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This commit is contained in:
parent
d88ba6f52c
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373fefd2e3
@ -13,7 +13,7 @@
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},
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{
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name:"基本资源",
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description: "文明游戏中有6种基本资源:食物、产能、金钱、科研、快乐和文化。\n产能和食物的产出每个城市独立计算,而其他资源的计算是所有城市产出的总和。\n基本资源的产出由城市的工作地块和城市里的建筑或奇观决定。"
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description: "文明游戏中有6种基本资源:食物、产能、金钱、科研、快乐和文化。\n产能和食物的产出每个城市独立计算,其他资源的产出则是所有城市该种资源产出总和计算。\n基本资源的产出由城市的工作地块和城市里的建筑或奇观决定。"
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},
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{
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name:"食物",
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@ -1046,6 +1046,10 @@
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Russian:"Выбор великого человека"
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}
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"Get ":{
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Simplified_Chinese:"获得"
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}
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"Himeji Castle":{
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Italian:"Castello di Himeji"
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Simplified_Chinese:"姬路城"
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@ -126,6 +126,7 @@
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"Sounds good!":{
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Italian:"Sta bene!"
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French:"Très bien!"
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Simplified_Chinese:"听起来还不错。"
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Polish:"Bardzo dobrze!"
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Russian:"Звучит неплохо!"
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}
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@ -141,7 +142,7 @@
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"Excellent!":{ // AI statement after we accept a trade they proposed, and when we meet a city state, and our response when they agree to our diplomatic demand
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Italian:"Eccellente!"
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Simplified_Chinese:"好极了!和和气气才是生财之道。"
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Simplified_Chinese:"幸会幸会!互相尊重是建立友好关系的第一步。"
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French:"Excellent!"
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Portuguese:"Excelente!"
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Polish:"Wyśmienicie!"
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@ -179,7 +180,8 @@
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Italian:"Abbiamo incontrato la Citta-Stato di [name]!"
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Portuguese:"Nós encontramos a cidade-estado de [name]"
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French:"Nous avons rencontré la cité-état de [name]!"
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Polish:"Napotkaliśmy państwo-miasto o nazwie [name]!"
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Polish:"Napotkaliśmy państwo-miasto o nazwie [name]!"
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Simplified_Chinese:"我们遇到了城邦--[name]!"
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Russian:"Мы обнаружили город-государство [name]!"
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}
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@ -215,6 +217,7 @@
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"Denounce ([numberOfTurns] turns)":{
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Italian:"Denuncia ([numberOfTurns] turni)"
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French:"Dénoncer ([numberOfTurns] tours)"
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Simplified_Chinese:"谴责([numberOfTurns]回合)"
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Polish:"Potęp cywilizację na [numberOfTurns] tur"
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Russian:"Осуждение на [numberOfTurns] ходов"
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}
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@ -222,6 +225,7 @@
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"We will remember this.":{
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Italian:"Non credere che ce lo scorderemo!"
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French:"Nous nous en souviendrons."
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Simplified_Chinese:"这种侮辱我们绝不会忘记。请好自为之!"
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Russian:"Мы это запомним"
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}
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@ -289,36 +293,39 @@
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"Provides [amountOfCulture] culture at 30 Influence":{
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Italian:"Dona [amountOfCulture] punti Cultura a minimo 30 Punti Influenza"
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French:"Fournit [amountOfCulture] de Culture à 30 d'influence"
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Simplified_Chinese:"当影响力不低于30时提供[amountOfCulture]文化"
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Russian:"Даёт [amountOfCulture] культуры при 30 Влияния"
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}
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"Provides 3 food in capital and 1 food in other cities at 30 Influence":{
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Italian:"Dona 3 Cibo alla Capitale e 1 Cibo alle altre Città a minimo 30 Punti Influenza"
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French:"Fournit 3 Nourriture à la capitale et 1 nourriture pour les autres villes à 30 d'influence"
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Simplified_Chinese:"当影响力不低于30时为首都提供3食物,为其他城市提供1食物"
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Russian:"Даёт 3 Еды в столице и 1 Еда в остальных городах при 30 Влияния"
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}
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"Provides 3 happiness at 30 Influence":{
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Italian:"Dona 3 Punti Felicità a minimo 30 Punti Influenza"
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French:"Fournit 3 de Bonheur à 30 d'influence"
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Simplified_Chinese:"当影响力不低于30时提供3快乐"
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Russian:"Даёт 3 Счастья при 30 Влияния"
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},
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"Provides land units every 20 turns at 30 Influence":{
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Italian:"Concede un'unità terrestre ogni 20 turni a minimo 30 Punti Influenza"
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French:"Fournit des unités terrestres tous les 20 tours à 30 d'influence"
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Simplified_Chinese:"当影响力不低于30时每20回合提供陆军单位"
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Russian:"Даёт сухопутные юниты каждые 20 ходов при 30 Влияния"
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},
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"Gift [goldAmount] gold":{
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Italian:"Dona [goldAmount] Oro"
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French:"Donner [goldAmount] ors"
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Russian:"Дарит [goldAmount] золота"
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"Gift [giftAmount] gold (+[influenceAmount] influence)":{
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Simplified_Chinese:"赠予[giftAmount]金钱(+[influenceAmount]影响力)"
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}
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"Relationship changes in another [turnsToRelationshipChange] turns":{
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Italian:"I rapporti cambieranno tra [turnsToRelationshipChange] turni"
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French:"Les relations changent dans [turnsToRelationshipChange] tours"
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Simplified_Chinese:"将在[turnsToRelationshipChange]回合后失去对该城邦的影响"
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Russian:"Отношения изменятся в следующие [turnsToRelationshipChange] ходов"
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}
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@ -402,24 +409,28 @@
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Italian:"La tua cosiddetta 'amicizia' non vale nulla!"
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Portuguese:"Sua chamada 'amizade' não vale nada."
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French:"Votre soi-disant 'amitié' ne vaut rien."
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Simplified_Chinese:"你所谓的“友谊”一文不值。"
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Russian:"Ваше так называемое дружелюбие ничего не значит."
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}
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"You have publicly denounced us!":{
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Italian:"Ci hai denunciato pubblicamente di fronte al mondo!"
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French:"Vous nous avez dénoncé publiquement!"
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Simplified_Chinese:"批判的武器不能代替武器的批判,谴责是无力的懦夫行为。"
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Russian:"Вы публично осудили нас!"
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}
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"You have denounced our allies":{
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Italian:"Hai denunciato i nostri alleati!"
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French:"Vous avez dénoncé nos alliées"
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Simplified_Chinese:"对我们盟友的侮辱也是对我们的冒犯,请好自为之!"
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Russian:"Вы осудили наших союзников!"
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}
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"You have denounced our enemies":{
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Italian:"Hai denunciato i nostri nemici!"
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French:"Vous avez dénoncé nos ennemies"
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Simplified_Chinese:"敌人的敌人就是朋友,你的谴责是维护公正的仗义执言,我们期待听到更多。"
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Russian:"Вы осудили наших врагов"
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}
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@ -427,51 +438,60 @@
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"Demands":{
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Italian:"Richieste"
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French:"Demandes"
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Simplified_Chinese:"要求"
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Russian:"Требования"
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}
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"Please don't settle new cities near us.":{
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Italian:"Smetti di fondare città vicino a noi."
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French:"Veuillez ne pas construire de villes proches de nous."
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Simplified_Chinese:"请不要在我们附近建立新的城市。"
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Russian:"Пожалуйста, не закладывайте новых городов рядом с нами."
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}
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"Very well, we shall look for new lands to settle.":{
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Italian:"Ti porgiamo le nostre scuse."
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French:"Très bien, nous chercherons d'autres terres à coloniser"
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Simplified_Chinese:"好的,我们将会寻找新的建城位置。"
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Russian:"Хорошо, мы найдем другие земли для поселений"
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}
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"We shall do as we please.":{
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Italian:"Colonizzeremo la terra che ci pare e piace."
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French:"Nous faisons ce que nous voulons."
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Simplified_Chinese:"我们只是自己的奴隶,这里不需要弱者叽叽喳喳。"
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Russian:"Мы поступим, как сочтем нужным"
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}
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"You betrayed your promise to not settle cities near us":{
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Italian:"Hai tradito la tua promessa di non fondare città nelle nostre vicinanze."
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French:"Vous avez trahis votre promesse de ne pas fonder de ville proche de nous"
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Simplified_Chinese:"你背叛了不在我们附近建城的承诺,请好自为之。"
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Russian:"Вы нарушили ваше обещание не закладывать города рядом с нами"
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}
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"You fulfilled your promise to stop settling cities near us!":{
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Italian:"Hai mantenuto la tua promessa di non fondare città nelle nostre vicinanze."
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French:"Vous avez tenu votre promesse de ne pas fonder de ville proche de nous!"
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Simplified_Chinese:"感谢你履行了不在我们附近建城的承诺。"
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Russian:"Вы выполнили ваше обещание не закладывать города рядом с нами"
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}
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"You refused to stop settling cities near us":{
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Italian:"Hai continuato a fondare città nelle nostre vicinanze."
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French:"Vous avez refusez de ne pas fonder de villes proches de nous"
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Simplified_Chinese:"你拒绝停止在我们附近建城的决定是愚蠢的,好自为之!"
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Russian:"Вы отказались не закладывать города рядом с нами"
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}
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"We noticed your new city near our borders, despite your promise. This will have....implications.":{
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Italian:"Abbiamo notato la la tua nuova città vicino ai nostri confini. E questo avrà... ripercussioni sui nostri rapporti."
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French:"Nous avons remarquez votre nouvelle ville à notre frontière, malgré votre promesse. Cela aura des... conséquences."
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Simplified_Chinese:"尽管你答应了,我们还是注意到你在我们边境附近的新城市。如果有不好的影响...这将是你自找的!"
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Russian:"Мы заметили ваш новый город около наших границ. Это может повлечь... последствия."
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}
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"Your arrogant demands are in bad taste":{
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Italian:"Hai fatto una richiesta arrogante."
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French:"Vos arrogantes demandes sont de mauvais goût"
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Simplified_Chinese:"你的傲慢要求不合情理。"
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Russian:"Ваши высокомерные требования раздражают"
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}
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@ -507,6 +527,14 @@
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Russian:"Воинственный"
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}
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"Type: ":{
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Simplified_Chinese:"城邦类型:"
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}
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"Influence: ":{
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Simplified_Chinese:"影响力:"
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}
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////// Trade
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"Trade":{
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@ -8,7 +8,7 @@
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German:"Aus Zwischenablage laden"
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Dutch:"Gekopieerde data laden"
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Spanish:"Cargar datos copiados"
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Simplified_Chinese:"加载复制过的数据"
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Simplified_Chinese:"加载复制的数据"
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Portuguese:"Carregar dados copiados"
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Japanese:"コピーしたデータを読み込む"
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}
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@ -278,10 +278,12 @@
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"AI":{
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Italian:"IA"
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Simplified_Chinese:"电脑"
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}
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"Human":{
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Italian:"Umano"
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Simplified_Chinese:"人类玩家"
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}
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"Hotseat":{
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@ -290,17 +292,21 @@
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"User Id":{
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Italian:"ID Utente"
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Simplified_Chinese:"用户ID"
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}
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"Click to copy":{
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Italian:"Clicca per copiare"
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Simplified_Chinese:"点击复制"
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}
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"Username":{
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Italian:"Nome utente"
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Simplified_Chinese:"用户名"
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}
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"Multiplayer":{
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Simplified_Chinese:"多人游戏"
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}
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"Could not download game!":{
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@ -418,7 +424,7 @@
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German:"Spiel konnte nicht geladen werden"
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Dutch:"Spel kon niet geladen worden"
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Spanish:"Imposible cargar partida"
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Simplified_Chinese:"无法读档"
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Simplified_Chinese:"无法载入游戏"
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Portuguese:"Não foi possivel carregar a partida salva"
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}
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@ -454,22 +460,26 @@
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German:"Gespeichert um"
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Dutch:"Opgeslagen in"
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Spanish:"Guardado en"
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Simplified_Chinese:"保存在"
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Simplified_Chinese:"存储时间"
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Portuguese:"Salvo em"
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}
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////////////// Load map
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"Load map":{
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Simplified_Chinese:"载入地图"
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}
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"Are you sure you want to delete this map?":{
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Simplified_Chinese:"你真想删除这张地图吗?"
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}
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"Upload":{
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Simplified_Chinese:"上传"
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}
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"Could not upload map!":{
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Simplified_Chinese:"无法上传地图!"
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}
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////////////// Options
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German:"Automatisieren anhalten"
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French:"Arrêtez automatisation"
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Portuguese:"Pare a automação"
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Simplified_Chinese:"停止自动化"
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Simplified_Chinese:"停止自动工作"
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Romanian:"Opriți automatizarea"
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Russian:"Остановить автоматизацию"
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Japanese:"自動化を停止"
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@ -422,11 +422,13 @@
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"Create [improvement]":{ // for great units, fishing boats, etc.
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Italian:"Costruisci [improvement]"
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French:"Construire [improvement]"
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Simplified_Chinese:"建造[improvement]"
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}
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"Start Golden Age":{
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Italian:"Inizia Età dell'Oro"
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French:"Commencer un Age d'Or"
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Simplified_Chinese:"开启黄金时代"
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Russian:"Войти в золотой век"
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}
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@ -770,6 +772,7 @@
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Italian: "Scegli ora!"
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German: "Jetzt wählen!"
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French:"Choisir maintenant !"
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Simplified_Chinese:"选择此项!"
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Russian:"Выбрать сейчас!"
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}
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@ -1606,7 +1609,7 @@
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German:"Um zu gewinnen vervollständigen\nSie alle Raumschiffteile!"
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French:"Construisez toutes les parties du \n vaisseau spatial pour gagner!"
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Russian:"Для победы\n завершите все части космического коробля"
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Simplified_Chinese:"完成建造太空飞船\n胜利 "
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Simplified_Chinese:"完成建造太空飞船\n胜利!"
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Portuguese:"Complete todas as partes da nave para ganhar"
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}
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@ -1742,17 +1745,20 @@
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"Remove your troops in our border immediately!":{
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Italian:"Esigiamo che rimuoviate i vostri soldati dai nostri confini!"
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French:"Enlevez vos troupes de nos terres immédiatement!"
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Simplified_Chinese:"请停止这种无理而且野蛮的行径!马上让你的单位滚出我的领土!"
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}
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"Sorry.":{
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Italian:"Ti porgiamo le nostre scuse."
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French:"Désolé."
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Simplified_Chinese:"请您原谅我的鲁莽。"
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}
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"Never!":{
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Italian:"Non sia mai!"
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French:"Jamais!"
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Russian:"Никогда!"
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Russian:"Никогда!"
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Simplified_Chinese:"愤怒是无能的表现。"
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}
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////// Civilopedia texts
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@ -1350,16 +1350,9 @@
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"Bonus for units in 2 tile radius 15%" :{
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Italian:"15% Bonus per le unità nel raggio di 2 caselle"
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French:"Bonus de combat +15% pour les unités dans un rayon de 2 cases"
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Simplified_Chinese:"周围两格地块内的我方所有陆军单位+15%战斗力"
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Russian:"Бонус к атаке юнитам в радиусе 2-х клеток"
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}
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/* Not in use now, but will be when we eventually add Great Admiral and split the job
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"Bonus for land units in 2 tile radius 15%" :{
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Italian:"15% Bonus per le unità terrestri nel raggio di 2 caselle"
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Simplified_Chinese:"周围两格地块内的我方所有陆军单位+15%战斗力"
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French:"Bonus de combat +15% pour les unités terrestres dans un rayon de 2 cases"
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}
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*/
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////// Unit Promotions
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@ -62,17 +62,17 @@
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[
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"一旦你建立了第一座城市,便可以执行组建单位、建造建筑等操作,",
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"同时还可以着手研发科技。",
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"科技研究是非常复杂的,这里不作说明,稍后我们会详细介绍。下面继续我们的教程---",
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"让我们先来谈谈组建单位。"
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"科技研究是非常复杂的,这里不作说明,稍后我们会详细介绍。下面继续我们的教程--",
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"先来谈谈组建单位吧。"
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],
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[
|
||||
"你的城市第一个组建的单位应该是斥候或勇士,"
|
||||
"你的城市第一个要组建的单位应该是斥候或勇士,"
|
||||
"我非常喜欢勇士因为他可以用于防守,同时也是可升级的,",
|
||||
"当您解锁“铁器”科技后只需花费一定数量的金钱就可以把他升级为剑士。",
|
||||
"当您研发完“铁器”科技后只需花费一定数量的金钱就可以把他升级为剑士。",
|
||||
"斥候是探查地图的专家,尤其是当所在区域有大片的山脉和森林时。",
|
||||
"斥候在这些复杂地形移动无移动力惩罚。"
|
||||
"如果您是经验丰富的4X游戏玩家,紧随勇士和斥候后组建的单位应该是移民,",
|
||||
"在这一类型的游戏中快速的扩张是获取胜利的有效手段。",
|
||||
"在这一类型的游戏中快速扩张是获取胜利的有效手段。",
|
||||
],
|
||||
],
|
||||
|
||||
@ -86,16 +86,16 @@
|
||||
],
|
||||
[
|
||||
"如何选择一个合适的首都建立位置?这不是一个容易回答的问题。",
|
||||
"通常情况下,选择紧邻奢侈资源的的位置是选择建立点的不二法则。",
|
||||
"奢侈资源主要包括宝石、棉花、丝绸等(这些资源在地图上用一个笑脸标示),",
|
||||
"通常情况下,选择紧邻奢侈资源的位置是选择建立点的不二法则。",
|
||||
"奢侈资源主要包括宝石、棉花、丝绸等(这些资源在地图上用一个“笑脸”标示),",
|
||||
"开发这些资源可以增加您的文明的快乐。当然,你也应该留意那些组建单位时所需要的战略资源,比如铁。"
|
||||
],
|
||||
[
|
||||
"但是,城市的边界不是固定的,它会随着文化的积累慢慢扩张。"
|
||||
"这意味着你并不一定要把城市建在太过靠近资源的位置。",
|
||||
"举例来说,比如, 你需要获得战略资源铁--但悲剧的是该资源紧邻沙漠。"
|
||||
"您无需把城市建立在紧邻沙漠的位置,相反的,可以选择离该资源稍远而且更加富饶的地块。",
|
||||
"随着城市的不断繁荣发展和边界的扩张,你的城市将慢慢靠近该资源直至获得它。",
|
||||
"您无需把城市建立在紧邻沙漠的位置。相反的,可以选择离该资源稍远而且更加富饶的地块。",
|
||||
"随着城市的不断繁荣发展和边界的扩张,城市将慢慢靠近该资源直至获得它。",
|
||||
"如果需要马上获得所需的战略资源你可以选择建城在靠近资源的位置--",
|
||||
"有时候这样做可能对游戏的胜利更有利,但通常情况下您都有充裕的时间选择更加合理的建立点。"
|
||||
],
|
||||
@ -104,22 +104,22 @@
|
||||
|
||||
HappinessGettingLow:[
|
||||
[
|
||||
"As cities grow in size and influence they also are able to work more territory.",
|
||||
"You also 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 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。",
|
||||
"这时,你将不得不面对游戏中关于“快乐”的机制。在游戏中,快乐的产出是所有城市总和计算,",
|
||||
"快乐的消耗则由城市数量和人口数量决定。",
|
||||
"随着城市数量的增加和城市人口的增长您将会很快发现:保持你的文明始终处于快乐是一件越来越难的事。"
|
||||
],
|
||||
[
|
||||
"In addition, you can’t even build any city improvements that increase happiness until you’ve done the appropriate research.",
|
||||
"If your empire’s 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."
|
||||
"此外,在未研发相关科技前您将无法建造任何能增加快乐的建筑、奇观和开发可以增加快乐的奢侈资源。",
|
||||
"如果您的文明处于不满,将会极大地减慢城市发展速度。",
|
||||
"如果文明的不满状态非常严重(顶部信息栏用一个“哭脸”标示),",
|
||||
"您的部队战斗力将会有极大的减成。"
|
||||
],
|
||||
[
|
||||
"This means that it is very difficult to expand quickly in Unciv."
|
||||
"It isn’t impossible, but as a new player you probably shouldn’t 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."
|
||||
"这意味着在Unciv游戏中快速扩张是一件非常困难的事,新手们一定要十分慎重。"
|
||||
"那么究竟应该如何做呢?把目光聚焦在发展自己已有的城市上吧。"
|
||||
"通过组建工人建造设施、开发资源,同时不要放松对其他文明的侦查工作,",
|
||||
"只有当您在寻找到一个合适的位置后再来建立新的城市吧。"
|
||||
],
|
||||
|
||||
]
|
||||
@ -361,8 +361,8 @@
|
||||
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“下个未行动单位”按钮来跳过该单位。",
|
||||
"如果一段时间内不想对其执行任何操作,可以对该单位执行“驻防”或“休眠”指令,",
|
||||
"系统执行“回合结束前查看未行动单位”指令时将自动跳过处于“驻防”或“休眠”状态的未行动单位。",
|
||||
"如果一段时间内不想对其执行任何操作,可以对该单位执行“驻守”或“休眠”指令,",
|
||||
"系统执行“回合结束前查看未行动单位”指令时将自动跳过处于“驻守”或“休眠”状态的未行动单位。",
|
||||
"如果想完全禁用“下个未行动单位”按钮,请进入“设置”菜单并将“回合结束前查看未行动单位”设置为“否”。",
|
||||
]
|
||||
]
|
||||
|
@ -84,7 +84,7 @@ class NationTable(val nation: Nation, width:Float, onClick:()->Unit)
|
||||
for (unique in unit.uniques.filterNot { it in originalUnit.uniques })
|
||||
textList += " " + Translations.translateBonusOrPenalty(unique)
|
||||
for(unique in originalUnit.uniques.filterNot { it in unit.uniques })
|
||||
textList += " "+"Lost ability".tr()+"(vs "+originalUnit.name.tr()+"):"+Translations.translateBonusOrPenalty(unique)
|
||||
textList += " "+"Lost ability".tr()+"(vs "+originalUnit.name.tr()+"): "+Translations.translateBonusOrPenalty(unique)
|
||||
for (promotion in unit.promotions.filter { it !in originalUnit.promotions })
|
||||
textList += " " + promotion.tr() + " (" + Translations.translateBonusOrPenalty(GameBasics.UnitPromotions[promotion]!!.effect) + ")"
|
||||
|
||||
|
@ -5,6 +5,7 @@ import com.badlogic.gdx.scenes.scene2d.ui.Button
|
||||
import com.unciv.UnCivGame
|
||||
import com.unciv.logic.civilization.GreatPersonManager
|
||||
import com.unciv.models.gamebasics.GameBasics
|
||||
import com.unciv.models.gamebasics.tr
|
||||
import com.unciv.models.gamebasics.unit.BaseUnit
|
||||
import com.unciv.ui.utils.ImageGetter
|
||||
import com.unciv.ui.utils.onClick
|
||||
@ -16,7 +17,7 @@ class GreatPersonPickerScreen : PickerScreen() {
|
||||
|
||||
init {
|
||||
closeButton.isVisible=false
|
||||
rightSideButton.setText("Choose a free great person")
|
||||
rightSideButton.setText("Choose a free great person".tr())
|
||||
for (unit in GameBasics.Units.values
|
||||
.filter { it.name in GreatPersonManager().statToGreatPersonMapping.values || it.name == "Great General"})
|
||||
{
|
||||
@ -27,8 +28,10 @@ class GreatPersonPickerScreen : PickerScreen() {
|
||||
button.pack()
|
||||
button.onClick {
|
||||
theChosenOne = unit
|
||||
pick("Get " +unit.name)
|
||||
descriptionLabel.setText(unit.uniques.joinToString())
|
||||
var unitDescription=HashSet<String>()
|
||||
unit.uniques.forEach { unitDescription.add(it.tr()) }
|
||||
pick("Get ".tr() +unit.name.tr())
|
||||
descriptionLabel.setText(unitDescription.joinToString())
|
||||
}
|
||||
topTable.add(button).pad(10f).row()
|
||||
}
|
||||
|
@ -94,16 +94,16 @@ class DiplomacyScreen(val viewingCiv:CivilizationInfo):CameraStageBaseScreen() {
|
||||
val diplomacyTable = Table()
|
||||
diplomacyTable.defaults().pad(10f)
|
||||
diplomacyTable.add(otherCiv.getLeaderDisplayName().toLabel().setFontSize(24)).row()
|
||||
diplomacyTable.add(("Type: " + otherCiv.getCityStateType().toString()).toLabel()).row()
|
||||
diplomacyTable.add(("Influence: " + otherCivDiplomacyManager.influence.toInt() + "/30").toLabel()).row()
|
||||
diplomacyTable.add(("Type: ".tr() + otherCiv.getCityStateType().toString().tr()).toLabel()).row()
|
||||
diplomacyTable.add(("Influence: ".tr() + otherCivDiplomacyManager.influence.toInt() + "/30").toLabel()).row()
|
||||
|
||||
diplomacyTable.add(getRelationshipTable(otherCivDiplomacyManager)).row()
|
||||
|
||||
val friendBonusText = when (otherCiv.getCityStateType()) {
|
||||
CityStateType.Cultured -> "Provides [" + (3 * (viewingCiv.getEra().ordinal + 1)).toString() + "] culture at [30] Influence"
|
||||
CityStateType.Maritime -> "Provides 3 food in capital and 1 food in other cities at [30] Influence"
|
||||
CityStateType.Mercantile -> "Provides 3 happiness at [30] Influence"
|
||||
CityStateType.Militaristic -> "Provides land units every 20 turns at [30] Influence"
|
||||
CityStateType.Cultured -> "Provides [" + (3 * (viewingCiv.getEra().ordinal + 1)).toString() + "] culture at [30] Influence".tr()
|
||||
CityStateType.Maritime -> "Provides 3 food in capital and 1 food in other cities at [30] Influence".tr()
|
||||
CityStateType.Mercantile -> "Provides 3 happiness at [30] Influence".tr()
|
||||
CityStateType.Militaristic -> "Provides land units every 20 turns at [30] Influence".tr()
|
||||
}
|
||||
|
||||
val friendBonusLabel = friendBonusText.toLabel()
|
||||
@ -111,7 +111,7 @@ class DiplomacyScreen(val viewingCiv:CivilizationInfo):CameraStageBaseScreen() {
|
||||
if (otherCivDiplomacyManager.relationshipLevel() >= RelationshipLevel.Friend) {
|
||||
friendBonusLabel.setFontColor(Color.GREEN)
|
||||
val turnsToRelationshipChange = otherCivDiplomacyManager.influence.toInt() - 30 + 1
|
||||
diplomacyTable.add("Relationship changes in another [$turnsToRelationshipChange] turns".toLabel()).row()
|
||||
diplomacyTable.add("Relationship changes in another [$turnsToRelationshipChange] turns".tr().toLabel()).row()
|
||||
} else
|
||||
friendBonusLabel.setFontColor(Color.GRAY)
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user