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Ascent-of-Man/config/strings_en.yaml
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# English localization strings for UI, HUD, actions, and game messages
locale: en
ui:
general:
game_title: "RTS Civilization"
pause: "Pause"
resume: "Resume"
speed_1x: "1x Speed"
speed_2x: "2x Speed"
speed_4x: "4x Speed"
menu: "Menu"
settings: "Settings"
quit: "Quit"
hud:
gold: "Gold"
science: "Science"
culture: "Culture"
faith: "Faith"
food: "Food"
production: "Production"
population: "Population"
turn_time: "Time"
minimap: "Minimap"
actions:
move: "Move"
attack: "Attack"
found_city: "Found City"
build_farm: "Build Farm"
build_mine: "Build Mine"
build_lumber_mill: "Build Lumber Mill"
build_road: "Build Road"
cancel: "Cancel"
units:
settler: "Settler"
builder: "Builder"
warrior: "Warrior"
slinger: "Slinger"
archer: "Archer"
scout: "Scout"
galley: "Galley"
unit:
moving: "Moving"
move_queued: "Movement queued"
queue_cleared: "Queued actions cancelled"
queue_full: "Action queue full!"
action_queued: "Action queued: %1"
action_queued_count: "%1 added to queue (#%2)"
action_scheduled_after_current: "%1 scheduled after current action"
action_cancelled: "%1 cancelled"
farm_queued: "Build Farm queued"
farm_started: "Constructing Farm..."
farm_completed: "Farm completed!"
farm_completed_consumed: "Farm completed! (Builder consumed)"
farm_completed_charges: "Farm completed! (%1 %2 remaining)"
moving_to_build_farm: "Moving to build Farm at (%1, %2)..."
moving_to_build_city: "Moving to found City at (%1, %2)..."
moving_to_attack: "Moving into attack range..."
road_queued: "Build Road queued"
road_started: "Constructing %1... (%2 ticks)"
road_completed: "%1 completed!"
road_already_here: "Tile already has a road!"
cannot_build_road_water: "Roads cannot be built on water!"
city_queued: "Found City queued"
city_founded: "%1 founded!"
already_building: "Already busy building!"
busy: "Unit is busy!"
cannot_act_busy: "Unit cannot perform action while busy!"
tile_occupied: "Tile already has an improvement!"
cannot_build_here: "Cannot build here! Allowed on: %1"
cannot_build_destination: "Cannot build on target terrain! Allowed on: %1"
no_build_charges: "No build charges remaining!"
charge_singular: "charge"
charge_plural: "charges"
impassable_terrain: "Impassable terrain!"
naval_only_water: "Ships can only sail on water!"
no_path: "No reachable path!"
tile_purchased: "Tile purchased! (-%1 Culture)"
out_of_range: "Out of range!"
no_enemy_on_tile: "Select a tile with an enemy unit!"
defeated: "Defeated!"
city_already_here: "A city already exists here!"
unsuitable_terrain: "Unsuitable terrain!"
civilian_unit: "Civilian unit"
military_unit: "Military unit"
speed_format: "Speed: %1 hex/tick"
cost_format: "Cost: %1 pts"
combat_format: "Attack: %1 | Range: %2 hex"
building_pct: "Building... %1%"
charges_format: "Charges: %1"
status_queued: "Queue (%1): %2"
btn_move: "Move [M]"
btn_attack: "Attack [A]"
btn_build_city: "Settle [B]"
btn_build_farm: "Farm [F]"
btn_farm_queued: "Farm [F]"
btn_farm_building: "Building %1%"
btn_build_road: "Road [R]"
btn_road_queued: "Road [R]"
btn_road_building: "Building %1%"
tip_move: "Move (M) - Click target tile (Shift+Click to queue)"
tip_attack: "Attack (A) [Range: %1] - Click enemy (Shift+Click to queue)"
tip_build_city: "Found City (B) - Click target tile (Shift+Click to queue)"
tip_build_farm: "Build Farm (F) - Click target tile (Shift+Click to queue)"
tip_farm_building: "Busy building... %1% (Click to plan next target)"
tip_farm_queued: "Build Farm (Queued - Click to plan target)"
tip_build_road: "Build Road (R) - Click target tile (Shift+Click to queue)"
tip_road_building: "Busy building road... %1% (Click to plan next target)"
tip_road_queued: "Build Road (Queued - Click to plan target)"
road_route_started: "Building road route to (%1, %2)..."
road_route_completed: "Road route completed!"
road_route_cancelled: "Road route cancelled"
status_road_route: "Road Route: %1/%2"
btn_road_route: "Route (%1/%2)"
preview_move: "Move (%1 hexes)"
preview_farm: "Build Farm"
preview_farm_move: "Build Farm (%1 hexes)"
preview_city: "Found City"
preview_city_move: "Found City (%1 hexes)"
preview_road: "Road Route (%1 hexes)"
preview_road_here: "Build Road"
preview_attack: "Attack"
preview_attack_move: "Attack (%1 hexes)"
preview_queue_prefix: "+Queue: %1"
queue_badge_move: "#%1 Move"
queue_badge_farm: "#%1 Farm"
queue_badge_city: "#%1 Settle"
queue_badge_road: "#%1 Road"
queue_badge_attack: "#%1 Attack"
improvement:
farm: "Farm"
road: "Road"
city:
center: "City Center"
produce_unit: "Produce Unit"
build_district: "Construct District"
population_growth: "Growth in {turns}s"
management_title: "%1 - CITY MANAGEMENT"
close_btn: "[X] Close"
local_info: "Local: Population: %L1 (%2 Pop: %3 working, %4 free) | Labor: %L5"
national_info: "National: Culture: %L1 | Science: +%L2/tick | Gold: %L3 | Faith: %L4"
help_text: "Click a slot to assign/free Pop | Hold a slot to choose resource | Buy tile with Culture."
current_production: "CURRENT PRODUCTION"
production_panel_title: "CITY PRODUCTION"
no_project: "No active project"
select_prompt: "Select an item below to construct"
ticks_remaining: "%1 ticks remaining (%2 / %3 Labor)"
cancel_btn: "Cancel"
queue_header: "QUEUE (%1 / %2)"
queue_empty: "Queue is empty"
districts_header: "DISTRICT: CITY CENTER"
no_buildings: "No extensions built yet"
choose_project: "AVAILABLE PROJECTS"
tab_buildings: "Buildings"
tab_units: "Units"
btn_build: "Build"
btn_train: "Train"
btn_queue: "+ Queue"
status_built: "BUILT"
status_in_progress: "ACTIVE"
status_queued: "QUEUED #%1"
status_full: "FULL"
queue_full_float: "Production queue is full! (Max %1)"
labor_cost_label: "%1 Labor (%2 ticks)"
unit_trained: "%1: %2 trained!"
building_completed: "%1: %2 completed in %3!"
project_started: "%1: Started %2"
project_queued: "%1: Added %2 to queue (#%3)"
project_cancelled: "%1: Cancelled %2"
queued_item_removed: "%1: Removed %2 from queue"
already_built: "%1 already built in this city!"
already_queued: "%1 is already in the production queue!"
requires_tech: "%1 requires technology: %2!"
obsolete_item: "%1 is obsolete and can no longer be built!"
growth_float: "+%1 Inhabitants | +%2 Culture"
not_enough_culture: "Not enough Culture! (%1 needed)"
worker_freed: "Pop worker freed"
worker_assigned: "+1 Pop working"
no_free_pop: "No free Pop!"
buy_tile: "BUY"
occupied: "OCCUPIED"
select_resource: "SELECT RESOURCE"
best_yield: "BEST"
resource_switched: "Producing %1 (+%2)"
worker_assigned_res: "+1 Pop: %1 (+%2)"
resource_preferred: "Slot set to %1 (+%2)"
resources:
voedsel: "Food"
arbeid: "Production"
goud: "Gold"
kennis: "Science"
cultuur: "Culture"
geloof: "Faith"
action_needed:
header_title: "ACTIONS"
header_tip: "Queue of items awaiting action (oldest first). Left-click to focus, Right-click to dismiss."
unit_idle_desc: "Needs orders"
city_no_production_desc: "No production"
city_free_pop_desc: "+%1 Free Pop"
no_research_title: "RESEARCH"
no_research_desc: "Choose technology"
dismiss_tip: "Right-click to dismiss"
more_items: "+%1"
tech_tree:
title: "TECHNOLOGY TREE"
close_btn: "[X] Close"
btn_open: "Tech [T]"
no_research: "No Research"
choose_research: "Choose Tech [T]"
science_rate: "+%L1/tick"
active_research: "ACTIVE RESEARCH: %1"
no_active_research: "No active research - Click any technology node below to start researching"
queue_label: "QUEUE (%1):"
clear_queue_btn: "Clear Queue"
status_researched: "RESEARCHED"
status_researching: "ACTIVE #1"
status_queued: "QUEUED #%1"
status_available: "AVAILABLE"
status_locked: "LOCKED"
cost_format: "%L1 Science (~%2 %3)"
progress_format: "%L1 / %L2 (%3%)"
remaining_format: "%L1 left (~%2 %3)"
tick_singular: "tick"
tick_plural: "ticks"
prereqs_label: "Req: %1"
prereqs_none: "Base Technology"
unlocks_label: "Unlocks: %1"
obsoletes_label: "Obsoletes: %1"
help_text: "Left-click a tech to research (prerequisites auto-queued by least remaining work) | Shift+Click to append | Right-click to remove | Drag/Scroll to pan"
tech_completed_float: "Technology Researched: %1!"
tech_started_float: "Researching: %1"
tech_queued_float: "Research Queue Updated (%1 techs, target: %2)"
tech_already_researched: "%1 has already been researched!"
tech_cancelled_float: "Research queue cleared"
tech_removed_float: "Removed %1 from research queue"