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4.15.17
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android/assets/jsons/translations/Croatian.properties

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@@ -1606,7 +1606,6 @@ Your civilization may not annex this city. = Vaša civilizacija ne može pripoji
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Puppet = Marioneta
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Puppeted cities do not increase your tech or policy cost. = Gradovi marionete ne povećavaju vašu cijenu tehnologije ili politike.
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You have no control over the the production of puppeted cities. = Nemate kontrolu nad proizvodnjom gradova marioneta.
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# Requires translation!
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Puppeted cities also generate 25% less Science and Culture. = Gradovi marionete također generiraju 25% manje Znanosti i Kulture.
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A puppeted city can be annexed at any time. = Grad marioneta može se pripojiti bilo kada.
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Liberate (city returns to [originalOwner]) = Oslobodi (grad se vraća u [originalOwner])
@@ -7217,3 +7216,4 @@ Forest and Jungle Visibility\nIn Unciv, forests and jungles are visible 1 tile o
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Founding Cities\nThe Settler is a unit that can found a new city. You can build a Settler unit in a city with at least 2 population, and then move them to a good location to found a new city. This will usually be your main way of acquiring more cities. = Osnivanje gradova\nNaseljenik je jedinica koja može osnovati novi grad. Možete izgraditi jedinicu Naseljenika u gradu s najmanje 2 stanovnika, a zatim ih premjestiti na dobru lokaciju kako biste osnovali novi grad. To će obično biti vaš glavni način stjecanja više gradova.
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Food conversion to Production\nDuring the construction of a Settler, the city will not grow. Instead, the 1st, 2nd, 4th, and from there on every 4th, excess Food (Growth) is converted into Production, with the rest of the excess Food being lost. = Pretvorba hrane u proizvodnju\nTijekom izgradnje Naseljenika, grad neće rasti. Umjesto toga, 1., 2., 4., a odatle svaki 4., višak Hrane (Rast) pretvara se u Proizvodnju, a ostatak viška Hrane se gubi.
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android/assets/jsons/translations/Dutch.properties

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@@ -114,11 +114,8 @@ Requires [PolicyOrNationalWonder] = Vereist [PolicyOrNationalWonder]
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Cannot be purchased = Kan niet gekocht worden
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Can only be purchased = Kan alleen gekocht worden
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See also = Zie ook
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# Requires translation!
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Use default promotions = Gebruik standaard promoties
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# Requires translation!
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Default promotions for [unitName] = Standaard promotie voor [unitName]
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# Requires translation!
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Statuses = Statussen
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Requires at least one of the following: = Vereist minstens één van de volgende:
@@ -353,7 +350,6 @@ Introduction to [nation] = Introductie aan [nation]
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Declare war on [nation] = Verklaar [nation] de oorlog
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Luxury resources = Luxegoederen
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Strategic resources = Strategische grondstoffen
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# Requires translation!
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Stockpiled resources = Opgeslagen grondstoffen
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Owned by you: [amountOwned] = In je bezit: [amountOwned]
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Non-existent city = Niet bestaande stad
@@ -901,7 +897,6 @@ Could not download music! = Kon de muziek niet downloaden!
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## Advanced tab
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Advanced = Geavanceerd
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# Requires translation!
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Number of autosave files stored = Aantal automatisch opgeslagen beurten
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Turns between autosaves = Beurten tussen automatisch opslaan
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@@ -1308,7 +1303,6 @@ Raze city = Stad verwoesten
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Stop razing city = Stop met de stad te verwoesten
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Buy for [amount] gold = Voor [amount] gold kopen
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Buy = Kopen
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# Requires translation!
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Move unit out of city first = Verplaats eerst de eenheid de stad uit
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Currently you have [amount] [stat]. = Momenteel heb je [amount] [stat].
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Would you like to purchase [constructionName] for [buildingGoldCost] [stat]? = Will je [constructionName] kopen voor [buildingGoldCost] [stat]?
@@ -1619,7 +1613,6 @@ Your civilization may not annex this city. = Je beschaving mag deze stad niet in
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Puppet = Vazal
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Puppeted cities do not increase your tech or policy cost. = Vazalsteden verhogen niet de kosten voor technologiën en beleiden.
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You have no control over the the production of puppeted cities. = Je hebt geen controle over de productie van vazalsteden.
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# Requires translation!
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Puppeted cities also generate 25% less Science and Culture. = Vazalsteden genereren ook 25% minder Wetenschap en Cultuur.
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A puppeted city can be annexed at any time. = Een vazalstad kan ten allen tijde geannexeerd worden.
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Liberate (city returns to [originalOwner]) = Bevrijd (Stad terug naar [originalOwner])
@@ -2134,9 +2127,7 @@ Sell [buildingFilter] buildings [cityFilter] = Verkoop [buildingFilter] gebouwen
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[relativeAmount]% Gold cost of acquiring tiles [cityFilter] = [relativeAmount]% goudkosten voor het verkrijgen van tegels [cityFilter]
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Each city founded increases culture cost of policies [relativeAmount]% less than normal = Elke gestichte stad verhoogt de cultuurkosten van beleid [relativeAmount]% minder dan normaal
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[relativeAmount]% Culture cost of adopting new Policies = [relativeAmount]% Cultuurkosten om nieuw beleid te adopteren
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# Requires translation!
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Each city founded increases Science cost of Technologies [relativeAmount]% less than normal = Elke gestichte stad verhoogt de wetenschapskosten van Technologieën [relativeAmount]% minder dan normaal
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# Requires translation!
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[relativeAmount]% Science cost of researching new Technologies = [relativeAmount]% Wetenschapskosten om nieuwe Technologieën te onderzoeken
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[stats] for every known Natural Wonder = [stats] voor elk gekend Natuurlijk Wonder
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[stats] for discovering a Natural Wonder (bonus enhanced to [stats2] if first to discover it) = [stats] voor het ontdekken van een Natuurlijk Wonder (bonus verhoogd naar [stats2] als je het als eerste ontdekt)
@@ -2154,7 +2145,6 @@ Enables embarkation for land units = Laat inschepen toe voor landeenheden
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Enables [mapUnitFilter] units to enter ocean tiles = Laat [mapUnitFilter] eenheden toe oceaan tegels te betreden
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Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned = Landeenheden mogen [terrainName] tegels oversteken nadat de eerste [baseUnitFilter] verkregen is
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Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory = Vijandige [mapUnitFilter] eenheden moeten [amount] extra bewegingspunten spenderen binnen jouw grondgebied
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# Requires translation!
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New [baseUnitFilter] units start with [amount] XP [cityFilter] = Nieuwe [baseUnitFilter] eenheden starten met [amount] XP [cityFilter]
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All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion = Alle nieuwe [baseUnitFilter] eenheden [cityFilter] ontvangen de [promotion] promotie
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[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing = [mapUnitFilter] Eenheden naast deze stad helen [amount] HP per beurt als ze aan het helen zijn.

android/assets/jsons/translations/French.properties

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@@ -1606,7 +1606,6 @@ Your civilization may not annex this city. = Votre civilisation ne peut pas anne
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Puppet = Fantochiser
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Puppeted cities do not increase your tech or policy cost. = Les villes fantoches n'augmentent pas vos coûts en technologies ou doctrines.
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You have no control over the the production of puppeted cities. = Vous ne contrôlez pas la production des villes fantoches.
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# Requires translation!
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Puppeted cities also generate 25% less Science and Culture. = Les villes fantoches génèrent 25% de moins en Science et en Culture.
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A puppeted city can be annexed at any time. = Une ville fantoche peut être annexée à n'importe quel moment.
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Liberate (city returns to [originalOwner]) = Libérer (rendre la ville à [originalOwner])

android/assets/jsons/translations/Indonesian.properties

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@@ -1606,7 +1606,6 @@ Your civilization may not annex this city. = Peradabanmu tidak boleh mencaplok k
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Puppet = Kota Boneka
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Puppeted cities do not increase your tech or policy cost. = Kota-kota boneka tidak meningkatkan biaya teknologi atau kebijakanmu.
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You have no control over the the production of puppeted cities. = Kamu tidak mempunyai kendali atas produksi kota boneka.
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# Requires translation!
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Puppeted cities also generate 25% less Science and Culture. = Kota-kota boneka juga menghasilkan 25% lebih sedikit Ilmu Pengetahuan dan Budaya.
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A puppeted city can be annexed at any time. = Kota boneka dapat dianeksasi kapan saja.
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Liberate (city returns to [originalOwner]) = Bebaskan (kota dikembalikan kepada [originalOwner])

android/assets/jsons/translations/Latin.properties

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@@ -1710,7 +1710,6 @@ Capture all capitals = Omnes metropoles capias
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Complete [amount] Policy branches = Compleas [amount] ramos dictati
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You have won a [victoryType] Victory! = Tulisti victoriam [victoryType](m)!
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[civilization] has won a [victoryType] Victory! = [civilization] tulit victoriam [victoryType](m)!
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# Requires translation!
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Your civilization stands above all others! The exploits of your people shall be remembered until the end of civilization itself! = Tua civilizatio super omnes alias sistit! Acta tui populi memorentur usque ad finem civilizationis ipsius!
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# Requires translation!
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You have been defeated. Your civilization has been overwhelmed by its many foes. But your people do not despair, for they know that one day you shall return - and lead them forward to victory! =
@@ -1762,7 +1761,6 @@ Your civilization may not annex this city. = Non licet populo tuo hanc urbem aff
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Puppet = Municipium facere
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Puppeted cities do not increase your tech or policy cost. = Municipia non augeant sumptum tuum technologiae vel dictati.
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You have no control over the the production of puppeted cities. = Sine imperio sis de producto municipiorum.
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# Requires translation!
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Puppeted cities also generate 25% less Science and Culture. = Municipia etiam 25% minore generant scientiam et culturam.
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A puppeted city can be annexed at any time. = Municipium potest aliquando affigi.
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Liberate (city returns to [originalOwner]) = Liberare (urbs [originalOwner](e/o/is) reddatur)
@@ -1813,7 +1811,6 @@ Bonus stats for improvement = Addititiæ stat. ad meliorationem
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Buildings that consume this resource = Aedificia quæ hanc mercem consumunt
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Buildings that provide this resource = Aedificia quæ hanc mercem præbent
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Improvements that provide this resource = Meliorationes quæ hanc mercem præbent
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# Requires translation!
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Buildings that require this resource improved near the city = Aedificia quæ requirunt hanc mercem prope urbem melioratam esse
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Units that consume this resource = Centuriæ quæ hanc mercem consumunt
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Can be built on = Potest ædificari in
@@ -2298,7 +2295,6 @@ Sell [buildingFilter] buildings [cityFilter] = Vendas [buildingFilter](m/s/um/os
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[relativeAmount]% Gold cost of acquiring tiles [cityFilter] = [relativeAmount]% solidi sumendi ad acquisitionem tegulæ [cityFilter]
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Each city founded increases culture cost of policies [relativeAmount]% less than normal = Singulæ urbes conditæ sumptum culturæ dictati [relativeAmount]% minore adiciunt quam cotidiano
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[relativeAmount]% Culture cost of adopting new Policies = [relativeAmount]% Cultura sumenda ad ascitum dictati novi
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# Requires translation!
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Each city founded increases Science cost of Technologies [relativeAmount]% less than normal = Singulæ urbes conditæ sumptum scientiæ technologiæ [relativeAmount]% minore adiciunt quam cotidiano
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# Requires translation!
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[relativeAmount]% Science cost of researching new Technologies =
@@ -2318,11 +2314,9 @@ Enables embarkation for land units = Habilitat centurias terræ ad conscensionem
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Enables [mapUnitFilter] units to enter ocean tiles = Habilitat centurias quæ sunt [mapUnitFilter] ad ingressum in tegulas Oceani
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Land units may cross [terrainName] tiles after the first [baseUnitFilter] is earned = Centuriæ terræ possunt ire trans tegulas, quæ sunt [terrainName], postquam [baseUnitFilter] primus est meritus
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Enemy [mapUnitFilter] units must spend [amount] extra movement points when inside your territory = Centuriæ hostiles, quæ sunt [mapUnitFilter], necesse consumant [amount] calculos addititios de movendo (i.e. momentum) quom in tua terra sunt
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# Requires translation!
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New [baseUnitFilter] units start with [amount] XP [cityFilter] = Novæ centuriæ quæ sunt [baseUnitFilter] [cityFilter] cum [amount] XP incipiunt
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All newly-trained [baseUnitFilter] units [cityFilter] receive the [promotion] promotion = Centuriæ [cityFilter] noviter educandæ accipiant promotionem quæ est [promotion] si illæ sunt [baseUnitFilter]
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[mapUnitFilter] Units adjacent to this city heal [amount] HP per turn when healing = Centuriæ, quæ sunt [mapUnitFilter] adjacen*s ad hanc urbem, medentur contra [amount] damnum cum medentur omni gressu
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# Requires translation!
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[relativeAmount]% XP required for promotions = [relativeAmount]% XP requiritur ad promotiones
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[relativeAmount]% City Strength from defensive buildings = [relativeAmount]% Potentia urbis de ædificiis de defensione
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[relativeAmount]% Strength for cities = [relativeAmount]% Potentiam urbibus
@@ -2575,7 +2569,6 @@ for [civFilter] Civilizations = civilizationibus quæ sunt [civFilter]
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when at war = si belli es
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when not at war = si belli non es
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during a Golden Age = intra sæculum aureum
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# Requires translation!
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when not in a Golden Age = quom non in saeculo aureo
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during We Love The King Day = intra Festum de Amore Regis Nostri
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while the empire is happy = cum imperium est lætum
@@ -2613,9 +2606,7 @@ when between [amount] and [amount2] [stat/resource] = si [stat/resource] sunt ne
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in this city = in hac urbe
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in [cityFilter] cities = in urbibus [cityFilter]
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in cities connected to the capital = in urbibus cum metropoli concatenatis
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# Requires translation!
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in cities with a [religionFilter] religion = in urbibus cum una religione quæ est [religionFilter]
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# Requires translation!
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in cities not following a [religionFilter] religion = in urbibus quæ non sequuntur ullam religionem quæ est [religionFilter]
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in cities with a major religion = in urbibus cum religione plera
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in cities with an enhanced religion = in urbibus cum religione amplificata

android/assets/jsons/translations/Ukrainian.properties

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@@ -7242,3 +7242,4 @@ Forest and Jungle Visibility\nIn Unciv, forests and jungles are visible 1 tile o
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Founding Cities\nThe Settler is a unit that can found a new city. You can build a Settler unit in a city with at least 2 population, and then move them to a good location to found a new city. This will usually be your main way of acquiring more cities. =
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# Requires translation!
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Food conversion to Production\nDuring the construction of a Settler, the city will not grow. Instead, the 1st, 2nd, 4th, and from there on every 4th, excess Food (Growth) is converted into Production, with the rest of the excess Food being lost. =
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android/assets/jsons/translations/completionPercentages.properties

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@@ -2,25 +2,25 @@ Afrikaans = 7
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Bangla = 20
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Belarusian = 13
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Bosnian = 3
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Brazilian_Portuguese = 99
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Brazilian_Portuguese = 100
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Bulgarian = 46
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Catalan = 99
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Croatian = 99
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Croatian = 100
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Czech = 78
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Dutch = 99
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English = 0
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Filipino = 88
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Finnish = 36
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French = 99
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French = 100
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Galician = 99
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German = 99
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German = 100
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Greek = 13
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Hungarian = 79
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Indonesian = 99
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Indonesian = 100
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Italian = 99
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Japanese = 80
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Korean = 91
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Latin = 60
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Latin = 61
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Lithuanian = 82
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Malay = 29
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Norwegian = 59
@@ -32,7 +32,7 @@ Romanian = 73
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Russian = 99
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Rusyn = 60
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Simplified_Chinese = 99
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Spanish = 99
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Spanish = 100
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Swedish = 76
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Thai = 15
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Traditional_Chinese = 95

changelog.md

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@@ -1,13 +1,15 @@
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## 4.15.17
22

3-
Resolved - Science points no longer 're-bonused' on overflow
3+
Science points no longer 're-bonused' on overflow
44

5-
Resolved - Updated docs regarding event choice fields
5+
Updated docs regarding event choice fields
66

77
By k-oa:
88
- Added animation for unit movement button
99
- Changed the Settle sprite to match style of AbsoluteUnits
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11+
Auto promotions fixes - by Emandac
12+
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## 4.15.16
1214

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Sort city religion overview by number of followers
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@@ -1,9 +1,9 @@
1+
Science points no longer 're-bonused' on overflow
12

2-
3-
Resolved - Science points no longer 're-bonused' on overflow
4-
5-
Resolved - Updated docs regarding event choice fields
3+
Updated docs regarding event choice fields
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75
By k-oa:
86
- Added animation for unit movement button
9-
- Changed the Settle sprite to match style of AbsoluteUnits
7+
- Changed the Settle sprite to match style of AbsoluteUnits
8+
9+
Auto promotions fixes - by Emandac

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