This commit is contained in:
yairm210 2021-12-07 22:12:05 +02:00
parent 31e0f36ff3
commit 3dfb0aec70
33 changed files with 356 additions and 258 deletions

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@ -5041,6 +5041,8 @@ Stone = Pedra
Fish = Peixes
Horses = Cavalos
# Requires translation!
Guaranteed with Strategic Balance resource option =
Iron = Ferro
@ -5094,10 +5096,6 @@ Can only be created by Mercantile City-States =
Porcelain =
# Requires translation!
Salt =
#################### Lines from UnitPromotions from Civ V - Vanilla ####################
# Requires translation!
@ -6900,6 +6898,10 @@ Polder =
#################### Lines from TileResources from Civ V - Gods & Kings ####################
# Requires translation!
Salt =
#################### Lines from UnitPromotions from Civ V - Gods & Kings ####################

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@ -6218,6 +6218,8 @@ Fish =
# Requires translation!
Horses =
# Requires translation!
Guaranteed with Strategic Balance resource option =
# Requires translation!
Iron =
@ -6290,10 +6292,6 @@ Can only be created by Mercantile City-States =
Porcelain =
# Requires translation!
Salt =
#################### Lines from UnitPromotions from Civ V - Vanilla ####################
# Requires translation!
@ -8291,6 +8289,10 @@ Polder =
#################### Lines from TileResources from Civ V - Gods & Kings ####################
# Requires translation!
Salt =
#################### Lines from UnitPromotions from Civ V - Gods & Kings ####################

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@ -3899,6 +3899,8 @@ Stone = Kámen
Fish = Ryby
Horses = Koně
# Requires translation!
Guaranteed with Strategic Balance resource option =
Iron = Železo
@ -3947,9 +3949,6 @@ Can only be created by Mercantile City-States = Může být vytvořeno pouze Obc
Porcelain = Porcelán
Salt = Sůl
#################### Lines from UnitPromotions from Civ V - Vanilla ####################
Sword = Meče
@ -5361,6 +5360,9 @@ Polder = Polder
#################### Lines from TileResources from Civ V - Gods & Kings ####################
Salt = Sůl
#################### Lines from UnitPromotions from Civ V - Gods & Kings ####################

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@ -5242,6 +5242,8 @@ Stone = Steen
Fish = Vis
Horses = Paarden
# Requires translation!
Guaranteed with Strategic Balance resource option =
Iron = Ijzer
@ -5294,10 +5296,6 @@ Can only be created by Mercantile City-States =
Porcelain =
# Requires translation!
Salt =
#################### Lines from UnitPromotions from Civ V - Vanilla ####################
# Requires translation!
@ -7131,6 +7129,10 @@ Polder =
#################### Lines from TileResources from Civ V - Gods & Kings ####################
# Requires translation!
Salt =
#################### Lines from UnitPromotions from Civ V - Gods & Kings ####################

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@ -6994,6 +6994,8 @@ Fish =
# Requires translation!
Horses =
# Requires translation!
Guaranteed with Strategic Balance resource option =
# Requires translation!
Iron =
@ -7066,10 +7068,6 @@ Can only be created by Mercantile City-States =
Porcelain =
# Requires translation!
Salt =
#################### Lines from UnitPromotions from Civ V - Vanilla ####################
# Requires translation!
@ -9066,6 +9064,10 @@ Polder =
#################### Lines from TileResources from Civ V - Gods & Kings ####################
# Requires translation!
Salt =
#################### Lines from UnitPromotions from Civ V - Gods & Kings ####################

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@ -6870,6 +6870,8 @@ Fish =
# Requires translation!
Horses =
# Requires translation!
Guaranteed with Strategic Balance resource option =
# Requires translation!
Iron =
@ -6942,10 +6944,6 @@ Can only be created by Mercantile City-States =
Porcelain =
# Requires translation!
Salt =
#################### Lines from UnitPromotions from Civ V - Vanilla ####################
# Requires translation!
@ -8948,6 +8946,10 @@ Polder =
#################### Lines from TileResources from Civ V - Gods & Kings ####################
# Requires translation!
Salt =
#################### Lines from UnitPromotions from Civ V - Gods & Kings ####################

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@ -5157,6 +5157,8 @@ Stone = Kivi
Fish = Kalat
Horses = Hevoset
# Requires translation!
Guaranteed with Strategic Balance resource option =
Iron = Rauta
@ -5210,10 +5212,6 @@ Can only be created by Mercantile City-States =
Porcelain =
# Requires translation!
Salt =
#################### Lines from UnitPromotions from Civ V - Vanilla ####################
# Requires translation!
@ -7182,6 +7180,10 @@ Polder =
#################### Lines from TileResources from Civ V - Gods & Kings ####################
# Requires translation!
Salt =
#################### Lines from UnitPromotions from Civ V - Gods & Kings ####################

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@ -4254,6 +4254,8 @@ Stone = Pierre
Fish = Poisson
Horses = Chevaux
# Requires translation!
Guaranteed with Strategic Balance resource option =
Iron = Fer
@ -4306,10 +4308,6 @@ Can only be created by Mercantile City-States =
Porcelain =
# Requires translation!
Salt =
#################### Lines from UnitPromotions from Civ V - Vanilla ####################
# Requires translation!
@ -6106,6 +6104,10 @@ Polder =
#################### Lines from TileResources from Civ V - Gods & Kings ####################
# Requires translation!
Salt =
#################### Lines from UnitPromotions from Civ V - Gods & Kings ####################

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@ -3779,6 +3779,8 @@ Stone = Stein
Fish = Fisch
Horses = Pferde
# Requires translation!
Guaranteed with Strategic Balance resource option =
Iron = Eisen
@ -3827,9 +3829,6 @@ Can only be created by Mercantile City-States = Kann nur durch kaufmännisch gep
Porcelain = Porzellan
Salt = Salz
#################### Lines from UnitPromotions from Civ V - Vanilla ####################
Sword = Schwert
@ -5027,6 +5026,9 @@ Polder = Polder
#################### Lines from TileResources from Civ V - Gods & Kings ####################
Salt = Salz
#################### Lines from UnitPromotions from Civ V - Gods & Kings ####################

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@ -6425,6 +6425,8 @@ Stone =
Fish = ψάρια
Horses = Άλογα
# Requires translation!
Guaranteed with Strategic Balance resource option =
# Requires translation!
Iron =
@ -6491,10 +6493,6 @@ Can only be created by Mercantile City-States =
Porcelain =
# Requires translation!
Salt =
#################### Lines from UnitPromotions from Civ V - Vanilla ####################
# Requires translation!
@ -8471,6 +8469,10 @@ Polder =
#################### Lines from TileResources from Civ V - Gods & Kings ####################
# Requires translation!
Salt =
#################### Lines from UnitPromotions from Civ V - Gods & Kings ####################

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@ -4940,6 +4940,8 @@ Stone = Kő
Fish = Hal
Horses =
# Requires translation!
Guaranteed with Strategic Balance resource option =
Iron = Vas
@ -4990,9 +4992,6 @@ Can only be created by Mercantile City-States =
Porcelain = Porcelán
Salt =
#################### Lines from UnitPromotions from Civ V - Vanilla ####################
# Requires translation!
@ -6799,6 +6798,9 @@ Polder =
#################### Lines from TileResources from Civ V - Gods & Kings ####################
Salt =
#################### Lines from UnitPromotions from Civ V - Gods & Kings ####################

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@ -55,7 +55,6 @@ Requires at least one of the following resources worked near the city: = Membutu
Wonder is being built elsewhere = Keajaiban Dunia ini sedang dibangun di tempat lain
National Wonder is being built elsewhere = Keajaiban Nasional ini sedang dibangun di tempat lain
Requires a [buildingName] in all cities = Membutuhkan [buildingName] yang sudah dibangun di semua kota
# Requires translation!
[buildingName] required: = [buildingName] diperlukan:
Requires a [buildingName] in this city = Membutuhkan [buildingName] yang sudah dibangun di kota ini
Cannot be built with [buildingName] = Tidak dapat dibangun dengan [buildingName]
@ -609,7 +608,6 @@ You and [name] are no longer allies! = Anda dan [name] sudah tidak bersekutu lag
[cityName] has been connected to your capital! = [cityName] sudah terhubung ke ibu kota!
[cityName] has been disconnected from your capital! = [cityName] terputus dari ibu kota!
[civName] has accepted your trade request = [civName] telah menerima permintaan perdagangan Anda
# Requires translation!
[civName] has made a counteroffer to your trade request = [civName] telah menawarkan tawaran balasan untuk permintaan perdagangan Anda
[civName] has denied your trade request = [civName] telah menolak permintaan perdagangan Anda
[tradeOffer] from [otherCivName] has ended = [tradeOffer] dari [otherCivName] telah berakhir
@ -638,11 +636,8 @@ Clearing a [forest] has created [amount] Production for [cityName] = Penebangan
[civName] no longer needs your help with the [questName] quest. = [civName] tidak lagi memerlukan bantuanmu untuk misi [questName].
The [questName] quest for [civName] has ended. It was won by [civNames]. = Misi [questName] untuk [civName] telah selesai. Misinya diselesaikan oleh [civNames].
The resistance in [cityName] has ended! = Pemberontakan di [cityName] sudah reda!
# Requires translation!
[cityName] demands [resource]! = [cityName] menuntut [resource]!
# Requires translation!
Because they have [resource], the citizens of [cityName] are celebrating We Love The King Day! = Karena mereka memiliki [resource], masyarakat [cityName] merayakan Hari Kami Mencintai Raja!
# Requires translation!
We Love The King Day in [cityName] has ended. = Hari Kami Mencintai Raja di [cityName] telah berakhir.
Our [name] took [tileDamage] tile damage and was destroyed = [name] kita mendapatkan [tileDamage] kerusakan daerah dan telah kandihancur
Our [name] took [tileDamage] tile damage = [name] kita mendapatkan [tileDamage] kerusakan daerah
@ -728,7 +723,6 @@ Territory = Teritori
Force = Kekuatan Militer
GOLDEN AGE = MASA KEJAYAAN
Golden Age = Masa Kejayaan
# Requires translation!
We Love The King Day = Hari Kami Mencintai Raja
[year] BC = [year] SM
[year] AD = [year] M
@ -794,9 +788,7 @@ Food converts to production = Makanan diubah ke produksi
[turnsToStarvation] turns to lose population = [turnsToStarvation] giliran hingga populasi menurun
Stopped population growth = Pertumbuhan populasi terhenti
In resistance for another [numberOfTurns] turns = Dalam perlawanan hingga [numberOfTurns] giliran selanjutnya
# Requires translation!
We Love The King Day for another [numberOfTurns] turns = Hari Kami Mencintai Raja untuk [numberOfTurns] giliran ke depan
# Requires translation!
Demanding [resource] = Menuntut [resource]
Sell for [sellAmount] gold = Jual untuk [sellAmount] emas
Are you sure you want to sell this [building]? = Apakah Anda yakin ingin menjual [building] ini?
@ -3278,7 +3270,6 @@ Secularism = Sekularisme
Humanism = Humanisme
Free Thought = Kebebasan Berpikir
Sovereignty = Kedaulatan
# Requires translation!
[amount]% [stat] = [amount]% [stat]
Scientific Revolution = Revolusi Saintifik
[amount] Free Technologies = [amount] Teknologi Gratis
@ -3788,6 +3779,8 @@ Stone = Batu
Fish = Ikan
Horses = Kuda
# Requires translation!
Guaranteed with Strategic Balance resource option =
Iron = Besi
@ -3836,9 +3829,6 @@ Can only be created by Mercantile City-States = Hanya bisa dibuat oleh Negara-Ko
Porcelain = Keramik
Salt = Garam
#################### Lines from UnitPromotions from Civ V - Vanilla ####################
Sword = Pedang
@ -4246,7 +4236,6 @@ Rocket Artillery = Artileri Roket
Mobile SAM = Kendaraan Rudal
Guided Missile = Peluru Kendali
# Requires translation!
[amount]% maintenance costs = [amount]% biaya pemeliharaan
Nuclear Missile = Rudal Nuklir
@ -4498,9 +4487,7 @@ Coffee House = Warung Kopi
Neuschwanstein = Neuschwanstein
# Requires translation!
Recycling Center = Pusat Daur Ulang
# Requires translation!
Limited to [amount] per Civilization = Dibatasi hanya [amount] per Peradaban
@ -5039,6 +5026,9 @@ Polder = Polder
#################### Lines from TileResources from Civ V - Gods & Kings ####################
Salt = Garam
#################### Lines from UnitPromotions from Civ V - Gods & Kings ####################
@ -5325,7 +5315,6 @@ The Maya measured time in days from what we would call 11th of August, 3114 BCE.
Unciv only displays ය B'ak'tuns, ඹ K'atuns and ම Tuns (from left to right) since that is enough to approximate gregorian calendar years. The Maya numerals are pretty obvious to understand. Have fun deciphering them! = Unciv hanya menampilkan ය B'ak'tun, ඹ K'atun dan ම Tun (dari kiri ke kanan) karena dengan ini saja sudah cukup untuk memperkirakan tahun kalender Gregorius. Penomoran Maya cukup jelas untuk dimengerti. Bersenang-senanglah saat menafsirkannya!
Your cities will periodically demand different luxury goods to satisfy their desire for new things in life. = Kotamu akan secara berkala menginginkan barang-barang mewah berbeda untuk memuaskan keinginan mereka untuk hal-hal baru dalam hidup.
# Requires translation!
If you manage to acquire the demanded luxury by trade, expansion, or conquest, the city will celebrate We Love The King Day for 20 turns. = Jika kamu berhasil mendapatkan barang-barang mewah yang dituntut melalui perdagangan, perluasan daerah, atau penaklukan, kota akan merayakan Hari Kami Mencintai Raja selama 20 giliran.
During the We Love The King Day, the city will grow 25% faster. = Pada Hari Kami Mencintai Raja, kota akan berkembang 25% lebih cepat.
This means exploration and trade is important to grow your cities! = Ini berarti penjelajahan dan perdagangan penting agar kotamu berkembang!

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@ -3781,6 +3781,8 @@ Stone = Pietra
Fish = Pesce
Horses = Cavalli
# Requires translation!
Guaranteed with Strategic Balance resource option =
Iron = Ferro
@ -3829,9 +3831,6 @@ Can only be created by Mercantile City-States = Creabile solo dalle Città-Stato
Porcelain = Porcellana
Salt = Sale
#################### Lines from UnitPromotions from Civ V - Vanilla ####################
Sword = Spada
@ -5029,6 +5028,9 @@ Polder = Polder
#################### Lines from TileResources from Civ V - Gods & Kings ####################
Salt = Sale
#################### Lines from UnitPromotions from Civ V - Gods & Kings ####################

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@ -4288,6 +4288,8 @@ Stone = 石材
Fish =
Horses =
# Requires translation!
Guaranteed with Strategic Balance resource option =
Iron =
@ -4340,10 +4342,6 @@ Can only be created by Mercantile City-States =
Porcelain =
# Requires translation!
Salt =
#################### Lines from UnitPromotions from Civ V - Vanilla ####################
# Requires translation!
@ -6120,6 +6118,10 @@ Polder =
#################### Lines from TileResources from Civ V - Gods & Kings ####################
# Requires translation!
Salt =
#################### Lines from UnitPromotions from Civ V - Gods & Kings ####################

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@ -4052,6 +4052,8 @@ Stone = 석재
Fish = 생선
Horses =
# Requires translation!
Guaranteed with Strategic Balance resource option =
Iron =
@ -4101,9 +4103,6 @@ Can only be created by Mercantile City-States = 상업적 도시 국가에서
Porcelain = 도자기
Salt = 소금
#################### Lines from UnitPromotions from Civ V - Vanilla ####################
Sword = 근접 유닛
@ -5608,6 +5607,9 @@ Polder = 간척지
#################### Lines from TileResources from Civ V - Gods & Kings ####################
Salt = 소금
#################### Lines from UnitPromotions from Civ V - Gods & Kings ####################

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@ -6253,6 +6253,8 @@ Fish =
# Requires translation!
Horses =
# Requires translation!
Guaranteed with Strategic Balance resource option =
# Requires translation!
Iron =
@ -6325,10 +6327,6 @@ Can only be created by Mercantile City-States =
Porcelain =
# Requires translation!
Salt =
#################### Lines from UnitPromotions from Civ V - Vanilla ####################
# Requires translation!
@ -8326,6 +8324,10 @@ Polder =
#################### Lines from TileResources from Civ V - Gods & Kings ####################
# Requires translation!
Salt =
#################### Lines from UnitPromotions from Civ V - Gods & Kings ####################

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@ -5823,6 +5823,8 @@ Stone = Batu
Fish = Ikan
Horses = Kuda
# Requires translation!
Guaranteed with Strategic Balance resource option =
Iron = Besi
@ -5882,10 +5884,6 @@ Can only be created by Mercantile City-States =
Porcelain =
# Requires translation!
Salt =
#################### Lines from UnitPromotions from Civ V - Vanilla ####################
# Requires translation!
@ -7872,6 +7870,10 @@ Polder =
#################### Lines from TileResources from Civ V - Gods & Kings ####################
# Requires translation!
Salt =
#################### Lines from UnitPromotions from Civ V - Gods & Kings ####################

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@ -6249,6 +6249,8 @@ Fish =
# Requires translation!
Horses =
# Requires translation!
Guaranteed with Strategic Balance resource option =
# Requires translation!
Iron =
@ -6321,10 +6323,6 @@ Can only be created by Mercantile City-States =
Porcelain =
# Requires translation!
Salt =
#################### Lines from UnitPromotions from Civ V - Vanilla ####################
# Requires translation!
@ -8322,6 +8320,10 @@ Polder =
#################### Lines from TileResources from Civ V - Gods & Kings ####################
# Requires translation!
Salt =
#################### Lines from UnitPromotions from Civ V - Gods & Kings ####################

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@ -6246,6 +6246,8 @@ Fish =
# Requires translation!
Horses =
# Requires translation!
Guaranteed with Strategic Balance resource option =
# Requires translation!
Iron =
@ -6318,10 +6320,6 @@ Can only be created by Mercantile City-States =
Porcelain =
# Requires translation!
Salt =
#################### Lines from UnitPromotions from Civ V - Vanilla ####################
# Requires translation!
@ -8319,6 +8317,10 @@ Polder =
#################### Lines from TileResources from Civ V - Gods & Kings ####################
# Requires translation!
Salt =
#################### Lines from UnitPromotions from Civ V - Gods & Kings ####################

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@ -4351,6 +4351,8 @@ Stone = Kamień
Fish = Ryba
Horses = Konie
# Requires translation!
Guaranteed with Strategic Balance resource option =
Iron = Żelazo
@ -4401,9 +4403,6 @@ Can only be created by Mercantile City-States =
Porcelain = Porcelana
Salt = Sól
#################### Lines from UnitPromotions from Civ V - Vanilla ####################
# Requires translation!
@ -6174,6 +6173,9 @@ Polder = Polder
#################### Lines from TileResources from Civ V - Gods & Kings ####################
Salt = Sól
#################### Lines from UnitPromotions from Civ V - Gods & Kings ####################

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@ -4753,6 +4753,8 @@ Stone = Pedra
Fish = Peixes
Horses = Cavalos
# Requires translation!
Guaranteed with Strategic Balance resource option =
Iron = Ferro
@ -4805,10 +4807,6 @@ Can only be created by Mercantile City-States =
Porcelain =
# Requires translation!
Salt =
#################### Lines from UnitPromotions from Civ V - Vanilla ####################
# Requires translation!
@ -6544,6 +6542,10 @@ Polder =
#################### Lines from TileResources from Civ V - Gods & Kings ####################
# Requires translation!
Salt =
#################### Lines from UnitPromotions from Civ V - Gods & Kings ####################

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@ -6000,6 +6000,8 @@ Stone = Piatră
Fish = Pește
Horses = Cai
# Requires translation!
Guaranteed with Strategic Balance resource option =
Iron = Fier
@ -6053,10 +6055,6 @@ Can only be created by Mercantile City-States =
Porcelain =
# Requires translation!
Salt =
#################### Lines from UnitPromotions from Civ V - Vanilla ####################
# Requires translation!
@ -7933,6 +7931,10 @@ Polder =
#################### Lines from TileResources from Civ V - Gods & Kings ####################
# Requires translation!
Salt =
#################### Lines from UnitPromotions from Civ V - Gods & Kings ####################

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@ -3786,6 +3786,8 @@ Stone = Камень
Fish = Рыба
Horses = Лошади
# Requires translation!
Guaranteed with Strategic Balance resource option =
Iron = Железо
@ -3834,9 +3836,6 @@ Can only be created by Mercantile City-States = Может быть создан
Porcelain = Фарфор
Salt = Соль
#################### Lines from UnitPromotions from Civ V - Vanilla ####################
Sword = Меч
@ -5113,6 +5112,9 @@ Polder = Польдер
#################### Lines from TileResources from Civ V - Gods & Kings ####################
Salt = Соль
#################### Lines from UnitPromotions from Civ V - Gods & Kings ####################

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@ -3780,6 +3780,8 @@ Stone = 花岗石
Fish = 鱼群
Horses =
# Requires translation!
Guaranteed with Strategic Balance resource option =
Iron =
@ -3828,9 +3830,6 @@ Can only be created by Mercantile City-States = 只能由商业城邦制造
Porcelain = 瓷器
Salt =
#################### Lines from UnitPromotions from Civ V - Vanilla ####################
Sword = 近战
@ -5030,6 +5029,9 @@ Polder = 圩田
#################### Lines from TileResources from Civ V - Gods & Kings ####################
Salt =
#################### Lines from UnitPromotions from Civ V - Gods & Kings ####################

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@ -3877,6 +3877,8 @@ Stone = Piedra
Fish = Peces
Horses = Caballos
# Requires translation!
Guaranteed with Strategic Balance resource option =
Iron = Hierro
@ -3926,9 +3928,6 @@ Can only be created by Mercantile City-States = Solo puede ser creado por Ciudad
Porcelain = Porcelana
Salt = Sal
#################### Lines from UnitPromotions from Civ V - Vanilla ####################
Sword = Espada
@ -5321,6 +5320,9 @@ Polder = Pólder
#################### Lines from TileResources from Civ V - Gods & Kings ####################
Salt = Sal
#################### Lines from UnitPromotions from Civ V - Gods & Kings ####################

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@ -3780,6 +3780,8 @@ Stone = Sten
Fish = Fisk
Horses = Hästar
# Requires translation!
Guaranteed with Strategic Balance resource option =
Iron = Järn
@ -3828,9 +3830,6 @@ Can only be created by Mercantile City-States = Kan endast skapas av Merkantil S
Porcelain = Porslin
Salt = Salt
#################### Lines from UnitPromotions from Civ V - Vanilla ####################
Sword = Svärd
@ -5030,6 +5029,9 @@ Polder = Polder
#################### Lines from TileResources from Civ V - Gods & Kings ####################
Salt = Salt
#################### Lines from UnitPromotions from Civ V - Gods & Kings ####################

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@ -4424,6 +4424,8 @@ Stone = 花崗石
Fish = 魚群
Horses =
# Requires translation!
Guaranteed with Strategic Balance resource option =
Iron =
@ -4476,10 +4478,6 @@ Can only be created by Mercantile City-States =
Porcelain =
# Requires translation!
Salt =
#################### Lines from UnitPromotions from Civ V - Vanilla ####################
# Requires translation!
@ -6280,6 +6278,10 @@ Polder =
#################### Lines from TileResources from Civ V - Gods & Kings ####################
# Requires translation!
Salt =
#################### Lines from UnitPromotions from Civ V - Gods & Kings ####################

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@ -1253,7 +1253,6 @@ Found Religion = Din Kurun
Found Pantheon =
Follow [belief] = [belief] inancını benimseyin
Religions and Beliefs = Dinler ve İnançlar
# Requires translation!
Majority Religion: [name] = Çoğunluk Dini: [name]
+ [amount] pressure = + [amount] baskı
Holy city of: [religionName] = [religionName] dininin mukaddes şehri
@ -4075,6 +4074,8 @@ Stone = Taş
Fish = Balık
Horses = At
# Requires translation!
Guaranteed with Strategic Balance resource option =
Iron = Demir
@ -4124,9 +4125,6 @@ Can only be created by Mercantile City-States = Sadece Tüccar Şehir Devletleri
Porcelain = Porselen
Salt = Tuz
#################### Lines from UnitPromotions from Civ V - Vanilla ####################
Sword = Kılıçlı
@ -4614,7 +4612,6 @@ Bonus for units in 2 tile radius 15% = 2 karo yarıçapındaki birimler için 15
Khan = Kağan
# Requires translation!
Missionary = Misyoner
# Requires translation!
May enter foreign tiles without open borders, but loses [amount] religious strength each turn it ends there =
@ -5697,6 +5694,9 @@ Polder = Polder
#################### Lines from TileResources from Civ V - Gods & Kings ####################
Salt = Tuz
#################### Lines from UnitPromotions from Civ V - Gods & Kings ####################

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@ -3979,6 +3979,8 @@ Stone = Камінь
Fish = Риба
Horses = Коні
# Requires translation!
Guaranteed with Strategic Balance resource option =
Iron = Залізо
@ -4027,9 +4029,6 @@ Can only be created by Mercantile City-States = Можуть бути створ
Porcelain = Фарфор
Salt = Сіль
#################### Lines from UnitPromotions from Civ V - Vanilla ####################
Sword = Меч
@ -5385,6 +5384,9 @@ Polder = Польдер
#################### Lines from TileResources from Civ V - Gods & Kings ####################
Salt = Сіль
#################### Lines from UnitPromotions from Civ V - Gods & Kings ####################

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@ -1,9 +1,9 @@
Persian_(Pinglish-UN) = 17
Italian = 99
Russian = 96
German = 100
German = 99
Swedish = 99
Turkish = 76
Turkish = 81
Ukrainian = 90
Filipino = 3
French = 72

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@ -3,8 +3,8 @@ package com.unciv.build
object BuildConfig {
const val kotlinVersion = "1.5.30"
const val appName = "Unciv"
const val appCodeNumber = 653
const val appVersion = "3.18.7-patch1"
const val appCodeNumber = 654
const val appVersion = "3.18.8"
const val gdxVersion = "1.10.0"
const val roboVMVersion = "2.3.1"

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@ -1,3 +1,17 @@
# 3.18.8
Solved bug that made civilian units uncapturable
Don't show 'fortify until healed' if the unit won't actually heal in this tile
By xlenstra:
- Band-aided a bug where players in multiplayer games were waiting for themselves.
- Fixed a crash that occasionally happened when liberating a city to a dead civ
- Added icon for telegraph
- Fixed the unique for giving sight to units no longer working
Regions part 3 - resource placement, resource settings - By SimonCeder
## 3.18.7
Multiplayer game info is updated as each intermediate player finishes their turn

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@ -2,12 +2,13 @@
- [Improvement uniques](#improvement-uniques)
- [Global uniques](#global-uniques)
- [Resource uniques](#resource-uniques)
- [FollowerBelief uniques](#followerbelief-uniques)
- [Building uniques](#building-uniques)
- [CityState uniques](#citystate-uniques)
- [Nation uniques](#nation-uniques)
- [Unit uniques](#unit-uniques)
- [Terrain uniques](#terrain-uniques)
- [Resource uniques](#resource-uniques)
- [Conditional uniques](#conditional-uniques)
- [Ruins uniques](#ruins-uniques)
- [Promotion uniques](#promotion-uniques)
@ -17,12 +18,7 @@
#### [stats]
Example: "[+1 Gold, +2 Production]"
Applicable to: Improvement, Global, FollowerBelief
#### Provides [amount] [resource]
Example: "Provides [20] [Iron]"
Applicable to: Improvement, Building
Applicable to: Improvement, FollowerBelief, Global
#### Can also be built on tiles adjacent to fresh water
Applicable to: Improvement
@ -101,16 +97,6 @@ Example: "[+1 Gold, +2 Production] per [20] population [in all cities]"
Applicable to: Global
#### [stats] in cities with [amount] or more population
Example: "[+1 Gold, +2 Production] in cities with [20] or more population"
Applicable to: Global, FollowerBelief
#### [stats] in cities on [terrainFilter] tiles
Example: "[+1 Gold, +2 Production] in cities on [Grassland] tiles"
Applicable to: Global, FollowerBelief
#### [stats] per turn from cities before [tech/policy]
Example: "[+1 Gold, +2 Production] per turn from cities before [tech/policy]"
@ -126,16 +112,6 @@ Example: "[+1 Gold, +2 Production] from [Farm] tiles [in all cities]"
Applicable to: Global
#### [stats] from [tileFilter] tiles without [tileFilter] [cityFilter]
Example: "[+1 Gold, +2 Production] from [Farm] tiles without [Farm] [in all cities]"
Applicable to: Global, FollowerBelief
#### [stats] from every [tileFilter/specialist/buildingName]
Example: "[+1 Gold, +2 Production] from every [tileFilter/specialist/buildingName]"
Applicable to: Global, FollowerBelief
#### [amount]% [stat]
Example: "[20]% [Culture]"
@ -151,11 +127,6 @@ Example: "[20]% [Culture] [in all cities]"
Applicable to: Global
#### [amount]% [stat] from every follower, up to [amount]%
Example: "[20]% [Culture] from every follower, up to [20]%"
Applicable to: Global, FollowerBelief
#### [amount]% Production when constructing [buildingFilter] buildings [cityFilter]
Example: "[20]% Production when constructing [buildingFilter] buildings [in all cities]"
@ -202,11 +173,6 @@ Example: "[20]% maintenance costs for [Wounded] units"
Applicable to: Global
#### [amount]% growth [cityFilter]
Example: "[20]% growth [in all cities]"
Applicable to: Global, FollowerBelief
#### Gain a free [buildingName] [cityFilter]
Example: "Gain a free [Library] [in all cities]"
@ -242,36 +208,6 @@ Example: "May buy [buildingFilter] buildings for [20] [Culture] [in all cities]
Applicable to: Global
#### May buy [baseUnitFilter] units for [amount] [stat] [cityFilter]
Example: "May buy [Melee] units for [20] [Culture] [in all cities]"
Applicable to: Global, FollowerBelief
#### May buy [buildingFilter] buildings for [amount] [stat] [cityFilter]
Example: "May buy [buildingFilter] buildings for [20] [Culture] [in all cities]"
Applicable to: Global, FollowerBelief
#### May buy [baseUnitFilter] units with [stat] [cityFilter]
Example: "May buy [Melee] units with [Culture] [in all cities]"
Applicable to: Global, FollowerBelief
#### May buy [buildingFilter] buildings with [stat] [cityFilter]
Example: "May buy [buildingFilter] buildings with [Culture] [in all cities]"
Applicable to: Global, FollowerBelief
#### May buy [baseUnitFilter] units with [stat] for [amount] times their normal Production cost
Example: "May buy [Melee] units with [Culture] for [20] times their normal Production cost"
Applicable to: Global, FollowerBelief
#### May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost
Example: "May buy [buildingFilter] buildings with [Culture] for [20] times their normal Production cost"
Applicable to: Global, FollowerBelief
#### Enables Research agreements
Applicable to: Global
@ -357,42 +293,112 @@ Example: "Provides a [Library] in your first [20] cities for free"
Applicable to: Global
## Resource uniques
## FollowerBelief uniques
#### [stats] in cities with [amount] or more population
Example: "[+1 Gold, +2 Production] in cities with [20] or more population"
Applicable to: FollowerBelief, Global
#### [stats] in cities on [terrainFilter] tiles
Example: "[+1 Gold, +2 Production] in cities on [Grassland] tiles"
Applicable to: FollowerBelief, Global
#### [stats] from [tileFilter] tiles without [tileFilter] [cityFilter]
Example: "[+1 Gold, +2 Production] from [Farm] tiles without [Farm] [in all cities]"
Applicable to: FollowerBelief, Global
#### [stats] from every [tileFilter/specialist/buildingName]
Example: "[+1 Gold, +2 Production] from every [tileFilter/specialist/buildingName]"
Applicable to: FollowerBelief, Global
#### [amount]% [stat] from every follower, up to [amount]%
Example: "[20]% [Culture] from every follower, up to [20]%"
Applicable to: FollowerBelief
#### [amount]% Production when constructing [buildingFilter] wonders [cityFilter]
Example: "[20]% Production when constructing [buildingFilter] wonders [in all cities]"
Applicable to: Resource, Global, FollowerBelief
Applicable to: FollowerBelief, Resource, Global
#### Appears in [regionType] regions with weight [amount]
Example: "Appears in [regionType] regions with weight [20]"
#### [amount]% growth [cityFilter]
Example: "[20]% growth [in all cities]"
Applicable to: Resource
Applicable to: FollowerBelief, Global
#### Appears near City States with weight [amount]
Example: "Appears near City States with weight [20]"
#### May buy [baseUnitFilter] units for [amount] [stat] [cityFilter]
Example: "May buy [Melee] units for [20] [Culture] [in all cities]"
Applicable to: Resource
Applicable to: FollowerBelief, Global
#### Special placement during map generation
Applicable to: Resource
#### May buy [buildingFilter] buildings for [amount] [stat] [cityFilter]
Example: "May buy [buildingFilter] buildings for [20] [Culture] [in all cities]"
#### Deposits in [tileFilter] tiles always provide [amount] resources
Example: "Deposits in [Farm] tiles always provide [20] resources"
Applicable to: FollowerBelief, Global
Applicable to: Resource
#### May buy [baseUnitFilter] units with [stat] [cityFilter]
Example: "May buy [Melee] units with [Culture] [in all cities]"
#### Deposits in [tileFilter] tiles always provide [amount] resources
Example: "Deposits in [Farm] tiles always provide [20] resources"
Applicable to: FollowerBelief, Global
Applicable to: Resource
#### May buy [buildingFilter] buildings with [stat] [cityFilter]
Example: "May buy [buildingFilter] buildings with [Culture] [in all cities]"
#### Can only be created by Mercantile City-States
Applicable to: Resource
Applicable to: FollowerBelief, Global
#### May buy [baseUnitFilter] units with [stat] for [amount] times their normal Production cost
Example: "May buy [Melee] units with [Culture] for [20] times their normal Production cost"
Applicable to: FollowerBelief, Global
#### May buy [buildingFilter] buildings with [stat] for [amount] times their normal Production cost
Example: "May buy [buildingFilter] buildings with [Culture] for [20] times their normal Production cost"
Applicable to: FollowerBelief, Global
## Building uniques
#### Remove extra unhappiness from annexed cities
Applicable to: Building
#### Consumes [amount] [resource]
Example: "Consumes [20] [Iron]"
Applicable to: Building, Improvement, Unit
#### Provides [amount] [resource]
Example: "Provides [20] [Iron]"
Applicable to: Building, Improvement
#### Unbuildable
Applicable to: Building, Unit
#### Cannot be purchased
Applicable to: Building, Unit
#### Can be purchased with [stat] [cityFilter]
Example: "Can be purchased with [Culture] [in all cities]"
Applicable to: Building, Unit
#### Can be purchased for [amount] [stat] [cityFilter]
Example: "Can be purchased for [20] [Culture] [in all cities]"
Applicable to: Building, Unit
#### Limited to [amount] per Civilization
Example: "Limited to [20] per Civilization"
Applicable to: Building, Unit
#### Hidden until [amount] social policy branches have been completed
Example: "Hidden until [20] social policy branches have been completed"
Applicable to: Building, Unit
#### Cost increases by [amount] per owned city
Example: "Cost increases by [20] per owned city"
@ -413,6 +419,11 @@ Example: "Requires a [Library] in all cities"
Applicable to: Building
#### Not displayed as an available construction without [buildingName/tech/resource/policy]
Example: "Not displayed as an available construction without [buildingName/tech/resource/policy]"
Applicable to: Building, Unit
#### Must be on [terrainFilter]
Example: "Must be on [Grassland]"
@ -433,6 +444,17 @@ Example: "Must not be next to [Grassland]"
Applicable to: Building
#### Unsellable
Applicable to: Building
#### Hidden when religion is disabled
Applicable to: Building, Ruins, Unit
#### Hidden when [victoryType] Victory is disabled
Example: "Hidden when [victoryType] Victory is disabled"
Applicable to: Building, Unit
## CityState uniques
#### Provides [stats] per turn
Example: "Provides [+1 Gold, +2 Production] per turn"
@ -475,42 +497,6 @@ Example: "Retain [20]% of the happiness from a luxury after the last copy has be
Applicable to: Nation
## Unit uniques
#### Consumes [amount] [resource]
Example: "Consumes [20] [Iron]"
Applicable to: Unit, Improvement, Building
#### Unbuildable
Applicable to: Unit, Building
#### Cannot be purchased
Applicable to: Unit, Building
#### Can be purchased with [stat] [cityFilter]
Example: "Can be purchased with [Culture] [in all cities]"
Applicable to: Unit, Building
#### Can be purchased for [amount] [stat] [cityFilter]
Example: "Can be purchased for [20] [Culture] [in all cities]"
Applicable to: Unit, Building
#### Limited to [amount] per Civilization
Example: "Limited to [20] per Civilization"
Applicable to: Unit, Building
#### Hidden until [amount] social policy branches have been completed
Example: "Hidden until [20] social policy branches have been completed"
Applicable to: Unit, Building
#### Not displayed as an available construction without [buildingName/tech/resource/policy]
Example: "Not displayed as an available construction without [buildingName/tech/resource/policy]"
Applicable to: Unit, Building
#### Founds a new city
Applicable to: Unit
@ -542,11 +528,6 @@ Example: "[20] Movement"
Applicable to: Unit, Global
#### [amount] Sight
Example: "[20] Sight"
Applicable to: Unit, Global
#### [amount]% Spread Religion Strength
Example: "[20]% Spread Religion Strength"
@ -638,15 +619,12 @@ Applicable to: Unit
#### Religious Unit
Applicable to: Unit
#### Hidden when religion is disabled
Applicable to: Unit, Ruins, Building
#### Hidden when [victoryType] Victory is disabled
Example: "Hidden when [victoryType] Victory is disabled"
Applicable to: Unit, Building
## Terrain uniques
#### [amount] Sight
Example: "[20] Sight"
Applicable to: Terrain, Unit, Global
#### Must be adjacent to [amount] [simpleTerrain] tiles
Example: "Must be adjacent to [20] [simpleTerrain] tiles"
@ -755,13 +733,21 @@ Applicable to: Terrain
#### Base Terrain on this tile is not counted for Region determination
Applicable to: Terrain
#### Starts in regions of this type receive an extra [resource]
Example: "Starts in regions of this type receive an extra [Iron]"
Applicable to: Terrain
#### Never receives any resources
Applicable to: Terrain
#### Considered [terrainQuality] when determining start locations
Example: "Considered [terrainQuality] when determining start locations"
Applicable to: Terrain
#### Doesn't generate naturally
Applicable to: Terrain
Applicable to: Terrain, Resource
#### Occurs at temperature between [amount] and [amount] and humidity between [amount] and [amount]
Example: "Occurs at temperature between [20] and [20] and humidity between [20] and [20]"
@ -774,6 +760,11 @@ Applicable to: Terrain
#### Occurs in groups around high elevations
Applicable to: Terrain
#### Every [amount] tiles with this terrain will receive a major deposit of a strategic resource.
Example: "Every [20] tiles with this terrain will receive a major deposit of a strategic resource."
Applicable to: Terrain
#### Rare feature
Applicable to: Terrain
@ -789,6 +780,41 @@ Applicable to: Terrain
#### Rough terrain
Applicable to: Terrain
## Resource uniques
#### Generated with weight [amount]
Example: "Generated with weight [20]"
Applicable to: Resource
#### Minor deposits generated with weight [amount]
Example: "Minor deposits generated with weight [20]"
Applicable to: Resource
#### Generated near City States with weight [amount]
Example: "Generated near City States with weight [20]"
Applicable to: Resource
#### Special placement during map generation
Applicable to: Resource
#### Generated on every [amount] tiles
Example: "Generated on every [20] tiles"
Applicable to: Resource
#### Guaranteed with Strategic Balance resource option
Applicable to: Resource
#### Deposits in [tileFilter] tiles always provide [amount] resources
Example: "Deposits in [Farm] tiles always provide [20] resources"
Applicable to: Resource
#### Can only be created by Mercantile City-States
Applicable to: Resource
## Conditional uniques
#### <when at war>
Applicable to: Conditional
@ -892,6 +918,21 @@ Example: "<with [20] to [20] neighboring [Farm] [Farm] tiles>"
Applicable to: Conditional
#### <in [tileFilter] tiles>
Example: "<in [Farm] tiles>"
Applicable to: Conditional
#### <in [tileFilter] [tileFilter] tiles>
Example: "<in [Farm] [Farm] tiles>"
Applicable to: Conditional
#### <in tiles without [tileFilter]>
Example: "<in tiles without [Farm]>"
Applicable to: Conditional
#### <on water maps>
Applicable to: Conditional
@ -979,7 +1020,6 @@ Applicable to: Promotion
## Deprecated uniques
- "[stats] on [tileFilter] tiles once [tech] is discovered" - Deprecated As of 3.17.10, replace with "[stats] from [tileFilter] tiles <after discovering [tech]>"
- "[stats] once [tech] is discovered" - Deprecated As of 3.17.10, replace with "[stats] <after discovering [tech]>"
- "Deal 30 damage to adjacent enemy units" - Deprecated As of 3.17.10, replace with "Adjacent enemy units ending their turn take [30] damage"
- "+[amount]% [stat] [cityFilter]" - Deprecated As of 3.17.10, replace with "[+amount]% [stat] [cityFilter]"
- "+[amount]% [stat] in all cities" - Deprecated As of 3.17.10, replace with "[+amount]% [stat] [in all cities]"
@ -1014,6 +1054,7 @@ Applicable to: Promotion
- "[stats] from every specialist" - Deprecated As of 3.16.16 - removed 3.17.11, replace with "[stats] from every specialist [in all cities]"
- "[stats] if this city has at least [amount] specialists" - Deprecated As of 3.16.16 - removed 3.17.11, replace with "[stats] <if this city has at least [amount] specialists>"
- "Not displayed as an available construction unless [buildingName] is built" - Deprecated As of 3.16.11, replace with "Not displayed as an available construction without [buildingName]"
- "[stats] once [tech] is discovered" - Deprecated As of 3.17.10, replace with "[stats] <after discovering [tech]>"
- "Double movement in coast" - Deprecated As of 3.17.1 - removed 3.17.13, replace with "Double movement in [terrainFilter]"
- "Double movement rate through Forest and Jungle" - Deprecated As of 3.17.1 - removed 3.17.13, replace with "Double movement in [terrainFilter]"
- "Double movement in Snow, Tundra and Hills" - Deprecated As of 3.17.1 - removed 3.17.13, replace with "Double movement in [terrainFilter]"