From 4a312c3197df0a3b7cbe2444f8f33a5b35fc304f Mon Sep 17 00:00:00 2001 From: Prosta4okua <31485341+Prosta4okua@users.noreply.github.com> Date: Sat, 9 Nov 2019 19:06:10 +0200 Subject: [PATCH] Ukrainian translation (#1281) * init * 1 2 * 3 * from StepanIvasyn * Preparing. Other.json * Fully translated file Other.json * Fix * Fully translated BasicHelp_Ukrainian.json * 1 * resolved conflicts * 1 * 2 --- .../jsons/Nations/Nations_Ukrainian.json | 4 +- .../NewGame,SaveGame,LoadGame,Options.json | 2 +- .../jsons/Translations/Notifications.json | 2 +- android/assets/jsons/Translations/Other.json | 14 +- .../jsons/Tutorials/Tutorials_Ukrainian.json | 403 ++++++++++++++++++ 5 files changed, 417 insertions(+), 8 deletions(-) diff --git a/android/assets/jsons/Nations/Nations_Ukrainian.json b/android/assets/jsons/Nations/Nations_Ukrainian.json index 794ebb29d7..c20a57445b 100644 --- a/android/assets/jsons/Nations/Nations_Ukrainian.json +++ b/android/assets/jsons/Nations/Nations_Ukrainian.json @@ -1428,7 +1428,7 @@ adjective:["Helsinki"], cityStateType:"Maritime", - declaringWar:"You leave us no choice. War it must be.", + declaringWar:"Ви не залишаєте нам вибору. Війна тут має бути.", attacked:"Very well, this shall not be forgotten.", afterPeace:"May peace forever bless our lands.", defeated:"The day of judgement has come to us. But rest assured, the same will go for you!" @@ -1443,7 +1443,7 @@ //Barbarian { name:"Barbarians", - translatedName:"", + translatedName:"Варвари", outerColor:[0,0,0], innerColor:[182,0,0] } diff --git a/android/assets/jsons/Translations/NewGame,SaveGame,LoadGame,Options.json b/android/assets/jsons/Translations/NewGame,SaveGame,LoadGame,Options.json index 6b8165313d..aa15cf4a5a 100644 --- a/android/assets/jsons/Translations/NewGame,SaveGame,LoadGame,Options.json +++ b/android/assets/jsons/Translations/NewGame,SaveGame,LoadGame,Options.json @@ -1049,7 +1049,7 @@ Simplified_Chinese:"显示工作地块", Traditional_Chinese:"顯示工作地區", Czech:"Zobrazit obdělávané políčka" - Ukrainian:"Показати оброблювані комірки" + Ukrainian:"Показати оброблювані клітини" Russian:"Показать обрабатываемые клетки" } diff --git a/android/assets/jsons/Translations/Notifications.json b/android/assets/jsons/Translations/Notifications.json index 4cb1e05102..5ead5b251d 100644 --- a/android/assets/jsons/Translations/Notifications.json +++ b/android/assets/jsons/Translations/Notifications.json @@ -547,7 +547,7 @@ Traditional_Chinese:"我們在廢墟中找到了倖存者 - [cityName]的人口增加了", Portuguese:"Encontramos sobreviventes nas ruínas - população adicionada a [cityName]", Czech:"V troskách jsme našli přeživší - populace se připojila k městu [cityName]" - Ukrainian:"В руїнах знайдено вцілілих - вони приєдналися до населення міста [cityName]" + Ukrainian:"В руїнах знайдено вцілілих — вони приєдналися до населення міста [cityName]" } "We have discovered the lost technology of [techName] in the ruins!":{ Italian:"Abbiamo scoperto i segreti della tecnologia perduta [techName]!" diff --git a/android/assets/jsons/Translations/Other.json b/android/assets/jsons/Translations/Other.json index f15c53a39d..3d6160df72 100644 --- a/android/assets/jsons/Translations/Other.json +++ b/android/assets/jsons/Translations/Other.json @@ -1330,6 +1330,7 @@ Traditional_Chinese:"[greatPerson]點數" Russian:"Очки [greatPerson]", Czech:"[greatPerson] - body" + Ukrainian:[greatPerson] очків"" Ukrainian:"[greatPerson] очків" } @@ -1728,13 +1729,13 @@ Ukrainian:"[percentage] до захисту підрозділу" } - "Бонус для нападників":{ + "Attacker Bonus":{ Italian:"Bonus attaccante" Simplified_Chinese:"主动攻击加成" Traditional_Chinese:"主動攻擊加成" Czech:"Útočný bonus" Russian:"Бонус атакующего" - Ukrainian:"" + Ukrainian:"Бонус нападника" } "Landing":{ @@ -1847,6 +1848,7 @@ Traditional_Chinese:"人民為您英明領導下取得的豐功偉業歡欣鼓舞,您的帝國進入了黃金時代!", Czech:"Naši občané jsou spokojeni s vaší vládou po dlouhou dobu díky čemuž říše vstoupila do Zlatého věku!" Russian:"Граждане настолько счастливы при вашей власти, что ваша империя вступает в золотой век!" + Ukrainian:"Ваші громадяни були задоволені вашим правлінням так довго, що імперія вступає в Золотий вік!" } @@ -2032,7 +2034,7 @@ Traditional_Chinese:"實際產出" Czech:"Celkem" Russian:"Итоговые" - Ukrainian:"Фінал" + Ukrainian:"Остаточні" } "Other":{ // Used for "other constructions" - Gold, Science, Nothing @@ -2218,6 +2220,10 @@ Italian:"Azione" Czech:"Činnost" Simplified_Chinese:"行动" +<<<<<<< HEAD + Ukrainian:"Дія" +======= +>>>>>>> upstream/master Traditional_Chinese:"行動" Ukrainian:"Дія" Russian:"Действие" @@ -3000,7 +3006,7 @@ "Clear terrain features":{ Italian:"Elimina caratteristica del terreno" - Simplified_Chinese:"清除地貌" + Simplified_Chinese:"清除地貌 Traditional_Chinese:"清除地貌" Czech:"Smazat vlastnosti terénu" Ukrainian:"Очистити особливості місцевості" diff --git a/android/assets/jsons/Tutorials/Tutorials_Ukrainian.json b/android/assets/jsons/Tutorials/Tutorials_Ukrainian.json index e69de29bb2..9901bce312 100644 --- a/android/assets/jsons/Tutorials/Tutorials_Ukrainian.json +++ b/android/assets/jsons/Tutorials/Tutorials_Ukrainian.json @@ -0,0 +1,403 @@ +{ + // 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: [ + [ + "Привіт, і ласкаво просимо до Unciv!", + "Ігри про цивілізацію можуть бути складними, тому ми будемо вести вас покроково.", + "Ваша перша місія — заснувати свою столицю.", + "Це насправді важливе завдання, адже саме ваша столиця буде, мабуть, найбільш процвітаючою.", + "Багато бонусів стосуються лише вашої столиці, і, ймовірно, вона буде центром вашої імперії." + ], + [ + "Як дізнатися, що це місце підходить для заснування міста?", + "На це питання складно відповісти, але шукайте і засновуйте місто біля ресурсів розкоші.", + "Luxury resources are tiles that have things like gems, cotton, or silk (indicated by a smiley next to the resource icon)", + "These resources make your civilization happy. You should also keep an eye out for resources needed to build units, such as iron." + ], + [ + "However, cities don’t have a set area that they can work - more on that later!" + "This means you don’t have to settle cities right next to resources.", + "Let’s say, for example, that you want access to some iron – but the resource is right next to a desert." + "You don’t have to settle your city next to the desert. You can settle a few tiles away in more prosperous lands.", + "Your city will grow and eventually gain access to the resource.", + "You only need to settle right next to resources if you need them immediately – ", + " which might be the case now and then, but you’ll usually have the luxury of time." + ], + + ], + + + _City_Founded : [ + [ + "You have founded a city!", + "Cities are the lifeblood of your empire, providing gold and science empire-wide,", + " which are displayed on the top bar.", + "You can click the city name to enter the city screen to assign population,", + " choose production, and see information on the city" + ], + ] + + First_Steps : [ + [ + "Once you have your first city up and running you’ll be able to start production of a new unit", + " and you’ll be able to begin your research.", + "I’m not going to delve too deeply into the research element of the game yet – that will be handled later in the guide –", + " so let’s just talk about production." + ], + [ + "The first thing coming out of your city should be either a Scout or Warrior." + "I generally prefer the Warrior because it can be used for defense and because it can be upgraded", + " to the Swordsman unit later in the game for a relatively modest sum of gold.", + "Scouts can be effective, however, if you seem to be located in an area of dense forest and hills.", + "Scouts don’t suffer a movement penalty in this terrain." + "If you’re 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 you’ll find that it is more and more difficult to keep your empire happy." + ], + [ + "In addition, you can’t even build any city improvements that increase happiness until you’ve done the appropriate research.", + "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." + ], + [ + "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." + ], + + ] + + + 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 you’ve settled your first two or three cities you’re 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 haven’t 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.", + ] + ] + +}