Centeralized translations of alerts to translations file, for Spanish
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7 changed files with 68 additions and 68 deletions
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@ -46,7 +46,7 @@
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{
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name:"King",
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baseHappiness:9,
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researchCostModifier:1,
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researchCostModifier:1.1,
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unhappinessModifier:1,
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aiCityGrowthModifier:0.9,
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aiUnitMaintainanceModifier:0.8,
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@ -57,7 +57,7 @@
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{
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name:"Emperor",
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baseHappiness:9,
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researchCostModifier:1,
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researchCostModifier:1.2,
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unhappinessModifier:1,
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aiCityGrowthModifier:0.85,
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aiUnitMaintainanceModifier:0.75,
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@ -68,7 +68,7 @@
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{
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name:"Immortal",
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baseHappiness:9,
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researchCostModifier:1,
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researchCostModifier:1.3,
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unhappinessModifier:1,
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aiCityGrowthModifier:0.75,
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aiUnitMaintainanceModifier:0.65,
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@ -79,7 +79,7 @@
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{
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name:"Deity",
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baseHappiness:9,
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researchCostModifier:1,
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researchCostModifier:1.5,
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unhappinessModifier:1,
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aiCityGrowthModifier:0.6,
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aiUnitMaintainanceModifier:0.5,
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@ -689,31 +689,31 @@
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// If so then we need to deal with that as well
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// I remember that some languages have upside-down question marks before to mark a question
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"has grown":{
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Italian:"è cresciuta"
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Russian:"вырос"
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French:"a grandi"
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Romanian:"a crescut"
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German:"ist gewachsen"
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Dutch:"is gegroeid"
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"[cityName] has grown!":{
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Italian:"[cityName] è cresciuta!"
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Russian:"[cityName] вырос!"
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French:"[cityName] a grandi!"
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Romanian:"[cityName] a crescut!"
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German:"[cityName] ist gewachsen!"
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Dutch:"[cityName] is gegroeid!"
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}
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"has been founded":{
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Italian:"è stata fondata"
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Russian:"был основан"
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French:"a été fondé"
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Romanian:"a fost fondat"
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German:"wurde gegründet"
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Dutch:"is gesticht"
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"[cityName] has been founded!":{
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Italian:"[cityName] è stata fondata!"
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Russian:"[cityName] был основан!"
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French:"[cityName] a été fondé!"
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Romanian:"[cityName] a fost fondat!"
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German:"[cityName] wurde gegründet!"
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Dutch:"[cityName] is gesticht!"
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}
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"has been razed to the ground":{
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Italian:"è stata rasa al suolo"
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Russian:"был разрушен до основания"
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French:"a été rasé à terre"
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Romanian:"a fost distrus la pământ"
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German:"wurde dem Erdboden gleichgemacht"
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Dutch:"Is totaal verwoest"
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"[cityName] has been razed to the ground!":{
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Italian:"[cityName] è stata rasa al suolo!"
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Russian:"[cityName] был разрушен до основания!"
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French:"[cityName] a été rasé à terre!"
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Romanian:"[cityName] a fost distrus la pământ!"
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German:"[cityName] wurde dem Erdboden gleichgemacht!"
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Dutch:"[cityName] Is totaal verwoest!"
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}
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"We have conquered the city of [cityname]!":{
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@ -725,40 +725,40 @@
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Dutch:"We hebben de stad [cityname] ingenomen!"
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}
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"Research of [tehnologyName] has completed!":{ // For technology notifications EG Research of Writing has completed
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Italian:"Ricerca di [tehnologyName] completata!"
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Russian:"Исследование [tehnologyName] завершено!"
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French:"Recherche de [tehnologyName] a completé!"
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Romanian:"Cercetarea [tehnologyName] a finalizat!"
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German:"[tehnologyName] wurde erforscht!"
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Dutch:"[tehnologyName] is onderzocht!"
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"Research of [technologyName] has completed!":{ // For technology notifications EG Research of Writing has completed
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Italian:"Ricerca di [technologyName] completata!"
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Russian:"Исследование [technologyName] завершено!"
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French:"Recherche de [technologyName] a completé!"
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Romanian:"Cercetarea [technologyName] a finalizat!"
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German:"[technologyName] wurde erforscht!"
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Dutch:"[technologyName] is onderzocht!"
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}
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"You have entered a golden age":{
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Italian:"Sei entrato in un'età dell'oro"
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Russian:"Вы вошли в золотой век"
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French:"Vous êtes entré dans un âge d'or"
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Romanian:"Ați intrat într-o epocă de aur"
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German:"Ein goldenes Zeitalter ist eingetreten"
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Dutch:"Een gouden eeuw is geariveerd"
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"You have entered a golden age!":{
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Italian:"Sei entrato in un'età dell'oro!"
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Russian:"Вы вошли в золотой век!"
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French:"Vous êtes entré dans un âge d'or!"
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Romanian:"Ați intrat într-o epocă de aur!"
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German:"Ein goldenes Zeitalter ist eingetreten!"
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Dutch:"Een gouden eeuw is geariveerd!"
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}
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"is starving":{
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Italian:"sta morendo di fame"
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Russian:"голодает"
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French:"est affamé"
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Romanian:"suferă de foame"
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German:"verhungert"
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Dutch:"verhongerd"
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"[cityName] is starving!":{
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Italian:"[cityName] sta morendo di fame!"
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Russian:"[cityName] голодает!"
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French:"[cityName] est affamé!"
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Romanian:"[cityName] suferă de foame!"
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German:"[cityName] verhungert!"
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Dutch:"[cityName] verhongerd!"
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}
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"has been built in":{
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Italian:"è stato/a costruito/a in"
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Russian:"была построена в"
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French:"a été construit en"
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Romanian:"a fost construit in"
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German:"wurde erbaut in"
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Dutch:"is gebouwd in"
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"[construction] has been built in [cityName]":{
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Italian:"[construction] è stato/a costruito/a in [cityName]"
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Russian:"[construction] была построена в [cityName]"
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French:"[construction] a été construit en [cityName]"
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Romanian:"[construction] a fost construit in [cityName]"
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German:"[construction] wurde erbaut in [cityName]"
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Dutch:"[construction] is gebouwd in [cityName]"
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}
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"Work has started on [construction]":{
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@ -779,13 +779,13 @@
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Dutch:"Er kan niet meer veder gewerkt worden aan [construction]"
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}
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"has expanded its borders":{
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Italian:"ha espanso i suoi confini"
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Russian:"расширил свои границы"
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French:"a élargi ses frontières"
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Romanian:"și-a extins frontierele"
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German:"hat seine Grenzen erweitert"
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Dutch:"heeft zijn grenzen uitgebreid"
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"[cityname] has expanded its borders!":{
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Italian:"[cityname] ha espanso i suoi confini!"
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Russian:"[cityname] расширил свои границы!"
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French:"[cityname] a élargi ses frontières!"
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Romanian:"[cityname] și-a extins frontierele!"
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German:"[cityname] hat seine Grenzen erweitert!"
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Dutch:"[cityname] heeft zijn grenzen uitgebreid!"
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}
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"An enemy [unit] has attacked [cityname]":{
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Italian:"Un [unit] nemico ha attaccato [cityname]"
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@ -145,10 +145,10 @@ class CityConstructions {
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if(construction is Building && construction.isWonder && construction.requiredBuildingInAllCities==null) {
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val playerCiv = cityInfo.civInfo.gameInfo.getPlayerCivilization()
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val builtLocation = if(playerCiv.exploredTiles.contains(cityInfo.location)) cityInfo.name else "a faraway land"
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playerCiv.addNotification("{$currentConstruction} {has been built in} $builtLocation", cityInfo.location, Color.BROWN)
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playerCiv.addNotification("[$currentConstruction] has been built in [$builtLocation]", cityInfo.location, Color.BROWN)
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}
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else
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cityInfo.civInfo.addNotification("{$currentConstruction} {has been built in} " + cityInfo.name, cityInfo.location, Color.BROWN)
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cityInfo.civInfo.addNotification("[$currentConstruction] has been built in [" + cityInfo.name+"]", cityInfo.location, Color.BROWN)
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currentConstruction=""
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Automation().chooseNextConstruction(this)
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@ -102,7 +102,7 @@ class CityExpansionManager {
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cultureStored += culture.toInt()
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if (cultureStored >= getCultureToNextTile()) {
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addNewTileWithCulture()
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cityInfo.civInfo.addNotification(cityInfo.name + " {has expanded its borders}!", cityInfo.location, Color.PURPLE)
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cityInfo.civInfo.addNotification("["+cityInfo.name + "] has expanded its borders!", cityInfo.location, Color.PURPLE)
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}
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}
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@ -48,7 +48,7 @@ class CityInfo {
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this.location = cityLocation
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civInfo.cities = civInfo.cities.toMutableList().apply { add(this@CityInfo) }
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if(civInfo == civInfo.gameInfo.getPlayerCivilization())
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civInfo.addNotification("$name {has been founded}!", cityLocation, Color.PURPLE)
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civInfo.addNotification("[$name] has been founded!", cityLocation, Color.PURPLE)
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if (civInfo.policies.isAdopted("Legalism") && civInfo.cities.size <= 4) cityConstructions.addCultureBuilding()
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if (civInfo.cities.size == 1) {
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cityConstructions.builtBuildings.add("Palace")
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@ -169,7 +169,7 @@ class CityInfo {
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if(isBeingRazed){
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population.population--
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if(population.population<=0){ // there are strange cases where we geet to -1
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civInfo.addNotification("$name {has been razed to the ground}!",location, Color.RED)
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civInfo.addNotification("[$name] has been razed to the ground!",location, Color.RED)
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destroyCity()
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if(isCapital() && civInfo.cities.isNotEmpty()) // Yes, we actually razed the capital. Some people do this.
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civInfo.cities.first().cityConstructions.builtBuildings.add("Palace")
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@ -52,7 +52,7 @@ class PopulationManager {
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fun nextTurn(food: Float) {
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foodStored += food.roundToInt()
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if(food.roundToInt() < 0)
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cityInfo.civInfo.addNotification(cityInfo.name + " {is starving}!", cityInfo.location, Color.RED)
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cityInfo.civInfo.addNotification("["+cityInfo.name + "] is starving!", cityInfo.location, Color.RED)
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if (foodStored < 0)
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// starvation!
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{
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@ -69,7 +69,7 @@ class PopulationManager {
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if (cityInfo.getBuildingUniques().contains("25% of food carried over after a new citizen is born")) foodStored += (0.25f * getFoodToNextPopulation()).toInt() // Medical Lab special
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population++
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autoAssignPopulation()
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cityInfo.civInfo.addNotification(cityInfo.name + " {has grown}!", cityInfo.location, Color.GREEN)
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cityInfo.civInfo.addNotification("["+cityInfo.name + "] has grown!", cityInfo.location, Color.GREEN)
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}
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}
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@ -29,7 +29,7 @@ class GoldenAgeManager{
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if (civInfo.getBuildingUniques().contains("Golden Age length increases +50%")) turnsToGoldenAge *= 1.5
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if (civInfo.policies.isAdopted("Freedom Complete")) turnsToGoldenAge *= 1.5
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turnsLeftForCurrentGoldenAge += turnsToGoldenAge.toInt()
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civInfo.addNotification("{You have entered a golden age}!", null, Color.GOLD)
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civInfo.addNotification("You have entered a golden age!", null, Color.GOLD)
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}
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fun endTurn(happiness: Int) {
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