mirror of https://github.com/FreeCol/freecol.git
3809 lines
221 KiB
Properties
3809 lines
221 KiB
Properties
#
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# FreeCol user interface messages. Please use US English spellings in this file
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# and put UK English spellings in FreeColMessages_en_GB.properties
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#
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# $Revision$
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#
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# Contents - for sorting and quick search
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# --1-- General, Menus and File Manipulation
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# --2-- Options
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# --3-- Player, Colony, Relations
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# --4-- Model Messages
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# --5-- Model name/description
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# --6-- Colopedia
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# --7-- Reports
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# --8-- Modifiers
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# --9-- Colony Names and Misc
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# -10-- Installer
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# --1-- General, Menus and File Manipulation
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freecol.desktopEntry.GenericName=Strategy Game
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freecol.desktopEntry.Comment=A turn-based strategy game based on "Sid Meier's Colonization".
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ok=OK
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cancel=Cancel
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reset=Reset
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save=Save
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display=Display
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yes=Yes
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no=No
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close=Close
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options=Options
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and=and
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load=Load
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unload=Unload
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fill=Load
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rename=Rename
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abilities=Abilities
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modifiers=Modifiers
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true=True
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false=False
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more=more...
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none=None
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nothing=Nothing
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all=All
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notApplicable.short=N/A
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rules=Rules
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difficulty=Difficulty
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Test=Test
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Music=Music
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Current=Current
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help=Help
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# List operations:
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list.add=Add
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list.remove=Remove
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list.up=Up
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list.down=Down
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list.edit=Edit
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# Browse for a file:
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file.browse=Browse
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# Remove selected option:
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option.remove=Remove
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width=Width
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height=Height
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integerAboveZero=Please use an integer above zero.
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newLanguageSelected=Setting the language to %language%. You will need to restart the game for the changes to fully take effect.
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autodetectLanguageSelected=You have now chosen to autodetect the language. This will be done the next time you restart the game.
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singlePlayerGame=Single player game
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joinMultiPlayerGame=Join multiplayer game
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startMultiplayerGame=Start multiplayer game
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name=Name
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host=Host
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port=Port
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players=Players
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playerNation=%player%'s %nation%
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gameState=Game state
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startServerOnPort=Start server on port
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publicServer=Public server
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defaultPlayerName=Player Name
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getServerList=Get server list
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connect=Connect
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availability=Availability
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nationState.AVAILABLE=available
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nationState.AI_ONLY=AI only
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nationState.NOT_AVAILABLE=not available
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verySmall=Very Small
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small=Small
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medium=Medium
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large=Large
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veryLarge=Very Large
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veryDry=Very Dry
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dry=Dry
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normal=Normal
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wet=Wet
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veryWet=Very Wet
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cold=Cold
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chilly=Chilly
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temperate=Temperate
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warm=Warm
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hot=Hot
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startGame=Start Game
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gameOptions=Game Options
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mapGeneratorOptions=Map Settings
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iAmReady=I'm Ready
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playerOptions.selectPlayers=Select Players
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playerOptions.europeanPlayers=European Players
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playerOptions.nativePlayers=Native Players
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playerOptions.NONE=None
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playerOptions.FIXED=Fixed
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playerOptions.SELECTABLE=Selectable
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playerOptions.selectColors=Select Colors
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playerOptions.nationalAdvantages=National Advantages
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player=Player
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nation=Nation
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color=Color
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advantage=Advantage
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moves=Moves:
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sonsOfLiberty=SoL
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building=Building
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goods=Goods
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goldAmount=%amount% gold
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cargoOnCarrier=Cargo on carrier
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cargoOnCarrierLong=Cargo on %name% (%space% left)
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outsideColony=Outside Colony
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colonyPanel.buyBuilding=Buy Building
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colonyPanel.rebelLabel=Rebels: %number%
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colonyPanel.royalistLabel=Royalists: %number%
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colonyPanel.bonusLabel=Bonus: %number%
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colonyPanel.populationLabel=Population: %number%
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colonyPanel.minimumColonySize=%object% prevents reducing the population any further.
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colonyPanel.currentlyBuilding=Building: %buildable%
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colonyPanel.buildQueue=Build Queue
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colonyPanel.clickToBuild=Click on the building site to select a building or unit to build.
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colonyPanel.compactView=Compact view
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colonyPanel.showAll=Show all
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colonyPanel.unbuildable=%colony% can not build %object% at this time. %object% was removed from build queue.
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colonyPanel.notBestTile=%unit% could produce more %goods% on %tile%.
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colonyPanel.reducePopulation=If you reduce the population below %number%, %colony% will no longer be able to build %buildable%.
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colonyPanel.requires=Requires: %string%
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colonyPanel.populationTooSmall=Population %number%
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colonyPanel.units=Units
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colonyPanel.buildings=Buildings
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turns=turns
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turnsToComplete.short=(Turns: %number%)
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turnsToComplete.long=(Turns to complete: %number%)
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waitingFor=Waiting for: %nation%
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chooseImmigrant=Choose which unit will emigrate from Europe.
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abstractUnit={{plural:%number%|one=one|other=%number%}} %unit%
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colonist=%number% {{plural:%number%|one=Colonist|other=Colonists|default=Colonist}}
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colonists=Colonists
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tories=Tories
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crosses=Crosses
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mission=Mission
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spring=Spring
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autumn=Autumn
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year.YEAR=%year%
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year.SPRING=Spring %year%
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year.AUTUMN=Autumn %year%
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warOfIndependence.independenceDeclared=This Day the Congress has passed the most important Resolution, that ever was taken in America.\n\nI am well aware of the Toil and Blood and Treasure, that it will cost Us to maintain this Declaration, and support and defend these States. Yet through all the Gloom I can see the Rays of ravishing Light and Glory. I can see that the End is more than worth all the Means. And that Posterity will triumph in that Days Transaction, even although We should rue it, which I trust in God We shall not.\n\nThe Royal Expeditionary Force will soon be upon us. Prepare our defences carefully while we raise voluntaires for a new Continental Army.
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purchaseDialog.clickOn=Click on one of the following items to purchase it.
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recruitDialog.clickOn=Click on one of the following individuals to recruit him. You will have to pay %money% gold towards his passage. He will be able to pay for his own passage in %number% turns.
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trainDialog.clickOn=Click on one of the following individuals to train them.
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trainDialog.done=Done
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quitDialog.areYouSure.text=Are you sure you want to quit?
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retireDialog.areYouSure.text=Are you sure you want to retire?
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foundingFatherDialog.nominate=Nominate Founding Father
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errorMessage.showLogFile=Show log file
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tradeItem.colony=Colony
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tradeItem.colony.long=the colony of %colony%
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tradeItem.gold=Gold
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tradeItem.gold.long=the sum of %amount% gold
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tradeItem.goods=Goods
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tradeItem.stance=Stance
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tradeItem.unit=Unit
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negotiationDialog.offer=Offer
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negotiationDialog.demand=Demand
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negotiationDialog.summary=The %nation% offer %offers% in return for %demands%.
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negotiationDialog.accept=Accept
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negotiationDialog.cancel=Cancel
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negotiationDialog.send=Send
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negotiationDialog.add=Add
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negotiationDialog.nothing=nothing
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negotiationDialog.offerAccepted=The %nation% have accepted your generous offer.
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negotiationDialog.offerRejected=The %nation% have rejected your generous offer.
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transaction.purchase=Purchase %amount% %goods% @%gold%
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transaction.price=Price:\t%gold%
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transaction.sale=Sell %amount% %goods% @%gold%
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transaction.tax=-%tax%%:\t%gold%
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transaction.net=Net:\t%gold%
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tension.wary=Wary
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tension.happy=Happy
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tension.content=Content
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tension.displeased=Displeased
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tension.angry=Angry
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tension.hateful=Hateful
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tension=Tension
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noSuchFile=The specified file does not exist or is not a regular file.
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gotoThisTile=Go To This Tile
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gotoEurope=Go To Europe
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attackTileOdds=Attack! (%chance%% chance of success)
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dumpCargo=Dump cargo
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tile=Tile (%x%, %y%)
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filter.savedGames=FreeCol Saved Games (*.fsg)
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filter.gameOptions=FreeCol Game Options (*.fgo)
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filter.gameOptionsAndSavedGames=FreeCol Game Options and Saved Games (*.fgo and *.fsg)
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filter.xml=XML (Extensible Markup Language).
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underRepair=Under repair (%turns% {{plural:%turns%|one=turn|other=turns}} left)
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EventPanel.MEETING_EUROPEANS=You meet fellow Europeans. They will compete with you for land and riches, and may well wage war against you. But after Jan de Witt has joined the Continental Congress, you can trade with them.
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EventPanel.MEETING_NATIVES=You meet natives. Send your Scouts to their settlements in order to learn more about them, and your Indentured Servants and Free Colonists in order to learn from them. Send your ships and Wagon Trains to their settlements if you wish to trade with them.
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EventPanel.MEETING_AZTEC=You meet the Aztec nation.
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EventPanel.MEETING_INCA=You meet the Inca nation.
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tutorial.startGame=After months at sea, you have finally arrived off the coast of an unknown continent. Sail %direction% in order to discover the New World and to claim it for the Crown.
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tutorial.buildColony=Try building a Colony by pushing the key %build_colony_key% or choosing %build_colony_menu_item% from the %orders_menu_item% menu.\n\nYou will be warned if there is something negative about building the Colony at the chosen location.
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Colony=Colony
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Settlement=Settlement
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NewWorld=New World
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LoadingSavegame.title=Loading Save game
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LoadingSavegame.singleplayer=Single player
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LoadingSavegame.privateMultiplayer=Private multiplayer
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LoadingSavegame.publicMultiplayer=Public multiplayer
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LoadingSavegame.serverName=Server Name:
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LoadingSavegame.port=Port:
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editor.resource=Change/remove resource
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editor.removeSettlement=Remove settlement
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editor.removeSettlement.text=Do you wish to remove this settlement?
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editor.mapSize=Select map size
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buildingToolTip.breeding=You need at least %number% {{plural:%number%|%goods%}} to breed %goods%.
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# Menus
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menuBar.game=Game
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menuBar.view=View
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menuBar.tools=Tools
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menuBar.orders=Orders
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menuBar.colopedia=Colopedia
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menuBar.teacher=Teaching Record
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menuBar.debug=Debug
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menuBar.debug.showCoordinates=Show Coordinates
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menuBar.debug.showColonyValue=Show Colony Values
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menuBar.debug.showCommonOutpostValue=Show Common outpost value
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menuBar.debug.skipTurns=Skip turns
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menuBar.debug.stopSkippingTurns=Stop skipping turns
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menuBar.debug.addBuilding=Add building to each colony
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menuBar.debug.addFoundingFather=Add Founding Father
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menuBar.debug.runMonarch=Set the next Monarch action
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menuBar.debug.addGold=Add Gold
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menuBar.debug.addImmigration=Add Immigration
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menuBar.debug.addLiberty=Add liberty to each colony
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menuBar.debug.stepRandomNumberGenerator=Step Random number generator
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menuBar.debug.randomValue=Random number generator value: %value%
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menuBar.debug.displayPanels=Display panels
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menuBar.debug.displayMonarchPanel=Display Monarch panel
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menuBar.debug.displayVictoryPanel=Display Victory panel
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menuBar.debug.displayEuropeStatus=Display Europe status
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menuBar.debug.displayErrorMessage=Display error message
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menuBar.debug.useAI=Use AI
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menuBar.debug.revealEntireMap=Reveal Entire Map
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menuBar.debug.compareMaps=Check for Map Desynchronization
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menuBar.debug.compareMaps.checkComplete=Check complete. No desynchronization detected.
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menuBar.debug.compareMaps.problem=Possible problem discovered. Please read the information written to standard out.
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menuBar.debug.showResourceKeys=Show Resource Keys
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menuBar.debug.statistics=Statistics
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menuBar.debug.memoryManager=Memory Manager
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menuBar.debug.memoryManager.freeMemory=Free
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menuBar.debug.memoryManager.totalMemory=Total
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menuBar.debug.memoryManager.maxMemory=Max
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menuBar.debug.memoryManager.gc=Run the Garbage Collector
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menuBar.report=Report
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menuBar.statusLine=Score: %score% | Gold: %gold% | Tax: %tax%% | Year: %year%
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findSettlementDialog.name=Find Settlement
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metaServer.couldNotConnect=Sorry, could not connect to the meta-server. Please try again later.
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metaServer.communicationError=There was an error while communicating with the meta-server. Please try again later.
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infoPanel.endTurnPanel.text=Press enter in order to end the turn.
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endTurnDialog.name=End turn
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endTurnDialog.areYouSure=The following {{plural:%number%|one=unit is|other=units are}} still waiting for orders, or {{plural:%number%|one=has|other=have}} been ordered to wait. Are you sure you want to end the turn now?
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menuBar.tools.determineHighSeas.distToLandFromHighSeas=Tiles from land
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menuBar.tools.determineHighSeas.maxDistanceToEdge=Maximum distance to edge
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stopCurrentGame.text=A game is already running.
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stopCurrentGame.yes=Stop Game
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stopCurrentGame.no=Cancel
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stopServer.text=A server is already running on the specified port.
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stopServer.yes=Stop Server
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stopServer.no=Cancel
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connectController.choicePlayer=Please choose a player:
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reconnect.text=The server requests a reconnect.
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reconnect.yes=Reconnect
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reconnect.no=Quit
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failedToSave=Failed to save file %name%!
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couldNotSaveGame=An error occurred while trying to save the game!
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couldNotLoadGame=An error occurred while trying to load the game!
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fileNotFound=Could not find the file with the given name.
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incompatibleVersions=The saved game you are trying to load is not compatible with this version of FreeCol.
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openGame.unimplemented=The open function is not implemented yet.
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# Directions
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direction.N=north
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direction.NE=north-east
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direction.E=east
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direction.SE=south-east
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direction.S=south
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direction.SW=south-west
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direction.W=west
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direction.NW=north-west
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# Messages for errors that found by the server when servicing client requests.
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# server.communicate is a catchall for communications failure
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# server.reject is for errors that "can not happen" and which may indicate
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# a client behaving badly.
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server.reject=The server can not do that.
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server.trade.noGoods=You can not trade goods that are not present.
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# Command line interface
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cli.arg.debuglevel=NUMBER
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cli.arg.debugRun=TURNS[,SAVENAME]
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cli.arg.dimensions=WIDTHxHEIGHT
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cli.arg.directory=DIRECTORY
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cli.arg.file=FILE
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cli.arg.font=FONTSPEC
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cli.arg.locale=LOCALE
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cli.arg.loglevel=LOGLEVEL
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cli.arg.name=NAME
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cli.arg.port=PORT
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cli.arg.seed=SEED
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cli.arg.timeout=TIMEOUT
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cli.check-savegame=check the given savegame for consistency
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cli.check-savegame.success=Savegame consistency check finished, check log for details.
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cli.check-savegame.failure=Savegame consistency check failed, check log for details.
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cli.debug=debug FreeCol
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cli.debug-run=run N turns in debug mode, then optionally save and quit
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cli.default-locale=set the default locale (LANGUAGE[_COUNTRY[_VARIANT]])
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cli.error.port=%string% is not a valid port number.
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cli.error.home.notExists=Home directory %string% does no exist.
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cli.error.home.noRead=Cannot read from %string%.
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cli.error.home.noWrite=Cannot write to %string%.
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cli.freecol-data=set FreeCol's data DIRECTORY (has a subdirectory called 'images')
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cli.font=set the default font
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cli.help=display this help screen
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cli.home-directory=set the FreeCol home DIRECTORY (defaults to user home)
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cli.load-savegame=load the given savegame FILE
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cli.log-console=log to console in addition to file
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cli.log-file=set the FreeCol log file (defaults to FreeCol.log)
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cli.log-level=set the java log level to LOGLEVEL
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cli.no-java-check=skip the java version check
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cli.no-memory-check=skip the memory check
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cli.no-intro=skip the intro video
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cli.no-sound=run FreeCol without sound
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cli.private=start a private server (not published to the metaserver)
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cli.seed=provide a SEED for the pseudo-random number generator
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cli.server-name=specify a custom NAME for the server
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cli.server=start a stand-alone server on the specified port
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cli.splash=display a splash screen image FILE while loading the game
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cli.tc=load the total conversion with the given NAME
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cli.timeout=number of seconds the server waits for an answer to a question
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cli.version=display the version number and exit
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cli.windowed=run FreeCol in windowed mode instead of full screen mode
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# --2-- Options
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# GameOptions:
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gameOptions.name=Game Options
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gameOptions.shortDescription=Game Options
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gameOptions.map.name=Map
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gameOptions.map.shortDescription=Options for the map board.
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model.option.fogOfWar.name=Fog of war
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model.option.fogOfWar.shortDescription=Should enemy units outside our line of sight be hidden?
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model.option.explorationPoints.name=Exploration points
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model.option.explorationPoints.shortDescription=Should exploration points be awarded for all discoveries?
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model.option.turnsToSail.name=Turns to sail
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model.option.turnsToSail.shortDescription=The number of turns it takes to sail from Europe to the New World.
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model.option.amphibiousMoves.name=Amphibious moves
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model.option.amphibiousMoves.shortDescription=Allow moving directly into settlements from naval units.
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model.option.settlementActionsContactChief.name=Chief contact
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model.option.settlementActionsContactChief.shortDescription=All actions with a settlement contact its chief and consume the scouting bonus.
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model.option.enhancedMissionaries.name=Enhanced missionaries
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model.option.enhancedMissionaries.shortDescription=Missionaries improve settlement trade and give visibility of the surroundings.
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model.option.continueFoundingFatherRecruitment.name=Continue recruiting Founding Fathers
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model.option.continueFoundingFatherRecruitment.shortDescription=Continue recruiting Founding Fathers after independence is granted.
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model.option.settlementLimitModifier.name=Settlement limit modifier
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model.option.settlementLimitModifier.shortDescription=Amount added to a settlement limit, such as for the number of buildable wagons.
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model.option.startingPositions.name=Starting Positions
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model.option.startingPositions.shortDescription=Determines the starting positions of the European players.
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model.option.startingPositions.classic=Classic
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model.option.startingPositions.random=Random
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model.option.startingPositions.historical=Historical
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gameOptions.colony.name=Colony Options
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gameOptions.colony.shortDescription=Contains options relating to the behavior of colonies.
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model.option.customIgnoreBoycott.name=Custom house ignores boycott
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model.option.customIgnoreBoycott.shortDescription=The Custom house can sell goods under boycott.
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model.option.expertsHaveConnections.name=Experts have connections
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model.option.expertsHaveConnections.shortDescription=Experts can use their connections to provide minimal amounts of resources for production in factories.
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model.option.saveProductionOverflow.name=Save production overflow
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model.option.saveProductionOverflow.shortDescription=Save overflow of hammers, bells and crosses.
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model.option.allowStudentSelection.name=Allow student selection
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model.option.allowStudentSelection.shortDescription=Allows manual rather than automatic assignment of students.
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gameOptions.victoryConditions.name=Victory Conditions
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gameOptions.victoryConditions.shortDescription=Settings for deciding how the game can be won.
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model.option.victoryDefeatREF.name=First player to gain independence
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model.option.victoryDefeatREF.shortDescription=The first human player who defeats the Royal Expeditionary Force will win the game.
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model.option.victoryDefeatEuropeans.name=All other European players defeated
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model.option.victoryDefeatEuropeans.shortDescription=Any player who defeats all other European players wins the game.
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|
model.option.victoryDefeatHumans.name=All other human players defeated
|
|
model.option.victoryDefeatHumans.shortDescription=Any player who defeats all other human players wins the game.
|
|
gameOptions.years.name=Year Options
|
|
gameOptions.years.shortDescription=Contains options relating to various special years.
|
|
model.option.startingYear.name=Starting year
|
|
model.option.startingYear.shortDescription=The year in which the game starts.
|
|
model.option.seasonYear.name=Season year
|
|
model.option.seasonYear.shortDescription=The first year in which there are two seasons.
|
|
model.option.lastYear.name=Last game year
|
|
model.option.mandatoryColonyYear.name=Mandatory colony year
|
|
model.option.mandatoryColonyYear.shortDescription=The year in which owning a colony becomes mandatory.
|
|
model.option.lastYear.shortDescription=The very last year of the game.
|
|
model.option.lastColonialYear.name=Last colonial game year
|
|
model.option.lastColonialYear.shortDescription=The last year of the game for a colonial player.
|
|
|
|
model.option.startingMoney.name=Starting money
|
|
model.option.startingMoney.shortDescription=The amount of money with which you start the game.
|
|
model.option.crossesIncrement.name=Crosses increment
|
|
model.option.crossesIncrement.shortDescription=The number of additional crosses required for each new immigrant.
|
|
model.option.badGovernmentLimit.name=Bad government limit
|
|
model.option.badGovernmentLimit.shortDescription=The maximum number of royalists that do not incur a production penalty.
|
|
model.option.veryBadGovernmentLimit.name=Very bad government limit
|
|
model.option.veryBadGovernmentLimit.shortDescription=The maximum number of royalists that do not incur an increased production penalty.
|
|
model.option.landPriceFactor.name=Land price factor
|
|
model.option.landPriceFactor.shortDescription=Increases the cost of buying native land.
|
|
model.option.foundingFatherFactor.name=Founding father factor
|
|
model.option.foundingFatherFactor.shortDescription=Increases the cost of electing a new founding father.
|
|
model.option.arrearsFactor.name=Arrears factor
|
|
model.option.arrearsFactor.shortDescription=Increases your European tax arrears.
|
|
model.option.nativeConvertProbability.name=Native convert probability
|
|
model.option.nativeConvertProbability.shortDescription=Increases the probability that natives from a destroyed settlement will convert.
|
|
model.option.burnProbability.name=Settlement burning probability
|
|
model.option.burnProbability.shortDescription=Increases the probability that natives will burn down colonies.
|
|
model.option.recruitPriceIncrease.name=Recruit price increase
|
|
model.option.recruitPriceIncrease.shortDescription=Increases the cost of recruiting new immigrants.
|
|
model.option.lowerCapIncrease.name=Lower cap increase
|
|
model.option.lowerCapIncrease.shortDescription=Increases the minimum recruitment price for each new immigrant.
|
|
model.option.priceIncreasePerType.name=Price increase per unit type
|
|
model.option.priceIncreasePerType.shortDescription=Whether price increases apply to individual unit types.
|
|
model.option.priceIncrease.artillery.name=Price increase for artillery
|
|
model.option.priceIncrease.artillery.shortDescription=Increases the price for each new piece of artillery.
|
|
model.option.refStrength.name=REF strength
|
|
model.option.refStrength.shortDescription=Increases the size of the Royal Expeditionary Force (REF).
|
|
model.option.monarchMeddling.name=Monarch meddling
|
|
model.option.monarchMeddling.shortDescription=Increases the amount and severity of the Monarch's meddling.
|
|
model.option.taxAdjustment.name=Tax adjustment
|
|
model.option.taxAdjustment.shortDescription=Increases the severity of tax raises.
|
|
model.option.mercenaryPrice.name=Mercenary price
|
|
model.option.mercenaryPrice.shortDescription=Increases the price of mercenaries offered by the Monarch.
|
|
model.option.maximumTax.name=Maximum tax
|
|
model.option.maximumTax.shortDescription=The highest value to which the monarch will raise taxes.
|
|
model.option.nativeDemands.name=Native demands
|
|
model.option.nativeDemands.shortDescription=Increases the amount of native demands.
|
|
model.option.recruitable.slot0.name=First immigrant
|
|
model.option.recruitable.slot0.shortDescription=The unit type of the first immigrant.
|
|
model.option.recruitable.slot1.name=Second immigrant
|
|
model.option.recruitable.slot1.shortDescription=The unit type of the second immigrant.
|
|
model.option.recruitable.slot2.name=Third immigrant
|
|
model.option.recruitable.slot2.shortDescription=The unit type of the third immigrant.
|
|
model.option.tileProduction.name=Tile production
|
|
model.option.tileProduction.shortDescription=The production of tiles with variable production.
|
|
model.option.buildOnNativeLand.name=Build on native land
|
|
model.option.buildOnNativeLand.shortDescription=Whether colonies can be founded on native land.
|
|
model.option.buildOnNativeLand.always.name=Always
|
|
model.option.buildOnNativeLand.always.shortDescription=Building on native land is always possible.
|
|
model.option.buildOnNativeLand.first.name=First
|
|
model.option.buildOnNativeLand.first.shortDescription=Your first colony can be built on native land.
|
|
model.option.buildOnNativeLand.firstAndUncontacted.name=First Uncontacted
|
|
model.option.buildOnNativeLand.firstAndUncontacted.shortDescription=Your first colony can be built on native land as long as the owning tribe has not been contacted.
|
|
model.option.buildOnNativeLand.never.name=Never
|
|
model.option.buildOnNativeLand.never.shortDescription=Building on native land is not allowed.
|
|
model.option.expertStartingUnits.name=Expert starting units
|
|
model.option.expertStartingUnits.shortDescription=Make all starting units experts.
|
|
model.option.unitsThatUseNoBells.name=Colonists that use no bells
|
|
model.option.unitsThatUseNoBells.shortDescription=The number of colonists in a colony that do not use up any bells.
|
|
model.option.monarchSupport.name=Monarch support
|
|
model.option.monarchSupport.shortDescription=Military support provided by the Monarch.
|
|
model.option.rumourDifficulty.name=Rumour difficulty
|
|
model.option.rumourDifficulty.shortDescription=The higher this number, the less likely positive rumours become.
|
|
model.option.treasureTransportFee.name=Treasure transport fee
|
|
model.option.treasureTransportFee.shortDescription=The percentage of a treasure the crown will keep for transporting it.
|
|
model.option.teleportREF.name=Teleport REF
|
|
model.option.teleportREF.shortDescription=REF appears at the landing site for its first target.
|
|
model.option.shipTradePenalty.name=Ship trade penalty
|
|
model.option.shipTradePenalty.shortDescription=Percentage penalty to prices offered by natives to trading ships.
|
|
|
|
model.option.refSize.name=Size of the Royal Expeditionary Force
|
|
model.option.refSize.shortDescription=The number and type of units comprising the Royal Expeditionary Force.
|
|
model.option.refSize.soldiers.name=Infantry
|
|
model.option.refSize.soldiers.shortDescription=The number of Infantry units.
|
|
model.option.refSize.dragoons.name=Cavalry
|
|
model.option.refSize.dragoons.shortDescription=The number of Cavalry units.
|
|
model.option.refSize.menOfWar.name=Men'O'War
|
|
model.option.refSize.menOfWar.shortDescription=The number of war ships, or "Men'O'War".
|
|
model.option.refSize.artillery.name=Artillery
|
|
model.option.refSize.artillery.shortDescription=The number of Artillery units.
|
|
model.option.immigrants.name=Immigrants
|
|
model.option.immigrants.shortDescription=The first immigrants from Europe.
|
|
|
|
veryLow.name=Very low
|
|
low.name=Low
|
|
medium.name=Medium
|
|
high.name=High
|
|
veryHigh.name=Very high
|
|
model.difficulty.veryEasy=Very Easy
|
|
model.difficulty.easy=Easy
|
|
model.difficulty.medium=Normal
|
|
model.difficulty.hard=Hard
|
|
model.difficulty.veryHard=Very Hard
|
|
model.difficulty.custom=Custom
|
|
|
|
# ClientOptions:
|
|
|
|
clientOptions.name=Preferences
|
|
clientOptions.shortDescription=Preferred client options
|
|
model.option.autoScroll.name=Mapboard Auto-scrolling
|
|
model.option.autoScroll.shortDescription=Enable auto-scrolling when mouse hits borders of the map.
|
|
|
|
actionManager.name=Keyboard Accelerators
|
|
actionManager.shortDescription=Keyboard Accelerators
|
|
clientOptions.mods.name=Mods
|
|
clientOptions.mods.shortDescription=Options for enabling game modifications.
|
|
userMods.name=User Mods
|
|
userMods.shortDescription=Option for enabling game modifications.
|
|
clientOptions.gui.name=Display
|
|
clientOptions.gui.shortDescription=Contains settings for adjusting the look of the game.
|
|
model.option.languageOption.name=Language
|
|
model.option.languageOption.shortDescription=Sets the language used in the game.
|
|
clientOptions.gui.languageOption.autoDetectLanguage=Autodetect Language
|
|
model.option.guiMinNumberToDisplayGoods.name=Hide goods in warehouse when fewer than:
|
|
model.option.guiMinNumberToDisplayGoods.shortDescription=Goods will be shown in the colony when larger than or equal to this number.
|
|
model.option.guiMinNumberToDisplayGoodsCount.name=Display goods amounts at:
|
|
model.option.guiMinNumberToDisplayGoodsCount.shortDescription=The amount of goods will be displayed when larger than or equal to this number.
|
|
model.option.mapScrollOnDrag.name=Map board scrolling when dragging units
|
|
model.option.mapScrollOnDrag.shortDescription=Enable scrolling when dragging units on the map board.
|
|
model.option.displayCompassRose.name=Display Compass Rose
|
|
model.option.displayCompassRose.shortDescription=Whether to display the Compass Rose or not.
|
|
model.option.displayMapControls.name=Display Map Controls
|
|
model.option.displayMapControls.shortDescription=Whether to display the map controls by default or not.
|
|
model.option.mapControls.name=Map Controls
|
|
model.option.mapControls.shortDescription=Which type of Map Controls to display.
|
|
CornerMapControls.name=Corners
|
|
CornerMapControls.shortDescription=Map Controls occupy corners and bottom edge.
|
|
ClassicMapControls.name=Classic
|
|
ClassicMapControls.shortDescription=Map Controls occupy right edge.
|
|
|
|
model.option.displayTileText.name=Tile text display
|
|
model.option.displayTileText.shortDescription=What text to display in the tiles.
|
|
clientOptions.gui.displayTileText.empty=Empty
|
|
clientOptions.gui.displayTileText.names=Tile Names
|
|
clientOptions.gui.displayTileText.owners=Tile Owners
|
|
clientOptions.gui.displayTileText.regions=Tile Regions
|
|
|
|
model.option.displayColonyLabels.name=Colony Labels
|
|
model.option.displayColonyLabels.shortDescription=The style of colony labels.
|
|
clientOptions.gui.displayColonyLabels.none=None
|
|
clientOptions.gui.displayColonyLabels.classic=Classic
|
|
clientOptions.gui.displayColonyLabels.modern=Modern
|
|
|
|
model.option.displayBorders.name=Display Borders
|
|
model.option.displayBorders.shortDescription=Whether to display borders by default or not.
|
|
model.option.displayGrid.name=Display Grid
|
|
model.option.displayGrid.shortDescription=Whether to display the grid by default or not.
|
|
model.option.unitLastMoveDelay.name=Unit Last Move Delay
|
|
model.option.unitLastMoveDelay.shortDescription=Whether to have a short pause on a unit's last move or not.
|
|
model.option.usePixmaps.name=Use pixmaps to store images
|
|
model.option.usePixmaps.shortDescription=Try switching this off if ordinary unit movement is very slow.
|
|
model.option.rememberPanelPositions.name=Remember panel positions
|
|
model.option.rememberPanelPositions.shortDescription=Remember the position of various panels.
|
|
model.option.moveAnimationSpeed.name=Friendly Move Animation Speed
|
|
model.option.moveAnimationSpeed.shortDescription=Changes the speed of the sliding unit animations for friendly units.
|
|
clientOptions.gui.moveAnimationSpeed.off=Off
|
|
clientOptions.gui.moveAnimationSpeed.slow=Slow
|
|
clientOptions.gui.moveAnimationSpeed.normal=Normal
|
|
clientOptions.gui.moveAnimationSpeed.fast=Fast
|
|
model.option.enemyMoveAnimationSpeed.name=Enemy Move Animation Speed
|
|
model.option.enemyMoveAnimationSpeed.shortDescription=Changes the speed of the sliding unit animations for enemy units.
|
|
clientOptions.gui.enemyMoveAnimationSpeed.off=Off
|
|
clientOptions.gui.enemyMoveAnimationSpeed.slow=Slow
|
|
clientOptions.gui.enemyMoveAnimationSpeed.normal=Normal
|
|
clientOptions.gui.enemyMoveAnimationSpeed.fast=Fast
|
|
model.option.smoothRendering.name=Smooth rendering
|
|
model.option.smoothRendering.shortDescription=Enables smooth rendering of the minimap when zoomed out.
|
|
model.option.defaultZoomLevel.name=Default zoom level
|
|
model.option.defaultZoomLevel.shortDescription=Which default zoom level the minimap uses.
|
|
model.option.color.background.name=Background Color
|
|
model.option.color.background.shortDescription=When the minimap is fully zoomed-out, this color surrounds the map and fog-of-war.
|
|
clientOptions.minimap.color.background.black=Black
|
|
clientOptions.minimap.color.background.gray.dark.very=Very Dark Gray
|
|
clientOptions.minimap.color.background.gray.dark=Dark Gray
|
|
clientOptions.minimap.color.background.gray=Gray
|
|
clientOptions.minimap.color.background.gray.light=Light Gray
|
|
clientOptions.minimap.color.background.gray.light.very=Very Light Gray
|
|
clientOptions.minimap.color.background.blue.light=Light Blue
|
|
clientOptions.messages.name=Messages
|
|
clientOptions.messages.shortDescription=Options for enabling/disabling messages.
|
|
model.option.jumpToActiveUnit.name=Jump to active unit
|
|
model.option.jumpToActiveUnit.shortDescription=Always recenter on a newly selected unit.
|
|
model.option.alwaysCenter.name=Always center selected tiles
|
|
model.option.alwaysCenter.shortDescription=Always recenter on a newly selected tile.
|
|
model.option.guiMaxNumberOfGoodsImages.name=Max number of goods images:
|
|
model.option.guiMaxNumberOfGoodsImages.shortDescription=The maximum number of goods images to display.
|
|
model.option.guiShowWarning.name=Warning messages
|
|
model.option.guiShowWarning.shortDescription=Determines whether to show miscellaneous warning messages.
|
|
model.option.guiShowSonsOfLiberty.name=Sons of Liberty messages
|
|
model.option.guiShowSonsOfLiberty.shortDescription=Determines whether to show Sons of Liberty messages at the beginning of each turn.
|
|
model.option.guiShowGovernmentEfficiency.name=Government efficiency messages
|
|
model.option.guiShowGovernmentEfficiency.shortDescription=Determines whether to display government efficiency messages at the beginning of each turn.
|
|
model.option.guiShowWarehouseCapacity.name=Warehouse capacity messages
|
|
model.option.guiShowWarehouseCapacity.shortDescription=Determines whether to display warehouse capacity messages at the beginning of each turn.
|
|
model.option.guiShowUnitImproved.name=Unit improvement messages
|
|
model.option.guiShowUnitImproved.shortDescription=Determines whether to display unit improvement messages at the beginning of each turn.
|
|
model.option.guiShowUnitDemoted.name=Unit demotion messages
|
|
model.option.guiShowUnitDemoted.shortDescription=Determines whether to display unit demotion messages.
|
|
model.option.guiShowBuildingCompleted.name=Building completion messages
|
|
model.option.guiShowBuildingCompleted.shortDescription=Determines whether to display building completion messages at the beginning of each turn.
|
|
model.option.guiShowUnitAdded.name=New colonist messages
|
|
model.option.guiShowUnitAdded.shortDescription=Determines whether to display new colonist messages at the beginning of each turn.
|
|
model.option.guiShowUnitLost.name=Unit loss messages
|
|
model.option.guiShowUnitLost.shortDescription=Determines whether to display unit loss messages.
|
|
model.option.guiShowForeignDiplomacy.name=Foreign diplomacy messages
|
|
model.option.guiShowForeignDiplomacy.shortDescription=Determines whether to display foreign diplomacy messages.
|
|
model.option.guiShowMarketPrices.name=Market price messages
|
|
model.option.guiShowMarketPrices.shortDescription=Determines whether to display market price messages at the beginning of each turn.
|
|
model.option.guiShowMissingGoods.name=Missing goods
|
|
model.option.guiShowMissingGoods.shortDescription=Determines whether to display missing goods at the beginning of each turn.
|
|
model.option.guiShowGifts.name=Native gifts
|
|
model.option.guiShowGifts.shortDescription=Determines whether to display native gifts at the beginning of each turn.
|
|
model.option.guiShowDemands.name=Native demands
|
|
model.option.guiShowDemands.shortDescription=Determines whether to display native demands at the beginning of each turn.
|
|
model.option.guiShowGoodsMovement.name=Goods movement
|
|
model.option.guiShowGoodsMovement.shortDescription=Determines whether to display detailed goods movements.
|
|
|
|
model.option.guiShowPreCombat.name=Pre-combat analysis
|
|
model.option.guiShowPreCombat.shortDescription=Determines whether to show the pre-combat analysis.
|
|
|
|
model.option.guiShowNotBestTile.name=Not best tile
|
|
model.option.guiShowNotBestTile.shortDescription=Determines whether to warn about units not working on the best available tile.
|
|
|
|
model.option.guiShowColonyWarnings.name=Colony site warnings
|
|
model.option.guiShowColonyWarnings.shortDescription=Determines whether to display colony site warnings.
|
|
|
|
model.option.guiMessagesGroupBy.name=Group messages by
|
|
model.option.guiMessagesGroupBy.shortDescription=Determines how messages should be grouped.
|
|
clientOptions.messages.guiMessagesGroupBy.nothing=nothing
|
|
clientOptions.messages.guiMessagesGroupBy.type=type
|
|
clientOptions.messages.guiMessagesGroupBy.source=source
|
|
|
|
model.option.colonyComparator.name=Sort colonies by
|
|
model.option.colonyComparator.shortDescription=Determines how to sort colonies.
|
|
clientOptions.gui.colonyComparator.byName=Name
|
|
clientOptions.gui.colonyComparator.byAge=Age
|
|
clientOptions.gui.colonyComparator.byPosition=Position
|
|
clientOptions.gui.colonyComparator.bySize=Size
|
|
clientOptions.gui.colonyComparator.bySoL=SoL
|
|
|
|
clientOptions.audio.name=Audio
|
|
clientOptions.audio.shortDescription=Audio Settings
|
|
clientOptions.audio.audioMixer.automatic=Autodetect audio output
|
|
model.option.audioMixer.name=Audio Output
|
|
model.option.audioMixer.shortDescription=The device to be used when playing audio.
|
|
model.option.audioVolume.name=Audio Volume
|
|
model.option.audioVolume.shortDescription=Audio Volume
|
|
model.option.audioAlerts.name=Audio Alerts
|
|
model.option.audioAlerts.shortDescription=Turn on Audio Alerts
|
|
|
|
clientOptions.savegames.name=Saved games
|
|
clientOptions.savegames.shortDescription=Saved games
|
|
model.option.showSavegameSettings.name=Save game dialog:
|
|
model.option.showSavegameSettings.shortDescription=Display a dialog for setting server options when loading a saved game.
|
|
clientOptions.savegames.showSavegameSettings.never=Never
|
|
clientOptions.savegames.showSavegameSettings.multiplayer=Multiplayer saved games only
|
|
clientOptions.savegames.showSavegameSettings.always=Always
|
|
clientOptions.savegames.autosave.fileprefix=Autosave
|
|
clientOptions.savegames.autosave.lastturn=last-turn
|
|
clientOptions.savegames.autosave.beforelastturn=before-last-turn
|
|
model.option.autosavePeriod.name=Autosave every x turns:
|
|
model.option.autosavePeriod.shortDescription=The period for saving the game automatically and using 0 for disabling this feature.
|
|
model.option.autosaveGenerations.name=Keep x autosave files:
|
|
model.option.autosaveGenerations.shortDescription=The number of autosave files to keep. Set to 0 in order to keep all autosave files.
|
|
model.option.autosaveValidity.name=Delete autosave files after x days:
|
|
model.option.autosaveValidity.shortDescription=Time in days of autosave file validity after creation. Set to 0 to ignore this condition.
|
|
model.option.autosaveDelete.name=Delete autosaves files:
|
|
model.option.autosaveDelete.shortDescription=Delete old autosave files when a new game is started.
|
|
clientOptions.warehouse.name=Warehouse Settings
|
|
clientOptions.warehouse.shortDescription=Change default settings for warehouses and custom houses.
|
|
model.option.customStock.name=Default Custom House Stock
|
|
model.option.customStock.shortDescription=The Stock the custom house should keep when selling goods.
|
|
model.option.lowLevel.name=Low Level Warning
|
|
model.option.lowLevel.shortDescription=Generate warning of stock drops below this level.
|
|
model.option.highLevel.name=High Level Warning
|
|
model.option.highLevel.shortDescription=Generate warning of stock exceeds this level.
|
|
clientOptions.other.name=Other
|
|
clientOptions.other.shortDescription=Options that fit none of the other categories
|
|
model.option.autoloadEmigrants.name=Autoload emigrants on sailing to America
|
|
model.option.autoloadEmigrants.shortDescription=Ask to load emigrants on a ship when it sails to America.
|
|
model.option.autoEndTurn.name=Auto End Turn
|
|
model.option.autoEndTurn.shortDescription=Automatically ends the turn when there are no more units to be moved.
|
|
model.option.showEndTurnDialog.name=End Turn Dialog
|
|
model.option.showEndTurnDialog.shortDescription=Show the end turn dialog if some units could still move.
|
|
model.option.compactColonyReport.name=Compact colony report
|
|
model.option.compactColonyReport.shortDescription=Use the compact form of the colony report
|
|
model.option.labourReport.name=Labour Report
|
|
clientOptions.labourReport.classic=Classic
|
|
clientOptions.labourReport.compact=Compact
|
|
model.option.colonyReport.name=Colony Report
|
|
clientOptions.colonyReport.classic=Classic
|
|
clientOptions.colonyReport.compact=Compact
|
|
model.option.indianDemandResponse.name=Response to Indian Demands
|
|
model.option.indianDemandResponse.shortDescription=Ask what to do when the natives ask for or demand goods, or always accept, or always reject.
|
|
clientOptions.indianDemandResponse.ask=Always ask
|
|
clientOptions.indianDemandResponse.accept=Accept all demands
|
|
clientOptions.indianDemandResponse.reject=Reject all demands
|
|
model.option.unloadOverflowResponse.name=Unload Overflow
|
|
model.option.unloadOverflowResponse.shortDescription=What to do when a warehouse will overflow when a carrier unloads.
|
|
clientOptions.unloadOverflowResponse.ask=Always ask
|
|
clientOptions.unloadOverflowResponse.never=Never unload
|
|
clientOptions.unloadOverflowResponse.always=Always unload
|
|
|
|
# Map Generator Options
|
|
mapGeneratorOptions.name=Map Generator Options
|
|
mapGeneratorOptions.shortDescription=Options for the Map Generator.
|
|
model.option.mapWidth.name=Map width
|
|
model.option.mapWidth.shortDescription=Option for setting the width of generated maps.
|
|
model.option.mapHeight.name=Map height
|
|
model.option.mapHeight.shortDescription=Option for setting the height of generated maps.
|
|
model.option.landMass.name=Land mass
|
|
model.option.landMass.shortDescription=Option for setting the land mass of generated maps.
|
|
model.option.landGeneratorType.name=Land mass type (EXPERIMENTAL!)
|
|
model.option.landGeneratorType.shortDescription=Option for setting the type of land generator to be used.
|
|
model.option.preferredDistanceToEdge.name=Preferred distance to edge
|
|
model.option.preferredDistanceToEdge.shortDescription=The preferred distance to the edge of the map.
|
|
model.option.maximumDistanceToEdge.name=Maximum distance to edge
|
|
model.option.maximumDistanceToEdge.shortDescription=The maximum distance to the edge of the map.
|
|
model.option.distanceToHighSea.name=Distance to High Seas
|
|
model.option.distanceToHighSea.shortDescription=The preferred distance between coast and High Seas.
|
|
model.option.riverNumber.name=Number of rivers
|
|
model.option.riverNumber.shortDescription=Option for setting the number of rivers on generated maps.
|
|
model.option.mountainNumber.name=Number of mountains
|
|
model.option.mountainNumber.shortDescription=Option for setting the number of mountains on generated maps.
|
|
model.option.rumourNumber.name=Number of lost city rumors
|
|
model.option.rumourNumber.shortDescription=Option for setting the number of lost city rumors on generated maps.
|
|
model.option.settlementNumber.name=Number of native settlements
|
|
model.option.settlementNumber.shortDescription=Option for setting the number of native settlements on generated maps.
|
|
model.option.forestNumber.name=Percentage of forests
|
|
model.option.forestNumber.shortDescription=Option for setting the percentage of forests on generated maps.
|
|
model.option.bonusNumber.name=Percentage of bonus tiles
|
|
model.option.bonusNumber.shortDescription=Option for setting the percentage of bonus tiles on generated maps.
|
|
model.option.humidity.name=Humidity
|
|
model.option.humidity.shortDescription=Option for setting the average map humidity.
|
|
model.option.temperature.name=Temperature
|
|
model.option.temperature.shortDescription=Option for setting the average map temperature.
|
|
model.option.importFile.name=Import file
|
|
model.option.importFile.shortDescription=A file to be imported. This could be a map or a saved game.
|
|
model.option.importTerrain.name=Import terrain
|
|
model.option.importTerrain.shortDescription=Enables import of terrain.
|
|
model.option.importBonuses.name=Import bonuses
|
|
model.option.importBonuses.shortDescription=Enables importing of bonuses.
|
|
model.option.importRumours.name=Import rumors
|
|
model.option.importRumours.shortDescription=Enables importing of lost city rumors.
|
|
model.option.importSettlements.name=Import settlements
|
|
model.option.importSettlements.shortDescription=Enables importing of native settlements.
|
|
model.option.minimumLatitude.name=Minimum Latitude
|
|
model.option.minimumLatitude.shortDescription=The northernmost latitude. A negative value indicates Northern Latitude.
|
|
model.option.maximumLatitude.name=Maximum Latitude
|
|
model.option.maximumLatitude.shortDescription=The southernmost latitude. A positive value indicates Southern Latitude.
|
|
mapGeneratorOptions.import.name=Import
|
|
mapGeneratorOptions.import.shortDescription=Options for importing a map or a saved game.
|
|
mapGeneratorOptions.landGenerator.name=Land Generator
|
|
mapGeneratorOptions.landGenerator.shortDescription=Options for setting the size of the map and the amount of land.
|
|
mapGeneratorOptions.terrainGenerator.name=Terrain Generator
|
|
mapGeneratorOptions.terrainGenerator.shortDescription=Settings for the amount of forests, mountains, etc.
|
|
|
|
# --3-- Player, Colony, Relations
|
|
model.settlement.camp.name=Camp
|
|
model.settlement.camp.plural=camps
|
|
model.settlement.camp.capital.name=Camp
|
|
model.settlement.village.name=Village
|
|
model.settlement.village.plural=villages
|
|
model.settlement.village.capital.name=Village
|
|
model.settlement.inca.name=Inca City
|
|
model.settlement.inca.plural=cities
|
|
model.settlement.inca.capital.name=Inca City
|
|
model.settlement.aztec.name=Aztec City
|
|
model.settlement.aztec.plural=cities
|
|
model.settlement.aztec.capital.name=Aztec City
|
|
|
|
event.firstLanding=First landing in %name%!
|
|
event.meetingNatives=Meeting the natives. . .
|
|
event.meetingEuropeans=Meeting fellow Europeans.
|
|
event.meetingAztec=The Aztec nation. . .
|
|
event.meetingInca=The Inca empire. . .
|
|
goodsTransfer.text=Please specify the amount of goods to transfer:
|
|
enterSomeText=Please enter some text.
|
|
|
|
tradeProposition.welcome=Trading with the %nation% at %settlement%
|
|
tradeProposition.toBuy=Buy
|
|
tradeProposition.toSell=Sell
|
|
tradeProposition.toGift=Deliver gift
|
|
tradeProposition.cancel=Cancel
|
|
buyProposition.text=Do you want to buy some goods?
|
|
buyProposition.nothing=Nothing
|
|
buyProposition.cancel=Cancel
|
|
sellProposition.text=Do you want to sell some goods?
|
|
sellProposition.nothing=Nothing
|
|
sellProposition.cancel=Cancel
|
|
trade.nothingToSell=Sorry, we have nothing to sell at the moment!
|
|
trade.noTradeGoods=Sorry, we have no need for more %goods%!
|
|
trade.noTrade=Trade refused.
|
|
trade.noTradeHaggle=We grow tired of your constant haggling.
|
|
trade.noTradeHostile=We despise you and your goods. Begone!
|
|
trade.noTradeWar=Trade is impossible while at war.
|
|
|
|
buy.text=The %nation% would like to sell their %goods% for %gold%:
|
|
buy.takeOffer=Accept the offer
|
|
buy.moreGold=Ask for lower price
|
|
sell.text=The %nation% would like to buy your %goods% for %gold%:
|
|
sell.takeOffer=Accept the offer
|
|
sell.moreGold=Ask for more gold
|
|
sell.gift=Offer the %goods% as a gift
|
|
gift.text=What do you want to offer as gift?
|
|
|
|
boycottedGoods.text=As %goods% have been boycotted by the Crown, you can not sell them in %europe%. Do you wish to pay your arrears (%amount% gold), or do you wish to dump the goods in the harbor, destroying them?
|
|
boycottedGoods.payArrears=Pay Arrears
|
|
boycottedGoods.dumpGoods=Dump Goods
|
|
|
|
declareIndependence.areYouSure.text=Let us renounce the unjust tyranny of %monarch% and declare the independence of our colonies from the crown!
|
|
declareIndependence.areYouSure.yes=Liberty or Death!
|
|
declareIndependence.areYouSure.no=Maybe Later
|
|
declareIndependence.defaultNation=Free %nation%
|
|
declareIndependence.defaultCountry=United States of %nation%
|
|
declareIndependence.enterCountry=Henceforth, our country shall be known as
|
|
declareIndependence.enterNation=and every citizen of our glorious nation shall be proud to be known as
|
|
declareIndependence.announce=The %oldNation% colonies have declared independence from %ruler% and are now known as the %newNation%.
|
|
|
|
indianLand.text=This land is owned by the %player%. Would you like to:
|
|
indianLand.pay=Offer %amount% gold for the land
|
|
indianLand.take=Take what is rightfully ours
|
|
indianLand.cancel=Leave the land
|
|
|
|
indianDemand.food.text=The %nation% have fallen on hard times. We ask the colonists of %colony% to share the bounty of your harvests with us in our time of need. Please let us have %amount% food.
|
|
indianDemand.food.yes=Gladly we will share.
|
|
indianDemand.food.no=Alas, our warehouses are empty.
|
|
indianDemand.gold.text=The colonists of %colony% have committed innumerable atrocities against the %nation%. Now we demand %amount% gold in reparation.
|
|
indianDemand.gold.yes=Accept
|
|
indianDemand.gold.no=Begone, thieves!
|
|
indianDemand.other.text=The colonists of %colony% have committed innumerable atrocities against the %nation%. Now we demand %amount% %goods% in reparation.
|
|
indianDemand.other.yes=Accept
|
|
indianDemand.other.no=Begone, thieves!
|
|
exploreLostCityRumour.text=Really explore the ruins of a lost city?
|
|
exploreMoundsRumour.text=You discover some strange mounds. Do you really want to explore them?
|
|
exploreLostCityRumour.yes=What could go wrong?
|
|
exploreLostCityRumour.no=Let's leave them alone.
|
|
|
|
warehouseDialog.name=Warehouse
|
|
warehouseDialog.export=Export
|
|
warehouseDialog.export.shortDescription=Whether to export this kind of goods.
|
|
warehouseDialog.lowLevel.shortDescription=Warn me when stock drops below this percentage of capacity.
|
|
warehouseDialog.highLevel.shortDescription=Warn me when stock exceeds this percentage of capacity.
|
|
warehouseDialog.exportLevel.shortDescription=Do not export anything below this level.
|
|
|
|
traderouteDialog.name=Trade Routes
|
|
traderouteDialog.newRoute=New Trade Route
|
|
traderouteDialog.editRoute=Edit Trade Route
|
|
traderouteDialog.removeRoute=Delete Trade Route
|
|
traderouteDialog.deassignRoute=Drop Trade Route
|
|
traderouteDialog.deassign.tooltip=Do not follow this trade route any more.
|
|
traderouteDialog.addStop=Add new stop
|
|
traderouteDialog.removeStop=Remove stop
|
|
traderouteDialog.nameLabel=Name
|
|
traderouteDialog.destinationLabel=Destination
|
|
traderouteDialog.duplicateName=This trade route has the same name as one of your existing trade routes. Please choose a unique name.
|
|
traderouteDialog.notEnoughStops=A trade route needs at least 2 stops, this doesn't have enough.
|
|
|
|
traderoute.broken=%route%: This trade route contains an invalid stop!
|
|
traderoute.noWork=%route%: No work found for %unit%, waiting at %location%.
|
|
traderoute.noPath=%route%: Can not find a path to %location% for %unit%.
|
|
traderoute.skipStop=%route%: No work for %unit% at %location%, skipping.
|
|
traderoute.warehouseCapacity=Unloading your %unit% in %colony% would exceed the capacity of the colony's warehouse. %amount% %goods% would be wasted. Do you wish to unload the goods anyway?
|
|
traderoute.reassignRoute=Your %unit% is assigned to trade route %route%. Setting its destination will drop it from the trade route. Are you sure you want to do this?
|
|
traderoute.load=%route%: %unit% at %location% loaded %amount% %goods%.
|
|
traderoute.loadImportLimited=%route%: %unit% at %location% loaded %amount% %goods%, lacking space for %more% more.
|
|
traderoute.loadExportLimited=%route%: %unit% at %location% loaded %amount% %goods%, with %more% retained in the warehouse.
|
|
traderoute.unload=%route%: %unit% at %location% unloaded %amount% %goods%.
|
|
traderoute.overflow=%route%: %unit% at %location% unloaded %amount% %goods%, %overflow% were dumped.
|
|
traderoute.nounload=%route%: %unit% at %location% unloaded %amount% %goods%, %overflow% remain on board.
|
|
customs.sale=The Customs House at %colony% sold %amount% %goods%.
|
|
|
|
europe.noGame=Europe window not available until game starts.
|
|
europe.leaveColonists=Set sail for %newWorld% and leave the colonists behind?
|
|
|
|
highseas.text=We have reached the high seas, Your Excellency. It will take us %number% {{plural:%number%|one=turn|other=turns}} to get to Europe. Shall we set sail?
|
|
highseas.yes=Yes, steady as she goes.
|
|
highseas.no=No, let us remain in these waters.
|
|
|
|
disembark.text=Greetings sailor, do you wish to disembark?
|
|
disembark.cancel=None
|
|
embark.text=Please choose the ship you would like to embark:
|
|
embark.cancel=None
|
|
|
|
aMessageFromTheCrown=A message from the Crown
|
|
|
|
cashInTreasureTrain.order=Cash in treasure train
|
|
cashInTreasureTrain.free=Your king will transport your treasure to Europe at NO EXTRA CHARGE (except taxes)!
|
|
cashInTreasureTrain.pay=The king may transport your treasure if he receives %fee%% of the loot.
|
|
cashInTreasureTrain.yes=Accept
|
|
cashInTreasureTrain.no=Reject
|
|
|
|
disbandUnit.text=Are you sure you want to disband this unit?
|
|
disbandUnit.yes=Disband
|
|
disbandUnit.no=Cancel
|
|
|
|
lootCargo.header=Loot Cargo
|
|
|
|
newLand.text=Please name our new land:
|
|
newLand.yes=OK
|
|
|
|
welcomeOffer.text=The %nation% welcome you. We are a glorious nation of %camps% %settlementType%. To celebrate our friendship, we generously offer you the land you now occupy as a gift. Will you accept our treaty and lie with us in peace as brothers?
|
|
welcomeSimple.text=The %nation% welcome you. We are a glorious nation of %camps% %settlementType%. Will you accept our treaty and lie with us in peace as brothers?
|
|
welcome.yes=Yes
|
|
welcome.no=No
|
|
|
|
# Messages built from Player.NoClaimReason
|
|
# none "can not happen"
|
|
noClaimReason.terrain=This land is unsuitable for a colony.
|
|
noClaimReason.rumour=There is something strange here, we must investigate it before working here.
|
|
noClaimReason.water=We do not claim the waters.
|
|
noClaimReason.settlement=We can not use land with a settlement on it.
|
|
noClaimReason.worked=Another settlement is already using this land.
|
|
noClaimReason.europeans=This land is claimed by another European nation.
|
|
noClaimReason.natives=This land is claimed by a native tribe.
|
|
# NoAddReason
|
|
noAddReason.already_present=Already present in this location.
|
|
noAddReason.wrong_type=Wrong type for this location.
|
|
noAddReason.capacity_exceeded=There is not enough space left in this location.
|
|
noAddReason.occupied_by_enemy=This location is occupied by a unit from another nation.
|
|
noAddReason.owned_by_enemy=This location is owned by another nation.
|
|
noAddReason.another_colony=This location is in use by another of your colonies.
|
|
noAddReason.colony_center=Nothing can be added to the colony center.
|
|
noAddReason.missing_ability=This location can not be worked until Docks are built.
|
|
noAddReason.missing_skill=A special skill is required to work this location.
|
|
noAddReason.claim_required=This location is owned by another nation, but could be claimed.
|
|
|
|
buildColony.badUnit=Your %unit% can not build a colony.
|
|
buildColony.landLocked=Your new colony would be land-locked.
|
|
buildColony.noFood=Your new colony would produce very little food.
|
|
buildColony.noBuildingMaterials=Your new colony would produce very little %goods%.
|
|
buildColony.IndianLand=Part of your new colony's land is already claimed by natives.
|
|
buildColony.EuropeanLand=Part of your new colony's land is already owned by Europeans.
|
|
buildColony.ownLand=Part of your new colony's land is already owned by you.
|
|
buildColony.yes=Lay the foundations!
|
|
buildColony.no=We should reconsider.
|
|
|
|
nameRegion.text=You have discovered an %type% and claim it for the Crown! As is customary, you may name it:
|
|
nameColony.text=Please suggest a name for our new colony:
|
|
nameColony.yes=Build colony
|
|
nameColony.no=Cancel
|
|
nameColony.notUnique=You already have a colony named %name%!
|
|
renameColony.text=Please suggest a new name for our colony:
|
|
renameColony.yes=Rename
|
|
renameColony.no=Cancel
|
|
renameUnit.text=Please suggest a new name for our unit:
|
|
renameUnit.yes=Rename
|
|
renameUnit.no=Cancel
|
|
|
|
abandonColony.text=Should we really abandon our colony?
|
|
abandonColony.yes=Abandon
|
|
abandonColony.no=Cancel
|
|
|
|
defeated.text=You have been defeated! Would you like to:
|
|
defeated.yes=Stay and Watch
|
|
defeated.no=Quit
|
|
|
|
defeatedSingleplayer.text=You have been defeated!\n\nTis now the very witching time of night, When churchyards yawn and hell itself breathes out contagion to this world, now could I drink hot blood! and do such bitter business, as the day would quake to look on.
|
|
defeatedSingleplayer.yes=Enter Revenge Mode
|
|
defeatedSingleplayer.no=Quit
|
|
|
|
victory.text=You are victorious!
|
|
victory.yes=Quit
|
|
victory.continue=Continue Playing
|
|
victory.noEuropeans=The victory condition of defeating all other Europeans is already complete. Either enable another European nation, or add more victory conditions.
|
|
|
|
highscores.yes=You achieved a new high score!
|
|
highscores.no=You did not exceed the current high score.
|
|
|
|
selectDestination.text=Select destination
|
|
selectDestination.cancel=Remain where you are
|
|
selectDestination.failed=Unable to find a path to %destination%!
|
|
selectDestination.onlyMyColonies=Show only my colonies
|
|
selectDestination.destinationTurns=%location% (%turns%)%extras%
|
|
selectDestination.sortByOwner=Sort by owner
|
|
selectDestination.sortByName=Sort by name
|
|
selectDestination.sortByDistance=Sort by distance
|
|
|
|
chooseThisFoundingFather=Choose this founding father
|
|
|
|
notEnoughGold=You do not have enough gold to buy that item!
|
|
|
|
move.noAccessBeached=A %nation% beached ship is blocking our path.
|
|
move.noAccessContact=We must establish contact with the %nation% first, Excellency.
|
|
move.noAccessGoods=The %nation% will not trade with an empty %unit%.
|
|
move.noAccessSkill=Our %unit% can not learn from the natives.
|
|
move.noAccessTrade=We do not have authority to trade with other European nations such as the %nation%.
|
|
move.noAccessSettlement=The %nation% do not allow our %unit% to enter their settlement.
|
|
move.noAccessWar=We can not trade with the %nation% while at war.
|
|
move.noAccessWater=Our %unit% must land before entering the settlement.
|
|
move.noAttackWater=Our %unit% must land before attacking.
|
|
|
|
notYourTurn=It is currently not your turn!
|
|
twoTurnsPerYear=From 1600 onwards, there will be two turns per year, instead of one!
|
|
|
|
|
|
payForBuilding.text=Would you like to pay %amount% gold in order to complete this building?
|
|
payForBuilding.yes=Yes
|
|
payForBuilding.no=No
|
|
|
|
indianSettlement.nameUnknown=Unknown
|
|
indianSettlement.learnableSkill=The following skill can be learned in this settlement:
|
|
indianSettlement.highlyWanted=This settlement is very interested in trading:
|
|
indianSettlement.otherWanted=Other goods that can be traded at this settlement are:
|
|
indianSettlement.mostAlarming=Nation causing most concern to this settlement:
|
|
indianSettlement.noMoreSkill=The skill has already been taught to Europeans, we have nothing more to teach!
|
|
indianSettlement.cantLearnSkill=We will not teach a %unit% the skills of a %skill%.
|
|
indianSettlement.skillUnknown=Unknown
|
|
indianSettlement.skillNone=None
|
|
indianSettlement.tensionUnknown=Unknown
|
|
indianSettlement.wantedGoodsUnknown=Unknown
|
|
indianSettlement.wantedGoodsNone=None
|
|
indianSettlement.alarm.happy=The members of the %nation% nation are happily dancing around their camp fire and singing the songs of their ancestors.
|
|
indianSettlement.alarm.content=The members of the %nation% nation are busy at work. Their children merrily play hide and seek.
|
|
indianSettlement.alarm.displeased=The members of the %nation% nation are busy at work. Their children are nowhere to be seen, and their elders are frowning.
|
|
indianSettlement.alarm.angry=The braves of the %nation% nation are busy at target practice. The women and children hide in their tents.
|
|
indianSettlement.alarm.hateful=The braves of the %nation% nation are shaking their weapons. They have adorned their belts with the scalps of their enemies, and their torture stakes show signs of heavy use.
|
|
indianSettlement.mission.happy=Mission founded, %nation% approach your new religion with joy.
|
|
indianSettlement.mission.content=Mission founded, %nation% approach your new religion with curiosity.
|
|
indianSettlement.mission.displeased=Mission founded, %nation% are offended.
|
|
indianSettlement.mission.angry=Missionary captured, %nation% refuse your new religion.
|
|
indianSettlement.mission.hateful=Missionary sacrificed, %nation% laugh at your new religion.
|
|
indianSettlement.mission.enemyDenounce=A %enemy% missionary charged our missionary at %settlement% with heresy, but the %nation% rejected the claim.
|
|
indianSettlement.mission.noDenounce=The %nation% reject the claims of heresy, and execute your missionary as a false prophet.
|
|
indianSettlement.mission.denounced=Your missionary at %settlement% has been denounced and executed!
|
|
indianSettlement.capitalBurned=You have burned %name%, the capital of the %nation%. The %nation% surrender to your might!
|
|
|
|
learnSkill.text=Would you like to live among the natives and become a %skill%?
|
|
learnSkill.yes=Yes, I'd like that
|
|
learnSkill.no=No thanks, maybe later
|
|
learnSkill.die=You have broken sacred taboos of the tribe! We shall tie you up for target practice.
|
|
learnSkill.leave=You are rough and uncouth, leave now or die!
|
|
|
|
scoutSettlement.greetings=Greetings, travellers. We are the %nation% of %settlement%, a mighty tribe with %number% %settlementType%.
|
|
scoutSettlement.skill=Our village is well known for its skilled %skill%.
|
|
scoutSettlement.trade=We would like to trade %goods1% with you. We would also pay well for %goods2% and %goods3%.
|
|
scoutSettlement.speak=Ask to speak with chief
|
|
scoutSettlement.tribute=Demand a tribute
|
|
scoutSettlement.attack=Attack
|
|
scoutSettlement.speakTales=We are pleased to welcome travellers from afar. Come sit by the fire and we shall tell you tales of nearby lands.
|
|
scoutSettlement.speakBeads=Welcome, traveller. Please take these valuable beads (worth %amount% gold) back to your chieftain as a peace offering.
|
|
scoutSettlement.speakNothing=We are always pleased to welcome %nation% travellers.
|
|
scoutSettlement.speakDie=You have broken sacred taboos of the tribe! We shall tie you up for target practice.
|
|
scoutSettlement.tributeAgree=We agree to pay %amount% gold to preserve peace, but do not try to do this a second time!
|
|
scoutSettlement.tributeDisagree=We do not give in to your demands. Now leave our land!
|
|
scoutSettlement.expertScout=Your scout has become a %unit%.
|
|
|
|
scoutColony.text=What would you like to do with %unit% in %colony%?
|
|
scoutColony.negotiate=Negotiate with Mayor
|
|
scoutColony.spy=Spy on the Colony
|
|
scoutColony.attack=Attack
|
|
|
|
missionarySettlement.question=With what purpose would you like to enter %settlement%?
|
|
missionarySettlement.establish=Establish Mission
|
|
missionarySettlement.heresy=Denounce as Heresy
|
|
missionarySettlement.incite=Incite Indians
|
|
missionarySettlement.inciteQuestion=Which European force would you like us to attack?
|
|
missionarySettlement.inciteConfirm=Would you like us to attack %player% in exchange for %amount% gold?
|
|
missionarySettlement.inciteGoldFail=To incite an attack on the %player% you must pay %amount% gold.
|
|
missionarySettlement.cancel=Let us all live in peace!
|
|
|
|
server.noRouteToServer=The server cannot be made public. You should modify your firewall settings to allow connections on the port you specified.
|
|
server.couldNotConnect=The connection to the server could not be made.
|
|
server.couldNotStart=The server could not be started.
|
|
server.alreadyStarted=The game has already been started!
|
|
server.maximumPlayers=Sorry, the maximum number of players has been reached.
|
|
server.usernameInUse=The specified username is already in use.
|
|
server.notAllReady=Not all players are ready to begin the game!
|
|
server.wrongFreeColVersion=The game versions do not match.
|
|
server.onlyAdminCanLaunch=Sorry, only the server admin can launch the game.
|
|
server.invalidPlayerNations=All players need to pick a unique nation before the game can start.
|
|
server.timeOut=Timeout when connecting to the server.
|
|
server.errorStartingGame=An error occurred while starting the game.
|
|
|
|
|
|
# Actions
|
|
|
|
# ATTENTION: You MAY set the accelerator keys to some value more
|
|
# appropriate to your language, NOT your personal keyboard or
|
|
# operating system. However, they MUST remain unique and MUST be valid
|
|
# Java KeyStroke Strings, as described here:
|
|
# http://java.sun.com/j2se/1.5.0/docs/api/javax/swing/KeyStroke.html#getKeyStroke%28java.lang.String%29
|
|
displayTileTextAction.EMPTY.name=Display no text in tiles
|
|
displayTileTextAction.NAMES.name=Display tile names
|
|
displayTileTextAction.OWNERS.name=Display tile owners
|
|
displayTileTextAction.REGIONS.name=Display tile regions
|
|
debugAction.name=Toggle debug mode
|
|
aboutAction.name=About FreeCol
|
|
activeAction.name=Activate Unit
|
|
assignTradeRouteAction.name=Assign Trade Route
|
|
assignTradeRouteAction.accelerator=A
|
|
buildColonyAction.name=Build/Join Colony
|
|
buildColonyAction.accelerator=B
|
|
centerAction.name=Center
|
|
centerAction.accelerator=control C
|
|
changeWindowedModeAction.name=Toggle Full Screen Mode
|
|
changeWindowedModeAction.accelerator=alt ENTER
|
|
chatAction.name=Chat
|
|
chatAction.accelerator=control T
|
|
clearForestAction.name=Clear forest
|
|
clearForestAction.accelerator=C
|
|
clearOrdersAction.name=Clear Orders
|
|
clearOrdersAction.accelerator=Z
|
|
colopediaAction.name=%object% (Colopedia)
|
|
colopediaAction.TERRAIN.name=Terrain Types
|
|
colopediaAction.RESOURCES.name=Bonus Resources
|
|
colopediaAction.UNITS.name=Units
|
|
colopediaAction.GOODS.name=Goods
|
|
colopediaAction.SKILLS.name=Skills
|
|
colopediaAction.BUILDINGS.name=Buildings
|
|
colopediaAction.FATHERS.name=Founding Fathers
|
|
colopediaAction.NATIONS.name=Nations
|
|
colopediaAction.NATION_TYPES.name=National Advantages
|
|
colopediaAction.CONCEPTS.name=Concepts
|
|
continueAction.name=Continue Playing
|
|
continueAction.accelerator=
|
|
declareIndependenceAction.name=Declare Independence
|
|
determineHighSeasAction.name=Determine High Seas
|
|
disbandUnitAction.name=Disband
|
|
disbandUnitAction.accelerator=D
|
|
displayBordersAction.name=Display Borders
|
|
displayBordersAction.accelerator=control B
|
|
displayGridAction.name=Display Grid
|
|
displayGridAction.accelerator=control G
|
|
endTurnAction.name=End Turn
|
|
endTurnAction.accelerator=ENTER
|
|
europeAction.name=Europe
|
|
europeAction.accelerator=E
|
|
executeGotoOrdersAction.name=Execute Go To Orders
|
|
executeGotoOrdersAction.accelerator=O
|
|
changeAction.accelerator=TAB
|
|
changeAction.enterColony.name=Enter Colony
|
|
changeAction.selectCarrier.name=Select Carrier
|
|
changeAction.nextUnitOnTile.name=Next Unit on Tile
|
|
changeAction.name=Next Unit on Tile
|
|
findSettlementAction.name=Find Settlement
|
|
findSettlementAction.accelerator=control F
|
|
fortifyAction.name=Fortify
|
|
fortifyAction.accelerator=F
|
|
gotoAction.name=Go To
|
|
gotoAction.accelerator=H
|
|
gotoTileAction.name=Go To Tile
|
|
gotoTileAction.accelerator=G
|
|
loadAction.name=Load
|
|
loadAction.accelerator=L
|
|
mapControlsAction.name=Map Controls
|
|
mapControlsAction.accelerator=control M
|
|
mapEditorAction.name=Map Editor
|
|
miniMapZoomInAction.name=Zoom in MiniMap
|
|
miniMapZoomInAction.accelerator=control PLUS
|
|
miniMapZoomInAction.secondary.name=Zoom in MiniMap (secondary)
|
|
miniMapZoomInAction.secondary.accelerator=control ADD
|
|
miniMapZoomOutAction.name=Zoom out MiniMap
|
|
miniMapZoomOutAction.accelerator=control MINUS
|
|
miniMapZoomOutAction.secondary.name=Zoom out MiniMap (secondary)
|
|
miniMapZoomOutAction.secondary.accelerator=control SUBTRACT
|
|
moveAction.E.accelerator=NUMPAD6
|
|
moveAction.E.name=Move East
|
|
moveAction.E.secondary.accelerator=RIGHT
|
|
moveAction.E.secondary.name=Move East (secondary)
|
|
moveAction.N.accelerator=NUMPAD8
|
|
moveAction.N.name=Move North
|
|
moveAction.N.secondary.accelerator=UP
|
|
moveAction.N.secondary.name=Move North (secondary)
|
|
moveAction.NE.accelerator=NUMPAD9
|
|
moveAction.NE.name=Move North-East
|
|
moveAction.NE.secondary.accelerator=PAGE_UP
|
|
moveAction.NE.secondary.name=Move North-East (secondary)
|
|
moveAction.NW.accelerator=NUMPAD7
|
|
moveAction.NW.name=Move North-West
|
|
moveAction.NW.secondary.accelerator=HOME
|
|
moveAction.NW.secondary.name=Move North-West (secondary)
|
|
moveAction.S.accelerator=NUMPAD2
|
|
moveAction.S.name=Move South
|
|
moveAction.S.secondary.accelerator=DOWN
|
|
moveAction.S.secondary.name=Move South (secondary)
|
|
moveAction.SE.accelerator=NUMPAD3
|
|
moveAction.SE.name=Move South-East
|
|
moveAction.SE.secondary.accelerator=PAGE_DOWN
|
|
moveAction.SE.secondary.name=Move South-East (secondary)
|
|
moveAction.SW.accelerator=NUMPAD1
|
|
moveAction.SW.name=Move South-West
|
|
moveAction.SW.secondary.accelerator=END
|
|
moveAction.SW.secondary.name=Move South-West (secondary)
|
|
moveAction.W.accelerator=NUMPAD4
|
|
moveAction.W.name=Move West
|
|
moveAction.W.secondary.accelerator=LEFT
|
|
moveAction.W.secondary.name=Move West (secondary)
|
|
newAction.name=New
|
|
newAction.accelerator=control N
|
|
newEmptyMapAction.name=New Empty Map
|
|
openAction.name=Open
|
|
openAction.accelerator=control O
|
|
plowAction.name=Plow
|
|
plowAction.accelerator=P
|
|
preferencesAction.name=Preferences
|
|
preferencesAction.accelerator=control P
|
|
quitAction.name=Quit
|
|
quitAction.accelerator=control Q
|
|
reconnectAction.name=Reconnect
|
|
reconnectAction.accelerator=control R
|
|
renameAction.name=Rename
|
|
renameAction.accelerator=N
|
|
reportReligionAction.name=Religious Advisor
|
|
reportReligionAction.accelerator=F1
|
|
reportLabourAction.name=Labor Advisor
|
|
reportLabourAction.accelerator=F2
|
|
reportColonyAction.name=Colony Advisor
|
|
reportColonyAction.accelerator=F3
|
|
reportForeignAction.name=Foreign Affairs Advisor
|
|
reportForeignAction.accelerator=F4
|
|
reportIndianAction.name=Indian Advisor
|
|
reportIndianAction.accelerator=F5
|
|
reportCongressAction.name=Continental Congress
|
|
reportCongressAction.accelerator=F6
|
|
reportMilitaryAction.name=Military Advisor
|
|
reportMilitaryAction.accelerator=F7
|
|
reportNavalAction.name=Naval Advisor
|
|
reportNavalAction.accelerator=F8
|
|
reportTradeAction.name=Trade Advisor
|
|
reportTradeAction.accelerator=F9
|
|
reportTurnAction.name=Turn Report
|
|
reportTurnAction.accelerator=F11
|
|
reportRequirementsAction.name=Requirements
|
|
reportRequirementsAction.accelerator=F12
|
|
reportEducationAction.name=Education
|
|
reportEducationAction.accelerator=shift F5
|
|
reportCargoAction.name=Cargo Report
|
|
reportCargoAction.accelerator=shift F1
|
|
reportExplorationAction.name=Exploration Report
|
|
reportExplorationAction.accelerator=shift F2
|
|
reportHistoryAction.name=History Report
|
|
reportHistoryAction.accelerator=shift F3
|
|
reportProductionAction.name=Production Report
|
|
reportProductionAction.accelerator=shift F4
|
|
reportHighScoresAction.name=High Scores
|
|
roadAction.name=Build road
|
|
roadAction.accelerator=R
|
|
difficultyAction.name=Show Difficulty Level
|
|
difficultyAction.accelerator=shift F9
|
|
gameOptionsAction.name=Show Game Options
|
|
gameOptionsAction.accelerator=shift F11
|
|
showMainAction.name=Return to Main
|
|
mapGeneratorOptionsAction.name=Show Map Generator Options
|
|
mapGeneratorOptionsAction.accelerator=shift F12
|
|
retireAction.name=Retire
|
|
saveAction.name=Save
|
|
saveAction.accelerator=control S
|
|
saveAndQuitAction.name=Save and Exit
|
|
saveAndQuitAction.accelerator=control X
|
|
scaleMapAction.name=Scale Map
|
|
sentryAction.name=Sentry
|
|
sentryAction.accelerator=S
|
|
tilePopupAction.name=Show Tile
|
|
tilePopupAction.accelerator=shift T
|
|
skipUnitAction.name=Skip
|
|
skipUnitAction.accelerator=SPACE
|
|
toggleViewModeAction.name=Toggle View Mode
|
|
toggleViewModeAction.accelerator=shift control V
|
|
tradeRouteAction.name=Trade Routes
|
|
tradeRouteAction.accelerator=T
|
|
unloadAction.name=Unload
|
|
unloadAction.accelerator=U
|
|
waitAction.name=Wait/Next Unit
|
|
waitAction.accelerator=W
|
|
zoomInAction.name=Zoom In
|
|
zoomInAction.accelerator=typed +
|
|
zoomOutAction.name=Zoom Out
|
|
zoomOutAction.accelerator=typed -
|
|
|
|
activateUnit=Activate unit
|
|
activateAllUnits=Activate all units
|
|
fortifyUnit=Fortify
|
|
sentryUnit=Sentry
|
|
clearUnitOrders=Clear orders
|
|
leaveTown=Leave Town
|
|
clearSpeciality=Clear speciality
|
|
clearSpeciality.areYouSure=Are you sure you want to downgrade %oldUnit% to %unit%?
|
|
clearSpeciality.impossible=%unit% can not be downgraded!
|
|
assignToTeacher=Assign to teacher
|
|
assignTradeRoute=Assign trade route
|
|
menu.unit.apprentice=Understudy to %unit%
|
|
menu.unit.experience=Experience as %job%:
|
|
showProduction=Show production modifiers
|
|
showProductivity=Show productivity modifiers
|
|
|
|
status.startingGame=Please wait: Starting game
|
|
status.loadingGame=Please wait: Loading game
|
|
status.savingGame=Please wait: Saving game
|
|
|
|
gameState.0=New
|
|
gameState.1=Playing
|
|
gameState.2=Finished
|
|
|
|
recruit=Recruit
|
|
purchase=Purchase
|
|
train=Train
|
|
goingToAmerica=Sailing to America
|
|
goingToEurope=Sailing to Europe
|
|
sail=Set Sail
|
|
inPort=In port
|
|
docks=Docks
|
|
cargo=Cargo
|
|
sales=Sales
|
|
onBoard=On board of %unit%
|
|
goingTo=Marching to %location%
|
|
sailingTo=Sailing to %location%
|
|
nearLocation=%direction% of %location%
|
|
nameLocation=%name% (%location%)
|
|
inLocation=In %location%
|
|
indianSettlement=%nation% Settlement
|
|
indianCapital=%nation% Capital
|
|
indianSettlementOwner=%name% (%nation%)
|
|
indianCapitalOwner=%name%* (%nation%)
|
|
capital=Capital
|
|
goldTitle=Gold
|
|
tax=Tax
|
|
gold=gold
|
|
|
|
# --4-- Model Messages
|
|
|
|
# Messages from the model:
|
|
model.ability.captureGoods.name=Capture goods
|
|
model.ability.captureGoods.shortDescription=This unit has the ability to capture goods.
|
|
model.ability.carryGoods.name=Carry goods
|
|
model.ability.carryGoods.shortDescription=This unit has the ability to carry goods.
|
|
model.ability.carryUnits.name=Carry units
|
|
model.ability.carryUnits.shortDescription=This unit has the ability to carry units.
|
|
model.ability.foundColony.name=Found colony
|
|
model.ability.foundColony.shortDescription=This unit has the ability to found a new colony.
|
|
model.ability.navalUnit.name=Naval unit
|
|
model.ability.navalUnit.shortDescription=This unit is a naval unit.
|
|
model.ability.electFoundingFather.name=Elect Founding Fathers
|
|
model.ability.electFoundingFather.shortDescription=This nation has the ability to elect Founding Fathers.
|
|
model.ability.canRecruitUnit.name=Recruit units
|
|
model.ability.canRecruitUnit.shortDescription=This nation has the ability to recruit units.
|
|
model.ability.royalExpeditionaryForce.name=Royal Expeditionary Force
|
|
model.ability.royalExpeditionaryForce.shortDescription=This nation is a Royal Expeditionary Force.
|
|
model.ability.ambushPenalty.name=Ambush Penalty
|
|
model.ability.ambushPenalty.shortDescription=This nation suffers an ambush penalty.
|
|
model.ability.hasPort.name=Access to the Sea
|
|
model.ability.hasPort.shortDescription=This location has direct or indirect access to the Sea.
|
|
model.ability.independenceDeclared.name=Declaration of Independence
|
|
model.ability.independenceDeclared.shortDescription=This country has declared its independence.
|
|
model.ability.native.name=Indian
|
|
model.ability.native.shortDescription=Native American
|
|
model.ability.moveToEurope.name=Move to Europe
|
|
model.ability.moveToEurope.shortDescription=This tile allows units to move to Europe.
|
|
model.ability.undead.name=Revenge mode
|
|
model.ability.undead.shortDescription=In singleplayer mode, a player having lost may enter a revenge mode to attack his enemies.
|
|
model.ability.plunderNatives.name=Native Treasure Bonus
|
|
model.ability.plunderNatives.shortDescription=Increases the amount of plunder generated by destroying native settlements.
|
|
model.ability.avoidExcessProduction.name=Avoid excess production
|
|
model.ability.avoidExcessProduction.shortDescription=Never produce more goods than can be stored.
|
|
model.ability.build.name=Build
|
|
model.ability.build.shortDescription=The ability to build units, equipment or buildings.
|
|
model.ability.autoProduction.name=Auto production
|
|
model.ability.autoProduction.shortDescription=Produce goods even when no units are present.
|
|
model.ability.expertsUseConnections.name=Experts use connections
|
|
model.ability.expertsUseConnections.shortDescription=Expert units acquire raw materials even if none are available.
|
|
model.ability.teach.name=Teach skills
|
|
model.ability.teach.shortDescription=Expert units may teach others their skills.
|
|
model.ability.bombardShips.name=Bombard ships
|
|
model.ability.bombardShips.shortDescription=Bombard enemy ships on adjacent water tiles.
|
|
model.ability.produceInWater.name=Produce on water tiles
|
|
model.ability.produceInWater.shortDescription=Units can use water tiles as well as land tiles.
|
|
model.ability.repairUnits.name=Repair units
|
|
model.ability.repairUnits.shortDescription=Can repair certain types of damaged units.
|
|
model.ability.export.name=Export goods
|
|
model.ability.export.shortDescription=Can export goods to Europe directly.
|
|
model.ability.navalUnit.name=Naval unit
|
|
model.ability.navalUnit.shortDescription=Naval unit
|
|
model.ability.dressMissionary.name=Dress missionary
|
|
model.ability.dressMissionary.shortDescription=Make a unit a (non-expert) missionary.
|
|
#model.ability.name
|
|
#model.ability.shortDescription=This unit has the ability to
|
|
|
|
model.modifier.tradeBonus.name=Trade Bonus
|
|
model.modifier.tradeBonus.shortDescription=This nation has a trade bonus.
|
|
model.modifier.nativeAlarmModifier.name=Native Alarm Bonus
|
|
model.modifier.nativeAlarmModifier.shortDescription=This nation causes less native alarm.
|
|
model.modifier.religiousUnrestBonus.name=Religious Unrest Bonus
|
|
model.modifier.religiousUnrestBonus.shortDescription=This nation causes more religious unrest.
|
|
model.modifier.nativeConvertBonus.name=Native Convert Bonus
|
|
model.modifier.nativeConvertBonus.shortDescription=This nation gains more native converts.
|
|
model.modifier.movementBonus.name=Movement Bonus
|
|
model.modifier.movementBonus.shortDescription=The units of this nation move faster.
|
|
model.modifier.bombardBonus.name=Bombard Bonus
|
|
model.modifier.bombardBonus.shortDescription=The units of this nation profit from a bombard bonus.
|
|
model.modifier.defence.name=Defence Bonus
|
|
model.modifier.defence.shortDescription=Defence Bonus
|
|
model.modifier.warehouseStorage.name=Warehouse Storage
|
|
model.modifier.warehouseStorage.shortDescription=Warehouse Storage
|
|
model.modifier.warehouseStorage.description=Warehouse Storage
|
|
model.modifier.minimumColonySize.name=Minimum Colony Size
|
|
model.modifier.minimumColonySize.shortDescription=Minimum Colony Size
|
|
model.modifier.breedingDivisor.name=Size of herds
|
|
model.modifier.breedingDivisor.shortDescription=The size of a single herd. Several herds may be present.
|
|
model.modifier.breedingFactor.name=Offspring per herd
|
|
model.modifier.breedingFactor.shortDescription=The number of offspring each herd produces.
|
|
model.modifier.consumeOnlySurplusProduction.name=Amount of surplus consumed
|
|
model.modifier.consumeOnlySurplusProduction.shortDescription=Consumes only part of the surplus production, not stored goods.
|
|
model.modifier.offenceAgainst.name=Offence against
|
|
model.modifier.offenceAgainst.shortDescription=Improves the chance of victory when attacking.
|
|
|
|
model.colony.colonistStarved=A colonist has starved to death in %colony%!
|
|
model.colony.colonyStarved=The last colonist in %colony% has starved, leaving the colony abandoned.
|
|
model.colony.famineFeared=Famine feared in %colony%. Only %number% turns of food left.
|
|
model.colony.buildNeedPop=We cannot build %building% in %colony%! We need a higher population.
|
|
model.colony.buildableNeedsGoods=%amount% %goodsType% are missing to build %buildable% in %colony%, Your Excellency.
|
|
model.colony.insufficientProduction=%outputAmount% more %outputType% could be produced in %colony%, if only we had %inputAmount% more %inputType% surplus.
|
|
model.colony.cannotBuild=You are not building anything in %colony%.
|
|
model.colony.buildingReady=%colony% has completed building %building%.
|
|
model.colony.notBuildingAnything=Nothing is being built in %colony%.
|
|
model.colony.newColonist=New colonist in %colony%.
|
|
model.colony.newConvert=A new %nation% convert has arrived in %colony%.
|
|
model.colony.unitReady=%colony% has completed building %unit%.
|
|
model.colony.unitChange=On entering your colony your %oldType% has become a %newType%.
|
|
model.colony.SoLIncrease=Rebel sentiment in %colony% has risen to %newSoL% percent!
|
|
model.colony.SoLDecrease=Rebel sentiment in %colony% has fallen to %newSoL% percent!
|
|
model.colony.SoL100=Government efficiency has improved! Rebel sentiment in %colony% is now 100 percent.
|
|
model.colony.SoL50=Government efficiency has improved! Rebel sentiment in %colony% now exceeds 50 percent.
|
|
model.colony.lostSoL100=Government efficiency has decreased! Rebel sentiment in %colony% is no longer 100 percent. Some production bonuses were lost.
|
|
model.colony.lostSoL50=Government efficiency has decreased! Rebel sentiment in %colony% is less than 50 percent. Colony no longer gains any production bonus.
|
|
model.colony.veryBadGovernment=The government of %colony% is very inefficient. High production penalties apply.
|
|
model.colony.badGovernment=The government of %colony% is inefficient. Production penalties apply.
|
|
model.colony.governmentImproved1=The government of %colony% has improved, but is still inefficient. Production penalties still apply.
|
|
model.colony.governmentImproved2=The government of %colony% has improved. Production penalties no longer apply.
|
|
model.colony.workerEvicted=At %colony%, your %unit% can no longer work %location% because of the presence of %enemyUnit%.
|
|
model.unit.arriveInEurope=Our ship has arrived in %europe%, Your Excellency.
|
|
model.unit.indianTreasure=You plunder %amount% from %settlement%.
|
|
model.unit.indianRaid=Our spies report that the %nation% have raided the %colonyNation% colony of %colony%.
|
|
model.unit.indianSurprise=The %nation% make a surprise raid at %colony%, alarming our colonists. The %nation% chief denies involvement.
|
|
model.unit.colonyCaptured=You have captured %colony%. %amount% gold pieces plundered!
|
|
model.unit.colonyCapturedBy=The %player% have captured %colony%. %amount% gold pieces plundered!
|
|
model.unit.colonyBurning=The colony of %colony% has been burnt to the ground by %nation% %unit%, %amount% gold pieces plundered!
|
|
model.unit.colonyBurning.other=The %nation% colony of %colony% has been burned by the %attackerNation%!
|
|
model.unit.unitPromoted=%nation% %oldName% has been promoted to %unit%.
|
|
model.unit.unitEducated=In %colony%, %oldName% has become %unit% through education.
|
|
model.unit.equipmentCaptured=Beware, the braves of the %nation% have acquired %equipment%!
|
|
model.unit.experience=In %colony%, %oldName% has become %unit% through experience.
|
|
model.unit.enemyShipDamagedByBombardment=%colony% opens fire on %nation% %unit%, which has been damaged and must return for repairs.
|
|
model.unit.shipDamagedByBombardment=%colony% opens fire on %unit%! %unit% has been damaged and must return to %repairLocation% for repairs. All goods and units on board have been lost!
|
|
model.unit.shipEvaded=%unit% has evaded an attack by %enemyNation% %enemyUnit%.
|
|
model.unit.enemyShipEvaded=%enemyNation% %enemyUnit% has evaded an attack by %unit%.
|
|
model.unit.shipDamaged=%unit% has been damaged by %enemyNation% %enemyUnit% and must return to %repairLocation% for repairs. All goods and units on board have been lost!
|
|
model.unit.enemyShipDamaged=%unit% has damaged %enemyNation% %enemyUnit%, which must return for repairs.
|
|
|
|
model.unit.shipSunk=%unit% has been sunk by %enemyNation% %enemyUnit%!
|
|
model.unit.enemyShipSunk=%unit% has sunk %enemyNation% %enemyUnit%!
|
|
model.unit.shipEvadedBombardment=%colony% opens fire on %nation% %unit%, but it evades.
|
|
model.unit.shipSunkByBombardment=%colony% opens fire on %nation% %unit%, and sinks it!
|
|
model.unit.unitRepaired=%unit% has been repaired in %repairLocation%.
|
|
model.unit.slowed=%enemyNation% %enemyUnit% slows our %unit%'s movement.
|
|
model.unit.unitSlaughtered=%location%: %nation% %unit% has been slaughtered by %enemyNation% %enemyUnit%!
|
|
model.unit.unitWinColony=%location%: %nation% %unit% defeated %enemyNation% %enemyUnit% at %settlement%, but was unable to capture the colony.
|
|
model.unit.unitLoseAutoEquip=%location%: %nation% %unit% defended stoutly but has lost the arms provided by %settlement% to the attacking %enemyNation% %enemyUnit%.
|
|
model.unit.unitDemoted=%location%: %nation% %oldName% has been demoted to %unit% after losing a battle against %enemyNation% %enemyUnit%.
|
|
model.unit.unitDemotedToUnarmed=%location%: %nation% %oldName% has been demoted to unarmed %unit% after losing a battle against %enemyNation% %enemyUnit%.
|
|
model.unit.unitDestroyed=%location%: %nation% %unit% has been destroyed by %enemyNation% %enemyUnit%!
|
|
model.unit.unitCaptured=%location%: %nation% %unit% has been captured by %enemyNation% %enemyUnit%!
|
|
model.unit.newConvertFromAttack=A frightened %nation% %unit% joins you!
|
|
model.unit.cashInTreasureTrain.colonial=A treasure with %amount% gold have landed in Europe. %cashInAmount% gold have been cashed in.
|
|
model.unit.cashInTreasureTrain.independent=A treasure of %amount% has been added to the national treasury.
|
|
model.unit.cashInTreasureTrain.other.colonial=A treasure of %amount% has been landed in Europe. The %nation% monarch is apparently pleased.
|
|
model.unit.cashInTreasureTrain.other.independent=A treasure of %amount% has been added to the %nation% treasury.
|
|
model.unit.gift=The %player% delivers a gift of %amount% %type% to %settlement%.
|
|
model.unit.noMoreTools=%location%: Your pioneer has used up all his tools and reverted to %unit%.
|
|
model.unit.buildingDamaged=%building% at %colony% has been destroyed by %enemyNation% %enemyUnit%!
|
|
model.unit.goodsStolen=%enemyNation% %enemyUnit% steals %amount% %goods% at %colony%!
|
|
model.unit.indianPlunder=%enemyNation% %enemyUnit% plunder %amount% from %colony%.
|
|
model.unit.burnMissions=%enemyNation% burn %nation% missions!.
|
|
model.unit.automaticDefence=Your %unit% in %colony% has taken up weapons to defend the colony!
|
|
model.unit.attrition=Your %unit% has been swallowed by the wilderness!
|
|
model.unit.confirmCancelWork=We are busy improving this terrain (%turns% turns remaining). Would you like us to stop?
|
|
model.unit.occupation.active=-
|
|
model.unit.occupation.activeNoMovesLeft=0
|
|
model.unit.occupation.fortified=F
|
|
model.unit.occupation.fortifying=F
|
|
model.unit.occupation.sentry=S
|
|
model.unit.occupation.in_colony=B
|
|
model.unit.occupation.improving=#
|
|
model.unit.occupation.underRepair=R
|
|
model.unit.occupation.skipped=W
|
|
model.unit.occupation.inTradeRoute=T
|
|
model.unit.occupation.goingSomewhere=G
|
|
model.unit.occupation.to_europe=G
|
|
model.unit.occupation.to_america=G
|
|
model.unit.occupation.unknown=?
|
|
|
|
model.building.warehouseEmpty=There are now less than %level% units of %goods% in your warehouse in %colony%.
|
|
model.building.warehouseFull=There are now more than %level% units of %goods% in your warehouse in %colony%.
|
|
model.building.warehouseOverfull=Your warehouse in %colony% has reached its capacity for %goods%.
|
|
model.building.warehouseWaste=Your warehouse in %colony% has exceeded its capacity for %goods%. %waste% units were wasted.
|
|
model.building.warehouseSoonFull=Your warehouse in %colony% will exceed its capacity of %goods% during the next turn. %amount% units of %goods% will be wasted.
|
|
model.building.notEnoughInput=The %building% in %colony% has stopped production because of missing %inputGoods%.
|
|
model.building.noStudent=Our %teacher% in %colony% needs a student.
|
|
model.europe.emigrate=In %europe%, %unit% has decided to emigrate.
|
|
model.europe.payArrears=The King is boycotting these goods until you have paid your tax arrears of %amount% gold. Do you wish to do so now?
|
|
model.europe.cantPayArrears=You do not have enough gold to repay your tax arrears of %amount% gold!
|
|
model.player.foundingFatherJoinedCongress=%foundingFather% has joined the congress!\n\n%description%
|
|
model.player.SoLIncrease=Sons of Liberty membership in your colonies has risen to %newSoL% percent!
|
|
model.player.SoLDecrease=Sons of Liberty membership in your colonies has fallen to %newSoL% percent!
|
|
model.player.independence=You have defeated the %ref% and finally gained independence! Your Customs Houses may now freely sell to European merchants without tax or royal interference.
|
|
model.player.independence.announce=%nation% has defeated %ref% and gained independence!
|
|
model.player.independence.unitsSeized=In reaction to your declaration of independence, the Crown has seized the following units in Europe and at sea: %units%
|
|
model.player.independence.unitsAcquired=The following Royal Expeditionary Force units have surrendered to your victorious forces: %units%
|
|
model.player.continentalArmyMuster=In support of your declaration of independence, %number% %oldUnit%s in %colony% have been promoted to %unit%s!
|
|
|
|
model.event.declareIndependence.name=Declare independence
|
|
|
|
model.stance.war=War
|
|
model.stance.peace=Peace
|
|
model.stance.cease_fire=Cease Fire
|
|
model.stance.alliance=Alliance
|
|
|
|
model.market.priceIncrease=In %market%, the price of %goods% has risen to %sell%/%buy%.
|
|
model.market.priceDecrease=In %market%, the price of %goods% has fallen to %sell%/%buy%.
|
|
model.market.independent=Europe
|
|
model.monarch.action.RAISE_TAX_WAR=We regret having to inform you that the recent setbacks in Our war against {{tag:country|%nation%}} leave Us no choice but to increase your tax to %amount%%. If you do not accept We will be forced to boycott your %goods%!
|
|
model.monarch.action.RAISE_TAX_WAR.yes=We accept
|
|
model.monarch.action.RAISE_TAX_WAR.no=No taxation without representation!
|
|
model.monarch.action.RAISE_TAX_ACT=The various acts of defiance perpetrated by the illoyal colonists of %newWorld% leave Us no choice but to impose a new {{tag:%number%|0=Navigation|1=Tea|2=Wool|3=Hat|4=Molasses|5=Stamp}} Act, raising your tax to %amount%%. If you do not accept We will be pleased to boycott your %goods%!
|
|
model.monarch.action.RAISE_TAX_ACT.yes=We accept
|
|
model.monarch.action.RAISE_TAX_ACT.no=Give me Liberty or give me death!
|
|
model.monarch.colonyGoodsParty.harbour=Your colonists in %colony% have thrown %amount% units of %goods% into the harbor in protest of this unfair taxation by the Crown!
|
|
model.monarch.colonyGoodsParty.landLocked=Your colonists in %colony% have burned %amount% units of %goods% in the market place in protest of this unfair taxation by the Crown!
|
|
model.monarch.action.LOWER_TAX_WAR=In order to celebrate Our recent victory against the treacherous {{tag:people|%nation%}}, We have graciously decided to lower your tax rate by %difference%%. The tax rate is now %newTax%%.
|
|
model.monarch.action.LOWER_TAX_WAR.no=Hurrah!
|
|
model.monarch.action.LOWER_TAX_OTHER=In order to celebrate {{tag:%number%|0=Our recent wedding|1=Our recent wedding to Our second wife|2=the birth of a Crown Prince|3=the birth of a royal son|4=the birth of a royal daughter}}, We have graciously decided to lower your tax rate by %difference%%. The tax rate is now %newTax%%.
|
|
model.monarch.action.LOWER_TAX_OTHER.no=Long live the King!
|
|
model.monarch.action.LOWER_TAX=After careful consideration, we have graciously decided to lower your tax rate by %difference%%. The tax rate is now %newTax%%.
|
|
model.monarch.action.LOWER_TAX.no=Done
|
|
model.monarch.action.WAIVE_TAX=In Our wisdom, We have graciously decided to waive a tax increase.
|
|
model.monarch.action.WAIVE_TAX.no=Done
|
|
model.monarch.action.FORCE_TAX=We disdain your attempt to evade Our just taxation. The tax rate is now %amount%%.
|
|
model.monarch.action.FORCE_TAX.no=Done
|
|
model.monarch.action.ADD_TO_REF=The Crown has added %addition% to the Royal Expeditionary Force. Colonial leaders express concern.
|
|
model.monarch.action.ADD_TO_REF.no=Done
|
|
model.monarch.action.DECLARE_WAR=The insolence of the %nation% forces Us to declare war on them!
|
|
model.monarch.action.DECLARE_WAR.no=Done
|
|
model.monarch.action.SUPPORT_LAND=In order to support you in your colonial wars, the Crown has decided to provide you with some veteran troops (%addition%).
|
|
model.monarch.action.SUPPORT_LAND.no=Done
|
|
model.monarch.action.SUPPORT_SEA=In order to protect the sea lanes from the depredations of privateers, buccaneers and pirates, the Crown has decided to provide you with some naval support (%addition%).
|
|
model.monarch.action.SUPPORT_SEA.no=Done
|
|
model.monarch.action.OFFER_MERCENARIES=In order to support you in our colonial wars, we have decided to provide you with some mercenaries (%mercenaries%) at a price of %gold%.
|
|
model.monarch.action.OFFER_MERCENARIES.yes=We accept
|
|
model.monarch.action.OFFER_MERCENARIES.no=Alas, we cannot afford them.
|
|
model.monarch.action.DISPLEASURE=You dare to accept Our generous terms and yet evade payment? Such duplicity shall reap the bitter reward of Our displeasure.
|
|
model.monarch.action.DISPLEASURE.no=Done
|
|
|
|
model.message.DEFAULT=Messages
|
|
model.message.WARNING=Warnings
|
|
model.message.SONS_OF_LIBERTY=Sons of Liberty
|
|
model.message.GOVERNMENT_EFFICIENCY=Government Efficiency
|
|
model.message.WAREHOUSE_CAPACITY=Warehouse Capacity
|
|
model.message.UNIT_IMPROVED=Unit Improvements
|
|
model.message.UNIT_DEMOTED=Unit Demotions
|
|
model.message.UNIT_LOST=Units Lost
|
|
model.message.UNIT_ADDED=Units Added
|
|
model.message.BUILDING_COMPLETED=Buildings Completed
|
|
model.message.FOREIGN_DIPLOMACY=Foreign Diplomacy
|
|
model.message.MARKET_PRICES=Market Prices
|
|
model.message.LOST_CITY_RUMOUR=Lost City Rumors
|
|
model.message.MISSING_GOODS=Missing Goods
|
|
model.message.TUTORIAL=Tutorial
|
|
model.message.COMBAT_RESULT=Combat Results
|
|
model.message.GIFT_GOODS=Indian Gifts
|
|
model.message.DEMANDS=Native Demands
|
|
model.message.GOODS_MOVEMENT=Goods Movement
|
|
model.message.ignore=Ignore this message (Colony: %colony%, Goods: %goods%)
|
|
model.message.filter=Do not display this type of message (%type%)
|
|
|
|
# --5-- Model name/description
|
|
|
|
# Features
|
|
model.ability.buildCustomHouse.name=Ability to build Custom House
|
|
model.ability.buildFactory.name=Ability to build factories
|
|
|
|
# Terrain
|
|
model.tile.plains.name=Plains
|
|
model.tile.grassland.name=Grassland
|
|
model.tile.prairie.name=Prairie
|
|
model.tile.savannah.name=Savannah
|
|
model.tile.marsh.name=Marsh
|
|
model.tile.swamp.name=Swamp
|
|
model.tile.desert.name=Desert
|
|
model.tile.tundra.name=Tundra
|
|
model.tile.mixedForest.name=Mixed forest
|
|
model.tile.coniferForest.name=Conifer forest
|
|
model.tile.broadleafForest.name=Broadleaf forest
|
|
model.tile.tropicalForest.name=Tropical forest
|
|
model.tile.wetlandForest.name=Wetland forest
|
|
model.tile.rainForest.name=Rain forest
|
|
model.tile.scrubForest.name=Scrub forest
|
|
model.tile.borealForest.name=Boreal forest
|
|
model.tile.arctic.name=Arctic
|
|
model.tile.ocean.name=Ocean
|
|
model.tile.lake.name=Lake
|
|
model.tile.highSeas.name=High seas
|
|
model.tile.hills.name=Hills
|
|
model.tile.mountains.name=Mountains
|
|
model.tile.greatRiver.name=Great river
|
|
model.tile.resourceExhausted=Resource %resource% exhausted in %colony%
|
|
unexplored=Unexplored
|
|
river=River
|
|
minorRiver=Minor river
|
|
majorRiver=Major river
|
|
model.option.guiShowTutorial.name=Tutorial messages
|
|
model.option.guiShowTutorial.shortDescription=Display tutorial messages
|
|
|
|
model.tile.plains.description=Plains are large areas of land with relatively low relief, more suitable for farming. They produce a great deal of Grain, a lesser amount of Cotton, and some Ore. They are found in the temperate regions.
|
|
model.tile.grassland.description=Grasslands are open, continuous flat areas of grass. They are often located near temperate forests in high areas or deserts in subtropical areas. Grasslands are ideal for growing tobacco. Food can be grown as well.
|
|
model.tile.prairie.description=Prairie is an area of land that supports grasses and herbs, with few trees, and having generally a moderate or temperate climate. Prairies are most suitable for cultivating Grain and Cotton.
|
|
model.tile.savannah.description=In savannahs, grasses and trees are co-dominant vegetation types. Savannahs are frequently seen as a transitional zone, occurring between forest or woodland regions and grassland or desert regions. Savannah produces mainly Grain and Sugar.
|
|
model.tile.marsh.description=Marsh is a type of wetland, featuring grasses, rushes, reeds, typha, sedges, and other herbaceous plants in a context of shallow water. Marsh produces some Grain and Tobacco, as well as Ore. Marshes are mainly found in the high latitudes.
|
|
model.tile.swamp.description=Tropical wetlands by shallow bodies of water. Swamps have a greater proportion of open water surface and generally deeper than marshes. Swamp yields some Grain, as well as small amounts of Sugar and Ore.
|
|
model.tile.desert.description=Deserts are very dry, they receive minimal precipitation. Though scarce, deserts produce Grain, Cotton and Ore.
|
|
model.tile.tundra.description=Tundra is an area where the tree growth is hindered by low temperatures and short growing seasons. Tundra produces Grain and some Ore. It is found in the high latitudes.
|
|
model.tile.mixedForest.description=Mixed forests, which can be found in the temperate latitudes, produce Grain, Lumber, Furs, and some Cotton. If mixed forests are cleared, they become plains.
|
|
model.tile.coniferForest.description=Conifer forests produce Grain, Lumber, Furs, and some Tobacco. They are found mainly in the tropical latitudes and give way to grassland when cleared.
|
|
model.tile.broadleafForest.description=Broadleaf forests produce Grain, Lumber, Furs, and some Cotton. They are found in the temperate latitudes and give way to prairies when cleared.
|
|
model.tile.tropicalForest.description=Tropical forests produce Grain, Lumber, Furs, and some Sugar. Clearing tropical forests produces savannah.
|
|
model.tile.wetlandForest.description=Wetland forests produce Grain, Lumber, Furs, and some Ore. Wetland forests can be cleared to produce marsh land. They are found in the high latitudes.
|
|
model.tile.rainForest.description=Rain forests produce Grain, Lumber, Furs, and some Ore, Sugar and Tobacco. They are found in the tropics and can be cleared to produce swamps.
|
|
model.tile.scrubForest.description=Scrub forests produce Grain, Lumber, Furs, and some Cotton and Ore. If they are cleared, the land becomes a desert. Scrub forests are found in temperate regions.
|
|
model.tile.borealForest.description=Boreal forests produce Grain, Lumber, Furs, and some Ore. They are found in the high latitudes and can be cleared to produce tundra.
|
|
model.tile.arctic.description=Arctic is mostly a vast, ice-covered ocean surrounded by treeless, frozen ground and produce nothing. They are found near the North and South Pole and can not support colonies.
|
|
model.tile.ocean.description=Oceans are major bodies of saline water, good for fishing. The amount of fish is increased by the presence of land and especially by river mouths.
|
|
model.tile.highSeas.description=High seas produce Fish. They also enable your ships to sail to and from Europe.
|
|
model.tile.hills.description=Hills extend above the surrounding terrain, in a limited area. Hills produce a large amount of Ore, as well as some Grain.
|
|
model.tile.mountains.description=Mountains extend above the surrounding terrain in a limited area. Mountains are generally steeper than hills. They are difficult to travel and colonies cannot be founded here. However mining proves useful for ore and silver extraction.
|
|
model.tile.greatRiver.description=Great rivers are rivers that can be navigated by ships.
|
|
model.tile.lake.description=Lakes are inland bodies of water. Colonies built adjacently profit from the lakes natural resources, but may be inaccessible via ship.
|
|
|
|
# Resource
|
|
model.resource.game.name=Game
|
|
model.resource.minerals.name=Minerals
|
|
model.resource.ore.name=Ore
|
|
model.resource.silver.name=Silver
|
|
model.resource.lumber.name=Lumber
|
|
model.resource.furs.name=Furs
|
|
model.resource.tobacco.name=Tobacco
|
|
model.resource.sugar.name=Sugarcane
|
|
model.resource.cotton.name=Cotton
|
|
model.resource.oasis.name=Oasis
|
|
model.resource.grain.name=Grain
|
|
model.resource.fish.name=Fish
|
|
|
|
model.resource.game.description=The forest is home to many animals, suitable for hunting for furs or food.
|
|
model.resource.minerals.description=The ground is rich in minerals, and for those who are patient, ore or even silver may be found.
|
|
model.resource.ore.description=The earth opens up and a large vein of ore is available for mining. They are only found on hilly terrain.
|
|
model.resource.silver.description=This mountain is well known to have silver veins, and will make nearby towns prosper.
|
|
model.resource.lumber.description=This forest has good firm trees for harvesting lumber.
|
|
model.resource.furs.description=An abundance of animals in these forests bring many hunters searching for easy kills.
|
|
model.resource.tobacco.description=The soil of this grassland is exceptionally suitable for the growing of tobacco.
|
|
model.resource.sugar.description=The soil of this savannah is exceptionally suitable for the growing of sugarcane.
|
|
model.resource.cotton.description=The soil of this prairie is exceptionally suitable for the growing of cotton.
|
|
model.resource.oasis.description=The oasis in the desert is a welcome sight for all weary travellers.
|
|
model.resource.grain.description=Crops grow exceptionally well in this fertile plain.
|
|
model.resource.fish.description=A high amount of small fish lure many big fish to this spot, which in turn lure the eager fishermen.
|
|
|
|
# Unit
|
|
model.unit.type=Unit Type
|
|
model.unit.freeColonist.name={{plural:%number%|one=Free Colonist|other=Free Colonists|default=Free Colonist}}
|
|
model.unit.expertFarmer.name={{plural:%number%|one=Expert Farmer|other=Expert Farmers|default=Expert Farmer}}
|
|
model.unit.expertFisherman.name={{plural:%number%|one=Expert Fisherman|other=Expert Fishermen|default=Expert Fisherman}}
|
|
model.unit.expertFurTrapper.name={{plural:%number%|one=Expert Fur Trapper|other=Expert Fur Trappers|default=Expert Fur Trapper}}
|
|
model.unit.expertSilverMiner.name={{plural:%number%|one=Expert Silver Miner|other=Expert Silver Miners|default=Expert Silver Miner}}
|
|
model.unit.expertLumberJack.name={{plural:%number%|one=Expert Lumberjack|other=Expert Lumberjacks|default=Expert Lumberjack}}
|
|
model.unit.expertOreMiner.name={{plural:%number%|one=Expert Ore Miner|other=Expert Ore Miners|default=Expert Ore Miner}}
|
|
model.unit.masterSugarPlanter.name={{plural:%number%|one=Master Sugar Planter|other=Master Sugar Planters|default=Master Sugar Planter}}
|
|
model.unit.masterCottonPlanter.name={{plural:%number%|one=Master Cotton Planter|other=Master Cotton Planters|default=Master Cotton Planter}}
|
|
model.unit.masterTobaccoPlanter.name={{plural:%number%|one=Master Tobacco Planter|other=Master Tobacco Planters|default=Master Tobacco Planter}}
|
|
model.unit.firebrandPreacher.name={{plural:%number%|one=Firebrand Preacher|other=Firebrand Preachers|default=Firebrand Preacher}}
|
|
model.unit.masterCarpenter.name={{plural:%number%|one=Master Carpenter|other=Master Carpenters|default=Master Carpenter}}
|
|
model.unit.masterDistiller.name={{plural:%number%|one=Master Distiller|other=Master Distillers|default=Master Distiller}}
|
|
model.unit.masterWeaver.name={{plural:%number%|one=Master Weaver|other=Master Weavers|default=Master Weaver}}
|
|
model.unit.masterTobacconist.name={{plural:%number%|one=Master Tobacconist|other=Master Tobacconists|default=Master Tobacconist}}
|
|
model.unit.masterFurTrader.name={{plural:%number%|one=Master Fur Trader|other=Master Fur Traders|default=Master Fur Trader}}
|
|
model.unit.masterBlacksmith.name={{plural:%number%|one=Master Blacksmith|other=Master Blacksmiths|default=Master Blacksmith}}
|
|
model.unit.masterGunsmith.name={{plural:%number%|one=Master Gunsmith|other=Master Gunsmiths|default=Master Gunsmith}}
|
|
model.unit.seasonedScout.name={{plural:%number%|one=Seasoned Scout|other=Seasoned Scouts|default=Seasoned Scout}}
|
|
model.unit.hardyPioneer.name={{plural:%number%|one=Hardy Pioneer|other=Hardy Pioneers|default=Hardy Pioneer}}
|
|
model.unit.veteranSoldier.name={{plural:%number%|one=Veteran Soldier|other=Veteran Soldiers|default=Veteran Soldier}}
|
|
model.unit.jesuitMissionary.name={{plural:%number%|one=Jesuit Missionary|other=Jesuit Missionaries|default=Jesuit Missionary}}
|
|
model.unit.indenturedServant.name={{plural:%number%|one=Indentured Servant|other=Indentured Servants|default=Indentured Servant}}
|
|
model.unit.pettyCriminal.name={{plural:%number%|one=Petty Criminal|other=Petty Criminals|default=Petty Criminal}}
|
|
model.unit.indianConvert.name={{plural:%number%|one=Indian Convert|other=Indian Converts|default=Indian Convert}}
|
|
model.unit.brave.name={{plural:%number%|one=Brave|other=Braves|default=Brave}}
|
|
model.unit.colonialRegular.name={{plural:%number%|one=Colonial Regular|other=Colonial Regulars|default=Colonial Regular}}
|
|
model.unit.kingsRegular.name={{plural:%number%|one=King's Regular|other=King's Regulars|default=King's Regular}}
|
|
model.unit.caravel.name={{plural:%number%|one=Caravel|other=Caravels|default=Caravel}}
|
|
model.unit.frigate.name={{plural:%number%|one=Frigate|other=Frigates|default=Frigate}}
|
|
model.unit.galleon.name={{plural:%number%|one=Galleon|other=Galleons|default=Galleon}}
|
|
model.unit.manOWar.name={{plural:%number%|one=Man of War|other=Men of War|default=Man of War}}
|
|
model.unit.merchantman.name={{plural:%number%|one=Merchantman|other=Merchantmen|default=Merchantman}}
|
|
model.unit.privateer.name={{plural:%number%|one=Privateer|other=Privateers|default=Privateer}}
|
|
model.unit.damagedArtillery.name={{plural:%number%|one=Damaged piece of Artillery|other=Damaged pieces of Artillery|default=Damaged Artillery}}
|
|
model.unit.treasureTrain.name={{plural:%number%|one=Treasure Train|other=Treasure Trains|default=Treasure Train}}
|
|
model.unit.wagonTrain.name={{plural:%number%|one=Wagon Train|other=Wagon Trains|default=Wagon Train}}
|
|
model.unit.milkmaid.name={{plural:%number%|one=Milkmaid|other=Milkmaids|default=Milkmaid}}
|
|
model.unit.elderStatesman.name={{plural:%number%|one=Elder Statesman|other=Elder Statesmen|default=Elder Statesman}}
|
|
model.unit.hardyPioneer.noMoreTools=%location%: Your Hardy Pioneer has used up all his tools.
|
|
model.unit.veteranSoldier.captured=%location%: %nation% soldier has been captured by %enemyNation% %enemyUnit% and has lost his veteran status!
|
|
model.unit.artillery.name={{plural:%number%|one=Piece of Artillery|other=Pieces of Artillery|default=Artillery}}
|
|
model.unit.artillery.demoted=%location%: %nation% artillery has been damaged by %enemyNation% %enemyUnit%! Further damage will destroy the %unit%.
|
|
model.unit.damagedArtillery.destroyed=%location%: %nation% artillery has been destroyed by %enemyNation% %enemyUnit%!
|
|
model.unit.treasureTrain.name=Treasure Train
|
|
model.unit.revenger.name=The Captain
|
|
model.unit.flyingDutchman.name=The Flying Dutchman
|
|
model.unit.undead.name=Undead
|
|
|
|
model.unit.scout.name={{plural:%number%|one=Scout|other=Scouts|default=Scout}} ({{plural:%number%|%unit%}})
|
|
model.unit.pioneer.name={{plural:%number%|one=Pioneer|other=Pioneers|default=Pioneer}} ({{plural:%number%|%unit%}})
|
|
model.unit.soldier.name={{plural:%number%|one=Soldier|other=Soldiers|default=Soldier}} ({{plural:%number%|%unit%}})
|
|
model.unit.dragoon.name={{plural:%number%|one=Dragoon|other=Dragoons|default=Dragoon}} ({{plural:%number%|%unit%}})
|
|
model.unit.missionary.name={{plural:%number%|one=Missionary|other=Missionaries|default=Missionary}} ({{plural:%number%|%unit%}})
|
|
|
|
model.unit.role.name=Role
|
|
model.unit.role.default=None
|
|
model.unit.role.scout=Scout
|
|
model.unit.role.pioneer=Pioneer
|
|
model.unit.role.soldier=Soldier
|
|
model.unit.role.dragoon=Dragoon
|
|
model.unit.role.missionary=Missionary
|
|
|
|
model.unit.unarmed.name=Unarmed
|
|
model.unit.armed.name=Armed
|
|
model.unit.mounted.name=Mounted
|
|
|
|
model.unit.nationUnit=%nation% %unit%
|
|
|
|
model.unit.workingAs=Working As
|
|
model.unit.expertFarmer.workingAs=Farmer
|
|
model.unit.expertFisherman.workingAs=Fisherman
|
|
model.unit.expertFurTrapper.workingAs=Fur Trapper
|
|
model.unit.expertSilverMiner.workingAs=Silver Miner
|
|
model.unit.expertLumberJack.workingAs=Lumberjack
|
|
model.unit.expertOreMiner.workingAs=Ore Miner
|
|
model.unit.masterSugarPlanter.workingAs=Sugar Planter
|
|
model.unit.masterCottonPlanter.workingAs=Cotton Planter
|
|
model.unit.masterTobaccoPlanter.workingAs=Tobacco Planter
|
|
model.unit.firebrandPreacher.workingAs=Preacher
|
|
model.unit.elderStatesman.workingAs=Statesman
|
|
model.unit.masterCarpenter.workingAs=Carpenter
|
|
model.unit.masterDistiller.workingAs=Distiller
|
|
model.unit.masterWeaver.workingAs=Weaver
|
|
model.unit.masterTobacconist.workingAs=Tobacconist
|
|
model.unit.masterFurTrader.workingAs=Fur Trader
|
|
model.unit.masterBlacksmith.workingAs=Blacksmith
|
|
model.unit.masterGunsmith.workingAs=Gunsmith
|
|
model.unit.seasonedScout.workingAs=Scout
|
|
model.unit.hardyPioneer.workingAs=Pioneer
|
|
model.unit.veteranSoldier.workingAs=Soldier
|
|
model.unit.jesuitMissionary.workingAs=Missionary
|
|
|
|
model.unit.freeColonist.description=The Free Colonist is a greenhorn without any particular skills. However, Free Colonists can become skilled units by working on your colony tiles, or by visiting Indian settlements. They can also be promoted to Veteran Soldiers, or educated in colonies that have built a school.
|
|
model.unit.expertFarmer.description=The Expert Farmer is a specialist at producing food.
|
|
model.unit.expertFisherman.description=The Expert Fisherman is a specialist at catching fish, which are automatically converted to food.
|
|
model.unit.expertFurTrapper.description=The Expert Fur Trapper specializes in producing furs.
|
|
model.unit.expertSilverMiner.description=The Expert Silver Miner produces more silver than any other unit.
|
|
model.unit.expertLumberJack.description=The Expert Lumberjack cuts down trees to produce lumber.
|
|
model.unit.expertOreMiner.description=The Expert Ore Miner excels at mining ore.
|
|
model.unit.masterSugarPlanter.description=The Master Sugar Planter cultivates sugar.
|
|
model.unit.masterCottonPlanter.description=The Master Cotton Planter cultivates cotton.
|
|
model.unit.masterTobaccoPlanter.description=The Master Tobacco Planter cultivates tobacco.
|
|
model.unit.firebrandPreacher.description=The Firebrand Preacher increases religious unrest in Europe (symbolized by Crosses), which in turn increases emigration to the New World.
|
|
model.unit.elderStatesman.description=The Elder Statesman increases the colonists' desire for independence (symbolized by Liberty Bells), which increases the Sons of Liberty membership in your colonies.
|
|
model.unit.masterCarpenter.description=The Master Carpenter is particularly skilled at producing buildings and units in your colonies.
|
|
model.unit.masterDistiller.description=The Master Distiller uses sugar to produce rum.
|
|
model.unit.masterWeaver.description=The Master Weaver turns cotton into cloth.
|
|
model.unit.masterTobacconist.description=The Master Tobacconist makes cigars from tobacco.
|
|
model.unit.masterFurTrader.description=The Master Fur Trader turns furs into coats.
|
|
model.unit.masterBlacksmith.description=The Master Blacksmith forges tools from ore.
|
|
model.unit.masterGunsmith.description=The Master Gunsmith uses tools to produce muskets.
|
|
model.unit.seasonedScout.description=The Seasoned Scout is best at exploring the New World, particularly Indian settlements and Lost City Rumors.
|
|
model.unit.hardyPioneer.description=The Hardy Pioneer excels at clearing forests, plowing fields and building roads.
|
|
model.unit.veteranSoldier.description=The Veteran Soldier is an experienced military unit. Any Free Colonist may be promoted to a Veteran Soldier after winning a battle.
|
|
model.unit.jesuitMissionary.description=The Jesuit Missionary is able to establish a mission in an Indian settlement and is especially skilled at converting Indians.
|
|
model.unit.indenturedServant.description=The Indentured Servant is well suited for outdoor work, but less suited for indoor work. He may become a Free Colonist through promotion or education.
|
|
model.unit.pettyCriminal.description=The Petty Criminal is suited for outdoor work, but unsuited for indoor work. He may become an Indentured Servant through promotion or education.
|
|
model.unit.indianConvert.description=The Indian Convert is a native who has joined one of your colonies. He is skilled at all kinds of outdoor work, but unskilled at indoor work. As soon as Bartolome de las Casas joins the Continental Congress, all Indian Converts become Free Colonists.
|
|
model.unit.brave.description=The Brave is a native unit able to carry a small amount of goods. He may be armed and mounted. Braves often visit your colonies in order to bring you gifts or make demands.
|
|
model.unit.colonialRegular.description=The Colonial Regular is a crack unit only available after the Declaration of Independence.
|
|
model.unit.kingsRegular.description=The King's Regular is a crack unit only available to the Crown. You will see them only when the Royal Expeditionary Force arrives after the Declaration of Independence.
|
|
model.unit.caravel.description=The Caravel is a small and not particularly fast merchant ship.
|
|
model.unit.frigate.description=The Frigate is a small warship.
|
|
model.unit.galleon.description=The Galleon is a large merchant ship. It is the only ship able to take a Treasure Train to Europe.
|
|
model.unit.manOWar.description=The Man of War is a large warship. It is only available to the Crown and after the Declaration of Independence.
|
|
model.unit.merchantman.description=The Merchantman is a medium-sized merchant ship.
|
|
model.unit.privateer.description=The Privateer is a small warship that does not fly the flag of the country it hails from. It is the only unit able to attack other units without declaring war.
|
|
model.unit.artillery.description=Artillery is good at attacking and defending colonies, and very vulnerable in the open.
|
|
model.unit.damagedArtillery.description=Damaged Artillery is like Artillery in every way, only weaker.
|
|
model.unit.treasureTrain.description=The sole purpose of the Treasure Train is to transport the gold found in the ruins of a Lost City, or plundered from an Indian settlement. If you move it into one of your colonies, the Crown will offer to transport it to Europe for a reasonable fee. If you have a Galleon, you can move it to Europe yourself.
|
|
model.unit.wagonTrain.description=The Wagon Train is able to carry up to 200 units of goods over land. You can use it to trade with other players, or to move goods between your own colonies.
|
|
model.unit.milkmaid.description=Milkmaid (TODO)
|
|
model.unit.revenger.description=The Captain has sold his soul to the Devil.
|
|
model.unit.flyingDutchman.description=The Flying Dutchman is the ship of the damned.
|
|
model.unit.undead.description=The Undead are the crew of the Flying Dutchman.
|
|
|
|
model.unit.pioneer.description=The Pioneer clears forests, builds roads and plows fields, but not as well as the Hardy Pioneer.
|
|
model.unit.soldier.description=The Soldier is a military unit less experienced than the Veteran Soldier.
|
|
model.unit.dragoon.description=The Dragoon is a mounted military unit.
|
|
model.unit.scout.description=The Scout is good at exploring the New World, particularly Indian settlements and Lost City Rumors, but not as good as the Experienced Scout.
|
|
model.unit.missionary.description=The Missionary is able to establish a mission in an Indian settlement in order to convert the natives. He is less skilled than the Jesuit Missionary, however.
|
|
model.unit.unarmed.description=Unarmed (TODO)
|
|
model.unit.armed.description=Armed (TODO)
|
|
model.unit.mounted.description=Mounted (TODO)
|
|
model.unit.kingsCavalry.description=King's cavalry (TODO)
|
|
model.unit.colonialCavalry.description=Colonial cavalry (TODO)
|
|
model.unit.veteranDragoon.description=Veteran Dragoon (TODO)
|
|
model.unit.indianDragoon.description=Indian Dragoon (TODO)
|
|
|
|
# Goods
|
|
model.goods.food.name={{plural:%amount%|one=Food|other=Food|default=Food}}
|
|
model.goods.food.workAs=Work as Farmer (%amount% Food)
|
|
model.goods.food.workingAs=a Farmer
|
|
model.goods.grain.name={{plural:%amount%|one=Grain|other=Grain|default=Grain}}
|
|
model.goods.grain.workAs=Work as Farmer (%amount% Grain)
|
|
model.goods.grain.workingAs=a Farmer
|
|
model.goods.meat.name={{plural:%amount%|one=Meat|other=Meat|default=Meat}}
|
|
model.goods.meat.workAs=Work as Huntsman (%amount% Meat)
|
|
model.goods.meat.workingAs=a Hunter
|
|
model.goods.fish.name={{plural:%amount%|one=Fish|other=Fishes|default=Fish}}
|
|
model.goods.fish.workAs=Work as Fisherman (%amount% Fish)
|
|
model.goods.fish.workingAs=a Fisherman
|
|
model.goods.sugar.name={{plural:%amount%|one=Sugar|other=Sugar|default=Sugar}}
|
|
model.goods.sugar.workAs=Work as Sugar Planter (%amount% Sugar)
|
|
model.goods.sugar.workingAs=a Sugar Planter
|
|
model.goods.tobacco.name={{plural:%amount%|one=Tobacco|other=Tobacco|default=Tobacco}}
|
|
model.goods.tobacco.workAs=Work as Tobacco Planter (%amount% Tobacco)
|
|
model.goods.tobacco.workingAs=a Tobacco Planter
|
|
model.goods.cotton.name={{plural:%amount%|one=Cotton|other=Cotton|default=Cotton}}
|
|
model.goods.cotton.workAs=Work as Cotton Planter (%amount% Cotton)
|
|
model.goods.cotton.workingAs=a Cotton Planter
|
|
model.goods.furs.name={{plural:%amount%|one=Furs|other=Furs|default=Furs}}
|
|
model.goods.furs.workAs=Work as Fur Trapper (%amount% Furs)
|
|
model.goods.furs.workingAs=a Fur Trapper
|
|
model.goods.lumber.name={{plural:%amount%|one=Lumber|other=Lumber|default=Lumber}}
|
|
model.goods.lumber.workAs=Work as Lumberjack (%amount% Lumber)
|
|
model.goods.lumber.workingAs=a Lumberjack
|
|
model.goods.ore.name={{plural:%amount%|one=Ore|other=Ore|default=Ore}}
|
|
model.goods.ore.workAs=Work as Ore Miner (%amount% Ore)
|
|
model.goods.ore.workingAs=an Ore Miner
|
|
model.goods.silver.name={{plural:%amount%|one=Silver|other=Silver|default=Silver}}
|
|
model.goods.silver.workAs=Work as Silver Miner (%amount% Silver)
|
|
model.goods.silver.workingAs=a Silver Miner
|
|
|
|
model.goods.rum.name={{plural:%amount%|one=Rum|other=Rum|default=Rum}}
|
|
model.goods.rum.workAs=A Distiller (%amount% Rum)
|
|
model.goods.rum.workingAs=a Distiller
|
|
model.goods.cigars.name={{plural:%amount%|one=Cigar|other=Cigars|default=Cigars}}
|
|
model.goods.cigars.workAs=A Tobacconist (%amount% Cigars)
|
|
model.goods.cigars.workingAs=a Tobacconist
|
|
model.goods.cloth.name={{plural:%amount%|one=Cloth|other=Cloth|default=Cloth}}
|
|
model.goods.cloth.workAs=A Weaver (%amount% Cloth)
|
|
model.goods.cloth.workingAs=a Weaver
|
|
model.goods.coats.name={{plural:%amount%|one=Coat|other=Coats|default=Coats}}
|
|
model.goods.coats.workAs=A Fur Trader (%amount% Coats)
|
|
model.goods.coats.workingAs=a Fur Trader
|
|
model.goods.tools.name={{plural:%amount%|one=Tool|other=Tools|default=Tools}}
|
|
model.goods.tools.workAs=A Blacksmith (%amount% Tools)
|
|
model.goods.tools.workingAs=a Blacksmith
|
|
model.goods.muskets.name={{plural:%amount%|one=Musket|other=Muskets|default=Muskets}}
|
|
model.goods.muskets.workAs=A Gunsmith (%amount% Muskets)
|
|
model.goods.muskets.workingAs=a Gunsmith
|
|
model.goods.bells.name={{plural:%amount%|one=Bell|other=Bells|default=Bells}}
|
|
model.goods.bells.workAs=A Statesman (%amount% Bells)
|
|
model.goods.bells.workingAs=a Statesman
|
|
model.goods.crosses.name={{plural:%amount%|one=Cross|other=Crosses|default=Crosses}}
|
|
model.goods.crosses.workAs=A Preacher (%amount% Crosses)
|
|
model.goods.crosses.workingAs=a Preacher
|
|
model.goods.hammers.name={{plural:%amount%|one=Hammer|other=Hammers|default=Hammers}}
|
|
model.goods.hammers.workAs=A Carpenter (%amount% Hammers)
|
|
model.goods.hammers.workingAs=a Carpenter
|
|
|
|
model.goods.tradeGoods.name={{plural:%amount%|one=Trade Good|other=Trade Goods|default=Trade Goods}}
|
|
model.goods.horses.name={{plural:%amount%|one=Horse|other=Horses|default=Horses}}
|
|
model.goods.horses.destroyed=Your colonists in %colony% have set %amount% horses free in protest of this unfair taxation by the Crown!
|
|
|
|
model.goods.unknown=Unknown
|
|
model.goods.boycotted=boycotted
|
|
model.goods.goodsBoycotted=%amount% {{plural:%amount%|%goods%}} (boycotted)
|
|
model.goods.goodsAmount=%amount% {{plural:%amount%|%goods%}}
|
|
|
|
model.goods.food.description=Food is necessary to feed your colonists and to breed horses. A new colonist is born whenever a colony has 200 units of food or more.
|
|
model.goods.grain.description=Grains, such as wheat, rice and maize, are the most important source of food for your colonists.
|
|
model.goods.meat.description=Meat, such as beef, pork and venison, is an important source of protein.
|
|
model.goods.sugar.description=Sugar is an effective sweetener and can also be used to produce rum, which achieves higher prices.
|
|
model.goods.tobacco.description=Tobacco can be smoked or used to produce cigars, which achieve higher prices.
|
|
model.goods.cotton.description=Cotton can be used to produce cloth, which command higher prices.
|
|
model.goods.furs.description=The Furs of animals can be used to produce fur coats.
|
|
model.goods.lumber.description=Lumber is required for constructing buildings and certain units, such as ships.
|
|
model.goods.ore.description=Ore is necessary to produce tools, which have numerous uses.
|
|
model.goods.silver.description=Silver is a valuable metal that commands high prices.
|
|
model.goods.horses.description=Horses are necessary to create scout and cavalry units. In order to breed horses in a colony, you need some horses and at least one unit of fodder per turn.
|
|
model.goods.rum.description=Rum is a spirit made from sugar cane. As a luxury good, it commands high prices.
|
|
model.goods.cigars.description=Cigars are made from tobacco. As luxury goods, they command high prices.
|
|
model.goods.cloth.description=Cloth is made from cotton.
|
|
model.goods.coats.description=Coats are made from animal furs.
|
|
model.goods.tradeGoods.description=Trade Goods are only produced in Europe and are used for trading with the natives.
|
|
model.goods.tools.description=Tools are necessary to equip pioneer units, as well as to construct advanced buildings and certain units, such as ships. They can also be used to produce muskets.
|
|
model.goods.muskets.description=Muskets are necessary to equip infantry and cavalry units.
|
|
model.goods.fish.description=Fish is automatically converted to food.
|
|
model.goods.bells.description=Bells represent the colonists' desire for independence.
|
|
model.goods.crosses.description=Crosses represent religious unrest in Europe.
|
|
model.goods.hammers.description=Hammers represent the construction work carried out in your colonies.
|
|
|
|
# Improvements & Actions
|
|
model.improvement.river.name=River
|
|
model.improvement.river.description=River
|
|
model.improvement.road.name=Road
|
|
model.improvement.road.description=Road
|
|
model.improvement.road.action=Build road
|
|
model.improvement.road.occupationString=R
|
|
model.improvement.plow.name=Plow
|
|
model.improvement.plow.description=Plowed
|
|
model.improvement.plow.action=Plow field
|
|
model.improvement.plow.occupationString=P
|
|
model.improvement.clearForest.name=Clear forest
|
|
model.improvement.clearForest.action=Cut down forest
|
|
model.improvement.clearForest.occupationString=P
|
|
model.improvement.fishBonusLand.name=Fish bonus (coast)
|
|
model.improvement.fishBonusLand.description=Fish bonus due to land nearby
|
|
model.improvement.fishBonusRiver.name=Fish bonus (river)
|
|
model.improvement.fishBonusRiver.description=Fish bonus due to a river
|
|
|
|
# Nations
|
|
model.nation.apache.name=Apache
|
|
model.nation.apache.ruler=Geronimo
|
|
model.nation.arawak.name=Arawak
|
|
model.nation.arawak.ruler=Tamanaco
|
|
model.nation.aztec.name=Aztec
|
|
model.nation.aztec.ruler=Moctezuma II
|
|
model.nation.cherokee.name=Cherokee
|
|
model.nation.cherokee.ruler=Moytoy
|
|
model.nation.inca.name=Inca
|
|
model.nation.inca.ruler=Atahualpa
|
|
model.nation.iroquois.name=Iroquois
|
|
model.nation.iroquois.ruler=Segoyewatha
|
|
model.nation.sioux.name=Sioux
|
|
model.nation.sioux.ruler=Taoyateduta
|
|
model.nation.tupi.name=Tupi
|
|
model.nation.tupi.ruler=Guaira
|
|
|
|
model.nation.danish.europe=Copenhagen
|
|
model.nation.danish.name={{tag:|country=Denmark|people=Danish|default=Danish}}
|
|
model.nation.danish.newLandName=New Denmark
|
|
model.nation.danish.ruler=Frederick II
|
|
model.nation.danishREF.name=Danish Royal Expeditionary Force
|
|
model.nation.danishREF.ruler=Frederick III
|
|
model.nation.dutch.europe=Amsterdam
|
|
model.nation.dutch.name={{tag:|country=The Netherlands|people=Dutch|default=Dutch}}
|
|
model.nation.dutch.newLandName=New Holland
|
|
model.nation.dutch.ruler=William I
|
|
model.nation.dutchREF.name=Dutch Royal Expeditionary Force
|
|
model.nation.dutchREF.ruler=William II
|
|
model.nation.english.europe=London
|
|
model.nation.english.name={{tag:|country=England|people=English|default=English}}
|
|
model.nation.english.newLandName=New England
|
|
model.nation.english.ruler=Elizabeth I
|
|
model.nation.englishREF.name=English Royal Expeditionary Force
|
|
model.nation.englishREF.ruler=George III
|
|
model.nation.french.europe=La Rochelle
|
|
model.nation.french.name={{tag:|country=France|people=French|default=French}}
|
|
model.nation.french.newLandName=New France
|
|
model.nation.french.ruler=Louis XIV
|
|
model.nation.frenchREF.name=French Royal Expeditionary Force
|
|
model.nation.frenchREF.ruler=Louis XV
|
|
model.nation.portuguese.europe=Lisbon
|
|
model.nation.portuguese.name={{tag:|country=Portugal|people=Portuguese|default=Portuguese}}
|
|
model.nation.portuguese.newLandName=Land of Holy Cross
|
|
model.nation.portuguese.ruler=Dom Manuel I
|
|
model.nation.portugueseREF.name=Portuguese Royal Expeditionary Force
|
|
model.nation.portugueseREF.ruler=Dom John IV
|
|
model.nation.russian.europe=Murmansk
|
|
model.nation.russian.name={{tag:|country=Russia|people=Russian|default=Russian}}
|
|
model.nation.russian.newLandName=New Russia
|
|
model.nation.russian.ruler=Peter I
|
|
model.nation.russianREF.name=Russian Royal Expeditionary Force
|
|
model.nation.russianREF.ruler=Catherine I
|
|
model.nation.spanish.europe=Cadiz
|
|
model.nation.spanish.name={{tag:|country=Spain|people=Spanish|default=Spanish}}
|
|
model.nation.spanish.newLandName=New Spain
|
|
model.nation.spanish.ruler=Philip II
|
|
model.nation.spanishREF.name=Spanish Royal Expeditionary Force
|
|
model.nation.spanishREF.ruler=Philip III
|
|
model.nation.swedish.europe=Stockholm
|
|
model.nation.swedish.name={{tag:|country=Sweden|people=Swedish|default=Swedish}}
|
|
model.nation.swedish.newLandName=New Sweden
|
|
model.nation.swedish.ruler=Charles XI
|
|
model.nation.swedishREF.name=Swedish Royal Expeditionary Force
|
|
model.nation.swedishREF.ruler=Charles XII
|
|
|
|
model.nation.turkish.name={{tag:|country=The Ottoman Empire|people=Ottoman|default=Ottoman}}
|
|
model.nation.german.name={{tag:|country=The Holy Roman Empire|people=German|default=German}}
|
|
model.nation.prussian.name={{tag:|country=Prussia|people=Prussian|default=Prussian}}
|
|
model.nation.austrian.name={{tag:|country=Austria|people=Austrian|default=Austrian}}
|
|
|
|
model.nation.unknownEnemy.name=Enemy
|
|
|
|
model.nationType.none.name=None
|
|
model.nationType.none.shortDescription=No national advantages
|
|
model.nationType.default.name=None
|
|
model.nationType.default.shortDescription=No national advantages
|
|
model.nationType.trade.name=Trade
|
|
model.nationType.trade.shortDescription=Prices are more favorable
|
|
model.nationType.cooperation.name=Cooperation
|
|
model.nationType.cooperation.shortDescription=Natives are less alarmed
|
|
model.nationType.immigration.name=Immigration
|
|
model.nationType.immigration.shortDescription=Produces a greater number of immigrants
|
|
model.nationType.conquest.name=Conquest
|
|
model.nationType.conquest.shortDescription=More likely to convert natives
|
|
model.nationType.naval.name=Naval
|
|
model.nationType.naval.shortDescription=Naval units have greater range
|
|
model.nationType.building.name=Building
|
|
model.nationType.building.shortDescription=Produces more building materials
|
|
model.nationType.furTrapping.name=Fur Trapping
|
|
model.nationType.furTrapping.shortDescription=Produces more furs and coats
|
|
model.nationType.agriculture.name=Agriculture
|
|
model.nationType.agriculture.shortDescription=Produces more food
|
|
model.nationType.ref.name=Royal Expeditionary Force
|
|
model.nationType.ref.shortDescription=Royal Expeditionary Force
|
|
model.nationType.apache.name=Apache
|
|
model.nationType.apache.description=The Apache nation
|
|
model.nationType.arawak.name=Arawak
|
|
model.nationType.arawak.description=The Arawak nation
|
|
model.nationType.aztec.name=Aztec
|
|
model.nationType.aztec.description=The Aztec nation
|
|
model.nationType.cherokee.name=Cherokee
|
|
model.nationType.cherokee.description=The Cherokee nation
|
|
model.nationType.inca.name=Inca
|
|
model.nationType.inca.description=The Inca nation
|
|
model.nationType.iroquois.name=Iroquois
|
|
model.nationType.iroquois.description=The Iroquois nation
|
|
model.nationType.sioux.name=Sioux
|
|
model.nationType.sioux.description=The Sioux nation
|
|
model.nationType.tupi.name=Tupi
|
|
model.nationType.tupi.description=The Tupi nation
|
|
|
|
model.history.DISCOVER_NEW_WORLD=You discover the New World.
|
|
model.history.DISCOVER_REGION=The %nation% discover %region%.
|
|
model.history.MEET_NATION=You meet the %nation%.
|
|
model.history.CITY_OF_GOLD=The %nation% discover %city%, one of the Seven Cities of Gold, and a treasure of %treasure% gold.
|
|
model.history.FOUND_COLONY=You establish the colony of %colony%.
|
|
model.history.ABANDON_COLONY=You abandon the colony of %colony%.
|
|
model.history.CONQUER_COLONY=You conquer the %nation% colony of %colony%.
|
|
model.history.COLONY_DESTROYED=Your colony %colony% is destroyed by the %nation%.
|
|
model.history.COLONY_CONQUERED=Your colony %colony% is conquered by the %nation%.
|
|
model.history.DESTROY_SETTLEMENT=You destroy %nation% settlement %settlement%.
|
|
model.history.DESTROY_NATION=You destroy the %nation%.
|
|
model.history.NATION_DESTROYED=The %nation% are no longer present in the New World.
|
|
model.history.FOUNDING_FATHER=%father% joins the Continental Congress.
|
|
model.history.DECLARE_INDEPENDENCE=You declare independence from the Crown.
|
|
model.history.INDEPENDENCE=You achieve independence from the Crown.
|
|
model.history.SPANISH_SUCCESSION=The %loserNation% cede all their colonies in the New World to the %nation%.
|
|
|
|
# Diplomacy
|
|
model.diplomacy.attack.ceaseFire=You have signed a cease fire with the %nation%. Do you really wish to attack?
|
|
model.diplomacy.attack.peace=You are at peace with the %nation%. Do you really wish to declare war?
|
|
model.diplomacy.attack.alliance=You can not attack an allied nation! Do you really wish to break your alliance with the %nation% and declare war?
|
|
model.diplomacy.attack.confirm=Yes, let slip the dogs of war!
|
|
model.diplomacy.WAR.declared=Bad news, your Excellency, the %nation% have declared war on us!
|
|
model.diplomacy.WAR.others=Your Excellency, the %attacker% have declared war on the %defender%.
|
|
model.diplomacy.CEASE_FIRE.declared=Your Excellency, the %nation% have agreed to a cease fire with us!
|
|
model.diplomacy.CEASE_FIRE.others=Your Excellency, the %attacker% have agreed to a cease fire with the %defender%.
|
|
model.diplomacy.PEACE.declared=Your Excellency, the %nation% are at peace with us!
|
|
model.diplomacy.PEACE.others=Your Excellency, the %attacker% are at peace with the %defender%.
|
|
model.diplomacy.ALLIANCE.declared=Your Excellency, the %nation% are in alliance with us!
|
|
model.diplomacy.ALLIANCE.others=Your Excellency, the %attacker% are in alliance with the %defender%.
|
|
model.diplomacy.spanishSuccession=Your Excellency, the War of Spanish Succession has ended in Europe. In the Treaty of Utrecht, the %loserNation% were forced to cede all colonies in the New World to the %nation%!
|
|
model.diplomacy.dead.european=Your Excellency, the %nation% have declared an unconditional withdrawal from New World affairs!
|
|
model.diplomacy.dead.native=Your Excellency, the %nation% have been destroyed.
|
|
|
|
# Lost City Rumors
|
|
lostCityRumour.BurialGround=You have profaned the sacred burial grounds of the %nation%! Therefore, you must die!
|
|
lostCityRumour.ExpeditionVanishes=Your expedition vanishes without a trace!
|
|
lostCityRumour.Nothing=The rumor of a Lost City proves to be just that: nothing but a rumor!
|
|
lostCityRumour.moundsNothing=The mounds are cold and empty.
|
|
lostCityRumour.Learn=Your %unit% has gained experience and is now a %type%!
|
|
lostCityRumour.TribalChief=The chief of a small tribe presents you with trinkets worth %money%!
|
|
lostCityRumour.moundsTrinkets=Within, you find trinkets worth %money%.
|
|
lostCityRumour.Colonist=You meet the survivors of a lost colony. In exchange for food, they swear allegiance to the crown!
|
|
lostCityRumour.moundsTreasure=Within, you find incredible treasures worth %money% gold!
|
|
lostCityRumour.Ruins=You have discovered the ruins of a lost civilization. Within are gold and artifacts worth %money%!
|
|
lostCityRumour.Cibola=You have discovered %city%, one of the Seven Cities of Gold, and plundered treasures worth %money%! Move the treasure train to one of your colonies in order to cash it in, or take it to Europe in a Galleon.
|
|
lostCityRumour.FountainOfYouth=You have discovered the Fountain of Youth. European colonists flock to your docks!
|
|
lostCityRumour.FountainOfYouthWithoutEurope=You have discovered the Fountain of Youth.
|
|
lostCityRumour.cityName.0=Aira
|
|
lostCityRumour.cityName.1=Anhuib
|
|
lostCityRumour.cityName.2=Ansalli
|
|
lostCityRumour.cityName.3=Ansesseli
|
|
lostCityRumour.cityName.4=Ansodi
|
|
lostCityRumour.cityName.5=Ansolli
|
|
lostCityRumour.cityName.6=Con
|
|
|
|
# Building
|
|
model.buildableType.nothing.name=Nothing
|
|
model.building.townHall.name=Town Hall
|
|
model.building.carpenterHouse.name=Carpenter's house
|
|
model.building.lumberMill.name=Lumber mill
|
|
model.building.blacksmithHouse.name=Blacksmith's house
|
|
model.building.blacksmithShop.name=Blacksmith's shop
|
|
model.building.ironWorks.name=Iron works
|
|
model.building.tobacconistHouse.name=Tobacconist's house
|
|
model.building.tobacconistShop.name=Tobacconist's shop
|
|
model.building.cigarFactory.name=Cigar factory
|
|
model.building.weaverHouse.name=Weaver's house
|
|
model.building.weaverShop.name=Weaver's shop
|
|
model.building.textileMill.name=Textile mill
|
|
model.building.distillerHouse.name=Distiller's house
|
|
model.building.rumDistillery.name=Rum distillery
|
|
model.building.rumFactory.name=Rum factory
|
|
model.building.furTraderHouse.name=Fur trader's house
|
|
model.building.furTradingPost.name=Fur trading post
|
|
model.building.furFactory.name=Fur factory
|
|
model.building.schoolhouse.name=Schoolhouse
|
|
model.building.college.name=College
|
|
model.building.university.name=University
|
|
model.building.armory.name=Armory
|
|
model.building.magazine.name=Magazine
|
|
model.building.arsenal.name=Arsenal
|
|
model.building.chapel.name=Chapel
|
|
model.building.church.name=Church
|
|
model.building.cathedral.name=Cathedral
|
|
model.building.stockade.name=Stockade
|
|
model.building.fort.name=Fort
|
|
model.building.fortress.name=Fortress
|
|
model.building.depot.name=Depot
|
|
model.building.warehouse.name=Warehouse
|
|
model.building.warehouseExpansion.name=Warehouse expansion
|
|
model.building.country.name=Pasture
|
|
model.building.stables.name=Stables
|
|
model.building.docks.name=Docks
|
|
model.building.drydock.name=Drydock
|
|
model.building.shipyard.name=Shipyard
|
|
model.building.printingPress.name=Printing press
|
|
model.building.newspaper.name=Newspaper
|
|
model.building.customHouse.name=Custom house
|
|
model.building.townHall.description=The town Hall, which can not be upgraded, provides workplaces for up to three colonists producing liberty bells. Its effect can be increased by building a printing press and a newspaper.
|
|
model.building.carpenterHouse.description=The carpenter's house, which can be upgraded to a lumber mill once the colony's population reaches 3, is used to convert lumber to hammers. Hammers are required to construct or upgrade all kinds of buildings.
|
|
model.building.lumberMill.description=The lumber mill, which can not be upgraded, is used to convert lumber to hammers. Hammers are required to construct or upgrade all kinds of buildings. A lumber mill increases hammer production.
|
|
model.building.blacksmithHouse.description=The blacksmith's house, which can be upgraded to a blacksmith's shop, is used to convert ore to tools. Tools are required to construct certain kinds of buildings and to upgrade all kinds of buildings. Tools are also used by pioneers and to produce muskets. Once the population of the colony has reached 8, the blacksmith's shop can be replaced by an iron works, provided that Adam Smith has joined the Continental Congress.
|
|
model.building.blacksmithShop.description=The blacksmith's shop, which can be upgraded to an iron works, is used to convert ore to tools. Tools are required to construct certain kinds of buildings and to upgrade all kinds of buildings. Tools are also used by pioneers and to produce muskets. Once the population of the colony has reached 8, the blacksmith's shop can be replaced by an iron works, provided that Adam Smith has joined the Continental Congress. A blacksmith's shop increases tool production.
|
|
model.building.ironWorks.description=The iron works, which can not be upgraded, is used to convert ore to tools. Tools are required to construct certain kinds of buildings and to upgrade all kinds of buildings. Tools are also used by pioneers and to produce muskets. An iron works increases tool production.
|
|
model.building.tobacconistHouse.description=The tobacconist's house, which can be upgraded to a tobacconist's shop, is used to produce cigars from tobacco. Once the colony's population has reached 8, it can be further upgraded to a cigar factory, provided that Adam Smith has joined the Continental Congress.
|
|
model.building.tobacconistShop.description=The tobacconist's shop, which can be upgraded to a cigar factory, is used to produce cigars from tobacco. Once the colony's population has reached 8, it can be further upgraded to a cigar factory, provided that Adam Smith has joined the Continental Congress. A tobacconist's shop increases cigar production.
|
|
model.building.cigarFactory.description=The cigar factory, which can not be upgraded, is used to produce cigars from tobacco. A cigar factory increases cigar production.
|
|
model.building.weaverHouse.description=The weaver's house, which can be upgraded to a weaver's shop, is used to turn cotton into cloth. It can be upgraded to a textile mill as soon as the population of the colony is at least 8 and Adam Smith has joined the Continental Congress.
|
|
model.building.weaverShop.description=The weaver's shop, which can be upgraded to a textile mill, is used to turn cotton into cloth. It can be upgraded to a textile mill as soon as the population of the colony is at least 8 and Adam Smith has joined the Continental Congress. A weaver's shop increases cloth production.
|
|
model.building.textileMill.description=The textile mill, which can not be upgraded, is used to turn cotton into cloth. A textile mill increases cloth production.
|
|
model.building.distillerHouse.description=The distiller's house, which can be upgraded to a rum distillery, is used to produce rum from sugar. Once Adam Smith has joined the Continental Congress and the colony's population is at least 8, the rum distillery can be replaced by a rum factory.
|
|
model.building.rumDistillery.description=The rum distillery, which can be upgraded to a rum factory, is used to produce rum from sugar. Once Adam Smith has joined the Continental Congress and the colony's population is at least 8, the rum distillery can be replaced by a rum factory. A rum distillery increases rum production.
|
|
model.building.rumFactory.description=The rum factory, which can not be upgraded, is used to produce rum from sugar. A rum factory increases rum production.
|
|
model.building.furTraderHouse.description=The fur trader's house, which can be upgraded to a fur trader's post, is used to produce coats from furs. Once the colony's population has reached 6, it can be further upgraded to a fur factory, provided that Adam Smith has joined the Continental Congress.
|
|
model.building.furTradingPost.description=The fur trader's post, which can be upgraded to a fur factory, is used to produce coats from furs. Once the colony's population has reached 6, it can be further upgraded to a fur factory, provided that Adam Smith has joined the Continental Congress. A fur trader's post increases coat production.
|
|
model.building.furFactory.description=The fur factory, which can not be upgraded, is used to produce coats from furs. A fur factory increased coat production.
|
|
model.building.schoolhouse.description=A colony with a population of at least 4 may build a schoolhouse, which enables some master craftsman to teach an unskilled colonist their trade. As soon as the population reaches 8, it can be upgraded to a college, in which additional trades can be taught by two colonists. Once the population reaches 10, the college can be replaced by a university, at which all trades can be taught by three colonists.\n\nA schoolhouse allows teaching skill faculty 1.
|
|
model.building.college.description=A colony with a population of at least 4 may build a schoolhouse, which enables some master craftsman to teach an unskilled colonist their trade. As soon as the population reaches 8, it can be upgraded to a college, in which additional trades can be taught by two colonists. Once the population reaches 10, the college can be replaced by a university, at which all trades can be taught by three colonists.\n\nA college allows teaching skill faculty 2.
|
|
model.building.university.description=A colony with a population of at least 4 may build a schoolhouse, which enables some master craftsman to teach an unskilled colonist their trade. As soon as the population reaches 8, it can be upgraded to a college, in which additional trades can be taught by two colonists. Once the population reaches 10, the college can be replaced by a university, at which all trades can be taught by three colonists.\n\nA university allows teaching skill faculty 3.
|
|
model.building.armory.description=The armory is used to produce muskets from tools. As soon as the population reaches 8, the armory can be upgraded to a magazine and then to an arsenal, provided that Adam Smith has joined the Continental Congress.\n\nAfter building an armory you are allowed to produce muskets and artillery.
|
|
model.building.magazine.description=The magazine is used to produce muskets from tools. The magazine can be upgraded to an arsenal, provided that Adam Smith has joined the Continental Congress.\n\nAfter building a magazine musket production increases by 100%.
|
|
model.building.arsenal.description=The arsenal is used to produce muskets from tools.\n\nAfter building an arsenal muskets only require half the number of tools to be produced.
|
|
model.building.chapel.description=The chapel is a place for your colonists to practice their religion. A chapel produces a small amount of crosses by itself, but no preacher may be put to work here. You will need to upgrade your chapel to a church first.
|
|
model.building.church.description=A colony with a population of 3 or more may build a church, which can be upgraded to a cathedral as soon as the population reaches 8. The religious freedom of the New World (symbolized by crosses) causes increased emigration from Europe.\n\nAfter building a church cross production increases and you are allowed to commission missionaries.
|
|
model.building.cathedral.description=A colony with a population of 3 or more may build a church, which can be upgraded to a cathedral as soon as the population reaches 8. The religious freedom of the New World (symbolized by crosses) causes increased emigration from Europe.\n\nAfter building a cathedral cross production increases.
|
|
model.building.stockade.description=The stockade, which can be constructed as soon as the colony's population reaches 3, protects the colonists from attacks. The stockade can be upgraded to a fort, which provides better protection and bombards privateers and enemy naval units on adjacent ocean tiles. The fort can be replaced by a fortress as soon as the population reaches 8.\n\nBuilding a stockade increases defense by 100%.
|
|
model.building.fort.description=The fort, which can only be constructed after building a stockade, protects the colonists from attacks. The fort provides protection and bombards privateers and enemy naval units on adjacent ocean tiles. The fort can be replaced by a fortress as soon as the population reaches 8.\n\nBuilding a fort increases defense by 150%.
|
|
model.building.fortress.description=The fortress, which can be constructed after building a fort and when population has reached 8, protects the colonists from attacks. The fortress provides protection and bombards privateers and enemy naval units on adjacent ocean tiles.\n\nBuilding a fortress increases defense by 200%.
|
|
model.building.depot.description=The depot stores all kinds of goods. Its initial capacity is 100 units of each kind of goods, but it can be upgraded to a warehouse, which holds 200. Building a further warehouse expansion increases storage capacities to 300.
|
|
model.building.warehouse.description=The warehouse stores all kinds of goods. It is the first upgrade of a depot, with a capacity of 200 units for each kind of goods. Building a warehouse expansion increases storage capacities to 300.
|
|
model.building.warehouseExpansion.description=The expanded warehouse stores all kinds of goods. It is an upgrade to the simple warehouse, with a capacity of 300 units for each kind of goods.
|
|
model.building.country.description=The pasture is a place near your colony, where your horses roam freely. Building stables will increase the production of horses.
|
|
model.building.stables.description=The stables increase the maximum production of horses by reducing the size of herds.
|
|
model.building.docks.description=The dock allows colonists to produce fish on ocean tiles adjacent to the colony. As soon as the population is at least 4, it can be upgraded to a drydock, which allows the colony to repair damaged ships. When the colony's population reaches 8, it can be further upgraded to a shipyard, which enables the colony to build new ships.\n\nBuilding a dock allows fishing.
|
|
model.building.drydock.description=The drydock allows colonists to produce fish on ocean tiles adjacent to the colony and it allows ship repair. When the colony's population reaches 8, it can be further upgraded to a shipyard, which enables the colony to build new ships.\n\nBuilding a drydock allows ship repair.
|
|
model.building.shipyard.description=The shipyard allows colonists to produce fish on ocean tiles adjacent to the colony, it allows ship repair and it allows ship construction.\n\nBuilding a shipyard allows ship construction.
|
|
model.building.printingPress.description=The printing press, which can be upgraded to a newspaper as soon as the population reaches 4, increases the colony's production of liberty bells.
|
|
model.building.newspaper.description=The newspaper, which can only be build after building a printing press and as soon the population reaches 4, increases liberty bell production.
|
|
model.building.customHouse.description=The custom house, which can be built as soon as Peter Stuyvesant has joined the Continental Congress, allows the colony to export goods to Europe directly without the help of ships. Also, it allows trading with foreign powers after the decleration of independence. Optionally, it may also ignore boycotts.
|
|
|
|
# Founding fathers:
|
|
model.foundingFather.adamSmith.name=Adam Smith
|
|
model.foundingFather.adamSmith.description=Factories produce 1.5 manufactured goods per 1 raw material.
|
|
model.foundingFather.adamSmith.text=Better known as the Father of Modern Economics, Smith penned several texts pertaining to Economic theory, including, The Wealth of Nations his most famous text.
|
|
model.foundingFather.adamSmith.birthAndDeath=1723-1790
|
|
|
|
model.foundingFather.jacobFugger.name=Jacob Fugger II
|
|
model.foundingFather.jacobFugger.description=All boycotts currently in effect are dropped.
|
|
model.foundingFather.jacobFugger.text=Extremely wealthy German merchant and banker. Amassed a fortune with family partnerships and Stock holdings in the mining industries.
|
|
model.foundingFather.jacobFugger.birthAndDeath=1459-1525
|
|
|
|
model.foundingFather.peterMinuit.name=Peter Minuit
|
|
model.foundingFather.peterMinuit.description=Indians no longer demand payment for their land.
|
|
model.foundingFather.peterMinuit.text=Bought what later became known as Manhattan Island from Native Americans for about 60 Dutch guilders. He later would colonize the Delaware Bay area as well.
|
|
model.foundingFather.peterMinuit.birthAndDeath=1580-1638
|
|
|
|
model.foundingFather.peterStuyvesant.name=Peter Stuyvesant
|
|
model.foundingFather.peterStuyvesant.description=The construction of custom houses becomes possible.
|
|
model.foundingFather.peterStuyvesant.text=Appointed Governor General of New Netherlands which, after a British invasion he could not stop, became New York.
|
|
model.foundingFather.peterStuyvesant.birthAndDeath=1592-1672
|
|
|
|
model.foundingFather.janDeWitt.name=Jan de Witt
|
|
model.foundingFather.janDeWitt.description=Trade with foreign colonies becomes possible.
|
|
model.foundingFather.janDeWitt.text=De Witt was a great Dutch statesmen. He represented the merchants and a encouraged industry and commerce. He also negotiated several important treaties for the Dutch to end wars with England.
|
|
model.foundingFather.janDeWitt.birthAndDeath=1625-1672
|
|
|
|
model.foundingFather.ferdinandMagellan.name=Ferdinand Magellan
|
|
model.foundingFather.ferdinandMagellan.description=Naval vessels movement is increased by 1 and the time to sail to/from Europe/America is shortened.
|
|
model.foundingFather.ferdinandMagellan.text=One of the greatest explorers to navigate the globe. Magellan was first to circumnavigate the globe and cross the Pacific Ocean.
|
|
model.foundingFather.ferdinandMagellan.birthAndDeath=1480-1521
|
|
|
|
model.foundingFather.franciscoDeCoronado.name=Francisco de Coronado
|
|
model.foundingFather.franciscoDeCoronado.description=All existing colonies become visible on the map.
|
|
model.foundingFather.franciscoDeCoronado.text=First European explorer to see the Grand Canyon. Though he never found the golden cities he searched for, his mapping of the area now called the Southwestern US was important to further exploration.
|
|
model.foundingFather.franciscoDeCoronado.birthAndDeath=1510-1554
|
|
|
|
model.foundingFather.hernandoDeSoto.name=Hernando de Soto
|
|
model.foundingFather.hernandoDeSoto.description=Exploration of Lost City Rumors always yields a positive result and all land units have an extended sight radius.
|
|
model.foundingFather.hernandoDeSoto.text=First European to explore Florida and the southeastern US. He also held a prominent role in conquests of Central America.
|
|
model.foundingFather.hernandoDeSoto.birthAndDeath=1496-1542
|
|
|
|
model.foundingFather.henryHudson.name=Henry Hudson
|
|
model.foundingFather.henryHudson.description=Increases output of all Fur trappers by 100%.
|
|
model.foundingFather.henryHudson.text=English Navigator who explored and mapped a large area of the northeastern North American continent. Many waterways in that region are named in his honor. His original goal was to find the famed Northwest Passage.
|
|
model.foundingFather.henryHudson.birthAndDeath=1565-1611
|
|
|
|
model.foundingFather.laSalle.name=Robert de La Salle
|
|
model.foundingFather.laSalle.description=Gives all existing and future colonies a stockade when their population reaches 3.
|
|
model.foundingFather.laSalle.text=The first European to travel the length of the Mississippi river, de La Salle was on a mission to set up numerous trading posts along its banks. He later claimed the whole basin as Louisiana in honor of the French King. Later, he explored several of the Great Lakes.
|
|
model.foundingFather.laSalle.birthAndDeath=1643-1687
|
|
|
|
model.foundingFather.hernanCortes.name=Hernan Cortes
|
|
model.foundingFather.hernanCortes.description=Conquered native settlements always yield treasure (and in greater abundance) and the King's galleons transport it free of charge.
|
|
model.foundingFather.hernanCortes.text=Famed Spanish conquistador who overthrew the Aztec Empire and claimed Mexico for Spain.
|
|
model.foundingFather.hernanCortes.birthAndDeath=1485-1547
|
|
|
|
model.foundingFather.georgeWashington.name=George Washington
|
|
model.foundingFather.georgeWashington.description=Any soldier or dragoon who wins a combat is automatically upgraded to the next possible level.
|
|
model.foundingFather.georgeWashington.text=General Washington lead the colonial army to victory over the British to gain independence for the colonies. This victory and his leadership led to his being named the new nation's first President.
|
|
model.foundingFather.georgeWashington.birthAndDeath=1732-1799
|
|
|
|
model.foundingFather.paulRevere.name=Paul Revere
|
|
model.foundingFather.paulRevere.description=When a colony with no standing soldiers is attacked, a colonist automatically takes up any stockpiled muskets and defends.
|
|
model.foundingFather.paulRevere.text=The famed rider of colonial America mounted his horse and rode through the countryside alerting colonists that British soldiers were coming. He was captured during the ride and later released when his captors believed they were in grave danger and their prisoner might slow them down.
|
|
model.foundingFather.paulRevere.birthAndDeath=1734-1818
|
|
|
|
model.foundingFather.francisDrake.name=Francis Drake
|
|
model.foundingFather.francisDrake.description=Increases the combat strength of all Privateers by 50%.
|
|
model.foundingFather.francisDrake.text=A great English sea captain, Drake was the first Englishman to circumnavigate the globe and a hero in the fights against the Spanish Armada.
|
|
model.foundingFather.francisDrake.birthAndDeath=1542-1596
|
|
|
|
model.foundingFather.johnPaulJones.name=John Paul Jones
|
|
model.foundingFather.johnPaulJones.description=A Frigate is added to your colonial navy (free).
|
|
model.foundingFather.johnPaulJones.text=Hailed as a great sea captain in America, Jones uttered the famous words Sir, I have not yet begun to fight while fighting the British at sea. He later watched his ship sink to the bottom of the ocean from the deck of a British vessel.
|
|
model.foundingFather.johnPaulJones.birthAndDeath=1741-1792
|
|
|
|
model.foundingFather.thomasJefferson.name=Thomas Jefferson
|
|
model.foundingFather.thomasJefferson.description=Increases Liberty Bell production in colonies by 50%.
|
|
model.foundingFather.thomasJefferson.text=A powerful voice of Patriotism, Jefferson was credited with writing the Declaration of Independence. He later became the 3rd President of the US.
|
|
model.foundingFather.thomasJefferson.birthAndDeath=1743-1826
|
|
|
|
model.foundingFather.pocahontas.name=Pocahontas
|
|
model.foundingFather.pocahontas.description=All tension levels between you and natives are removed and Indian alarm is generated half as fast.
|
|
model.foundingFather.pocahontas.text=A peacemaker between early Jamestown settlers and the Native Americans. She is credited with sending food and other supplies to starving colonists there during harsh times. She later converted to Christianity and married an Englishman.
|
|
model.foundingFather.pocahontas.birthAndDeath=1595-1617
|
|
|
|
model.foundingFather.thomasPaine.name=Thomas Paine
|
|
model.foundingFather.thomasPaine.description=Increases Liberty Bell production in colonies by the value of the current tax rate.
|
|
model.foundingFather.thomasPaine.text=Inspired colonists with his pen at the urging of Benjamin Franklin. Publish a pamphlet, Common Sense, guiding the thoughts of patriots all over the colonies.
|
|
model.foundingFather.thomasPaine.birthAndDeath=1737-1809
|
|
|
|
model.foundingFather.simonBolivar.name=Simon Bolivar
|
|
model.foundingFather.simonBolivar.description=Sons of Liberty membership in all existing colonies is increased by 20%.
|
|
model.foundingFather.simonBolivar.text=Remembered as a great leader in the struggle for South American independence from Spain. Bolivar freed what is now Venezuela and later became its first President.
|
|
model.foundingFather.simonBolivar.birthAndDeath=1783-1830
|
|
|
|
model.foundingFather.benjaminFranklin.name=Benjamin Franklin
|
|
model.foundingFather.benjaminFranklin.description=The King's foreign wars no longer have effect on relationships in the New World and Europeans in the New World always offer peace in negotiations.
|
|
model.foundingFather.benjaminFranklin.text=A heavy contributor to the Declaration of Independence, Franklin was one of the voices of the Revolution. He traveled extensively between Europe and the colonies, and gained the support of the French in the war.
|
|
model.foundingFather.benjaminFranklin.birthAndDeath=1706-1790
|
|
|
|
model.foundingFather.williamBrewster.name=William Brewster
|
|
model.foundingFather.williamBrewster.description=No more criminals or servants appear on the docks and you can select which immigrant in the recruitment pool to move to the docks.
|
|
model.foundingFather.williamBrewster.text=Brewster was the Puritan leader of the Plymouth colony in New England.
|
|
model.foundingFather.williamBrewster.birthAndDeath=1567-1644
|
|
|
|
model.foundingFather.williamPenn.name=William Penn
|
|
model.foundingFather.williamPenn.description=Cross production in all colonies is increased by 50%.
|
|
model.foundingFather.williamPenn.text=As a close friend of the Duke of York, Penn was granted the land that is mostly Pennsylvania, Delaware, and New Jersey. He Governed the Quaker colony for several years to provide a haven to fellow Quakers.
|
|
model.foundingFather.williamPenn.birthAndDeath=1644-1718
|
|
|
|
model.foundingFather.fatherJeanDeBrebeuf.name=Father Jean de Brebeuf
|
|
model.foundingFather.fatherJeanDeBrebeuf.description=All missionaries function as experts.
|
|
model.foundingFather.fatherJeanDeBrebeuf.text=Befriended the Huron Indians and converted many to Christianity. Died at the hands of the Iroquois who had finally defeated their enemy, the Hurons.
|
|
model.foundingFather.fatherJeanDeBrebeuf.birthAndDeath=1593-1649
|
|
|
|
model.foundingFather.juanDeSepulveda.name=Juan de Sepulveda
|
|
model.foundingFather.juanDeSepulveda.description=Increases the chance that the population of a subjugated Indian settlement will "convert" and join your colonies by 20%.
|
|
model.foundingFather.juanDeSepulveda.text=A Spanish theologian who spoke out for the conquest of Indian lands and forced evangelization of the natives.
|
|
model.foundingFather.juanDeSepulveda.birthAndDeath=1781-1872
|
|
|
|
model.foundingFather.bartolomeDeLasCasas.name=Bartolome de las Casas
|
|
model.foundingFather.bartolomeDeLasCasas.description=All existing Indian converts are converted to free colonists.
|
|
model.foundingFather.bartolomeDeLasCasas.text=A Catholic Priest who traveled the Indies converting Indians and chastising Spain for their treatment of the Natives.
|
|
model.foundingFather.bartolomeDeLasCasas.birthAndDeath=1474-1566
|
|
|
|
model.foundingFather.trade=Trade
|
|
model.foundingFather.exploration=Exploration
|
|
model.foundingFather.military=Military
|
|
model.foundingFather.political=Political
|
|
model.foundingFather.religious=Religious
|
|
|
|
# Equipment
|
|
model.equipment.indian.horses.name=Indian Horses
|
|
model.equipment.indian.horses.add=Mount
|
|
model.equipment.indian.horses.remove=Unmount
|
|
model.equipment.indian.horses.none=no horses
|
|
model.equipment.horses.name=Horses
|
|
model.equipment.horses.add=Mount
|
|
model.equipment.horses.remove=Unmount
|
|
model.equipment.horses.none=no horses
|
|
model.equipment.indian.muskets.name=Indian Muskets
|
|
model.equipment.indian.muskets.add=Arm
|
|
model.equipment.indian.muskets.remove=Disarm
|
|
model.equipment.indian.muskets.none=no muskets
|
|
model.equipment.muskets.name=Muskets
|
|
model.equipment.muskets.add=Arm
|
|
model.equipment.muskets.remove=Disarm
|
|
model.equipment.muskets.none=no muskets
|
|
model.equipment.tools.name=Pioneer Tools
|
|
model.equipment.tools.add=Equip with tools
|
|
model.equipment.tools.remove=Remove tools
|
|
model.equipment.tools.none=no tools
|
|
model.equipment.missionary.name=Bible
|
|
model.equipment.missionary.add=Commission as missionary
|
|
model.equipment.missionary.remove=Cancel missionary status
|
|
model.equipment.missionary.none=not commissioned
|
|
model.equipment.removeAll=Remove all equipment
|
|
model.equipment.dragoon=Equip as dragoon
|
|
|
|
# Limits and Scopes
|
|
model.limit.wagonTrains.name=Wagon Train Limit
|
|
model.limit.wagonTrains.description=The number of your wagon trains must not exceed the number of your colonies.
|
|
model.limit.independence.rebels.name=Rebel Limit
|
|
model.limit.independence.rebels.description=At least %limit%% of your colonists must support independence.
|
|
model.limit.independence.colonies.name=Colony Limit
|
|
model.limit.independence.colonies.description=You need at least %limit% coastal colonies in order to declare independence.
|
|
model.limit.independence.year.name=Year Limit
|
|
model.limit.independence.year.description=You must declare independence before the end of %limit%.
|
|
|
|
model.scope.isIndian.name=natives
|
|
|
|
|
|
# --6-- Colopedia
|
|
|
|
colopedia.buildings.requires=Requires
|
|
colopedia.buildings.cost=Cost
|
|
colopedia.buildings.specialist=Specialist
|
|
colopedia.buildings.production=Production
|
|
colopedia.buildings.teaches=Teaches
|
|
colopedia.buildings.notes=Notes
|
|
colopedia.buildings.autoBuilt=Gets built automatically when you construct a new colony.
|
|
colopedia.buildings.modifiers={{plural:%number%|one=Modifier|other=Modifiers}}
|
|
colopedia.buildings.workplaces=Work places
|
|
|
|
colopedia.terrain.terrainImage=Terrain image
|
|
colopedia.terrain.defenseBonus=Defense bonus
|
|
colopedia.terrain.movementCost=Movement cost
|
|
colopedia.terrain.resource=Possible resource
|
|
colopedia.terrain.production=Production
|
|
colopedia.terrain.description=Description
|
|
|
|
colopedia.resource.bonusProduction=Bonus Production
|
|
colopedia.resource.description=Description
|
|
|
|
colopedia.unit.offensivePower=Offensive Power:
|
|
colopedia.unit.defensivePower=Defensive Power:
|
|
colopedia.unit.price=Price in Europe:
|
|
colopedia.unit.goodsRequired=Goods required:
|
|
colopedia.unit.description=Description:
|
|
colopedia.unit.skill=Skill Level:
|
|
colopedia.unit.school=School required to train:
|
|
colopedia.unit.natives=Natives to learn from:
|
|
colopedia.unit.capacity=Capacity:
|
|
colopedia.unit.movement=Movement:
|
|
colopedia.unit.productionBonus=Production {{plural:%number%|one=modifier|other=modifiers}}:
|
|
colopedia.unit.requirements=Requirements:
|
|
|
|
colopedia.goods.isFarmed=Is farmed:
|
|
colopedia.goods.improvedBy=Improved by:
|
|
colopedia.goods.improvement=%name% (%amount%)
|
|
colopedia.goods.buildings=Buildings:
|
|
colopedia.goods.allBuildings=All buildings
|
|
colopedia.goods.units=Units:
|
|
colopedia.goods.allUnits=All units
|
|
colopedia.goods.equipment=Equipment for:
|
|
colopedia.goods.madeFrom=Is made from:
|
|
colopedia.goods.makes=Is used to make:
|
|
colopedia.goods.description=Description:
|
|
colopedia.goods.breedingNumber=Minimum breeding population:
|
|
|
|
colopedia.foundingFather.description=The Founding Fathers (and Mothers) are a group of famous merchants, explorers, soldiers, statesmen and clerics which grant you special abilities as soon as they are elected to the Continental Congress. In order to elect a Founding Father, you must generate a certain number of Liberty Bells, which is increased after each election.\n\nAll Founding Fathers are available for the entire duration of the game, although the probability for their nomination varies over time. All Founding Fathers are available to all European nations, even if they have already been elected by another nation.
|
|
|
|
colopedia.nation.ruler=Ruler:
|
|
colopedia.nation.defaultAdvantage=Default advantage:
|
|
colopedia.nation.currentAdvantage=Current advantage:
|
|
colopedia.nationType.units=Starting units:
|
|
colopedia.nationType.aggression=Aggression:
|
|
colopedia.nationType.aggression.low=Low
|
|
colopedia.nationType.aggression.average=Average
|
|
colopedia.nationType.aggression.high=High
|
|
colopedia.nationType.numberOfSettlements=Number of Settlements:
|
|
colopedia.nationType.numberOfSettlements.low=Low
|
|
colopedia.nationType.numberOfSettlements.average=Average
|
|
colopedia.nationType.numberOfSettlements.high=High
|
|
colopedia.nationType.typeOfSettlements=Type of Settlements:
|
|
colopedia.nationType.regions=Settled Regions:
|
|
colopedia.nationType.skills=Skills taught:
|
|
|
|
colopedia.concepts.taxes.name=Taxes
|
|
colopedia.concepts.taxes.description=<html><p>Early in the game, the Monarch does not levy any taxes on your income. Over time, however, the Monarch will be sure to increase sales taxes for a number of reasons that you may find more or less convincing. Every time the Monarch proposes to increase taxes, you may refuse. In that case, a particular type of goods will be boycotted, which means that you will no longer be able to buy or sell that type of goods in Europe, and up to one hundred items of that type of goods will be destroyed by enraged colonists in one of your colonies.</p><p>Boycotts can be lifted by paying your tax arrears (a costly business), or by the election of <a href="http:///id/model.foundingFather.jacobFugger">Jacob Fugger</a> to the Continental Congress.</p></html>
|
|
colopedia.concepts.efficiency.name=Efficiency
|
|
colopedia.concepts.efficiency.description=<html><p>The efficiency of your colonies depends on their support for the idea of independence. If 50% percent of the colonists favour the rebel cause, the colony is granted a +1 production bonus. As soon as 100% percent of the colonists become rebels, the production bonus increases to +2.</p><p>On the other hand, if the number of royalists exceeds the <i>bad government limit</i>, the colony incurs a production penalty of -1. Should the number of royalists exceed the <i>very bad government limit</i>, the production penalty is increased to -2. These two limits depend on the difficulty level and can be checked in the <a href="http:///action/difficultyAction">difficulty level report</a>.</p><p>In order to increase the efficiency of a colony, you need to reduce its population, or produce more <a href="http:///id/model.goods.bells">liberty bells</a>.</p></html>
|
|
colopedia.concepts.independence.name=Independence
|
|
colopedia.concepts.independence.description=<html><p>You start the game as an explorer with a handful of units at your disposal. The Monarch expects you to establish a colony in the New World and to bring treasures and exotic goods to your Home Port. You, however, have different plans: you wish to establish an independent nation.</p><p>In order to declare independence, you need to convince at least 50% of the population of your colonies. You can do this by producing <a href="http:///id/model.goods.bells">liberty bells</a>, which also increase the <a href="http:///id/colopedia.concepts.efficiency">efficiency</a> of your colonies.</p><p>As you can imagine, the Monarch will not just let you go. After declaring independence, you will have to fight and destroy the <i>Royal Expeditionary Force</i> (REF). If the REF ever controls all your coastal colonies, or at least 90% of your population, your bid for independence will fail.</p></html>
|
|
|
|
# --7-- Reports
|
|
|
|
report.continentalCongress.title=Founding Fathers
|
|
report.continentalCongress.none=(none)
|
|
report.continentalCongress.recruiting=Recruiting
|
|
report.continentalCongress.elected=Elected:
|
|
|
|
report.indian.chieftain=Name of Chieftain:
|
|
report.indian.typeOfSettlements=Type of Settlements:
|
|
report.indian.numberOfSettlements=Known Settlements:
|
|
report.indian.tribeTension=Tribal Tension:
|
|
report.indian.mostAlarming=Most Alarmed By:
|
|
report.indian.noKnownSettlements=No known settlements.
|
|
report.indian.tension=Tension
|
|
report.indian.skillTaught=Skill Taught
|
|
report.indian.tradeInterests=Trade Interests
|
|
|
|
report.labour=Labor Report
|
|
report.labour.details=Labor Report Details
|
|
report.labour.allColonists=All Colonists
|
|
report.labour.summary=Summary
|
|
report.labour.notCounted.tooltip=these colonists are not counted to the total
|
|
report.labour.subtracted.tooltip=these colonists are subtracted from the total
|
|
report.labour.unitTotal.tooltip=%unit% or becoming %unit%
|
|
report.labour.potentialProduction.tooltip=potential production from colonists
|
|
report.labour.netProduction.tooltip=net production
|
|
report.labour.teacher=teacher
|
|
report.labour.sutdent=student
|
|
report.labour.learning=becoming %unit%
|
|
report.labour.learningOther=becoming someone else
|
|
report.labour.otherUnitType=other
|
|
report.labour.workingAsOther=other
|
|
report.labour.notWorking=not working
|
|
report.labour.notWorking.tooltip=this excludes armed or mounted colonists, as well as pioneers and missionaries
|
|
report.labour.expertsWorking=experts at their profession
|
|
report.labour.amateursWorking=amateurs
|
|
report.labour.canTrain=* This colony can train units of this type.
|
|
|
|
report.colony.name.header=Colony
|
|
report.colony.name.description=The list of colonies
|
|
report.colony.explore.header=E
|
|
report.colony.explore.description=Number of tiles to Explore adjacent to this colony
|
|
report.colony.exploring.description=%colony% would benefit from exploring {{plural:%amount%|one=one tile|other=%amount% tiles}}
|
|
report.colony.plow.header=P
|
|
report.colony.plow.description=Number of colony tiles that would benefit from Plowing
|
|
report.colony.plowing.description=%colony% would benefit from plowing {{plural:%amount%|one=one tile|other=%amount% tiles}}
|
|
report.colony.road.header=R
|
|
report.colony.road.description=Number of colony tiles that would benefit from Road building
|
|
report.colony.roadBuilding.description=%colony% would benefit from building {{plural:%amount%|one=a road|other=%amount% roads}}
|
|
report.colony.production.header=Net %goods% production
|
|
report.colony.production.description=%colony%: net %goods% production = %amount%
|
|
report.colony.production.low.description=%colony%: net %goods% production = %amount%, gone {{plural:%turns%|one=next turn|other=in %turns% turns}}
|
|
report.colony.production.high.description=%colony%: net %goods% production = %amount%, full {{plural:%turns%|one=next turn|other=in %turns% turns}}
|
|
report.colony.production.waste.description=%colony%: net %goods% production = %amount%, warehouse will overflow, %waste% will be wasted
|
|
report.colony.production.export.description=%colony%: net %goods% production is %amount% (exporting above %export%)
|
|
report.colony.birth.description=Number of turns until a new colonist arrives or starves
|
|
report.colony.arriving.description=%colony%: new %unit% {{plural:%turns%|one=next turn|other=in %turns% turns}}
|
|
report.colony.starving.description=%colony%: starvation {{plural:%turns%|one=next turn|other=in %turns% turns}}
|
|
report.colony.making.header=Making
|
|
report.colony.making.description=What this colony is making
|
|
report.colony.making.noconstruction.description=%colony%: No construction occurring
|
|
report.colony.making.constructing.description=%colony%: %buildable% completes {{plural:%turns%|one=next turn|other=in %turns% turns}}
|
|
report.colony.making.blocking.description=%colony%: %amount% %goods% needed for %buildable% {{plural:%turns%|one=next turn|other=in %turns% turns}}
|
|
report.colony.making.noteach.description=%colony%: %teacher% lacks a student
|
|
report.colony.making.educating.description=%colony%: %teacher% graduates {{plural:%turns%|one=next turn|other=in %turns% turns}}
|
|
report.colony.improve.header=Improve
|
|
report.colony.improve.description=Units that could improve production with respect to the unit currently doing the job
|
|
report.colony.improving.description=<HTML>%colony%: To make %amount% more %goods%<BR>Replace %oldUnit% with %unit%</HTML>
|
|
report.colony.grow.header=+
|
|
report.colony.grow.description=Number of units the colony can grow by without harming production
|
|
report.colony.growing.description=%colony% can grow by {{plural:%amount%|one=one unit|other=%amount% units}} without harming production
|
|
report.colony.shrinking.description=%colony% must shrink by {{plural:%amount%|one=one unit|other=%amount% units}} to improve production
|
|
report.colony.wanted.header=Wanted
|
|
report.colony.wanted.description=Units that this colony could make productive use of
|
|
report.colony.wanting.description=<HTML>%colony%: To make %amount% more %goods%<BR>Add %unit%</HTML>
|
|
|
|
report.trade.unitsSold=Units bought or sold
|
|
report.trade.beforeTaxes=Income before taxes
|
|
report.trade.afterTaxes=Income after taxes
|
|
report.trade.cargoUnits=Units in Cargo
|
|
report.trade.totalUnits=Total Units
|
|
report.trade.totalDelta=Total Production
|
|
report.trade.hasCustomHouse=* This colony has a custom house; these goods are exported.
|
|
|
|
report.military.forces=%nation% Forces
|
|
|
|
report.allColonies=All %number% colonies
|
|
report.production=Production
|
|
report.units=Units
|
|
report.atSea=(At sea)
|
|
report.onLand=(On land)
|
|
report.numberOfColonies=Number of colonies
|
|
report.numberOfUnits=Number of units
|
|
report.militaryStrength=Military strength
|
|
report.navalStrength=Naval strength
|
|
report.sonsOfLiberty=Sons of Liberty
|
|
report.stance=Stance
|
|
report.50percent=Turns to reach 50%
|
|
report.100percent=Turns to reach 100%
|
|
report.nextMember=Turns to increase rebels
|
|
|
|
report.requirements.badAssignment=%colony% has a %expert% currently working as %expertWork%, while a %nonExpert% is working as %nonExpertWork%. Production would be greater if the colonists swapped jobs.
|
|
report.requirements.noExpert=%colony% is producing %goods%, but has no %unit%.
|
|
report.requirements.missingGoods=%colony% is producing %goods%, but requires more %input%.
|
|
report.requirements.surplus=A surplus of %goods% is being produced at
|
|
report.requirements.misusedExperts=There are {{plural:2|%unit%}} not working as %work% present at
|
|
report.requirements.severalExperts=Several {{plural:2|%unit%}} are present at
|
|
report.requirements.canTrainExperts={{plural:2|%unit%}} can be trained at
|
|
report.requirements.met=All requirements are met.
|
|
report.requirements.exploreTile=%type% to the %direction% of %colony% would benefit from exploration.
|
|
report.requirements.clearTile=%type% to the %direction% of %colony% would benefit from clearing.
|
|
report.requirements.plowCenter=%colony% would benefit from plowing its tile.
|
|
report.requirements.plowTile=%type% to the %direction% of %colony% would benefit from plowing.
|
|
report.requirements.roadTile=%type% to the %direction% of %colony% would benefit from road building.
|
|
|
|
report.exploration.nameOfRegion=Name of Region
|
|
report.exploration.typeOfRegion=Type of Region
|
|
report.exploration.discoveredIn=Discovered in
|
|
report.exploration.discoveredBy=Discovered by
|
|
report.exploration.valueOfRegion=Value of Region
|
|
|
|
report.highScores.president=President %name% of %nation%
|
|
report.highScores.governor=Governor %name% of %nation%
|
|
report.highScores.independence=Achieved independence:
|
|
report.highScores.units=Number of units:
|
|
report.highScores.colonies=Number of colonies:
|
|
report.highScores.score=Score:
|
|
report.highScores.difficulty=Difficulty:
|
|
report.highScores.nation=Nation:
|
|
report.highScores.nationType=National advantage:
|
|
report.highScores.retired=Retired:
|
|
report.highScores.turn=Year:
|
|
|
|
report.production.title=Production Report
|
|
report.production.selectGoods=Select goods
|
|
report.production.update=Update
|
|
|
|
report.foreignAffairs.notice=This report is based on the dispatches of the Crown's diplomats and spies and may well be more up to date than the reports of our own units and scouts.
|
|
|
|
report.education.students=Potential students
|
|
report.education.teachers=Potential teachers
|
|
|
|
aboutPanel.version=Version:
|
|
aboutPanel.officialSite=Official site:
|
|
aboutPanel.sfProject=SourceForge project:
|
|
aboutPanel.legalDisclaimer=FreeCol is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 2 of the License, or any later version.
|
|
aboutPanel.copyright=Copyright © 2002-2011 The FreeCol Team
|
|
|
|
# --8-- Modifiers
|
|
|
|
# Modifiers - Combat
|
|
model.source.baseOffence.name=Base offense
|
|
model.source.cargoPenalty.name=Cargo penalty
|
|
model.source.attackBonus.name=Attack bonus
|
|
model.source.movementPenalty.name=Movement penalty
|
|
model.source.ambushBonus.name=Ambush bonus
|
|
model.source.artilleryInTheOpen.name=Artillery in the open
|
|
model.source.finalResult.name=Final result
|
|
model.source.baseDefence.name=Base defense
|
|
model.source.fortified.name=Fortified
|
|
model.source.artilleryAgainstRaid.name=Artillery against raid
|
|
model.source.amphibiousAttack.name=Amphibious attack
|
|
model.source.solModifier.name=Sons Of Liberty / Tories
|
|
model.source.colonyGoodsParty.name=Goods Party
|
|
model.source.shipTradePenalty=Ship Trade penalty
|
|
|
|
# --9-- Colony Names and Misc
|
|
|
|
shipName.0.0=Famous ship
|
|
shipName.1.0=Mayflower
|
|
shipName.2.0=Goéland
|
|
shipName.3.0=Santa Maria
|
|
|
|
# Dutch colony names:
|
|
model.nation.dutch.settlementName.0=New Amsterdam
|
|
model.nation.dutch.settlementName.1=Fort Orange
|
|
model.nation.dutch.settlementName.2=Fort Nassau
|
|
model.nation.dutch.settlementName.3=New Holland
|
|
model.nation.dutch.settlementName.4=Vlissingen
|
|
model.nation.dutch.settlementName.5=Curacao
|
|
model.nation.dutch.settlementName.6=Recife
|
|
model.nation.dutch.settlementName.7=Bahia
|
|
model.nation.dutch.settlementName.8=Paramaribo
|
|
model.nation.dutch.settlementName.9=Pernambuco
|
|
model.nation.dutch.settlementName.10=St. Martin
|
|
model.nation.dutch.settlementName.11=St. Eustatius
|
|
model.nation.dutch.settlementName.12=Essequibo
|
|
model.nation.dutch.settlementName.13=Berbice
|
|
model.nation.dutch.settlementName.14=Suriname
|
|
model.nation.dutch.settlementName.15=Paraiba
|
|
model.nation.dutch.settlementName.16=Bonaire
|
|
model.nation.dutch.settlementName.17=Willemstad
|
|
model.nation.dutch.settlementName.18=Aruba
|
|
model.nation.dutch.settlementName.19=Santa Catharina
|
|
model.nation.dutch.settlementName.20=Saba
|
|
model.nation.dutch.settlementName.21=Utrecht
|
|
model.nation.dutch.settlementName.22=Haarlem
|
|
model.nation.dutch.settlementName.23=Tappans
|
|
model.nation.dutch.settlementName.24=Hoboken
|
|
model.nation.dutch.settlementName.25=Rensselaerswyck
|
|
model.nation.dutch.settlementName.26=Nederhorst
|
|
model.nation.dutch.settlementName.27=Fort Cristina
|
|
model.nation.dutch.settlementName.28=Gottenburgh
|
|
model.nation.dutch.settlementName.29=Fort Kasimiris
|
|
model.nation.dutch.settlementName.30=Fort Elsenburgh
|
|
model.nation.dutch.settlementName.31=Naiack
|
|
|
|
# Dutch region names
|
|
model.nation.dutch.region.river.1=Catskill
|
|
model.nation.dutch.region.river.2=Schuylkill
|
|
model.nation.dutch.region.river.3=Peekskill
|
|
model.nation.dutch.region.river.4=Fishkill
|
|
model.nation.dutch.region.river.5=Kill van Kull
|
|
model.nation.dutch.region.river.6=Pomeroon
|
|
model.nation.dutch.region.river.7=Essequibo
|
|
model.nation.dutch.region.river.8=Demerara
|
|
model.nation.dutch.region.mountain.1=Wilhelminagebergte
|
|
model.nation.dutch.region.mountain.2=Kaysergebergte
|
|
model.nation.dutch.region.mountain.3=Oranjegebergte
|
|
model.nation.dutch.region.mountain.4=Eilerts de Haangebergte
|
|
model.nation.dutch.region.mountain.5=Van Asch van Wijckgebergte
|
|
model.nation.dutch.region.mountain.6=Pacaraimagebergte
|
|
model.nation.dutch.region.mountain.7=Kanukugebergte
|
|
model.nation.dutch.region.mountain.8=Acaraigebergte
|
|
model.nation.dutch.region.mountain.9=Kamoagebergte
|
|
model.nation.dutch.region.land.1=Breuckelen
|
|
model.nation.dutch.region.land.2=Waale Bobht
|
|
model.nation.dutch.region.land.3=De Kromme Zee
|
|
model.nation.dutch.region.land.4=Helle-Gat
|
|
model.nation.dutch.region.land.5=Kinderhook
|
|
model.nation.dutch.region.land.6=Harlem
|
|
model.nation.dutch.region.land.7=Staten
|
|
model.nation.dutch.region.land.8=Yonkers
|
|
model.nation.dutch.region.land.9=Plaat
|
|
model.nation.dutch.region.land.10=Bouvery
|
|
|
|
# English colony names:
|
|
model.nation.english.settlementName.0=Jamestown
|
|
model.nation.english.settlementName.1=Plymouth
|
|
model.nation.english.settlementName.2=Roanoke
|
|
model.nation.english.settlementName.3=Barbados
|
|
model.nation.english.settlementName.4=Penobscot
|
|
model.nation.english.settlementName.5=Boston
|
|
model.nation.english.settlementName.6=Baltimore
|
|
model.nation.english.settlementName.7=Providence
|
|
model.nation.english.settlementName.8=Hartford
|
|
model.nation.english.settlementName.9=New Haven
|
|
model.nation.english.settlementName.10=New York
|
|
model.nation.english.settlementName.11=Albany
|
|
model.nation.english.settlementName.12=New Jersey
|
|
model.nation.english.settlementName.13=Charleston
|
|
model.nation.english.settlementName.14=Philadelphia
|
|
model.nation.english.settlementName.15=Newport
|
|
model.nation.english.settlementName.16=Yorktown
|
|
model.nation.english.settlementName.17=Annapolis
|
|
model.nation.english.settlementName.18=Halifax
|
|
model.nation.english.settlementName.19=Lexington
|
|
model.nation.english.settlementName.20=Savannah
|
|
model.nation.english.settlementName.21=Williamsburg
|
|
model.nation.english.settlementName.22=St. John's
|
|
model.nation.english.settlementName.23=Norfolk
|
|
model.nation.english.settlementName.24=Concord
|
|
model.nation.english.settlementName.25=Wilmington
|
|
model.nation.english.settlementName.26=Richmond
|
|
model.nation.english.settlementName.27=Portsmouth
|
|
model.nation.english.settlementName.28=Camden
|
|
model.nation.english.settlementName.29=Springfield
|
|
model.nation.english.settlementName.30=Newport News
|
|
model.nation.english.settlementName.31=Antigua
|
|
model.nation.english.settlementName.32=Rupert House
|
|
model.nation.english.settlementName.33=Kingston
|
|
model.nation.english.settlementName.34=Reading
|
|
model.nation.english.settlementName.35=Ottawa
|
|
|
|
# English region names
|
|
model.nation.english.region.land.1=Virginia
|
|
model.nation.english.region.land.2=Maryland
|
|
model.nation.english.region.land.3=Pennsylvania
|
|
model.nation.english.region.land.4=Newfoundland
|
|
model.nation.english.region.land.5=Nova Scotia
|
|
model.nation.english.region.land.6=New Hampshire
|
|
model.nation.english.region.land.7=Georgia
|
|
model.nation.english.region.land.8=Carolina
|
|
model.nation.english.region.land.9=Delaware
|
|
model.nation.english.region.land.10=New Jersey
|
|
model.nation.english.region.river.1=Penobscot River
|
|
model.nation.english.region.river.2=Connecticut River
|
|
model.nation.english.region.river.3=Red River
|
|
model.nation.english.region.river.4=Cold River
|
|
model.nation.english.region.river.5=Nonesuch River
|
|
model.nation.english.region.river.6=Bear Creek
|
|
model.nation.english.region.river.7=Ohio River
|
|
model.nation.english.region.river.8=Kentucky River
|
|
model.nation.english.region.river.9=Wolf Creek
|
|
model.nation.english.region.river.10=Beaver Creek
|
|
model.nation.english.region.mountain.1=Appalachian Mountains
|
|
model.nation.english.region.mountain.2=White Mountains
|
|
model.nation.english.region.mountain.3=Rocky Mountains
|
|
model.nation.english.region.mountain.4=Green Mountains
|
|
model.nation.english.region.mountain.5=Black Hills
|
|
model.nation.english.region.mountain.6=Brooks Range
|
|
model.nation.english.region.mountain.7=Alaska Range
|
|
model.nation.english.region.mountain.8=Coast Range
|
|
model.nation.english.region.mountain.9=Cascade Mountains
|
|
|
|
|
|
# French colony names:
|
|
model.nation.french.settlementName.0=Quebec
|
|
model.nation.french.settlementName.1=Montreal
|
|
model.nation.french.settlementName.2=Basse-Terre
|
|
model.nation.french.settlementName.3=Cayenne
|
|
model.nation.french.settlementName.4=St. Louis
|
|
model.nation.french.settlementName.5=Saint-Pierre
|
|
model.nation.french.settlementName.6=Port Royal
|
|
model.nation.french.settlementName.7=Port-au-Prince
|
|
model.nation.french.settlementName.8=Trois Rivieres
|
|
model.nation.french.settlementName.9=New Orleans
|
|
model.nation.french.settlementName.10=Fort Caroline
|
|
model.nation.french.settlementName.11=Fort Detroit
|
|
model.nation.french.settlementName.12=Fort Frontenac
|
|
model.nation.french.settlementName.13=Fort Pontchartrain
|
|
model.nation.french.settlementName.14=Fort Tadoussac
|
|
model.nation.french.settlementName.15=Fort Canada
|
|
model.nation.french.settlementName.16=Fort Niagara
|
|
model.nation.french.settlementName.17=Fort Crevecoeur
|
|
model.nation.french.settlementName.18=Fort Roquelai
|
|
model.nation.french.settlementName.19=Fort Laguille
|
|
model.nation.french.settlementName.20=Fort Brest
|
|
model.nation.french.settlementName.21=Fort Richelieu
|
|
model.nation.french.settlementName.22=Fort Louis
|
|
model.nation.french.settlementName.23=Fort Prudhomme
|
|
model.nation.french.settlementName.24=Fort Sandouski
|
|
model.nation.french.settlementName.25=Fort du Quesne
|
|
model.nation.french.settlementName.26=Fort Erie
|
|
model.nation.french.settlementName.27=Fort Maurepas
|
|
model.nation.french.settlementName.28=Fort Francois Xavier
|
|
model.nation.french.settlementName.29=Fort St. Michel
|
|
model.nation.french.settlementName.30=Fort Chicago
|
|
model.nation.french.settlementName.31=Fort-de-France
|
|
model.nation.french.settlementName.32=Fort Frances
|
|
model.nation.french.settlementName.33=Fort St. Joseph
|
|
model.nation.french.settlementName.34=Fort Miannis
|
|
model.nation.french.settlementName.35=Fort Orleans
|
|
model.nation.french.settlementName.36=Fort St. Ignace
|
|
model.nation.french.settlementName.37=Fort Le Rocher
|
|
model.nation.french.settlementName.38=Fort Miyamis
|
|
model.nation.french.settlementName.39=Fort Rosalie
|
|
model.nation.french.settlementName.40=Fort Balise
|
|
model.nation.french.settlementName.41=Fort Conde
|
|
model.nation.french.settlementName.42=Fort Pensacola
|
|
model.nation.french.settlementName.43=Fort Toulouse
|
|
model.nation.french.settlementName.44=Fort St. John
|
|
model.nation.french.settlementName.45=Fort Kappa
|
|
model.nation.french.settlementName.46=Fort Biloxi
|
|
model.nation.french.settlementName.47=Fort Mobile
|
|
model.nation.french.settlementName.48=Sault Ste. Marie
|
|
model.nation.french.settlementName.49=Baton Rouge
|
|
model.nation.french.settlementName.50=Denonville
|
|
model.nation.french.settlementName.51=Gananoque
|
|
model.nation.french.settlementName.52=St. Croix
|
|
model.nation.french.settlementName.53=Port Cartier
|
|
model.nation.french.settlementName.54=Terre Haute
|
|
model.nation.french.settlementName.55=Trois Pistoles
|
|
model.nation.french.settlementName.56=Sept-Iles
|
|
model.nation.french.settlementName.57=Louisville
|
|
model.nation.french.settlementName.58=St. Barthelemy
|
|
model.nation.french.settlementName.59=Louisbourg
|
|
model.nation.french.settlementName.60=Miquelon
|
|
model.nation.french.settlementName.61=Des Moines
|
|
model.nation.french.settlementName.62=Havre St. Pierre
|
|
model.nation.french.settlementName.63=Port Menier
|
|
model.nation.french.settlementName.64=Portage la Prairie
|
|
model.nation.french.settlementName.65=St. Boniface
|
|
|
|
# French region names:
|
|
model.nation.french.region.land.1=Acadie
|
|
model.nation.french.region.land.2=Louisiane
|
|
model.nation.french.region.land.3=Pays d'en Hauts
|
|
model.nation.french.region.land.4=Pays des Illinois
|
|
model.nation.french.region.land.5=Terre Neuve
|
|
model.nation.french.region.land.6=Canada
|
|
model.nation.french.region.land.7=Guyane
|
|
model.nation.french.region.river.1=Fleuve St. Laurent
|
|
model.nation.french.region.river.2=Fleuve St. Maurice
|
|
model.nation.french.region.river.3=Fleuve Sainte-Croix
|
|
model.nation.french.region.river.4=Rivière des Esclaves
|
|
model.nation.french.region.river.5=Fleuve Saint-Jean
|
|
model.nation.french.region.river.6=Rivière Arnaud
|
|
model.nation.french.region.river.7=Rivière aux Feuilles
|
|
model.nation.french.region.river.8=Rivière Charpentier
|
|
model.nation.french.region.river.9=Rivière Richelieu
|
|
model.nation.french.region.river.10=Rivière d'Argent
|
|
model.nation.french.region.mountain.1=Mont Rougemont
|
|
model.nation.french.region.mountain.2=Mont Royal
|
|
model.nation.french.region.mountain.3=Mont Saint-Bruno
|
|
model.nation.french.region.mountain.4=Mont Saint-Grégoire
|
|
model.nation.french.region.mountain.5=Mont Saint-Hilaire
|
|
model.nation.french.region.mountain.6=Mont Sainte-Anne
|
|
model.nation.french.region.mountain.7=Mont Sainte-Claire
|
|
model.nation.french.region.mountain.8=Monts Notre-Dame
|
|
model.nation.french.region.mountain.9=Massif du Mont-Mégantic
|
|
model.nation.french.region.mountain.10=Pic Champlain
|
|
|
|
|
|
# Spanish colony names:
|
|
model.nation.spanish.settlementName.0=Isabella
|
|
model.nation.spanish.settlementName.1=Santo Domingo
|
|
model.nation.spanish.settlementName.2=San Salvador
|
|
model.nation.spanish.settlementName.3=Veracruz
|
|
model.nation.spanish.settlementName.4=Havana
|
|
model.nation.spanish.settlementName.5=Trinidad
|
|
model.nation.spanish.settlementName.6=San Juan
|
|
model.nation.spanish.settlementName.7=Panama
|
|
model.nation.spanish.settlementName.8=Cartajena
|
|
model.nation.spanish.settlementName.9=St. Augustine
|
|
model.nation.spanish.settlementName.10=Lima
|
|
model.nation.spanish.settlementName.11=Buenos Aires
|
|
model.nation.spanish.settlementName.12=Guatemala
|
|
model.nation.spanish.settlementName.13=Honduras
|
|
model.nation.spanish.settlementName.14=Potosi
|
|
model.nation.spanish.settlementName.15=Santiago
|
|
model.nation.spanish.settlementName.16=Guadalajara
|
|
model.nation.spanish.settlementName.17=Asuncion
|
|
model.nation.spanish.settlementName.18=Managua
|
|
model.nation.spanish.settlementName.19=Costa Rica
|
|
model.nation.spanish.settlementName.20=Santa Fe
|
|
model.nation.spanish.settlementName.21=Los Angeles
|
|
model.nation.spanish.settlementName.22=Bogota
|
|
model.nation.spanish.settlementName.23=Corpus Christi
|
|
model.nation.spanish.settlementName.24=Acapulco
|
|
model.nation.spanish.settlementName.25=Santa Marta
|
|
model.nation.spanish.settlementName.26=Montevideo
|
|
model.nation.spanish.settlementName.27=Caracas
|
|
model.nation.spanish.settlementName.28=Tobago
|
|
model.nation.spanish.settlementName.29=San Francisco
|
|
model.nation.spanish.settlementName.30=San Fernando
|
|
model.nation.spanish.settlementName.31=San Diego
|
|
model.nation.spanish.settlementName.32=San Angelo
|
|
model.nation.spanish.settlementName.33=El Paso
|
|
model.nation.spanish.settlementName.34=Cancun
|
|
model.nation.spanish.settlementName.35=Valparaiso
|
|
model.nation.spanish.settlementName.36=Concepcion
|
|
model.nation.spanish.settlementName.37=La Plata
|
|
model.nation.spanish.settlementName.38=Port of Spain
|
|
|
|
# Spanish region names
|
|
model.nation.spanish.region.land.1=Chile
|
|
model.nation.spanish.region.land.2=Colombia
|
|
model.nation.spanish.region.land.3=Ecuador
|
|
model.nation.spanish.region.land.4=Mexico
|
|
model.nation.spanish.region.land.5=Patagonia
|
|
model.nation.spanish.region.river.1=Río Grande
|
|
model.nation.spanish.region.river.2=Río Bravo
|
|
model.nation.spanish.region.river.3=Río Pecos
|
|
model.nation.spanish.region.river.4=Río Colorado
|
|
model.nation.spanish.region.river.5=Orinoco
|
|
model.nation.spanish.region.mountain.1=Sierra Madre
|
|
model.nation.spanish.region.mountain.2=Sierra Nevada
|
|
model.nation.spanish.region.mountain.3=Los Andes
|
|
model.nation.spanish.region.mountain.4=Sierra de la Macarena
|
|
model.nation.spanish.region.mountain.5=Cordillera de la Costa
|
|
|
|
|
|
# Portuguese colony names
|
|
model.nation.portuguese.settlementName.0=Sao Vicente
|
|
model.nation.portuguese.settlementName.1=Vila Velha
|
|
model.nation.portuguese.settlementName.2=Porto Seguro
|
|
model.nation.portuguese.settlementName.3=Ilheus
|
|
model.nation.portuguese.settlementName.4=Igarassu
|
|
model.nation.portuguese.settlementName.5=Olinda
|
|
model.nation.portuguese.settlementName.6=Santos
|
|
model.nation.portuguese.settlementName.7=Sao Salvador
|
|
model.nation.portuguese.settlementName.8=Vitoria
|
|
model.nation.portuguese.settlementName.9=Sao Paulo
|
|
model.nation.portuguese.settlementName.10=N.Sra da Conceicao
|
|
model.nation.portuguese.settlementName.11=S. Cruz de Cabralia
|
|
model.nation.portuguese.settlementName.12=Rio de Janeiro
|
|
model.nation.portuguese.settlementName.13=Niteroi
|
|
model.nation.portuguese.settlementName.14=Filipeia
|
|
model.nation.portuguese.settlementName.15=Sao Cristovao
|
|
model.nation.portuguese.settlementName.16=Natal
|
|
model.nation.portuguese.settlementName.17=Belem
|
|
model.nation.portuguese.settlementName.18=Paraty
|
|
model.nation.portuguese.settlementName.19=Sao Francisco
|
|
model.nation.portuguese.settlementName.20=Taubate
|
|
model.nation.portuguese.settlementName.21=Paranagua
|
|
model.nation.portuguese.settlementName.22=Alcantara
|
|
model.nation.portuguese.settlementName.23=S.J. do Rio Negro
|
|
model.nation.portuguese.settlementName.24=Santissimo Sacramento
|
|
model.nation.portuguese.settlementName.25=Curitiba
|
|
model.nation.portuguese.settlementName.26=Vila Rica
|
|
model.nation.portuguese.settlementName.27=Sao Jose Del-Rey
|
|
model.nation.portuguese.settlementName.28=N.Sra do Desterro
|
|
model.nation.portuguese.settlementName.29=Porto Alegre
|
|
|
|
# Portuguese region names
|
|
model.nation.portuguese.region.land.1=Ilha de Vera Cruz
|
|
model.nation.portuguese.region.land.2=Brazil
|
|
model.nation.portuguese.region.land.3=Grão-Pará
|
|
model.nation.portuguese.region.land.4=Maranhão
|
|
model.nation.portuguese.region.land.5=Ceará
|
|
model.nation.portuguese.region.land.6=Itamaracá
|
|
model.nation.portuguese.region.land.7=Espírito Santo
|
|
model.nation.portuguese.region.land.8=São Tomé
|
|
model.nation.portuguese.region.land.9=Santo Amaro
|
|
model.nation.portuguese.region.land.10=Santanasis
|
|
model.nation.portuguese.region.land.11=Patagonia
|
|
model.nation.portuguese.region.river.1=Yapura
|
|
model.nation.portuguese.region.river.2=Tocantins
|
|
model.nation.portuguese.region.river.3=Javary
|
|
model.nation.portuguese.region.river.4=Putumayo
|
|
model.nation.portuguese.region.river.5=Pastaza
|
|
model.nation.portuguese.region.river.6=Trombetas
|
|
model.nation.portuguese.region.river.7=Ucayali
|
|
model.nation.portuguese.region.river.8=Xingu
|
|
model.nation.portuguese.region.river.9=Tapajós
|
|
model.nation.portuguese.region.river.10=Tambo
|
|
model.nation.portuguese.region.river.11=Marañón
|
|
model.nation.portuguese.region.river.12=Morona
|
|
model.nation.portuguese.region.river.13=Jurua
|
|
model.nation.portuguese.region.river.14=Huallaga
|
|
model.nation.portuguese.region.river.15=Madeira
|
|
model.nation.portuguese.region.river.16=Purus
|
|
model.nation.portuguese.region.river.17=Nanay
|
|
model.nation.portuguese.region.river.18=Napo
|
|
model.nation.portuguese.region.river.19=Tigre
|
|
model.nation.portuguese.region.river.20=Branco
|
|
# Mountains are missing
|
|
#model.nation.portuguese.region.mountain.1=
|
|
|
|
|
|
# Russian colony names
|
|
model.nation.russian.settlementName.0=Unalaska
|
|
model.nation.russian.settlementName.1=Three Saints Bay
|
|
model.nation.russian.settlementName.2=Kodiak
|
|
model.nation.russian.settlementName.3=Aleksandrovsk
|
|
model.nation.russian.settlementName.4=Fort St. George
|
|
model.nation.russian.settlementName.5=Fort St. Nicholas
|
|
model.nation.russian.settlementName.6=Resurrection Harbour
|
|
model.nation.russian.settlementName.7=Fort St. Constantine
|
|
model.nation.russian.settlementName.8=Fort St. Helen
|
|
model.nation.russian.settlementName.9=Yukatat
|
|
model.nation.russian.settlementName.10=Kenia
|
|
model.nation.russian.settlementName.11=Mikhailovsk
|
|
model.nation.russian.settlementName.12=New Archangel
|
|
model.nation.russian.settlementName.13=Sitka
|
|
model.nation.russian.settlementName.14=Dutch Harbour
|
|
model.nation.russian.settlementName.15=Castle Hill
|
|
model.nation.russian.settlementName.16=New Aleksandrovsk
|
|
model.nation.russian.settlementName.17=Fort St. Dionysisus
|
|
model.nation.russian.settlementName.18=Ninilchik
|
|
model.nation.russian.settlementName.19=Ikogmiut
|
|
model.nation.russian.settlementName.20=Fort St. Michael
|
|
model.nation.russian.settlementName.21=Nulato
|
|
model.nation.russian.settlementName.22=Coal Village
|
|
model.nation.russian.settlementName.23=Kasilof
|
|
|
|
# Russian region names
|
|
model.nation.russian.region.land.1=Alaska
|
|
model.nation.russian.region.land.2=Aleutian Islands
|
|
model.nation.russian.region.land.3=Kayak Island
|
|
model.nation.russian.region.land.4=Shumagin Islands
|
|
model.nation.russian.region.land.5=Kodiak
|
|
model.nation.russian.region.river.1=Kuskokwim
|
|
model.nation.russian.region.river.2=Copper
|
|
model.nation.russian.region.river.3=Susitna
|
|
model.nation.russian.region.river.4=Yukon
|
|
model.nation.russian.region.mountain.1=Makushin
|
|
model.nation.russian.region.mountain.2=Tschigmit
|
|
model.nation.russian.region.mountain.3=Tenada
|
|
model.nation.russian.region.mountain.4=Bolshaya Gora
|
|
model.nation.russian.region.mountain.5=Saint Elias
|
|
|
|
|
|
# Swedish colony names
|
|
model.nation.swedish.settlementName.0=Christina
|
|
model.nation.swedish.settlementName.1=Finland
|
|
model.nation.swedish.settlementName.2=Upland
|
|
model.nation.swedish.settlementName.3=Sveaborg
|
|
model.nation.swedish.settlementName.4=Printztorp
|
|
model.nation.swedish.settlementName.5=Tequirassy
|
|
model.nation.swedish.settlementName.6=Province Island
|
|
model.nation.swedish.settlementName.7=Minqua's Island
|
|
model.nation.swedish.settlementName.8=Kingsessing
|
|
model.nation.swedish.settlementName.9=Molndal
|
|
model.nation.swedish.settlementName.10=Gustavia
|
|
model.nation.swedish.settlementName.11=Torne
|
|
model.nation.swedish.settlementName.12=The Sidoland
|
|
model.nation.swedish.settlementName.13=Timber Island
|
|
model.nation.swedish.settlementName.14=Strandviken
|
|
model.nation.swedish.settlementName.15=Ammansland
|
|
model.nation.swedish.settlementName.16=New Stockholm
|
|
model.nation.swedish.settlementName.17=Fort Christina
|
|
model.nation.swedish.settlementName.18=Fort New Gothenborg
|
|
model.nation.swedish.settlementName.19=Fort New Korsholm
|
|
model.nation.swedish.settlementName.20=Fort New Elfsborg
|
|
model.nation.swedish.settlementName.21=Fort Trinity
|
|
|
|
# Swedish region names
|
|
model.nation.swedish.region.land.1=New Sweden
|
|
model.nation.swedish.region.land.2=Saint-Barthelemy
|
|
model.nation.swedish.region.land.3=Guadeloupe
|
|
model.nation.swedish.region.river.1=Swenskes Revier
|
|
model.nation.swedish.region.river.2=Schuylen Kyl
|
|
model.nation.swedish.region.river.3=Minquas Kyl
|
|
model.nation.swedish.region.river.4=Fiske Kyl
|
|
|
|
|
|
# Danish colony names
|
|
model.nation.danish.settlementName.0=Christiansted
|
|
model.nation.danish.settlementName.1=Charlotte Amalie
|
|
model.nation.danish.settlementName.2=Cruz Bay
|
|
model.nation.danish.settlementName.3=Frederiksted
|
|
model.nation.danish.settlementName.4=Anna's Retreat
|
|
model.nation.danish.settlementName.5=Charlotte Amalie West
|
|
model.nation.danish.settlementName.6=Fort Frederik
|
|
model.nation.danish.settlementName.7=Godthåb
|
|
model.nation.danish.settlementName.8=Nanortalik
|
|
model.nation.danish.settlementName.9=Danmark Havn
|
|
model.nation.danish.settlementName.10=Nord
|
|
model.nation.danish.settlementName.11=Scoresbysund
|
|
|
|
# Danish region names
|
|
model.nation.danish.region.land.1=Danish West Indies
|
|
model.nation.danish.region.land.2=Greenland
|
|
model.nation.danish.region.land.3=St. Thomas
|
|
model.nation.danish.region.land.4=St. John
|
|
model.nation.danish.region.land.5=St. Croix
|
|
model.nation.danish.region.land.6=Water Island
|
|
model.nation.danish.region.river.1=Salt River
|
|
model.nation.danish.region.river.2=Kangia
|
|
model.nation.danish.region.river.3=Karra
|
|
model.nation.danish.region.mountain.1=Gunnbjørn Fjeld
|
|
model.nation.danish.region.mountain.2=Snebordet
|
|
model.nation.danish.region.mountain.3=Petermann Bjerg
|
|
model.nation.danish.region.mountain.4=Valhaltinde
|
|
model.nation.danish.region.mountain.5=Savtakkerne
|
|
model.nation.danish.region.mountain.6=Rigny Bjerg
|
|
|
|
|
|
model.region.arctic=Arctic
|
|
model.region.antarctic=Antarctic
|
|
model.region.inlandlakes=The Great Lakes
|
|
model.region.pacific=Pacific Ocean
|
|
model.region.pacific.discover=You have discovered the Pacific Ocean!
|
|
model.region.northPacific=North Pacific Ocean
|
|
model.region.southPacific=South Pacific Ocean
|
|
model.region.atlantic=Atlantic Ocean
|
|
model.region.northAtlantic=North Atlantic Ocean
|
|
model.region.southAtlantic=South Atlantic Ocean
|
|
model.region.ocean.name=Ocean
|
|
model.region.ocean.unknown=Unknown Seas
|
|
model.region.coast.name=Coast
|
|
model.region.coast.unknown=Unknown Coastal Region
|
|
model.region.lake.name=Lake
|
|
model.region.lake.unknown=Unknown Lake
|
|
model.region.river.name=River
|
|
model.region.river.unknown=Unknown River
|
|
model.region.land.name=Region
|
|
model.region.land.unknown=Unknown Region
|
|
model.region.mountain.name=Mountain Range
|
|
model.region.mountain.unknown=Unknown Mountain Range
|
|
model.region.desert.name=Desert
|
|
model.region.desert.unknown=Unknown Desert
|
|
model.region.north.name=North
|
|
model.region.northEast.name=North East
|
|
model.region.east.name=East
|
|
model.region.southEast.name=South East
|
|
model.region.south.name=South
|
|
model.region.southWest.name=South West
|
|
model.region.west.name=West
|
|
model.region.northWest.name=North West
|
|
model.region.center.name=Center
|
|
model.region.default=%nation% %type% %index%
|
|
|
|
# Native names
|
|
# BUG: These have been chosen on the basis of what could be found with
|
|
# google in one afternoon. We need someone who actually knows
|
|
# something about native American culture to sort things out.
|
|
# In each case I have tried to pick a prominent place for a capital,
|
|
# and ordered the rest in the following categories:
|
|
# prominent settlements
|
|
# settlements
|
|
# place names
|
|
# names in the language
|
|
# words in the language.
|
|
# The code chooses randomly from the list (apart from the capital),
|
|
# but this should cease once the list is expertly edited and arranged
|
|
# in a sensible order.
|
|
|
|
# Apache
|
|
# Hard to find place names, and the Apache languages are tonal so the
|
|
# transliteration was particularly brutal. The following are just
|
|
# names, often of tribes, not place names. The capital is the name of
|
|
# a tribe and a prosperous reservation.
|
|
model.nation.apache.settlementName.0=Mescalero
|
|
model.nation.apache.settlementName.1=Ahadje
|
|
model.nation.apache.settlementName.2=Ai-a'-ta
|
|
model.nation.apache.settlementName.3=Arivaipa
|
|
model.nation.apache.settlementName.4=Atokuwe
|
|
model.nation.apache.settlementName.5=Awatche
|
|
model.nation.apache.settlementName.6=Awp
|
|
model.nation.apache.settlementName.7=Carlanas
|
|
model.nation.apache.settlementName.8=Chah'-shm
|
|
model.nation.apache.settlementName.9=Chiricahua
|
|
model.nation.apache.settlementName.10=Chilcotin
|
|
model.nation.apache.settlementName.11=Chihuahua
|
|
model.nation.apache.settlementName.12=Chishye
|
|
model.nation.apache.settlementName.13=Chokonen
|
|
model.nation.apache.settlementName.14=Cibecue
|
|
model.nation.apache.settlementName.15=Coyotero
|
|
model.nation.apache.settlementName.16=Dilzhe'e
|
|
model.nation.apache.settlementName.17=H'iwana
|
|
model.nation.apache.settlementName.18=Ha-makabamitc
|
|
model.nation.apache.settlementName.19=Igihua'-a
|
|
model.nation.apache.settlementName.20=Inde
|
|
model.nation.apache.settlementName.21=Jarosoma
|
|
model.nation.apache.settlementName.22=Jicarilla
|
|
model.nation.apache.settlementName.23=Lipiyánes
|
|
model.nation.apache.settlementName.24=Loco
|
|
model.nation.apache.settlementName.25=Mogollon
|
|
model.nation.apache.settlementName.26=Muxtsuhintan
|
|
model.nation.apache.settlementName.27=Na-ishi
|
|
model.nation.apache.settlementName.28=Naisha
|
|
model.nation.apache.settlementName.29=Natagés
|
|
model.nation.apache.settlementName.30=Oop
|
|
model.nation.apache.settlementName.31=P'onin
|
|
model.nation.apache.settlementName.32=Pinal
|
|
model.nation.apache.settlementName.33=Poanln
|
|
model.nation.apache.settlementName.34=Ramah
|
|
model.nation.apache.settlementName.35=Ta-ashi
|
|
model.nation.apache.settlementName.36=Tagui
|
|
model.nation.apache.settlementName.37=Tagukeresh
|
|
model.nation.apache.settlementName.38=Tashin
|
|
model.nation.apache.settlementName.39=Taxkahe
|
|
model.nation.apache.settlementName.40=Taza
|
|
model.nation.apache.settlementName.41=Tchikun
|
|
model.nation.apache.settlementName.42=Thah-a-i-nin'
|
|
model.nation.apache.settlementName.43=Tinna'-ash
|
|
model.nation.apache.settlementName.44=Tonto
|
|
model.nation.apache.settlementName.45=Tshishe
|
|
model.nation.apache.settlementName.46=Tsézhiné
|
|
model.nation.apache.settlementName.47=Utsaamu
|
|
model.nation.apache.settlementName.48=Xa-he'-ta-no'
|
|
model.nation.apache.settlementName.49=Ypandis
|
|
|
|
# Arawak
|
|
# The Spaniards+smallpox wiped them out, so this is quite flakey and
|
|
# contains a lot of personal names. The capital is arbitrarily chosen
|
|
# from the apparent root of `Jamaica'.
|
|
model.nation.arawak.settlementName.0=Xaymaca
|
|
model.nation.arawak.settlementName.1=Aichi
|
|
model.nation.arawak.settlementName.2=Alliouagana
|
|
model.nation.arawak.settlementName.3=Aloi
|
|
model.nation.arawak.settlementName.4=Amakura
|
|
model.nation.arawak.settlementName.5=Amonhana
|
|
model.nation.arawak.settlementName.6=Aqualta
|
|
model.nation.arawak.settlementName.7=Arakaka
|
|
model.nation.arawak.settlementName.8=Ay Ay
|
|
model.nation.arawak.settlementName.9=Aycayia
|
|
model.nation.arawak.settlementName.10=Bayamo
|
|
model.nation.arawak.settlementName.11=Bayaquitiri
|
|
model.nation.arawak.settlementName.12=Becoua
|
|
model.nation.arawak.settlementName.13=Behecchio
|
|
model.nation.arawak.settlementName.14=Camagüey
|
|
model.nation.arawak.settlementName.15=Camerhogue
|
|
model.nation.arawak.settlementName.16=Cannouan
|
|
model.nation.arawak.settlementName.17=Caonabo
|
|
model.nation.arawak.settlementName.18=Ciboney-Taíno
|
|
model.nation.arawak.settlementName.19=Guamá
|
|
model.nation.arawak.settlementName.20=Guanaboa
|
|
model.nation.arawak.settlementName.21=Guanacagarí
|
|
model.nation.arawak.settlementName.22=Guanahatabey
|
|
model.nation.arawak.settlementName.23=Guarionex
|
|
model.nation.arawak.settlementName.24=Hairoun
|
|
model.nation.arawak.settlementName.25=Hewanorra
|
|
model.nation.arawak.settlementName.26=Higüayo
|
|
model.nation.arawak.settlementName.27=Higüey
|
|
model.nation.arawak.settlementName.28=Hiwanarau
|
|
model.nation.arawak.settlementName.29=Ichirouganaim
|
|
model.nation.arawak.settlementName.30=Iguayagua
|
|
model.nation.arawak.settlementName.31=Imataka
|
|
model.nation.arawak.settlementName.32=Jagua
|
|
model.nation.arawak.settlementName.33=Jagua
|
|
model.nation.arawak.settlementName.34=Kairi
|
|
model.nation.arawak.settlementName.35=Karukera
|
|
model.nation.arawak.settlementName.36=Kayryouacou
|
|
model.nation.arawak.settlementName.37=Lele
|
|
model.nation.arawak.settlementName.38=Liamuiga
|
|
model.nation.arawak.settlementName.39=Liguanea
|
|
model.nation.arawak.settlementName.40=Macaca
|
|
model.nation.arawak.settlementName.41=Madinina
|
|
model.nation.arawak.settlementName.42=Maguana
|
|
model.nation.arawak.settlementName.43=Maguá
|
|
model.nation.arawak.settlementName.44=Malliouhana
|
|
model.nation.arawak.settlementName.45=Mamee
|
|
model.nation.arawak.settlementName.46=Mayobanex
|
|
model.nation.arawak.settlementName.47=Ocananmanrou
|
|
model.nation.arawak.settlementName.48=Oualichi
|
|
model.nation.arawak.settlementName.49=Oualie
|
|
model.nation.arawak.settlementName.50=Ouanalao
|
|
model.nation.arawak.settlementName.51=Siba
|
|
model.nation.arawak.settlementName.52=Soualiga
|
|
model.nation.arawak.settlementName.53=Tobago
|
|
model.nation.arawak.settlementName.54=Touloukaera
|
|
model.nation.arawak.settlementName.55=Wa'omoni
|
|
model.nation.arawak.settlementName.56=Wadadli
|
|
model.nation.arawak.settlementName.57=Wai'tukubuli
|
|
model.nation.arawak.settlementName.58=Xaraguá
|
|
|
|
# Aztec. Plenty, suppressed some really long ones.
|
|
model.nation.aztec.settlementName.0=Teocuitlatlan
|
|
# Prominent
|
|
model.nation.aztec.settlementName.1=Acaltepec
|
|
model.nation.aztec.settlementName.2=Acapulco
|
|
model.nation.aztec.settlementName.3=Acatlan
|
|
model.nation.aztec.settlementName.4=Acaxochitlan
|
|
model.nation.aztec.settlementName.5=Ajuchitlan
|
|
model.nation.aztec.settlementName.6=Atotonilco
|
|
model.nation.aztec.settlementName.7=Camotlan
|
|
model.nation.aztec.settlementName.8=Chapultepec
|
|
model.nation.aztec.settlementName.9=Cihuatlan
|
|
model.nation.aztec.settlementName.10=Coatepec
|
|
model.nation.aztec.settlementName.11=Coatlan
|
|
model.nation.aztec.settlementName.12=Colotlan
|
|
model.nation.aztec.settlementName.13=Cuernavaca
|
|
model.nation.aztec.settlementName.14=Ehecatepec
|
|
model.nation.aztec.settlementName.15=Epatlan
|
|
model.nation.aztec.settlementName.16=Huehuetlan
|
|
model.nation.aztec.settlementName.17=Hueyapan
|
|
model.nation.aztec.settlementName.18=Iztaccihuatl
|
|
model.nation.aztec.settlementName.19=Jalisco
|
|
model.nation.aztec.settlementName.20=Jocotepec
|
|
model.nation.aztec.settlementName.21=Mazatlan
|
|
model.nation.aztec.settlementName.22=Michoacan
|
|
model.nation.aztec.settlementName.23=Ocotepec
|
|
model.nation.aztec.settlementName.24=Ocotlan
|
|
model.nation.aztec.settlementName.25=Popocatepetl
|
|
model.nation.aztec.settlementName.26=Tecolotlan
|
|
model.nation.aztec.settlementName.27=Teotlalco
|
|
model.nation.aztec.settlementName.28=Tepoztlan
|
|
model.nation.aztec.settlementName.29=Tototlan
|
|
model.nation.aztec.settlementName.30=Tuxpan
|
|
model.nation.aztec.settlementName.31=Xochimilco
|
|
model.nation.aztec.settlementName.32=Zacualco
|
|
# Look good (shortish)
|
|
model.nation.aztec.settlementName.33=Acapan
|
|
model.nation.aztec.settlementName.34=Acaxochic
|
|
model.nation.aztec.settlementName.35=Acozpa
|
|
model.nation.aztec.settlementName.36=Amaxac
|
|
model.nation.aztec.settlementName.37=Atepec
|
|
model.nation.aztec.settlementName.38=Atzacan
|
|
model.nation.aztec.settlementName.39=Aztoapan
|
|
model.nation.aztec.settlementName.40=Caltepec
|
|
model.nation.aztec.settlementName.41=Chalco
|
|
model.nation.aztec.settlementName.42=Chictlan
|
|
model.nation.aztec.settlementName.43=Cilla
|
|
model.nation.aztec.settlementName.44=Coacalco
|
|
model.nation.aztec.settlementName.45=Coyucac
|
|
model.nation.aztec.settlementName.46=Cualac
|
|
model.nation.aztec.settlementName.47=Etlan
|
|
model.nation.aztec.settlementName.48=Huipilan
|
|
model.nation.aztec.settlementName.49=Huitztlan
|
|
model.nation.aztec.settlementName.50=Itztlan
|
|
model.nation.aztec.settlementName.51=Ixicayan
|
|
model.nation.aztec.settlementName.52=Iztatlan
|
|
model.nation.aztec.settlementName.53=Mixquic
|
|
model.nation.aztec.settlementName.54=Molotla
|
|
model.nation.aztec.settlementName.55=Nextitlan
|
|
model.nation.aztec.settlementName.56=Nopalla
|
|
model.nation.aztec.settlementName.57=Olac
|
|
model.nation.aztec.settlementName.58=Oxichan
|
|
model.nation.aztec.settlementName.59=Piaztla
|
|
model.nation.aztec.settlementName.60=Quechulac
|
|
model.nation.aztec.settlementName.61=Tamuoc
|
|
model.nation.aztec.settlementName.62=Tecpan
|
|
model.nation.aztec.settlementName.63=Tenanco
|
|
model.nation.aztec.settlementName.64=Tepexic
|
|
model.nation.aztec.settlementName.65=Texopan
|
|
model.nation.aztec.settlementName.66=Tlapan
|
|
model.nation.aztec.settlementName.67=Tolocan
|
|
model.nation.aztec.settlementName.68=Toyac
|
|
model.nation.aztec.settlementName.69=Xala
|
|
model.nation.aztec.settlementName.70=Xayaco
|
|
model.nation.aztec.settlementName.71=Xico
|
|
model.nation.aztec.settlementName.72=Xochtla
|
|
model.nation.aztec.settlementName.73=Yopico
|
|
model.nation.aztec.settlementName.74=Zola
|
|
model.nation.aztec.settlementName.75=Zozolan
|
|
|
|
# More if needed
|
|
# Acalhuacan Acamiltzinco Acapetlatlan Acaticpac Acatzinco Acayocan
|
|
# Acazacatla Achiotlan Acocolco Acocozpan Acolhuacan Acolman Acolnahuac
|
|
# Acuitlapan Ahuacatlan Ahuatepec Ahuatzitzinco Ahuehuepan Ahuexoyocan
|
|
# Ahuilizapan Alahuiztlan Amacoztitlan Amatlan Amaxtlan Ameyalco
|
|
# Anenequilco Apancalecan Atempa Atenanco Atenco Atezcahuacan
|
|
# Atlacuihuayan Atlan Atlapulac Atlatlauhcan Atlhuelic Atlicholoayan
|
|
# Atocpan Auchpanco Axopan Ayotlan Ayotochco Ayotzintepec Ayoxochiapan
|
|
# Azcaputzalco Aztaquemecan Cacalomacan Calimayan Calyahualco Capulapan
|
|
# Capulteopan Cempoalan Cenzontepec Chalco-atenco Chapolixitla
|
|
# Chapolmoloyan Chiapan Chilacachapan Chilapan Chiltecpintla Chimalpan
|
|
# Chinantlan Chipetlan Cihuateopan Cincozcatlan Citlaltepec Coapan
|
|
# Coatlayauhcan Coatzinco Coaxomulco Cocolan Cohuatlan Colhuacan
|
|
# Colhuatzinco Coliman Comaltepec Comitlan Copalapan Coyohuacan
|
|
# Coyolapan Cozamaloapan Cozcatecutlan Cuahuacan Cuahuitlixco
|
|
# Cuahxomulco Cuatlatlauhc Cuatzontepec Cuauhnahuac Cuauhpiloyan
|
|
# Cuauhquemecan Cuauhtetelco Cuauhtinchan Cuauhtitlan Cuauhtlan
|
|
# Cuauhtochco Cuauhximalpan Cuauhyocan Cuaupanoayan Cuetlaxtlan
|
|
# Cuicatlan Cuitlahuac Cuitlapan Ehuacalco Epazoyucan Huapalcalco
|
|
# Huaxtepec Huaxyacac Hueipochtla Huexolotlan Huilotepec Huitzannola
|
|
# Huitzilapan Huitzitzilan Huitznahuac Huitzoco Huixachtitlan
|
|
# Ichcaatoyac Ichcateopan Ichcatlan Icpatepec Iczochinanco Itzamatitlan
|
|
# Itzcuintepec Itzmiquilpan Itzocan Itztepec Itzteyocan Ixcoyamec
|
|
# Ixmatlatlan Ixquemecan Izhuatlan Iztacalco Iztactlalocan Iztapan
|
|
# Iztitlan Macuilxochic Malinalco Malinaltepec Mapachtepec Matixco
|
|
# Matlatlan Metepec Miacatla Miahuapan Michapan Michatlan Michmaloyan
|
|
# Micquetlan Mictlan Mitepec Mitzinco Mixcoac Mixtlan Mizquitlan
|
|
# Mizquiyahuala Molanco Nacochtlan Nantzintlan Nepopoalco Nochiztlan
|
|
# Nochtepec Ocelotepec Ochpaniztli Ocoapan Ocoyacac Ocpayucan Ocuilan
|
|
# Ohuapan Olinalan Olintepec Otlatitlan Otlazpa Otonpan Oxitipan Oxitlan
|
|
# Oztoman Oztoticpac Oztotlapechco Panotlan Pantepec Papantlan
|
|
# Patlanalan Petlatlan Pipioltepec Poctepec Poctlan Popotlan Puxcauhtlan
|
|
# Quetzallan Quetzalmacan Quetzaloztoc Quetzaltepec Quimichtepec
|
|
# Quiyauhteopan Tamapachco Tamazolan Tamazolapan Teacalco Tecalco
|
|
# Tecamachalco Tecaxic Teccalco Techcahuacan Teciuhtlan Tecmilco
|
|
# Tecoloapan Tecozauhtla Tecpatepec Tecpatzinco Tecualoyan Tecuantepec
|
|
# Tecuhtepec Tehuehuec Tehuiloyocan Tehuitzco Teloloapan Temazcalapan
|
|
# Temohuacan Tenantzinco Tenayocan Tenexticpac Teoatzinco Teocalhueyac
|
|
# Teocaltzinco Teochiapan Teociocan Teocuitlatlan Teopantepec Teopantlan
|
|
# Teotenanco Teotlalpan Teotliztacan Tepechiapan Tepechpan Tepechupa
|
|
# Tepecuacuilco Tepemaxalco Tepepulan Tepetitlan Tepetlacalco
|
|
# Tepetlahuacan Tepetlaoztoc Tepetlapa Tepexauhnalco Tepeyacac Tepoxaco
|
|
# Tepuzcululan Tepuztlan Tequemecan Tequixquiapan Tetenanco Tetepanco
|
|
# Teteuhtepec Teteutlan Teticpac Tetzapotitlan Tetzotzocan Texcacoac
|
|
# Texcoco Tezcatepec Tizatepec Tizayocan Tlaahuililpan Tlachco
|
|
# Tlachinoltic Tlachmalacac Tlachquiauhco Tlachyahualco Tlacopan
|
|
# Tlacotlala Tlahquilpan Tlalatlauhco Tlaltizapan Tlamacazapan
|
|
# Tlaniztlan Tlaollan Tlapacoyan Tlatelolco Tlatizapan Tlatlachco
|
|
# Tlatzoxiuhco Tlaximaloyan Tlayacac Tlayacapan Tliltepec Tochconco
|
|
# Tochtepec Toliman Tollan Toltitlan Tonanitla Tonatiuhco Totolapan
|
|
# Totoltzinco Tototepec Toztlan Tozxiuhco Tuchtlan Tulantzinco Tzapotlan
|
|
# Tzicaputzalco Tzilacaapan Tzinacanoztoc Tzinacantepec Tzinacantlan
|
|
# Tzompahuacan Tzompanco Tzontzapotla Xalac Xalapan Xalatlan Xaloztoc
|
|
# Xaltepec Xaltianquizco Xaltocan Xaxapan Xicalhuacan Xicaltepec
|
|
# Xilotepec Xilotzinco Xiloxoxhitlan Xiuhcoac Xiuhtepec Xiuhuacan
|
|
# Xochiacan Xochichiucan Xochimilco Xochitepec Xochitla Xochiyetlan
|
|
# Xoconochco Xocotitlan Xocotla Xocoyocan Xolochauhyan Xolotlan
|
|
# Xometzoyocan Xoxontla Xoyoltepec Yacapitztlan Yancuitlan Yauhtepecc
|
|
# Yaunahuac Yautlan Yoalan Yoaltepec Yoltepozontla Zacatepec Zacatla
|
|
# Zacatulan Zacualpan Zacuantepec Zoquitzinco
|
|
# A bit long
|
|
# Acamilixtlahuacan Ayotochcuitlatla Calixtlahuacan Chichicuauhtla
|
|
# Chichihualtetacala Chiconquiauhco Chontalcoatlan Coaixtlahuacan
|
|
# Cozcacuahtenanco Cozohuipilecan Cuachquetzaloyan Cuauhnacaztlan
|
|
# Cuauhquecholan Cuauhtecomatlan Cuauhtecomatzinco Cuauhxayacatitlan
|
|
# Cuauhxilotitlan Cuezcomahuacan Cuezcomaixtlahuacan Cuezcomatitlan
|
|
# Cuezcomatlyacac Ehecatlapechco Huitzilopuchco Itzcuincuitlapilco
|
|
# Itzihuquilyocan Mamalhuaztepec Mictlancuauhtla Quetzalcuitlapilco
|
|
# Tetlapanaloyan Tezcatepetonco Tlacaxipehualiztli Tlacozauhtitlan
|
|
# Tlalcuechahuaya Tlapanicxitlan Tlatlauhquitopec Tonalimoquetzayan
|
|
# Totomaixtlahuacan Tzayanalquilpan Xiuhteczacatlan Xochicuauhtitlan
|
|
# Xochimilcatinco Yancuictlalpan Yeohuitzquilocan
|
|
|
|
# Cherokee
|
|
model.nation.cherokee.settlementName.0=Itsa'ti
|
|
# Prominent
|
|
model.nation.cherokee.settlementName.1=Ani'-Kawit'ta
|
|
model.nation.cherokee.settlementName.2=Ani'-Ku'sa
|
|
model.nation.cherokee.settlementName.3=Atala'nuwa'
|
|
model.nation.cherokee.settlementName.4=Dagu'nawa'lahi
|
|
model.nation.cherokee.settlementName.5=Iau'nigu
|
|
model.nation.cherokee.settlementName.6=Kana'sta
|
|
model.nation.cherokee.settlementName.7=Kawi'yi
|
|
model.nation.cherokee.settlementName.8=Kitu'hwa
|
|
model.nation.cherokee.settlementName.9=Ku'swati'yi
|
|
model.nation.cherokee.settlementName.10=Kuwanda'ta lun'yi
|
|
model.nation.cherokee.settlementName.11=Na'gu tsi'
|
|
model.nation.cherokee.settlementName.12=Na'na-tlu gun'yi
|
|
model.nation.cherokee.settlementName.13=Nikwasi'
|
|
model.nation.cherokee.settlementName.14=Nikutse'gi
|
|
model.nation.cherokee.settlementName.15=Tanasi'
|
|
model.nation.cherokee.settlementName.16=Ta'ski'gi
|
|
model.nation.cherokee.settlementName.17=Tlanusi'yi
|
|
model.nation.cherokee.settlementName.18=Tsatanu'gi
|
|
model.nation.cherokee.settlementName.19=Tsikama'gi
|
|
model.nation.cherokee.settlementName.20=Tsunda'talesun'yi
|
|
model.nation.cherokee.settlementName.21=Uwaga'hi
|
|
# Settlements
|
|
model.nation.cherokee.settlementName.22=Ayuhwa'si
|
|
model.nation.cherokee.settlementName.23=Dugilu'yi
|
|
model.nation.cherokee.settlementName.24=Elatse'yi
|
|
model.nation.cherokee.settlementName.25=Gansagi
|
|
model.nation.cherokee.settlementName.26=I'tawa'
|
|
model.nation.cherokee.settlementName.27=Itse'yi
|
|
model.nation.cherokee.settlementName.28=Keowee
|
|
model.nation.cherokee.settlementName.29=Kulsetsi'yi
|
|
model.nation.cherokee.settlementName.30=Stika'yi
|
|
model.nation.cherokee.settlementName.31=Tagwa'hi
|
|
model.nation.cherokee.settlementName.32=Talikwa'
|
|
model.nation.cherokee.settlementName.33=Talulu'
|
|
model.nation.cherokee.settlementName.34=Tama'li
|
|
model.nation.cherokee.settlementName.35=Tsiy'hi
|
|
model.nation.cherokee.settlementName.36=U'stana'li
|
|
model.nation.cherokee.settlementName.37=Uy'gila'gi
|
|
model.nation.cherokee.settlementName.38=Wata'gi
|
|
# Short names
|
|
model.nation.cherokee.settlementName.39=Coyatee
|
|
model.nation.cherokee.settlementName.40=Dulastun'yi
|
|
model.nation.cherokee.settlementName.41=Elawa diyi
|
|
model.nation.cherokee.settlementName.42=Gusti'
|
|
model.nation.cherokee.settlementName.43=Gatugi'yi
|
|
model.nation.cherokee.settlementName.44=Kasdu'yi
|
|
model.nation.cherokee.settlementName.45=Nun'daye'li
|
|
model.nation.cherokee.settlementName.46=Qualatchee
|
|
model.nation.cherokee.settlementName.47=Setsi
|
|
model.nation.cherokee.settlementName.48=Ukwu'nu
|
|
model.nation.cherokee.settlementName.49=Walasi'yi
|
|
|
|
# More names if needed
|
|
# Amaye'l-e'gwa Ani'-sgayaiyi Ani'-Wa'dihi' Dahlonega Dakwa'i
|
|
# Danda'ganu' Da'skwitun'yi Dukas'i Gatu'gitse'yi Gatugi'yi Gatun'iti'yi
|
|
# Guaquila Guaxule Gu'lani'yi Gu'nahitun'yi Ka'lanun'yi Kanuga
|
|
# Kanu'gulayi Na'duli Sakwi'yi Si'tiku' Suwa'ni Ta'lasi' Tsiksi'tsi
|
|
# Tsilalu'hi Tsistetsi'yi Tsistu'yi Ultiwa'i U'lun'yi Wa'ginsi
|
|
# A bit long
|
|
# Amaye'li-gunahi'ta Ani'-Kitu'hwagi A'tsina'-k ta'um
|
|
# Du'stayalun'yi Gun'di'gaduhun'yi Kal-detsi'yunyi Nats-asun'tlunyi
|
|
# Tsu'dinunti'yi Walas'-unulstiyi' Wane'-asun'tlunyi
|
|
|
|
# Inca
|
|
# Hard to find names. Those Spaniards at work again... The more
|
|
# category are personal names.
|
|
model.nation.inca.settlementName.0=Qosqo
|
|
# Prominent
|
|
model.nation.inca.settlementName.1=Anqas
|
|
model.nation.inca.settlementName.2=Areqepa
|
|
model.nation.inca.settlementName.3=Ayakuchu
|
|
model.nation.inca.settlementName.4=Cajamarca
|
|
model.nation.inca.settlementName.5=Chukichampi
|
|
model.nation.inca.settlementName.6=Chukiyawu
|
|
model.nation.inca.settlementName.7=Jayüma
|
|
model.nation.inca.settlementName.8=Killaka
|
|
model.nation.inca.settlementName.9=Kimsa Kurusati
|
|
model.nation.inca.settlementName.10=Kuchawampa
|
|
model.nation.inca.settlementName.11=Kurki
|
|
model.nation.inca.settlementName.12=Llankira
|
|
model.nation.inca.settlementName.13=Machakamarka
|
|
model.nation.inca.settlementName.14=Machu Picchu
|
|
model.nation.inca.settlementName.15=Mucuga
|
|
model.nation.inca.settlementName.16=Pariya
|
|
model.nation.inca.settlementName.17=Pasto
|
|
model.nation.inca.settlementName.18=Piru
|
|
model.nation.inca.settlementName.19=Putusi
|
|
model.nation.inca.settlementName.20=Qollkapampa
|
|
model.nation.inca.settlementName.21=Rikaway
|
|
model.nation.inca.settlementName.22=Risawariru
|
|
model.nation.inca.settlementName.23=Sayacmarca
|
|
model.nation.inca.settlementName.24=Sibundoy
|
|
model.nation.inca.settlementName.25=Sukri
|
|
model.nation.inca.settlementName.26=Tambupampa
|
|
model.nation.inca.settlementName.27=Tiwanaku
|
|
model.nation.inca.settlementName.28=Tuliru
|
|
model.nation.inca.settlementName.29=Turku
|
|
model.nation.inca.settlementName.30=Ururu
|
|
model.nation.inca.settlementName.31=Valsayacu
|
|
model.nation.inca.settlementName.32=Wachakalla
|
|
model.nation.inca.settlementName.33=Waras
|
|
model.nation.inca.settlementName.34=Wayllamarka
|
|
model.nation.inca.settlementName.35=Wuliwya
|
|
model.nation.inca.settlementName.36=Wurgus
|
|
# Names
|
|
model.nation.inca.settlementName.37=Acahuana
|
|
model.nation.inca.settlementName.38=Anahuarque
|
|
model.nation.inca.settlementName.39=Apacheta
|
|
model.nation.inca.settlementName.40=Apaec
|
|
model.nation.inca.settlementName.41=Apo-Mayta
|
|
model.nation.inca.settlementName.42=Apocatequil
|
|
model.nation.inca.settlementName.43=Apu-Illapu
|
|
model.nation.inca.settlementName.44=Axomamma
|
|
model.nation.inca.settlementName.45=Ayar
|
|
model.nation.inca.settlementName.46=Catequil
|
|
model.nation.inca.settlementName.47=Cava
|
|
model.nation.inca.settlementName.48=Cavillaca
|
|
model.nation.inca.settlementName.49=Chasca
|
|
model.nation.inca.settlementName.50=Chasca-Coyllur
|
|
model.nation.inca.settlementName.51=Cocomama
|
|
model.nation.inca.settlementName.52=Coniraya
|
|
model.nation.inca.settlementName.53=Copacati
|
|
model.nation.inca.settlementName.54=Cuca
|
|
model.nation.inca.settlementName.55=Ekkekko
|
|
model.nation.inca.settlementName.56=Epunamun
|
|
model.nation.inca.settlementName.57=Guachimines
|
|
model.nation.inca.settlementName.58=Guamansuri
|
|
model.nation.inca.settlementName.59=Huamanpallpa
|
|
model.nation.inca.settlementName.60=Huanca
|
|
model.nation.inca.settlementName.61=Huiracocha
|
|
model.nation.inca.settlementName.62=Ilyapa
|
|
model.nation.inca.settlementName.63=Ka-Ata-Killa
|
|
model.nation.inca.settlementName.64=Khuno
|
|
model.nation.inca.settlementName.65=Kon
|
|
model.nation.inca.settlementName.66=Mama-Allpa
|
|
model.nation.inca.settlementName.67=Mama-Cocha
|
|
model.nation.inca.settlementName.68=Mama-Oullo
|
|
model.nation.inca.settlementName.69=Mama-Pacha
|
|
model.nation.inca.settlementName.70=Mama-Quilla
|
|
model.nation.inca.settlementName.71=Maricanchi
|
|
model.nation.inca.settlementName.72=Pacari
|
|
model.nation.inca.settlementName.73=Pachacamac
|
|
model.nation.inca.settlementName.74=Paricia
|
|
model.nation.inca.settlementName.75=Piguerao
|
|
model.nation.inca.settlementName.76=Punchau
|
|
model.nation.inca.settlementName.77=Quinuama
|
|
model.nation.inca.settlementName.78=Si
|
|
model.nation.inca.settlementName.79=Supay
|
|
model.nation.inca.settlementName.80=Thonapa
|
|
model.nation.inca.settlementName.81=Urcaguary
|
|
model.nation.inca.settlementName.82=Urcon
|
|
model.nation.inca.settlementName.83=Urpihua-Chac
|
|
model.nation.inca.settlementName.84=Vicaquirao
|
|
model.nation.inca.settlementName.85=Zaramamma
|
|
|
|
|
|
# Iroquois
|
|
# Not necessarily proper settlement names, but at least place names.
|
|
model.nation.iroquois.settlementName.0=Onondaga
|
|
# Prominent
|
|
model.nation.iroquois.settlementName.1=Ahkwesáhsne
|
|
model.nation.iroquois.settlementName.2=Ateronto
|
|
model.nation.iroquois.settlementName.3=Dahsgaowë'geh
|
|
model.nation.iroquois.settlementName.4=Degyo'nehsáhöh
|
|
model.nation.iroquois.settlementName.5=Degyotnöhsá:kdö:
|
|
model.nation.iroquois.settlementName.6=Detgahnegaha'gó:wah
|
|
model.nation.iroquois.settlementName.7=Detgahnyöhsráhdöh
|
|
model.nation.iroquois.settlementName.8=Deyohatéhsö'
|
|
model.nation.iroquois.settlementName.9=Dwahyáyëtwëh
|
|
model.nation.iroquois.settlementName.10=Gada:gráhsgëhë:'
|
|
model.nation.iroquois.settlementName.11=Gahnawiyó'geh
|
|
model.nation.iroquois.settlementName.12=Gahnáwëhta'
|
|
model.nation.iroquois.settlementName.13=Gahënagö:
|
|
model.nation.iroquois.settlementName.14=Ganyadáiyo'
|
|
model.nation.iroquois.settlementName.15=Ganyadáiyo'
|
|
model.nation.iroquois.settlementName.16=Ganö:nyo'
|
|
model.nation.iroquois.settlementName.17=Gayogohó:nö'
|
|
model.nation.iroquois.settlementName.18=Gihë'gowáhneh
|
|
model.nation.iroquois.settlementName.19=Gyohnégano:
|
|
model.nation.iroquois.settlementName.20=Gyonöhsadé:geh
|
|
model.nation.iroquois.settlementName.21=Kahnawà:ke
|
|
model.nation.iroquois.settlementName.22=Kana:tso
|
|
model.nation.iroquois.settlementName.23=Kanehstà:ke
|
|
model.nation.iroquois.settlementName.24=Kanien'kehá:ka
|
|
model.nation.iroquois.settlementName.25=Kanon:no
|
|
model.nation.iroquois.settlementName.26=Kanyatarakwarote
|
|
model.nation.iroquois.settlementName.27=Ken'ta:ke
|
|
model.nation.iroquois.settlementName.28=Kyodró:wë:
|
|
model.nation.iroquois.settlementName.29=Nigana'jú:'uh
|
|
model.nation.iroquois.settlementName.30=Ohnyáhëh
|
|
model.nation.iroquois.settlementName.31=Ohswé:gë'
|
|
model.nation.iroquois.settlementName.32=Ohí:yo'
|
|
model.nation.iroquois.settlementName.33=Onëyotga:'
|
|
model.nation.iroquois.settlementName.34=Onödageh
|
|
model.nation.iroquois.settlementName.35=Otskwarhehne
|
|
model.nation.iroquois.settlementName.36=Sganyádaes
|
|
model.nation.iroquois.settlementName.37=Sganyádaes
|
|
model.nation.iroquois.settlementName.38=Sganëdá:dih
|
|
model.nation.iroquois.settlementName.39=Shahre:'on
|
|
model.nation.iroquois.settlementName.40=Skahnehtati
|
|
model.nation.iroquois.settlementName.41=Skaniatara:ti
|
|
model.nation.iroquois.settlementName.42=Tahnawá:de'
|
|
model.nation.iroquois.settlementName.43=Tayëda:né:gë'
|
|
model.nation.iroquois.settlementName.44=Tayëdané:gë'
|
|
model.nation.iroquois.settlementName.45=Tekotaroke
|
|
model.nation.iroquois.settlementName.46=Tgagwë:tro'
|
|
model.nation.iroquois.settlementName.47=Tgagwë:tro'
|
|
model.nation.iroquois.settlementName.48=Tganadaháe:'
|
|
model.nation.iroquois.settlementName.49=Tganadaë'gó:wah
|
|
model.nation.iroquois.settlementName.50=Tganahwái:'
|
|
model.nation.iroquois.settlementName.51=Tganádaë:'
|
|
model.nation.iroquois.settlementName.52=Tganënogáhe:'
|
|
model.nation.iroquois.settlementName.53=Tgaya'dagwë:ní:yo'
|
|
model.nation.iroquois.settlementName.54=Tgáö:do'
|
|
model.nation.iroquois.settlementName.55=Tiawenro:ten
|
|
model.nation.iroquois.settlementName.56=Tiawenro:ten
|
|
model.nation.iroquois.settlementName.57=Tiohtià:ke
|
|
model.nation.iroquois.settlementName.58=Wahta'
|
|
|
|
|
|
# Sioux
|
|
# Hard to find. Capital is one of the group names. More are animal names.
|
|
model.nation.sioux.settlementName.0=Tetonwan
|
|
model.nation.sioux.settlementName.1=Ihanktowana
|
|
model.nation.sioux.settlementName.2=Isanti
|
|
model.nation.sioux.settlementName.3=MaNkhatho
|
|
model.nation.sioux.settlementName.4=Maka Sica
|
|
model.nation.sioux.settlementName.5=Matho Paha
|
|
model.nation.sioux.settlementName.6=Mdewakantonwan
|
|
model.nation.sioux.settlementName.7=Mnis<os<e
|
|
model.nation.sioux.settlementName.8=Mnisota
|
|
model.nation.sioux.settlementName.9=NaNz<iN Z<ide
|
|
model.nation.sioux.settlementName.10=NiN Bdhaska
|
|
model.nation.sioux.settlementName.11=NiN S<ude
|
|
model.nation.sioux.settlementName.12=NiN TtaNga
|
|
model.nation.sioux.settlementName.13=NiN Ubdhadha
|
|
model.nation.sioux.settlementName.14=NiN Watte
|
|
model.nation.sioux.settlementName.15=OnuNwa
|
|
model.nation.sioux.settlementName.16=Paha Sapa
|
|
model.nation.sioux.settlementName.17=Ponca
|
|
model.nation.sioux.settlementName.18=PpaNkka
|
|
model.nation.sioux.settlementName.19=Ppahe Ppize
|
|
model.nation.sioux.settlementName.20=Ppahe Sabe
|
|
model.nation.sioux.settlementName.21=Sisitonwan
|
|
model.nation.sioux.settlementName.22=Ttikhe'e Ama
|
|
model.nation.sioux.settlementName.23=UmaNhaN
|
|
model.nation.sioux.settlementName.24=Wakhpekute
|
|
model.nation.sioux.settlementName.25=Wakpala Sapa
|
|
# Words
|
|
model.nation.sioux.settlementName.26=Anunkasan
|
|
model.nation.sioux.settlementName.27=Hexaka
|
|
model.nation.sioux.settlementName.28=Hinhan
|
|
model.nation.sioux.settlementName.29=Hogan
|
|
model.nation.sioux.settlementName.30=Igmuwatogla
|
|
model.nation.sioux.settlementName.31=Keya
|
|
model.nation.sioux.settlementName.32=Maga
|
|
model.nation.sioux.settlementName.33=Mastincared
|
|
model.nation.sioux.settlementName.34=Mato
|
|
model.nation.sioux.settlementName.35=Pahin
|
|
model.nation.sioux.settlementName.36=Pte
|
|
model.nation.sioux.settlementName.37=Sungila
|
|
model.nation.sioux.settlementName.38=Sunka
|
|
model.nation.sioux.settlementName.39=Sunkawakan
|
|
model.nation.sioux.settlementName.40=Sunkmanitu Tanka
|
|
model.nation.sioux.settlementName.41=Tatanka
|
|
model.nation.sioux.settlementName.42=Tuhmunga
|
|
model.nation.sioux.settlementName.43=Wiciteglega
|
|
model.nation.sioux.settlementName.44=Zica
|
|
model.nation.sioux.settlementName.45=Zintkalabald
|
|
model.nation.sioux.settlementName.46=Zuze
|
|
|
|
|
|
# Tupi
|
|
# Very flakey. Brazilian state names at least. The capital is chosen because
|
|
# of the nice falls.
|
|
model.nation.tupi.settlementName.0=Iguaçu
|
|
model.nation.tupi.settlementName.1=Abacaxi
|
|
model.nation.tupi.settlementName.2=Aché
|
|
model.nation.tupi.settlementName.3=Alagoas
|
|
model.nation.tupi.settlementName.4=Amapá
|
|
model.nation.tupi.settlementName.5=Caetés
|
|
model.nation.tupi.settlementName.6=Capoeira
|
|
model.nation.tupi.settlementName.7=Carioca
|
|
model.nation.tupi.settlementName.8=Ceará
|
|
model.nation.tupi.settlementName.9=Chiripá
|
|
model.nation.tupi.settlementName.10=Cocama
|
|
model.nation.tupi.settlementName.11=Cururu
|
|
model.nation.tupi.settlementName.12=Goiás
|
|
model.nation.tupi.settlementName.13=Guanabara
|
|
model.nation.tupi.settlementName.14=Ipanema
|
|
model.nation.tupi.settlementName.15=Itanhangá
|
|
model.nation.tupi.settlementName.16=Itaquaquecetuba
|
|
model.nation.tupi.settlementName.17=Itaúna
|
|
model.nation.tupi.settlementName.18=Jaguariúna
|
|
model.nation.tupi.settlementName.19=Kaburé-Iwa
|
|
model.nation.tupi.settlementName.20=Minhoca
|
|
model.nation.tupi.settlementName.21=Nhengatu
|
|
model.nation.tupi.settlementName.22=Niterói
|
|
model.nation.tupi.settlementName.23=Omagua
|
|
model.nation.tupi.settlementName.24=Pacaembu
|
|
model.nation.tupi.settlementName.25=Paranaíba
|
|
model.nation.tupi.settlementName.26=Paraná
|
|
model.nation.tupi.settlementName.27=Paraná-mirim
|
|
model.nation.tupi.settlementName.28=Paranãmbuka
|
|
model.nation.tupi.settlementName.29=Paraíba
|
|
model.nation.tupi.settlementName.30=Pará
|
|
model.nation.tupi.settlementName.31=Perereca
|
|
model.nation.tupi.settlementName.32=Peteca
|
|
model.nation.tupi.settlementName.33=Piauí
|
|
model.nation.tupi.settlementName.34=Pindorama
|
|
model.nation.tupi.settlementName.35=Pipoca
|
|
model.nation.tupi.settlementName.36=Piranha
|
|
model.nation.tupi.settlementName.37=Piraí
|
|
model.nation.tupi.settlementName.38=Piroca
|
|
model.nation.tupi.settlementName.39=Pororoca
|
|
model.nation.tupi.settlementName.40=Potiguara
|
|
model.nation.tupi.settlementName.41=Roraima
|
|
model.nation.tupi.settlementName.42=Sergipe
|
|
model.nation.tupi.settlementName.43=Siri
|
|
model.nation.tupi.settlementName.44=Tabajara
|
|
model.nation.tupi.settlementName.45=Temiminó
|
|
model.nation.tupi.settlementName.46=Tijuca
|
|
model.nation.tupi.settlementName.47=Tukan
|
|
model.nation.tupi.settlementName.48=Tupinambá
|
|
model.nation.tupi.settlementName.49=Tupinikin
|
|
model.nation.tupi.settlementName.50=Tupiniquim
|
|
model.nation.tupi.settlementName.51=Umuarama
|
|
model.nation.tupi.settlementName.52=Urubu
|
|
model.nation.tupi.settlementName.53=Urutu
|
|
|
|
# -10-- Installer
|
|
installer.FreeCol=FreeCol
|
|
installer.FreeCol.description=The FreeCol application and data files.
|
|
installer.GameManual=Game Manual
|
|
installer.GameManual.description=This pack contains the official game manual (only available in English).
|
|
installer.SourceCode=Source Code
|
|
installer.SourceCode.description=The source code used for building this distribution. These files are intended for developers and give no additional functionality to the game.
|
|
installer.Music=Music
|
|
installer.Music.description=The in-game music.
|
|
installer.SoundEffects=Sound Effects
|
|
installer.SoundEffects.description=The in-game sound effects.
|
|
installer.MovieClips=Movie Clips
|
|
installer.MovieClips.description=This pack contains movie clips to be played on special occasions in the game.
|
|
installer.MovieClips.description2=This pack contains movie clips to be played on special occasions in the game. Enabling this pack will install the movie clips on your computer. The alternative is playing the movie clips directly from the game CD/DVD.
|
|
installer.Location.Web=The files are not included in this installer and will automatically be downloaded from the FreeCol website if you enable this pack.
|
|
installer.FreeColLanguage=Please choose the language to be used in-game:
|
|
installer.FreeColLanguage.autodetect=Autodetect at game startup
|
|
installer.FreeColLanguage.description=You can later change this setting by using the Preferences menu in the game.
|
|
installer.UserFiles=Please choose the location for user-specific settings and savegames:
|
|
installer.UserFiles.home=The user's home directory
|
|
installer.UserFiles.freecol=The FreeCol application directory (only for single user setup)
|
|
installer.UserFiles.other=Specify a custom directory
|