Unciv/android/assets/jsons/Tutorials/Tutorials_Polish.json
Maron [RUNO] a4b0bc148f Added complete polish translation to Units,Promotions.json (#1402)
Also i updated Tutorial file (i should complete it tommorow)
Have a nice day ^^
2019-12-01 12:07:33 +02:00

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{
// Each entry s a tutorial, but the tutorial may be spread over separate paragraphs.
// Entries starting with a _ will NOT be shown in Civilopedia.
New_Game: [
[
"Witaj w grze Unciv!",
"Gry cywilizacyjne mogą być złożone, więc poprowadzę Cię krok po kroku.",
"Twoim pierwszym zadaniem jest założenie stolicy.",
"To jest dosyć istotne zadanie gdyż Twoja stolica będzie przynosiła dużo korzyści jeżeli będzie leżała w dobrym miejscu.",
"Wiele bonusów będzie nadawanych właśnie Twojej stolicy, a poza tym to stolica będzie prawdopodobnie w centrum Twojego imperium."
],
[
"Po czym poznać że wybrane miejsce jest właściwe?",
"Na to pytanie nie ma łatwej odpowiedzi, ale zawsze dobrze mieć w swoim zasięgu luksusowe zasoby.",
"Luksusowe zasoby to pola z klejnotami, bawełną, lub z jedwabiem (na mapie widoczne są jako uśmieszki obok ikony zasobów)",
"Te zasoby sprawiają że Twoja cywilizacja jest zadowolona. Zwróć też uwagę na zasoby, takie jak żelazo, potrzebne do budowy jednostek"
],
[
"Jednakże, miasta nie posiadają ustalonej strefy w których pracują ale o tym później!",
"To oznacza że nie ma potrzeby budować miast przy samych surowcach.",
"Powiedzmy że chcesz mieć dostęp do żelaza, ale ten zasób leży niemalże na pustyni.",
"Nie musisz zakładać miasta przy pustyni. Możesz zbudować miasto kilka pól dalej w bardziej prosperującuch ziemiach",
"Twoje miasto z czasem urośnie i ostatecznie dosięgnie swoimi granicami to przysłowiowe żelazo",
"Jeżeli natomiast jesteś w pilnej potrzebie danego zasobu i nie masz czasu wtedy to może być jedyne wyjście - ",
" może tak się zdarzyć, a może nie, ale zazwyczaj będziesz miał o wiele za dużo czasu na takie taktyki."
],
[
"UWAGA! Polskie tłumaczenie jest w trakcie powstawania, więc za ewentualne błędy i braki w tłumaczeniu z góry przepraszam."
],
],
_City_Founded : [
[
"Brawo, właśnie założyłeś miasto!",
"Miasta to podstawa Twojego wielkiego imperium które przynoszą korzyści dla całego imperium takie jak złoto czy nauka",
" które są wyświetlone na górnym pasku.",
"Możesz kliknąć na nazwę miasta by zobaczyć jego ekran i przypisać ludność,",
" rozpocząć produkcję i zobaczyć informacje o mieście."
],
]
First_Steps : [
[
"Miasto po założeniu stanie się miejscem gdzie będziesz mógł tworzyć nowe jednostki",
" jak również będzie miejscem odpowiedzialnym za badania."
"Na ten moment nie będę się zbytnio zagłębiał w temat badań, przynajmniej na razie - małymi kroczkami do celu - "
" teraz zajmiemy się kwestią produkcji."
],
[
"Pierwszą najistotniejszą rzeczą na start jest wytrenowanie Wojownika lub Zwiadowcy.",
"Przewagą wojownika jest to, że dobrze sprawdza się jako obrońca na wczesnym etapie gry a poza tym może być ulepszony",
" to the Swordsman unit later in the game for a relatively modest sum of gold.",
" do Miecznik",
"Scouts can be effective, however, if you seem to be located in an area of dense forest and hills.",
"Scouts dont suffer a movement penalty in this terrain."
"If youre a veteran of the 4x strategy genre your first Warrior or Scout will be followed by a Settler.",
"Fast expanding is absolutely critical in most games of this type.",
],
],
Next_Turn : [
[
"Once you've done everything you can in this turn, ",
" click the next turn button on the top right to continue."
],
[
"Each turn, science, culture and gold are added",
" to your civilization, your cities' construction",
" continues, and they may grow in population or area."
]
],
Slow_Start: [
[
"In your first couple of turns,",
" you will have very little options,",
" but as your civilization grows, so do the ",
" number of things requiring your attention"
]
],
Culture_and_Policies: [ // Activated when entering policy picker screen
[
"Each turn, the culture you gain from all your ",
" cities is added to your Civilization's culture.",
"When you have enough culture, you may pick a ",
" Social Policy, each one giving you a certain bonus."
],
[
"The policies are organized into branches, with each",
" branch providing a bonus ability when all policies ",
" in the branch have been adopted."
],
[
"With each policy adopted, and with each city built,",
" the cost of adopting another policy rises - so choose wisely!"
]
],
Cities: [
[
"Each population in your city can work a single tile, providing the city with that tile's yields.",
"Population can be assigned and unassigned by clicking on the tiles - ",
" but of course, you can only assign population if you have idle population to spare!"
],
[
"The center tile of a city is always worked, and doesn't require population,",
" but it cannot be improved by tile improvements."
"The city's production always goes towards the current construction - ",
" you can pick the city's construction by clicking on the construction button on the bottom-left"
]
[
"Cities grow in population when you amass enough surplus food.",
"Similarly, your city's borders grow when you amass enough culture,",
" which is not generated by tiles but rather by buildings."
],
],
Technology: [
[
"Technology is central to your civilization,",
" as technological progress brings with it",
" more construction options, improvements, and abilities"
],
[
"Most technologies are dependent on other technologies being researched - ",
" but you can choose a technology to aspire to,",
" and your civilization will research the necessary technologies to get there"
]
],
Happiness:[
[
"As cities grow in size and influence, you have to deal with a happiness mechanic that is no longer tied to each individual city.",
"Instead, your entire empire shares the same level of satisfaction.",
"As your cities grow in population youll find that it is more and more difficult to keep your empire happy."
],
[
"In addition, you cant even build any city improvements that increase happiness until youve done the appropriate research.",
"If your empires happiness ever goes below zero the growth rate of your cities will be hurt.",
"If your empire becomes severely unhappy (as indicated by the smiley-face icon at the top of the interface)",
" your armies will have a big penalty slapped on to their overall combat effectiveness."
],
[
"This means that it is very difficult to expand quickly in Unciv."
"It isnt impossible, but as a new player you probably shouldnt do it."
"So what should you do? Chill out, scout, and improve the land that you do have by building Workers.",
"Only build new cities once you have found a spot that you believe is appropriate."
],
]
World_Map: [
[
"The world map is made up of multiple tiles.",
"Each tile can contain units, resources and improvements, which we'll get to later.",
"The position of the icon tells you what it signifies.",
"For more details, you can click on the tile and see the tile information."
]
],
Tile_Clicked : [
[
"Clicking on a tile selects that tile,",
" and displays information on that tile on the bottom-right.",
"If the tile contains a unit, that will become the selected unit,"
" and its info and actions will be displayed on the bottom left."
]
],
Unit_Selected : [
[
"When a unit is selected, its information will be displayed on the bottom-left corner.",
"The available actions of that unit will appear above the tile information."
]
],
Unhappiness: [
[
"It seems that your citizens are unhappy!",
"While unhappy, cities will grow at 1/4 the speed,",
" and your units will suffer a 2% penalty for each unhappiness"
],
[
"Unhappiness has two main causes: Population and cities",
" Each city causes 3 unhappiness, and each population, 1"
],
[
"There are 2 main ways to combat unhappiness:",
" by building happiness buildings for your population",
" or by having improved luxury resources within your borders"
]
],
Golden_Age: [
[
"You have entered a golden age!",
"Golden age points are accumulated each turn by the total happiness ",
" of your civilization",
"When in a golden age, culture and production generation increases +20%,",
" and every tile already providing at least one gold will provide an extra gold."
]
],
Roads_and_Railroads: [
[
"Connecting your cities to the capital by roads",
" will generate gold via the trade route.",
"Note that each road costs 1 gold Maintenance per turn, and each Railroad costs 2 gold,"
" so it may be more economical to wait until the cities grow!"
]
]
Victory_Types:[
[
"Once youve settled your first two or three cities youre probably 100 to 150 turns into the game.",
"Now is a good time to start thinking about how, exactly, you want to win if you havent already."
],
[
"There are three ways to win in Unciv. They are:",
" - Cultural Victory: Complete 4 Social Policy Trees",
" - Domination Victory: Survive as the last civilization",
" - Science Victory: Be the first to construct a spaceship to Alpha Centauri"
],
[
"So to sum it up, these are the basics of Unciv Found a prosperous first city, expand slowly to manage happiness,",
" and set yourself up for the victory condition you wish to pursue.",
"Obviously, there is much more to it than that, but it is important not to jump into the deep end before you know how to swim.",
]
]
Enemy_City: [
[
"Cities can be conquered by reducing their health to 1,",
" and entering the city with a melee unit.",
"Since cities heal each turn, it is best to attack with ranged units"
" and use your melee units to defend them until the city has been defeated!"
]
]
Luxury_Resource: [
[
"Luxury resources within your domain and with their specific improvement are connected to your trade network.",
"Each unique Luxury resource you have adds 5 happiness to your civilization,",
" but extra resources of the same type don't add anything, ",
" so use them for trading with other civilizations!"
]
]
Strategic_Resource: [
[
"Strategic resources within your domain and with their specific improvement are connected to your trade network.",
"Strategic resources allow you to train units and construct buildings that",
" require those specific resources, for example the Horseman requires Horses."
"Each unit 'consumes' a copy of that resource, but if the unit is killed you can ",
" construct a new unit wth your now-unused resource.",
"The top bar keeps count of how many unused strategic resources you own."
]
]
_EnemyCityNeedsConqueringWithMeleeUnit: [
[
"The city can no longer put up any resistance!",
"However, to conquer it, you must enter the city with a melee unit"
]
],
After_Conquering: [
[
"When conquering a city, you can now choose to either or raze, puppet, or annex the city.",
"Razing the city will lower its population by 1 each turn until the city is destroyed."
],
[
"Puppeting the city will mean that you have no control on the city's production.",
"The city will not increase your tech or policy cost, but its citizens will generate 1.5x the regular unhappiness.",
"Annexing the city will give you control over the production, but will increase the citizen's unhappiness to 2x!",
"This can be mitigated by building a courthouse in the city, returning the citizen's unhappiness to normal.",
"A puppeted city can be annexed at any time, but annexed cities cannot be returned to a puppeted state!"
]
],
_BarbarianEncountered: [
[
"You have encountered a barbarian unit!",
"Barbarians attack everyone indiscriminately, so don't let your ",
" civilian units go near them, and be careful of your scout!"
]
]
_OtherCivEncountered: [
[
"You have encountered another civilization!",
"Other civilizations start out peaceful, and you can trade with them,",
" but they may choose to declare war on you later on"
]
]
_GameCrashed: [
[
"Oh no! It looks like something went DISASTROUSLY wrong!",
"This is ABSOLUTELY not supposed to happen!",
"Please send me (yairm210@hotmail.com) an email with the game information",
" (menu -> save game -> copy game info -> paste into email)",
" and I'll try to fix it as fast as I can!"
]
]
Apollo_Program: [
[
"Once you have completed the Apollo Program, you can start constructing spaceship parts in your cities",
" (with the relevant technologies) to win a scientific victory!"
]
]
Injured_Units:[
[
"Injured units deal less damage, but recover after turns that they have been inactive",
"Units heal 5 health per turn in enemy territory, 10 in neutral land,"
" 15 inside your territory and 20 in your cities"
]
]
Workers:[
[
"Workers are vital to your cities' growth, since only they can onstruct improvements on tiles",
"Improvements raise the yield of your tiles, allowing your city to produce more and grow faster",
" while working the same amount of tiles!"
]
]
Siege_Units:[
[
"Siege units are extremely powerful against cities, but need to be Set Up before they can attack.",
"Once your siege unit is set up, it can attack from the current tile,",
" but once moved to another tile, it will need to be set up again."
]
]
Embarking:[
[
"Once a certain tech is researched, your land units can embark, allowing them to traverse water tiles.",
"Entering or leaving water takes the entire turn.",
"Units are defenseless while embarked, so be careful!"
]
]
City_Range:[
[
"Your citizens can work 3 tiles away from city center.",
"The city border will keep expanding,",
" but citizens cannot be assigned to faraway tiles."
]
]
Idle_Units:[
[
"If you don't want to move a unit this turn, you can skip it by clicking 'Next unit' again.",
"If you won't be moving it for a while, you can have the unit enter Fortify or Sleep mode - ",
" units in Fortify or Sleep are not considered idle units.",
"If you want to disable the 'Next unit' feature entirely, you can toggle it in Menu -> Check for idle units",
]
]
Contact_Me: [
[
"Hi there! If you've played this far, you've probably",
" seen that the game is currently incomplete.",
"UnCiv is meant to be open-source and free, forever.",
" That means no ads or any other nonsense.",
],
[
"What motivates me to keep working on it, ",
" besides the fact I think it's amazingly cool that I can,"
" is the support from the players - you guys are the best!"
],
[
"Every rating and review that I get puts a smile on my face =)",
" So contact me! Send me an email, review, Github issue"
" or mail pigeon, and let's figure out how to make the game ",
" even more awesome!"
"(Contact info is in the Play Store)"
]
],
_Pillaging:[
[
"Military units can pillage improvements, which heals them 25 health and ruins the improvement.",
"The tile can still be worked, but advantages from the improvement - stat bonuses and resources - will be lost.",
"Workers can repair these improvements, which takes less time than building the improvement from scratch.",
]
]
}