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4.12.16
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yairm210 committed Aug 3, 2024
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72 changes: 67 additions & 5 deletions android/assets/jsons/translations/Afrikaans.properties
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Expand Up @@ -2719,6 +2719,8 @@ Pillaging this improvement yields approximately [stats] =
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Needs removal of terrain features to be built =
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Air Intercept Range: [amount] =
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Unit type =
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Units: =
Expand Down Expand Up @@ -4032,11 +4034,11 @@ in [tileFilter] tiles =
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in tiles without [tileFilter] =
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in tiles adjacent to [tileFilter] =
within [amount] tiles of a [tileFilter] =
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in tiles not adjacent to [tileFilter] =
in tiles adjacent to [tileFilter] tiles =
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within [amount] tiles of a [tileFilter] =
in tiles not adjacent to [tileFilter] tiles =
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on water maps =
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Expand Down Expand Up @@ -11696,6 +11698,60 @@ Each additional tile will require more culture, but generally your first cities
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Although your city will keep expanding forever, your citizens can only work 3 tiles away from city center.\nThis should be taken into account when placing new cities. =

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Food is the resource fundamental to your Cities', and as a result Nation's, population and health. =
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Every Citizen in each City consumes Food per turn. Any left over is considered Growth and is stored in the City Center. Once enough accumulates, the City Grows and a new Citizen is added. =
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Initially your main source of Food is the City Center itself and working a surrounding tile with a Citizen. You can increase how much is generated by gaining more Citizens to work more tiles, improving the tiles so that they yield more Food, and eventually Buildings and Policies. =
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Since a city's number of Citizens, or Population, determines how many tiles a City can work, Food is often the most important Resource. =
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Production is the resource that lets a City Center build new things. =
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This can be new Buildings that are added to the City Center, or new Units that can go out across the World Map to advance your Nation's goals. =
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Everything you can build has a Production Cost. Every turn each City generates a certain amount of Production and puts it towards whatever is at the top of the Build Queue. Once the total cost is collected, the Building or Unit is built! =
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Any excess Production after something is built is overflowed to the next thing the City builds. Up to it's total Production Cost. =
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Since this determines how quickly you can build more stuff, your Nation's Production Capacity is crucial to it's advancement and survival. =
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⍾Science is the resource that unlocks new and exciting Technologies for your Nation. =
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Once you've Founded your Capital, you'll be prompted to Pick a Technology to Research. =
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Every Technology costs an amount of ⍾Science. Every turn the ⍾Science your Nation produces is paid towards Researching your chosen Technology. =
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Once a Technology has it's cost fully paid, you unlock the benefits for your Nation! This could be new Units, Buildings, or other advantages. Any surplus will overflow into the next Technology you pick to Research. =
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Researching a Technology in the next Era will advance you into that Era and trigger a notification to other Nations about how amazing you are! =
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Since new Technologies tend to give access to better Units, Buildings, and even unlock powerful new Policies, staying ahead of the competition is one of the best ways to secure your Victory! =

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Ah Gold. The Universal Medium of Exchange. Everyone loves Gold! They say it can't buy Happiness, but nuclear submarines are almost as good. =
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You can earn more Gold from Tiles, Resources, Improvements, and eventually Buildings, Specialists, and Trade Routes. Ancient Ruins, meeting new City-States, and Pillaging are also great sources of Gold. During a Golden Age every Tile that already yields Gold will yield an additional Gold! =
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Gold is how you pay for Building Maintenance, Transportation Upkeep, and Unit Upkeep. If you run out of Gold, first you'll receive penalties to your ⍾Science production, then eventually your Units will start Disbanding as you can't pay their upkeep. =
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Gold can be used to Buy Buildings and Units, helping bring up a new City or quickly build an Army. It can also buy Tiles to add to your City. It's also used to Upgrade your units from their older, obsolete forms to new, stronger versions. And investing it into a Research Agreement is a great way to convert it into ⍾Science. =
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Gold is also very valuable in Diplomacy. You can directly Gift Gold to City-States to gain their favor. Use it to balance a Trade Deal with other Nations. Or demand every last drop after a successful war and your enemy sues for peace. =
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Ironically, some may consider Gold to be one of the less important Resources. But it's flexible nature and importance to keep your Nation running makes it a precious thing to pay attention to. After all, everyone loves Gold. =
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Not to be confused with the Resource of the same name, Gold Ore =
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See also: Trade Route =
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See also: Golden Age =
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See also: Research Agreements =
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As cities grow in size and influence, you have to deal with a happiness mechanic that is no longer tied to each individual city.\nInstead, your entire empire shares the same level of satisfaction.\nAs your cities grow in population you’ll find that it is more and more difficult to keep your empire happy. =
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Expand Down Expand Up @@ -11742,6 +11798,8 @@ Railroads connecting a city to the Capital also provide a 25% Production Boost t
Trade Routes are also connected over Water via certain buildings like the Harbor. As long as there is a chain that can reach the Capital, there's a Trade Route. Look for this symbol in Yellow below the City Name to mean you have an active Trade Route to your Capital. =
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Trade Routes can get broken either by Blockades or by Removing/Pillaging the connecting Road/Railroad chain. =
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See also City Blockade =
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Victory Types =
Expand Down Expand Up @@ -11848,9 +11906,11 @@ Ranged attacks can be done from a distance, dependent on the 'Range' value of th
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Research Agreements =
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In research agreements, you and another civilization decide to jointly research technology.\nAt the end of the agreement, you will both receive a 'lump sum' of Science, which will go towards one of your unresearched technologies. =
In research agreements, you and another civilization decide to jointly research technology.\nAt the end of the agreement, you will both receive a 'lump sum' of Science, which will go towards one of your unresearched technologies. =
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The amount of ⍾Science you receive at the end is dependent on the ⍾Science generated by your cities and the other civilization's cities during the agreement - the more, the better! =
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Note that before you can invest in a research agreement, you must have a Declaraction of Friendship, both Nations need the required Technology, and both Nations need enough Gold on hand for the agreement. =
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Defensive Pacts =
Expand Down Expand Up @@ -11885,7 +11945,7 @@ Removing Terrain Features =
Certain tiles have terrain features - like Flood plains or Forests - on top of them. Some of these layers, like Jungle, Marsh and Forest, can be removed by workers.\nRemoving the terrain feature does not remove any resources in the tile, and is usually required in order to add improvements exploiting those resources. =

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Natural Wonders, such as the Mt. Fuji, the Rock of Gibraltar and the Great Barrier Reef, are unique, impassable terrain features, masterpieces of mother Nature, which possess exceptional qualities that make them very different from the average terrain.\nThey benefit by giving you large sums of Culture, Science, Gold or Production if worked by your Cities, which is why you might need to bring them under your empire as soon as possible. =
Natural Wonders, such as the Mt. Fuji, the Rock of Gibraltar and the Great Barrier Reef, are unique, impassable terrain features, masterpieces of mother Nature, which possess exceptional qualities that make them very different from the average terrain.\nThey benefit by giving you large sums of Culture, Science, Gold or Production if worked by your Cities, which is why you might need to bring them under your empire as soon as possible. =

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Keyboard =
Expand Down Expand Up @@ -12111,6 +12171,8 @@ However, before the Attacker and Defender fight, there is an added combat phase
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Generally Land/Naval Units have an Intercept Range of 2 Tiles, and Air Units have an Intercept Range of their Attack Range. =
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Ground and Naval Units don't require movement points to Intercept, just Attacks. Air Units cannot have moved nor attacked in the preceding turn. =
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The Intercepting Unit rolls to see if it hits. Whether it hits or not costs an Attack, and most units (without Promotions) can only Attack Once per Nation's Turn. It does NOT cost Movement Points, but Air Units that have used their Movement cannot Intercept between turns. =
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If the Intercepting Unit Hits, it deals damage according to the Combat Strength calculation to the Attacking Air Unit, potentially with any Strength Bonuses that apply to Interception. It does not receive damage from the Attacking Air Unit. =
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