168 lines
5.6 KiB
YAML
168 lines
5.6 KiB
YAML
# English localization strings for UI, HUD, actions, and game messages
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locale: en
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ui:
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general:
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game_title: "RTS Civilization"
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pause: "Pause"
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resume: "Resume"
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speed_1x: "1x Speed"
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speed_2x: "2x Speed"
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speed_4x: "4x Speed"
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menu: "Menu"
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settings: "Settings"
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quit: "Quit"
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hud:
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gold: "Gold"
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science: "Science"
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culture: "Culture"
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faith: "Faith"
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food: "Food"
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production: "Production"
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population: "Population"
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turn_time: "Time"
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minimap: "Minimap"
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actions:
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move: "Move"
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attack: "Attack"
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found_city: "Found City"
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build_farm: "Build Farm"
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build_mine: "Build Mine"
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build_lumber_mill: "Build Lumber Mill"
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build_road: "Build Road"
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cancel: "Cancel"
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units:
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settler: "Settler"
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builder: "Builder"
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warrior: "Warrior"
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slinger: "Slinger"
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archer: "Archer"
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scout: "Scout"
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galley: "Galley"
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unit:
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moving: "Moving"
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move_queued: "Movement queued"
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queue_cleared: "Queued actions cancelled"
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queue_full: "Action queue full!"
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action_queued: "Action queued: %1"
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action_cancelled: "%1 cancelled"
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farm_queued: "Build Farm queued on arrival"
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farm_started: "Constructing Farm..."
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farm_completed: "Farm completed!"
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farm_completed_consumed: "Farm completed! (Builder consumed)"
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farm_completed_charges: "Farm completed! (%1 %2 remaining)"
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road_queued: "Build Road queued on arrival"
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road_started: "Constructing %1... (%2 ticks)"
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road_completed: "%1 completed!"
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road_already_here: "Tile already has a road!"
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cannot_build_road_water: "Roads cannot be built on water!"
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city_queued: "Found City queued on arrival"
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city_founded: "%1 founded!"
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already_building: "Already busy building!"
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busy: "Unit is busy!"
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cannot_act_busy: "Unit cannot perform action while busy!"
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tile_occupied: "Tile already has an improvement!"
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cannot_build_here: "Cannot build here! Allowed on: %1"
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cannot_build_destination: "Cannot build on destination terrain! Allowed on: %1"
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no_build_charges: "No build charges remaining!"
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charge_singular: "charge"
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charge_plural: "charges"
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impassable_terrain: "Impassable terrain!"
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naval_only_water: "Ships can only sail on water!"
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no_path: "No reachable path!"
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tile_purchased: "Tile purchased! (-%1 Culture)"
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out_of_range: "Out of range!"
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defeated: "Defeated!"
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city_already_here: "A city already exists here!"
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unsuitable_terrain: "Unsuitable terrain!"
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civilian_unit: "Civilian unit"
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military_unit: "Military unit"
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speed_format: "Speed: %1 hex/tick"
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cost_format: "Cost: %1 pts"
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combat_format: "Attack: %1 | Range: %2 hex"
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building_pct: "Building... %1%"
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charges_format: "Charges: %1"
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status_queued: "Queued: %1"
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btn_move: "Move [M]"
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btn_attack: "Attack [A]"
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btn_build_city: "Settle [B]"
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btn_build_farm: "Farm [F]"
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btn_farm_queued: "Farm (Queued)"
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btn_farm_building: "Building %1%"
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btn_build_road: "Road [R]"
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btn_road_queued: "Road (Queued)"
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btn_road_building: "Building %1%"
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tip_move: "Move (M)"
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tip_attack: "Attack (A) [Range: %1]"
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tip_build_city: "Found City (B)"
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tip_build_farm: "Build Farm (F)"
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tip_farm_building: "Busy building... %1%"
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tip_farm_queued: "Build Farm (Queued on arrival - click to cancel)"
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tip_build_road: "Build Road (R)"
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tip_road_building: "Busy building road... %1%"
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tip_road_queued: "Build Road (Queued on arrival - click to cancel)"
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road_started: "Constructing %1... (%2 ticks)"
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road_completed: "%1 completed!"
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road_queued: "Build Road queued on arrival"
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road_already_here: "Tile already has a road!"
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cannot_build_road_water: "Roads cannot be built on water!"
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improvement:
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farm: "Farm"
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road: "Road"
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city:
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center: "City Center"
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produce_unit: "Produce Unit"
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build_district: "Construct District"
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population_growth: "Growth in {turns}s"
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management_title: "%1 - CITY MANAGEMENT"
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close_btn: "[X] Close"
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local_info: "Local: Population: %L1 (%2 Pop: %3 working, %4 free) | Labor: %L5"
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national_info: "National: Culture: %L1 | Science: %L2 | Gold: %L3 | Faith: %L4"
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help_text: "Click a slot to assign/free Pop | Hold a slot to choose resource | Buy tile with Culture."
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current_production: "CURRENT PRODUCTION"
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no_project: "No active project"
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select_prompt: "Select a unit or building to construct"
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ticks_remaining: "%1 ticks remaining (%2 / %3 Labor)"
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cancel_btn: "Cancel"
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districts_header: "DISTRICT: CITY CENTER"
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no_buildings: "No extensions built yet"
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choose_project: "CHOOSE CITY PROJECT"
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tab_buildings: "Buildings & Extensions"
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tab_units: "Units"
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btn_build: "Build"
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btn_train: "Train"
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status_built: "BUILT"
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status_in_progress: "ACTIVE"
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labor_cost_label: "%1 Labor (%2 ticks)"
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unit_trained: "%1: %2 trained!"
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building_completed: "%1: %2 completed in %3!"
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project_started: "%1: Started %2"
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project_cancelled: "%1: Project cancelled"
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already_built: "%1 already built in this city!"
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growth_float: "+%1 Inhabitants | +%2 Culture"
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not_enough_culture: "Not enough Culture! (%1 needed)"
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worker_freed: "Pop worker freed"
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worker_assigned: "+1 Pop working"
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no_free_pop: "No free Pop!"
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buy_tile: "BUY"
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occupied: "OCCUPIED"
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select_resource: "SELECT RESOURCE"
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best_yield: "BEST"
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resource_switched: "Producing %1 (+%2)"
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worker_assigned_res: "+1 Pop: %1 (+%2)"
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resource_preferred: "Slot set to %1 (+%2)"
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resources:
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voedsel: "Food"
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arbeid: "Production"
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goud: "Gold"
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kennis: "Science"
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cultuur: "Culture"
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geloof: "Faith"
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