mirror of
https://github.com/yairm210/Unciv.git
synced 2025-09-27 13:55:54 -04:00
update translation (#1247)
* update * update * update * update * update * update * update * range extension * update * update * update * update * update * update * update * update * update * update * update * update * update * update * update * update * update * update
This commit is contained in:
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@ -670,7 +670,7 @@
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German:"Gespeichert um"
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German:"Gespeichert um"
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Dutch:"Opgeslagen in"
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Dutch:"Opgeslagen in"
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Spanish:"Guardado en"
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Spanish:"Guardado en"
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Simplified_Chinese:"存储时间"
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Simplified_Chinese:"保存时间"
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Portuguese:"Salvo em"
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Portuguese:"Salvo em"
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Korean:"저장 시간"
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Korean:"저장 시간"
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Czech:"Uloženo jako"
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Czech:"Uloženo jako"
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@ -680,7 +680,7 @@
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"Load map":{
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"Load map":{
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Italian:"Carica mappa"
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Italian:"Carica mappa"
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Simplified_Chinese:"载入地图"
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Simplified_Chinese:"读取地图"
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Russian:"Загрузить карту"
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Russian:"Загрузить карту"
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Korean:"지도 불러오기"
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Korean:"지도 불러오기"
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Czech:"Načíst mapu"
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Czech:"Načíst mapu"
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@ -695,7 +695,7 @@
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}
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}
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"Upload map":{
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"Upload map":{
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Simplified_Chinese:"上传"
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Simplified_Chinese:"上传地图"
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Italian:"Carica"
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Italian:"Carica"
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Russian:"Отправить"
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Russian:"Отправить"
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Korean:"업로드"
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Korean:"업로드"
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@ -297,6 +297,10 @@
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Czech:"Nepřátelská jednotka [unit] zničila naši jednotku [ourUnit]"
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Czech:"Nepřátelská jednotka [unit] zničila naši jednotku [ourUnit]"
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}
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}
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"An enemy [RangedUnit] has destroyed the defence of [cityname]":{// When Ranged Unit's attack reduces the City's health to 1.
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Simplified_Chinese:"敌方的[RangedUnit]摧毁了[cityname]的防御"
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}
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"Enemy city [cityName] has destroyed our [ourUnit]":{
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"Enemy city [cityName] has destroyed our [ourUnit]":{
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Italian:"La città nemica di [cityName] ha distrutto [ourUnit]"
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Italian:"La città nemica di [cityName] ha distrutto [ourUnit]"
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French:"La cité ennemie [cityName] a détruit notre [ourUnit]"
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French:"La cité ennemie [cityName] a détruit notre [ourUnit]"
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@ -419,7 +423,7 @@
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German:"Die Zivilisation [civName] wurde besiegt!"
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German:"Die Zivilisation [civName] wurde besiegt!"
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Dutch:"De [civName] beschaving is vernietigt!" //civname has to be an adjective
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Dutch:"De [civName] beschaving is vernietigt!" //civname has to be an adjective
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Spanish:"¡La civilización de [civName] ha sido destruida!"
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Spanish:"¡La civilización de [civName] ha sido destruida!"
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Simplified_Chinese:"文明--[civName]已经灭亡!"
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Simplified_Chinese:"[civName]文明已经灭亡!"
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Portuguese:"A civilização de [civName] foi destruida!"
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Portuguese:"A civilização de [civName] foi destruida!"
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Japanese:"[civName]の文明は破壊されました!",
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Japanese:"[civName]の文明は破壊されました!",
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Czech:"Civilizace [civName] byla zničena!"
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Czech:"Civilizace [civName] byla zničena!"
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@ -429,7 +433,7 @@
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Italian:"La Città-Stato di [name] è stata distrutta!"
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Italian:"La Città-Stato di [name] è stata distrutta!"
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French:"La Cité état [name] a été détruite"
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French:"La Cité état [name] a été détruite"
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Russian:"Город-государство [name] был уничтожен!"
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Russian:"Город-государство [name] был уничтожен!"
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Simplified_Chinese:"城邦--[name]已经灭亡!",
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Simplified_Chinese:"[name]城邦已经灭亡!",
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Czech:"Městský stát [name] byl zničen!"
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Czech:"Městský stát [name] byl zničen!"
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}
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}
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@ -620,6 +620,10 @@
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Czech:"ZLATÝ VĚK"
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Czech:"ZLATÝ VĚK"
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}
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}
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"Golden Age":{
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Simplified_Chinese:"黄金时代"
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}
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// You don't have to translate this is it's good for your language, but some languages have their own display
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// You don't have to translate this is it's good for your language, but some languages have their own display
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"[year] BC":{ // Before Christus
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"[year] BC":{ // Before Christus
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Italian:"[year] a.C."
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Italian:"[year] a.C."
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@ -670,7 +674,7 @@
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German:"Spiel speichern"
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German:"Spiel speichern"
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Dutch:"Spel opslaan"
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Dutch:"Spel opslaan"
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Spanish:"Salvar partida"
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Spanish:"Salvar partida"
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Simplified_Chinese:"储存游戏"
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Simplified_Chinese:"保存游戏"
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Portuguese:"Salvar jogo"
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Portuguese:"Salvar jogo"
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Japanese:"ゲームを保存する"
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Japanese:"ゲームを保存する"
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Czech:"Uložit hru"
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Czech:"Uložit hru"
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@ -1411,17 +1415,8 @@
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Czech:"Zdraví města"
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Czech:"Zdraví města"
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}
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}
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"Captured":{ // Shown in the battle table when attacking a civilian unit or a defeated city
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"Occupied!":{ // Shown in the battle table when attacking a defeated city
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Italian:"Cattura"
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Simplified_Chinese:"可以占领!"
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Russian:"Захвачен"
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French:"Capturé"
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Romanian:"Capturat"
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German:"Gefangen"
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Dutch:"Gevangen"
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Spanish:"Capturada"
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Simplified_Chinese:"被占领"
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Portuguese:"Capturado(a)"
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Czech:"Zajat(a/o)"
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}
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}
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"Attack":{
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"Attack":{
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@ -1443,15 +1438,22 @@
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Czech:"Bombardovat"
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Czech:"Bombardovat"
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}
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}
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"Captured!":{
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"Captured!":{// Shown in the battle table when attacking a civilian unit
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Italian:"Cattura!"
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Italian:"Cattura!"
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Simplified_Chinese:"可被俘虏!"
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Russian:"Захвачен!"
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Czech:"Zajat(a/o)"
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French:"Capturé!"
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Romanian:"Capturat!"
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German:"Gefangen!"
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Dutch:"Gevangen!"
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Spanish:"Capturada!"
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Simplified_Chinese:"可以俘虏!"
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Portuguese:"Capturado(a)!"
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Czech:"Zajat(a/o)!"
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}
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}
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"defence vs ranged":{
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"defence vs ranged":{
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Italian:"difesa contro unità da tiro"
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Italian:"difesa contro unità da tiro"
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Simplified_Chinese:"对方攻击类型为远程"
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Simplified_Chinese:"对远程攻击防御"
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Czech:"obrana v boji na dálku"
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Czech:"obrana v boji na dálku"
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}
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}
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@ -1468,6 +1470,25 @@
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Czech:"[percentage] k obraně jednotky"
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Czech:"[percentage] k obraně jednotky"
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}
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}
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"Attacker Bonus":{
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Simplified_Chinese:"主动发起攻击"
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}
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"Landing":{
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Simplified_Chinese:"登陆作战"
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}
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"Flanking":{
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Simplified_Chinese:"侧翼夹击"
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}
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"vs [unitType]":{
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Simplified_Chinese:"对战[unitType]"
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}
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"Terrain":{
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Simplified_Chinese:"地形修正"
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}
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///////// Unit uniques
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///////// Unit uniques
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@ -2230,7 +2251,8 @@
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"Tutorials": {
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"Tutorials": {
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Italian:"Tutorial"
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Italian:"Tutorial"
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"Czech": "Návody"
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Czech:"Návody"
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Simplified_Chinese:"教程"
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}
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}
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"Cost":{
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"Cost":{
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@ -2428,26 +2450,31 @@
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"Clear current map":{
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"Clear current map":{
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Italian:"Ripulisci mappa"
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Italian:"Ripulisci mappa"
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Czech:"Vyčistit mapu"
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Czech:"Vyčistit mapu"
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Simplified_Chinese:"清除当前地图"
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}
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}
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"Save map":{
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"Save map":{
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Italian:"Salva mappa"
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Italian:"Salva mappa"
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Czech:"Uložit mapu"
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Czech:"Uložit mapu"
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Simplified_Chinese:"保存地图"
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}
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}
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"Load map":{
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"Load map":{
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Italian:"Carica mappa"
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Italian:"Carica mappa"
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Czech:"Načíst mapu"
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Czech:"Načíst mapu"
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Simplified_Chinese:"读取地图"
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}
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}
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"Download map":{
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"Download map":{
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Italian:"Scarica mappa"
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Italian:"Scarica mappa"
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Czech:"Stáhnout mapu"
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Czech:"Stáhnout mapu"
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Simplified_Chinese:"下载地图"
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}
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}
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"Exit map editor":{
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"Exit map editor":{
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Italian:"Esci dall'editor"
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Italian:"Esci dall'editor"
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Czech:"Ukončit editování mapy"
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Czech:"Ukončit editování mapy"
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Simplified_Chinese:"退出地图编辑器"
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}
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}
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"[nation] starting location":{
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"[nation] starting location":{
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@ -1787,7 +1787,7 @@
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German:"+25% Verteidigung gegen alle Fernangriffe"
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German:"+25% Verteidigung gegen alle Fernangriffe"
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French:"+25% défence contre les attaques à distance"
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French:"+25% défence contre les attaques à distance"
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Russian:"+25% защиты от дальних атак"
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Russian:"+25% защиты от дальних атак"
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Simplified_Chinese:"对战远程单位时+25%防御力"
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Simplified_Chinese:"遭受远程攻击时+25%防御力"
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Czech:"+25% obrany proti útokům na dálku"
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Czech:"+25% obrany proti útokům na dálku"
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}
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}
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@ -321,7 +321,7 @@
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"NO!看起来游戏好像出现了灾难性的Bug!",
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"NO!看起来游戏好像出现了灾难性的Bug!",
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"这绝对不应该发生!",
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"这绝对不应该发生!",
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"请将游戏存档信息发送给我,方法如下:",
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"请将游戏存档信息发送给我,方法如下:",
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"依次点击“菜单->储存游戏->复制当前游戏数据到剪贴板”,将剪贴板的内容通过email发送给我。",
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"依次点击“菜单->保存游戏->复制当前游戏数据到剪贴板”,将剪贴板的内容通过email发送给我。",
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"我的email地址:yairm210@hotmail.com。我会尽快处理!"
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"我的email地址:yairm210@hotmail.com。我会尽快处理!"
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]
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]
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]
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]
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@ -101,12 +101,19 @@ class Battle(val gameInfo:GameInfo) {
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if (attacker.getCivInfo() != defender.getCivInfo()) { // If what happened was that a civilian unit was captures, that's dealt with in the CaptureCilvilianUnit function
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if (attacker.getCivInfo() != defender.getCivInfo()) { // If what happened was that a civilian unit was captures, that's dealt with in the CaptureCilvilianUnit function
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val whatHappenedString =
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val whatHappenedString =
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if (attacker !is CityCombatant && attacker.isDefeated()) " was destroyed while attacking"
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if (attacker !is CityCombatant && attacker.isDefeated()) " was destroyed while attacking"
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else " has " + (if (defender.isDefeated()) "destroyed" else "attacked")
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else " has " + (
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if (defender.isDefeated())
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if (defender.getUnitType() == UnitType.City && attacker.isMelee())
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"captured"
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else "destroyed"
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else "attacked")
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val attackerString =
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val attackerString =
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if (attacker.getUnitType() == UnitType.City) "Enemy city [" + attacker.getName() + "]"
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if (attacker.getUnitType() == UnitType.City) "Enemy city [" + attacker.getName() + "]"
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else "An enemy [" + attacker.getName() + "]"
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else "An enemy [" + attacker.getName() + "]"
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val defenderString =
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val defenderString =
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if (defender.getUnitType() == UnitType.City) " [" + defender.getName() + "]"
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if (defender.getUnitType() == UnitType.City)
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if (defender.isDefeated() && attacker.isRanged()) " the defence of [" + defender.getName() + "]"
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else " [" + defender.getName() + "]"
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else " our [" + defender.getName() + "]"
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else " our [" + defender.getName() + "]"
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val notificationString = attackerString + whatHappenedString + defenderString
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val notificationString = attackerString + whatHappenedString + defenderString
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defender.getCivInfo().addNotification(notificationString, attackedTile.position, Color.RED)
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defender.getCivInfo().addNotification(notificationString, attackedTile.position, Color.RED)
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private val battle = Battle(worldScreen.viewingCiv.gameInfo)
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private val battle = Battle(worldScreen.viewingCiv.gameInfo)
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init{
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init{
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isVisible = false
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skin = CameraStageBaseScreen.skin
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skin = CameraStageBaseScreen.skin
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background = ImageGetter.getBackground(ImageGetter.getBlue())
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background = ImageGetter.getBackground(ImageGetter.getBlue())
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pad(5f)
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pad(5f)
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}
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}
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fun hide(){
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fun hide(){
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isVisible = false
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clear()
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clear()
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pack()
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pack()
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}
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}
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fun update() {
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fun update() {
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isVisible = true
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val unitTable = worldScreen.bottomUnitTable
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val unitTable = worldScreen.bottomUnitTable
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val attacker : ICombatant?
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val attacker : ICombatant?
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if (unitTable.selectedUnit != null
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if (unitTable.selectedUnit != null
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add("{Strength}: ".tr()+attacker.getAttackingStrength())
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add("{Strength}: ".tr()+attacker.getAttackingStrength())
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add("{Strength}: ".tr()+defender.getDefendingStrength()).row()
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add("{Strength}: ".tr()+defender.getDefendingStrength()).row()
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val attackerModifiers = BattleDamage().getAttackModifiers(attacker,defender) .map { it.key.tr()+": "+(if(it.value>0)"+" else "")+(it.value*100).toInt()+"%" }
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val attackerModifiers =
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val defenderModifiers = if (defender is MapUnitCombatant)
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BattleDamage().getAttackModifiers(attacker,defender).map {
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BattleDamage().getDefenceModifiers(attacker, defender).map { it.key.tr()+": "+(if(it.value>0)"+" else "")+(it.value*100).toInt()+"%" }
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val description = if(it.key.startsWith("vs ")) ("vs ["+it.key.replace("vs ","")+"]").tr() else it.key.tr()
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val percentage = (if(it.value>0)"+" else "")+(it.value*100).toInt()+"%"
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"$description: $percentage"
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}
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val defenderModifiers =
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if (defender is MapUnitCombatant)
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BattleDamage().getDefenceModifiers(attacker, defender).map {
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val description = if(it.key.startsWith("vs ")) ("vs ["+it.key.replace("vs ","")+"]").tr() else it.key.tr()
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val percentage = (if(it.value>0)"+" else "")+(it.value*100).toInt()+"%"
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"$description: $percentage"
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}
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else listOf()
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else listOf()
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for(i in 0..max(attackerModifiers.size,defenderModifiers.size)){
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for(i in 0..max(attackerModifiers.size,defenderModifiers.size)){
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if(attacker.isMelee() && (defender.getUnitType().isCivilian()
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if(attacker.isMelee() && (defender.getUnitType().isCivilian()
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|| defender.getUnitType()==UnitType.City && defender.isDefeated())) {
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|| defender.getUnitType()==UnitType.City && defender.isDefeated())) {
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add("")
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add("")
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add("{Captured!}".tr())
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add(if(defender.getUnitType().isCivilian()) "Captured!".tr() else "Occupied!".tr() )
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}
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}
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