSagen wir als Beispiel, das du etwas Eisen möchtest, aber die Ressource ist direkt neben einer Wüste .\nDu musst die Stadt nicht in die Nähe der wüste setzen. du kannst ein paar Felder weiter in besserer Umgebung siedeln.\nDeine Stadt wird größer werden und irgendwann Zugriff auf die Ressource erhalten.\ndu musst nur direkt daneben siedeln, wenn du sie sofort brauchst – \n Was hin unt wieder vorkommt, aber meisents hast du die Zeit.
|
||||
|
@ -3464,34 +3441,44 @@ The first thing coming out of your city should be either a Scout or Warrior.\nI
|
|||
|
||||
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 = In deinen ersten Runden\n gibt es wenig zu tun,\n aber sobald deine Zivilation wächst, \n wächst auch die Zahl der Dinge auf die du achten musst
|
||||
|
||||
Culture and Policies = Kultur und Richtlinien
|
||||
Each turn, the culture you gain from all your cities is added to your Civilization's culture.\nWhen you have enough culture, you may pick a Social Policy, each one giving you a certain bonus. = Jede Runde wird die Produktion von Kultur der Städte \n zu der Kultur deiner Zivilisation dazugerechnet.\nWenn du ausreichend Kultur hast, kannst du eine neue \n Sozialpolitik wählen. Jede Sozialpolitik gibt dir einen bestimmten Bonus.
|
||||
The policies are organized into branches, with each branch providing a bonus ability when all policies in the branch have been adopted. = Die Politiken sind in Äste sortiert.\n Jeder Ast gibt besondere Vorteile, wenn er vollständig erforscht wurde.
|
||||
With each policy adopted, and with each city built,\n the cost of adopting another policy rises - so choose wisely! = Mit jeder gewählten Politik, und mit jeder gebauten Stadt,\n steigen die Kosten für die nächsten Politiken - wähle deshalb weise!
|
||||
|
||||
City Expansion = Ausdehnung einer Stadt
|
||||
Once a city has gathered enough Culture, it will expand into a neighboring tile.\nYou have no control over the tile it will expand into, but tiles with resources and higher yields are prioritized. = Sobald eine Stadt genügend Kultur gesammelt hat, wird sie auf ein weiteres Feld expandieren.\nDu kannst das Feld nicht bestimmen, aber wertvolle Felder werden bevorzugt (Ressourcen).
|
||||
Each additional tile will require more culture, but generally your first cities will eventually expand to a wide tile range. = Jedes Weitere Feld kostet mehr Kultur,\n aber meistens wird deine 1. Stadt ein großes Gebiet einnehmen.
|
||||
Although your city will keep expanding forever, your citizens can only work 3 tiles away from city center.\nThis should be taken into account when placing new cities. = Auch wenn deine Stadt sich immer weiter ausbreitet, können deine Einwohner nur bis zu 3 Felder vom Stadtzentrum entfernt arbeiten.\n Dies sollte beim siedeln beachtet werden.
|
||||
|
||||
Happiness = Zufriedenheit
|
||||
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 you’ll find that it is more and more difficult to keep your empire happy. = Sobald die Städte und ihr Einfluss größer wird, musst du mit der Glücklichkeitsmechanik umgehen, welche nicht mehr alle Städte einzelnd betrachtet.\nStattdessen ist das Level der Glücklichkeit überall in deiner Zivilation gleich.\nWenn die Städte wachsen wird es immer schwieriger alle glücklich zu machen.
|
||||
In addition, you can’t even build any city improvements that increase happiness until you’ve done the appropriate research.\nIf your empire’s 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. = Erschwerend kommt hinzu, daß Du erst die nötigen Technologien erforschen mußt, die den Bau von Gebäuden erlauben, welche\n die Zufriedenheit erhöhen. Sollte das Niveau der Zufriedenheit unter Null sinken, gibt es immer\n mehr Nachteile, so sinkt die Wachstumsrate der Bevölkerung und Deine Armeen bekommen ein ordentlichen\n Abzug auf ihre Kampfstärke aufgebrummt. Also achte auf den gelben oder roten Smiley ganz oben auf dem Bildschirm!
|
||||
This means that it is very difficult to expand quickly in Unciv.\nIt isn’t impossible, but as a new player you probably shouldn’t 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. = Das bedeutet, daß es in Unciv ziemlich schwierig ist, schnell zu expandieren.\nEs ist nicht unmöglich, aber als Frischling solltest du dich wahrscheinlich ein wenig zurückhalten.\nBleib entspannt, erkunde die Landschaft und verbessere Dein Gebiet indem du Arbeiter baust.\nBaue die nächste Stadt erst, wenn Du einen wirklich guten Platz gefunden hast.
|
||||
|
||||
Unhappiness = Unzufriedenheit
|
||||
It seems that your citizens are unhappy!\nWhile unhappy, cities will grow at 1/4 the speed, and your units will suffer a 2% penalty for each unhappiness = Sieht so aus, daß Deine Untertanen unzufrieden sind!\nUnglückliche Städte wachsen nur ein Viertel so schnell,\nund Einheiten kämpfen 2% schwächer pro Minuspunkt auf der Glücksskala.
|
||||
Unhappiness has two main causes: Population and cities\n Each city causes 3 unhappiness, and each population, 1 = Unzufriedenhait hat zwei Hauptursachen: Bevölkerung und viele Städte.\nPro Stadt sind 3 Minuspunkte auszugleichen, pro Einwohner einer.
|
||||
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 = Um die Unzufriedenheit zu bekämpfen, gibt es hauptsächlich zwei Wege:\n Glücklich machende Gebäude oder\n mit einer Verbesserung zugänglich gemachte Luxus-Ressourcen innerhalb des Territoriums.
|
||||
|
||||
Golden Age = Goldenes Zeitalter
|
||||
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. = Ein goldenes Zeitalter hat für dich begonnen!\nPunkte für goldene Zeitalter ist die Summe jede Runde der totalen Zufriedenheit.\ndeiner Zivilisation\nWenn du in einem goldenen Zeitalter bist, steigert sich die Produktion von Kultur und Produktion um 20%,\n und jedes Feld welches mindestens ein Gold produziert, produziert ein weiteres Gold.
|
||||
|
||||
Roads and Railroads = Straßen und Bahnstrecken
|
||||
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! = Verbindungen von deinen Städten zu deiner Hauptstadt\n produziert Gold über einen Handelsweg.\nBeachte das jedes Feld Straße Kosten von einem Gold pro Runde verursacht, und jede Schine 2 Gold,\n so ist kann es ökonomischer sein zu warten bis die Städte gewachsen sind!
|
||||
|
||||
Victory Types = Siegestypen
|
||||
Once you’ve settled your first two or three cities you’re 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 haven’t already. = Nach 100 bis 150 Runden besitzt Du vielleicht 2 oder drei gesunde Städte.\nNun ist es an der Zeit, darüber nachzudenken, wie genau Du gewinnen willst (oder Du weißt das längst).
|
||||
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 = Es gibt drei Wege Unciv zu gewinnen - dies sind:\n - Kultursieg: Fünf Zweige der Sozialpolitiken vervollständigen\n - Dominanzsieg: Als letzte Nationüberleben\n - Wissenschaftssieg: Zuerst ein Raumschiff nach Alpha Centauri erbauen
|
||||
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. = Kurz und bündig geht es also darum, eine wohlhaben de Hauptstadt zu gründen, langsam zu expandieren,\n damit die Bevölkerung glücklich bleibt, und den Grundstein zu legen für\n den geplanten Sieg. Natürlich gibt es noch viel mehr, aber es es ist auch wichtig, erst schwimmen zu lernen,\n bevor man in das tiefe Wasser springt.
|
||||
|
||||
Enemy City = Gegnerische Stadt
|
||||
Cities can be conquered by reducing their health to 1, and entering the city with a melee unit.\nSince 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! = Städte können erobert werden, indem man ihre Gesundheit auf einen Punkt reduziert\n und dann mit einer Nahkampfeinheit einmarschiert. Da Städte jede Runde heilen, ist es am besten,\n ausreichend Fernkampfeinheiten mitzubringen und diese mit den Nahkampfeinheiten zu beschützen,\n bis sie die Verteidigung der Stadt genügend zermürbt haben.
|
||||
|
||||
Luxury Resource = Luxus-Ressource
|
||||
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! = Luxus-Ressourcen im eigenen Territorium können mit der passenden Gelände-Verbesserung\n erschlossen werden und stehen dann über das Handelsnetzwerk dem gesamten Imperium zur Verfügung.\nJede neue Luxus-Ressource bringt 5 Punkte Zufriedenheit, aber zusätzliche Ressourcen desselben Typs\n bringen keinen solchen Bonus. Man sollte sie also für den Handel mit anderen Zivilisationen einsetzen.\nVia Handel erlangte Luxus-Ressourcen machen genauso glücklich wie selbst erschlossene!
|
||||
|
||||
Strategic Resource = Strategische Ressource
|
||||
# Requires translation!
|
||||
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. =
|
||||
# Requires translation!
|
||||
|
@ -3499,6 +3486,7 @@ Unlike Luxury Resources, each Strategic Resource on the map provides more than o
|
|||
|
||||
The city can no longer put up any resistance!\nHowever, to conquer it, you must enter the city with a melee unit = Der Widerstand dieser Stadt ist gebrochen!\nAllerdings mußt Du mit einer Nahkampfeinheit einmarschieren, um sie zu erobern.
|
||||
|
||||
After Conquering = Nach der Eroberung
|
||||
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. = Nach der Einnahme einer Stadt besteht die Wahl, diese zu annektieren, zur Marionette zu machen, oder sie niederzubrennen.\nAbreißen wird die Bevölkerung pro Runde um eins reduzieren, bis nur noch Trümmer übrig sind.
|
||||
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! = Marionetten-Städte erlauben keine Kontrolle ihrer Produktion, sie tragen nicht zu den Technologie-\n oder Sozialpolitik-Kosten bei, sie generieren allerdings 50% mehr Unzufriedenheit als üblich.\nEine annektierte Stadt erlaubt sofort über ihre Produktion zu bestimmen, dafür ist die Unzufriedenheit\n der Bevölkerung verdoppelt gegenüber dem normalen Niveau - bis ein Gerichtsgebäude errichtet wird.\nMarionetten-Städte können jederzeit irreversibel annektiert werden.
|
||||
|
||||
|
@ -3506,38 +3494,52 @@ You have encountered a barbarian unit!\nBarbarians attack everyone indiscriminat
|
|||
|
||||
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 = Du hast eine andere Zivilisation gefunden!\nAndere Zivilisationen starten friedlich, und du kannst mit ihnen handeln,\n aber möglicherweise erklären sie dir später den Krieg.
|
||||
|
||||
Apollo Program = Apollo Programm
|
||||
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! = Sobald Du das Apollo-Progamm vervollständigt hast, kannst du in deinen Städten\n mit dem Bau der Raumschiffteile beginnen - sofern die nötigen Technologien bereitstehen -\n... um den Wissenschaftssieg anzustreben!
|
||||
|
||||
Injured Units = Verletzte Einheiten
|
||||
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 = Verletzte Einheiten fügen anderen beim Kampf weniger Schaden zu, aber sie erholen sich, wenn sie einige Runden nichts tun (es aber gibt Ausnahmen für Schiffe und Flugzeuge). Einheiten heilen 5 Punkte pro Runde in feindlichem Territorium, 10 in neutralem, 15 im eigenen Land, und 20 in eigenen Städten.
|
||||
|
||||
Workers = Arbeiter
|
||||
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! = Arbeiter sind essentiell für das Wachstum deiner Städte, indem sie Verbesserungen\nauf Feldern bauen. Verbesserungen erhöhen die Ausbeute der Felder, so daß die Städte mit der gleichen Anzahl bewirtschafteter Felder produktiver werden und schneller wachsen.
|
||||
|
||||
Siege Units = Belagerungseinheiten
|
||||
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. = Belagerungseinheiten sind sehr wirkungsvoll gegen Städte, aber benötigen eine\n Runde zum aufstellen, bevor sie angreifen können. Sobald dies erledigt ist,\n können sie vom selben Feld weiter feuern, und erst wenn sie sich weiterbewegt haben,\n müssen sie auch erneut aufgestellt werden.
|
||||
|
||||
Embarking = Einschiffen
|
||||
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! = Sobald eine bestimmte Technologie erforscht ist, können sich Landeinheiten einschiffen und so Wasserfelder überqueren.\nSowohl Einschiffen als auch wieder an Land gehen benötigen eine ganze Runde.\nDie meisten Einheiten sind wehrlos während sie eingeschifft sind, also paß auf!
|
||||
|
||||
Idle Units = Inaktive Einheiten
|
||||
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 = Solltest Du eine Einheit diese Runde nicht mit neuen Befehlen versorgen wollen,\n kannst Du einfach die Schaltfläche 'Nächste Einheit' noch einmal anklicken.\nWenn die Einheit eine Weile stehen bleiben soll, befiehl ihr zu schlafen\n oder sich zu befestigen. Solche Einheiten zählen nicht als unbeschäftigt.\nDu kannst das Anbieten von unbeschäftigten Einheiten\n im Options-Menü auch ganz deaktivieren.
|
||||
|
||||
Contact Me = Kontaktier mich
|
||||
Hi there! If you've played this far, you've probably seen that the game is currently incomplete.\n UnCiv is meant to be open-source and free, forever.\n That means no ads or any other nonsense. = Hallo! When du soweit gespielt hast, hast du wahrscheinlich gemerkt,\n dass das Spiel nicht fertig ist.\nUnCiv ist open-source und kostenlos/frei, für immer.\n Das meint auch keine Werbung und andere sinnlose Dinge.
|
||||
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! = Was mich (den Entwickler, nicht den Übersetzer) motiviert daran weiterzuarbeiten, \n abgesehen von dem Fact, dass es wirklich cool ist\n , ist die Unterstützung von den Spielern - Ihr seid die Besten!
|
||||
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) = Jede Bewertung oder Rezension, die das Spiel erhält, bringt mich zum Lächeln =)\n Also sprecht mich an! Schickt mir eine mail, Kritik, Github-issue oder Brieftaube, und laßt uns herausfinden, wie wir dieses Spiel noch besser machen können!\n(Kontaktinformation findet sich z.B. im Play Store)
|
||||
|
||||
Pillaging = Plündern
|
||||
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. = Militäreinheiten können Verbesserungen plündern, was diese unbrauchbar macht und die Einheit\n für 25 Punkte heilt. Das Feld bringt nur noch den Grundertrag, bis ein Arbeiter die\n Verbesserung repariert - was deutlich weniger Zeit kostet als sie neu zu errichten.
|
||||
|
||||
Experience = Erfahrung
|
||||
Units that enter combat gain experience, which can then be used on promotions for that unit.\nUnits gain more experience when in Melee combat than Ranged, and more when attacking than when defending. = Einheiten die in Kämpfe verwickelt werden, erhalten Erfahrungspunkte, die sie für Beförderungen verwenden können.\nNahkampf bringt mehr Erfahrung als Fernkampf, und Angriff mehr als Verteidigung.
|
||||
Units can only gain up to 30 XP from Barbarian units - meaning up to 2 promotions. After that, Barbarian units will provide no experience. = Kämpfe gegen Barbaren bringen nur bis zur zweiten Beförderung Erfahrungspunkte -\nNach 30 EP pro Einheit ist Schluß, und Barbaren ins Jenseits zu befördern bringt nur\nSicherheit, aber keine Erfahrungspunkte mehr.
|
||||
|
||||
Combat = Gefechte
|
||||
Unit and cities are worn down by combat, which is affected by a number of different values.\nEach unit has a certain 'base' combat value, which can be improved by certain conditions, promotions and locations. = Schlachten zwischen Einheiten und/oder Städten werden von bestimmten Zahlen kontrolliert.\nJede Einheit hat eine 'Basis'-Gefechtsstärke, die von Umgebung,\nBeförderungen oder anderen Bedingungen modifiziert werden kann.
|
||||
Units use the 'Strength' value as the base combat value when melee attacking and when defending.\nWhen using a ranged attack, they will the use the 'Ranged Strength' value instead. = Einheiten benutzen den Wert 'Stärke' als Basis-Gefechtsstärke für den Angriff im Nahkampf\n oder die Verteidigung, und den Wert 'Fernkampf-Stärke' für den Angriff im Fernkampf.
|
||||
Ranged attacks can be done from a distance, dependent on the 'Range' value of the unit.\nWhile melee attacks allow the defender to damage the attacker in retaliation, ranged attacks do not. = Fernkampf-Angriffe können über mehrere Felder Entfernung erfolgen,\nabhängig vom Wert 'Reichweite'. Während Nahkampfangriffe dem Verteidiger das\nZurückschlagen erlauben, gilt dies nicht für den Fernkampf.
|
||||
|
||||
Research Agreements = Forschungsabkommen
|
||||
In research agreements, you and another civilization decide to jointly research technology.\nAt the end of the agreement, you will both receive a 'lump sum' of Science, which will go towards one of your unresearched technologies. = In Forschungsabkommen vereinbarst Du mit einer anderen Zivilisation, gemeinsam\nTechnologie zu erforschen. Zum Abschluß des Abkommens erhalten beide Seiten eine\nPauschale an Wissenschafts-Punkten für eine der unerforschten Technologien.
|
||||
The amount of Science you receive at the end is dependent on the science generated by your cities and the other civilization's cities during the agreement - the more, the better! = Die Anzahl an Punkten, die ein Forschungsabkommen bringt, hängt von der Wissenschaft ab, die deine Städte und die deines Partners während der Laufzeit generieren - je mehr destso besser!
|
||||
|
||||
City-States = Stadtstaat
|
||||
Not all nations are contending with you for victory.\nCity-states are nations that can't win, don't conquer other cities and can't be traded with. = Nicht alle Nationen nehmen am Wettrennen um den Sieg teil.\nStadt-Staaten können nicht gewinnen, sie gründen oder erobern keine Städte und man kann nicht auf dieselbe Weise mit ihnen Handel treiben wie mit anderen Nationen.
|
||||
Instead, diplomatic relations with city-states are determined by Influence - a meter of 'how much the City-state likes you'.\nInfluence can be increased by attacking their enemies, liberating their city, and giving them sums of gold. = Stattdessen beruhen diplomatische Beziehungen zu Stadt-Staten auf 'Einfluß' - ein Maß, wie sehr sie Euch 'mögen'.\nEinfluß kann gewonnen werden durch kriegerische Handlungen gegen ihre Feinde, befreien ihrer besetzten Stadt, oder durch Bestechung mit Gold.
|
||||
Certain bonuses are given when you are at above 30 influence.\nWhen you have above 60 Influence, and you have the highest influence with them of all civilizations, you are considered their 'Ally', and gain further bonuses and access to the Luxury and Strategic resources in their lands. = Stadt-Staaten belohnen hohen Einfluß ab 30 Punkten.\nWenn Dein Einfluß 60 Punkte oder mehr beträgt und größer ist als der aller Konkurrenten, dann wirst Du als Allierter eingestuft und erhälst neben höheren Belohnungen auch Zugang zu ihren Luxus- und Strategischen Ressourcen.
|
||||
|
||||
# Requires translation!
|
||||
Great People =
|
||||
# Requires translation!
|
||||
Certain buildings, and specialists in cities, generate Great Person points per turn.\nThere are several types of Great People, and their points accumulate separately.\nThe number of points per turn and accumulated points can be viewed in the Overview screen. =
|
||||
# Requires translation!
|
||||
|
@ -3545,8 +3547,11 @@ Once enough points have been accumulaated, a Great Person of that type will be c
|
|||
# Requires translation!
|
||||
Great Improvements also provide any strategic resources that are under them, so you don't need to worry if resources are revealed underneath your improvements! =
|
||||
|
||||
# Requires translation!
|
||||
Removing Terrain Features =
|
||||
# Requires translation!
|
||||
Certain tiles have terrain features - like Flood plains or Forests - on top of them. Some of these layers, like Jungle, Marsh and Forest, can be removed by workers.\nRemoving the terrain feature does not remove any resources in the tile, and is usually required in order to work those resources. =
|
||||
|
||||
Natural Wonders = Naturwunder
|
||||
Natural Wonders, such as the Mt. Fuji, the Rock of Gibraltar and the Great Barrier Reef, are unique, impassable terrain features, masterpieces of mother Nature, which possess exceptional qualities that make them very different from the average terrain.\nThey benefit by giving you large sums of Culture, Science, Gold or Production if worked by your Cities, which is why you might need to bring them under your empire as soon as possible. = Naturwunder wie der Mount Fuji, der Felsen von Gibraltar oder das Große Barriere-Riff sind einzigartige Geländeformen, Meisterwerke der Mutter Natur, die außergewöhnliche Qualitäten besitzen, die sich komplett von gewöhnlichem Gelände unterscheiden.\n\nEinheiten können sie nicht betreten, aber Städte können sie bewirtschaften und besondere Erträge erlangen - was vielleicht Grund genug ist, sie bald unter Kontrolle Deines Imperiums zu bringen.\n\nAllein ihre Entdeckung erhöht bereits die Zufriedenheit der Bevölkerung.
|
||||
|
||||
|
|
|
@ -791,31 +791,6 @@ Menu = Menu
|
|||
Brush Size = Ukuran Kuas
|
||||
Map saved = Map tersimpan
|
||||
|
||||
# Civilopedia Tutorials names
|
||||
|
||||
After Conquering = Setelah Menguasai
|
||||
City Range = Jarak Kota
|
||||
Contact Me = Kontak Saya
|
||||
Culture and Policies = Budaya dan Kebijakan
|
||||
Embarking = Melaut
|
||||
Enemy City = Kota Musuh
|
||||
Idle Units = Unit Menganggur
|
||||
Injured Units = Unit Terluka
|
||||
Introduction = Perkenalan
|
||||
Luxury Resource = Sumber Daya Eksotik
|
||||
New Game = Permainan Baru
|
||||
Roads and Railroads = Jalan dan Rel Kereta
|
||||
Siege Units = Unit Pengepung
|
||||
Strategic Resource = Sumber Daya Strategis
|
||||
Unhappiness = Ketidakbahagiaan
|
||||
Victory Types = Jenis Kemenangan
|
||||
Workers = Pekerja
|
||||
City Expansion = Ekspansi Kota
|
||||
Combat = Pertempuran
|
||||
Experience = Pengalaman
|
||||
Pillaging = Penjarahan
|
||||
Research Agreements = Perjanjian Riset
|
||||
|
||||
# Civilopedia difficulty levels
|
||||
Player settings = Pengaturan pemain
|
||||
Base Happiness = Dasar Kebahagiaan
|
||||
|
@ -3426,8 +3401,10 @@ Heal adjacent units for an additional 15 HP per turn = Menyembuhkan unit bersebe
|
|||
|
||||
#################### Lines from Tutorials.json ####################
|
||||
|
||||
Introduction = Perkenalan
|
||||
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! = Selamat datang di Unciv!\nKarena game ini cukup rumit, ada beberapa tugas sederhan untuk membuatmu lebih terbiasa dengan game ini.\nTugas ini opsional, dan kalian boleh mengeksplorasi game ini sendiri!
|
||||
|
||||
New Game = Permainan Baru
|
||||
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. = Tugasmu yang pertama adalah mendirikan ibu kota.\nTugas ini sangat penting karena ibu kotamu kemungkinan akan menjadi yang paling makmur.\nBanyak bonus dalam game yang hanya berlaku di ibu kota dan ibu kotamu mungkin menjadi pusat peradabanmu.
|
||||
How do you know a spot is appropriate?\nThat’s 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. Cities cannot be built within 3 tiles of existing cities, which is another thing to watch out for! = Bagaimana cara tahu kalau tempat itu tepat?\nTidak gampang untuk menjawabnya, tetapi mencari dan membangun di samping sumber daya tersier biasanya baik.\nSumber daya tersier adalah daerah yang memiliki barang seperti permata, kapas, atau sutra (ditandai dengan senyuman di samping ikon sumber daya)\nSumber daya ini membuat peradabanmu bahagia. Kamu juga harus mencari sumber daya yang dibutuhkan untuk membuat unit, seperti besi.
|
||||
However, cities don’t have a set area that they can work - more on that later!\nThis means you don’t have to settle cities right next to resources.\nLet’s say, for example, that you want access to some iron – but the resource is right next to a desert.\nYou don’t 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 you’ll usually have the luxury of time. = Akan tetapi, tidak hanya area sebesar itu saja yang bisa dikerjakan sebuah kota - selebihnya nanti!\nIni berarti kamu tidak perlu mendirikan sebuah kota tepat di samping sumber daya.\nSebagai contoh, kamu ingin mendapat besi – tetapi besinya ada di samping gurun.\nKamu tidak perlu mendirikan kota di samping gurun. Kamu bisa mendirikan kota beberapa blok jauhnya di daerah yang lebih subur.\nKotamu akan bertumbuh dan nantinya bisa mengakses sumber daya tersebut.\nKamu hanya perlu mendirikan kota di samping sumber daya jika kamu membutuhkannya segera – \n yang mungkin menjadi kasus sekarang atau di lain waktu, tetapi biasanya kamu punya waktu.
|
||||
|
@ -3435,39 +3412,50 @@ The first thing coming out of your city should be either a Scout or Warrior.\nI
|
|||
|
||||
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 = Dalam beberapa giliran di awal, kamu hanya mempunyai sedikit pilihan, tetapi seiring dengan pertumbuhan peradabanmu, hal yang perlu kamu perhatikan juga semakin banyak.
|
||||
|
||||
Culture and Policies = Budaya dan Kebijakan
|
||||
Each turn, the culture you gain from all your cities is added to your Civilization's culture.\nWhen you have enough culture, you may pick a Social Policy, each one giving you a certain bonus. = Di setiap giliran, budaya yang kamu dapatkan dari semua kota masuk ke total budaya peradabanmu.\nSaat kamu punya budaya yang mencukupi, kamu dapat memilih sebuah Kebijakan Sosial di mana setiap kebijakan memberikan bonus tertentu.
|
||||
The policies are organized into branches, with each branch providing a bonus ability when all policies in the branch have been adopted. = Kebijakan tersebut dirancang dalam cabang-cabang, di mana setiap cabang menyediakan kemampuan bonus ketika semua kebijakan di cabang tersebut sudah diadopsi.
|
||||
With each policy adopted, and with each city built,\n the cost of adopting another policy rises - so choose wisely! = Bersamaan dengan setiap adopsi kebijakan, dan setiap kota yang dibangun,\n biaya mengadopsi kebijakan lainnya naik - jadi memilihlah dengan bijak!
|
||||
|
||||
City Expansion = Ekspansi Kota
|
||||
Once a city has gathered enough Culture, it will expand into a neighboring tile.\nYou have no control over the tile it will expand into, but tiles with resources and higher yields are prioritized. = Ketika sebuah kota telah mengumpulkan budaya yang cukup, ia akan memperluas daerahnya ke daerah yang bersebelahan.\nKamu tidak bisa mengontrol daerah yang akan diperluas kota, tetapi daerah dengan sumber daya dan berpenghasilan tinggi akan diprioritaskan.
|
||||
Each additional tile will require more culture, but generally your first cities will eventually expand to a wide tile range. = Dengan semakin luasnya kota, dibutuhkan budaya yang lebih banyak juga untuk memperluas daerah, tetapi biasanya kota pertama nantinya akan berkembang lebih luas.
|
||||
Although your city will keep expanding forever, your citizens can only work 3 tiles away from city center.\nThis should be taken into account when placing new cities. = Meskipun kota akan berkembang selamanya, pendudukmu hanya bisa bekerja 3 daerah jauhnya dari pusat kota.\nHal ini harus diperhitungkan sebelum mendirikan kota-kota baru.
|
||||
|
||||
Happiness = Kebahagiaan
|
||||
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 you’ll find that it is more and more difficult to keep your empire happy. = Dengan bertumbuhnya luas dan pengaruh kota, kamu harus berurusan dengan mekanisme kebahagiaan yang tidak lagi berlaku dalam satu kota saja.\nAkan tetapi, seluruh peradabanmu berbagi level kepuasan yang sama.\nDengan bertumbuhnya populasi di kota-kotamu, kamu akan menemukan bahwa menjaga kebahagiaan peradabanmu semakin susah.
|
||||
In addition, you can’t even build any city improvements that increase happiness until you’ve done the appropriate research.\nIf your empire’s 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. = Sebagai tambahan, kamu tidak bisa membangun improvisasi kota yang meningkatkan kebahagiaan sampai kamu selesai meriset teknologi yang diperlukan.\nJika kebahagiaan peradabanmu menyentuh angka di bawah nol, pertumbuhan penduduk kota-kotamu akan terdampak.\nJika peradabanmu menjadi sangat tidak bahagia (ditandai dengan ikon smiley-face di atas antarmuka)\n pasukanmu akan mendapat penalti besar di efektivitas pertempuran secara keseluruhan.
|
||||
This means that it is very difficult to expand quickly in Unciv.\nIt isn’t impossible, but as a new player you probably shouldn’t 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. = Ini berarti sulit untuk berekspansi secara cepat di Unciv.\nBukan berarti tidak mungkin, tetapi sebagai pemain baru kamu sebaiknya jangan dulu.\nJadi apa yang harus dilakukan? Tenang, jelajahi dunia, dan bangun tanah yang kamu punya dengan membuat Pekerja.\nBangunlah kota baru hanya ketika kamu telah menemukan tempat yang kamu percaya pas untukmu.
|
||||
|
||||
Unhappiness = Ketidakbahagiaan
|
||||
It seems that your citizens are unhappy!\nWhile unhappy, cities will grow at 1/4 the speed, and your units will suffer a 2% penalty for each unhappiness = Sepertinya pendudukmu tidak bahagia!\nKetika mereka tidak bahagia, kota akan bertumbuh dalam 1/4 kecepatan dari biasanya dan unitmu akan menerima penalti 2% untuk setiap ketidakbahagiaan.
|
||||
Unhappiness has two main causes: Population and cities\n Each city causes 3 unhappiness, and each population, 1 = Ada dua alasan untuk ketidakbahagiaan: Populasi dan kota\n Setiap kota menghasilkan 3 ketidakbahagiaan, dan setiap populasi menghasilkan 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 = Ada 2 cara utama untuk memerangi ketidakbahagiaan:\n dengan membangun bangunan untuk kebahagiaan untuk populasimu\n atau dengan menguasai sumber daya tersier di dalam negara.
|
||||
|
||||
Golden Age = Masa Kejayaan
|
||||
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. = Kamu telah masuk masa kejayaan!\nPoin masa kejayaan diakumulasi setiap giliran dari total kebahagiaan \n peradabanmu.\nKetika dalam masa kejayaan, penghasilan budaya dan produksi +20%,\n dan setiap daerah yang sudah menyediakan sedikitnya satu emas akan memberikan satu emas ekstra.
|
||||
|
||||
Roads and Railroads = Jalan dan Rel Kereta
|
||||
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! = Koneksi kota ke ibu kota dengan jalan\n akan menghasilkan emas dari rute perdagangan.\nCata bahwa setiap bagian jalan yang dibangun perlu biaya pemeliharaan 1 emas tiap giliran, dan setiap rel kereta perlu 2 emas,\n jadi mungkin lebih ekonomis untuk menunggu sampai kotamu berkembang!
|
||||
|
||||
Victory Types = Jenis Kemenangan
|
||||
Once you’ve settled your first two or three cities you’re 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 haven’t already. = Ketika kamu telah mendirikan dua atau tiga kota pertamamu, kemungkinan kamu telah 100 sampai 150 giliran dalam game ini.\nSekarang waktu yang baik untuk memikirkan dengan cara apa kamu mau menang – jika kamu belum memikirkannya.
|
||||
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 = Ada tiga cara untuk meraih kemenangan di Unciv. Ketiganya yaitu:\n - Kemenangan Kebudayaan: Selesaikan 5 Cabang Kebijakan\n - Kemenangan Penaklukan: Bertahan sebagai peradaban terakhir\n - Kemenangan Ilmu Pengetahuan: Jadi yang pertama untuk membangun pesawat angkasa ke 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. = Kesimpulannya, ini adalah dasar Unciv – Temukan kota pertama yang makmur, jangan buru-buru berekspansi untuk mengendalikan kebahagiaan,\n dan siapkan diri untuk kemenangan yang ingin diraih.\nTentu, masih ada lebih banyak dari itu saja, tetapi penting untuk tidak menyelam terlalu dalam sebelum kamu tahu caranya untuk berenang.
|
||||
|
||||
Enemy City = Kota Musuh
|
||||
Cities can be conquered by reducing their health to 1, and entering the city with a melee unit.\nSince 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! = Kota dapat ditaklukkan dengan mengurangi darah mereka hingga menjadi 1, dan kota dimasuki dengan menggunakan unit jarak dekat.\nKarena kota menyembuhkan diri setiap giliran, menyeranglah dengan unit jarak jauh dan pakailah unit jarak dekatmu untuk melindungi mereka hingga kota dikalahkan!
|
||||
|
||||
Luxury Resource = Sumber Daya Eksotik
|
||||
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! = Sumber daya tersier dalam kuasamu dengan improvisasi khususnya terkoneksi ke jaringan perdaganganmu.\nSetiap sumber daya tersier unik yang kamu punya menambah 5 kebahagiaan ke peradabanmu, tetapi kelebihan sumber daya tersier yang sama tidak menambah apa-apa, jadi tawarkan itu kepada peradaban lain.
|
||||
|
||||
Strategic Resource = Sumber Daya Strategis
|
||||
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. = Sumber daya strategis di dalam genggaman dan dengan improvisasi khususnya terkoneksi ke jaringan perdagangan.\nSumber daya strategis memampukan kamu untuk membuat unit dan membangun bangunan yang memerlukan sumber daya khusus, sebagai contoh: Pasukan Berkuda membutuhkan Kuda.
|
||||
Unlike Luxury Resources, each Strategic Resource on the map provides more than oneof that resource.\nThe top bar keeps count of how many unused strategic resources you own.\nA full drilldown of resources is available in the Resources tab in the Overview screen. = Berbeda dengan sumber daya tersier, setiap sumber daya strategis di peta menyediakan lebih dari satu barang.\nDi atas layar tertera jumlah sumber daya strategis yang kamu punya dan belum dipakai.\nDaftar selengkapnya tersedia di tab Sumber Daya di dalam tampilan Selengkapnya.
|
||||
|
||||
The city can no longer put up any resistance!\nHowever, to conquer it, you must enter the city with a melee unit = Kota tidak bisa lagi memberi perlawanan!\nAkan tetapi, untuk menaklukkannya, kamu harus masuk ke kota dengan unit jarak dekat.
|
||||
|
||||
After Conquering = Setelah Menguasai
|
||||
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. = Ketika menaklukkan sebuah kota, sekarang kamu bisa memilih untuk menghancurkan, menjadikan kota boneka, atau mencaplok kota tersebut.\nMenghancurkan kota akan menurunkan populasi sebesar 1 setiap giliran hingga kota dihancurkan.
|
||||
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! = Menjadikan kota boneka berarti kamu tidak punya kontrol dalam apa yang diproduksi kota.\nKota boneka tidak meningkatkan biaya teknologi atau kebijakan, tetapi penduduknya menghasilkan 1,5x ketidakbahagiaan dari biasanya.\nMencaplok kota akan memberikan kontrol atas produksi, tetapi akan meningkatkan ketidakbahagiaan penduduk menjadi 2x semula!\nHal ini dapat dimitigasi dengan membangun pengadilan di kota itu, mengembalikan ketidakbahagiaan penduduk menjadi normal.\nKota boneka dapat dicaplok kapan saja, tetapi kota yang dicaplok tidak bisa kembali menjadi kota boneka!
|
||||
|
||||
|
@ -3475,44 +3463,61 @@ You have encountered a barbarian unit!\nBarbarians attack everyone indiscriminat
|
|||
|
||||
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 = Kamu telah menjumpai peradaban lain!\nPeradaban lain mula-mula tetap berdamai denganmu dan kamu bisa bertukar barang dengan mereka,\n tetapi mereka bisa memilih untuk menyatakan perang denganmu di kemudian hari.
|
||||
|
||||
Apollo Program = Program Apollo
|
||||
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! = Ketika kamu menyelesaikan Program Apollo, kamu bisa membangun bagian pesawat angkasa di kotamu\n (dengan teknologi yang relevan) untuk memenangkan kemenangan ilmu pengetahuan!
|
||||
|
||||
Injured Units = Unit Terluka
|
||||
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 = Unit yang terluka memberikan perlawanan yang lebih lemah, tetapi pulih setelah giliran-giliran saat dia tidak aktif\nUnit sembuh 5 darah tiap giliran di daerah musuh, 10 di tanah netral,\n 15 di dalam daerahmu dan 20 dalam kotamu.
|
||||
|
||||
Workers = Pekerja
|
||||
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! = Pekerja sangat vital bagi pertumbuhan kota, karena hanya mereka yang bisa membangun improvisasi di daerah-daerah.\nImprovisasi meningkatkan hasil dari daerahmu, membuat produksi kotamu lebih banyak and pertumbuhannya lebih cepat walaupun mengerjakan daerah yang sama!
|
||||
|
||||
Siege Units = Unit Pengepung
|
||||
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. = Unit pengepung sangat kuat melawan kota, tetapi perlu dipersiapkan sebelum mereka bisa menyerang.\nKetika unit pengepung sudah dipersiapkan, ia bisa menyerang dari daerahnya saat itu juga,\n tetapi ketika telah dipindahkan ke daerah lain, ia perlu dipersiapkan kembali.
|
||||
|
||||
Embarking = Melaut
|
||||
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! = Ketika teknologi tertentu telah diriset, unit darat dapat melaut, memampukan mereka untuk mengarungi daerah air.\nMemasuki atau keluar dari air mengambil 1 giliran.\nUnit tidak punya pertahanan ketika melaut, jadi berhati-hatilah!
|
||||
|
||||
Idle Units = Unit Menganggur
|
||||
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 = Jika kamu tidak mau memindahkan unit di giliran itu, kamu bisa melewatinya dengan menekan 'Unit selanjutnya' lagi.\nJika kamu tidak mau memindahkannya selama beberapa waktu, kamu bisa mengatur unit ke mode Bertahan atau Istirahat - \n unit yang Bertahan atau Istirahat tidak dipandang sebagai unit yang perlu perintah.\nJika kamu mau menonaktifkan fitur 'Unit selanjutnya', kamu bisa mengubahnya di Menu -> Cek unit yang menganggur.
|
||||
|
||||
Contact Me = Kontak Saya
|
||||
Hi there! If you've played this far, you've probably seen that the game is currently incomplete.\n UnCiv is meant to be open-source and free, forever.\n That means no ads or any other nonsense. = Halo! Jika kamu telah bermain sejauh ini, kamu mungkin menyadari bahwa game ini belum lengkap.\n UnCiv dibuat dengan sumber yang terbuka dan gratis, selamanya.\n Itu berarti tidak ada iklan dan omong kosong lainnya.
|
||||
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! = Yang memotivasi saya untuk tetap mengerjakan ini, \n selain fakta bahwa saya pikir sangat keren untuk bisa membuat ini,\n adalah dukungan para pemain seperti kamu :) - kalian adalah yang terbaik!
|
||||
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) = Setiap penilaian dan ulasan yang saya dapatkan membuatku tersenyum :)\n Jadi kontaklah saya! Kirim email, ulasan, isu di Github\n atau merpati pos, dan mari mencari tahu apa yang membuat game ini \n lebih keren!\n(Info kontak ada di Play Store)
|
||||
|
||||
Pillaging = Penjarahan
|
||||
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. = Unit militer dapat menjarah improvisasi dan menyembuhkan 25 darah dan menghancurkan improvisasi.\nDaerah itu masih bisa dikerjakan, tapi keuntungan dari improvisasi - bonus statistik dan sumber daya - akan hilang.\nPekerja dapat memperbaiki improvisasinya dengan waktu yang lebih singkat daripada membangun improvisasi dari nol.
|
||||
|
||||
Experience = Pengalaman
|
||||
Units that enter combat gain experience, which can then be used on promotions for that unit.\nUnits gain more experience when in Melee combat than Ranged, and more when attacking than when defending. = Unit yang bertempur mendapatkan pengalaman, yang nantinya dapat dipakai untuk promosi unit tersebut.\nUnit mendapatkan pengalaman lebih banyak dalam pertempuran jarak dekat daripada jarak jauh, dan lebih banyak lagi ketika menyerang daripada bertahan.
|
||||
Units can only gain up to 30 XP from Barbarian units - meaning up to 2 promotions. After that, Barbarian units will provide no experience. = Unit hanya bisa meraih hingga 30 XP dari unit Orang Barbar - berarti hingga 2 promosi. Setelah itu, unit Orang Barbar tidak memberikan pengalaman.
|
||||
|
||||
Combat = Pertempuran
|
||||
Unit and cities are worn down by combat, which is affected by a number of different values.\nEach unit has a certain 'base' combat value, which can be improved by certain conditions, promotions and locations. = Unit dan kota akan kewalahan dengan pertempuran. Hal ini dipengaruhi beberapa nilai yang berbeda.\nSetiap unit memiliki nilai tempur 'dasar', yang bisa ditingkatkan dengan kondisi kondisi, promosi, dan lokasi tertentu.
|
||||
Units use the 'Strength' value as the base combat value when melee attacking and when defending.\nWhen using a ranged attack, they will the use the 'Ranged Strength' value instead. = Unit menggunakan nilai 'Kekuatan' sebagai nilai tempur dasar ketika menyerang jarak dekat dan bertahan.\nKetika memakai serangan jarak jauh, mereka akan menggunakan nilai 'Kekuatan Jarak Jauh'.
|
||||
Ranged attacks can be done from a distance, dependent on the 'Range' value of the unit.\nWhile melee attacks allow the defender to damage the attacker in retaliation, ranged attacks do not. = Serangan jarak jauh dapat dilakukan dari kejauhan, tergantung nilai 'Jarak' unit itu.\nSerangan jarak dekat memampukan unit yang bertahan untuk melawan penyerang sebagai balasan, sedangkan di dalam serangan jarak jauh unit tidak bisa membalas.
|
||||
|
||||
Research Agreements = Perjanjian Riset
|
||||
In research agreements, you and another civilization decide to jointly research technology.\nAt the end of the agreement, you will both receive a 'lump sum' of Science, which will go towards one of your unresearched technologies. = Dalam persetujuan riset, kamu dan peradaban lain bertekad untuk meriset teknologi bersama-sama.\nDi akhir proses, kalian akan menerima 'pembayaran sekaligus' Ilmu Pengetahuan yang akan menuju satu teknologi yang belum diriset.
|
||||
The amount of Science you receive at the end is dependent on the science generated by your cities and the other civilization's cities during the agreement - the more, the better! = Jumlah Ilmu Pengetahuan yang diterima di akhir tergantung ilmu pengetahuan yang dihasilkan kota-kotamu dan kota-kota peradaban lain ketika masa persetujuan masih berlaku - semakin banyak, semakin baik!
|
||||
|
||||
City-States = Negara-Kota
|
||||
Not all nations are contending with you for victory.\nCity-states are nations that can't win, don't conquer other cities and can't be traded with. = Tidak semua bangsa bersaing denganmu untuk menang.\nNegara kota tidak bisa menang, tidak bisa menaklukkan kota lain dan tidak bisa diperjualbelikan.
|
||||
Instead, diplomatic relations with city-states are determined by Influence - a meter of 'how much the City-state likes you'.\nInfluence can be increased by attacking their enemies, liberating their city, and giving them sums of gold. = Akan tetapi, relasi diplomatik dengan negara kota ditentukan dengan Pengaruh - sebuah meteran yang menunjukkan sejauh apa negara kota itu menyukai kamu.\nPengaruh dapat ditingkatkan dengan menyerang musuh mereka, memerdekakan kota mereka, dan memberikan mereka sejumlah emas.
|
||||
Certain bonuses are given when you are at above 30 influence.\nWhen you have above 60 Influence, and you have the highest influence with them of all civilizations, you are considered their 'Ally', and gain further bonuses and access to the Luxury and Strategic resources in their lands. = Bonus tertentu diberikan ketika kamu memiliki pengaruh di atas 30.\nKetika kamu memiliki 60 Pengaruh dan kamu punya pengaruh terbesar dengan mereka di atas peradaban lain, kamu dianggap sebagai 'Sekutu' dan mendapat bonus lebih lanjut serta akses ke sumber daya Tersier dan Strategis yang berada di tanah mereka.
|
||||
|
||||
# Requires translation!
|
||||
Great People =
|
||||
Certain buildings, and specialists in cities, generate Great Person points per turn.\nThere are several types of Great People, and their points accumulate separately.\nThe number of points per turn and accumulated points can be viewed in the Overview screen. = Bangunan tertentu, dan spesialis-spesialis di kota, menghasilkan poin Orang Hebat tiap giliran.\nAda beberapa jenis Orang Hebat, dan poinnya dikumpulkan berdasarkan jenisnya.\nJumlah poin tiap giliran serta total poin yang terkumpul dapat dilihat dalam tampilan Selengkapnya.
|
||||
Once enough points have been accumulaated, a Great Person of that type will be created!\nEach Great Person can construct a certain Great Improvement which gives large yields over time, or immediately consumed to provide a certain bonus now. = Ketika jumlah poin yang terkumpul telah mencukupi, seorang Orang Hebat sesuai jenisnya akan lahir!\nSetiap Orang Hebat dapat membangun Improvisasi Hebat tertentu yang memberikan hasil besar seiring waktu, atau dapat dipakai langsung untuk menyediakan bonus tertentu saat itu juga.
|
||||
# Requires translation!
|
||||
Great Improvements also provide any strategic resources that are under them, so you don't need to worry if resources are revealed underneath your improvements! =
|
||||
|
||||
# Requires translation!
|
||||
Removing Terrain Features =
|
||||
Certain tiles have terrain features - like Flood plains or Forests - on top of them. Some of these layers, like Jungle, Marsh and Forest, can be removed by workers.\nRemoving the terrain feature does not remove any resources in the tile, and is usually required in order to work those resources. = Daerah tertentu memiliki fitur-fitur - seperti Dataran Banjir atau Hutan - di dalamnya. Beberapa daerah yang berlapis, seperti Hutan, Rawa, dan Hutan, dapat disingkirkan oleh para pekerja.\nMenyingkirkan fitur-fitur tersebut tidak menghilangkan sumber daya apapun di daerah itu, dan biasanya hal ini diperlukan untuk mengerjakan sumber daya tersebut.
|
||||
|
||||
Natural Wonders = Keajaiban Alam
|
||||
Natural Wonders, such as the Mt. Fuji, the Rock of Gibraltar and the Great Barrier Reef, are unique, impassable terrain features, masterpieces of mother Nature, which possess exceptional qualities that make them very different from the average terrain.\nThey benefit by giving you large sums of Culture, Science, Gold or Production if worked by your Cities, which is why you might need to bring them under your empire as soon as possible. = Keajaiban Alam, seperti Gn. Fuji, Batu Gibraltar, dan Karang Penghalang Besar merupakan hal istimewa, sebuah fitur yang tidak bisa dilewati, karya agung Tuhan, yang memiliki kualitas unik yang membuat mereka berbeda dari medan biasa.\nMereka memberi keuntungan dengan menghasilkan sejumlah Budaya, Ilmu Pengetahuan, Emas atau Produksi yang cukup besar jika dikerjakan oleh kota. Itulah mengapa kamu mungkin perlu untuk menguasai mereka dalam peradabanmu secepat mungkin.
|
||||
|
||||
|
|
|
@ -791,31 +791,6 @@ Menu = Menu
|
|||
Brush Size = Dimensione pennello
|
||||
Map saved = Mappa salvata
|
||||
|
||||
# Civilopedia Tutorials names
|
||||
|
||||
After Conquering = Città conquistata!
|
||||
City Range = Raggio cittadino
|
||||
Contact Me = Contattami
|
||||
Culture and Policies = Cultura e politiche
|
||||
Embarking = Imbarcazioni
|
||||
Enemy City = Città nemiche
|
||||
Idle Units = Unità non usate
|
||||
Injured Units = Unità ferite
|
||||
Introduction = Introduzione
|
||||
Luxury Resource = Risorse di lusso
|
||||
New Game = Nuova partita
|
||||
Roads and Railroads = Strade e ferrovie
|
||||
Siege Units = Unità d'assedio
|
||||
Strategic Resource = Risorse strategiche
|
||||
Unhappiness = Infelicità
|
||||
Victory Types = Condizioni di vittoria
|
||||
Workers = Lavoratori
|
||||
City Expansion = Espansione cittadina
|
||||
Combat = Combattimento
|
||||
Experience = Esperienza
|
||||
Pillaging = Saccheggio
|
||||
Research Agreements = Accordi di ricerca
|
||||
|
||||
# Civilopedia difficulty levels
|
||||
Player settings = Impostazioni giocatore
|
||||
Base Happiness = Felicità di base
|
||||
|
@ -3425,8 +3400,10 @@ Heal adjacent units for an additional 15 HP per turn = Cura le unità vicine di
|
|||
|
||||
#################### Lines from Tutorials.json ####################
|
||||
|
||||
Introduction = Introduzione
|
||||
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/a su Unciv!\nLascia che ti avverta: questo è un gioco complesso, e quindi vi sono dei compiti base che ti aiuteranno a familiarizzare con il gioco e tutte le sue funzioni.\nSono completamente opzionali, e puoi anche esplorare il gioco da solo!
|
||||
|
||||
New Game = Nuova partita
|
||||
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. = Il tuo primo compito è fondare la tua Capitale.\nÈ un compito molto importante, perché la Capitale sarà forse la Città più prospera del tuo impero.\nMolti bonus del gioco si applicano solo sulla Capitale, che probabilmente sarà il centro del tuo impero.
|
||||
How do you know a spot is appropriate?\nThat’s 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. Cities cannot be built within 3 tiles of existing cities, which is another thing to watch out for! = Come sapere quale è il posto perfetto?\nNon è una domanda facile da rispondere, ma trovare e insediarsi vicino a una risorsa di lusso è un ottimo indizio.\nTra le risorse di lusso troviamo gemme, cotone e seta (tutte indicate con un sorriso vicino alla loro icona). Queste risorse rendono il tuo impero più felice.\nTieni d'occhio anche risorse speciali per unità speciali, come il Ferro.
|
||||
However, cities don’t have a set area that they can work - more on that later!\nThis means you don’t have to settle cities right next to resources.\nLet’s say, for example, that you want access to some iron – but the resource is right next to a desert.\nYou don’t 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 you’ll usually have the luxury of time. = Tuttavia, le città non hanno un'area specifica dove lavorare (ci torneremo dopo). Questo vuol dire che non devi per forza insediarti proprio vicino alle risorse.\nDiciamo, ad esempio, che ti serve del ferro, ma la risorsa si trova vicino a un deserto. Non devi per forza fondare una città vicino al deserto, ma puoi insediarti più in là, in terre più prospere. La tua città crescerà e prima o poi avrai l'accesso alla risorsa. Tutto questo se non ti serve immediatamente quella risorsa, cosa che invece accadrebbe adesso, ma di solito avrai il beneficio del tempo.
|
||||
|
@ -3434,39 +3411,50 @@ The first thing coming out of your city should be either a Scout or Warrior.\nI
|
|||
|
||||
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 = Durante i tuoi primi turni, avrai pochissime opzioni, ma col crescere della tua città, aumenterano anche le cose che richiederanno la tua attenzione.
|
||||
|
||||
Culture and Policies = Cultura e politiche
|
||||
Each turn, the culture you gain from all your cities is added to your Civilization's culture.\nWhen you have enough culture, you may pick a 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. Una volta accumultata abbastanza cultura, potrai scegliere una Politica Sociale tra tante, ognuna con i propri benefici.
|
||||
The policies are organized into branches, with each branch providing a bonus ability when all policies 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!
|
||||
|
||||
City Expansion = Espansione cittadina
|
||||
Once a city has gathered enough Culture, it will expand into a neighboring tile.\nYou have no control over the tile it will expand into, but tiles with resources and higher yields are prioritized. = Quando una città accumula abbastanza Cultura, si espanderà in una casella nelle vicinanze. Le caselle con risorse e maggiori rese hanno la maggior priorità.\nNon puoi, inoltre, cambiare la casella sulla quale si espanderà.
|
||||
Each additional tile will require more culture, but generally your first cities will eventually expand to a wide tile range. = Ogni cella aggiuntiva richiedera più Cultura, ma generalmente le tue prime città espanderanno i loro confini in maniera molto larga.
|
||||
Although your city will keep expanding forever, your citizens can only work 3 tiles away from city center.\nThis should be taken into account when placing new cities. = Le tue città possono espandersi per sempre, ma possono solo sfruttare fino a tre caselle a distanza dal loro centro. Ricordatelo sempre quando fondi nuove città.
|
||||
|
||||
Happiness = Felicità
|
||||
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 you’ll 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. Il tuo intero impero, infatti, condivide lo stesso livello di soddisfazione.\nAll'aumentare della popolazione troverai sempre più difficile mantenerne la felicità.
|
||||
In addition, you can’t even build any city improvements that increase happiness until you’ve done the appropriate research.\nIf your empire’s 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, non 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 isn’t impossible, but as a new player you probably shouldn’t 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. 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.
|
||||
|
||||
Unhappiness = Infelicità
|
||||
It seems that your citizens are unhappy!\nWhile unhappy, cities will grow at 1/4 the speed, 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, 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, o sfrutti delle caselle contenenti risorse di lusso entro i tuoi confini.
|
||||
|
||||
Golden Age = Età dell'Oro
|
||||
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, e ogni casella che frutta minimo un punto Oro ne frutta uno aggiuntivo.
|
||||
|
||||
Roads and Railroads = Strade e ferrovie
|
||||
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! = Connettere le Città alla tua capitale tramite la tua rete stradale generà introiti in Oro.\nNota che le Strade e le Ferrovie richiedono rispettivamente 1 e 2 Oro di mantenimento, quindi sarebbe economicamente saggio attendere una crescita maggiore delle Città.
|
||||
|
||||
Victory Types = Condizioni di vittoria
|
||||
Once you’ve settled your first two or three cities you’re 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 haven’t already. = Una volta fondate le tue prime due/tre 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, 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.
|
||||
|
||||
Enemy City = Città nemiche
|
||||
Cities can be conquered by reducing their health to 1, and entering the city with a melee unit.\nSince 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! = 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, e usare le tue unità da mischia per difenderle fino alla sconfitta della città.
|
||||
|
||||
Luxury Resource = Risorse di lusso
|
||||
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! = Le risorse di lusso situate nel tuo territorio e migliorate sono connesse nella tua rete commerciale.\nOgni risorsa unica di lusso posseduta frutta 5 punti felicità alla civiltà, ma le copie extra della stessa risorsa non fruttano niente, quindi usale per commerciare con le altre civiltà, magari in cambio di oro o altre risorse che non possiedi.
|
||||
|
||||
Strategic Resource = Risorse strategiche
|
||||
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. = Le risorse strategiche nei tuoi confini e con uno specifico miglioramento sono connesse nella tua rete commerciale.\nQuelle strategiche ti permettono di addestrare certe unità e costruire edifici che richiedono una specifica risorsa: ad esempio, il Guerriero a Cavallo esige Cavalli.
|
||||
Unlike Luxury Resources, each Strategic Resource on the map provides more than oneof that resource.\nThe top bar keeps count of how many unused strategic resources you own.\nA full drilldown of resources is available in the Resources tab in the Overview screen. = Al contrario delle Risorse di Lusso, ogni risorsa strategica sulla mappa concede più di una copia di quella risorsa.\nNella barra superiore della schermata, puoi vedere quante risorse strategiche possiedi.\nNel paragrafo Risorse della schermata Panoramica, puoi vedere la tua situazione in termini di risorse in modo più approfondito.
|
||||
|
||||
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.
|
||||
|
||||
After Conquering = Città conquistata!
|
||||
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 tecnologici 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!
|
||||
|
||||
|
@ -3474,43 +3462,60 @@ You have encountered a barbarian unit!\nBarbarians attack everyone indiscriminat
|
|||
|
||||
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!
|
||||
|
||||
Apollo Program = Programma Apollo
|
||||
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! = Una volta completato il Programma Apollo, potrai iniziare a costruire le parti dell'astronave nelle tue città (con le apposite tecnologie) e cercare di ottenere una vittoria scientifica!
|
||||
|
||||
Injured Units = Unità ferite
|
||||
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 = Le unità ferite infliggono meno danni, 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 = Lavoratori
|
||||
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! = I 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 = Unità d'assedio
|
||||
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. = Le 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, ma una volta spostatasi a un'altra casella, dovrà essere allestita di nuovo.
|
||||
|
||||
Embarking = Imbarcazioni
|
||||
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! = Una volta ricercata una specifica tecnologia, le tue unità terrestri possono imbarcarsi e attraversare caselle acquatiche!\nEntrare o uscire da una casella acquatica impiega un intero turno. Inoltre, le unità imbarcate sono indifese, quindi fai attenzione!
|
||||
|
||||
Idle Units = Unità non usate
|
||||
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.
|
||||
|
||||
Contact Me = Contattami
|
||||
Hi there! If you've played this far, you've probably seen that the game is currently incomplete.\n UnCiv 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. Vi 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, e vediamo di rendere il gioco ancora più bello! (Informazioni contatti nel Play Store)
|
||||
|
||||
Pillaging = Saccheggio
|
||||
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.
|
||||
|
||||
Experience = Esperienza
|
||||
Units that enter combat gain experience, which can then be used on promotions for that unit.\nUnits gain more experience when in Melee combat than Ranged, and more when attacking than when defending. = Le unità che combattono ottengono esperienza, usabile per promozioni per quell'unità.\nLe unità da mischia ottengono più esperienza di quelle da tiro, e tutte ottengono più esperienza in attacco che in difesa.
|
||||
Units can only gain up to 30 XP from Barbarian units - meaning up to 2 promotions. After that, Barbarian units will provide no experience. = Le unità possono ottenere fino a 30 XP contro i Barbari, e quindi due promozioni.\nDopo questo, i Barbari non le doneranno più esperienza.
|
||||
|
||||
Combat = Combattimento
|
||||
Unit and cities are worn down by combat, which is affected by a number of different values.\nEach unit has a certain 'base' combat value, which can be improved by certain conditions, promotions and locations. = Le unità e Città possono essere sfiancate dalle battaglie, su cui hanno effetto numerosi fattori.\nOgni unità ha un valore base di Forza, migliorabile attraverso certe condizioni, promozioni e posizioni.
|
||||
Units use the 'Strength' value as the base combat value when melee attacking and when defending.\nWhen using a ranged attack, they will the use the 'Ranged Strength' value instead. = Le unità usano il valore 'Forza' come il valore base quando le unità da mischia attaccano o difendono.\nLe unità da tiro, invece, utilizzano il valore 'Forza da Tiro', o 'Forza a distanza'.
|
||||
Ranged attacks can be done from a distance, dependent on the 'Range' value of the unit.\nWhile melee attacks allow the defender to damage the attacker in retaliation, ranged attacks do not. = Gli attacchi a distanza dipendono dal valore 'Distanza' dell'unità.\nMentre gli attacchi da mischia permettono al difensore di contrattaccare, non è così per quelli a distanza.
|
||||
|
||||
Research Agreements = Accordi di ricerca
|
||||
In research agreements, you and another civilization decide to jointly research technology.\nAt the end of the agreement, you will both receive a 'lump sum' of Science, which will go towards one of your unresearched technologies. = Negli accordi di ricerca, tu e un'altra civiltà ricercherete tecnologie in modo uniforme.\nAlla fine dell'accordo, riceverete entrambi una tantum di Scienza, che si sommerà a una delle tecnologie ancora non scoperte.
|
||||
The amount of Science you receive at the end is dependent on the science generated by your cities and the other civilization's cities during the agreement - the more, the better! = La quantità di Scienza che ricevi alla fine dipende da quella generata dalle città tue e dell'altra civiltà durante l'accordo. Più è alta, meglio è!
|
||||
|
||||
City-States = Città-Stato
|
||||
Not all nations are contending with you for victory.\nCity-states are nations that can't win, don't conquer other cities and can't be traded with. = Non esistono solo grandi nazioni che contendono per la vittoria. Ci sono anche le Città-Stato.\nLe Città-Stato sono delle nazioni minori che si limitano a una sola città. Non possono conseguire alcun tipo di vittoria, non possono conquistare altre città e non possono condurre scambi commerciali.
|
||||
Instead, diplomatic relations with city-states are determined by Influence - a meter of 'how much the City-state likes you'.\nInfluence can be increased by attacking their enemies, liberating their city, and giving them sums of gold. = I loro rapporti diplomatici sono invece determinati dall'Influenza, una barra che indica i rapporti che la Città-Stato ha con te.\nL'Influenza aumenta attaccando i loro nemici, liberando le loro città, e concedendole delle tantum in Oro, mentre diminuisce se attraversi i loro territori con un'Influenza al di sotto di 30.
|
||||
Certain bonuses are given when you are at above 30 influence.\nWhen you have above 60 Influence, and you have the highest influence with them of all civilizations, you are considered their 'Ally', and gain further bonuses and access to the Luxury and Strategic resources in their lands. = I rapporti possono salire al livello di Amici se il loro livello d'Influenza è minimo 30, e a quel punto la Città-Stato ti darà benefici e ti lascerà attraversare il suo territorio senza conseguenze.\nAl livello almeno 60, se possiedi la maggior influenza rispetto a tutte le altre civiltà, sarai considerato Alleato della Città-Stato, che non solo ti darà bonus ancor maggiori, ma anche l'accesso alle risorse Strategiche e di Lusso nelle loro terre.
|
||||
|
||||
# Requires translation!
|
||||
Great People =
|
||||
Certain buildings, and specialists in cities, generate Great Person points per turn.\nThere are several types of Great People, and their points accumulate separately.\nThe number of points per turn and accumulated points can be viewed in the Overview screen. = Alcuni edifici, oltre che gli specialisti nelle città, generano Grandi Personaggi ad ogni turno.\nVi sono vari tipi di Grandi Personaggi, ognuno dei quali accumula i suoi punti separatamente.\nNella Panoramica puoi vedere i punti per turno e i punti accumulati per i Grandi Personaggi.
|
||||
Once enough points have been accumulaated, a Great Person of that type will be created!\nEach Great Person can construct a certain Great Improvement which gives large yields over time, or immediately consumed to provide a certain bonus now. = Una volta accumulati abbastanza punti, nascerà un Grande Personaggio del rispettivo tipo.\nOgni Grande Personaggio può costruire un Grande Miglioramento specifico, che dona grandi rese, o consumato immediatamente per un rispettivo bonus o avviare o prolungare un'Età dell'Oro.
|
||||
Great Improvements also provide any strategic resources that are under them, so you don't need to worry if resources are revealed underneath your improvements! = I Grandi Miglioramenti migliorano anche le risorse strategiche che si trovano sotto di loro, quindi non serve preoccuparti se una risorsa che scoprirai più tardi nel gioco sbucherà nello stesso punto del Grande Miglioramento.
|
||||
|
||||
# Requires translation!
|
||||
Removing Terrain Features =
|
||||
Certain tiles have terrain features - like Flood plains or Forests - on top of them. Some of these layers, like Jungle, Marsh and Forest, can be removed by workers.\nRemoving the terrain feature does not remove any resources in the tile, and is usually required in order to work those resources. = Alcune caselle sono costituite da caratteristiche terrene come pianure allagate o foreste. Alcune di queste caratteristiche, come le Giungle, le Paludi e le Foreste, possono essere rimosse dai lavoratori.\nRimuoverle non solo non comporterà la cancellazione delle risorse nella casella, ma solitamente è anche richiesto per poter sfruttare tali risorse.
|
||||
|
||||
Natural Wonders = Meraviglie Naturali
|
||||
Natural Wonders, such as the Mt. Fuji, the Rock of Gibraltar and the Great Barrier Reef, are unique, impassable terrain features, masterpieces of mother Nature, which possess exceptional qualities that make them very different from the average terrain.\nThey benefit by giving you large sums of Culture, Science, Gold or Production if worked by your Cities, which is why you might need to bring them under your empire as soon as possible. = Le Meraviglie Naturali, dei capolavori di Madre Natura come il Monte Fuji, la Rocca di Gibilterra e la Grande Barriera Corallina, sono caratteristiche terrene uniche e impassabili che possiedono qualità eccezionali che le rendono diverse dai soliti terreni.\nBeneficiano di grandi rese di Cultura, Scienza, Oro o Produzione se sfruttate dalle tue Città, e pertanto è una buona idea portarne quante più possibile nei tuoi confini.
|
||||
|
||||
|
|
|
@ -791,31 +791,6 @@ Menu = メニュー
|
|||
Brush Size = ブラシサイズ
|
||||
Map saved = マップセーブ
|
||||
|
||||
# Civilopedia Tutorials names
|
||||
|
||||
After Conquering = 占領後
|
||||
City Range = 都市範囲
|
||||
Contact Me = 連絡
|
||||
Culture and Policies = 文化と社会制度
|
||||
Embarking = 乗船
|
||||
Enemy City = 敵の都市
|
||||
Idle Units = 働かないユニット
|
||||
Injured Units = 負傷ユニット
|
||||
Introduction = 紹介
|
||||
Luxury Resource = 高級資源
|
||||
New Game = 新しいゲーム
|
||||
Roads and Railroads = 道路と鉄道
|
||||
Siege Units = 攻城兵器
|
||||
Strategic Resource = 戦略資源
|
||||
Unhappiness = 不幸
|
||||
Victory Types = 勝利条件の種類
|
||||
Workers = 労働者
|
||||
City Expansion = 都市の拡大
|
||||
Combat = 戦闘
|
||||
Experience = 経験値
|
||||
Pillaging = 略奪
|
||||
Research Agreements = 研究協定
|
||||
|
||||
# Civilopedia difficulty levels
|
||||
Player settings = プレイヤーの設定
|
||||
Base Happiness = 基本幸福度
|
||||
|
@ -3425,8 +3400,10 @@ Heal adjacent units for an additional 15 HP per turn = 隣接するユニット
|
|||
|
||||
#################### Lines from Tutorials.json ####################
|
||||
|
||||
Introduction = 紹介
|
||||
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! = Uncivへようこそ!\nこのゲームは非常に複雑であるため、慣れるのに役立つ情報があります。\n情報の観覧は自由ですので、自分でゲームを手探りするのも可能です。
|
||||
|
||||
New Game = 新しいゲーム
|
||||
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. = 最初にやるべきことは首都を作ることです。\nおそらく、首都は最も繁栄するため重要です。\n多くのゲームボーナスは首都にのみ適用されるので、文明の中心となるでしょう。
|
||||
How do you know a spot is appropriate?\nThat’s 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. Cities cannot be built within 3 tiles of existing cities, which is another thing to watch out for! = Q.都市を建設する場所が適切かどうかはどのように判断しますか?\nA.これを答えるのは簡単ではありませんが、大まかな目安として高級資源の隣を探して建設するのがおすすめです。\n高級資源は、宝石、綿、絹などのタイルです。(にこちゃんマークがついてるタイル)\n高級資源は文明の幸福度をあげます。また、鉄などのユニットを構築するために必要な資源にも注意する必要があります。
|
||||
However, cities don’t have a set area that they can work - more on that later!\nThis means you don’t have to settle cities right next to resources.\nLet’s say, for example, that you want access to some iron – but the resource is right next to a desert.\nYou don’t 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 you’ll usually have the luxury of time. = しかし、都市には活動できるエリアが限定的に決まっているわけではありません。- 詳細は後ほど \nつまり、資源のすぐ隣に都市を建設しなくてもいいということです。たとえば、鉄を入手したいと思いますが、鉄は砂漠の隣にありました。\nこの場合、都市を砂漠の隣に建設する必要はありません。都市をより豊かな土地にいくつかはなして建設します。\nその後、都市は成長し文化圏を広げ、最終的に鉄を入手することができます。\n今すぐに必要な場合は、資源の隣に都市を立てればいいでしょう。\nというのはたまにあるかもしれませんが、大抵は余裕がありますよね。
|
||||
|
@ -3434,39 +3411,50 @@ The first thing coming out of your city should be either a Scout or Warrior.\nI
|
|||
|
||||
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 = 最初の数ターンは選択肢がほとんどないですが、文明が成長するにつれ、注意することも増えていきます。
|
||||
|
||||
Culture and Policies = 文化と社会制度
|
||||
Each turn, the culture you gain from all your cities is added to your Civilization's culture.\nWhen you have enough culture, you may pick a Social Policy, each one giving you a certain bonus. = 毎ターン、すべての都市から得た文化力は、文明の文化力に追加されます。\n十分な文化力があると、ゲームボーナスがある社会政策を選択できます。
|
||||
The policies are organized into branches, with each branch providing a bonus ability when all policies in the branch have been adopted. = 社会政策は種類分けされており、種類分けされた中のすべての社会政策が採用されたときにボーナスが与えられます。
|
||||
With each policy adopted, and with each city built,\n the cost of adopting another policy rises - so choose wisely! = 社会政策を選択して、都市を建設していくと、\n別の社会政策を選択するコストが上昇します。なので、賢明に選択してください。
|
||||
|
||||
City Expansion = 都市の拡大
|
||||
Once a city has gathered enough Culture, it will expand into a neighboring tile.\nYou have no control over the tile it will expand into, but tiles with resources and higher yields are prioritized. = 都市の文化力が増えていくと、隣接するタイルに文化圏を拡大していきます。\n拡大するタイルを指定することはできませんが、資源と高い収量のタイルが優先されます。
|
||||
Each additional tile will require more culture, but generally your first cities will eventually expand to a wide tile range. = 文化圏を拡大していくごとに、必要な文化力が増えていきますが、初期段階に建設した都市は最終的に広い文化圏を得ます。
|
||||
Although your city will keep expanding forever, your citizens can only work 3 tiles away from city center.\nThis should be taken into account when placing new cities. = 都市は永遠に拡大し続けますが、住民は都市の中心から3タイル離れた場所でしか作業できません。\nこれを考えておかないと資源を取り損ないます。
|
||||
|
||||
Happiness = 幸福度
|
||||
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 you’ll find that it is more and more difficult to keep your empire happy. = 都市の規模と影響力が大きくなるにつれ、個々の都市の幸福度に気を配るのが難しくなります。\nその代わりに、文明全体に幸福度が同じレベルに共有されます。\n文明の幸福度は都市の人口が増えるにつれて、維持が難しくなっていきます。
|
||||
In addition, you can’t even build any city improvements that increase happiness until you’ve done the appropriate research.\nIf your empire’s 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. = また、研究が終わるまでは、幸福度を上げるための都市改良もできません。\n文明の幸福度がゼロを下回ると、都市の成長率が低下してしまいます。文明の幸福度が不幸になると、軍隊は戦闘効果に大きなペナルティを受けることになります。
|
||||
This means that it is very difficult to expand quickly in Unciv.\nIt isn’t impossible, but as a new player you probably shouldn’t 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. = つまり、Uncivでは急拡大が非常に難しく危険です。\n不可能ではないのですが、初心者が急拡大を行うのはおすすめできません。
|
||||
|
||||
Unhappiness = 不幸
|
||||
It seems that your citizens are unhappy!\nWhile unhappy, cities will grow at 1/4 the speed, and your units will suffer a 2% penalty for each unhappiness = どうやら市民が不幸なようです。\n市民が不幸な間は、都市の成長速度が1/4になり、ユニットは1ターンごとに2%のペナルティを受けます。
|
||||
Unhappiness has two main causes: Population and cities\n Each city causes 3 unhappiness, and each population, 1 = 不幸の原因は主に2つあります。\n個々の都市は不幸を3生み出し、人口は不幸を1生み出します。
|
||||
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 = 不幸の原因は主に2つあります。\n個々の都市は不幸を3生み出し、\n人口は不幸を1生み出します。
|
||||
|
||||
Golden Age = 黄金時代
|
||||
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. = 黄金時代に突入しました!\n黄金時代のポイントは、あなたの文明の幸福度の合計によって毎ターン蓄積されます。\n黄金時代では、文化力と生産力が+20%増加し、\n少なくとも1つのゴールドを供給しているすべてのタイルは、追加でゴールドを提供します。
|
||||
|
||||
Roads and Railroads = 道路と鉄道
|
||||
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! = 都市と首都を道路で結ぶことで、交易ルートを経由してゴールドを獲得することができます。\nただし、道路は1ターンに1ゴールドのメンテナンスが必要で、鉄道は1本につき2ゴールドかかるので、\n都市が成長するのを待った方が経済的かもしれません。
|
||||
|
||||
Victory Types = 勝利条件の種類
|
||||
Once you’ve settled your first two or three cities you’re 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 haven’t already. = 最初の2つか3つの都市を決めてしまえば、おそらく100~150ターンでゲームが終了するでしょう。\n今は、具体的にどのようにして勝ちたいかを考え始める良い時期です。
|
||||
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 = Uncivで勝つには3つの方法があります。\n文化勝利:社会政策を5つ達成\n覇権勝利:最後の文明になる\n科学勝利:宇宙船を最初に完成する
|
||||
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. = 要約すると、Uncivの基本として最初の都市を繁栄させつつ、幸福度を管理し、\n自分で決めた勝利条件に向かって進むことです。\nそれよりもはるかに多くのことがあります。泳ぐ方法を知る前に深い淵に飛び込まないことが重要です。
|
||||
|
||||
Enemy City = 敵の都市
|
||||
Cities can be conquered by reducing their health to 1, and entering the city with a melee unit.\nSince 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! = 都市を陥落させるには、HPを1に減らし、白兵ユニットで都市に入るとできます。\n都市は毎ターン回復するため、白兵ユニットで防衛しつつ、遠距離ユニットで攻撃するのが最適です。
|
||||
|
||||
Luxury Resource = 高級資源
|
||||
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! = あなたの文化圏内にある高級資源が使えるようになりました。 \n高級資源は幸福度を5に増やしますが、同じタイプのものがあっても5のままで何も追加しないです。\nその場合は他の文明との取引に使いましょう。
|
||||
|
||||
Strategic Resource = 戦略資源
|
||||
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. = あなたの文化圏内にある戦略資源が使えるようになりました。\n戦略資源は、ユニットを育成したり、その特定の資源を必要とする建物を建設したりすることができます。 たとえば、騎兵は馬を必要とします。
|
||||
Unlike Luxury Resources, each Strategic Resource on the map provides more than oneof that resource.\nThe top bar keeps count of how many unused strategic resources you own.\nA full drilldown of resources is available in the Resources tab in the Overview screen. = 高級資源とは異なり、マップ上の各戦略資源は複数の資源を供給しています。\n上部のバーには、未使用の戦略資源の数が表示されます。資源の詳細は、[概要]画面の[資源]タブで確認できます。
|
||||
|
||||
The city can no longer put up any resistance!\nHowever, to conquer it, you must enter the city with a melee unit = もはやこの都市は抵抗することは難しいでしょう。しかし、都市を陥落させるには、白兵ユニットを都市に進軍する必要があります。
|
||||
|
||||
After Conquering = 占領後
|
||||
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. = 都市を陥落した後、都市を破壊するか、傀儡にするか、併合するかを決める必要があります。\n都市を壊滅させると、その都市が破壊されるまで、人口が毎ターン1ずつ減少します。
|
||||
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! = 都市を傀儡化した場合は、その都市の生産を操作することができません。\n都市は文明の技術や政策のコストを増加させませんが、市民の不幸を通常の1.5倍に抑えることができます\n都市を併合することで生産を操作できますが、市民の不幸は通常の2倍です。\n併合後の不幸の乗数は、裁判所を建てることにより通常通りにします。\n傀儡化した都市はいつでも併合できますが、併合した都市を傀儡化することはできません。
|
||||
|
||||
|
@ -3474,43 +3462,60 @@ You have encountered a barbarian unit!\nBarbarians attack everyone indiscriminat
|
|||
|
||||
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 = 別の文明に遭遇しました!\n平和的な手段を取り、取引をすることができますが、\n彼らは後で宣戦布告してくるかもしれません...
|
||||
|
||||
Apollo Program = アポロ計画
|
||||
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! = アポロ計画を完了すると、都市で宇宙船の部品を生産し、科学勝利を収めることができます。
|
||||
|
||||
Injured Units = 負傷ユニット
|
||||
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 = 負傷したユニットは与えるダメージが減少します。\n活動していないターンは、敵陣営内で1ターンにつき5HP、中立の土地では10HP、自陣営の土地では15HP、自都市で20HP回復します。
|
||||
|
||||
Workers = 労働者
|
||||
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! = 都市の成長には労働者が不可欠です。労働者はタイルに資源活用施設を建てることができます。\n資源活用施設を建てると、ユニットの移動範囲が広がり、資源の産出量が上がります。これにより都市の生産スピードを速め、都市の成長を速くすることができます。
|
||||
|
||||
Siege Units = 攻城兵器
|
||||
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. = 攻城ユニットは都市に対して非常に強力ですが、攻撃するためには準備をする必要があります。\n準備した攻城ユニット、今いるタイルから攻撃することができますが、他のタイルに移動した後は、再度準備をする必要があります。
|
||||
|
||||
Embarking = 乗船
|
||||
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! = 特定の技術が研究されると、あなたの陸上ユニットは乗船することができ、水のタイルを移動することができます。\n水のタイルに入ったり出たりするのには1ターン必要です。\n乗船中のユニットは無防備なので、気をつけよう。
|
||||
|
||||
Idle Units = 働かないユニット
|
||||
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 = このターンにユニットを移動したくない場合は、「次のユニット」を再度クリックすることでスキップすることができます。\nしばらく移動しない場合は、ユニットを「防衛」モードまたは「休憩」モードにすることで無視できます。\n「次のユニット」確認を完全に無効にしたい場合は、設定の「動かないユニットの確認」を切り替えてください。
|
||||
|
||||
Contact Me = 連絡
|
||||
Hi there! If you've played this far, you've probably seen that the game is currently incomplete.\n UnCiv is meant to be open-source and free, forever.\n That means no ads or any other nonsense. = こんにちは!ここまでプレイされた方は、ゲームに邪魔なものがないことにお気づきでしょう。\nUnCivはオープンソースであり、永遠に無料であることを意味しています。\nつまり、広告やその他の無意味なものは一切ありません。
|
||||
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! = 私がこの作品に取り組み続けるモチベーションになっているのは、\n自分でも驚くほどかっこいいと思っているという事実以外にも、\nプレイヤーのサポートがあるからです。あなたたちに感謝します。
|
||||
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) = 評価やレビューを受けるたびに、私の顔に笑顔がこぼれます =) \nだから、連絡してください。メール、レビュー、Githubの問題、またはメールをpigeonに送って、ゲームをさらに素晴らしいものにする方法を考えましょう。\n(連絡先はプレイストアにあります)
|
||||
|
||||
Pillaging = 略奪
|
||||
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. = 軍事ユニットは資源活用施設を略奪して、25HPの回復と、資源活用施設を台無しにすることができます。\nタイルはまだ使うことができますが、施設の効果は失われます。\n労働者は施設を修復することができます、一から作るよりも時間がかかりません。
|
||||
|
||||
Experience = 経験値
|
||||
Units that enter combat gain experience, which can then be used on promotions for that unit.\nUnits gain more experience when in Melee combat than Ranged, and more when attacking than when defending. = 戦闘に参加したユニットは経験値を獲得し、その経験値はそのユニットの昇進に使用することができます。\n白兵戦に入ったユニットは遠距離攻撃よりも多くの経験値を得ることができ、防御時よりも攻撃時の方が多くの経験値を得ることができます。
|
||||
Units can only gain up to 30 XP from Barbarian units - meaning up to 2 promotions. After that, Barbarian units will provide no experience. = ユニットが獲得できるXPは蛮族ユニットから最大30XPまで、つまり2回までの昇進を意味します。それ以降、蛮族ユニットからは経験値を得ることができません。
|
||||
|
||||
Combat = 戦闘
|
||||
Unit and cities are worn down by combat, which is affected by a number of different values.\nEach unit has a certain 'base' combat value, which can be improved by certain conditions, promotions and locations. = ユニットや都市は戦闘によって消耗し、それはいくつかの異なる値によって影響を受けます。\n各ユニットは一定の「基本」戦闘値を持っており、特定の条件や昇進、場所によって改善されることがあります。
|
||||
Units use the 'Strength' value as the base combat value when melee attacking and when defending.\nWhen using a ranged attack, they will the use the 'Ranged Strength' value instead. = ユニットは近接攻撃時と防御時に「戦闘力」を戦闘の基本値として使用する。範囲攻撃を使用する場合は「遠距離戦闘力」の値を使用する。
|
||||
Ranged attacks can be done from a distance, dependent on the 'Range' value of the unit.\nWhile melee attacks allow the defender to damage the attacker in retaliation, ranged attacks do not. = 遠距離攻撃はユニットの「範囲」の値に依存して遠距離からの攻撃が可能である。\n白兵攻撃では防御側が攻撃者に報復ダメージを与えることができるが、遠距離攻撃ではそれができない。
|
||||
|
||||
Research Agreements = 研究協定
|
||||
In research agreements, you and another civilization decide to jointly research technology.\nAt the end of the agreement, you will both receive a 'lump sum' of Science, which will go towards one of your unresearched technologies. = 研究協定では、あなたと他の文明が共同で技術を研究することを決めます。\n契約の終了時には、あなたと他の文明は科学の「一括払い」を受け取り、それはあなたの未研究の技術の一つに使われます。
|
||||
The amount of Science you receive at the end is dependent on the science generated by your cities and the other civilization's cities during the agreement - the more, the better! = 最後に受け取る科学の量は、契約期間中にあなたの都市と他の文明の都市で生成された科学に依存します。 - 多いほど良いです!
|
||||
|
||||
City-States = 都市国家
|
||||
Not all nations are contending with you for victory.\nCity-states are nations that can't win, don't conquer other cities and can't be traded with. = 全ての文明が勝利を争っているわけではありません。都市国家は、勝てない、他の都市を征服できない、取引できない国です。
|
||||
Instead, diplomatic relations with city-states are determined by Influence - a meter of 'how much the City-state likes you'.\nInfluence can be increased by attacking their enemies, liberating their city, and giving them sums of gold. = その代わりに、都市国家との外交関係は、「都市国家がどれだけあなたを気に入っているか」を表す「影響力」によって決定されます。\n影響力は、敵を攻撃したり、都市を解放したり、大金を与えたりすることで増加させることができます。
|
||||
Certain bonuses are given when you are at above 30 influence.\nWhen you have above 60 Influence, and you have the highest influence with them of all civilizations, you are considered their 'Ally', and gain further bonuses and access to the Luxury and Strategic resources in their lands. = あなたが30以上の影響力を持っているときに特定のボーナスが与えられます。あなたが60以上の影響力を持ち、すべての文明の中で最高の影響力を持っているとき、あなたは「同盟国」とみなされ、さらにボーナスを得て、彼らの土地の高級資源と戦略資源を得ることができます。
|
||||
|
||||
# Requires translation!
|
||||
Great People =
|
||||
Certain buildings, and specialists in cities, generate Great Person points per turn.\nThere are several types of Great People, and their points accumulate separately.\nThe number of points per turn and accumulated points can be viewed in the Overview screen. = 特定の建物や都市のスペシャリストは、1ターンごとに偉人ポイントを生成します。\n偉人にはいくつかの種類があり、それぞれのポイントが個別に蓄積されていきます。1ターンあたりのポイント数や累積ポイントは、概要画面で確認できます。
|
||||
Once enough points have been accumulaated, a Great Person of that type will be created!\nEach Great Person can construct a certain Great Improvement which gives large yields over time, or immediately consumed to provide a certain bonus now. = ポイントが貯まると、そのタイプの偉人が出現します。\n各偉人は、時間の経過とともに大きな利益を与える特定の偉人建造物を構築することができます、\nまたは今すぐに消費して特定のボーナスを獲得します。
|
||||
Great Improvements also provide any strategic resources that are under them, so you don't need to worry if resources are revealed underneath your improvements! = 偉人建造物は、その下にある戦略資源も提供してくれるので、偉人建造物の下に資源が隠されていても気にする必要はありません。
|
||||
|
||||
# Requires translation!
|
||||
Removing Terrain Features =
|
||||
Certain tiles have terrain features - like Flood plains or Forests - on top of them. Some of these layers, like Jungle, Marsh and Forest, can be removed by workers.\nRemoving the terrain feature does not remove any resources in the tile, and is usually required in order to work those resources. = タイルの中には、氾濫原や森林のような地形の特徴があるものがあります。ジャングル、氾濫原、森林のような地形特徴のいくつかは、労働者によって削除することができます。\n地形特徴を削除してもタイル内の資源は削除されません。通常、資源を確保するために必要となります。
|
||||
|
||||
Natural Wonders = 自然遺産
|
||||
Natural Wonders, such as the Mt. Fuji, the Rock of Gibraltar and the Great Barrier Reef, are unique, impassable terrain features, masterpieces of mother Nature, which possess exceptional qualities that make them very different from the average terrain.\nThey benefit by giving you large sums of Culture, Science, Gold or Production if worked by your Cities, which is why you might need to bring them under your empire as soon as possible. = 富士山、ジブラルタル岩、グレートバリアリーフなどの自然遺産は、通常の地形とは異なる特別な性質を持っています。\nこれらは、文化、科学、ゴールド、または生産物などの多額の資源をあなたの都市で使用することで恩恵を受けることができます。
|
||||
|
||||
|
|
|
@ -791,31 +791,6 @@ Menu = 메뉴
|
|||
Brush Size = 붓 크기
|
||||
Map saved = 지도 저장됨
|
||||
|
||||
# Civilopedia Tutorials names
|
||||
|
||||
After Conquering = 점령 후
|
||||
City Range = 도시 확장
|
||||
Contact Me = 개발자의 말
|
||||
Culture and Policies = 문화와 정책
|
||||
Embarking = 승선
|
||||
Enemy City = 도시 점령하기
|
||||
Idle Units = 대기중인 유닛
|
||||
Injured Units = 부상당한 유닛
|
||||
Introduction = 게임 소개
|
||||
Luxury Resource = 사치 자원
|
||||
New Game = 새 게임
|
||||
Roads and Railroads = 도로와 철도
|
||||
Siege Units = 공성 유닛
|
||||
Strategic Resource = 전략 자원
|
||||
Unhappiness = 불행
|
||||
Victory Types = 승리 방식
|
||||
Workers = 노동자
|
||||
City Expansion = 도시 확장
|
||||
Combat = 전투력
|
||||
Experience = 경험치
|
||||
Pillaging = 약탈
|
||||
Research Agreements = 연구 협약
|
||||
|
||||
# Civilopedia difficulty levels
|
||||
Player settings = 플레이어 설정
|
||||
Base Happiness = 기초 행복도
|
||||
|
@ -3425,8 +3400,10 @@ Heal adjacent units for an additional 15 HP per turn = 인접한 유닛들에게
|
|||
|
||||
#################### Lines from Tutorials.json ####################
|
||||
|
||||
Introduction = 게임 소개
|
||||
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! = UnCiv에 오신 것을 환영합니다!\n이 게임은 다소 복잡하기 때문에 게임에 적응할 수 있도록 몇가지 기초적인 할일들을 준비했습니다.\n이 일을 꼭 하지 않아도 얼마든지 마음대로 게임을 둘러보실 수 있습니다!
|
||||
|
||||
New Game = 새 게임
|
||||
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. = 처음 할 일은 수도를 세우는 것입니다.\n수도는 가장 번영하는 도시가 될 것이므로 수도를 세우는 것은 상당히 중요합니다.\n수도에만 주어지는 보너스가 많기 때문에 수도는 국가의 중심지가 될 확률이 높습니다.
|
||||
How do you know a spot is appropriate?\nThat’s 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. Cities cannot be built within 3 tiles of existing cities, which is another thing to watch out for! = 어디가 적당할까요?\n어려운 문제지만, 일반적으로는 사치 자원이 많은 곳이 좋습니다.\n사치 자원에는 보석이나 목화, 비단 등이 있으며 자원 아이콘 옆에 웃는 얼굴이 있습니다!\n사치 자원은 문명의 행복도를 올려줍니다.\n또 유닛을 생산하기 위해서 철이나 말 등의 전략 자원도 잘 살펴보는 것이 좋습니다.\n이미 세워진 도시로부터 3타일 이내에는 다른 도시를 세울 수 없다는 것도 주의하세요!
|
||||
However, cities don’t have a set area that they can work - more on that later!\nThis means you don’t have to settle cities right next to resources.\nLet’s say, for example, that you want access to some iron – but the resource is right next to a desert.\nYou don’t 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 you’ll usually have the luxury of time. = 도시의 작업 구역은 고정되어있지 않습니다 - 나중에 더 자세히 설명할게요!\n굳이 자원 바로 옆에 도시를 세울 필요는 없다는 뜻입니다.\n예를 들어서, 철이 필요한데 사막 바로 옆에 철이 있다고 해봅시다.\n이때 굳이 철 바로 옆인 사막 말고, 몇 타일 떨어진 더 풍족한 곳에다 도시를 세워도 된다는 겁니다.\n시간이 지나면 도시가 확장되어서 언젠가는 자원이 있는 곳까지 닿을 겁니다.\n만약 자원이 지금 당장 필요하다면 바로 그 옆에 도시를 세워야겠지요.\n가끔 그럴도 있지만, 웬만해선 시간이 모자랄 일은 없습니다.
|
||||
|
@ -3434,39 +3411,50 @@ The first thing coming out of your city should be either a Scout or Warrior.\nI
|
|||
|
||||
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 = 이렇게 초반 몇 턴동안에는 선택지가 매우 적습니다.\n하지만 문명이 성장할수록 신경써야 할 것들도 점점 많아지게 됩니다.
|
||||
|
||||
Culture and Policies = 문화와 정책
|
||||
Each turn, the culture you gain from all your cities is added to your Civilization's culture.\nWhen you have enough culture, you may pick a Social Policy, each one giving you a certain bonus. = 매 턴마다 각 도시에서 생성된 '문화'가 문명 전체의 '문화량'으로 축적됩니다.\n문화량이 일정 수치가 되면 특별한 보너스를 주는 '사회 정책'을 채택할 수 있습니다.
|
||||
The policies are organized into branches, with each branch providing a bonus ability when all policies in the branch have been adopted. = 사회 정책은 여러 개의 '정책 트리'로 구분됩니다.\n한 트리의 모든 정책이 채택되면 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\n다음 정책 채택에 필요한 문화 축적량이 증가합니다. 주의하세요!
|
||||
|
||||
City Expansion = 도시 확장
|
||||
Once a city has gathered enough Culture, it will expand into a neighboring tile.\nYou have no control over the tile it will expand into, but tiles with resources and higher yields are prioritized. = 한 도시에 일정량의 문화가 모이면 도시가 인접 타일로 확장됩니다.\n확장되는 방향을 선택할 수는 없지만, 자원이 있거나 생산량이 높은 타일이 우선시됩니다.
|
||||
Each additional tile will require more culture, but generally your first cities will eventually expand to a wide tile range. = 한 타일씩 확장될 때마다 다음 확장에 더 많은 문화를 필요로 합니다.\n그러나 대체로 첫 도시는 최종적으로 넓은 타일 반경을 가지게 됩니다.
|
||||
Although your city will keep expanding forever, your citizens can only work 3 tiles away from city center.\nThis should be taken into account when placing new cities. = 도시는 도시 중심에서 최대 5타일 반경까지만 확장될 수 있고,\n시민들은 도시 중심에서 3타일 반경까지만 배치될 수 있습니다.\n새 도시를 세울 때 이 점을 염두에 두어야 합니다.
|
||||
|
||||
Happiness = 행복도
|
||||
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 you’ll 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 과학이나 금과 같이 문명 전체에서 공유되는 값입니다.\n도시의 인구 수가 증가할수록 국가를 행복한 상태로 유지하는 것이 어려워집니다.
|
||||
In addition, you can’t even build any city improvements that increase happiness until you’ve done the appropriate research.\nIf your empire’s 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. = 행복도를 올려주는 건물은 해당하는 기술을 연구해야만 지을 수 있습니다.\n행복도가 마이너스로 떨어지면 '불행' 상태가 되어 모든 도시의 성장률이 크게 감소합니다.\n상단의 웃는 아이콘이 행복도를 나타냅니다.\n문명의 불행한 정도가 심해지면 군사 유닛들의 전투력도 크게 감소합니다.
|
||||
This means that it is very difficult to expand quickly in Unciv.\nIt isn’t impossible, but as a new player you probably shouldn’t 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. = 이렇게 행복도는 Unciv에서 도시를 마구 확장하는 것을 제한합니다.\n빠른 확장이 불가능하진 않지만, 초보자라면 무리한 확장은 피해야 합니다.\n그럼 뭘 해야 할까요? 주변을 정찰하고, 노동자를 지어 이미 가진 땅에 타일 시설을 건설하세요.\n적절한 장소를 찾았을 때에만 새로운 도시를 세우세요.
|
||||
|
||||
Unhappiness = 불행
|
||||
It seems that your citizens are unhappy!\nWhile unhappy, cities will grow at 1/4 the speed, and your units will suffer a 2% penalty for each unhappiness = 시민들이 행복하지 않은 것 같습니다!\n'불행' 상태에서는 모든 도시의 성장률이 1/4로 감소합니다.\n또한 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.\n도시 하나마다 3의 불행이, 시민 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?\n우선 행복도를 올려주는 건물을 지을 수도 있고,\n노동자를 통해 국경 안에 있는 사치 자원을 개발할 수도 있습니다.
|
||||
|
||||
Golden Age = 황금기
|
||||
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 축적됩니다.\n황금기 점수가 일정 수치가 되면 '황금기'가 시작됩니다.\n황금기 동안에는 문화와 생산력이 20% 증가하고\n금을 하나 이상 생산하던 모든 타일에서 금 1을 추가로 생산합니다.
|
||||
|
||||
Roads and Railroads = 도로와 철도
|
||||
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 연결하면\n금을 추가로 생산하는 '무역로'가 만들어집니다.\n도로 하나마다 턴당 금 1, 철도 하나마다 턴당 금 2가 유지비로 소모되므로\n무역로는 도시가 어느 정도 성장하고 나서 만드는 것이 좋습니다.
|
||||
|
||||
Victory Types = 승리 방식
|
||||
Once you’ve settled your first two or three cities you’re 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 haven’t already. = 두세 개의 도시를 짓고 나면 아마도 100턴에서 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 아래의 세 가지의 승리 조건이 있습니다.\n - '문화 승리'는 사회 정책 트리를 다섯 개 완성해야 합니다.\n - '정복 승리'는 가장 마지막으로 살아남는 문명이 되어야 합니다.\n - '과학 승리'는 알파 센타우리로 가는 우주선을 가장 먼저 건설해야 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. 수도를 세워 성장시키고,\n행복도가 관리되도록 확장하면서 원하는 승리 조건에 서서히 다가가는 것입니다.\n세부적인 내용이 아직 많지만 위의 행동들이 거의 전부가 됩니다.
|
||||
|
||||
Enemy City = 도시 점령하기
|
||||
Cities can be conquered by reducing their health to 1, and entering the city with a melee unit.\nSince 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! = 적 도시를 '점령'하려면 '근접 유닛'이 도시에 막타를 넣어 진입해야만 합니다.\n도시는 매 턴 체력을 회복하므로 원거리 유닛으로 공격하고\n근접 유닛으로 원거리 유닛을 보호하면서 도시의 체력을 깎아 나가세요!
|
||||
|
||||
Luxury Resource = 사치 자원
|
||||
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 내의 '사치 자원'은 그에 맞는 타일 시설을 지어 개발할 수 있습니다.\n개발된 사치 자원은 외교창에 거래품목으로 등록됩니다.\n개발된 사치 자원 한 종류당 행복도를 5씩 제공합니다.\n같은 사치 자원이 하나 이상 있어도 행복도 증가는 한 번만 적용되므로\n남는 사치 자원은 다른 문명과의 거래에 사용하세요.
|
||||
|
||||
Strategic Resource = 전략 자원
|
||||
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. = 영토 내의 '전략 자원'은 그에 맞는 타일 시설을 지어 개발할 수 있습니다. \n개발된 전략 자원은 외교창에 거래품목으로 등록됩니다.\n전략 자원이 개발되면 해당 자원을 필요로 하는 유닛이나 건물을 지을 수 있습니다.\n예를 들면 전략 자원 '말'을 개발하여 '기마병' 유닛을 만들 수 있습니다.
|
||||
Unlike Luxury Resources, each Strategic Resource on the map provides more than oneof that resource.\nThe top bar keeps count of how many unused strategic resources you own.\nA full drilldown of resources is available in the Resources tab in the Overview screen. = 사치 자원과는 달리, 전략 자원은 한 타일탕 산출량이 두개 이상입니다.\n상단에 아직 사용되지 않은 전략 자원의 갯수가 표시됩니다.\n전체 자원 목록은 '문명 상태'의 자원 탭에서 확인할 수 있습니다.
|
||||
|
||||
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!\n점령하려면 '근접 유닛'으로 적 도시를 공격해야 합니다.
|
||||
|
||||
After Conquering = 점령 후
|
||||
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. = 점령한 도시는 불태우기, 괴뢰 도시, 합병하기 중에서 선택할 수 있습니다.\n도시를 불태우면 도시가 완전히 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 만들면 도시에서 무엇을 생산할지 지정해줄 수 없습니다.\n괴뢰 도시는 기술에 필요한 연구량이나 정책에 필요한 문화량을 증가시키지 않지만\n일반 시민에 비해 1.5배의 불행을 생성합니다.\n합병된 도시에서는 무엇을 생산할지 지정해 줄 수 있지만\n일반 시민에 비해 무려 두 배의 불행을 생성합니다!\n추가적인 불행은 일시적인 것으로, 도시에 법원이 지어지면 원래대로 생성됩니다.\n괴뢰 도시는 언제나 합병할 수 있지만, 합병된 도시는 괴뢰 도시로 만들 수 없습니다!
|
||||
|
||||
|
@ -3474,43 +3462,60 @@ You have encountered a barbarian unit!\nBarbarians attack everyone indiscriminat
|
|||
|
||||
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!\n타 문명과는 평화롭게 시작해 나중에 거래를 할 수도 있지만\n시간이 지나면서 전쟁을 선포하게 될 수도 있습니다.
|
||||
|
||||
Apollo Program = 아폴로 프로그램
|
||||
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'을 완성하면 도시에서 우주선 부품을 건설할 수 있습니다.\n해당하는 연구를 마치고 모든 부품을 건설하면 과학 승리를 할 수 있습니다!
|
||||
|
||||
Injured Units = 부상당한 유닛
|
||||
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, 움직이지 않으면 체력이 회복됩니다.\n매 턴마다 적 영토에서 5 HP, 중립 지역에서 10 HP,\n아군 영토에서 15 HP, 도시 안에서는 20의 HP가 회복됩니다.
|
||||
|
||||
Workers = 노동자
|
||||
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! = '노동자'는 타일 시설을 건설할 수 있기 때문에 도시의 성장에 필수적입니다.\n타일 시설은 타일의 생산량을 증가시키므로, 한 도시에서 타일 수가 같다면\n타일 시설을 개발했을 때 더 빨리 성장할 수 있습니다.
|
||||
|
||||
Siege Units = 공성 유닛
|
||||
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 유닛은 도시를 공격할 때 매우 강력하지만 공격 전에 '설치'를 해야 합니다.\n공성 유닛이 설치되면 그 타일에서는 공격을 할 수 있지만,\n다른 타일로 이동하면 이동한 타일에서 다시 설치를 해야 합니다.
|
||||
|
||||
Embarking = 승선
|
||||
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! = 특정 기술을 연구하면 지상 유닛이 물 타일로 '승선' 할 수 있습니다.\n물로 '승선'하거나 지상으로 '상륙'(또는 하선)하면 유닛의 행동력이 전부 소모됩니다.\n승선한 유닛은 전투력이 감소하고 요새화할 수 없기 때문에 조심하세요!
|
||||
|
||||
Idle Units = 대기중인 유닛
|
||||
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 선택하기 바랍니다.\n'요새화'나 '대기' 상태인 유닛들은 자동으로 턴을 넘기고 체력을 회복합니다.\n'다음 유닛' 버튼은 메뉴의 설정 창에서 끌 수 있습니다.
|
||||
|
||||
Contact Me = 개발자의 말
|
||||
Hi there! If you've played this far, you've probably seen that the game is currently incomplete.\n UnCiv is meant to be open-source and free, forever.\n That means no ads or any other nonsense. = 안녕하십니까? 지금까지 플레이해 주셨다면,\n현재 이 게임이 불완전하다는 것을 알고 계실 것입니다.\nUnCiv는 언제나 무료 오픈소스 상태로 배포될 것입니다.\n광고나 과금 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,\n여러 플레이어들께서 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 별점에 감사한 마음을 가지고 있습니다.\n게임을 재미있게 만들 아이디어가 있다면 이메일, 리뷰, Github 이슈게시판 등에\n조언을 남겨 주신다면 감사하겠습니다.\n정 안되면 비둘기에 편지를 묶어서 보내주세요! (농담입니다)\n모든 연락방법은 플레이 스토어에 있습니다.
|
||||
|
||||
Pillaging = 약탈
|
||||
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 25HP를 회복할 수 있습니다.\n약탈된 타일에 시민을 배치할 수는 있지만 시설이 파괴되었으므로\n해당 자원과 생산량 보너스는 얻을 수 없습니다.\n약탈된 시설은 노동자로 수리할 수 있습니다. 시설 수리는 새로 짓는 것보다 시간이 적게 걸립니다.
|
||||
|
||||
Experience = 경험치
|
||||
Units that enter combat gain experience, which can then be used on promotions for that unit.\nUnits gain more experience when in Melee combat than Ranged, and more when attacking than when defending. = 전투를 한 유닛은 '경험치'를 받는데, 이는 해당 유닛의 '승급'에 사용됩니다.\n전투시 얻는 경험치는 원거리 유닛보다 근접 유닛이 더 많고,\n방어할 때보다 공격할 때가 더 많습니다.
|
||||
Units can only gain up to 30 XP from Barbarian units - meaning up to 2 promotions. After that, Barbarian units will provide no experience. = 경험치가 30XP 미만일 때에만 야만인 유닛에게서 경험치를 얻을 수 있습니다.\n즉 야만인에게서는 승급 2개 분량만 얻을 수 있다는 것입니다.\n누적 경험치 30XP 이상부터는 야만인과 전투해도 경험치를 전혀 얻을 수 없습니다.
|
||||
|
||||
Combat = 전투력
|
||||
Unit and cities are worn down by combat, which is affected by a number of different values.\nEach unit has a certain 'base' combat value, which can be improved by certain conditions, promotions and locations. = 유닛과 도시가 전투에서 소모되는 데 영향을 미치는 값은 다양합니다.\n모든 유닛은 각각의 '기초 전투력'을 가지고 있으며 이는 승급, 지형 등에 의해 증가합니다.
|
||||
Units use the 'Strength' value as the base combat value when melee attacking and when defending.\nWhen using a ranged attack, they will the use the 'Ranged Strength' value instead. = 근접공격과 방어에는 '공격력'값이 사용되는데 이는 기초전투력과 동일합니다.\n원거리 공격에는 공격력과 별개로 '원거리 공격력'값이 사용됩니다.
|
||||
Ranged attacks can be done from a distance, dependent on the 'Range' value of the unit.\nWhile melee attacks allow the defender to damage the attacker in retaliation, ranged attacks do not. = 원거리 공격의 범위는 해당 유닛의 '공격 범위'에 의해서 결정됩니다.\n근접 공격은 방어자로부터 반격 피해를 받지만 원거리 공격은 반격 피해가 없습니다.
|
||||
|
||||
Research Agreements = 연구 협약
|
||||
In research agreements, you and another civilization decide to jointly research technology.\nAt the end of the agreement, you will both receive a 'lump sum' of Science, which will go towards one of your unresearched technologies. = '연구 협약'은 당신의 문명과 다른 문명이 합동해서 기술 연구를 하는 것입니다.\n연구 협약이 끝나면 양측이 일시불 과학력을 얻으며 이는 미완료된 연구에 투입됩니다.
|
||||
The amount of Science you receive at the end is dependent on the science generated by your cities and the other civilization's cities during the agreement - the more, the better! = 연구 협약으로 받는 과학력은 협약 기간동안\n당신의 문명과 상대 문명이 생산한 과학력에 의해 결정됩니다.
|
||||
|
||||
City-States = 도시 국가
|
||||
Not all nations are contending with you for victory.\nCity-states are nations that can't win, don't conquer other cities and can't be traded with. = 모든 국가가 승리를 놓고 당신과 경쟁하는 것은 아닙니다.\n'도시 국가'는 자기 혼자서는 문명과 거래할 수 없고,\n다른 도시를 점령하지 않고, 승리할 수도 없는 국가입니다.
|
||||
Instead, diplomatic relations with city-states are determined by Influence - a meter of 'how much the City-state likes you'.\nInfluence can be increased by attacking their enemies, liberating their city, and giving them sums of gold. = 도시 국가와의 관계는 '영향력', 즉 '해당 도시국가가 당신을 얼마나 좋아하는지' 로 결정됩니다.\n영향력을 높이는 방법은 해당 도국의 적을 공격하거나, 도시를 해방시키거나, 일시불 금을 주는 방법이 있습니다.
|
||||
Certain bonuses are given when you are at above 30 influence.\nWhen you have above 60 Influence, and you have the highest influence with them of all civilizations, you are considered their 'Ally', and gain further bonuses and access to the Luxury and Strategic resources in their lands. = 영향력이 30 이상이면 '우호적인 관계'가 되어 도국의 성향에 따른 보너스를 받을 수 있습니다.\n영향력이 60 이상이면서 해당 도국에 끼치는 영향력이 가장 높으면 '동맹 관계'가 되어\n성향별 보너스가 상승하거나 사치/전략 자원을 사용할 수 있습니다.
|
||||
|
||||
# Requires translation!
|
||||
Great People =
|
||||
Certain buildings, and specialists in cities, generate Great Person points per turn.\nThere are several types of Great People, and their points accumulate separately.\nThe number of points per turn and accumulated points can be viewed in the Overview screen. = 도시의 전문가나 어떤 건물들은 매턴 위인 점수를 생산합니다.\n위인에는 몇 가지 종류가 있으며, 각각의 점수는 개별적으로 쌓입니다.\n턴당 위인점수와 누적 위인점수는 문명 상태 화면에서 볼 수 있습니다.
|
||||
Once enough points have been accumulaated, a Great Person of that type will be created!\nEach Great Person can construct a certain Great Improvement which gives large yields over time, or immediately consumed to provide a certain bonus now. = 위인 점수가 충분히 쌓이면 해당하는 위인이 탄생합니다!\n위인으로는 위인 시설을 지어 장기적으로 많은 생산량을 얻을 수도 있고,\n즉시 소모해서 당장 보너스를 받을 수도 있습니다.
|
||||
Great Improvements also provide any strategic resources that are under them, so you don't need to worry if resources are revealed underneath your improvements! = 위인 시설을 전략 자원 위에 지어도 해당 자원은 제공됩니다.\n따라서 이미 지은 위인시설 밑에서 전략 자원이 나중에 발견되더라도 걱정할 필요는 없습니다.
|
||||
|
||||
# Requires translation!
|
||||
Removing Terrain Features =
|
||||
Certain tiles have terrain features - like Flood plains or Forests - on top of them. Some of these layers, like Jungle, Marsh and Forest, can be removed by workers.\nRemoving the terrain feature does not remove any resources in the tile, and is usually required in order to work those resources. = 어떤 타일은 그 위에 추가적인 '지형 요소'를 가지고 있습니다.\n숲, 정글, 습지 등은 노동자를 사용하여 제거할 수 있습니다.\n지형 요소를 제거한다고 해서 해당 타일의 자원이 사라지지는 않습니다.\n오히려 자원을 개발하려면 지형 요소를 제거해야하는 경우가 더 많습니다.
|
||||
|
||||
Natural Wonders = 자연 경관
|
||||
Natural Wonders, such as the Mt. Fuji, the Rock of Gibraltar and the Great Barrier Reef, are unique, impassable terrain features, masterpieces of mother Nature, which possess exceptional qualities that make them very different from the average terrain.\nThey benefit by giving you large sums of Culture, Science, Gold or Production if worked by your Cities, which is why you might need to bring them under your empire as soon as possible. = 후지 산, 지브롤터 암벽, 대보초 등의 '자연 경관'은 어느 지형과도 다른 독특한 특성을 지닙니다.\n자연 경관은 맵에 하나씩밖에 없고, 유닛이 지나갈 수 없으며\n자연 경관에 인구를 할당하면 많은 양의 문화, 과학, 금 등을 얻을 수 있습니다.\n따라서 자연 경관을 최대한 빨리 영토에 편입하는 것이 중요하다고 할 수 있습니다.
|
||||
|
||||
|
|
|
@ -805,31 +805,6 @@ Brush Size = Teptuko dydis
|
|||
# Requires translation!
|
||||
Map saved =
|
||||
|
||||
# Civilopedia Tutorials names
|
||||
|
||||
After Conquering = Po užkariavimo
|
||||
City Range = Miesto diapazonas
|
||||
Contact Me = Susisiek su manimi
|
||||
Culture and Policies = Kultūra ir politika
|
||||
Embarking = Įsitraukimas
|
||||
Enemy City = Priešų miestas
|
||||
Idle Units = Tuščiosios eigos vienetai
|
||||
Injured Units = Sužeisti vienetai
|
||||
Introduction = Įvadas
|
||||
Luxury Resource = Prabangus šaltinis
|
||||
New Game = Naujas žaidimas
|
||||
Roads and Railroads = Keliai ir geležinkeliai
|
||||
Siege Units = Apgulos vienetai
|
||||
Strategic Resource = Strateginis šaltinis
|
||||
Unhappiness = Nelaimingumas
|
||||
Victory Types = Pergalės rūšys
|
||||
Workers = Darbininkai
|
||||
City Expansion = Miesto plėtra
|
||||
Combat = Kovoti
|
||||
Experience = Patirtis
|
||||
Pillaging = Arimas
|
||||
Research Agreements = Tyrimų sutartys
|
||||
|
||||
# Civilopedia difficulty levels
|
||||
# Requires translation!
|
||||
Player settings =
|
||||
|
@ -5496,9 +5471,11 @@ Heal adjacent units for an additional 15 HP per turn =
|
|||
|
||||
#################### Lines from Tutorials.json ####################
|
||||
|
||||
Introduction = Įvadas
|
||||
# Requires translation!
|
||||
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! =
|
||||
|
||||
New Game = Naujas žaidimas
|
||||
# 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. =
|
||||
# Requires translation!
|
||||
|
@ -5511,6 +5488,7 @@ The first thing coming out of your city should be either a Scout or Warrior.\nI
|
|||
# Requires translation!
|
||||
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 = Kultūra ir politika
|
||||
# Requires translation!
|
||||
Each turn, the culture you gain from all your cities is added to your Civilization's culture.\nWhen you have enough culture, you may pick a Social Policy, each one giving you a certain bonus. =
|
||||
# Requires translation!
|
||||
|
@ -5518,6 +5496,7 @@ The policies are organized into branches, with each branch providing a bonus abi
|
|||
# Requires translation!
|
||||
With each policy adopted, and with each city built,\n the cost of adopting another policy rises - so choose wisely! =
|
||||
|
||||
City Expansion = Miesto plėtra
|
||||
# Requires translation!
|
||||
Once a city has gathered enough Culture, it will expand into a neighboring tile.\nYou have no control over the tile it will expand into, but tiles with resources and higher yields are prioritized. =
|
||||
# Requires translation!
|
||||
|
@ -5525,6 +5504,7 @@ Each additional tile will require more culture, but generally your first cities
|
|||
# Requires translation!
|
||||
Although your city will keep expanding forever, your citizens can only work 3 tiles away from city center.\nThis should be taken into account when placing new cities. =
|
||||
|
||||
Happiness = Laimė
|
||||
# Requires translation!
|
||||
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 you’ll find that it is more and more difficult to keep your empire happy. =
|
||||
# Requires translation!
|
||||
|
@ -5532,6 +5512,7 @@ In addition, you can’t even build any city improvements that increase happines
|
|||
# Requires translation!
|
||||
This means that it is very difficult to expand quickly in Unciv.\nIt isn’t impossible, but as a new player you probably shouldn’t 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 = Nelaimingumas
|
||||
# Requires translation!
|
||||
It seems that your citizens are unhappy!\nWhile unhappy, cities will grow at 1/4 the speed, and your units will suffer a 2% penalty for each unhappiness =
|
||||
# Requires translation!
|
||||
|
@ -5539,12 +5520,15 @@ Unhappiness has two main causes: Population and cities\n Each city causes 3 unh
|
|||
# Requires translation!
|
||||
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 = Auksinis amžius
|
||||
# Requires translation!
|
||||
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 = Keliai ir geležinkeliai
|
||||
# Requires translation!
|
||||
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 = Pergalės rūšys
|
||||
# Requires translation!
|
||||
Once you’ve settled your first two or three cities you’re 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 haven’t already. =
|
||||
# Requires translation!
|
||||
|
@ -5552,12 +5536,15 @@ There are three ways to win in Unciv. They are:\n - Cultural Victory: Complete 5
|
|||
# Requires translation!
|
||||
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 = Priešų miestas
|
||||
# Requires translation!
|
||||
Cities can be conquered by reducing their health to 1, and entering the city with a melee unit.\nSince 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 = Prabangus šaltinis
|
||||
# Requires translation!
|
||||
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 = Strateginis šaltinis
|
||||
# Requires translation!
|
||||
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. =
|
||||
# Requires translation!
|
||||
|
@ -5566,6 +5553,7 @@ Unlike Luxury Resources, each Strategic Resource on the map provides more than o
|
|||
# Requires translation!
|
||||
The city can no longer put up any resistance!\nHowever, to conquer it, you must enter the city with a melee unit =
|
||||
|
||||
After Conquering = Po užkariavimo
|
||||
# Requires translation!
|
||||
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. =
|
||||
# Requires translation!
|
||||
|
@ -5577,24 +5565,32 @@ You have encountered a barbarian unit!\nBarbarians attack everyone indiscriminat
|
|||
# Requires translation!
|
||||
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 =
|
||||
|
||||
# Requires translation!
|
||||
Apollo Program =
|
||||
# Requires translation!
|
||||
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 = Sužeisti vienetai
|
||||
# Requires translation!
|
||||
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 = Darbininkai
|
||||
# Requires translation!
|
||||
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 = Apgulos vienetai
|
||||
# Requires translation!
|
||||
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 = Įsitraukimas
|
||||
# Requires translation!
|
||||
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! =
|
||||
|
||||
Idle Units = Tuščiosios eigos vienetai
|
||||
# Requires translation!
|
||||
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 = Susisiek su manimi
|
||||
# Requires translation!
|
||||
Hi there! If you've played this far, you've probably seen that the game is currently incomplete.\n UnCiv is meant to be open-source and free, forever.\n That means no ads or any other nonsense. =
|
||||
# Requires translation!
|
||||
|
@ -5602,14 +5598,17 @@ What motivates me to keep working on it, \n besides the fact I think it's amazi
|
|||
# Requires translation!
|
||||
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 = Arimas
|
||||
# Requires translation!
|
||||
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. =
|
||||
|
||||
Experience = Patirtis
|
||||
# Requires translation!
|
||||
Units that enter combat gain experience, which can then be used on promotions for that unit.\nUnits gain more experience when in Melee combat than Ranged, and more when attacking than when defending. =
|
||||
# Requires translation!
|
||||
Units can only gain up to 30 XP from Barbarian units - meaning up to 2 promotions. After that, Barbarian units will provide no experience. =
|
||||
|
||||
Combat = Kovoti
|
||||
# Requires translation!
|
||||
Unit and cities are worn down by combat, which is affected by a number of different values.\nEach unit has a certain 'base' combat value, which can be improved by certain conditions, promotions and locations. =
|
||||
# Requires translation!
|
||||
|
@ -5617,11 +5616,13 @@ Units use the 'Strength' value as the base combat value when melee attacking and
|
|||
# Requires translation!
|
||||
Ranged attacks can be done from a distance, dependent on the 'Range' value of the unit.\nWhile melee attacks allow the defender to damage the attacker in retaliation, ranged attacks do not. =
|
||||
|
||||
Research Agreements = Tyrimų sutartys
|
||||
# Requires translation!
|
||||
In research agreements, you and another civilization decide to jointly research technology.\nAt the end of the agreement, you will both receive a 'lump sum' of Science, which will go towards one of your unresearched technologies. =
|
||||
# Requires translation!
|
||||
The amount of Science you receive at the end is dependent on the science generated by your cities and the other civilization's cities during the agreement - the more, the better! =
|
||||
|
||||
City-States = Miestas-valstybės
|
||||
# Requires translation!
|
||||
Not all nations are contending with you for victory.\nCity-states are nations that can't win, don't conquer other cities and can't be traded with. =
|
||||
# Requires translation!
|
||||
|
@ -5629,6 +5630,8 @@ Instead, diplomatic relations with city-states are determined by Influence - a m
|
|||
# Requires translation!
|
||||
Certain bonuses are given when you are at above 30 influence.\nWhen you have above 60 Influence, and you have the highest influence with them of all civilizations, you are considered their 'Ally', and gain further bonuses and access to the Luxury and Strategic resources in their lands. =
|
||||
|
||||
# Requires translation!
|
||||
Great People =
|
||||
# Requires translation!
|
||||
Certain buildings, and specialists in cities, generate Great Person points per turn.\nThere are several types of Great People, and their points accumulate separately.\nThe number of points per turn and accumulated points can be viewed in the Overview screen. =
|
||||
# Requires translation!
|
||||
|
@ -5636,9 +5639,12 @@ Once enough points have been accumulaated, a Great Person of that type will be c
|
|||
# Requires translation!
|
||||
Great Improvements also provide any strategic resources that are under them, so you don't need to worry if resources are revealed underneath your improvements! =
|
||||
|
||||
# Requires translation!
|
||||
Removing Terrain Features =
|
||||
# Requires translation!
|
||||
Certain tiles have terrain features - like Flood plains or Forests - on top of them. Some of these layers, like Jungle, Marsh and Forest, can be removed by workers.\nRemoving the terrain feature does not remove any resources in the tile, and is usually required in order to work those resources. =
|
||||
|
||||
Natural Wonders = Gamtos stebūklai
|
||||
# Requires translation!
|
||||
Natural Wonders, such as the Mt. Fuji, the Rock of Gibraltar and the Great Barrier Reef, are unique, impassable terrain features, masterpieces of mother Nature, which possess exceptional qualities that make them very different from the average terrain.\nThey benefit by giving you large sums of Culture, Science, Gold or Production if worked by your Cities, which is why you might need to bring them under your empire as soon as possible. =
|
||||
|
||||
|
|
|
@ -1435,53 +1435,6 @@ Brush Size =
|
|||
# Requires translation!
|
||||
Map saved =
|
||||
|
||||
# Civilopedia Tutorials names
|
||||
|
||||
# Requires translation!
|
||||
After Conquering =
|
||||
# Requires translation!
|
||||
City Range =
|
||||
# Requires translation!
|
||||
Contact Me =
|
||||
# Requires translation!
|
||||
Culture and Policies =
|
||||
# Requires translation!
|
||||
Embarking =
|
||||
# Requires translation!
|
||||
Enemy City =
|
||||
# Requires translation!
|
||||
Idle Units =
|
||||
# Requires translation!
|
||||
Injured Units =
|
||||
# Requires translation!
|
||||
Introduction =
|
||||
# Requires translation!
|
||||
Luxury Resource =
|
||||
# Requires translation!
|
||||
New Game =
|
||||
# Requires translation!
|
||||
Roads and Railroads =
|
||||
# Requires translation!
|
||||
Siege Units =
|
||||
# Requires translation!
|
||||
Strategic Resource =
|
||||
# Requires translation!
|
||||
Unhappiness =
|
||||
# Requires translation!
|
||||
Victory Types =
|
||||
# Requires translation!
|
||||
Workers =
|
||||
# Requires translation!
|
||||
City Expansion =
|
||||
# Requires translation!
|
||||
Combat =
|
||||
# Requires translation!
|
||||
Experience =
|
||||
# Requires translation!
|
||||
Pillaging =
|
||||
# Requires translation!
|
||||
Research Agreements =
|
||||
|
||||
# Civilopedia difficulty levels
|
||||
# Requires translation!
|
||||
Player settings =
|
||||
|
@ -6065,9 +6018,13 @@ Heal adjacent units for an additional 15 HP per turn =
|
|||
|
||||
#################### Lines from Tutorials.json ####################
|
||||
|
||||
# Requires translation!
|
||||
Introduction =
|
||||
# Requires translation!
|
||||
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!
|
||||
New Game =
|
||||
# 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. =
|
||||
# Requires translation!
|
||||
|
@ -6080,6 +6037,8 @@ The first thing coming out of your city should be either a Scout or Warrior.\nI
|
|||
# Requires translation!
|
||||
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 =
|
||||
|
||||
# Requires translation!
|
||||
Culture and Policies =
|
||||
# Requires translation!
|
||||
Each turn, the culture you gain from all your cities is added to your Civilization's culture.\nWhen you have enough culture, you may pick a Social Policy, each one giving you a certain bonus. =
|
||||
# Requires translation!
|
||||
|
@ -6087,6 +6046,8 @@ The policies are organized into branches, with each branch providing a bonus abi
|
|||
# Requires translation!
|
||||
With each policy adopted, and with each city built,\n the cost of adopting another policy rises - so choose wisely! =
|
||||
|
||||
# Requires translation!
|
||||
City Expansion =
|
||||
# Requires translation!
|
||||
Once a city has gathered enough Culture, it will expand into a neighboring tile.\nYou have no control over the tile it will expand into, but tiles with resources and higher yields are prioritized. =
|
||||
# Requires translation!
|
||||
|
@ -6094,6 +6055,8 @@ Each additional tile will require more culture, but generally your first cities
|
|||
# Requires translation!
|
||||
Although your city will keep expanding forever, your citizens can only work 3 tiles away from city center.\nThis should be taken into account when placing new cities. =
|
||||
|
||||
# Requires translation!
|
||||
Happiness =
|
||||
# Requires translation!
|
||||
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 you’ll find that it is more and more difficult to keep your empire happy. =
|
||||
# Requires translation!
|
||||
|
@ -6101,6 +6064,8 @@ In addition, you can’t even build any city improvements that increase happines
|
|||
# Requires translation!
|
||||
This means that it is very difficult to expand quickly in Unciv.\nIt isn’t impossible, but as a new player you probably shouldn’t 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. =
|
||||
|
||||
# Requires translation!
|
||||
Unhappiness =
|
||||
# Requires translation!
|
||||
It seems that your citizens are unhappy!\nWhile unhappy, cities will grow at 1/4 the speed, and your units will suffer a 2% penalty for each unhappiness =
|
||||
# Requires translation!
|
||||
|
@ -6108,12 +6073,18 @@ Unhappiness has two main causes: Population and cities\n Each city causes 3 unh
|
|||
# Requires translation!
|
||||
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 =
|
||||
|
||||
# Requires translation!
|
||||
Golden Age =
|
||||
# Requires translation!
|
||||
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. =
|
||||
|
||||
# Requires translation!
|
||||
Roads and Railroads =
|
||||
# Requires translation!
|
||||
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! =
|
||||
|
||||
# Requires translation!
|
||||
Victory Types =
|
||||
# Requires translation!
|
||||
Once you’ve settled your first two or three cities you’re 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 haven’t already. =
|
||||
# Requires translation!
|
||||
|
@ -6121,12 +6092,18 @@ There are three ways to win in Unciv. They are:\n - Cultural Victory: Complete 5
|
|||
# Requires translation!
|
||||
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. =
|
||||
|
||||
# Requires translation!
|
||||
Enemy City =
|
||||
# Requires translation!
|
||||
Cities can be conquered by reducing their health to 1, and entering the city with a melee unit.\nSince 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! =
|
||||
|
||||
# Requires translation!
|
||||
Luxury Resource =
|
||||
# Requires translation!
|
||||
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! =
|
||||
|
||||
# Requires translation!
|
||||
Strategic Resource =
|
||||
# Requires translation!
|
||||
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. =
|
||||
# Requires translation!
|
||||
|
@ -6135,6 +6112,8 @@ Unlike Luxury Resources, each Strategic Resource on the map provides more than o
|
|||
# Requires translation!
|
||||
The city can no longer put up any resistance!\nHowever, to conquer it, you must enter the city with a melee unit =
|
||||
|
||||
# Requires translation!
|
||||
After Conquering =
|
||||
# Requires translation!
|
||||
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. =
|
||||
# Requires translation!
|
||||
|
@ -6146,24 +6125,37 @@ You have encountered a barbarian unit!\nBarbarians attack everyone indiscriminat
|
|||
# Requires translation!
|
||||
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 = Program Apollo
|
||||
# Requires translation!
|
||||
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! =
|
||||
|
||||
# Requires translation!
|
||||
Injured Units =
|
||||
# Requires translation!
|
||||
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 =
|
||||
|
||||
# Requires translation!
|
||||
Workers =
|
||||
# Requires translation!
|
||||
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! =
|
||||
|
||||
# Requires translation!
|
||||
Siege Units =
|
||||
# Requires translation!
|
||||
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. =
|
||||
|
||||
# Requires translation!
|
||||
Embarking =
|
||||
# Requires translation!
|
||||
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! =
|
||||
|
||||
# Requires translation!
|
||||
Idle Units =
|
||||
# Requires translation!
|
||||
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 =
|
||||
|
||||
# Requires translation!
|
||||
Contact Me =
|
||||
# Requires translation!
|
||||
Hi there! If you've played this far, you've probably seen that the game is currently incomplete.\n UnCiv is meant to be open-source and free, forever.\n That means no ads or any other nonsense. =
|
||||
# Requires translation!
|
||||
|
@ -6171,14 +6163,20 @@ What motivates me to keep working on it, \n besides the fact I think it's amazi
|
|||
# Requires translation!
|
||||
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) =
|
||||
|
||||
# Requires translation!
|
||||
Pillaging =
|
||||
# Requires translation!
|
||||
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. =
|
||||
|
||||
# Requires translation!
|
||||
Experience =
|
||||
# Requires translation!
|
||||
Units that enter combat gain experience, which can then be used on promotions for that unit.\nUnits gain more experience when in Melee combat than Ranged, and more when attacking than when defending. =
|
||||
# Requires translation!
|
||||
Units can only gain up to 30 XP from Barbarian units - meaning up to 2 promotions. After that, Barbarian units will provide no experience. =
|
||||
|
||||
# Requires translation!
|
||||
Combat =
|
||||
# Requires translation!
|
||||
Unit and cities are worn down by combat, which is affected by a number of different values.\nEach unit has a certain 'base' combat value, which can be improved by certain conditions, promotions and locations. =
|
||||
# Requires translation!
|
||||
|
@ -6186,11 +6184,15 @@ Units use the 'Strength' value as the base combat value when melee attacking and
|
|||
# Requires translation!
|
||||
Ranged attacks can be done from a distance, dependent on the 'Range' value of the unit.\nWhile melee attacks allow the defender to damage the attacker in retaliation, ranged attacks do not. =
|
||||
|
||||
# Requires translation!
|
||||
Research Agreements =
|
||||
# Requires translation!
|
||||
In research agreements, you and another civilization decide to jointly research technology.\nAt the end of the agreement, you will both receive a 'lump sum' of Science, which will go towards one of your unresearched technologies. =
|
||||
# Requires translation!
|
||||
The amount of Science you receive at the end is dependent on the science generated by your cities and the other civilization's cities during the agreement - the more, the better! =
|
||||
|
||||
# Requires translation!
|
||||
City-States =
|
||||
# Requires translation!
|
||||
Not all nations are contending with you for victory.\nCity-states are nations that can't win, don't conquer other cities and can't be traded with. =
|
||||
# Requires translation!
|
||||
|
@ -6198,6 +6200,8 @@ Instead, diplomatic relations with city-states are determined by Influence - a m
|
|||
# Requires translation!
|
||||
Certain bonuses are given when you are at above 30 influence.\nWhen you have above 60 Influence, and you have the highest influence with them of all civilizations, you are considered their 'Ally', and gain further bonuses and access to the Luxury and Strategic resources in their lands. =
|
||||
|
||||
# Requires translation!
|
||||
Great People =
|
||||
# Requires translation!
|
||||
Certain buildings, and specialists in cities, generate Great Person points per turn.\nThere are several types of Great People, and their points accumulate separately.\nThe number of points per turn and accumulated points can be viewed in the Overview screen. =
|
||||
# Requires translation!
|
||||
|
@ -6205,9 +6209,13 @@ Once enough points have been accumulaated, a Great Person of that type will be c
|
|||
# Requires translation!
|
||||
Great Improvements also provide any strategic resources that are under them, so you don't need to worry if resources are revealed underneath your improvements! =
|
||||
|
||||
# Requires translation!
|
||||
Removing Terrain Features =
|
||||
# Requires translation!
|
||||
Certain tiles have terrain features - like Flood plains or Forests - on top of them. Some of these layers, like Jungle, Marsh and Forest, can be removed by workers.\nRemoving the terrain feature does not remove any resources in the tile, and is usually required in order to work those resources. =
|
||||
|
||||
# Requires translation!
|
||||
Natural Wonders =
|
||||
# Requires translation!
|
||||
Natural Wonders, such as the Mt. Fuji, the Rock of Gibraltar and the Great Barrier Reef, are unique, impassable terrain features, masterpieces of mother Nature, which possess exceptional qualities that make them very different from the average terrain.\nThey benefit by giving you large sums of Culture, Science, Gold or Production if worked by your Cities, which is why you might need to bring them under your empire as soon as possible. =
|
||||
|
||||
|
|
|
@ -796,31 +796,6 @@ Brush Size = Rozmiar pędzla
|
|||
# Requires translation!
|
||||
Map saved =
|
||||
|
||||
# Civilopedia Tutorials names
|
||||
|
||||
After Conquering = Po Podboju
|
||||
City Range = Zasięg Miasta
|
||||
Contact Me = Skontaktuj się ze mną
|
||||
Culture and Policies = Kultura i Ustroje Społeczne
|
||||
Embarking = Wejście na pokład
|
||||
Enemy City = Miasto Przeciwnika
|
||||
Idle Units = Jednostki Nieaktywne
|
||||
Injured Units = Ranne Jednostki
|
||||
Introduction = Wprowadzenie
|
||||
Luxury Resource = Zasoby Luksusowe
|
||||
New Game = Nowa Gra
|
||||
Roads and Railroads = Drogi i Tory
|
||||
Siege Units = Jednostki Oblężnicze
|
||||
Strategic Resource = Zasoby Strategiczne
|
||||
Unhappiness = Niezadowolenie
|
||||
Victory Types = Rodzaje Zwycięstw
|
||||
Workers = Robotnicy
|
||||
City Expansion = Ekspansja miasta
|
||||
Combat = Walka
|
||||
Experience = Doświadczenie
|
||||
Pillaging = Grabieże
|
||||
Research Agreements = Umowy na realizację prac badawczych
|
||||
|
||||
# Civilopedia difficulty levels
|
||||
# Requires translation!
|
||||
Player settings =
|
||||
|
@ -3505,8 +3480,10 @@ Heal adjacent units for an additional 15 HP per turn = Leczy sąsiadujące jedno
|
|||
|
||||
#################### Lines from Tutorials.json ####################
|
||||
|
||||
Introduction = Wprowadzenie
|
||||
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)
|
||||
|
||||
New Game = Nowa Gra
|
||||
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?\nThat’s 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. Cities cannot be built within 3 tiles of existing cities, which is another thing to watch out for! = 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 don’t have a set area that they can work - more on that later!\nThis means you don’t have to settle cities right next to resources.\nLet’s say, for example, that you want access to some iron – but the resource is right next to a desert.\nYou don’t 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 you’ll 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.
|
||||
|
@ -3514,10 +3491,12 @@ The first thing coming out of your city should be either a Scout or Warrior.\nI
|
|||
|
||||
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 = 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.
|
||||
|
||||
Culture and Policies = Kultura i Ustroje Społeczne
|
||||
Each turn, the culture you gain from all your cities is added to your Civilization's culture.\nWhen you have enough culture, you may pick a 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 branch providing a bonus ability when all policies 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!
|
||||
|
||||
City Expansion = Ekspansja miasta
|
||||
# Requires translation!
|
||||
Once a city has gathered enough Culture, it will expand into a neighboring tile.\nYou have no control over the tile it will expand into, but tiles with resources and higher yields are prioritized. =
|
||||
# Requires translation!
|
||||
|
@ -3525,18 +3504,23 @@ Each additional tile will require more culture, but generally your first cities
|
|||
# Requires translation!
|
||||
Although your city will keep expanding forever, your citizens can only work 3 tiles away from city center.\nThis should be taken into account when placing new cities. =
|
||||
|
||||
Happiness = Zadowolenie
|
||||
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 you’ll 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 can’t even build any city improvements that increase happiness until you’ve done the appropriate research.\nIf your empire’s 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 isn’t impossible, but as a new player you probably shouldn’t 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.
|
||||
|
||||
Unhappiness = Niezadowolenie
|
||||
It seems that your citizens are unhappy!\nWhile unhappy, cities will grow at 1/4 the speed, 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.
|
||||
|
||||
Golden Age = Złota Era
|
||||
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.
|
||||
|
||||
Roads and Railroads = Drogi i Tory
|
||||
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.
|
||||
|
||||
Victory Types = Rodzaje Zwycięstw
|
||||
# Requires translation!
|
||||
Once you’ve settled your first two or three cities you’re 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 haven’t already. =
|
||||
# Requires translation!
|
||||
|
@ -3544,10 +3528,13 @@ There are three ways to win in Unciv. They are:\n - Cultural Victory: Complete 5
|
|||
# Requires translation!
|
||||
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 = Miasto Przeciwnika
|
||||
Cities can be conquered by reducing their health to 1, and entering the city with a melee unit.\nSince 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! = 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 Resource = Zasoby Luksusowe
|
||||
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 Resource = Zasoby Strategiczne
|
||||
# Requires translation!
|
||||
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. =
|
||||
# Requires translation!
|
||||
|
@ -3555,6 +3542,7 @@ Unlike Luxury Resources, each Strategic Resource on the map provides more than o
|
|||
|
||||
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.
|
||||
|
||||
After Conquering = Po Podboju
|
||||
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!
|
||||
|
||||
|
@ -3562,29 +3550,39 @@ You have encountered a barbarian unit!\nBarbarians attack everyone indiscriminat
|
|||
|
||||
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.
|
||||
|
||||
Apollo Program = Program Apollo
|
||||
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 = Ranne Jednostki
|
||||
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 = Robotnicy
|
||||
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 = Jednostki Oblężnicze
|
||||
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.
|
||||
|
||||
Embarking = Wejście na pokład
|
||||
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!
|
||||
|
||||
Idle Units = Jednostki Nieaktywne
|
||||
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
|
||||
|
||||
Contact Me = Skontaktuj się ze mną
|
||||
Hi there! If you've played this far, you've probably seen that the game is currently incomplete.\n UnCiv 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)
|
||||
|
||||
Pillaging = Grabieże
|
||||
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.
|
||||
|
||||
Experience = Doświadczenie
|
||||
# Requires translation!
|
||||
Units that enter combat gain experience, which can then be used on promotions for that unit.\nUnits gain more experience when in Melee combat than Ranged, and more when attacking than when defending. =
|
||||
# Requires translation!
|
||||
Units can only gain up to 30 XP from Barbarian units - meaning up to 2 promotions. After that, Barbarian units will provide no experience. =
|
||||
|
||||
Combat = Walka
|
||||
# Requires translation!
|
||||
Unit and cities are worn down by combat, which is affected by a number of different values.\nEach unit has a certain 'base' combat value, which can be improved by certain conditions, promotions and locations. =
|
||||
# Requires translation!
|
||||
|
@ -3592,11 +3590,13 @@ Units use the 'Strength' value as the base combat value when melee attacking and
|
|||
# Requires translation!
|
||||
Ranged attacks can be done from a distance, dependent on the 'Range' value of the unit.\nWhile melee attacks allow the defender to damage the attacker in retaliation, ranged attacks do not. =
|
||||
|
||||
Research Agreements = Umowy na realizację prac badawczych
|
||||
# Requires translation!
|
||||
In research agreements, you and another civilization decide to jointly research technology.\nAt the end of the agreement, you will both receive a 'lump sum' of Science, which will go towards one of your unresearched technologies. =
|
||||
# Requires translation!
|
||||
The amount of Science you receive at the end is dependent on the science generated by your cities and the other civilization's cities during the agreement - the more, the better! =
|
||||
|
||||
City-States = Państwa miasta
|
||||
# Requires translation!
|
||||
Not all nations are contending with you for victory.\nCity-states are nations that can't win, don't conquer other cities and can't be traded with. =
|
||||
# Requires translation!
|
||||
|
@ -3604,6 +3604,8 @@ Instead, diplomatic relations with city-states are determined by Influence - a m
|
|||
# Requires translation!
|
||||
Certain bonuses are given when you are at above 30 influence.\nWhen you have above 60 Influence, and you have the highest influence with them of all civilizations, you are considered their 'Ally', and gain further bonuses and access to the Luxury and Strategic resources in their lands. =
|
||||
|
||||
# Requires translation!
|
||||
Great People =
|
||||
# Requires translation!
|
||||
Certain buildings, and specialists in cities, generate Great Person points per turn.\nThere are several types of Great People, and their points accumulate separately.\nThe number of points per turn and accumulated points can be viewed in the Overview screen. =
|
||||
# Requires translation!
|
||||
|
@ -3611,9 +3613,12 @@ Once enough points have been accumulaated, a Great Person of that type will be c
|
|||
# Requires translation!
|
||||
Great Improvements also provide any strategic resources that are under them, so you don't need to worry if resources are revealed underneath your improvements! =
|
||||
|
||||
# Requires translation!
|
||||
Removing Terrain Features =
|
||||
# Requires translation!
|
||||
Certain tiles have terrain features - like Flood plains or Forests - on top of them. Some of these layers, like Jungle, Marsh and Forest, can be removed by workers.\nRemoving the terrain feature does not remove any resources in the tile, and is usually required in order to work those resources. =
|
||||
|
||||
Natural Wonders = Cuda Naturalne
|
||||
# Requires translation!
|
||||
Natural Wonders, such as the Mt. Fuji, the Rock of Gibraltar and the Great Barrier Reef, are unique, impassable terrain features, masterpieces of mother Nature, which possess exceptional qualities that make them very different from the average terrain.\nThey benefit by giving you large sums of Culture, Science, Gold or Production if worked by your Cities, which is why you might need to bring them under your empire as soon as possible. =
|
||||
|
||||
|
|
|
@ -836,44 +836,6 @@ Brush Size =
|
|||
# Requires translation!
|
||||
Map saved =
|
||||
|
||||
# Civilopedia Tutorials names
|
||||
|
||||
# Requires translation!
|
||||
After Conquering =
|
||||
# Requires translation!
|
||||
City Range =
|
||||
# Requires translation!
|
||||
Contact Me =
|
||||
# Requires translation!
|
||||
Culture and Policies =
|
||||
# Requires translation!
|
||||
Embarking =
|
||||
Enemy City = Cidade Inimiga
|
||||
# Requires translation!
|
||||
Idle Units =
|
||||
Injured Units = Unidades Feridas
|
||||
Introduction = Introdução
|
||||
Luxury Resource = Recursos de Luxo
|
||||
New Game = Novo Jogo
|
||||
# Requires translation!
|
||||
Roads and Railroads =
|
||||
# Requires translation!
|
||||
Siege Units =
|
||||
Strategic Resource = Recurso Estratégico
|
||||
Unhappiness = Infelicidade
|
||||
Victory Types = Tipos de Vitória
|
||||
Workers = Trabalhadores
|
||||
# Requires translation!
|
||||
City Expansion =
|
||||
# Requires translation!
|
||||
Combat =
|
||||
# Requires translation!
|
||||
Experience =
|
||||
# Requires translation!
|
||||
Pillaging =
|
||||
# Requires translation!
|
||||
Research Agreements =
|
||||
|
||||
# Civilopedia difficulty levels
|
||||
# Requires translation!
|
||||
Player settings =
|
||||
|
@ -4740,8 +4702,10 @@ Heal adjacent units for an additional 15 HP per turn = Cura unidades adjacentes
|
|||
|
||||
#################### Lines from Tutorials.json ####################
|
||||
|
||||
Introduction = Introdução
|
||||
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! = Bem-vindo ao Unciv!\nPela razão de ser um jogo complexo, existem tarefas básicas para ajudar você a se familiarizar com o jogo.\nIsto é completamente opcional, e você pode explorar o jogo do seu jeito!
|
||||
|
||||
New Game = Novo Jogo
|
||||
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. = Sua primeira missão é fundar sua cidade capital.\nIsso é uma importante tarefa atualmente porque provavelmente sua cidade capital será a mais próspera.\nMuitos dos bônus do jogo se aplicam apenas para sua cidade capital e esta provalvelmente será o centro do seu império.
|
||||
# Requires translation!
|
||||
How do you know a spot is appropriate?\nThat’s 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. Cities cannot be built within 3 tiles of existing cities, which is another thing to watch out for! =
|
||||
|
@ -4753,6 +4717,8 @@ The first thing coming out of your city should be either a Scout or Warrior.\nI
|
|||
# Requires translation!
|
||||
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 =
|
||||
|
||||
# Requires translation!
|
||||
Culture and Policies =
|
||||
# Requires translation!
|
||||
Each turn, the culture you gain from all your cities is added to your Civilization's culture.\nWhen you have enough culture, you may pick a Social Policy, each one giving you a certain bonus. =
|
||||
# Requires translation!
|
||||
|
@ -4760,6 +4726,8 @@ The policies are organized into branches, with each branch providing a bonus abi
|
|||
# Requires translation!
|
||||
With each policy adopted, and with each city built,\n the cost of adopting another policy rises - so choose wisely! =
|
||||
|
||||
# Requires translation!
|
||||
City Expansion =
|
||||
# Requires translation!
|
||||
Once a city has gathered enough Culture, it will expand into a neighboring tile.\nYou have no control over the tile it will expand into, but tiles with resources and higher yields are prioritized. =
|
||||
# Requires translation!
|
||||
|
@ -4767,6 +4735,7 @@ Each additional tile will require more culture, but generally your first cities
|
|||
# Requires translation!
|
||||
Although your city will keep expanding forever, your citizens can only work 3 tiles away from city center.\nThis should be taken into account when placing new cities. =
|
||||
|
||||
Happiness = Felicidade
|
||||
# Requires translation!
|
||||
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 you’ll find that it is more and more difficult to keep your empire happy. =
|
||||
# Requires translation!
|
||||
|
@ -4774,6 +4743,7 @@ In addition, you can’t even build any city improvements that increase happines
|
|||
# Requires translation!
|
||||
This means that it is very difficult to expand quickly in Unciv.\nIt isn’t impossible, but as a new player you probably shouldn’t 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 = Infelicidade
|
||||
# Requires translation!
|
||||
It seems that your citizens are unhappy!\nWhile unhappy, cities will grow at 1/4 the speed, and your units will suffer a 2% penalty for each unhappiness =
|
||||
# Requires translation!
|
||||
|
@ -4781,12 +4751,16 @@ Unhappiness has two main causes: Population and cities\n Each city causes 3 unh
|
|||
# Requires translation!
|
||||
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 = Idade dourada
|
||||
# Requires translation!
|
||||
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. =
|
||||
|
||||
# Requires translation!
|
||||
Roads and Railroads =
|
||||
# Requires translation!
|
||||
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 = Tipos de Vitória
|
||||
# Requires translation!
|
||||
Once you’ve settled your first two or three cities you’re 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 haven’t already. =
|
||||
# Requires translation!
|
||||
|
@ -4794,12 +4768,15 @@ There are three ways to win in Unciv. They are:\n - Cultural Victory: Complete 5
|
|||
# Requires translation!
|
||||
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 = Cidade Inimiga
|
||||
# Requires translation!
|
||||
Cities can be conquered by reducing their health to 1, and entering the city with a melee unit.\nSince 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 = Recursos de Luxo
|
||||
# Requires translation!
|
||||
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 = Recurso Estratégico
|
||||
# Requires translation!
|
||||
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. =
|
||||
# Requires translation!
|
||||
|
@ -4808,6 +4785,8 @@ Unlike Luxury Resources, each Strategic Resource on the map provides more than o
|
|||
# Requires translation!
|
||||
The city can no longer put up any resistance!\nHowever, to conquer it, you must enter the city with a melee unit =
|
||||
|
||||
# Requires translation!
|
||||
After Conquering =
|
||||
# Requires translation!
|
||||
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. =
|
||||
# Requires translation!
|
||||
|
@ -4819,45 +4798,67 @@ You have encountered a barbarian unit!\nBarbarians attack everyone indiscriminat
|
|||
# Requires translation!
|
||||
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 = Programa Apollo
|
||||
# Requires translation!
|
||||
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 = Unidades Feridas
|
||||
# Requires translation!
|
||||
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 = Trabalhadores
|
||||
# Requires translation!
|
||||
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! =
|
||||
|
||||
# Requires translation!
|
||||
Siege Units =
|
||||
# Requires translation!
|
||||
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. =
|
||||
|
||||
# Requires translation!
|
||||
Embarking =
|
||||
# Requires translation!
|
||||
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! =
|
||||
|
||||
# Requires translation!
|
||||
Idle Units =
|
||||
# Requires translation!
|
||||
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 =
|
||||
|
||||
# Requires translation!
|
||||
Contact Me =
|
||||
# Requires translation!
|
||||
Hi there! If you've played this far, you've probably seen that the game is currently incomplete.\n UnCiv 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! = O que me motiva a continuar trabalhando nisso, \n além do fato de que eu acho fantastico que eu posso, é o apoio dos jogadores - vocês são demais!
|
||||
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) = Todas as classificações e avaliações que recebo me fazem sorrir =)\n Então me contate! Me mande um email, avaliação, problema do Github\n ou pombo correio, e vamos descobrir como fazer o jogo \n ainda mais incrível!\n(Informação de contato está na Play Store)
|
||||
|
||||
# Requires translation!
|
||||
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. = Unidades militares podem pilhar melhorias, o que cura elas em 25 de vida e destroi a melhoria.\nAinda se pode trabalhar no ladrilho, mas vantagens da melhoria - bonus de status e recursos - se perderão.\nTrabalhadores podem consertar essas melhorias, o que demora menos tempo que fazer a melhoria do zero.
|
||||
|
||||
# Requires translation!
|
||||
Experience =
|
||||
Units that enter combat gain experience, which can then be used on promotions for that unit.\nUnits gain more experience when in Melee combat than Ranged, and more when attacking than when defending. = Unidade que engajam em combate ganham experiência, a qual pode então ser aplicada em promoçoes para esta unidade.\nUnidades ganham mais experiência em combates corpo a corpo do que à distância, e mais atacando do que defendendo.
|
||||
Units can only gain up to 30 XP from Barbarian units - meaning up to 2 promotions. After that, Barbarian units will provide no experience. = Unidades só podem ganhar até 30 XP de unidades de Bárbaros - ou seja, até 2 promoçoes. Depois disso, unidades de Bárbaros não providenciarão mais experiência.
|
||||
|
||||
# Requires translation!
|
||||
Combat =
|
||||
Unit and cities are worn down by combat, which is affected by a number of different values.\nEach unit has a certain 'base' combat value, which can be improved by certain conditions, promotions and locations. = Unidades e cidades são abatidas por combate, o que é afetado por vários valores diferentes.\nCada unidade tem um certo valor de combate 'base', o qual pode ser aprimorado por certas condições, promoçoes e localizações.
|
||||
Units use the 'Strength' value as the base combat value when melee attacking and when defending.\nWhen using a ranged attack, they will the use the 'Ranged Strength' value instead. = Unidades usam o valor 'Força' como o valor de base em ataques corpo a corpo e defendendo.\nQuando atacando a distância, elas usam o valor 'Força a Distância' em vez.
|
||||
Ranged attacks can be done from a distance, dependent on the 'Range' value of the unit.\nWhile melee attacks allow the defender to damage the attacker in retaliation, ranged attacks do not. = Ataques à distância dependem do valor de 'Alcance' da unidade.\nEnquanto ataques corpo a corpo permitem o defensor gerar dano ao atacante em retaliação, ataques a distância não permitem.
|
||||
|
||||
# Requires translation!
|
||||
Research Agreements =
|
||||
In research agreements, you and another civilization decide to jointly research technology.\nAt the end of the agreement, you will both receive a 'lump sum' of Science, which will go towards one of your unresearched technologies. = Em acordos de pesquisa, você e outra civilização decidem pesquisar em conjunto tecnologia.\nAo fim do acordo, ambos vocês irão receber um 'montante único' de ciência, o qual será direcionado a uma de suas tecnologia ainda não pesquisada.
|
||||
The amount of Science you receive at the end is dependent on the science generated by your cities and the other civilization's cities during the agreement - the more, the better! = A quantidade de Ciência que você recebe no fim depende na ciência gerada por suas cidades e das cidades das outras civilizações durante o acordo - quanto mais. melhor!
|
||||
|
||||
City-States = Cidades-Estados
|
||||
Not all nations are contending with you for victory.\nCity-states are nations that can't win, don't conquer other cities and can't be traded with. = Nem todas as nações estão disputando com você pela vitória.\nCidades-estado são nações que não podem ganhar, não conquistam outras cidades e não podem negociar comércio.
|
||||
Instead, diplomatic relations with city-states are determined by Influence - a meter of 'how much the City-state likes you'.\nInfluence can be increased by attacking their enemies, liberating their city, and giving them sums of gold. = Ao contrário, relações diplomáticas com cidades-estado são determinadas por Influência - a medida de 'quanto que a Cidade-estado gosta de você'.\nInfluência pode ser aumentada por atacar seus inimigos, liberar sua cidade, e dando a elas quantias de ouro.
|
||||
Certain bonuses are given when you are at above 30 influence.\nWhen you have above 60 Influence, and you have the highest influence with them of all civilizations, you are considered their 'Ally', and gain further bonuses and access to the Luxury and Strategic resources in their lands. = Certos bonus são fornecidos quando você se encontra acima de 30 de influência.\nQuando você tem mais que 60 de Influência, e você tem a aior influência de todas as civilizações, você é considerado seus 'Aliado', e ganha ainda mais bonus e acesso aos recursos de Luxo e Estratégia em suas terras.
|
||||
|
||||
# Requires translation!
|
||||
Great People =
|
||||
# Requires translation!
|
||||
Certain buildings, and specialists in cities, generate Great Person points per turn.\nThere are several types of Great People, and their points accumulate separately.\nThe number of points per turn and accumulated points can be viewed in the Overview screen. =
|
||||
# Requires translation!
|
||||
|
@ -4865,8 +4866,11 @@ Once enough points have been accumulaated, a Great Person of that type will be c
|
|||
# Requires translation!
|
||||
Great Improvements also provide any strategic resources that are under them, so you don't need to worry if resources are revealed underneath your improvements! =
|
||||
|
||||
# Requires translation!
|
||||
Removing Terrain Features =
|
||||
# Requires translation!
|
||||
Certain tiles have terrain features - like Flood plains or Forests - on top of them. Some of these layers, like Jungle, Marsh and Forest, can be removed by workers.\nRemoving the terrain feature does not remove any resources in the tile, and is usually required in order to work those resources. =
|
||||
|
||||
Natural Wonders = Maravilhas da Natureza
|
||||
Natural Wonders, such as the Mt. Fuji, the Rock of Gibraltar and the Great Barrier Reef, are unique, impassable terrain features, masterpieces of mother Nature, which possess exceptional qualities that make them very different from the average terrain.\nThey benefit by giving you large sums of Culture, Science, Gold or Production if worked by your Cities, which is why you might need to bring them under your empire as soon as possible. = Maravilhas Naturais, como o Monte Fuji, a Rocha de Gibraltar e a Grande Barreira de Coral, são únicas, características intransponíveis de terreno, obras primas da Mãe Natureza, as quais possuem qualidades excepcionais que as fazem muito diferentes dos terrenos comuns.\nEles beneficiam lhe fornecendo grandes quantias de Cultura, Ciência, Ouro ou Produção se trabalhadas por suas Cidades, sendo o motivo pelo qual você tenha que trazê-las ao seu empério assim que possível.
|
||||
|
||||
|
|
|
@ -832,39 +832,6 @@ Brush Size = Mărimea Pensulei
|
|||
# Requires translation!
|
||||
Map saved =
|
||||
|
||||
# Civilopedia Tutorials names
|
||||
|
||||
# Requires translation!
|
||||
After Conquering =
|
||||
City Range = Raza de acțiune a orașului
|
||||
Contact Me = Contactează-mă
|
||||
Culture and Policies = Cultură și Politici
|
||||
Embarking = Îmbarcare
|
||||
Enemy City = Oraș Inamic
|
||||
# Requires translation!
|
||||
Idle Units =
|
||||
Injured Units = Unități Rănite
|
||||
Introduction = Introducere
|
||||
Luxury Resource = Resursă de Lux
|
||||
New Game = Joc nou
|
||||
Roads and Railroads = Drumuri și Căi Ferate
|
||||
# Requires translation!
|
||||
Siege Units =
|
||||
Strategic Resource = Resursă Strategică
|
||||
Unhappiness = Nefericire
|
||||
Victory Types = Tipuri de Victorie
|
||||
Workers = Muncitori
|
||||
# Requires translation!
|
||||
City Expansion =
|
||||
# Requires translation!
|
||||
Combat =
|
||||
# Requires translation!
|
||||
Experience =
|
||||
# Requires translation!
|
||||
Pillaging =
|
||||
# Requires translation!
|
||||
Research Agreements =
|
||||
|
||||
# Civilopedia difficulty levels
|
||||
# Requires translation!
|
||||
Player settings =
|
||||
|
@ -4904,9 +4871,11 @@ Heal adjacent units for an additional 15 HP per turn = Vindecă unitățile adia
|
|||
|
||||
#################### Lines from Tutorials.json ####################
|
||||
|
||||
Introduction = Introducere
|
||||
# Requires translation!
|
||||
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! =
|
||||
|
||||
New Game = Joc nou
|
||||
# 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. =
|
||||
# Requires translation!
|
||||
|
@ -4919,6 +4888,7 @@ The first thing coming out of your city should be either a Scout or Warrior.\nI
|
|||
# Requires translation!
|
||||
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 = Cultură și Politici
|
||||
# Requires translation!
|
||||
Each turn, the culture you gain from all your cities is added to your Civilization's culture.\nWhen you have enough culture, you may pick a Social Policy, each one giving you a certain bonus. =
|
||||
# Requires translation!
|
||||
|
@ -4926,6 +4896,8 @@ The policies are organized into branches, with each branch providing a bonus abi
|
|||
# Requires translation!
|
||||
With each policy adopted, and with each city built,\n the cost of adopting another policy rises - so choose wisely! =
|
||||
|
||||
# Requires translation!
|
||||
City Expansion =
|
||||
# Requires translation!
|
||||
Once a city has gathered enough Culture, it will expand into a neighboring tile.\nYou have no control over the tile it will expand into, but tiles with resources and higher yields are prioritized. =
|
||||
# Requires translation!
|
||||
|
@ -4933,6 +4905,7 @@ Each additional tile will require more culture, but generally your first cities
|
|||
# Requires translation!
|
||||
Although your city will keep expanding forever, your citizens can only work 3 tiles away from city center.\nThis should be taken into account when placing new cities. =
|
||||
|
||||
Happiness = Fericire
|
||||
# Requires translation!
|
||||
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 you’ll find that it is more and more difficult to keep your empire happy. =
|
||||
# Requires translation!
|
||||
|
@ -4940,6 +4913,7 @@ In addition, you can’t even build any city improvements that increase happines
|
|||
# Requires translation!
|
||||
This means that it is very difficult to expand quickly in Unciv.\nIt isn’t impossible, but as a new player you probably shouldn’t 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 = Nefericire
|
||||
# Requires translation!
|
||||
It seems that your citizens are unhappy!\nWhile unhappy, cities will grow at 1/4 the speed, and your units will suffer a 2% penalty for each unhappiness =
|
||||
# Requires translation!
|
||||
|
@ -4947,12 +4921,15 @@ Unhappiness has two main causes: Population and cities\n Each city causes 3 unh
|
|||
# Requires translation!
|
||||
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 = Epocă de Aur
|
||||
# Requires translation!
|
||||
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 = Drumuri și Căi Ferate
|
||||
# Requires translation!
|
||||
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 = Tipuri de Victorie
|
||||
# Requires translation!
|
||||
Once you’ve settled your first two or three cities you’re 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 haven’t already. =
|
||||
# Requires translation!
|
||||
|
@ -4960,12 +4937,15 @@ There are three ways to win in Unciv. They are:\n - Cultural Victory: Complete 5
|
|||
# Requires translation!
|
||||
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 = Oraș Inamic
|
||||
# Requires translation!
|
||||
Cities can be conquered by reducing their health to 1, and entering the city with a melee unit.\nSince 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 = Resursă de Lux
|
||||
# Requires translation!
|
||||
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 = Resursă Strategică
|
||||
# Requires translation!
|
||||
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. =
|
||||
# Requires translation!
|
||||
|
@ -4974,6 +4954,8 @@ Unlike Luxury Resources, each Strategic Resource on the map provides more than o
|
|||
# Requires translation!
|
||||
The city can no longer put up any resistance!\nHowever, to conquer it, you must enter the city with a melee unit =
|
||||
|
||||
# Requires translation!
|
||||
After Conquering =
|
||||
# Requires translation!
|
||||
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. =
|
||||
# Requires translation!
|
||||
|
@ -4985,24 +4967,33 @@ You have encountered a barbarian unit!\nBarbarians attack everyone indiscriminat
|
|||
# Requires translation!
|
||||
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 = Programul Apollo
|
||||
# Requires translation!
|
||||
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 = Unități Rănite
|
||||
# Requires translation!
|
||||
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 = Muncitori
|
||||
# Requires translation!
|
||||
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! =
|
||||
|
||||
# Requires translation!
|
||||
Siege Units =
|
||||
# Requires translation!
|
||||
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 = Îmbarcare
|
||||
# Requires translation!
|
||||
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! =
|
||||
|
||||
# Requires translation!
|
||||
Idle Units =
|
||||
# Requires translation!
|
||||
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 = Contactează-mă
|
||||
# Requires translation!
|
||||
Hi there! If you've played this far, you've probably seen that the game is currently incomplete.\n UnCiv is meant to be open-source and free, forever.\n That means no ads or any other nonsense. =
|
||||
# Requires translation!
|
||||
|
@ -5010,14 +5001,20 @@ What motivates me to keep working on it, \n besides the fact I think it's amazi
|
|||
# Requires translation!
|
||||
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) =
|
||||
|
||||
# Requires translation!
|
||||
Pillaging =
|
||||
# Requires translation!
|
||||
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. =
|
||||
|
||||
# Requires translation!
|
||||
Experience =
|
||||
# Requires translation!
|
||||
Units that enter combat gain experience, which can then be used on promotions for that unit.\nUnits gain more experience when in Melee combat than Ranged, and more when attacking than when defending. =
|
||||
# Requires translation!
|
||||
Units can only gain up to 30 XP from Barbarian units - meaning up to 2 promotions. After that, Barbarian units will provide no experience. =
|
||||
|
||||
# Requires translation!
|
||||
Combat =
|
||||
# Requires translation!
|
||||
Unit and cities are worn down by combat, which is affected by a number of different values.\nEach unit has a certain 'base' combat value, which can be improved by certain conditions, promotions and locations. =
|
||||
# Requires translation!
|
||||
|
@ -5025,11 +5022,14 @@ Units use the 'Strength' value as the base combat value when melee attacking and
|
|||
# Requires translation!
|
||||
Ranged attacks can be done from a distance, dependent on the 'Range' value of the unit.\nWhile melee attacks allow the defender to damage the attacker in retaliation, ranged attacks do not. =
|
||||
|
||||
# Requires translation!
|
||||
Research Agreements =
|
||||
# Requires translation!
|
||||
In research agreements, you and another civilization decide to jointly research technology.\nAt the end of the agreement, you will both receive a 'lump sum' of Science, which will go towards one of your unresearched technologies. =
|
||||
# Requires translation!
|
||||
The amount of Science you receive at the end is dependent on the science generated by your cities and the other civilization's cities during the agreement - the more, the better! =
|
||||
|
||||
City-States = Orașe-stat
|
||||
# Requires translation!
|
||||
Not all nations are contending with you for victory.\nCity-states are nations that can't win, don't conquer other cities and can't be traded with. =
|
||||
# Requires translation!
|
||||
|
@ -5037,6 +5037,8 @@ Instead, diplomatic relations with city-states are determined by Influence - a m
|
|||
# Requires translation!
|
||||
Certain bonuses are given when you are at above 30 influence.\nWhen you have above 60 Influence, and you have the highest influence with them of all civilizations, you are considered their 'Ally', and gain further bonuses and access to the Luxury and Strategic resources in their lands. =
|
||||
|
||||
# Requires translation!
|
||||
Great People =
|
||||
# Requires translation!
|
||||
Certain buildings, and specialists in cities, generate Great Person points per turn.\nThere are several types of Great People, and their points accumulate separately.\nThe number of points per turn and accumulated points can be viewed in the Overview screen. =
|
||||
# Requires translation!
|
||||
|
@ -5044,9 +5046,12 @@ Once enough points have been accumulaated, a Great Person of that type will be c
|
|||
# Requires translation!
|
||||
Great Improvements also provide any strategic resources that are under them, so you don't need to worry if resources are revealed underneath your improvements! =
|
||||
|
||||
# Requires translation!
|
||||
Removing Terrain Features =
|
||||
# Requires translation!
|
||||
Certain tiles have terrain features - like Flood plains or Forests - on top of them. Some of these layers, like Jungle, Marsh and Forest, can be removed by workers.\nRemoving the terrain feature does not remove any resources in the tile, and is usually required in order to work those resources. =
|
||||
|
||||
Natural Wonders = Minuni naturale
|
||||
# Requires translation!
|
||||
Natural Wonders, such as the Mt. Fuji, the Rock of Gibraltar and the Great Barrier Reef, are unique, impassable terrain features, masterpieces of mother Nature, which possess exceptional qualities that make them very different from the average terrain.\nThey benefit by giving you large sums of Culture, Science, Gold or Production if worked by your Cities, which is why you might need to bring them under your empire as soon as possible. =
|
||||
|
||||
|
|
|
@ -791,31 +791,6 @@ Menu = Меню
|
|||
Brush Size = Размер кисти
|
||||
Map saved = Карта сохранена
|
||||
|
||||
# Civilopedia Tutorials names
|
||||
|
||||
After Conquering = После захвата города
|
||||
City Range = Радиус города
|
||||
Contact Me = Связь с разработчиком
|
||||
Culture and Policies = Культура и общественные институты
|
||||
Embarking = Погрузка на борт
|
||||
Enemy City = Вражеский город
|
||||
Idle Units = Свободные юниты
|
||||
Injured Units = Поврежденные юниты
|
||||
Introduction = Введение
|
||||
Luxury Resource = Редкий ресурс
|
||||
New Game = Новая игра
|
||||
Roads and Railroads = Дороги и железнодорожные пути
|
||||
Siege Units = Осадные юниты
|
||||
Strategic Resource = Стратегический ресурс
|
||||
Unhappiness = Недовольство
|
||||
Victory Types = Виды победы
|
||||
Workers = Рабочие
|
||||
City Expansion = Расширение города
|
||||
Combat = Бой
|
||||
Experience = Опыт
|
||||
Pillaging = Грабеж
|
||||
Research Agreements = Договор об исследованиях
|
||||
|
||||
# Civilopedia difficulty levels
|
||||
Player settings = Настройки игрока
|
||||
Base Happiness = Бозовый уровень счастья
|
||||
|
@ -3426,8 +3401,10 @@ Heal adjacent units for an additional 15 HP per turn = Дополнительн
|
|||
|
||||
#################### Lines from Tutorials.json ####################
|
||||
|
||||
Introduction = Введение
|
||||
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!\nПредлагаем вам пройти обучение, чтобы познакомиться с основными механиками игры.\nВы всегда можете отключить его в настройках и исследовать игру самостоятельно!
|
||||
|
||||
New Game = Новая игра
|
||||
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. = Для начала необходимо основать столицу.\nЭто очень важный этап, ведь столица, скорее всего, станет наиболее процветающим городом.\nМногие бонусы доступны только в столице, именно она будет центром вашей империи.
|
||||
How do you know a spot is appropriate?\nThat’s 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. Cities cannot be built within 3 tiles of existing cities, which is another thing to watch out for! = Как понять, что место подходящее?\nНа этот вопрос не так просто ответить, но оптимальнее всего строиться там, где есть редкие ресурсы —\n это ресурсы вроде самоцветов, хлопка или шелка (помечены смайликом рядом с иконкой ресурсов).\nОни делают население счастливым. Также важно искать ресурсы для постройки юнитов, например железо.
|
||||
However, cities don’t have a set area that they can work - more on that later!\nThis means you don’t have to settle cities right next to resources.\nLet’s say, for example, that you want access to some iron – but the resource is right next to a desert.\nYou don’t 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 you’ll usually have the luxury of time. = Однако границы города постоянно расширяются – подробнее о них позже!\nПоэтому город не обязательно ставить рядом с ресурсом.\nПредставим, например, что вам нужно железо, но этот ресурс расположен рядом с пустыней\nНе нужно селиться в безжизненном месте. Город можно заложить неподалеку, в плодородных землях.\nЕго границы в конце концов доберутся до ресурса.\nЗакладывать город на соседней клетке имеет смысл, если ресурс нужен срочно –\n что иногда случается, но обычно есть достаточно времени.
|
||||
|
@ -3435,39 +3412,50 @@ The first thing coming out of your city should be either a Scout or Warrior.\nI
|
|||
|
||||
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 = В первые несколько ходов возможностей будет немного, но с ростом цивилизации увеличится и количество задач, требующих внимания.
|
||||
|
||||
Culture and Policies = Культура и общественные институты
|
||||
Each turn, the culture you gain from all your cities is added to your Civilization's culture.\nWhen you have enough culture, you may pick a Social Policy, each one giving you a certain bonus. = Каждый ход культура, которую вы получаете от своих городов, добавляется к культуре вашей Цивилизации.\nНакопив достаточно культуры, можно выбрать Общественный Институт с уникальным бонусом.
|
||||
The policies are organized into branches, with each branch providing a bonus ability when all policies in the branch have been adopted. = Институты объединены в ветви, каждая из которых дает бонусную способность, если все институты ветви приняты.
|
||||
With each policy adopted, and with each city built,\n the cost of adopting another policy rises - so choose wisely! = С каждым новым городом и принятым институтом стоимость\n следующего института растет - так что выбирайте мудро!
|
||||
|
||||
City Expansion = Расширение города
|
||||
Once a city has gathered enough Culture, it will expand into a neighboring tile.\nYou have no control over the tile it will expand into, but tiles with resources and higher yields are prioritized. = Если город накопил достаточно культуры, его границы расширяются на 1 клетку.\nОт вас не зависит, на какую именно, однако клетки с ресурсами добавляются раньше других.
|
||||
Each additional tile will require more culture, but generally your first cities will eventually expand to a wide tile range. = Каждая новая клетка требует больше культуры, но со временем первые города захватывают широкую территорию.
|
||||
Although your city will keep expanding forever, your citizens can only work 3 tiles away from city center.\nThis should be taken into account when placing new cities. = Но хоть город и растет бесконечно, его жители могут обрабатывать клетки только в трех радиусах от центра.\nЭто нужно учитывать, закладывая новые города.
|
||||
|
||||
Happiness = Счастье
|
||||
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 you’ll find that it is more and more difficult to keep your empire happy. = С ростом городов наступает пора позаботиться о счастье.\nЭта механика больше не связана с отдельными городами, а распространяется на всю нацию.\nВы заметите, что чем больше население, тем труднее поддерживать империю счастливой.
|
||||
In addition, you can’t even build any city improvements that increase happiness until you’ve done the appropriate research.\nIf your empire’s 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. = При этом построить здания и улучшения, увеличивающие счастье империи, можно только после исследования соответствующих технологий.\nЕсли счастье населения падает ниже нуля, то скорость роста городов снижается.\nЕсли империя становится крайне несчастливой (видно по иконке лица вверху экрана),\n то армия получает большой штраф к боевой мощи.
|
||||
This means that it is very difficult to expand quickly in Unciv.\nIt isn’t impossible, but as a new player you probably shouldn’t 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 значит, что в Unciv сложно быстро захватить земли.\nЭто возможно, но новичкам, пожалуй, не следует этого делать.\nТогда что вам делать? Успокоиться, разведать территорию и с помощью Рабочих улучшать земли.\nЗакладывать новые города нужно только в тех местах, которые считаете подходящими.
|
||||
|
||||
Unhappiness = Недовольство
|
||||
It seems that your citizens are unhappy!\nWhile unhappy, cities will grow at 1/4 the speed, and your units will suffer a 2% penalty for each unhappiness = Кажется, ваши жители недовольны!\nПри недовольстве города растут в 4 раза медленнее,\n а 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 = У недовольства две главные причины: население и города.\nКаждый город увеличивает недовольство на 3, а житель на 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 населения,\n или улучшение редких ресурсов внутри границ империи.
|
||||
|
||||
Golden Age = Золотой век
|
||||
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 накапливаются за счет общего количества счастья\n вашей цивилизации.\nВо время золотого века выработка культуры и производства увеличивается на 20%,\n а каждая клетка, производящая хотя бы 1 Золото, дает дополнительное Золото.
|
||||
|
||||
Roads and Railroads = Дороги и железнодорожные пути
|
||||
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! = Соединение городов со столицей с помощью дорог\n приносит золото за торговые пути.\nИмейте в виду, что содержание каждой дороги стоит 1 Золото в ход, а железной дороги - 2 Золота в ход,\n так что может быть экономнее подождать роста ваших городов!
|
||||
|
||||
Victory Types = Виды победы
|
||||
Once you’ve settled your first two or three cities you’re 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 haven’t already. = Разместив 2 или 3 города, вы, наверное, сделали в игре уже 100-150 ходов.\nНастало время подумать о том, как вы хотите прийти к победе, если еще не определились.
|
||||
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:\n - Культурная победа: принять все общественные институты.\n - Завоевание: уничтожить все остальные цивилизации.\n- Научная победа: первым построить 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, основное в Unciv – это расположение столицы, медленная экспансия для контроля за счастьем\n и выбор подходящего типа победы.\nРазумеется, в игре еще много механик, но важно научиться плавать, прежде чем бросаться в омут с головой.
|
||||
|
||||
Enemy City = Вражеский город
|
||||
Cities can be conquered by reducing their health to 1, and entering the city with a melee unit.\nSince 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! = Город можно захватить, если уменьшить его здоровье до 1 и войти юнитом ближнего боя.\nТак как город лечится каждый ход, лучше всего атаковать дальнобойными юнитами под защитой юнитов ближнего боя до тех пор, пока город не будет повержен!
|
||||
|
||||
Luxury Resource = Редкий ресурс
|
||||
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! = Редкие ресурсы, добытые в вашей империи, включаются в торговую сеть.\nКаждый уникальный редкий ресурс добавляет 5 счастья вашей цивилизации, но излишки ничего не дают, поэтому используйте их для торговли с другими цивилизациями!
|
||||
|
||||
Strategic Resource = Стратегический ресурс
|
||||
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. = Стратегические ресурсы, добытые в вашей империи, включаются в торговую сеть.\nС их помощью можно обучать юнитов и строить здания. Например, для обучения всадника требуются лошади.
|
||||
Unlike Luxury Resources, each Strategic Resource on the map provides more than oneof that resource.\nThe top bar keeps count of how many unused strategic resources you own.\nA full drilldown of resources is available in the Resources tab in the Overview screen. = Каждый источник стратегических ресурсов, в отличие от редких, предоставляет более одной единицы ресурса.\nВ верхней строке можно увидеть, сколько единиц ресурса не использовано.\nПолная статистика их использования доступна во вкладке Ресурсы на экране Обзора.
|
||||
|
||||
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 сопротивляться!\nНо для его захвата вы должны войти юнитом ближнего боя.
|
||||
|
||||
After Conquering = После захвата города
|
||||
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. = Захватив город, можно его уничтожить, сделать своим сателлитом или аннексировать.\nУничтожение города уменьшает его население на 1 жителя каждый ход до тех пор, пока город не разрушится.
|
||||
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! = В городе-сателлите нельзя напрямую контролировать производство.\nОн не увеличит стоимость технологий и общественных институтов, но его жители будут производить в 1,5 раза больше несчастья.\nАннексирование города дает полный контроль над его производством, но увеличивает количество несчастья от жителей в 2 раза!\nВернуть несчастье жителей к обычному уровню поможет постройка суда.\nГород-сателлит может быть аннексирован в любое время, но аннексированный город не может стать сателлитом!
|
||||
|
||||
|
@ -3475,43 +3463,60 @@ You have encountered a barbarian unit!\nBarbarians attack everyone indiscriminat
|
|||
|
||||
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 с ними можно торговать,\n но позднее они могут объявить вам войну.
|
||||
|
||||
Apollo Program = Программа Аполлон
|
||||
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! = Завершив Программу Аполлон, можно начать строить части космического корабля\n (с соответствующими технологиями), чтобы добиться научной победы.
|
||||
|
||||
Injured Units = Поврежденные юниты
|
||||
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, если были неактивны.\nЮниты излечивают 5 очков здоровья на вражеской территории, 10 на нейтральной земле,\n 15 внутри вашей территории и 20 в ваших городах.
|
||||
|
||||
Workers = Рабочие
|
||||
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, потому что только они могут улучшать клетки.\nУлучшения дают дополнительную продукцию, увеличивая рост и производство города!
|
||||
|
||||
Siege Units = Осадные юниты
|
||||
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 Подготовки перед тем, как смогут атаковать.\nЕсли юнит подготовлен, он может атаковать из текущей\n клетки, но при перемещении он будет нуждаться в новой подготовке.
|
||||
|
||||
Embarking = Погрузка на борт
|
||||
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! = Если изучена нужная технология, ваши наземные юниты смогут погружаться на борт и перемещаться по воде.\nПогрузка на корабль и высадка на берег занимают весь ход.\nЮниты на борту теряют обороноспособность, так что будьте осторожны!
|
||||
|
||||
Idle Units = Свободные юниты
|
||||
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 хотите перемещать юнит в этом ходу, его можно пропустить, нажав на кнопку ‘Следующий юнит’.\nЕсли вы не будете перемещать его в течение длительного времени, можно применить режим Укрепления или Сна –\n в этом случае юнит не считается незанятым.\nЕсли вы хотите убрать функцию ‘Следующий юнит’, то можете переключить ее в Меню -> Найти незанятые юниты.
|
||||
|
||||
Contact Me = Связь с разработчиком
|
||||
Hi there! If you've played this far, you've probably seen that the game is currently incomplete.\n UnCiv is meant to be open-source and free, forever.\n That means no ads or any other nonsense. = Привет! Если вы доиграли до этого момента, то наверно\n заметили, что игра еще не закончена.\nUnCiv задумана как бесплатная игра с открытым исходным\n кодом, поэтому в ней нет рекламы и прочей 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! = Я продолжаю работать\n не только потому что это невероятно круто,\n но и благодаря поддержке игроков - вы лучшие!
|
||||
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) = Все оценки и отзывы, которые я получаю,\n вызывают на моем лице улыбку =)\nПоэтому свяжитесь со мной! Отправьте емейл, отзыв,\n вопрос на Github, да хоть почтового голубя, и мы вместе\n разберемся, как сделать игру еще более потрясающей!\n(Контактная информация указана в Play Store)
|
||||
|
||||
Pillaging = Грабеж
|
||||
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 разграбить клетку, тем самым уничтожить улучшение и излечиться на 25 здоровья.\nЭту клетку можно обрабатывать, но ее бонусы от улучшения – к характеристикам и ресурсам – будут потеряны.\nРабочие могут починить это улучшение, это занимает меньше времени чем его строительство.
|
||||
|
||||
Experience = Опыт
|
||||
Units that enter combat gain experience, which can then be used on promotions for that unit.\nUnits gain more experience when in Melee combat than Ranged, and more when attacking than when defending. = Участвуя в бою, юниты получают опыт, который можно использовать для прокачки.\nПри этом ближний бой приносит больше опыта, чем дальний, а атака - больше, чем защита.
|
||||
Units can only gain up to 30 XP from Barbarian units - meaning up to 2 promotions. After that, Barbarian units will provide no experience. = В сражении с варварами юнит может получить не более 30 XP - до 2-х прокачек. После этого бой с ними перестает приносить опыт.
|
||||
|
||||
Combat = Бой
|
||||
Unit and cities are worn down by combat, which is affected by a number of different values.\nEach unit has a certain 'base' combat value, which can be improved by certain conditions, promotions and locations. = Юниты и города во время сражений получают урон, который зависит от различных характеристик.\nБазовый урон юнита можно увеличить за счет прокачек, местоположения и других условий.
|
||||
Units use the 'Strength' value as the base combat value when melee attacking and when defending.\nWhen using a ranged attack, they will the use the 'Ranged Strength' value instead. = Для атаки и защиты в ближнем бою базовый урон зависит от значения ‘Силы’ юнита.\nПри дальнобойных атаках вместо ‘Силы’ используют ‘Силу в дальнем бою’.
|
||||
Ranged attacks can be done from a distance, dependent on the 'Range' value of the unit.\nWhile melee attacks allow the defender to damage the attacker in retaliation, ranged attacks do not. = Дальнобойные атаки выполняются с расстояния, которое зависит от параметра ‘Радиус’.\nВ отличие от ближнего боя, во время дальнобойных атак защищающийся юнит не наносит ответный урон.
|
||||
|
||||
Research Agreements = Договор об исследованиях
|
||||
In research agreements, you and another civilization decide to jointly research technology.\nAt the end of the agreement, you will both receive a 'lump sum' of Science, which will go towards one of your unresearched technologies. = Заключая договор об исследованиях, вы предлагаете другой нации совместно изучать технологии.\nПри успешном выполнении договора обе стороны получают разовую ‘выплату’ науки, которая идет в копилку неисследованных технологий.
|
||||
The amount of Science you receive at the end is dependent on the science generated by your cities and the other civilization's cities during the agreement - the more, the better! = Количество науки, которое вы получите, зависит от общего научного вклада городов обеих сторон во время действия договора - чем больше, тем лучше!
|
||||
|
||||
City-States = Города-государства
|
||||
Not all nations are contending with you for victory.\nCity-states are nations that can't win, don't conquer other cities and can't be traded with. = Не все нации борются за победу.\nГорода-государства - это нации, которые не стремятся к победе, не захватывают городов и не ведут торговлю.
|
||||
Instead, diplomatic relations with city-states are determined by Influence - a meter of 'how much the City-state likes you'.\nInfluence can be increased by attacking their enemies, liberating their city, and giving them sums of gold. = Дипломатические отношения с городами-государствами меняются за счет Влияния - показателя того, насколько игрок им нравится.\nВлияние можно увеличить, атакуя их врагов, освобождая города и предоставляя золото.
|
||||
Certain bonuses are given when you are at above 30 influence.\nWhen you have above 60 Influence, and you have the highest influence with them of all civilizations, you are considered their 'Ally', and gain further bonuses and access to the Luxury and Strategic resources in their lands. = При влиянии более 30 можно получить некоторые бонусы.\nЕсли влияние больше 60 и превосходит влияние остальных наций, вы становитесь ‘Союзником’ города-государства и получаете еще больше бонусов, а также доступ к редким и стратегическим ресурсам.
|
||||
|
||||
# Requires translation!
|
||||
Great People =
|
||||
Certain buildings, and specialists in cities, generate Great Person points per turn.\nThere are several types of Great People, and their points accumulate separately.\nThe number of points per turn and accumulated points can be viewed in the Overview screen. = Некоторые здания и специалисты каждый ход генерируют в городах очки Великих людей.\nСуществует несколько типов Великих людей, и для каждого из них очки накапливаются отдельно.\nНа экране Обзора можно посмотреть количество накопленных очков и прибавку в ход.
|
||||
Once enough points have been accumulaated, a Great Person of that type will be created!\nEach Great Person can construct a certain Great Improvement which gives large yields over time, or immediately consumed to provide a certain bonus now. = Как только набралось достаточно очков определенного типа, появляется Великий человек!\nОн может построить улучшение, которое будет постоянно давать продукцию с клетки, или моментально предоставить определенный бонус.
|
||||
Great Improvements also provide any strategic resources that are under them, so you don't need to worry if resources are revealed underneath your improvements! = Улучшения Великих людей предоставляют стратегические ресурсы, на которых построены. Если вновь открытый ресурс оказался под улучшением, он автоматически добавляется в торговую сеть.
|
||||
|
||||
# Requires translation!
|
||||
Removing Terrain Features =
|
||||
Certain tiles have terrain features - like Flood plains or Forests - on top of them. Some of these layers, like Jungle, Marsh and Forest, can be removed by workers.\nRemoving the terrain feature does not remove any resources in the tile, and is usually required in order to work those resources. = Поверх некоторых клеток есть особый ландшафт - например, поймы или леса.\n Джунгли, леса и болота можно убрать с помощью рабочих.\nЭто не лишит клетку ресурсов и обычно требуется, чтобы эти ресурсы обработать.
|
||||
|
||||
Natural Wonders = Чудеса природы
|
||||
Natural Wonders, such as the Mt. Fuji, the Rock of Gibraltar and the Great Barrier Reef, are unique, impassable terrain features, masterpieces of mother Nature, which possess exceptional qualities that make them very different from the average terrain.\nThey benefit by giving you large sums of Culture, Science, Gold or Production if worked by your Cities, which is why you might need to bring them under your empire as soon as possible. = Чудеса природы, например Гора Фудзияма, Гибралтарская скала и Большой Барьерный Риф, - это непроходимые элементы местности, шедевры Матери-природы, которые обладают особыми свойствами и отличаются от обычного ландшафта.\nОни дают городам преимущество за счет большого количества Культуры, Науки, Золота или Производства, поэтому следует как можно быстрее включить их в свою империю.
|
||||
|
||||
|
|
|
@ -797,31 +797,6 @@ Brush Size = 笔刷大小
|
|||
# Requires translation!
|
||||
Map saved =
|
||||
|
||||
# Civilopedia Tutorials names
|
||||
|
||||
After Conquering = 占领城市的处理
|
||||
City Range = 城市工作范围
|
||||
Contact Me = 联系我吧!
|
||||
Culture and Policies = 文化与政策
|
||||
Embarking = 陆军单位的船运
|
||||
Enemy City = 敌方城市
|
||||
Idle Units = 空闲单位
|
||||
Injured Units = 受伤单位
|
||||
Introduction = 游戏介绍
|
||||
Luxury Resource = 奢侈资源
|
||||
New Game = 开始新游戏
|
||||
Roads and Railroads = 道路与铁路
|
||||
Siege Units = 攻城单位
|
||||
Strategic Resource = 战略资源
|
||||
Unhappiness = 不满与快乐值
|
||||
Victory Types = 获取胜利的方法
|
||||
Workers = 工人
|
||||
City Expansion = 城市扩展
|
||||
Combat = 战斗
|
||||
Experience = 经验
|
||||
Pillaging = 掠夺
|
||||
Research Agreements = 研究协议
|
||||
|
||||
# Civilopedia difficulty levels
|
||||
# Requires translation!
|
||||
Player settings =
|
||||
|
@ -3750,8 +3725,10 @@ Heal adjacent units for an additional 15 HP per turn = 相邻的所有单位每
|
|||
|
||||
#################### Lines from Tutorials.json ####################
|
||||
|
||||
Introduction = 游戏介绍
|
||||
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!
|
||||
|
||||
New Game = 开始新游戏
|
||||
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?\nThat’s 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. Cities cannot be built within 3 tiles of existing cities, which is another thing to watch out for! = 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 don’t have a set area that they can work - more on that later!\nThis means you don’t have to settle cities right next to resources.\nLet’s say, for example, that you want access to some iron – but the resource is right next to a desert.\nYou don’t 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 you’ll 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。
|
||||
|
@ -3759,34 +3736,44 @@ The first thing coming out of your city should be either a Scout or Warrior.\nI
|
|||
|
||||
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 = 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。
|
||||
|
||||
Culture and Policies = 文化与政策
|
||||
Each turn, the culture you gain from all your cities is added to your Civilization's culture.\nWhen you have enough culture, you may pick a 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 branch providing a bonus ability when all policies 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!
|
||||
|
||||
City Expansion = 城市扩展
|
||||
Once a city has gathered enough Culture, it will expand into a neighboring tile.\nYou have no control over the tile it will expand into, but tiles with resources and higher yields are prioritized. = 一旦一个城市收集了足够的文化,它将扩展到相邻的瓷砖中。\n您无法控制它将扩展到的瓷砖,但优先考虑具有资源和更高产量的瓷砖。
|
||||
Each additional tile will require more culture, but generally your first cities will eventually expand to a wide tile range. = 每增加一个领土都需要更多的文化,但一般来说,你的第一个城市最终会扩展到一个广泛的领土范围。
|
||||
Although your city will keep expanding forever, your citizens can only work 3 tiles away from city center.\nThis should be taken into account when placing new cities. = 虽然你的城市将永远扩展,但你的市民只能在离市中心3个地砖的地方工作。\n在放置新城市时应考虑到这一点。
|
||||
|
||||
Happiness = 快乐
|
||||
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 you’ll 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 can’t even build any city improvements that increase happiness until you’ve done the appropriate research.\nIf your empire’s 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 isn’t impossible, but as a new player you probably shouldn’t 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。
|
||||
|
||||
Unhappiness = 不满与快乐值
|
||||
It seems that your citizens are unhappy!\nWhile unhappy, cities will grow at 1/4 the speed, 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。
|
||||
|
||||
Golden Age = 黄金时代
|
||||
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。
|
||||
|
||||
Roads and Railroads = 道路与铁路
|
||||
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!
|
||||
|
||||
Victory Types = 获取胜利的方法
|
||||
Once you’ve settled your first two or three cities you’re 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 haven’t already. = 当您建立了两三座城市后,可能已经经过了100~150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!
|
||||
|
||||
Enemy City = 敌方城市
|
||||
Cities can be conquered by reducing their health to 1, and entering the city with a melee unit.\nSince 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! = 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 Resource = 奢侈资源
|
||||
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 Resource = 战略资源
|
||||
# Requires translation!
|
||||
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. =
|
||||
# Requires translation!
|
||||
|
@ -3794,6 +3781,7 @@ Unlike Luxury Resources, each Strategic Resource on the map provides more than o
|
|||
|
||||
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。
|
||||
|
||||
After Conquering = 占领城市的处理
|
||||
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!
|
||||
|
||||
|
@ -3801,43 +3789,60 @@ You have encountered a barbarian unit!\nBarbarians attack everyone indiscriminat
|
|||
|
||||
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。
|
||||
|
||||
Apollo Program = 阿波罗计划
|
||||
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 = 受伤单位
|
||||
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 = 工人
|
||||
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 = 攻城单位
|
||||
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。
|
||||
|
||||
Embarking = 陆军单位的船运
|
||||
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!
|
||||
|
||||
Idle Units = 空闲单位
|
||||
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”。
|
||||
|
||||
Contact Me = 联系我吧!
|
||||
Hi there! If you've played this far, you've probably seen that the game is currently incomplete.\n UnCiv 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。
|
||||
|
||||
Pillaging = 掠夺
|
||||
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。
|
||||
|
||||
Experience = 经验
|
||||
Units that enter combat gain experience, which can then be used on promotions for that unit.\nUnits gain more experience when in Melee combat than Ranged, and more when attacking than when defending. = 进入战斗的单位获得经验,然后可用于该单位的升级。\n近战时该单位获得的经验大于远程,攻击时获得的经验大于防御时获得的经验。
|
||||
Units can only gain up to 30 XP from Barbarian units - meaning up to 2 promotions. After that, Barbarian units will provide no experience. = 单位只能从野蛮单位获得30点经验值-意味着最多2次提升。在那之后,野蛮人单位将不会提供经验。
|
||||
|
||||
Combat = 战斗
|
||||
Unit and cities are worn down by combat, which is affected by a number of different values.\nEach unit has a certain 'base' combat value, which can be improved by certain conditions, promotions and locations. = 单位和城市都会因战斗而磨损,这会受到许多不同的变量的影响。每个单位都有一定的“基础”变量,这些变量可以通过一定的条件、晋升和位置来提高。
|
||||
Units use the 'Strength' value as the base combat value when melee attacking and when defending.\nWhen using a ranged attack, they will the use the 'Ranged Strength' value instead. = 当近战攻击和防御时,单位使用“力量”值作为基础战斗值。\n当使用远程攻击时,它们将使用“远程力量”值代替。
|
||||
Ranged attacks can be done from a distance, dependent on the 'Range' value of the unit.\nWhile melee attacks allow the defender to damage the attacker in retaliation, ranged attacks do not. = 远程攻击可以从远处进行,这取决于单位的“距离”值。\n近战攻击允许防御者报复性地伤害攻击者,远程攻击则不允许。
|
||||
|
||||
Research Agreements = 研究协议
|
||||
In research agreements, you and another civilization decide to jointly research technology.\nAt the end of the agreement, you will both receive a 'lump sum' of Science, which will go towards one of your unresearched technologies. = 在研究协议中,你和另一个文明决定共同研究技术。\n在协议结束时,你和另一个文明都将获得一笔“一次性”的科学费,这将用于你尚未研究的技术之一。
|
||||
The amount of Science you receive at the end is dependent on the science generated by your cities and the other civilization's cities during the agreement - the more, the better! = 你最终获得的科学数量取决于协议期间你所在城市和其他文明城市所产生的科学——越多越好!
|
||||
|
||||
City-States = 城邦
|
||||
Not all nations are contending with you for victory.\nCity-states are nations that can't win, don't conquer other cities and can't be traded with. = 并不是所有的国家都在和你争夺胜利。城邦是无法胜利的国家,不能征服其他城市,也不能被交易
|
||||
Instead, diplomatic relations with city-states are determined by Influence - a meter of 'how much the City-state likes you'.\nInfluence can be increased by attacking their enemies, liberating their city, and giving them sums of gold. = 相反,与城邦的外交关系取决于影响力——一个表示“城邦有多喜欢你”的数值。\n通过攻击敌人,解放他们的城市,给他们一大笔黄金,可以增加影响力。
|
||||
Certain bonuses are given when you are at above 30 influence.\nWhen you have above 60 Influence, and you have the highest influence with them of all civilizations, you are considered their 'Ally', and gain further bonuses and access to the Luxury and Strategic resources in their lands. = 当您的影响力超过30时,会获得一定的奖励。\n当您的影响力超过60时,并且您在所有文明中对他们的影响力最高,您将被视为他们的“盟友”,并获得更多的奖励,并可以使用他们土地上的奢侈品和战略资源。
|
||||
|
||||
# Requires translation!
|
||||
Great People =
|
||||
Certain buildings, and specialists in cities, generate Great Person points per turn.\nThere are several types of Great People, and their points accumulate separately.\nThe number of points per turn and accumulated points can be viewed in the Overview screen. = 某些建筑物和城市的专家,每回合产生一个伟人点数。\n有几种类型的伟人,他们的点数分别累加。\n每回合点数和累加点数可以在概览屏幕中查看。
|
||||
Once enough points have been accumulaated, a Great Person of that type will be created!\nEach Great Person can construct a certain Great Improvement which gives large yields over time, or immediately consumed to provide a certain bonus now. = 一旦累积了足够的点数,就会创造出一个这样的伟人!\一个伟人可以创造出一个巨大的进步,随着时间的推移,它会产生巨大的收益,或者立即消耗掉以提供一定的奖励。
|
||||
Great Improvements also provide any strategic resources that are under them, so you don't need to worry if resources are revealed underneath your improvements! = 大幅度进步也提供了所有战略资源,在他们下面,如果资源是在你的改进下面,你不必担心!
|
||||
|
||||
# Requires translation!
|
||||
Removing Terrain Features =
|
||||
Certain tiles have terrain features - like Flood plains or Forests - on top of them. Some of these layers, like Jungle, Marsh and Forest, can be removed by workers.\nRemoving the terrain feature does not remove any resources in the tile, and is usually required in order to work those resources. = 某些地块上面有地形特征——比如洪泛平原或森林。其中一些层(如丛林、沼泽和森林)可以由工作人员删除。\n删除地形功能不会删除平铺中的任何资源,通常需要这样才能使用这些资源。
|
||||
|
||||
Natural Wonders = 自然奇观
|
||||
Natural Wonders, such as the Mt. Fuji, the Rock of Gibraltar and the Great Barrier Reef, are unique, impassable terrain features, masterpieces of mother Nature, which possess exceptional qualities that make them very different from the average terrain.\nThey benefit by giving you large sums of Culture, Science, Gold or Production if worked by your Cities, which is why you might need to bring them under your empire as soon as possible. = 自然奇观,如富士山、直布罗陀岩石和大堡礁,是独特的、不可逾越的地形特征,是大自然的杰作,它们具有特殊的品质,使它们与一般地形有很大的不同。\n如果您的工作人员为您提供大量的文化、科学、黄金或产品,它们将为您带来好处城市,这就是为什么你可能需要尽快将它们纳入你的帝国。
|
||||
|
||||
|
|
|
@ -791,31 +791,6 @@ Menu = Menú
|
|||
Brush Size = Tamaño del pincel
|
||||
Map saved = Mapa guardado
|
||||
|
||||
# Civilopedia Tutorials names
|
||||
|
||||
After Conquering = Después de conquistar
|
||||
City Range = Alcance de la ciudad
|
||||
Contact Me = Contacta conmigo
|
||||
Culture and Policies = Cultura y políticas
|
||||
Embarking = Embarcar
|
||||
Enemy City = Ciudad enemiga
|
||||
Idle Units = Unidades libres
|
||||
Injured Units = Unidades heridas
|
||||
Introduction = Introducción
|
||||
Luxury Resource = Recurso de lujo
|
||||
New Game = Nuevo juego
|
||||
Roads and Railroads = Carreteras y ferrocarriles
|
||||
Siege Units = Unidades de asedio
|
||||
Strategic Resource = Recurso estratégico
|
||||
Unhappiness = Infelicidad
|
||||
Victory Types = Tipos de victorias
|
||||
Workers = Trabajadores
|
||||
City Expansion = Expansión de Ciudad
|
||||
Combat = Combate
|
||||
Experience = Experiencia
|
||||
Pillaging = Saqueo
|
||||
Research Agreements = Acuerdo de Investigación
|
||||
|
||||
# Civilopedia difficulty levels
|
||||
Player settings = Ajustes del jugador
|
||||
Base Happiness = Felicidad base
|
||||
|
@ -3426,8 +3401,10 @@ Heal adjacent units for an additional 15 HP per turn = Cura unidades adyacentes
|
|||
|
||||
#################### Lines from Tutorials.json ####################
|
||||
|
||||
Introduction = Introducción
|
||||
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! = ¡Bienvenido a Unciv!\nDebido a que este es un juego complejo, hay tareas básicas para ayudarte a familiarizarte con el juego.\n¡Estas son completamente opcionales y puedes explorar el juego por tu cuenta!
|
||||
|
||||
New Game = Nuevo juego
|
||||
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. = Tu primera misión es fundar tu ciudad capital.\nEn realidad, esta es una tarea importante porque su ciudad capital probablemente será la más próspera.\nMuchos bonos de juego se aplican sólo a tu ciudad capital y probablemente será el centro de tu imperio.
|
||||
How do you know a spot is appropriate?\nThat’s 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. Cities cannot be built within 3 tiles of existing cities, which is another thing to watch out for! = ¿Cómo sabes que un lugar es apropiado?\nEsa no es una pregunta fácil de responder, pero buscar y construir junto a recursos de lujo es una buena regla general.\nLos recursos de lujo son parcelas que tienen cosas como gemas, algodón o seda (indicado por una carita sonriente al lado del icono de recursos)\nEstos recursos hacen feliz a tu civilización. También debes estar atento a los recursos necesarios para construir unidades, como el hierro.
|
||||
However, cities don’t have a set area that they can work - more on that later!\nThis means you don’t have to settle cities right next to resources.\nLet’s say, for example, that you want access to some iron – but the resource is right next to a desert.\nYou don’t 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 you’ll usually have the luxury of time. = Sin embargo, las ciudades no tienen un área establecida en la que puedan trabajar - ¡hablaremos sobre eso más adelante!\nEsto significa que no tiene que asentar ciudades justo al lado de los recursos.\nDigamos, por ejemplo, que desea acceder a algo de hierro - pero el recurso está justo al lado de un desierto. Puedes colocarte a algunas parcelas de distancia en tierras más prósperas.\nNo tienes que establecer tu ciudad al lado del desierto.\nTu ciudad crecerá y eventualmente obtendrá acceso al recurso.\nSólo necesitas establecerte justo al lado de los recursos si los necesita de inmediato – \n lo cual podría pasar de vez en cuando, pero generalmente tendrás el lujo del tiempo.
|
||||
|
@ -3435,39 +3412,50 @@ The first thing coming out of your city should be either a Scout or Warrior.\nI
|
|||
|
||||
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 = En tus primeros turnos, tendrás muy pocas opciones, pero a medida que tu civilización crezca también lo hará el número de cosas que requieren de tu atención
|
||||
|
||||
Culture and Policies = Cultura y políticas
|
||||
Each turn, the culture you gain from all your cities is added to your Civilization's culture.\nWhen you have enough culture, you may pick a Social Policy, each one giving you a certain bonus. = En cada turno la cultura que ganas de cada una de tus ciudades se añade a la cultura de tu Civilización.\nCuando tengas suficiente cultura podrás elegir una política social, que te proporcionarán bonus.
|
||||
The policies are organized into branches, with each branch providing a bonus ability when all policies in the branch have been adopted. = Las políticas se organizan en ramas, cada rama te proporcionará un bonus cuando se hayan adoptado todas las políticas de la rama.
|
||||
With each policy adopted, and with each city built,\n the cost of adopting another policy rises - so choose wisely! = Por cada política adoptada y por cada ciudad construida\n aumentará el coste para poder escoger otra política. ¡Elige con ciudado!
|
||||
|
||||
City Expansion = Expansión de Ciudad
|
||||
Once a city has gathered enough Culture, it will expand into a neighboring tile.\nYou have no control over the tile it will expand into, but tiles with resources and higher yields are prioritized. = Una vez que una ciudad ha reunido suficiente Cultura, se expandirá a una parcela vecina.\nNo tiene control sobre la parcela a la que se expandirá, pero se priorizan las que contienen recursos y mayores rendimientos.
|
||||
Each additional tile will require more culture, but generally your first cities will eventually expand to a wide tile range. = Cada parcela adicional requerirá más cultura, pero generalmente sus primeras ciudades eventualmente se expandirán a un amplio rango de parcelas.
|
||||
Although your city will keep expanding forever, your citizens can only work 3 tiles away from city center.\nThis should be taken into account when placing new cities. = Aunque su ciudad seguirá expandiéndose para siempre, sus ciudadanos solo pueden trabajar a 3 parcelas del centro de la ciudad.\nEsto debe tenerse en cuenta al colocar nuevas ciudades.
|
||||
|
||||
Happiness = Felicidad
|
||||
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 you’ll find that it is more and more difficult to keep your empire happy. = A medida que las ciudades crezcan en tamaño e influencia tendrás que lidiar con una mecánica de la felicidad que ya no está condicionada por cada ciudad individual.\nEn vez de eso tu imperio entero comparte el mismo nivel de satisfacción.\nCuanto más crezca la población más difícil será mantener al imperio feliz.
|
||||
In addition, you can’t even build any city improvements that increase happiness until you’ve done the appropriate research.\nIf your empire’s 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. = Además, no podrás construir ninguna mejora que mejore la felicidad hasta que hayas hecho la investigación pertinente.\nSi la felicidad de tu imperio baja alguna vez del 0 el crecimiento de las ciudades se verá afectado.\nSi tu imperio se vuelve gravemente infeliz (indicado en la cara sonriente en la parte de arriba de la interfaz)\n tus ejércitos sufrirán una gran penalización reflejada en su efectividad de combate.
|
||||
This means that it is very difficult to expand quickly in Unciv.\nIt isn’t impossible, but as a new player you probably shouldn’t 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. = Esto significa que es muy difícil expandirse deprisa en Unciv.\nNo es imposible, pero un jugador nuevo no debería hacerlo.\nEntonces, ¿qué debería hacer? Relajarse, explorar y mejorar la tierra con los trabajadores.\nSolo se deberían construir ciudades cuando hayas encontrado un lugar que te parezca apropiado.
|
||||
|
||||
Unhappiness = Infelicidad
|
||||
It seems that your citizens are unhappy!\nWhile unhappy, cities will grow at 1/4 the speed, and your units will suffer a 2% penalty for each unhappiness = ¡Parece que nuestros ciudadanos son infelices!\n Mientras no sean felices la ciudades creceran a 1/4 de la velocidad, y tus unidades sufrirán una penalización del 2%.
|
||||
Unhappiness has two main causes: Population and cities\n Each city causes 3 unhappiness, and each population, 1 = La infelicidad tiene dos causas principales: los ciudadanos y las ciudades\n Cada ciudad genera 3 de infelicidad y cada ciudadano 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 = Hay dos formas de combatir la infelicidad:\n Construyendo edificios que proporcionen felicidad a los ciudadanos\n o teniendo artículos de lujo mejorados dentro de tus fronteras.
|
||||
|
||||
Golden Age = Edad dorada
|
||||
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. = ¡Has entrado en una edad de oro!\nLos puntos de la edad de oro se acumulan cada turno en la felicidad total \n de tu civilización\nCuando está activa la edad de oro la cultura y la producción mejorar un 20% más\n y cada casilla que produzca al menos uno de oro producirá uno extra.
|
||||
|
||||
Roads and Railroads = Carreteras y ferrocarriles
|
||||
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! = Conectar tus ciudades a la capital por carreteras\n generará oro via rutas comerciales.\nCada carretera cuesta 1 de oro de mantenimiento por turno, y los ferrocarriles 2,\n por lo que sería más económico esperar hasta que las ciudades crezcan.
|
||||
|
||||
Victory Types = Tipos de victorias
|
||||
Once you’ve settled your first two or three cities you’re 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 haven’t already. = Una vez tengas tus primeras 2 o 3 ciudades llevarás entre 100 y 150 turnos de partida.\nAhora es un buen momento para empezar a pensar como ganar, si no lo has hecho antes.
|
||||
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 = Hay tres formas de ganar en Unciv:\n Victoria cultural: completar 5 árboles de política social\nVictoria por dominación: Sobrevive hasta ser la última civilización en pie.\n Victoria científica: sé el primero en contruir una nave espacial a 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. = Para resumir, estos son las reglas básicas de Unciv: encuentra una primera ciudad próspera, expándete despacio para manejar la felicidad\n y prepárate para la condición de victoria que hayas elegido.\nObviamente hay mucho más por hacer que eso, pero es importante no saltar al agua antes de aprender a nadar.
|
||||
|
||||
Enemy City = Ciudad enemiga
|
||||
Cities can be conquered by reducing their health to 1, and entering the city with a melee unit.\nSince 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! = Las ciudades puedes ser conquistadas reduciendo su salud a 1 y entrando en la ciudad con una unidad cuerpo a cuerpo.\nComo las ciudades se curan cada turno es mejor atacar con unidades a distancia y usar la unidades cuerpo a cuerpo para defenderlas hasta que la ciudad esté derrotada.
|
||||
|
||||
Luxury Resource = Recurso de lujo
|
||||
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! = Los recursos de lujo dentro de tu dominio y sus respectivas mejoras están conectadas a tu red de comercio.\nCada recurso de lujo único que tienes añade 5 de felicidad a tu civilización, pero tener el mismo recurso varias veces no añade nada, así que úsalos para comerciar con otras civilizaciones.
|
||||
|
||||
Strategic Resource = Recurso estratégico
|
||||
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. = Los recursos estratégicos dentro de tu dominio y sus respectivas mejoras están conectadas a tu red de comercio.\nLos recursos estratégicos te permiten entrenar unidades y contruir edificios que permitan esos recursos específicos, por ejemplo los jinetes necesitan caballos.
|
||||
Unlike Luxury Resources, each Strategic Resource on the map provides more than oneof that resource.\nThe top bar keeps count of how many unused strategic resources you own.\nA full drilldown of resources is available in the Resources tab in the Overview screen. = A diferencia de los recursos de lujo cada recurso estratégico del mapa produce más de un recurso de su tipo.\nEn la barra superior se contabiliza cuantos recursos estratégicos sin usar posees.\nUn desglose completo de los recursos se encuentra disponible en la pestaña Recursos de la pantalla de visión general.
|
||||
|
||||
The city can no longer put up any resistance!\nHowever, to conquer it, you must enter the city with a melee unit = ¡La ciudad ya no puede oponer resistencia!\nAunque para conquistarla necesitas entrar con una unidad cuerpo a cuerpo
|
||||
|
||||
After Conquering = Después de conquistar
|
||||
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. = Cuando conquistas una ciudad puedes elegir entre arrasarla, convertirla en títere o anexionarla.\nArrasarla bajará su población a 1 cada turno hasta que sea destruida.
|
||||
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! = Convertirla en títere significa que no tendrás en control sobre la producción.\nLa ciudad no incrementará tu coste en tecnología o política, pero sus ciudadanos generarán un 1.5 más de infelicidad.\nAnexionar la ciudad te dará control sobre su producción, pero la infelicidad generada se multiplicará por 2.\nEste efecto puede ser mitigado construyendo un Palacio de la justicia, lo que devuelve la infelicidad a su producción normal.\n Una ciudad títere puede ser anexionada en cualquier momento, pero no podrá volver a convertirse en ciudad títere.
|
||||
|
||||
|
@ -3475,43 +3463,60 @@ You have encountered a barbarian unit!\nBarbarians attack everyone indiscriminat
|
|||
|
||||
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 = ¡Has encontrado otra civilización!\nOtras civilizaciones empiezan siendo pacíficas y podrás comerciar con ellos,\n pero podrían declararte la guerra más tarde
|
||||
|
||||
Apollo Program = Programa Apolo
|
||||
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! = Una vez hayas completado el programa Apollo podrás empezar con la construcción de partes de la nave espacial en tu ciudades\n (con las tecnologías correspondientes) para ganar con una victoria científica.
|
||||
|
||||
Injured Units = Unidades heridas
|
||||
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 = Las unidades heridas hacen menos dañó, pero se recuperan tras unos turnos de inactividad.\nLas unidades se curan 5 de salud por turno en territorio enemigo, 10 en territorio neutral,\n 15 en tu territorio y 20 en tus ciudades.
|
||||
|
||||
Workers = Trabajadores
|
||||
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! = Los trabajadores son vitales para el crecimiento de tus ciudades, ya que son las únicas unidades que puedes construir mejoras en las casillas.\n Las mejoras hacen crecer el rendimiento de tus casillas, permitiendo a tu ciudad producir más y crecer más rápido sin la necesidad de tener más casillas.
|
||||
|
||||
Siege Units = Unidades de asedio
|
||||
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. = Las unidades de asedio son extremadamente eficaces contra las ciudades, pero necesitan montarse antes de poder atacar.\nUna vez que una unidad de asedio está montada podrá atacar desde su casilla,\n pero si se mueve a otra casilla tendrá que volver a montarse.
|
||||
|
||||
Embarking = Embarcar
|
||||
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! = Cuando se haya alcanzado la tecnología correspondiente, las unidades de tierra podrán embarcar para poder atravesar aguas.\nEntrar o salir del agua consume todo el turno.\n Las unidades están indefensas cuando están embarcadas, ¡así que ten ciudado!
|
||||
|
||||
Idle Units = Unidades libres
|
||||
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 = Si no quieres mover una unidad este turno puedes saltarlo pulsando 'Siguiente unidad'.\nSi no se van a mover en un rato puedes hacer que la unidad entre en modo fortificar o dormir, estas unidades no se consideran unidades libres.\nSi quieres deshabilitar la función 'Siguiente unidad' puedes hacerlo en Menú -> Comprobar unidades sin utilizar
|
||||
|
||||
Contact Me = Contacta conmigo
|
||||
Hi there! If you've played this far, you've probably seen that the game is currently incomplete.\n UnCiv is meant to be open-source and free, forever.\n That means no ads or any other nonsense. = ¡Hey! Si has jugado hasta aquí es probable que hayas visto que el juego está sin acabar.\n UnCiv está pensado para ser open-source y gratis, siempre.\n Esto significa que no habrá anuncios ni ninguna chorrada.
|
||||
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! = Lo que me motiva para seguir trabajando en esto es, aparte de que es genial que pueda hacerlo, el apoyo de los jugadores, ¡sois los mejores!
|
||||
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) = Cada valoración y reseña hace que sonría =)\n ¡Así que contactarme! Enviadme un email, una issue en GitHub\n o una paloma mensajera y averiguaremos como hacer el juego\n incluso más increíble.
|
||||
|
||||
Pillaging = Saqueo
|
||||
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. = Las unidades militares pueden saquear, lo que les cura 25 de salud y arruina la mejora de la casilla.\nLas casillas todavía serán trabajables, pero las mejoras y los bonus se perderán.\nLos trabajadores pueden reparar las mejoras lo que les lleva menos tiempo que hacerlas desde cero.
|
||||
|
||||
Experience = Experiencia
|
||||
Units that enter combat gain experience, which can then be used on promotions for that unit.\nUnits gain more experience when in Melee combat than Ranged, and more when attacking than when defending. = Las unidades que entren en combate ganarán experiencia, la cual podrá ser usada para ascender a esa unidad.\nLas unidades ganan más experiencia cuando luchan cuerpo a cuerpo que cuando lo hacen a distancia, y ganan más cuando atacan que cuando defienden.
|
||||
Units can only gain up to 30 XP from Barbarian units - meaning up to 2 promotions. After that, Barbarian units will provide no experience. = Las unidades solo pueden obtener un máximo de 30 XP de las unidades bárbaras, lo que equivale a dos promociones. Después de esto los bárbaros dejarán de dar experiencia.
|
||||
|
||||
Combat = Combate
|
||||
Unit and cities are worn down by combat, which is affected by a number of different values.\nEach unit has a certain 'base' combat value, which can be improved by certain conditions, promotions and locations. = Las unidades y las ciudades se agotan con el combate, lo que afecta a un número de diferentes valores.\nCada unidad tiene un valor de combate 'base' que puede ser mejorado bajo ciertas condiciones y localizaciones.
|
||||
Units use the 'Strength' value as the base combat value when melee attacking and when defending.\nWhen using a ranged attack, they will the use the 'Ranged Strength' value instead. = Las unidades usan el valor de 'Fuerza' como el valor de combate base cuando atacan cuerpo a cuerpo y cuando defienden.\nCuando usan ataques a distancia se usa el valor 'Fuerza a distancia'.
|
||||
Ranged attacks can be done from a distance, dependent on the 'Range' value of the unit.\nWhile melee attacks allow the defender to damage the attacker in retaliation, ranged attacks do not. = Los ataques a distancia se pueden ejecutar a una distancia determinada por el valor del 'Rango' de la unidad.\nMientras que los ataques cuerpo a cuerpo permiten que el defensor reciba daño como represalia, los ataques a distancia no lo permiten.
|
||||
|
||||
Research Agreements = Acuerdo de Investigación
|
||||
In research agreements, you and another civilization decide to jointly research technology.\nAt the end of the agreement, you will both receive a 'lump sum' of Science, which will go towards one of your unresearched technologies. = En los acuerdos tecnológicos, tu y otra civilización decidís investigar juntos.\nAl final del acuerdo ambos recibiréis una 'suma global' de ciencia que irá a una de las tecnologías que no hayas investigado.
|
||||
The amount of Science you receive at the end is dependent on the science generated by your cities and the other civilization's cities during the agreement - the more, the better! = La suma de ciencia que recibes al final depende de la ciencia generada por tus ciudades y por las ciudades de la otra civilización durante el acuerdo.
|
||||
|
||||
City-States = Ciudades-estado
|
||||
Not all nations are contending with you for victory.\nCity-states are nations that can't win, don't conquer other cities and can't be traded with. = No todas las naciones rivalizan contigo por la victoria.\nLas ciudades-estado son naciones que no pueden ganar, conquistar otras ciudades y con las que no se puede comerciar.
|
||||
Instead, diplomatic relations with city-states are determined by Influence - a meter of 'how much the City-state likes you'.\nInfluence can be increased by attacking their enemies, liberating their city, and giving them sums of gold. = En vez de eso las relaciones diplomáticas con las ciudades estado se ven determinadas por la Influencia (un medidor de cuandot le 'gustas' a la ciudad-estado).\nLa influencia puede aumentarse atacando a sus enemigos, liberando su ciudad y dándoles oro.
|
||||
Certain bonuses are given when you are at above 30 influence.\nWhen you have above 60 Influence, and you have the highest influence with them of all civilizations, you are considered their 'Ally', and gain further bonuses and access to the Luxury and Strategic resources in their lands. = Algunos bonus se te proporcionan cuando tienes más de 30 de influencia.\nCuando tienes más de 60 y es más alta que la que tienen el resto de civilizaciones, se te considerará su 'Aliado' y ganarás más bonus y acceso a recursos de lujo y estratégicos en sus tierras.
|
||||
|
||||
# Requires translation!
|
||||
Great People =
|
||||
Certain buildings, and specialists in cities, generate Great Person points per turn.\nThere are several types of Great People, and their points accumulate separately.\nThe number of points per turn and accumulated points can be viewed in the Overview screen. = Algunos edificios y especialistas en las ciudades generan puntos de Gran Personaje por turno.\nHay diferentes tipos de Gran Personaje y sus puntos que acumulan de forma separada.\nEl número de puntos por turno y el total se pueden ver en la pantalla de Visión General.
|
||||
Once enough points have been accumulaated, a Great Person of that type will be created!\nEach Great Person can construct a certain Great Improvement which gives large yields over time, or immediately consumed to provide a certain bonus now. = Una vez tengas suficientes puntos acumulador un Gran Personaje de ese tipo será creado.\nCada Gran Personaje puede contruir un tipo de Gran Mejora que proporciona un gran rendimiento durante un periodo de tiempo, o el Gran Personaje puede ser consumido para proporcionar un bonus instantáneamente.
|
||||
Great Improvements also provide any strategic resources that are under them, so you don't need to worry if resources are revealed underneath your improvements! = Las Grandes Mejoras también pueden producir cualquier recurso estratégico que tengan debajo, así que no tienes que preocuparte si los son revelados bajo tus recursos.
|
||||
|
||||
# Requires translation!
|
||||
Removing Terrain Features =
|
||||
Certain tiles have terrain features - like Flood plains or Forests - on top of them. Some of these layers, like Jungle, Marsh and Forest, can be removed by workers.\nRemoving the terrain feature does not remove any resources in the tile, and is usually required in order to work those resources. = Algunos tipos de casillas tienen características de terreno, como los terrenos inundados o lso bosques. Algunas de estas características, como las junglas, los pantanos y los bosques; pueden ser eliminadas por los trabajadores.\nEliminando una característica de terreno no se eliminan los recursos que pueda tener, y normalmente es necesario para poder trabajarlos.
|
||||
|
||||
Natural Wonders = Maravillas naturales
|
||||
Natural Wonders, such as the Mt. Fuji, the Rock of Gibraltar and the Great Barrier Reef, are unique, impassable terrain features, masterpieces of mother Nature, which possess exceptional qualities that make them very different from the average terrain.\nThey benefit by giving you large sums of Culture, Science, Gold or Production if worked by your Cities, which is why you might need to bring them under your empire as soon as possible. = Las maravillas naturales, como el Monte Fuji, el Peñon de Gibraltar o la Gran Barrera de Coral, son únicos, infranqueables, obras de arte de la naturaleza que poseen propiedades excepcionales que los hacen muy diferentes del resto de terrenos.\nProporcionan grandes sumas de beneficios a la Cultura, Ciencia, Oro o Producción si son trabajadas por tus ciuades, es por lo que has de conseguirlas bajo tu imperio lo antes posible.
|
||||
|
||||
|
|
|
@ -806,36 +806,6 @@ Brush Size = 筆刷大小
|
|||
# Requires translation!
|
||||
Map saved =
|
||||
|
||||
# Civilopedia Tutorials names
|
||||
|
||||
After Conquering = 佔領城市的處理
|
||||
City Range = 城市工作範圍
|
||||
Contact Me = 聯絡我吧!
|
||||
Culture and Policies = 文化與政策
|
||||
Embarking = 陸軍單位的船運
|
||||
Enemy City = 敵方城市
|
||||
Idle Units = 閒置單位
|
||||
Injured Units = 受傷單位
|
||||
Introduction = 遊戲介紹
|
||||
Luxury Resource = 奢侈資源
|
||||
New Game = 開始新遊戲
|
||||
Roads and Railroads = 道路與鐵路
|
||||
Siege Units = 攻城單位
|
||||
Strategic Resource = 策略資源
|
||||
Unhappiness = 不滿
|
||||
Victory Types = 獲取勝利的方法
|
||||
Workers = 工人
|
||||
# Requires translation!
|
||||
City Expansion =
|
||||
# Requires translation!
|
||||
Combat =
|
||||
# Requires translation!
|
||||
Experience =
|
||||
# Requires translation!
|
||||
Pillaging =
|
||||
# Requires translation!
|
||||
Research Agreements =
|
||||
|
||||
# Civilopedia difficulty levels
|
||||
# Requires translation!
|
||||
Player settings =
|
||||
|
@ -4481,8 +4451,10 @@ Heal adjacent units for an additional 15 HP per turn = 相鄰的所有單位每
|
|||
|
||||
#################### Lines from Tutorials.json ####################
|
||||
|
||||
Introduction = 遊戲介紹
|
||||
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!
|
||||
|
||||
New Game = 開始新遊戲
|
||||
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?\nThat’s 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. Cities cannot be built within 3 tiles of existing cities, which is another thing to watch out for! = 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 don’t have a set area that they can work - more on that later!\nThis means you don’t have to settle cities right next to resources.\nLet’s say, for example, that you want access to some iron – but the resource is right next to a desert.\nYou don’t 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 you’ll 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。
|
||||
|
@ -4490,10 +4462,13 @@ The first thing coming out of your city should be either a Scout or Warrior.\nI
|
|||
|
||||
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 = 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。
|
||||
|
||||
Culture and Policies = 文化與政策
|
||||
Each turn, the culture you gain from all your cities is added to your Civilization's culture.\nWhen you have enough culture, you may pick a 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 branch providing a bonus ability when all policies 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!
|
||||
|
||||
# Requires translation!
|
||||
City Expansion =
|
||||
# Requires translation!
|
||||
Once a city has gathered enough Culture, it will expand into a neighboring tile.\nYou have no control over the tile it will expand into, but tiles with resources and higher yields are prioritized. =
|
||||
# Requires translation!
|
||||
|
@ -4501,26 +4476,34 @@ Each additional tile will require more culture, but generally your first cities
|
|||
# Requires translation!
|
||||
Although your city will keep expanding forever, your citizens can only work 3 tiles away from city center.\nThis should be taken into account when placing new cities. =
|
||||
|
||||
Happiness = 快樂
|
||||
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 you’ll 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 can’t even build any city improvements that increase happiness until you’ve done the appropriate research.\nIf your empire’s 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 isn’t impossible, but as a new player you probably shouldn’t 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。
|
||||
|
||||
Unhappiness = 不滿
|
||||
It seems that your citizens are unhappy!\nWhile unhappy, cities will grow at 1/4 the speed, 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。
|
||||
|
||||
Golden Age = 黃金時代
|
||||
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。
|
||||
|
||||
Roads and Railroads = 道路與鐵路
|
||||
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!
|
||||
|
||||
Victory Types = 獲取勝利的方法
|
||||
Once you’ve settled your first two or three cities you’re 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 haven’t already. = 当您建立了两三座城市后,可能已经经过了100~150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!
|
||||
|
||||
Enemy City = 敵方城市
|
||||
Cities can be conquered by reducing their health to 1, and entering the city with a melee unit.\nSince 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! = 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 Resource = 奢侈資源
|
||||
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 Resource = 策略資源
|
||||
# Requires translation!
|
||||
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. =
|
||||
# Requires translation!
|
||||
|
@ -4528,6 +4511,7 @@ Unlike Luxury Resources, each Strategic Resource on the map provides more than o
|
|||
|
||||
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。
|
||||
|
||||
After Conquering = 佔領城市的處理
|
||||
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!
|
||||
|
||||
|
@ -4535,29 +4519,42 @@ You have encountered a barbarian unit!\nBarbarians attack everyone indiscriminat
|
|||
|
||||
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。
|
||||
|
||||
Apollo Program = 阿波羅計畫
|
||||
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 = 受傷單位
|
||||
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 = 工人
|
||||
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 = 攻城單位
|
||||
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。
|
||||
|
||||
Embarking = 陸軍單位的船運
|
||||
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!
|
||||
|
||||
Idle Units = 閒置單位
|
||||
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”。
|
||||
|
||||
Contact Me = 聯絡我吧!
|
||||
Hi there! If you've played this far, you've probably seen that the game is currently incomplete.\n UnCiv 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。
|
||||
|
||||
# Requires translation!
|
||||
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. = 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。
|
||||
|
||||
# Requires translation!
|
||||
Experience =
|
||||
# Requires translation!
|
||||
Units that enter combat gain experience, which can then be used on promotions for that unit.\nUnits gain more experience when in Melee combat than Ranged, and more when attacking than when defending. =
|
||||
# Requires translation!
|
||||
Units can only gain up to 30 XP from Barbarian units - meaning up to 2 promotions. After that, Barbarian units will provide no experience. =
|
||||
|
||||
# Requires translation!
|
||||
Combat =
|
||||
# Requires translation!
|
||||
Unit and cities are worn down by combat, which is affected by a number of different values.\nEach unit has a certain 'base' combat value, which can be improved by certain conditions, promotions and locations. =
|
||||
# Requires translation!
|
||||
|
@ -4565,11 +4562,14 @@ Units use the 'Strength' value as the base combat value when melee attacking and
|
|||
# Requires translation!
|
||||
Ranged attacks can be done from a distance, dependent on the 'Range' value of the unit.\nWhile melee attacks allow the defender to damage the attacker in retaliation, ranged attacks do not. =
|
||||
|
||||
# Requires translation!
|
||||
Research Agreements =
|
||||
# Requires translation!
|
||||
In research agreements, you and another civilization decide to jointly research technology.\nAt the end of the agreement, you will both receive a 'lump sum' of Science, which will go towards one of your unresearched technologies. =
|
||||
# Requires translation!
|
||||
The amount of Science you receive at the end is dependent on the science generated by your cities and the other civilization's cities during the agreement - the more, the better! =
|
||||
|
||||
City-States = 城邦
|
||||
# Requires translation!
|
||||
Not all nations are contending with you for victory.\nCity-states are nations that can't win, don't conquer other cities and can't be traded with. =
|
||||
# Requires translation!
|
||||
|
@ -4577,6 +4577,8 @@ Instead, diplomatic relations with city-states are determined by Influence - a m
|
|||
# Requires translation!
|
||||
Certain bonuses are given when you are at above 30 influence.\nWhen you have above 60 Influence, and you have the highest influence with them of all civilizations, you are considered their 'Ally', and gain further bonuses and access to the Luxury and Strategic resources in their lands. =
|
||||
|
||||
# Requires translation!
|
||||
Great People =
|
||||
# Requires translation!
|
||||
Certain buildings, and specialists in cities, generate Great Person points per turn.\nThere are several types of Great People, and their points accumulate separately.\nThe number of points per turn and accumulated points can be viewed in the Overview screen. =
|
||||
# Requires translation!
|
||||
|
@ -4584,9 +4586,12 @@ Once enough points have been accumulaated, a Great Person of that type will be c
|
|||
# Requires translation!
|
||||
Great Improvements also provide any strategic resources that are under them, so you don't need to worry if resources are revealed underneath your improvements! =
|
||||
|
||||
# Requires translation!
|
||||
Removing Terrain Features =
|
||||
# Requires translation!
|
||||
Certain tiles have terrain features - like Flood plains or Forests - on top of them. Some of these layers, like Jungle, Marsh and Forest, can be removed by workers.\nRemoving the terrain feature does not remove any resources in the tile, and is usually required in order to work those resources. =
|
||||
|
||||
Natural Wonders = 自然奇觀
|
||||
# Requires translation!
|
||||
Natural Wonders, such as the Mt. Fuji, the Rock of Gibraltar and the Great Barrier Reef, are unique, impassable terrain features, masterpieces of mother Nature, which possess exceptional qualities that make them very different from the average terrain.\nThey benefit by giving you large sums of Culture, Science, Gold or Production if worked by your Cities, which is why you might need to bring them under your empire as soon as possible. =
|
||||
|
||||
|
|
|
@ -813,32 +813,6 @@ Brush Size = Fırça Boyutu
|
|||
# Requires translation!
|
||||
Map saved =
|
||||
|
||||
# Civilopedia Tutorials names
|
||||
|
||||
After Conquering = Fetihten Sonra
|
||||
City Range = Şehir Menzili
|
||||
Contact Me = Bana Ulaşın
|
||||
Culture and Policies = Kültür ve Politikalar
|
||||
Embarking = Denize Giriş
|
||||
Enemy City = Düşman Şehri
|
||||
Idle Units = Boştaki Birimler
|
||||
Injured Units = Yaralı Birimler
|
||||
Introduction = Giriş
|
||||
Luxury Resource = Lüks Kaynak
|
||||
New Game = Yeni Oyun
|
||||
Roads and Railroads = Yollar ve Demiryolları
|
||||
Siege Units = Kuşatma Birlikleri
|
||||
Strategic Resource = Stratejik Kaynak
|
||||
Unhappiness = Mutsuzluk
|
||||
Victory Types = Zafer Türleri
|
||||
Workers = İşçiler
|
||||
City Expansion = Şehir Genişlemesi
|
||||
Combat = Savaş
|
||||
Experience = Deneyim
|
||||
Pillaging = Yağma
|
||||
# Requires translation!
|
||||
Research Agreements =
|
||||
|
||||
# Civilopedia difficulty levels
|
||||
# Requires translation!
|
||||
Player settings =
|
||||
|
@ -4065,8 +4039,10 @@ Heal adjacent units for an additional 15 HP per turn = Bitişik birimlere iyile
|
|||
|
||||
#################### Lines from Tutorials.json ####################
|
||||
|
||||
Introduction = Giriş
|
||||
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! = Unciv'e hoşgeldin! Bu karışık bir oyun olduğundan burada seni oyuna alıştıracak bazı basit görevler var. Bunlar tamamen opsiyonel, ve bu yüzden oyunu kendin keşfetmekte özgürsün!
|
||||
|
||||
New Game = Yeni Oyun
|
||||
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. = İlk görevin başkentini kurmak.\nBu aslında önemli bir görev çünkü başkentin muhtemelen en müreffeh şehrin olacak.\nOyundaki çoğu bonus başkentin için geçerli ve başkentin muhtemelen imparatorluğunun merkezinde yer alacak.
|
||||
# Requires translation!
|
||||
How do you know a spot is appropriate?\nThat’s 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. Cities cannot be built within 3 tiles of existing cities, which is another thing to watch out for! =
|
||||
|
@ -4078,6 +4054,7 @@ The first thing coming out of your city should be either a Scout or Warrior.\nI
|
|||
# Requires translation!
|
||||
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 = Kültür ve Politikalar
|
||||
# Requires translation!
|
||||
Each turn, the culture you gain from all your cities is added to your Civilization's culture.\nWhen you have enough culture, you may pick a Social Policy, each one giving you a certain bonus. =
|
||||
# Requires translation!
|
||||
|
@ -4085,6 +4062,7 @@ The policies are organized into branches, with each branch providing a bonus abi
|
|||
# Requires translation!
|
||||
With each policy adopted, and with each city built,\n the cost of adopting another policy rises - so choose wisely! =
|
||||
|
||||
City Expansion = Şehir Genişlemesi
|
||||
# Requires translation!
|
||||
Once a city has gathered enough Culture, it will expand into a neighboring tile.\nYou have no control over the tile it will expand into, but tiles with resources and higher yields are prioritized. =
|
||||
# Requires translation!
|
||||
|
@ -4092,6 +4070,7 @@ Each additional tile will require more culture, but generally your first cities
|
|||
# Requires translation!
|
||||
Although your city will keep expanding forever, your citizens can only work 3 tiles away from city center.\nThis should be taken into account when placing new cities. =
|
||||
|
||||
Happiness = Mutluluk
|
||||
# Requires translation!
|
||||
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 you’ll find that it is more and more difficult to keep your empire happy. =
|
||||
# Requires translation!
|
||||
|
@ -4099,6 +4078,7 @@ In addition, you can’t even build any city improvements that increase happines
|
|||
# Requires translation!
|
||||
This means that it is very difficult to expand quickly in Unciv.\nIt isn’t impossible, but as a new player you probably shouldn’t 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 = Mutsuzluk
|
||||
# Requires translation!
|
||||
It seems that your citizens are unhappy!\nWhile unhappy, cities will grow at 1/4 the speed, and your units will suffer a 2% penalty for each unhappiness =
|
||||
# Requires translation!
|
||||
|
@ -4106,12 +4086,15 @@ Unhappiness has two main causes: Population and cities\n Each city causes 3 unh
|
|||
# Requires translation!
|
||||
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 = Altın Çağ
|
||||
# Requires translation!
|
||||
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 = Yollar ve Demiryolları
|
||||
# Requires translation!
|
||||
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 = Zafer Türleri
|
||||
# Requires translation!
|
||||
Once you’ve settled your first two or three cities you’re 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 haven’t already. =
|
||||
# Requires translation!
|
||||
|
@ -4119,12 +4102,15 @@ There are three ways to win in Unciv. They are:\n - Cultural Victory: Complete 5
|
|||
# Requires translation!
|
||||
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 = Düşman Şehri
|
||||
# Requires translation!
|
||||
Cities can be conquered by reducing their health to 1, and entering the city with a melee unit.\nSince 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 = Lüks Kaynak
|
||||
# Requires translation!
|
||||
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 = Stratejik Kaynak
|
||||
# Requires translation!
|
||||
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. =
|
||||
# Requires translation!
|
||||
|
@ -4133,6 +4119,7 @@ Unlike Luxury Resources, each Strategic Resource on the map provides more than o
|
|||
# Requires translation!
|
||||
The city can no longer put up any resistance!\nHowever, to conquer it, you must enter the city with a melee unit =
|
||||
|
||||
After Conquering = Fetihten Sonra
|
||||
# Requires translation!
|
||||
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. =
|
||||
# Requires translation!
|
||||
|
@ -4144,24 +4131,31 @@ You have encountered a barbarian unit!\nBarbarians attack everyone indiscriminat
|
|||
# Requires translation!
|
||||
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 = Apollo Programı
|
||||
# Requires translation!
|
||||
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 = Yaralı Birimler
|
||||
# Requires translation!
|
||||
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 = İşçiler
|
||||
# Requires translation!
|
||||
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 = Kuşatma Birlikleri
|
||||
# Requires translation!
|
||||
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 = Denize Giriş
|
||||
# Requires translation!
|
||||
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! =
|
||||
|
||||
Idle Units = Boştaki Birimler
|
||||
# Requires translation!
|
||||
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 = Bana Ulaşın
|
||||
# Requires translation!
|
||||
Hi there! If you've played this far, you've probably seen that the game is currently incomplete.\n UnCiv is meant to be open-source and free, forever.\n That means no ads or any other nonsense. =
|
||||
# Requires translation!
|
||||
|
@ -4169,14 +4163,17 @@ What motivates me to keep working on it, \n besides the fact I think it's amazi
|
|||
# Requires translation!
|
||||
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 = Yağma
|
||||
# Requires translation!
|
||||
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. =
|
||||
|
||||
Experience = Deneyim
|
||||
# Requires translation!
|
||||
Units that enter combat gain experience, which can then be used on promotions for that unit.\nUnits gain more experience when in Melee combat than Ranged, and more when attacking than when defending. =
|
||||
# Requires translation!
|
||||
Units can only gain up to 30 XP from Barbarian units - meaning up to 2 promotions. After that, Barbarian units will provide no experience. =
|
||||
|
||||
Combat = Savaş
|
||||
# Requires translation!
|
||||
Unit and cities are worn down by combat, which is affected by a number of different values.\nEach unit has a certain 'base' combat value, which can be improved by certain conditions, promotions and locations. =
|
||||
# Requires translation!
|
||||
|
@ -4184,11 +4181,14 @@ Units use the 'Strength' value as the base combat value when melee attacking and
|
|||
# Requires translation!
|
||||
Ranged attacks can be done from a distance, dependent on the 'Range' value of the unit.\nWhile melee attacks allow the defender to damage the attacker in retaliation, ranged attacks do not. =
|
||||
|
||||
# Requires translation!
|
||||
Research Agreements =
|
||||
# Requires translation!
|
||||
In research agreements, you and another civilization decide to jointly research technology.\nAt the end of the agreement, you will both receive a 'lump sum' of Science, which will go towards one of your unresearched technologies. =
|
||||
# Requires translation!
|
||||
The amount of Science you receive at the end is dependent on the science generated by your cities and the other civilization's cities during the agreement - the more, the better! =
|
||||
|
||||
City-States = Şehir Devletleri
|
||||
# Requires translation!
|
||||
Not all nations are contending with you for victory.\nCity-states are nations that can't win, don't conquer other cities and can't be traded with. =
|
||||
# Requires translation!
|
||||
|
@ -4196,6 +4196,8 @@ Instead, diplomatic relations with city-states are determined by Influence - a m
|
|||
# Requires translation!
|
||||
Certain bonuses are given when you are at above 30 influence.\nWhen you have above 60 Influence, and you have the highest influence with them of all civilizations, you are considered their 'Ally', and gain further bonuses and access to the Luxury and Strategic resources in their lands. =
|
||||
|
||||
# Requires translation!
|
||||
Great People =
|
||||
# Requires translation!
|
||||
Certain buildings, and specialists in cities, generate Great Person points per turn.\nThere are several types of Great People, and their points accumulate separately.\nThe number of points per turn and accumulated points can be viewed in the Overview screen. =
|
||||
# Requires translation!
|
||||
|
@ -4203,9 +4205,12 @@ Once enough points have been accumulaated, a Great Person of that type will be c
|
|||
# Requires translation!
|
||||
Great Improvements also provide any strategic resources that are under them, so you don't need to worry if resources are revealed underneath your improvements! =
|
||||
|
||||
# Requires translation!
|
||||
Removing Terrain Features =
|
||||
# Requires translation!
|
||||
Certain tiles have terrain features - like Flood plains or Forests - on top of them. Some of these layers, like Jungle, Marsh and Forest, can be removed by workers.\nRemoving the terrain feature does not remove any resources in the tile, and is usually required in order to work those resources. =
|
||||
|
||||
Natural Wonders = Doğal Harikalar
|
||||
# Requires translation!
|
||||
Natural Wonders, such as the Mt. Fuji, the Rock of Gibraltar and the Great Barrier Reef, are unique, impassable terrain features, masterpieces of mother Nature, which possess exceptional qualities that make them very different from the average terrain.\nThey benefit by giving you large sums of Culture, Science, Gold or Production if worked by your Cities, which is why you might need to bring them under your empire as soon as possible. =
|
||||
|
||||
|
|
|
@ -791,31 +791,6 @@ Menu = Меню
|
|||
Brush Size = Розмір пензля
|
||||
Map saved = Мапу збережено
|
||||
|
||||
# Civilopedia Tutorials names
|
||||
|
||||
After Conquering = Після завоювання
|
||||
City Range = Дальність міста
|
||||
Contact Me = Зв’яжіться зі мною
|
||||
Culture and Policies = Культура і політика
|
||||
Embarking = На борту
|
||||
Enemy City = Вороже місто
|
||||
Idle Units = Незайняті одиниці
|
||||
Injured Units = Пошкоджені підрозділи
|
||||
Introduction = Введення
|
||||
Luxury Resource = Ресурси
|
||||
New Game = Нова гра
|
||||
Roads and Railroads = Дороги і колії
|
||||
Siege Units = Облогові підрозділи
|
||||
Strategic Resource = Стратегічний ресурс
|
||||
Unhappiness = Нещастя
|
||||
Victory Types = Види перемоги
|
||||
Workers = Робітники
|
||||
City Expansion = Розширення міста
|
||||
Combat = Битва
|
||||
Experience = Досвід
|
||||
Pillaging = Мародерство
|
||||
Research Agreements = Угоди про дослідження
|
||||
|
||||
# Civilopedia difficulty levels
|
||||
Player settings = Налаштування гравця
|
||||
Base Happiness = Початкове щастя
|
||||
|
@ -3425,8 +3400,10 @@ Heal adjacent units for an additional 15 HP per turn = Сусідні підро
|
|||
|
||||
#################### Lines from Tutorials.json ####################
|
||||
|
||||
Introduction = Введення
|
||||
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!
|
||||
|
||||
New Game = Нова гра
|
||||
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?\nThat’s 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. Cities cannot be built within 3 tiles of existing cities, which is another thing to watch out for! = 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 don’t have a set area that they can work - more on that later!\nThis means you don’t have to settle cities right next to resources.\nLet’s say, for example, that you want access to some iron – but the resource is right next to a desert.\nYou don’t 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 you’ll 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.
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@ -3434,39 +3411,50 @@ The first thing coming out of your city should be either a Scout or Warrior.\nI
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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 = 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.
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|
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Culture and Policies = Культура і політика
|
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Each turn, the culture you gain from all your cities is added to your Civilization's culture.\nWhen you have enough culture, you may pick a 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.
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The policies are organized into branches, with each branch providing a bonus ability when all policies 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.
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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!
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|
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City Expansion = Розширення міста
|
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Once a city has gathered enough Culture, it will expand into a neighboring tile.\nYou have no control over the tile it will expand into, but tiles with resources and higher yields are prioritized. = Щойно місто збирає достатньо очків культури, воно розширюється на сусідню клітинку.\nВи не можете контролювати на яку саме клітинку буде розширення, хоча клітинки з ресурсами та більш продуктивні клітинки є у приорітеті.
|
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Each additional tile will require more culture, but generally your first cities will eventually expand to a wide tile range. = Кожна додаткова клітинка вимагає більше очків культури, попри це ваші перші міста згодом розширяться на досить широкі відстані.
|
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Although your city will keep expanding forever, your citizens can only work 3 tiles away from city center.\nThis should be taken into account when placing new cities. = Навіть якщо ваше місто буде рости беззупинно, ваші городяне можуть працювати лише на відстані 3 клітинок від міського центру.\nЦе має бути вами враховано, коли розташовуєте нові міста.
|
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|
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Happiness = Щастя
|
||||
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 you’ll 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.
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In addition, you can’t even build any city improvements that increase happiness until you’ve done the appropriate research.\nIf your empire’s 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
|
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This means that it is very difficult to expand quickly in Unciv.\nIt isn’t impossible, but as a new player you probably shouldn’t 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.
|
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|
||||
Unhappiness = Нещастя
|
||||
It seems that your citizens are unhappy!\nWhile unhappy, cities will grow at 1/4 the speed, 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.
|
||||
|
||||
Golden Age = Золота доба
|
||||
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.
|
||||
|
||||
Roads and Railroads = Дороги і колії
|
||||
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!
|
||||
|
||||
Victory Types = Види перемоги
|
||||
Once you’ve settled your first two or three cities you’re 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 haven’t 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.
|
||||
|
||||
Enemy City = Вороже місто
|
||||
Cities can be conquered by reducing their health to 1, and entering the city with a melee unit.\nSince 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! = Міста можна завоювати, зменшивши їх здоров’я до 1\nі увійшовши в місто з підрозділом ближнього бою.\nОскільки міста відновлюються кожного ходу, найкраще атакувати підрозділами дального бою,\nтому використовуйте свої ближньобійні підрозділи, щоб захищати їх, поки місто не буде розгромлено!
|
||||
|
||||
Luxury Resource = Ресурси
|
||||
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 Resource = Стратегічний ресурс
|
||||
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. = Стратегічні ресурси у вашому володінні та з їхнім конкретним удосконаленням підключені до вашої торгової мережі.\nСтратегічні ресурси дозволяють навчати підрозділи та споруджувати будівлі, для яких потрібні ці конкретні ресурси, як-от, Вершник, що вимагає коней.
|
||||
Unlike Luxury Resources, each Strategic Resource on the map provides more than oneof that resource.\nThe top bar keeps count of how many unused strategic resources you own.\nA full drilldown of resources is available in the Resources tab in the Overview screen. = На відміну від розкішних ресурсів, кожен стратегічний ресурс на мапі містить більше одного з цього ресурсу.\nНа верхній панелі відображається кількість невикористаних стратегічних ресурсів, якими ви володієте.\nПовне розкриття ресурсів доступне на вкладці «Ресурси» на екрані «Огляд».
|
||||
|
||||
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.
|
||||
|
||||
After Conquering = Після завоювання
|
||||
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 виберіть 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 технології 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!
|
||||
|
||||
|
@ -3474,43 +3462,60 @@ You have encountered a barbarian unit!\nBarbarians attack everyone indiscriminat
|
|||
|
||||
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
|
||||
|
||||
Apollo Program = Програма Аполлон
|
||||
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 = Пошкоджені підрозділи
|
||||
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 = Робітники
|
||||
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 = Облогові підрозділи
|
||||
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.
|
||||
|
||||
Embarking = На борту
|
||||
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!
|
||||
|
||||
Idle Units = Незайняті одиниці
|
||||
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
|
||||
|
||||
Contact Me = Зв’яжіться зі мною
|
||||
Hi there! If you've played this far, you've probably seen that the game is currently incomplete.\n UnCiv 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)
|
||||
|
||||
Pillaging = Мародерство
|
||||
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.
|
||||
|
||||
Experience = Досвід
|
||||
Units that enter combat gain experience, which can then be used on promotions for that unit.\nUnits gain more experience when in Melee combat than Ranged, and more when attacking than when defending. = Підрозділи у бою отримують досвід, який може бути використаний для підвищень цього підрозділа.\nПідрозділи отримують більше досвіду у ближньому бою ніж у дальньому, та більше під час нападу, аніж у захисті.
|
||||
Units can only gain up to 30 XP from Barbarian units - meaning up to 2 promotions. After that, Barbarian units will provide no experience. = Підрозділи можуть отримувати від перемог над варварами лише до 30 одиниць досвіду — тобто до 2 підвищень. Після цього, перемоги над варварами більше не будуть приносити додатковий досвід.
|
||||
|
||||
Combat = Битва
|
||||
Unit and cities are worn down by combat, which is affected by a number of different values.\nEach unit has a certain 'base' combat value, which can be improved by certain conditions, promotions and locations. = Підрозділ та міста зношуються в результаті бою, на який впливає ряд різних значень.\nКожна одиниця має певне «початкове» бойове значення, яке може бути покращено за певних умов, підвищень та розташування.
|
||||
Units use the 'Strength' value as the base combat value when melee attacking and when defending.\nWhen using a ranged attack, they will the use the 'Ranged Strength' value instead. = Підрозділи використовують «Силу» як початкове бойове значення при атаці у ближньому бою та при обороні.\nПід час дального бою замість цього використовують значення «Сила у дальньому бою».
|
||||
Ranged attacks can be done from a distance, dependent on the 'Range' value of the unit.\nWhile melee attacks allow the defender to damage the attacker in retaliation, ranged attacks do not. = Дальні атаки можуть бути зробленими на відстані, що залежить від значення «Дальність» у підрозділа.\nЯкщо атакувати ворога ближньою атакою, то він може дати відсіч, проте у випадку з дальньою атакою такого не буде.
|
||||
|
||||
Research Agreements = Угоди про дослідження
|
||||
In research agreements, you and another civilization decide to jointly research technology.\nAt the end of the agreement, you will both receive a 'lump sum' of Science, which will go towards one of your unresearched technologies. = В угодах про дослідження ви та інша цивілізація вирішили спільно дослідити технологію.\nПісля завершення угоди ви отримаєте «одноразову суму» науки, яка піде на користь одній з ваших невивчених технологій.
|
||||
The amount of Science you receive at the end is dependent on the science generated by your cities and the other civilization's cities during the agreement - the more, the better! = Кількість науки, яку ви отримаєте в кінці кінців, залежить від науки, створеної вашими містами та іншими цивілізаційними містами під час угоди — чим більше, тим краще!
|
||||
|
||||
City-States = Міста-держави
|
||||
Not all nations are contending with you for victory.\nCity-states are nations that can't win, don't conquer other cities and can't be traded with. = Не всі країни змагаються з вами за перемогу.\nМіста-держиви — це країни, які не можуть перемогти, не завойовувати інші міста і не можуть торгувати з ними.
|
||||
Instead, diplomatic relations with city-states are determined by Influence - a meter of 'how much the City-state likes you'.\nInfluence can be increased by attacking their enemies, liberating their city, and giving them sums of gold. = Натомість дипломатичні відносини з державами-містами визначаються Впливом — «наскільки містам-державам ви подобаєтеся».\nВплив можна збільшити шляхом атаки їхніх ворогів, звільнення їхнього міста чи просто пожертвуванням купи золота.
|
||||
Certain bonuses are given when you are at above 30 influence.\nWhen you have above 60 Influence, and you have the highest influence with them of all civilizations, you are considered their 'Ally', and gain further bonuses and access to the Luxury and Strategic resources in their lands. = Певні бонуси надаються коли у вас є понад 30 од. Впливу.\nКоли ви маєте більше 60 од. впливу і найбільший вплив у цьому місті-державі серед інших цивілізацій, місто-держава буде вважати вас своїм «союзником» і ви будете отримувати подальші бонуси та доступ до стратегічних ресурсів та ресурсів розкоші на їхніх землях.
|
||||
|
||||
# Requires translation!
|
||||
Great People =
|
||||
Certain buildings, and specialists in cities, generate Great Person points per turn.\nThere are several types of Great People, and their points accumulate separately.\nThe number of points per turn and accumulated points can be viewed in the Overview screen. = Певні будівлі і спеціалісти в містах генерують Очки Великих людей кожного ходу.\nЄ декілька видів Великих людей, і їхні види накопичуються окремо.\nКількість очків за хід і накопичені очки можна подивитися на екрані «Огляд».
|
||||
Once enough points have been accumulaated, a Great Person of that type will be created!\nEach Great Person can construct a certain Great Improvement which gives large yields over time, or immediately consumed to provide a certain bonus now. = Коли достатню кількість очків було накопичено, тоді з’явиться Велика людина.\nКожна Велика людина може спорудити певне Велике покращення. Воно може дати великі врожаї з часом або певний бонус в той же час.
|
||||
Great Improvements also provide any strategic resources that are under them, so you don't need to worry if resources are revealed underneath your improvements! = Велике покращення також забезпечує будь-який наявний у клітинці стратегічний ресурс. Тому не турбуйтеся про раптове зникнення вашого покращення!
|
||||
|
||||
# Requires translation!
|
||||
Removing Terrain Features =
|
||||
Certain tiles have terrain features - like Flood plains or Forests - on top of them. Some of these layers, like Jungle, Marsh and Forest, can be removed by workers.\nRemoving the terrain feature does not remove any resources in the tile, and is usually required in order to work those resources. = Певні клітини мають особливості рельєфу. Деякі з цих «надбудов», як, наприклад, джунглі, болота та ліс, можуть бути видалені працівниками.\nПри видаленні «надбудови» жодний ресурс не вилучається з клітини, і зазвичай це потрібно для видобування цих ресурсів.
|
||||
|
||||
Natural Wonders = Природні дива
|
||||
Natural Wonders, such as the Mt. Fuji, the Rock of Gibraltar and the Great Barrier Reef, are unique, impassable terrain features, masterpieces of mother Nature, which possess exceptional qualities that make them very different from the average terrain.\nThey benefit by giving you large sums of Culture, Science, Gold or Production if worked by your Cities, which is why you might need to bring them under your empire as soon as possible. = Природні дива, як от г. Фудзі, Гібралтарська скеля та Великий бар’єрний риф, є унікальними, непрохідними особливостями місцевості, шедеврами матінки природи, які володіють надзвичайними особливостями, що відрізняють їх від середньостатистичної місцевості.\nПриродні дива є корисними, бо вони надають величезну кількість культури, науки, золота чи виробництва, якщо вони працюють біля ваших міст, тому вам може знадобитися якнайшвидше захопити їх для своєї імперії.
|
||||
|
||||
|
|
|
@ -1,17 +1,17 @@
|
|||
Brazilian_Portuguese = 65
|
||||
Traditional_Chinese = 62
|
||||
Italian = 100
|
||||
Italian = 99
|
||||
Polish = 96
|
||||
Russian = 99
|
||||
Lithuanian = 26
|
||||
Romanian = 46
|
||||
Korean = 100
|
||||
Korean = 99
|
||||
Simplified_Chinese = 88
|
||||
German = 98
|
||||
Japanese = 100
|
||||
Japanese = 99
|
||||
Turkish = 75
|
||||
English = 1
|
||||
Ukrainian = 100
|
||||
Ukrainian = 99
|
||||
French = 98
|
||||
Portuguese = 53
|
||||
Indonesian = 99
|
||||
|
|
|
@ -791,31 +791,6 @@ Menu =
|
|||
Brush Size =
|
||||
Map saved =
|
||||
|
||||
# Civilopedia Tutorials names
|
||||
|
||||
After Conquering =
|
||||
City Range =
|
||||
Contact Me =
|
||||
Culture and Policies =
|
||||
Embarking =
|
||||
Enemy City =
|
||||
Idle Units =
|
||||
Injured Units =
|
||||
Introduction =
|
||||
Luxury Resource =
|
||||
New Game =
|
||||
Roads and Railroads =
|
||||
Siege Units =
|
||||
Strategic Resource =
|
||||
Unhappiness =
|
||||
Victory Types =
|
||||
Workers =
|
||||
City Expansion =
|
||||
Combat =
|
||||
Experience =
|
||||
Pillaging =
|
||||
Research Agreements =
|
||||
|
||||
# Civilopedia difficulty levels
|
||||
Player settings =
|
||||
Base Happiness =
|
||||
|
|
|
@ -124,6 +124,8 @@ object TranslationFileWriter {
|
|||
|
||||
var uniqueIndexOfNewLine = 0
|
||||
for (tutorial in tutorials) {
|
||||
if (!tutorial.key.startsWith('_'))
|
||||
tutorialsStrings.add("${tutorial.key.replace('_', ' ')} = ")
|
||||
for (str in tutorial.value)
|
||||
if (str != "") tutorialsStrings.add("$str = ")
|
||||
// This is a small hack to insert multiple /n into the set, which can't contain identical lines
|
||||
|
|
Loading…
Reference in a new issue