Commit 50cc2187 authored by w4t's avatar w4t

Surviving The Aftermath 1.9.0.6922 2020.08.15

parent a71770ba
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......@@ -40,8 +40,8 @@
"#LOADING_HINT_14","再没有什么比象征生机的绿色耀眼了"
"#LOADING_HINT_15","儿童发育较慢,因此不能仅依靠儿童来扩建聚居地"
"#LOADING_HINT_16","提前收获土地上的产物,以防灾难肆虐时毁坏作物"
"#LOADING_HINT_17","脱水会带来严重问题,因此,请挖掘足够的水井并且建立足够的水塔"
"#LOADING_HINT_18","如果没有可居住的房屋,人们就得在地上睡觉了"
"#LOADING_HINT_17","脱水会带来严重问题,因此,请保证始终建有足够的水源和存储设施"
"#LOADING_HINT_18","如果没有可居住的庇护所,人们就得在地上睡觉了"
"#LOADING_HINT_19","搬运工建造和维修建筑,并搬运资源。工人已指派至特定建筑"
"#LOADING_HINT_20","部件是生产能源和建造更高等级建筑的关键物品"
"#LOADING_HINT_21","尽管生产速度较慢,但狩猎屋和渔屋也是稳定的食物来源"
......@@ -55,8 +55,8 @@
"#WIP_LOADING_HINT_29","心情愉快的居民能增加你的声望值,并增加前往大门的幸存者"
"#LOADING_HINT_30","浩劫吞噬了无数人的生命,所以,不妨准备好迎接意外"
"#LOADING_HINT_31","环境站能改善污染区域,解放更多土地来进行建造"
"#LOADING_HINT_32","居民死亡后,将其埋葬才是正确的又明智的做法,谁都不想让尸体传播疾病,并造成居民心情不愉快"
"#LOADING_HINT_33","使用自己喜欢的方式进行游戏,鼠标键盘或游戏控制器均可"
"#LOADING_HINT_32","居民死亡后,将其埋葬才是正确而又明智的做法,因为尸体会传播疾病,还会让人心情低落"
"#LOADING_HINT_33","按照自己喜欢的方式进行游戏,使用鼠标键盘或游戏控制器均可。"
"#LOADING_HINT_34","所有专家任务都需要行动点 (AP) 才能执行"
"#WIP_LOADING_HINT_35","房屋受损后,其保护能力会降低,因此请尽快维修"
"#LOADING_HINT_36","保证部分建筑材料储备充足,以便进行维修"
......@@ -311,6 +311,7 @@
"#BUTTON_FILTER_CATEGORIES","资源筛选"
"#BUTTON_CYCLE_PANELS","更改面板"
"#SAVE_BLOCK_REASON_EVENT_ACTIVE","在事件期间无法保存"
"#TOPIC_LOADING","Loading..."
"#MENU_START","开始"
"#MENU_NEW_GAME","新游戏"
"#MENU_LOAD","加载"
......@@ -595,9 +596,9 @@
"#PREGAME_OPTION_06","浩劫仿佛从未结束"
"#PREGAME_OPTION_06_ALT1","浩劫仿佛从未结束"
"#PREGAME_OPTION_06_ALT2","浩劫仿佛从未结束"
"#PREGAME_OPTION_07","坚固的地堡已经崩塌"
"#PREGAME_OPTION_08","承载希望的车辆发生了故障"
"#PREGAME_OPTION_09","经过长途跋涉,他们终于走到了这里"
"#PREGAME_OPTION_07","旅程才刚刚开始"
"#PREGAME_OPTION_08","补给品就已消耗殆尽"
"#PREGAME_OPTION_09","穷尽一切手段,求得一线生机"
"#PREGAME_OPTION_10","顽强不屈,誓要在世上再建繁荣的人们"
"#PREGAME_OPTION_11","能照顾自己的数名幸存者"
"#PREGAME_OPTION_12","无法适应目前生活又迷茫的人们"
......@@ -662,7 +663,7 @@
"#PREGAME_SUMMARY_FIELD_05_TEXT_01","建筑师"
"#PREGAME_SUMMARY_FIELD_05_TEXT_02","生存主义者"
"#PREGAME_SUMMARY_FIELD_05_TEXT_03","混乱无序"
"#PREGAME_FLAG_CUSTOMIZATION","团队已经准备好安顿,在新的旗帜下团结互助"
"#PREGAME_FLAG_CUSTOMIZATION","团队已经准备好安顿,在新的旗帜下团结互助"
"#PREGAME_COLONY_NAME_CUSTOMIZATION","团队已经准备好安顿,在新的旗帜下团结互助,并且将聚居地命名为"
"#PREGAME_ENTER_NAME","输入聚居地名称。不能包含某些特殊字符。"
"#PREGAME_COLONY_NAME_SUGGESTION_01","Hawford"
......@@ -789,7 +790,7 @@
"#PREGAME_EFFECT_CATASTROPHES_1_B","污染等级:20%"
"#PREGAME_EFFECT_CATASTROPHES_2_B","污染等级:35%"
"#PREGAME_EFFECT_CATASTROPHES_3_B","污染等级:60%"
"#PREGAME_RESOURCES_STORY","每个人都有自己无法承受的极限。人们的最终目标不仅仅是生存下去,他们还需要希望,最终,人们也找到了希望。尽管来到这里的路途艰辛,但是过去的一切也随之烟消云散。"
"#PREGAME_RESOURCES_STORY","每个人的承受能力都有极限。最终,人们再也无力继续前进。大家盼望着将过去的一切抛诸脑后,仅有的一点补给品成为了唯一的希望和保障。"
"#PREGAME_COLONISTS_STORY","你身边的人关系着你的生死。尽管他们并不完美,但你们携手一路走来。你可以将性命托付给他们,他们也会向你付诸同样的信任。"
"#PREGAME_EFFECT_COLONISTS_1_B","8 名成人,4 名儿童"
"#PREGAME_EFFECT_COLONISTS_2_B","7 名成人,3 名儿童"
......@@ -1001,8 +1002,8 @@
"#ANNOUNCEMENT_PATCHNOTES_MS16_BARTER_TEXT","Trading with Societies continues to be improved. They now offer new special deals with special discounts, which also raise your Reputation. And the better your Rep with them is the sweeter deals you'll get. But don't dump unwanted resources on them, as they'll pay less and be annoyed with you if you do."
"#ANNOUNCEMENT_PATCHNOTES_MS16_IMPROVEMENTS_SUBTITLE","Other improvements"
"#ANNOUNCEMENT_PATCHNOTES_MS16_IMPROVEMENTS_TEXT","Colonists will voice their opinions on various events. Research progress is now shown in the notification area. The new Van and Offroader vehicles can be found on the World Map and in trade deals. Buildings stop functioning in critical condition and some conditions prevent your Colonists from working. And the annoying Happiness change sound effect has been fixed!"
"#ANNOUNCEMENT_PATCHNOTES_MS16_CHANGES_SUBTITLE","用户界面更改"
"#ANNOUNCEMENT_PATCHNOTES_MS16_CHANGES_TEXT","现在可使用鼠标右键移动镜头。命令专家从聚居地前往世界地图时,需使用专家信息面板中的“派遣至世界地图”按钮。"
"#ANNOUNCEMENT_PATCHNOTES_MS16_CHANGES_SUBTITLE","User interface changes"
"#ANNOUNCEMENT_PATCHNOTES_MS16_CHANGES_TEXT","The Camera is now panned with the right mouse button. Specialists are ordered from the Colony to the World Map via the ""Send to World Map"" button on their info panel."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_MS17_1","Law and Order"
"#ANNOUNCEMENT_PATCHNOTES_MS17_TITLE","Law and Order"
"#ANNOUNCEMENT_PATCHNOTES_MS17_DESC","Avoiding Malnutrition requires you to supply your colonists with varied Food to eat. Guards protect the colony from external and internal threats, especially when equipped with the new rifles from the Gunsmith. Colonists may now turn hostile on you if you treat the poorly enough and cause havoc."
......@@ -1031,6 +1032,49 @@
"#ANNOUNCEMENT_PATCHNOTES_MS18_UI_TEXT","Buildings and Work Areas have received a major quality-of-life update. New and clearer 3D floaters have been added and Work Areas especially have been improved. The new banner in the center of the area can now be moved without going to the building's menu and the area displays how many resources are still left inside it."
"#ANNOUNCEMENT_PATCHNOTES_MS18_CHANGES_SUBTITLE","Other improvements"
"#ANNOUNCEMENT_PATCHNOTES_MS18_CHANGES_TEXT","There are too many new additions to list, but here's a few good ones: Aqua Farm has been added for growing Fish, Field fertility is now calculated per-tile-basis and new Colonist items such as durable clothing and weapons have been added. Production limits can now be set per item type and the game features new reputation-dependent Society events."
"#BUTTON_AUTO_SELECT","随机"
"#PREGAME_SPECIALISTS_SELECT_DESC","选择你的起始专家团队。"
"#TOPIC_PREGAME_SPECIALISTS","专家"
"#PREGAME_OPTION_07_PLENTY_RESOURCES","这支团队已经提前准备就绪"
"#PREGAME_OPTION_08_AVERAGE_RESOURCES","每个人都会将他们所能搜集到的资源集中于一处"
"#PREGAME_OPTION_09_SCARCE_RESOURCES","人们几乎一无所有"
"#PREGAME_DESCRIPTION_05_STARTING_RESOURCES","面对即将到来的大灾变,有些人早有准备,为灾后生活囤积了一些资源;有些人在危机四伏的荒野上穿梭,尽可能搜寻一切资源;而最不幸的人则被迫离开了已化为废墟的城市,除了身上的衣物,他们一无所有。"
"#PREGAME_COLONY_NAME_SUGGESTION_26","Zhoria"
"#PREGAME_COLONY_NAME_SUGGESTION_27","Thorncliffe"
"#PREGAME_COLONY_NAME_SUGGESTION_28","Baymoor"
"#PREGAME_COLONY_NAME_SUGGESTION_29","Elderford"
"#PREGAME_COLONY_NAME_SUGGESTION_30","Oxmire"
"#PREGAME_COLONY_NAME_SUGGESTION_31","Brightway"
"#PREGAME_COLONY_NAME_SUGGESTION_32","Bitter Springs"
"#PREGAME_COLONY_NAME_SUGGESTION_33","Cassadaga"
"#PREGAME_COLONY_NAME_SUGGESTION_34","Leadsville"
"#PREGAME_COLONY_NAME_SUGGESTION_35","Alexandria"
"#PREGAME_COLONY_NAME_SUGGESTION_36","Armadillo"
"#PREGAME_COLONY_NAME_SUGGESTION_37","Radscliffe"
"#PREGAME_COLONY_NAME_SUGGESTION_38","New Albion"
"#PREGAME_COLONY_NAME_SUGGESTION_39","Kruger Falls"
"#PREGAME_COLONY_NAME_SUGGESTION_40","Meridian"
"#PREGAME_COLONY_NAME_SUGGESTION_41","Earlcaster"
"#SETTINGS_CRASH_REPORTING","事故报告"
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_MS19_1","First Settlers"
"#ANNOUNCEMENT_PATCHNOTES_MS19_TITLE","First Settlers"
"#ANNOUNCEMENT_PATCHNOTES_MS19_DESC","This update adds a new phase to the very beginning of the game as you command Specialists to set up a Campsite and other buildings for your first settlers. It also includes a new Ranch for breeding livestock, improved hunting and much more."
"#ANNOUNCEMENT_PATCHNOTES_MS19_START_SUBTITLE","A Fresh Start"
"#ANNOUNCEMENT_PATCHNOTES_MS19_START_TEXT","You’ll now start with three Specialists who'll prepare the camp for your colonists. You’re free to explore the area, scavenge resources, construct initial buildings and clear hostile wildlife before shooting a signal flare from the new Campsite to tell your people it’s safe to arrive."
"#ANNOUNCEMENT_PATCHNOTES_MS19_RANCH_SUBTITLE","Ranch and Livestock"
"#ANNOUNCEMENT_PATCHNOTES_MS19_RANCH_TEXT","The colonists can now reseach and build a Ranch to raise animals like chicken or sheep, but they must be first bought from other Societies. They'll provide the colony with plenty of meat but also other by-products like eggs and wool used as Fiber. "
"#ANNOUNCEMENT_PATCHNOTES_MS19_SPEED_CHANGE_SUBTITLE","Roads & Colonist Speed"
"#ANNOUNCEMENT_PATCHNOTES_MS19_SPEED_CHANGE_TEXT","Colonist walking speeds outside roads have been slowed down. At the same time moving around the colony on dirt or paved road is faster. Build an extensive network of roads to ensure smooth logistics, as this makes them more important than ever before."
"#ANNOUNCEMENT_PATCHNOTES_MS19_HUNTING_SUBTITLE","Hunting"
"#ANNOUNCEMENT_PATCHNOTES_MS19_HUNTING_TEXT","The local wildlife can now be harvested for meat once killed. The bigger the animal, the more meat it'll yield. But remember to gather it quickly, as it'll rot away if left to the elements."
"#ANNOUNCEMENT_PATCHNOTES_MS19_CHANGES_SUBTITLE","Other Improvements"
"#ANNOUNCEMENT_PATCHNOTES_MS19_CHANGES_TEXT","Resources and especially Food will now decay if left on the ground for long periods. Colonist walking speeds have been adjusted and building roads is more important than ever. Specialist can now build, scavenge, repair and carry resource boxes."
"#SETTINGS_RENDERING_RESOLUTION_SCALE","Rendering Scale"
"#SETTINGS_CONTROLLER_PROMPT_TYPE","Controller Prompt Style"
"#SETTINGS_PLATFORM_SWITCH","Switch"
"#SETTINGS_PLATFORM_XBOX","XBOX"
"#SETTINGS_PLATFORM_PS4","PS4"
"#PREGAME_TUTORIAL_DESC_1_WARNING","Due to major gameplay changes, all players are encouraged to enable tutorials."
"#POPULATION","人口"
"#RESOURCE_WOOD","原木"
"#RESOURCE_PLANK","木材"
......@@ -1580,7 +1624,7 @@
"#RESOURCE_POTATO_DESC","土豆生长缓慢,但产量较高。由于土豆可食用的部分生长在地下,所以相比于许多其他作物,土豆承受灾害的能力更强。\n\n生长速度:慢\n产量:中"
"#RESOURCE_VENISON_DESC","新鲜肉类,来自狩猎者捕获的鹿等当地野生动物,偶尔也能捕获兔子。"
"#RESOURCE_WHEAT_DESC","由于可用于多种加工,这种谷物备受人们喜爱,生长速度相对较快,产量较高。\n\n生长速度:中\n产量:中\n韧性:中"
"#RESOURCE_POLLUTION_DESC","危险的放射性物质储存在相对安全的容器中。储存在核废料储存仓中。"
"#RESOURCE_POLLUTION_DESC","危险污染物存放在相对安全的容器中,储存于废料箱中。"
"#RESOURCE_COMPONENT","部件"
"#RESOURCE_COMPONENT_DESC","高级建筑材料。\n\n用于产能或耗能建筑,可进一部加工为电子元件,用于高端建筑。"
"#RESOURCE_BREAD","面包"
......@@ -2088,6 +2132,7 @@
"#TOOLTIP_GIVE_FEEDBACK_CONTENT","提供反馈或报告错误。"
"#NOTIFICATION_BUILDING_UNDER_ATTACK","建筑遭到攻击!"
"#NOTIFICATION_SPECIFIC_BUILDING_UNDER_ATTACK","{0}遭到攻击"
"#NOTIFICATION_SPECIFIC_BUILDING_UNDER_ATTACK_DESC","使用守卫或专家击败攻击者"
"#NOTIFICATION_BUILDING_UNDER_ATTACK_DESC","使用守卫或专家击败攻击者"
"#ITEM_WEAPONS_2","霰弹枪"
"#ITEM_WEAPONS_2_DESC","基础的散弹枪,伤害中等,射速慢。"
......@@ -2153,6 +2198,45 @@
"#TOPIC_LOW","低"
"#TOPIC_HIGH","高"
"#TOPIC_LETHAL","致死"
"#ANIMAL_NONE_NAME","无"
"#ANIMAL_NONE_DESC","未选择动物。\n\n从下方挑选一种动物。"
"#ANIMAL_CHICKEN_NAME","鸡"
"#ANIMAL_CHICKEN_DESC","普通鸡群,繁殖速度较快,可以很快填满农场。\n\n体型:小\n繁殖速度:快\n肉:25/只\n耗水量:1/只"
"#ANIMAL_SHEEP_NAME","羊"
"#ANIMAL_SHEEP_DESC","羊不但可以产出肉,还能产出可制成布料的羊毛。\n\n体型:中\n繁殖速度:正常\n肉:40/只\n耗水量:2/只\n副产品:布料"
"#ANIMAL_COW_NAME","牛"
"#ANIMAL_COW_DESC","母牛和公牛统称为家牛。牛生长缓慢,最终会成为体型庞大、性格温顺的牲畜。\n\n体型:大\n繁殖速度:慢\n肉:80/头\n耗水量:3/头"
"#FLARE_DESC","受专家发射的信号弹吸引,团队的剩余人马终于抵达了已收拾妥当的营地。尽管未来一片坎坷,但大家现在就应该开始重建,将这片危机四伏的土地改造为家园!"
"#RESOURCE_MILK","牛奶"
"#DESC_FOOD_MILK","在农场中养牛产出的副产品。"
"#TOPIC_NOTIFICATIONS","按键提示"
"#TOPIC_DISMISS","关闭"
"#TOPIC_OPEN_HELP_PAGE","阅读更多"
"#NOTIFICATION_SPECIALIST_DIED","你的专家已逝世!"
"#DEPOSIT_CARCASS_RAT","老鼠尸体"
"#DESC_DEPOSIT_CARCASS_RAT","巨型老鼠的新鲜尸体,还有些肉可以回收利用。"
"#DEPOSIT_CARCASS_RATBEETLE","小型鼠甲虫尸体"
"#DESC_DEPOSIT_CARCASS_RATBEETLE","鼠甲虫的新鲜尸体,还有些肉可以回收利用。"
"#DEPOSIT_CARCASS_DEER","鹿尸体"
"#DESC_DEPOSIT_CARCASS_DEER","鹿的新鲜尸体,还有许多优质肉可以回收利用。"
"#DEPOSIT_CARCASS_BOAR","野猪尸体"
"#DESC_DEPOSIT_CARCASS_BOAR","野猪的新鲜尸体,还有许多优质肉可以回收利用。"
"#DEPOSIT_CARCASS_RATBEETLE_MED","大型鼠甲虫尸体"
"#DESC_DEPOSIT_CARCASS_RATBEETLE_MED","大型鼠甲虫的新鲜尸体,还有许多肉可以回收利用。"
"#DEPOSIT_CARCASS_KODIAK","棕熊尸体"
"#DESC_DEPOSIT_CARCASS_KODIAK","巨大棕熊的新鲜尸体,还有许多肉可以回收利用。"
"#DEPOSIT_CARCASS_SANDWORM","沙虫尸体"
"#DESC_DEPOSIT_CARCASS_SANDWORM","巨型沙虫的新鲜尸体,还有大量肉可以回收利用。"
"#ANIMAL_PIG_NAME","Pig"
"#ANIMAL_PIG_DESC","The domesticated versions of wild boars provide lots of meat for the discerning colonist to eat.\n\nSize: Medium\nBreeding: Slow\nMeat: 50 per animal\nWater consumption: 2 per animal\nBy-product: None"
"#FLARE_TITLE","居民抵达"
"#GAME_OVER_TITLE","Game Over"
"#GAME_OVER_DESC","There is no future for the colony here, we must try again elsewere."
"#BUILDING_BLOCKED_REQUIRES_CAMPSITE","Build the Campsite to unlock"
"#BUILDING_BLOCKED_REQUIRES_COLONISTS","Invite colonists via the Campsite to unlock"
"#BUILDING_BLOCKED_ALREADY_BUILT","You already have this building"
"#TOPIC_WORK_AREA_HOSTILE_ANIMAL","{0} hostile animals"
"#TOPIC_WORK_AREA_HOSTILE_BANDIT","{0} hostile bandits"
"#CATEGORY_HOUSING","庇护所"
"#CATEGORY_STORAGE","仓储"
"#CATEGORY_FOOD","食物"
......@@ -2616,12 +2700,34 @@
"#WATER_STORAGE_SMALL","净水储备"
"#DESC_WATER_STORAGE_SMALL","为居民储备适量干净的饮用水。"
"#AQUA_FARM","水农场"
"#DESC_AQUA_FARM","水产养殖业的早期形式,能为聚居地提供大量的鱼,但会在周围造成污染。必须建在岸上。\n\n造成污染。"
"#DESC_AQUA_FARM","水产养殖业的早期形式,能为聚居地提供大量的鱼,但会在周围造成污染。必须建在岸上。\n\n缓慢地对周围环境造成污染。"
"#DESC_VEHICLE_STORAGE_EMPTY","车辆能大幅提高专家在世界地图上的移动速度"
"#INFO_FIELD_INFERTILE_SOIL","在贫瘠的土地上不会生产。"
"#WATER_TOWER_LARGE","大型水塔"
"#DESC_WATER_TOWER_LARGE","在大范围内为建筑物储存和分配大量的水。"
"#TOPIC_POLLUTION_SHIELDING_LEVEL","污染防护{0}"
"#RANCH_1","农场"
"#DESC_RANCH_1","为牲畜提供安身之地,并提供些许防护以抵御恶劣的自然环境。要想让动物存活下来,需要安排工人进行照料,并为其提供水资源。"
"#RANCH_2","大型农场"
"#DESC_RANCH_2","容纳大量牲畜,并提供中等的防护以抵御恶劣的自然环境。要想让动物存活下来,需要安排工人进行照料,并为其提供水资源。"
"#TOPIC_SPLIT_ANIMALS","分配至新农场"
"#TOPIC_BUTCHER_ANIMALS","屠夫"
"#TOPIC_INVITE_COLONISTS","发射信号弹"
"#TOOLTIP_INVITE_COLONISTS","邀请居民"
"#TOOLTIP_INVITE_COLONISTS_CONTENT","发射信号弹以邀请第一批居民入住"
"#CAMPSITE","营地"
"#DESC_CAMPSITE","新聚居地的第一个建筑,能够储存有限的资源和水。建造营地即可解锁其他建筑选项。你也可以在营地中发射信号弹,邀请第一批居民入住。"
"#STATUS_RANCH_SELECT_ANIMAL","选择要饲养的动物类型"
"#STATUS_RANCH_BUTCHERING","屠宰动物"
"#STATUS_RANCH_WAITING_ANIMALS","等待动物到达"
"#STATUS_RANCH_MISSING_WORKER","缺少工人,次要资源生产已暂停"
"#STATUS_RANCH_MISSING_WATER","缺少水资源,动物处于脱水状态且有性命之虞"
"#STATUS_RANCH_MISSING_WATER_AND_WORKER","缺少水资源和工人,动物濒临死亡"
"#STATUS_RANCH_INFECTED","农场遭遇感染"
"#INFO_UNEXPLORED_AREA","Unexplored area"
"#BLOCK_REASON_REQUIRES_COLONISTS","Invite colonists to unlock"
"#BLOCK_REASON_REQUIRES_CAMPSITE","Build Campsite to unlock"
"#BLOCK_REASON_ALREADY_BUILT","Only 1 allowed"
"#PERSON_CONDITION_TITLE","条件"
"#PERSON_STATE_IDLE","闲置"
"#PERSON_STATE_WALKING","行走中"
......@@ -3192,21 +3298,21 @@
"#PERSON_EVENT_NEED_POORLY_RESTED_NAME","休息不佳"
"#PERSON_EVENT_NEED_POORLY_RESTED_DESC","在差劲的庇护所睡得不舒服"
"#PERSON_EVENT_NEED_RESTED_NAME","休息"
"#PERSON_EVENT_NEED_RESTED_DESC","在舒适的庇护所休息"
"#PERSON_EVENT_NEED_RESTED_DESC","在舒适的庇护所休息"
"#PERSON_EVENT_NEED_GROUND_RESTED_NAME","睡在户外"
"#PERSON_EVENT_NEED_GROUND_RESTED_DESC","因缺少庇护所而不得不席地而睡"
"#PERSON_EVENT_NEED_GROUND_RESTED_DESC","因缺少庇护所而不得不席地而睡"
"#PERSON_EVENT_NEED_POOR_RESTED_NAME","休息不佳"
"#PERSON_EVENT_NEED_POOR_RESTED_DESC","在简陋的庇护所里睡不好觉"
"#PERSON_EVENT_NEED_POOR_RESTED_DESC","在简陋的庇护所里睡不好觉"
"#PERSON_EVENT_NEED_NORMAL_RESTED_NAME","休息"
"#PERSON_EVENT_NEED_NORMAL_RESTED_DESC","在舒适的庇护所里睡得很好"
"#PERSON_EVENT_NEED_NORMAL_RESTED_DESC","在舒适的庇护所里睡得很好"
"#PERSON_EVENT_NEED_WELL_RESTED_NAME","休息充分"
"#PERSON_EVENT_NEED_WELL_RESTED_DESC","在舒适的房屋睡了个好觉"
"#PERSON_EVENT_NEED_WELL_RESTED_DESC","在舒适的房屋睡了个好觉"
"#PERSON_EVENT_NEED_WELL_FED_NAME","营养充足"
"#PERSON_EVENT_NEED_WELL_FED_NAME_DESC","吃了一顿大餐"
"#PERSON_EVENT_NEED_WELL_FED_NAME_DESC","吃了一顿大餐"
"#PERSON_EVENT_NEED_HOUSING_DEATH_NAME","死亡"
"#PERSON_EVENT_NEED_HOUSING_DEATH_DESC","家庭中有人去世"
"#PERSON_EVENT_NEED_HOUSING_DEATH_DESC","家庭中有人去世"
"#PERSON_EVENT_NEED_BIRTH_NAME","儿童出生"
"#PERSON_EVENT_NEED_BIRTH_DESC","家庭成员生产"
"#PERSON_EVENT_NEED_BIRTH_DESC","家庭成员生产"
"#PERSON_EVENT_NEED_MEMORIAL_NAME","致以敬意"
"#PERSON_EVENT_NEED_MEMORIAL_DESC","想起来人生并非一直如此。"
"#PERSON_EVENT_NEED_GAME_ARCADE_NAME","玩电子游戏"
......@@ -3224,7 +3330,7 @@
"#COLONY_HAPPINESS_LEVEL_2","满意"
"#COLONY_HAPPINESS_LEVEL_3","高兴"
"#COLONY_HAPPINESS_LEVEL_4","狂喜"
"#COLONY_HAPPINESS_LEVEL_0_DESC","居民们无比绝望,伤心欲绝。迅速提升幸福度,否则居民将开始采取极端措施结束苦难。"
"#COLONY_HAPPINESS_LEVEL_0_DESC","居民们满怀悲痛,伤心欲绝。尽快提升幸福度,否则居民将开始采取极端措施结束苦难。"
"#COLONY_HAPPINESS_LEVEL_1_DESC","人们不满现状,许多人不愿按常规速度工作。"
"#COLONY_HAPPINESS_LEVEL_2_DESC","居民们既不悲伤,也不开心。他们希望好事发生,同时惧怕悲剧出现。"
"#COLONY_HAPPINESS_LEVEL_3_DESC","人们对未来持乐观态度,心情愉悦。许多人加倍努力工作。"
......@@ -3382,6 +3488,15 @@
"#COLONIST_COMMENT_SPECIALIST_JOINED_09","有他们在身边,我感到更安全了。"
"#COLONIST_COMMENT_SPECIALIST_JOINED_10","一位新专家?幸运的一天!"
"#COLONIST_COMMENT_SPECIALIST_JOINED_11","我们需要所有我们能得到的专业知识。"
"#COLONIST_COMMENT_GAME_START_01","是时候卷起袖子开始搞建设了!"
"#COLONIST_COMMENT_GAME_START_02","把营地打理好,方便更多居民入住!"
"#COLONIST_COMMENT_GAME_START_03","开始为其他人布置营地吧!"
"#COLONIST_COMMENT_GAME_START_04","我们首先需要的是水、食物和庇护所。"
"#COLONIST_COMMENT_GAME_START_05","其他人马上就要到了,我们先把营地运转起来!"
"#COLONIST_COMMENT_GAME_START_06","好的,那我们就先解决必需品的问题,然后再发射信号弹!"
"#COLONIST_COMMENT_GAME_START_07","大家一起布置好营地,然后开始搜寻!"
"#COLONIST_COMMENT_GAME_START_08","人们会需要水、食物和庇护所,所以赶快行动起来!"
"#COLONIST_COMMENT_GAME_START_09","记得在一切准备就绪之后立即发射信号弹!"
"#SPECIALIST_NAME_SPECIALIST1","Rose"
"#SPECIALIST_ARCHETYPE_SPECIALIST1","搜寻员"
"#SPECIALIST_DESCRIPTION_SPECIALIST1","她从小就善于言辞,正是能在你毫无察觉的情况下任意摆布你的那类人。她轻松接管了家族生意,并且在灾难发生前一直把所有事都打理得井井有条。"
......@@ -5423,6 +5538,112 @@
"#EVENT_SOCIETY_06_EQUIPMENT_DESC","小队对于你的回答反应不一。一些人松了一口气,另一些人则难以置信地盯着你。“那好吧,我们本期望得到更多的……但我想这就行了。祝我们好运,祈祷我们能活下来。”"
"#EVENT_SOCIETY_06_REFUSE_NAME","紧要关头"
"#EVENT_SOCIETY_06_REFUSE_DESC","你立刻发现你的话深深地刺痛了他们,就像一把小刀插进了他们的背里。“真的吗?我还以为我们……行吧,我想这个世界上再也没有真正的友谊了。就这样吧,我们要么靠自己活下来,要么在斗争中死去。”"
"#EVENT_RANCH_FIRE_01_NOTIFICATION_HEADER","农场正在冒烟"
"#EVENT_RANCH_FIRE_01_NOTIFICATION_DESC","要没时间了"
"#EVENT_RANCH_FIRE_01_NAME","一片狼藉"
"#EVENT_RANCH_FIRE_01_DESC","你和居民们来到现场,看见农场有一堵墙着火了。一定是太阳直射点燃了干草,火顺势蔓延到了墙壁上。现在火势不大,但很快就可能变成熊熊大火。居民应该……"
"#EVENT_RANCH_FIRE_01_WATER","找水"
"#EVENT_RANCH_FIRE_01_INSIDE","冲进去扑灭干草上的火"
"#EVENT_RANCH_FIRE_01_WATER_NAME","一片狼藉"
"#EVENT_RANCH_FIRE_01_WATER_DESC","居民们注意到了大火,于是开始尽自己所能取水救火。你们一起扑灭了大火,但是在这期间墙体已经被烧掉了一大块。"
"#EVENT_RANCH_FIRE_01_INSIDE_NAME","一片狼藉"
"#EVENT_RANCH_FIRE_01_INSIDE_DESC","一位居民自愿冲进农场,看见墙边一堆干草正在燃烧。她环顾四周……"
"#EVENT_RANCH_FIRE_01_STOMP","用脚把火踩灭"
"#EVENT_RANCH_FIRE_01_SHOVEL","抓起铁锹"
"#EVENT_RANCH_FIRE_01_STOMP_NAME","一片狼藉"
"#EVENT_RANCH_FIRE_01_STOMP_DESC","居民几乎是跳到了干草堆上,拼命跺脚想把火扑灭。但这一举措实际上并没有用,反而像是给了大火更多的空气来燃烧。随着火势越来越大,她只能被迫逃出农场,眼睁睁看着大火吞没一切。"
"#EVENT_RANCH_FIRE_01_SHOVEL_NAME","一片狼藉"
"#EVENT_RANCH_FIRE_01_SHOVEL_DESC","居民把铲子插进地里,开始往燃烧的干草堆上铲土。效果立竿见影:在沙子的掩埋下,大火与氧气隔绝,开始逐渐熄灭,随后墙上的火焰也熄灭了。"
"#EVENT_RANCH_DAMAGE_01_NOTIFICATION_HEADER","农场需要修理"
"#EVENT_RANCH_DAMAGE_01_NOTIFICATION_DESC","晚修总比不修好吧?"
"#EVENT_RANCH_DAMAGE_01_NAME","强制维修"
"#EVENT_RANCH_DAMAGE_01_DESC","你的居民正在抱怨农场的状况。动物能很轻易地冲出劣质的木制畜栏,在农场工作根本就不安全。他们要求你有所作为。"
"#EVENT_RANCH_DAMAGE_01_FIX","解决最突出的问题"
"#EVENT_RANCH_DAMAGE_01_REMODEL","重建畜栏结构"
"#EVENT_RANCH_DAMAGE_01_IGNORE","忽略这一问题"
"#EVENT_RANCH_DAMAGE_01_FIX_NAME","强制维修"
"#EVENT_RANCH_DAMAGE_01_FIX_DESC","你分配一些资源来解决农场内最为严重的损伤。这下好了,动物再也跑不出畜栏了。但畜栏依旧是用劣质的木头制成的,居民身处其中,仍然觉得不太安全。"
"#EVENT_RANCH_DAMAGE_01_REMODEL_NAME","强制维修"
"#EVENT_RANCH_DAMAGE_01_REMODEL_DESC","你给出了足够的资源,开始从头设计整个农场内部。居民现在有了可维持数年的安全工作环境,他们对你十分感激。"
"#EVENT_RANCH_DAMAGE_01_IGNORE_NAME","强制维修"
"#EVENT_RANCH_DAMAGE_01_IGNORE_DESC","你向他们耸了耸肩。对付几只吵闹的动物对他们来说应该不是问题吧?居民极不情愿地回到工作中,他们在照看牲畜时还必须时刻保持警惕。"
"#EVENT_RANCH_BANDITS_01_NOTIFICATION_HEADER","有人在农场里"
"#EVENT_RANCH_BANDITS_01_NOTIFICATION_DESC","他们在找什么?"
"#EVENT_RANCH_BANDITS_01_NAME","食肉小偷"
"#EVENT_RANCH_BANDITS_01_DESC","居民告诉你,他们刚刚看到了几个奇怪的人偷偷溜进了农场。他们人数众多,所以一定要小心行事。"
"#EVENT_RANCH_BANDITS_01_AMBUSH","伏击他们"
"#EVENT_RANCH_BANDITS_01_CONFRONT","面对他们"
"#EVENT_RANCH_BANDITS_01_AMBUSH_NAME","食肉小偷"
"#EVENT_RANCH_BANDITS_01_AMBUSH_DESC","你召集了居民并开始向农场走去。你们藏在农场周围,静静等待。没过一会儿你们就看见农场大门打开,一群土匪带着一些偷来的牲畜走了出来。居民从农场四面跳出,打了这些土匪一个措手不及。"
"#EVENT_RANCH_BANDITS_01_CONFRONT_NAME","食肉小偷"
"#EVENT_RANCH_BANDITS_01_CONFRONT_DESC","你召集了居民并开始向农场走去。四周非常安静,但当你拉开农场大门时,你发现一群土匪正在偷你的牲畜。“哦,哦不。听着,我们只是需要一些肉……”他们中的一个试着解释道。"
"#EVENT_RANCH_BANDITS_01_RUN","让他们快滚"
"#EVENT_RANCH_BANDITS_01_STEAL","索要他们的财物"
"#EVENT_RANCH_BANDITS_01_RUN_NAME","食肉小偷"
"#EVENT_RANCH_BANDITS_01_RUN_DESC","这群土匪立马放开了动物,迈开步子全速从你身边跑过。他们明显松了一口气,很高兴能全身而退。"
"#EVENT_RANCH_BANDITS_01_STEAL_NAME","食肉小偷"
"#EVENT_RANCH_BANDITS_01_STEAL_DESC","“天哪!你看,我们没多少了。”其中一个土匪恳求道。尽管如此,土匪们还是给了你他们所有的东西,然后和你擦身而过,慢慢地走进了荒野之中。"
"#EVENT_RANCH_ANIMALS_01_NOTIFICATION_HEADER","老鼠在农场滋生"
"#EVENT_RANCH_ANIMALS_01_NOTIFICATION_DESC","鼠患成了一个难题"
"#EVENT_RANCH_ANIMALS_01_NAME","不速之客"
"#EVENT_RANCH_ANIMALS_01_DESC","有人告诉你,老鼠已经把农场当做了它们的新家。它们骚扰牲畜,还吃掉了它们的食物。如果不处理这种情况,老鼠滋生问题可能会变得无法控制。"
"#EVENT_RANCH_ANIMALS_01_ATTACK","攻击这些寄生虫"
"#EVENT_RANCH_ANIMALS_01_IGNORE","忽略这一问题"
"#EVENT_RANCH_ANIMALS_01_ATTACK_NAME","不速之客"
"#EVENT_RANCH_ANIMALS_01_ATTACK_DESC","你和一群居民向农场走去。其中一位居民走进农场,想把老鼠赶出来。很快老鼠就从建筑的黑暗角落里冲了出来。它们一到屋外,就朝它们最先看到的人发起攻击。"
"#EVENT_RANCH_ANIMALS_01_IGNORE_NAME","不速之客"
"#EVENT_RANCH_ANIMALS_01_IGNORE_DESC","老鼠?我们真的不能和老鼠住在一起吗?你决定任其自由发展,几只小老鼠能造成什么危害?你的居民咆哮着提出抗议。很快你就开始注意到老鼠食量惊人。"
"#EVENT_RANCH_DISEASE_01_NOTIFICATION_HEADER","你的农场患病了"
"#EVENT_RANCH_DISEASE_01_NOTIFICATION_DESC","不仅仅是流感"
"#EVENT_RANCH_DISEASE_01_NAME","传染性牲畜"
"#EVENT_RANCH_DISEASE_01_DESC","一种难对付的细菌正在你的农场内扩散。牲畜如果不接受治疗的话,就有可能死去,并将疾病传染给你的居民。"
"#EVENT_RANCH_DISEASE_01_ANTIBIOTICS","使用抗生素"
"#EVENT_RANCH_DISEASE_01_RESEARCH","研究疾病"
"#EVENT_RANCH_DISEASE_01_IGNORE","忽略这一病毒"
"#EVENT_RANCH_DISEASE_01_ANTIBIOTICS_NAME","传染性牲畜"
"#EVENT_RANCH_DISEASE_01_ANTIBIOTICS_DESC","你给你的牲畜注射抗生素,希望能消除感染。果然抗生素对这种疾病相当有效,动物们恢复了健康。"
"#EVENT_RANCH_DISEASE_01_RESEARCH_NAME","传染性牲畜"
"#EVENT_RANCH_DISEASE_01_RESEARCH_DESC","最喜欢科学的居民检查了动物,发现该病毒导致动物严重缺铁。给动物喂食药物和营养过剩的餐食,并让它们好好休息,就能使之完全恢复健康。但在此之前,你的一些居民感染了这种疾病。"
"#EVENT_RANCH_DISEASE_01_IGNORE_NAME","传染性牲畜"
"#EVENT_RANCH_DISEASE_01_IGNORE_DESC","疾病就是生活的一部分,很可能这次的疾病会和往常一样自行消失。果然动物们恢复了健康,但此时传染病已经扩散到了整个聚居地。"
"#EVENT_ANIMALS_01_NOTIFICATION_HEADER","一群野猪在附近游荡"
"#EVENT_ANIMALS_01_NOTIFICATION_DESC","它们可能会引起麻烦"
"#EVENT_ANIMALS_01_NAME","饥饿难耐"
"#EVENT_ANIMALS_01_DESC","一群好斗的野猪一直在制造麻烦,已经有一段时间了。它们在聚居地周围盘桓,显然是在寻找食物。你的居民想知道,是否应该在局面失控前解决这个问题。"
"#EVENT_ANIMALS_01_ATTACK","攻击野猪群"
"#EVENT_ANIMALS_01_LURE","用食物把它们引开"
"#EVENT_ANIMALS_01_IGNORE","忽略这一问题"
"#EVENT_ANIMALS_01_ATTACK_NAME","饥饿难耐"
"#EVENT_ANIMALS_01_ATTACK_DESC","居民聚集在聚居地边缘,等待着野猪群经过。当野猪群走到居民面前时,他们袭击了猪群。野猪群暴怒,朝居民猛冲过去。"
"#EVENT_ANIMALS_01_LURE_NAME","饥饿难耐"
"#EVENT_ANIMALS_01_LURE_DESC","居民收集了一堆看起来很美味的食物,并将它们放在离开聚居地的小路上。当野猪群再次绕到你附近时,它们注意到了食物,于是跟随食物走进了森林深处,去寻找更多的食物。"
"#EVENT_ANIMALS_01_IGNORE_NAME","饥饿难耐"
"#EVENT_ANIMALS_01_IGNORE_DESC","你的防御工事足够强大,几只过度发育的小猪应该不是什么问题。但正当你和居民解释此事时,聚居地内回荡起一阵大叫:野猪群拼命冲进了聚居地,弄伤了一些居民,并开始在聚居地内游荡。"
"#EVENT_ANIMALS_02_NOTIFICATION_HEADER","老鼠正在啃食你的作物"
"#EVENT_ANIMALS_02_NOTIFICATION_DESC","该如何处理这种情况?"
"#EVENT_ANIMALS_02_NAME","鼠灾防治"
"#EVENT_ANIMALS_02_DESC","讨厌的老鼠爱上了你的作物,它们可以很轻松地吃掉一大片作物。居民看见它们在空树干周围寻觅,它们一定是在里面安了窝。"
"#EVENT_ANIMALS_02_SMOKE","从远处把它们熏出来"
"#EVENT_ANIMALS_02_TRAP","诱捕老鼠并获取鼠肉"
"#EVENT_ANIMALS_02_SMOKE_NAME","鼠灾防治"
"#EVENT_ANIMALS_02_SMOKE_DESC","一位居民靠近了鼠窝,将一小块布料和草放在一起,并将其点燃丢进了空树干里,然后慢慢后退。很快老鼠就从树干中冲了出来,跑进了森林深处。"
"#EVENT_ANIMALS_02_TRAP_SUCCESS_NAME","鼠灾防治"
"#EVENT_ANIMALS_02_TRAP_SUCCESS_DESC","一位居民发明了一种简易的捕鼠器,用一些吃剩的食物作为诱饵。要过一段时间老鼠才会对食物产生兴趣,可一旦它们产生兴趣,就会在美味大餐的诱惑下钻进笼里四处寻觅。只需要一拉绳子,就可以将它们关在这个临时搭建的笼子里,使之成为肉食的来源。"
"#EVENT_ANIMALS_02_TRAP_FAIL_NAME","鼠灾防治"
"#EVENT_ANIMALS_02_TRAP_FAIL_DESC","要过一段时间老鼠才会对食物产生兴趣,可一旦它们产生兴趣,就会在美味大餐的诱惑下钻进笼里四处寻觅。附近的居民触发了陷阱,但是老鼠没有被困住,全都冲了出来。老鼠怒火中烧,准备攻击。"
"#EVENT_ANIMALS_03_NOTIFICATION_HEADER","居民抓住了什么东西"
"#EVENT_ANIMALS_03_NOTIFICATION_DESC","看起来体型巨大"
"#EVENT_ANIMALS_03_NAME","多多包涵?"
"#EVENT_ANIMALS_03_DESC","居民拖着一个大块头,它既有皮毛,又有爪子和牙齿。这是一只活生生的熊!“我们发现本尼躺在森林里昏迷不醒,可能是吃了猎人下了药的诱饵。我们可以训练它,让它为我们工作!”他们说道。居民的眼中洋溢着孩子般的喜悦。"
"#EVENT_ANIMALS_03_KILL","杀掉熊并获取熊肉"
"#EVENT_ANIMALS_03_FREE","放过它"
"#EVENT_ANIMALS_03_WAIT","看看它表现如何"
"#EVENT_ANIMALS_03_KILL_NAME","多多包涵?"
"#EVENT_ANIMALS_03_KILL_DESC","你摇了摇头,说这只熊最大的利用价值就是它的熊肉。居民们看起来十分伤心,你可以看到不止一位居民嘴唇在发抖,但是没有一个人敢反驳。熊被迅速地杀死了,没有遭受痛苦。"
"#EVENT_ANIMALS_03_FREE_NAME","多多包涵?"
"#EVENT_ANIMALS_03_FREE_DESC","你对居民大喊大叫,让他们在熊醒来前将其带回森林里。居民想要反驳,但聚居地的其他人也对他们大加攻击,然后几乎是把他们和熊一起推回了荒野中。他们一定觉得这样的处理方式更让人舒心。"
"#EVENT_ANIMALS_03_WAIT_NAME","多多包涵?"
"#EVENT_ANIMALS_03_WAIT_DESC","你决定迁就居民,因为他们看起来像是铁了心要这么做。熊一醒来,便发现自己已经被包围,于是挣脱了镣铐,跳到了食物上。它露出尖牙,发出了一阵低沉的咆哮,令人不寒而栗。"
"#LOCATION_PLAYER","你的聚居地"
"#LOCATION_HOSPITAL","医院"
"#LOCATION_WATER","水"
......@@ -5907,11 +6128,11 @@
"#TUTORIAL_NOTIFICATION_WORKAREA_HEADLINE","设定工作区"
"#TUTORIAL_NOTIFICATION_WORKAREA_MESSAGE","按此学习如何操作。"
"#TUTORIAL_DIALOG_WORKAREA_HEADLINE","设定工作区"
"#TUTORIAL_DIALOG_WORKAREA_MESSAGE","<mark>储备区</mark>和<mark>食物储备室</mark>收集并储存聚居地周边的材料。试着从建筑菜单中选择他们的<mark>移动工作区</mark>,搜寻附近的<quad name=Plank> <mark>木材</mark> <quad name=Berries> <mark>和</mark> <quad name=Concrete> <mark>混凝土块</mark>或 <quad name=Berries> <mark>浆果</mark>,或是直接拖动<mark>工作区标志</mark>。"
"#TUTORIAL_DIALOG_WORKAREA_MESSAGE","<mark>储备区</mark>和<mark>食物储备室</mark>收集并储存聚居地周边的材料。试着从建筑菜单中选择他们的<mark>移动工作区</mark>,搜寻附近的<quad name=Plank><mark>木材</mark>和<quad name=Concrete><mark>混凝土块</mark>或<quad name=Berries><mark>浆果</mark>,或是直接拖动<mark>工作区标志</mark>。"
"#TUTORIAL_NOTIFICATION_FOOD_PRODUCTION_HEADLINE","食物生产"
"#TUTORIAL_NOTIFICATION_FOOD_PRODUCTION_MESSAGE","按此学习如何操作。"
"#TUTORIAL_DIALOG_FOOD_PRODUCTION_HEADLINE","食物生产"
"#TUTORIAL_DIALOG_FOOD_PRODUCTION_MESSAGE","居民需要<mark>食物</mark>才能生存。没有食物的居民将逐渐死亡。打开建造菜单并修建一座<mark>狩猎屋</mark>或<mark>捕鱼小屋</mark>。"
"#TUTORIAL_DIALOG_FOOD_PRODUCTION_MESSAGE","居民需要<mark>食物</mark>以免饿死。收集<quad name=Berries><mark>浆果</mark>并建造<mark>狩猎屋</mark>或<mark>捕鱼小屋</mark>,以保证<mark>食谱</mark>的多样性。"
"#TUTORIAL_NOTIFICATION_FOOD_STORAGE_BERRIES_HEADLINE","居民需要食物"
"#TUTORIAL_NOTIFICATION_FOOD_STORAGE_BERRIES_MESSAGE","按此了解详情。"
"#TUTORIAL_DIALOG_FOOD_STORAGE_BERRIES_HEADLINE","收集食物"
......@@ -5923,7 +6144,7 @@
"#TUTORIAL_NOTIFICATION_PERSONSTATES_HEADLINE","你的居民"
"#TUTORIAL_NOTIFICATION_PERSONSTATES_MESSAGE","按此了解详情。"
"#TUTORIAL_DIALOG_PERSONSTATES_HEADLINE","你的居民"
"#TUTORIAL_DIALOG_PERSONSTATES_MESSAGE","顶部工具条显示你的居民。第一个是<mark>搬运工</mark>,他们是搬运资源和建造建筑的关键力量。第二个图标是聚居地<mark>总人口</mark>。高亮其中任意图标,将会分解显示详情。"
"#TUTORIAL_DIALOG_PERSONSTATES_MESSAGE","顶部工具条显示你的居民。第一个图标是<mark>搬运工</mark>,他们是搬运资源和建造建筑的关键力量。第二个图标是聚居地<mark>总人口</mark>。\n\n你<mark>无法直接控制</mark>居民,所以要想发挥引导职能,你需要将他们<mark>指派</mark>至不同建筑,并设置<mark>工作区</mark>,让他们进行资源采集。"
"#TUTORIAL_NOTIFICATION_CHANGEWORKSLOTS_HEADLINE","调整工人空位"
"#TUTORIAL_NOTIFICATION_CHANGEWORKSLOTS_MESSAGE","按此学习如何操作。"
"#TUTORIAL_DIALOG_CHANGEWORKSLOTS_HEADLINE","调整工人空位"
......@@ -5987,7 +6208,7 @@
"#TUTORIAL_NOTIFICATION_SALVAGE_STARTING_BUILDING_HEADLINE","正在拆除建筑"
"#TUTORIAL_NOTIFICATION_SALVAGE_STARTING_BUILDING_MESSAGE","按此学习如何操作。"
"#TUTORIAL_DIALOG_SALVAGE_STARTING_BUILDING_HEADLINE","正在拆除建筑"
"#TUTORIAL_DIALOG_SALVAGE_STARTING_BUILDING_MESSAGE","你可能不时需要<mark>拆除</mark>建筑回收一些有用的建筑材料。初始仓库已经空空如也,将其拆除!"
"#TUTORIAL_DIALOG_SALVAGE_STARTING_BUILDING_MESSAGE","有时候,你可能需要<mark>拆除</mark>某座<mark>已毁坏的建筑</mark>,以便为新建筑腾出空间。你也可以拆除功能建筑,但只能收回大约一半的初始建造费用,所以请千万小心,别毁坏任何重要建筑。"
"#TUTORIAL_NOTIFICATION_STATIC_WORK_AREAS_HEADLINE","运行区域"
"#TUTORIAL_NOTIFICATION_STATIC_WORK_AREAS_MESSAGE","按此了解详情。"
"#TUTORIAL_DIALOG_STATIC_WORK_AREAS_HEADLINE","运行区域"
......@@ -5999,7 +6220,7 @@
"#TUTORIAL_CODEX_WATER_HEADLINE","水"
"#TUTORIAL_CODEX_WATER","<quad name=Water><mark>水</mark>产量充足对于居民至关重要。每位居民每天需要消耗一定量的水,如果长期干渴,将导致<mark>脱水</mark>。这种情况十分严重,如果不建造更多水源,很快就会导致死亡。\n\n常规<mark>水井</mark>不能建造在<mark>贫瘠土地</mark>上,且只在<mark>肥沃</mark>地形才能提供最大产水量。而且水井不能紧挨着建造。\n\n<mark>集水箱</mark>是一种低成本的替换品,但效率也相对较低。需要居民手动操作。集水箱需要放置在湖边,而在较为干旱的地区建造是个挑战。\n\n水储备能够缓解灾难期间比如<mark>热浪</mark>这样的情况,或是在很多新的幸存者加入聚居地时,缓解他们对水需求增加的情况。居民只喝淡水或是储存在<mark>净水储备</mark>里的水,建筑可以使用<mark>水塔</mark>里储备并分配的质量较差的水。\n\n<mark>钻井</mark>和<mark>水泵</mark>则是更为高效的取水建筑,因为他们能采集到更深的水,但首先它们需要在<mark>科技树</mark>里解锁。"
"#TUTORIAL_CODEX_SHELTER_HEADLINE","庇护所"
"#TUTORIAL_CODEX_SHELTER","所有<mark>无家可归</mark>的居民头顶会出现标记。其他潜在的危险情况也以相同方式显示。\n\n虽然居民不得已时也会席地而睡,然而拥有充足的庇护所是第一要务。帐篷和房屋不仅能提升他们的<mark>幸福度</mark>,还能保护他们免遭恶劣天气影响。没有可供休息的床铺,居民会感到疲劳,并最终由于缺乏睡眠而衰竭。他们还可能患病,从而需要医疗看护。\n\n庇护所多种多样,既有简单的帐篷,也有比肩现代居所的舒适房屋。升级房屋,使其坚固舒适,能够提升人们的幸福度,并能提供更好的保护,免遭恶劣环境——甚至<mark>灾难</mark>的影响。身处舒适的房屋,居民会感到安全和私密,从而提升生育意愿。居民喜欢选择在距离工作场所较近的庇护所生活,因此分散居住区能减少居民的往返时间。\n\n可在建造模式中使用左右保险键或“R”键旋转建筑。"
"#TUTORIAL_CODEX_SHELTER","所有<mark>无家可归</mark>的居民头顶都会出现图标。其他潜在的危险情况也会以相同方式显示。\n\n虽然居民不得已时也会席地而睡,但拥有充足的庇护所仍是第一要务。帐篷和房屋不仅能提升居民的<mark>幸福度</mark>,还能帮助他们抵御恶劣天气的影响。没有可供休息的床铺,居民的工作效率就会下降。他们还可能患病,因此需要医疗看护。\n\n庇护所多种多样,既有简单的帐篷,也有比肩现代居所的舒适房屋。升级房屋,使其更加坚固舒适,就能提升人们的幸福度,还能提供更好的保护,帮助居民抵御恶劣环境甚至<mark>灾难</mark>的影响。身处舒适的房屋,居民会更有安全感和私密感,因此生育意愿也会提高。居民喜欢选择在距离工作场所较近的住所内生活,因此分散居住区能减少居民的往返时间。\n\n可在建造模式中使用“LB”和“RB”按钮或“R”键旋转建筑。"
"#TUTORIAL_CODEX_FOOD_PRODUCTION_HEADLINE","食物"
"#TUTORIAL_CODEX_FOOD_PRODUCTION","你的聚居地有多种方法可以生产各种食物。最简单的方法是命令居民收集起始位置附近的<mark>浆果</mark>。操作方式为:选择<mark>食物仓房</mark>,然后将其<mark>工作区</mark>设置在浆果丛上。这种方法能快速填满你的仓库,但食物消耗速度也很快。\n\n较为长期的解决方案是建造狩猎屋,如果附近有湖泊,还能建造捕鱼小屋。它们都能分别稳定提供野味和鱼肉,但难以满足大型聚居地的需求。此时你需要农田。\n\n建造农田免费,但需要普通土壤,或最好是肥沃土壤,才能获得丰收。农田需要很长时间耕种和生长,但能产出大量食物,具体产出玉米、土豆,还是卷心菜,取决于你拥有的<mark>种子</mark>。新品种<mark>作物</mark>生长较快,产量也较高,请随时留意。\n\n高级食物生产方式有<mark>农场</mark>和<mark>昆虫农场</mark>。前者为聚居地提供肉类,后者结合狩猎屋的稳定产出,带来类似于农田的产量。\n\n食物生产极易受到<mark>灾难</mark>干扰,因此储存各种食材非常必要。如果没有多余的存储空间,尽量不要留下多余的物资,因为食物很快就会<mark>腐坏</mark>或是最后被<mark>偷走</mark>,让所有的辛苦劳作统统白费。\n\n你还能从世界地图上的废弃农场和餐馆中搜寻食物。危机时刻,<mark>专家</mark>能为聚居地带回急需的食物,这凸显了他们的身价。"
"#TUTORIAL_CODEX_WORKAREA_HEADLINE","工作区"
......@@ -6043,7 +6264,7 @@
"#TUTORIAL_NOTIFICATION_SHELTER_HEADLINE","建造庇护所"
"#TUTORIAL_NOTIFICATION_SHELTER_MESSAGE","按此学习如何操作。"
"#TUTORIAL_DIALOG_SHELTER_HEADLINE","建造庇护所"
"#TUTORIAL_DIALOG_SHELTER_MESSAGE","你的居民需要<mark>庇护所</mark>栖身。打开<mark>建造菜单</mark>,为所有<mark>无家可归</mark>的居民建造足够的帐篷或应急庇护所。"
"#TUTORIAL_DIALOG_SHELTER_MESSAGE","你的居民需要<mark>庇护所</mark>栖身。打开<mark>建造菜单</mark>,为居民建造一些帐篷或应急庇护所,以免他们<mark>无家可归</mark>。"
"#TUTORIAL_NOTIFICATION_TECH_TREE_HEADLINE","科技树"
"#TUTORIAL_NOTIFICATION_TECH_TREE_MESSAGE","按此了解详情。"
"#TUTORIAL_DIALOG_TECH_TREE_HEADLINE","科技树"
......@@ -6056,14 +6277,12 @@
"#TUTORIAL_NOTIFICATION_CONTROLS_MESSAGE","按此了解详情。"
"#TUTORIAL_DIALOG_CONTROLS_HEADLINE","基础控制"
"#TUTORIAL_DIALOG_CONTROLS_MESSAGE","使用控制器或鼠标键盘均可进行游戏。\n\n控制器:\n使用<mark>左摇杆</mark><mark>滑动视野</mark>,<mark>按A选择</mark>或确认,按<mark>B</mark><mark>取消选择</mark>或返回。\n\n键盘和鼠标:\n<mark>使用WSAD滑动视野</mark>,或按住鼠标右键拖动视野。使用<mark>鼠标左键</mark><mark>选择</mark>物品和使用界面。"
"#TUTORIAL_NOTIFICATION_ADV_CONTROLS_HEADLINE","高级控制"
"#TUTORIAL_NOTIFICATION_ADV_CONTROLS_MESSAGE","按此了解详情。"
"#TUTORIAL_DIALOG_ADV_CONTROLS_HEADLINE","高级控制"
"#TUTORIAL_DIALOG_ADV_CONTROLS_MESSAGE","控制器:\n横向移动<mark>右摇杆</mark><mark>旋转镜头</mark>,<mark>纵向</mark>移动右摇杆<mark>缩放</mark>。\n\n键盘和鼠标:\n使用<mark>鼠标滚轮</mark><mark>缩放</mark>,<mark>按住鼠标滚轮</mark><mark>倾斜</mark>或<mark>旋转镜头</mark>。按住鼠标左键<mark>框选</mark>多个物品。"
"#TUTORIAL_CODEX_CONTROLS_HEADLINE","高级控制"
"#TUTORIAL_CODEX_CONTROLS","控制器:\n横向移动<mark>右摇杆</mark><mark>旋转镜头</mark>,<mark>纵向</mark>移动右摇杆<mark>缩放</mark>。\n\n键盘和鼠标:\n使用<mark>鼠标滚轮</mark><mark>缩放</mark>,<mark>按住鼠标滚轮</mark><mark>倾斜</mark>或<mark>旋转镜头</mark>。按住鼠标左键<mark>框选</mark>多个物品。"
"#TUTORIAL_NOTIFICATION_PLASTIC_HEADLINE","塑料和金属"
"#TUTORIAL_NOTIFICATION_PLASTIC_MESSAGE","按此了解详情。"
"#TUTORIAL_DIALOG_PLASTIC_HEADLINE","塑料和金属"
"#TUTORIAL_DIALOG_PLASTIC_MESSAGE","该利用那些庞大的<mark>塑料</mark>和<mark>金属堆积物</mark>了。在塑料堆积物旁边建造回收站,开始搜寻<quad name=Plastic> <mark>塑料</mark>和<quad name=Fiber> <mark>布料</mark>。<mark>废料站</mark>以同样的方式进行收集,收集<quad name=Metal> <mark>金属</mark>和<quad name=Scrap><mark>废旧物</mark>。"
"#TUTORIAL_DIALOG_PLASTIC_MESSAGE","为获取更多<mark>塑料</mark>和<mark>金属</mark>,你需要仰仗<mark>回收站</mark>和<mark>废料站</mark>。这两种建筑还会产出次要资源<quad name=Fiber><mark>布料</mark>和<quad name=Scrap><mark>废旧物</mark>,这些资源将来也会派上用场!\n\n请注意,只有居民才能搜寻这些资源。"
"#TUTORIAL_NOTIFICATION_STORAGES_HEADLINE","仓储类型"
"#TUTORIAL_NOTIFICATION_STORAGES_MESSAGE","按此了解详情。"
"#TUTORIAL_DIALOG_STORAGES_HEADLINE","仓储类型"
......@@ -6142,7 +6361,7 @@
"#TUTORIAL_CODEX_POLLUTION_DEPOSITS_HEADLINE","消除污染"
"#TUTORIAL_CODEX_POLLUTION_DEPOSITS","在污染沉积物附近的建筑是有风险的。因为这些沉积物会不断地扩散污染,偶尔还会释放有毒的化学物质,所以最好尽可能避开它们。\n\n研究<mark>危险物料工程</mark>来建造<mark>环境站</mark>,以便安全清除污染沉积物。你需要将收集到的<quad name=Pollution><mark>污染物</mark>小心地存放在<mark>废料箱</mark>里,否则废料箱就极有可能泄漏,甚至是爆炸!\n\n接触过多污染物的建筑最终会被<mark>污染</mark>。你需要用居民去清理被污染的建筑,这样它们才能再次正常运作。"
"#TUTORIAL_CODEX_PLASTIC_HEADLINE","加工"
"#TUTORIAL_CODEX_PLASTIC","塑料和金属被用作建筑材料和其他产品。金属、纤维和废物可以进一步提炼成物品。<mark>工具车间</mark>可以将金属变成<quad name=Tools> <mark>工具</mark>,<mark>裁缝铺</mark>可以将纤维变成<quad name=Cloth> <mark>衣物</mark>,<mark>机械车间</mark>可以将废物变成<quad name=Parts> <mark>零件</mark> 。可以在<mark>枪械工匠</mark>处用金属和零件制造<quad name=Guard_Rifle> <mark>武器</mark>。\n\n-<mark>工具</mark>:合适的工具能加快聚居地里的工作。\n- <mark>衣物</mark>:衣物可以防止辐射和抵御寒冷天气。\n- <mark>武器</mark>:守卫和居民可以用它来对抗动物和其他入侵者。\n\n所有物品在使用中都会损坏,需要及时更换。一些配方能制作出更耐久的产品,但同时也会花费更多的材料。\n\n一旦地表矿藏枯竭,研究“工业采矿”来建造提取机。在地下你会发现同样的矿藏,但数量要大得多。同时该科技能让你得到<mark>稀有金属</mark>,<mark>电子厂</mark>能提炼稀有金属,并用其制作最有价值的资源——<quad name=Component> <mark>部件</mark>。"
"#TUTORIAL_CODEX_PLASTIC","塑料和金属被用作建筑材料和其他产品。金属、纤维和废物可以进一步提炼成物品。<mark>工具车间</mark>可以将金属变成<quad name=Tools> <mark>工具</mark>,<mark>裁缝铺</mark>可以将纤维变成<quad name=Cloth> <mark>衣物</mark>,<mark>机械车间</mark>可以将废物变成<quad name=Parts> <mark>零件</mark> 。可以在<mark>枪械工匠</mark>处用金属和零件制造<quad name=Guard_Rifle>武器</mark>。\n\n-<mark>工具<mark>:合适的工具能加快聚居地里的工作。\n- <mark>衣物</mark>:衣物可以防止辐射和抵御寒冷天气。\n- <mark>武器</mark>:守卫和居民可以用它来对抗动物和其他入侵者。\n\n所有物品在使用中都会损坏,需要及时更换。一些配方能制作出更耐久的产品,但同时也会花费更多的材料。\n\n一旦地表矿藏枯竭,研究“工业采矿”来建造提取机。在地下你会发现同样的矿藏,但数量要大得多。同时该科技能让你得到<mark>稀有金属</mark>,</mark>电子厂<mark>能提炼稀有金属,并用其制作最有价值的资源——<quad name=Component><mark>部件</mark>。"
"#TUTORIAL_CODEX_STORAGES_HEADLINE","高级仓储"
"#TUTORIAL_CODEX_STORAGES","一些仓库需要从<mark>科技树</mark>解锁后才能建造。此类仓库包括:\n\n- <mark>通用储备室</mark>:安全储存大型加工品和食物\n- <mark>废料箱</mark>:储存来自环境站的危险污染物。"
"#TUTORIAL_CODEX_OUTPOSTS_HEADLINE","设立前哨"
......@@ -6156,9 +6375,9 @@
"#TUTORIAL_NOTIFICATION_COLONY_COMBAT_HEADLINE","聚居地内专家"
"#TUTORIAL_NOTIFICATION_COLONY_COMBAT_MESSAGE","按此了解详情。"
"#TUTORIAL_DIALOG_COLONY_COMBAT_HEADLINE","聚居地内专家"
"#TUTORIAL_DIALOG_COLONY_COMBAT_MESSAGE","可以命令聚居地内的<mark>专家</mark><mark>移动</mark>或<mark>攻击</mark>敌人,方法是首先选中专家,然后指向目标并下达移动或攻击的命令。专家可保护居民免受<mark>野生动物</mark>伤害及其他伤害,在这方面发挥着至关重要的作用。"
"#TUTORIAL_DIALOG_COLONY_COMBAT_MESSAGE","你可以命令聚居地内的<mark>专家</mark><mark>移动</mark>或<mark>攻击</mark>敌人,方法是首先选中专家,然后指向目标并下达移动或攻击的命令。专家在保护居民方面发挥着重要作用,可帮助他们抵御<mark>野生动物</mark>伤害及其他伤害。\n\n在键盘上按<mark>“L”</mark>键或在控制器上按<mark>右摇杆</mark>,即可轻松辨别所有生物。"
"#TUTORIAL_CODEX_COLONY_COMBAT_HEADLINE","动物"
"#TUTORIAL_CODEX_COLONY_COMBAT","聚居地附近有各种各样的物种四处游荡。这些动物的力量各不相同,在设置建筑物或命令居民在其领土附近收集资源时,应时刻保持小心谨慎。\n\n<mark>威武雄鹿</mark>:非侵略性物种,即使受到激怒也只会保护自己。\n\n<mark>鼠甲虫</mark>:这些生物看上去很无辜,一旦成群出现,能够迅速让粗心大意的居民措手不及。在夜间,它们很容易被发现,因为它们的眼睛在黑暗中发着红光!\n\n<mark>野猪</mark>:这些猪的背上有尖刺,长相令人恐惧。接近它们的时候不要掉以轻心。\n\n<mark>熊</mark>:这些熊可不是普通的泰迪熊,它们是实打实的杀人熊。即使是具有战斗专长的专家,也很难干掉哪怕一只熊。\n\n<mark>沙虫</mark>:沙虫是最可怕的动物,具有躲藏在地下并突袭居民和专家的能力。它们有巨大的力量,因此请尽可能留意,看看它们是否在偷偷窥视着地面。"
"#TUTORIAL_CODEX_COLONY_COMBAT","聚居地附近有各种各样的动物四处游荡。这些动物的力量各不相同,因此在其领土附近设置建筑物或命令居民收集资源时,应时刻保持小心谨慎。\n\n<mark>威武巨鹿</mark>:非侵略性物种,即使受到刺激也只会保护自己。\n\n<mark>凶恶老鼠</mark>:老鼠天性较为温顺,一般能与人类和平共处。但如果遭到攻击,它们就会凶悍地捍卫自己的领土。\n\n<mark>鼠甲虫</mark>:这些生物看上去很无辜,但一旦成群出现,就能迅速让疏于防备的居民措手不及。在夜间,它们很容易被发现,因为它们的眼睛在黑暗中发着红光!\n\n<mark>野猪</mark>:这些猪的背上布满尖刺,长相令人恐惧。接近它们的时候千万不要掉以轻心!\n\n<mark>熊</mark>:这些熊可不是普通的泰迪熊,它们是实打实的杀人熊。即使是具有战斗专长的专家,也很难干掉一头熊。\n\n<mark>沙虫</mark>:沙虫是最可怕的动物,能够躲藏在地下,伺机向居民和专家发动突袭。它们有巨大的力量,因此请尽可能留意,小心它们正偷偷窥视着地面。"
"#TUTORIAL_NOTIFICATION_GATE_COMBAT_HEADLINE","大门战斗"
"#TUTORIAL_NOTIFICATION_GATE_COMBAT_MESSAGE","按此了解详情。"
"#TUTORIAL_DIALOG_GATE_COMBAT_HEADLINE","土匪突袭"
......@@ -6195,6 +6414,36 @@
"#TUTORIAL_NOTIFICATION_BUILDING_NEEDS_MESSAGE","按此了解详情。"
"#TUTORIAL_DIALOG_BUILDING_NEEDS_HEADLINE","建筑需求"
"#TUTORIAL_DIALOG_BUILDING_NEEDS_MESSAGE","建筑需要不同资源来正常运作,其中最重要的是<quad name=Energy><mark>能源</mark>和<quad name=Water><mark>水</mark>。在聚居地的任何地方都可以使用能源,同时<mark>水塔</mark>会在其<mark>有效范围</mark>内把多余的水分配给建筑。存放在生锈铁桶里的水不适合居民饮用。"
"#TUTORIAL_NOTIFICATION_SPECIALIST_CONTROLS_HEADLINE","专家控制"
"#TUTORIAL_NOTIFICATION_SPECIALIST_CONTROLS_MESSAGE","按此了解详情。"
"#TUTORIAL_DIALOG_SPECIALIST_CONTROLS_HEADLINE","专家控制"
"#TUTORIAL_DIALOG_SPECIALIST_CONTROLS_MESSAGE","<mark>专家</mark>是你了解荒野所必需的前线人员。你可以移动专家,方法是选择专家,并按<mark>鼠标右键</mark>或控制器的“A”键,命令他们前往特定地点。"
"#TUTORIAL_NOTIFICATION_COLONY_SETUP_HEADLINE","布置聚居地"
"#TUTORIAL_NOTIFICATION_COLONY_SETUP_MESSAGE","按此了解详情。"
"#TUTORIAL_DIALOG_COLONY_SETUP_HEADLINE","布置聚居地"
"#TUTORIAL_DIALOG_COLONY_SETUP_MESSAGE","现在你已经知道该怎样移动了,使用<mark>建造菜单<mark>找个好地方建立<mark>营地</mark>吧!选好合适的营地位置后,便可命令专家开始建造。"
"#TUTORIAL_NOTIFICATION_PREPARE_COLONY_HEADLINE","开展聚居地的准备工作"
"#TUTORIAL_NOTIFICATION_PREPARE_COLONY_MESSAGE","按此了解详情。"
"#TUTORIAL_DIALOG_PREPARE_COLONY_HEADLINE","开展聚居地的准备工作"
"#TUTORIAL_DIALOG_PREPARE_COLONY_MESSAGE","干得好!你已建成聚居地的第一座建筑,并已解锁许多新建筑,你可以利用这些新建筑开展聚居地的准备工作。居民与专家不同,有着各种各样的需求,并且无法在缺乏支援的情况下在荒野中长期生存。\n\n如果你觉得一切都已准备就绪,只需点击营地并选择“发射信号弹”,即可邀请居民加入新聚居地。"
"#TUTORIAL_NOTIFICATION_HUNTING_HEADLINE","狩猎中"
"#TUTORIAL_NOTIFICATION_HUNTING_MESSAGE","按此了解详情。"
"#TUTORIAL_DIALOG_HUNTING_HEADLINE","狩猎中"
"#TUTORIAL_DIALOG_HUNTING_MESSAGE","发现野生<mark>动物</mark>!你可以派遣专家猎杀野生动物,以保障聚居地的安全。不过还是得小心,因为猎人很容易变成猎物。如果在你的领导下,所有专家和居民都命丧黄泉,那么人类就将彻底完蛋!\n\n在键盘上按<mark>“L”</mark>键或在控制器上按<mark>右摇杆</mark>,即可高亮显示生物并查看其侵略性等级。"
"#TUTORIAL_NOTIFICATION_BASIC_GATHERING_HEADLINE","基础采集"
"#TUTORIAL_NOTIFICATION_BASIC_GATHERING_MESSAGE","按此了解详情。"
"#TUTORIAL_DIALOG_BASIC_GATHERING_HEADLINE","基础采集"
"#TUTORIAL_DIALOG_BASIC_GATHERING_MESSAGE","你可以派遣专家从事某些工作。尝试命令他们前往附近的<quad name=Berries><mark>浆果</mark>丛、<quad name=Plank><mark>木材</mark>堆积处或<quad name=Concrete><mark>混凝土块</mark>堆积处。你需要建造一座<Stockpile>和一座<Food Storage>,才能收集物品。使用顶部工具条查看你目前的资源储量。"
"#TUTORIAL_NOTIFICATION_RANCH_HEADLINE","Domestic Animals"
"#TUTORIAL_NOTIFICATION_RANCH_MESSAGE","Press here to learn more"
"#TUTORIAL_DIALOG_RANCH_HEADLINE","DOMESTIC ANIMALS"
"#TUTORIAL_DIALOG_RANCH_MESSAGE","Domestic animals like <mark>Sheep</mark> and <mark>Cows</mark> are not only cute, but also bring prosperity to the colony. You will need <mark>Ranches</mark> to raise and breed animals, but first you must acquire the beasts by <mark>Trading</mark>. "
"#TUTORIAL_CODEX_RANCH_HEADLINE","RANCHES"
"#TUTORIAL_CODEX_RANCH","To grow animals, you need to unlock <mark>Animal Husbandry</mark> from the tech tree. You can raise four types of humanity's old pals in your Ranch: Cows, Sheep, Pigs and Chicken.\n\nYou can set which type of animal to grow in the ranch is done via its info panel. Once the setting is made, you only need to get the animal, most commonly by trading from the <mark>Societies</mark> found from the World Map.\n\nAnimals have special needs that need to be met so they can flourish. You cannot raise more than one type of animal in one ranch, for example. Also, they need to drink water and failing to provide this will result in losing the animal.\n\nOnce the animals are grown, they will provide unique and useful products to use. If you find yourself in a dire need of meat, you can choose to <mark>Butcher</mark> the fully grown animals for sustenance."
"#TUTORIAL_NOTIFICATION_INVITE_COLONISTS_HEADLINE","Invite Colonists"
"#TUTORIAL_NOTIFICATION_INVITE_COLONISTS_MESSAGE","Press here to learn how"
"#TUTORIAL_DIALOG_INVITE_COLONISTS_HEADLINE","INVITE COLONISTS"
"#TUTORIAL_DIALOG_INVITE_COLONISTS_MESSAGE","When you feel having built enough, it is time to invite the habitants in. Send a signal to the Colonists by clicking the <mark>Campsite</mark> and choosing <mark>'Shoot the Flare'</mark>.\n\nNote that once you have invited the people in, you cannot send them back."
"#TOPIC_RESEARCH_FOOD","食物"
"#TOPIC_RESEARCH_PRODUCTION","生产"
"#TOPIC_RESEARCH_COLONY","聚居地"
......@@ -6257,8 +6506,8 @@
"#TECH_MEDICAL_CENTER","医疗中心"
"#TECH_MEDICINE_PRODUCTION","药品生产"
"#TECH_SECURE_STORAGE_DESC","贵重物品需要储存在合适的地点。<mark>通用储备室</mark>是经过改造和强化的船运集装箱,能够抵御恶劣环境和盗贼。\n\n储存能够存放于<mark>食物仓房</mark>或<mark>仓库</mark>的任何资源。"
"#TECH_HAZMAT_ENGINEERING_DESC","清理严重污染的土壤而没有合适的装备,相当于死刑判决。<mark>环境站</mark>即能提供清理<quad name=Pollution><mark>污染沉积物</mark>的方法,还能将被污染的材料储存在<mark>废料箱</mark>中。"
"#TECH_CENTRALIZED_REPAIRS_DESC","实时追踪大型聚居地中的所有维修活动十分繁琐。只需给<mark>维修厂</mark>配备足够的员工和补给,它就能自动修复并清洁工作半径内的所有受损建筑。"
"#TECH_HAZMAT_ENGINEERING_DESC","在没有合适装备的情况下清理严重污染的土壤,无异于死刑判决。<mark>环境站</mark>既能提供清理<quad name=Pollution><mark>污染沉积物</mark>的方法,还能将废料储存在<mark>废料箱</mark>中。"
"#TECH_CENTRALIZED_REPAIRS_DESC","实时追踪大型聚居地中的所有维修活动十分繁琐。只需给<mark>维修厂</mark>配备足够的员工和补给,它就能自动清除污染并修复工作区内的所有受损建筑。"
"#TECH_REINFORCED_GATE_DESC","加强<mark>大门</mark>能让靠近者更加敬畏住在后面的社团。可更详细地盘问<mark>幸存者团体</mark>,然后再考虑是否让其进入。有时盘问能揭示团体状况的重要信息。"
"#TECH_MEDICAL_CENTER_DESC","简易的<mark>医疗帐篷</mark>无法保障大型聚居地的健康。管理完善的<mark>野外医院</mark>宽敞又高效,能够治疗各种病症。需要靠近水塔。"
"#TECH_MEDICINE_PRODUCTION_DESC","在荒地中搜寻可用药品几乎全靠运气。有了<mark>医学实验室</mark>,聚居地就能自己生产所需的药品和抗生素,前提是实验室拥有充足的原材料、科学家和<quad name=Energy> <mark>能源</mark>。"
......@@ -6511,7 +6760,7 @@
"#TECH_LOGISTICS","物流"
"#TECH_LOGISTICS_DESC","合理有效的打包方式并非自然产生,必须有人创造。采用基础的物流方法后,同一个空间容量明显增加,看起来就像魔法。"
"#TECH_INVENTORY","库存"
"#TECH_INVENTORY_DESC","<mark>仓库</mark>库存清晰分类各种物品。不仅能最大化空间利用率,还有助于居民寻找所需物品。"
"#TECH_INVENTORY_DESC","<mark>储备区</mark>库存清单可以清晰分类各种物品。不仅能最大化空间利用率,还有助于居民寻找所需物品。"
"#TECH_JUNKER","垃圾加工器"
"#TECH_JUNKER_DESC","垃圾加工器可以显著延长<quad name=Scrap><mark>垃圾</mark>使用寿命。大灾变后,物尽其用意义重大。"
"#TECH_CIRCUIT_BREAKERS","断路器"
......@@ -6555,3 +6804,5 @@
"#TECH_AXIAL_FLOW_DESC","一些机巧的工程能用水泵让液体在轴向路径中循环,减少运行水泵所需的能源。"
"#TECH_SUBMERGED_PUMPING","水下泵送"
"#TECH_SUBMERGED_PUMPING_DESC","虽然用水桶取水很可爱,但是对大型聚居地来说,需要更大的解决方案来生产大量的水。岸边的高科技水泵就能提供大量的水。"
"#TECH_ANIMAL_HUSBANDRY","动物饲养"
"#TECH_ANIMAL_HUSBANDRY_DESC","学会圈养之后,人们就开始饲养动物。解锁农场并从其他社群那里换取动物,便可在聚居地中饲养动物,从而获取肉和其他资源。\n\n农场中动物的具体情况不同,水资源消耗也会有所差异。"
......@@ -40,8 +40,8 @@
"#LOADING_HINT_14","So etwas wie ein gesundes, grünes Strahlen gibt es nicht."
"#LOADING_HINT_15","Kinder wachsen nur langsam heran. Du kannst dich also nicht nur auf sie verlassen, um die Erweiterung deiner Kolonie zu sichern."
"#LOADING_HINT_16","Ernte Felder vorzeitig ab, um einen Ernteverlust beim Eintreten einer Katastrophe zu vermeiden"
"#LOADING_HINT_17","Flüssigkeitsmangel ist ein ernst zu nehmender Zustand. Sorge also dafür, dass du immer ausreichend Brunnen und Wassertürme hast."
"#LOADING_HINT_18","Die Leute schlafen auf dem Boden, falls nicht ausreichend Häuser verfügbar sind."
"#LOADING_HINT_17","Flüssigkeitsmangel ist ein ernstzunehmender Zustand. Sorge also dafür, dass du immer genug Wasserquellen und Speicher errichtest."
"#LOADING_HINT_18","Die Leute werden auf dem Boden schlafen, wenn es zu wenige Unterkünfte gibt"
"#LOADING_HINT_19","Träger bauen und reparieren Gebäude und tragen Ressourcen. Arbeiter werden einem bestimmten Gebäude zugeteilt"
"#LOADING_HINT_20","Komponenten sind ein wichtiger Bestandteil für die Energieproduktion und den Bau höherrangiger Gebäude"
"#LOADING_HINT_21","Die Nahrungsproduktion durch die Fallensteller und Fischer stellt eine langsame, aber stabile Methode dar."
......@@ -55,8 +55,8 @@
"#WIP_LOADING_HINT_29","Glückliche Kolonisten erhöhen deinen Ansehenswert und sorgen dafür, dass mehr Menschen zum Tor kommen."
"#LOADING_HINT_30","Die Apokalypse hat den Planeten völlig aus den Fugen geworfen, erwarte also das Unerwartete."
"#LOADING_HINT_31","Umweltstationen können sich um die verseuchten Zellen kümmern und mehr Land für Bauaktivitäten freigeben."
"#LOADING_HINT_32","Das Begraben der Toten ist nicht nur moralisch richtig, sondern auch notwendig, damit die Leichen keine Krankheiten verbreiten und für Unzufriedenheit sorgen."
"#LOADING_HINT_33","Du kannst das Spiel auf deine bevorzugte Art und Weise spielen – entweder mit Maus und Tastatur oder einem Controller"
"#LOADING_HINT_32","Das Begraben der Toten ist nicht nur moralisch richtig, sondern auch notwendig, weil Leichen Krankheiten verbreiten und für Unzufriedenheit sorgen."
"#LOADING_HINT_33","Du kannst das Spiel auf deine bevorzugte Art und Weise spielen, sei es mit Maus und Tastatur oder mit einem Controller."
"#LOADING_HINT_34","Alle Aufgaben von Spezialisten erfordern für die Durchführung einen Aktionspunkt (AP)."
"#WIP_LOADING_HINT_35","Beschädigte Häuser bieten ihren Bewohnern weniger Schutz. Achte also darauf, dass ständige Reparaturen durchgeführt werden."
"#LOADING_HINT_36","Halte eine Reihe von Baumaterialien für Reparaturen vorrätig."
......@@ -107,7 +107,7 @@
"#FEEDBACK_CATEGORY_6_SUB_5","Sonstiges"
"#FEEDBACK_CATEGORY_7_SUB_1","Sonstiges"
"#IMPORTANCE","Schwere:"
"#EVENT_RESULT_RECEIVE_RESOURCES","+ {0}"
"#EVENT_RESULT_RECEIVE_RESOURCES","{0}"
"#EVENT_RESULT_GIVE_RESOURCES","- {0}"
"#EVENT_RESULT_RECEIVE_COLONISTS","+ {0} Kolonist(en)"
"#EVENT_RESULT_GIVE_COLONISTS","- {0} Kolonist(en)"
......@@ -311,6 +311,7 @@
"#BUTTON_FILTER_CATEGORIES","RESSOURCENFILTER"
"#BUTTON_CYCLE_PANELS","BEDIENFELD WECHSELN"
"#SAVE_BLOCK_REASON_EVENT_ACTIVE","SPEICHERN WÄHREND EVENT NICHT MÖGLICH"
"#TOPIC_LOADING","Loading..."
"#MENU_START","START"
"#MENU_NEW_GAME","NEUES SPIEL"
"#MENU_LOAD","LADEN"
......@@ -595,9 +596,9 @@
"#PREGAME_OPTION_06","Es scheint, die Apokalypse dauert an."
"#PREGAME_OPTION_06_ALT1","Es scheint, die Apokalypse dauert an."
"#PREGAME_OPTION_06_ALT2","Es scheint, die Apokalypse dauert an."
"#PREGAME_OPTION_07","Der unzerstörbare Bunker ist eingestürzt."
"#PREGAME_OPTION_08","Das zuverlässige Auto ist schließlich kaputtgegangen."
"#PREGAME_OPTION_09","Nach einer Ewigkeit des Umherirrens landeten sie hier."
"#PREGAME_OPTION_07","Die Reise hat gerade erst begonnen"
"#PREGAME_OPTION_08","Die Vorräte gehen langsam zur Neige"
"#PREGAME_OPTION_09","Verwende alles, was du finden kannst, um zu überleben"
"#PREGAME_OPTION_10","Abgehärtete Individuen, die in dieser Welt Erfolg haben werden."
"#PREGAME_OPTION_11","Eine Gruppe von Überlebenden, die für sich selbst sorgen kann."
"#PREGAME_OPTION_12","Eine Gruppe zweideutiger Außenseiter."
......@@ -789,7 +790,7 @@
"#PREGAME_EFFECT_CATASTROPHES_1_B","Verschmutzungsgrad: 20%"
"#PREGAME_EFFECT_CATASTROPHES_2_B","Verschmutzungsgrad: 35%"
"#PREGAME_EFFECT_CATASTROPHES_3_B","Verschmutzungsgrad: 60%"
"#PREGAME_RESOURCES_STORY","Jeder hat eine Belastungsgrenze. Irgendwann reicht es nicht mehr aus, Tag für Tag einfach nur zu überleben. Menschen brauchen Hoffnung und endlich gibt es einen Schimmer davon. Es war ein langer Weg, aber das Erlebte kann nun der Vergangenheit angehören."
"#PREGAME_RESOURCES_STORY","Jeder hat eine Belastungsgrenze. Irgendwann wird selbst der nächste Schritt zu schwer. Die wenigen Ressourcen, die die Leute haben, geben ihnen die einzige Hoffnung, dass die Vergangenheit in Ruhe gelassen werden."
"#PREGAME_COLONISTS_STORY","Die Menschen um dich herum sind der schmale Grat zwischen Leben und Tod. Sie sind alles andere als perfekt, aber immerhin habt ihr zusammen überlebt. Du kannst ihnen dein Leben anvertrauen, denn sie tun es umgekehrt genauso."
"#PREGAME_EFFECT_COLONISTS_1_B","8 Erwachsene, 4 Kinder"
"#PREGAME_EFFECT_COLONISTS_2_B","7 Erwachsene, 3 Kinder"
......@@ -1001,8 +1002,8 @@
"#ANNOUNCEMENT_PATCHNOTES_MS16_BARTER_TEXT","Trading with Societies continues to be improved. They now offer new special deals with special discounts, which also raise your Reputation. And the better your Rep with them is the sweeter deals you'll get. But don't dump unwanted resources on them, as they'll pay less and be annoyed with you if you do."
"#ANNOUNCEMENT_PATCHNOTES_MS16_IMPROVEMENTS_SUBTITLE","Other improvements"
"#ANNOUNCEMENT_PATCHNOTES_MS16_IMPROVEMENTS_TEXT","Colonists will voice their opinions on various events. Research progress is now shown in the notification area. The new Van and Offroader vehicles can be found on the World Map and in trade deals. Buildings stop functioning in critical condition and some conditions prevent your Colonists from working. And the annoying Happiness change sound effect has been fixed!"
"#ANNOUNCEMENT_PATCHNOTES_MS16_CHANGES_SUBTITLE","Änderungen bei der Benutzeroberfläche"
"#ANNOUNCEMENT_PATCHNOTES_MS16_CHANGES_TEXT","Die Kamera wird jetzt mit der rechten Maustaste geschwenkt. Spezialisten werden mit der Schaltfläche ""Auf Weltkarte schicken"" in deren Infomenü in den Einsatz aus der Kolonie auf die Weltkarte beordert."
"#ANNOUNCEMENT_PATCHNOTES_MS16_CHANGES_SUBTITLE","User interface changes"
"#ANNOUNCEMENT_PATCHNOTES_MS16_CHANGES_TEXT","The Camera is now panned with the right mouse button. Specialists are ordered from the Colony to the World Map via the ""Send to World Map"" button on their info panel."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_MS17_1","Law and Order"
"#ANNOUNCEMENT_PATCHNOTES_MS17_TITLE","Law and Order"
"#ANNOUNCEMENT_PATCHNOTES_MS17_DESC","Avoiding Malnutrition requires you to supply your colonists with varied Food to eat. Guards protect the colony from external and internal threats, especially when equipped with the new rifles from the Gunsmith. Colonists may now turn hostile on you if you treat the poorly enough and cause havoc."
......@@ -1031,6 +1032,49 @@
"#ANNOUNCEMENT_PATCHNOTES_MS18_UI_TEXT","Buildings and Work Areas have received a major quality-of-life update. New and clearer 3D floaters have been added and Work Areas especially have been improved. The new banner in the center of the area can now be moved without going to the building's menu and the area displays how many resources are still left inside it."
"#ANNOUNCEMENT_PATCHNOTES_MS18_CHANGES_SUBTITLE","Other improvements"
"#ANNOUNCEMENT_PATCHNOTES_MS18_CHANGES_TEXT","There are too many new additions to list, but here's a few good ones: Aqua Farm has been added for growing Fish, Field fertility is now calculated per-tile-basis and new Colonist items such as durable clothing and weapons have been added. Production limits can now be set per item type and the game features new reputation-dependent Society events."
"#BUTTON_AUTO_SELECT","RANDOMISIEREN"
"#PREGAME_SPECIALISTS_SELECT_DESC","Wähle deine erste Spezialistengruppe aus."
"#TOPIC_PREGAME_SPECIALISTS","SPEZIALISTEN"
"#PREGAME_OPTION_07_PLENTY_RESOURCES","Die Gruppe hat sich lange im Voraus vorbereitet"
"#PREGAME_OPTION_08_AVERAGE_RESOURCES","Jeder hat abgestaubt, was er konnte"
"#PREGAME_OPTION_09_SCARCE_RESOURCES","Die Leute sind mit fast leeren Händen geflohen"
"#PREGAME_DESCRIPTION_05_STARTING_RESOURCES","Einige hatten sich gut auf die drohende Apokalypse vorbereitet und haben Ressourcen für die Zeit danach angehäuft. Andere plünderten die leeren Dörfer und Städte, die sie unterwegs antrafen. Der Großteil aber ist nur mit den Kleidern am Leib davongekommen."
"#PREGAME_COLONY_NAME_SUGGESTION_26","Zhoria"
"#PREGAME_COLONY_NAME_SUGGESTION_27","Thorncliffe"
"#PREGAME_COLONY_NAME_SUGGESTION_28","Baymoor"
"#PREGAME_COLONY_NAME_SUGGESTION_29","Elderford"
"#PREGAME_COLONY_NAME_SUGGESTION_30","Oxmire"
"#PREGAME_COLONY_NAME_SUGGESTION_31","Brightway"
"#PREGAME_COLONY_NAME_SUGGESTION_32","Bitter Springs"
"#PREGAME_COLONY_NAME_SUGGESTION_33","Cassadaga"
"#PREGAME_COLONY_NAME_SUGGESTION_34","Leadsville"
"#PREGAME_COLONY_NAME_SUGGESTION_35","Alexandria"
"#PREGAME_COLONY_NAME_SUGGESTION_36","Armadillo"
"#PREGAME_COLONY_NAME_SUGGESTION_37","Radscliffe"
"#PREGAME_COLONY_NAME_SUGGESTION_38","New Albion"
"#PREGAME_COLONY_NAME_SUGGESTION_39","Kruger Falls"
"#PREGAME_COLONY_NAME_SUGGESTION_40","Meridian"
"#PREGAME_COLONY_NAME_SUGGESTION_41","Earlcaster"
"#SETTINGS_CRASH_REPORTING","Absturzmeldung"
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_MS19_1","First Settlers"
"#ANNOUNCEMENT_PATCHNOTES_MS19_TITLE","First Settlers"
"#ANNOUNCEMENT_PATCHNOTES_MS19_DESC","This update adds a new phase to the very beginning of the game as you command Specialists to set up a Campsite and other buildings for your first settlers. It also includes a new Ranch for breeding livestock, improved hunting and much more."
"#ANNOUNCEMENT_PATCHNOTES_MS19_START_SUBTITLE","A Fresh Start"
"#ANNOUNCEMENT_PATCHNOTES_MS19_START_TEXT","You’ll now start with three Specialists who'll prepare the camp for your colonists. You’re free to explore the area, scavenge resources, construct initial buildings and clear hostile wildlife before shooting a signal flare from the new Campsite to tell your people it’s safe to arrive."
"#ANNOUNCEMENT_PATCHNOTES_MS19_RANCH_SUBTITLE","Ranch and Livestock"
"#ANNOUNCEMENT_PATCHNOTES_MS19_RANCH_TEXT","The colonists can now reseach and build a Ranch to raise animals like chicken or sheep, but they must be first bought from other Societies. They'll provide the colony with plenty of meat but also other by-products like eggs and wool used as Fiber. "
"#ANNOUNCEMENT_PATCHNOTES_MS19_SPEED_CHANGE_SUBTITLE","Roads & Colonist Speed"
"#ANNOUNCEMENT_PATCHNOTES_MS19_SPEED_CHANGE_TEXT","Colonist walking speeds outside roads have been slowed down. At the same time moving around the colony on dirt or paved road is faster. Build an extensive network of roads to ensure smooth logistics, as this makes them more important than ever before."
"#ANNOUNCEMENT_PATCHNOTES_MS19_HUNTING_SUBTITLE","Hunting"
"#ANNOUNCEMENT_PATCHNOTES_MS19_HUNTING_TEXT","The local wildlife can now be harvested for meat once killed. The bigger the animal, the more meat it'll yield. But remember to gather it quickly, as it'll rot away if left to the elements."
"#ANNOUNCEMENT_PATCHNOTES_MS19_CHANGES_SUBTITLE","Other Improvements"
"#ANNOUNCEMENT_PATCHNOTES_MS19_CHANGES_TEXT","Resources and especially Food will now decay if left on the ground for long periods. Colonist walking speeds have been adjusted and building roads is more important than ever. Specialist can now build, scavenge, repair and carry resource boxes."
"#SETTINGS_RENDERING_RESOLUTION_SCALE","Rendering Scale"
"#SETTINGS_CONTROLLER_PROMPT_TYPE","Controller Prompt Style"
"#SETTINGS_PLATFORM_SWITCH","Switch"
"#SETTINGS_PLATFORM_XBOX","XBOX"
"#SETTINGS_PLATFORM_PS4","PS4"
"#PREGAME_TUTORIAL_DESC_1_WARNING","Due to major gameplay changes, all players are encouraged to enable tutorials."
"#POPULATION","Bevölkerung"
"#RESOURCE_WOOD","Baumstämme"
"#RESOURCE_PLANK","Bretter"
......@@ -1463,12 +1507,12 @@
"#AGE_GROUP_TEENAGER","Teenager"
"#AGE_GROUP_CHILD","Kind"
"#AGE_GROUP_INFANT","Kleinkind"
"#INFO_ACTIVATE_DEPOSIT","Bewege die Arbeitszone von einem passenden Gebäude, um diese Ressourcen einzusammeln."
"#INFO_ACTIVATE_DEPOSIT_PLASTIC","Bewege die Arbeitszone des Recyclers hierher, um mit dem Sammeln zu beginnen."
"#INFO_ACTIVATE_DEPOSIT_METAL","Bewege die Arbeitszone des Schürfzugs hierher, um mit dem Sammeln zu beginnen."
"#INFO_ACTIVATE_DEPOSIT_PLANK","Bewege die Arbeitszone der Lagerhalde hierher, um mit dem Sammeln zu beginnen."
"#INFO_ACTIVATE_DEPOSIT_BERRIES","Bewege die Arbeitszone des Lebensmittellagers hierher, um mit dem Sammeln zu beginnen."
"#INFO_ACTIVATE_DEPOSIT_POLLUTION","Bewege die Arbeitszone der Umweltstation hierher, um die Verschmutzung zu beseitigen."
"#INFO_ACTIVATE_DEPOSIT","Bewege die Arbeitszone von einem passenden Gebäude, um diese Ressourcen einzusammeln"
"#INFO_ACTIVATE_DEPOSIT_PLASTIC","Bewege die Arbeitszone des Recyclers hierher, um mit dem Sammeln zu beginnen"
"#INFO_ACTIVATE_DEPOSIT_METAL","Bewege die Arbeitszone des Schürfzugs hierher, um mit dem Sammeln zu beginnen"
"#INFO_ACTIVATE_DEPOSIT_PLANK","Bewege die Arbeitszone der Lagerhalde hierher, um mit dem Sammeln zu beginnen"
"#INFO_ACTIVATE_DEPOSIT_BERRIES","Bewege die Arbeitszone des Lebensmittellagers hierher, um mit dem Sammeln zu beginnen"
"#INFO_ACTIVATE_DEPOSIT_POLLUTION","Bewege die Arbeitszone der Umweltstation hierher, um die Verschmutzung zu beseitigen"
"#TOPIC_HAZARDS","Gefahren"
"#GATEKEEPER_LOG","PROTOKOLL DES TORWÄCHTERS"
"#TOPIC_RESEARCH_COST","Forschungskosten"
......@@ -1580,7 +1624,7 @@
"#RESOURCE_POTATO_DESC","Kartoffeln wachsen langsam, aber liefern eine beachtliche Ernte. Da der essbare Teil unter der Erde wächst, überlebt sie Katastrophen besser als andere Nutzpflanzen.\n\nWachstumsrate: langsam\nErtrag: mittel"
"#RESOURCE_VENISON_DESC","Frischfleisch von örtlichen Wildtieren, wie Hirsche oder das ein oder andere Kaninchen. Wird von deinem Fallensteller gefangen."
"#RESOURCE_WHEAT_DESC","Eine Getreidesorte, die für ihr unglaublich vielseitiges Verarbeitungspotenzial bekannt ist. Wächst relativ schnell und ergibt einen guten Ertrag. Kann sofort gegessen oder zur Herstellung von Brot und anderen Teigwaren verwendet werden.\n\nWachstumsrate: normal\nErtrag: mittel\nWiderstandsfähigkeit: mittel"
"#RESOURCE_POLLUTION_DESC","Gefährliches radioaktives Material, das in relativ sicheren Behältern gelagert wird. Seine Verarbeitung erfolgt in der Umweltstation. Wird im Atommülllager gelagert."
"#RESOURCE_POLLUTION_DESC","Gefährliche Giftabfälle in relativ sicheren Containern. Werden in der Deponie gelagert."
"#RESOURCE_COMPONENT","Komponente"
"#RESOURCE_COMPONENT_DESC","Fortschrittliches Baumaterial.\n\nWird in energieproduzierenden oder -verbrauchenden Gebäuden eingesetzt. Für den Einsatz in hochmodernen Gebäuden wird es zu Elektronik weiterverarbeitet."
"#RESOURCE_BREAD","Brot"
......@@ -1681,7 +1725,7 @@
"#NOTIFICATION_CEMETERY_FULL","Friedhof ist voll"
"#NOTIFICATION_CEMETERY_FULL_DESC","Baue mehr Grabgruben"
"#NOTIFICATION_NEED_BUILDING_MEDICAL","Die Kolonisten brauchen medizinische Hilfe"
"#NOTIFICATION_NEED_BUILDING_MEDICAL_DESC","Baue eine medizinische Einrichtung, um sie zu heilen."
"#NOTIFICATION_NEED_BUILDING_MEDICAL_DESC","Baue eine medizinische Einrichtung, um sie zu heilen"
"#RECIPE_MEAL_VEG_NAME","Gemüsemahl"
"#RECIPE_MEAL_VEG_DESC","Ein Gemüsemahl ist ein köstlicher Gemüseeintopf, der aus einer Mischung der verfügbaren Gemüsesorten zubereitet wird.\nNährwert: Durchschnittlich"
"#RECIPE_MEAL_MEAT_NAME","Fleischmahl"
......@@ -1734,9 +1778,9 @@
"#NOTIFICATION_DISASTER_OVERCHARGE_INCOMING","Einige der Gebäude sind schlecht verkabelt."
"#NOTIFICATION_DISASTER_OVERCHARGE_ARRIVED","Ein schwerwiegender Kurzschluss ist aufgetreten!"
"#NOTIFICATION_DISASTER_OVERCHARGE_ARRIVED_DESC","Repariere die beschädigten Gebäude."
"#NOTIFICATION_DISASTER_ACID_RAIN_INCOMING","Die Luft fühlt sich feucht und giftig an."
"#NOTIFICATION_DISASTER_ACID_RAIN_ARRIVED","Saurer Regen strömt vom Himmel."
"#NOTIFICATION_DISASTER_ACID_RAIN_ARRIVED_DESC","Repariere deine Gebäude und stelle sicher, dass du neue Kleidung fertiggestellt hast."
"#NOTIFICATION_DISASTER_ACID_RAIN_INCOMING","Die Luft fühlt sich feucht und giftig an"
"#NOTIFICATION_DISASTER_ACID_RAIN_ARRIVED","Saurer Regen strömt vom Himmel"
"#NOTIFICATION_DISASTER_ACID_RAIN_ARRIVED_DESC","Repariere deine Gebäude und stelle sicher, dass du neue Kleidung fertiggestellt hast"
"#TOPIC_SUMMARY_TOTAL_SURVIVOR_GROUPS","Gesamtzahl Besuche von Gruppen mit Überlebenden"
"#TOPIC_SUMMARY_ACCEPTED_SURVIVOR_GROUPS","Unterschlupf gewährte Gruppen mit Überlebenden"
"#DEPOSIT_UNDERGROUND_METAL","Unterirdisches Metall"
......@@ -1850,10 +1894,10 @@
"#TIME_FORMAT_DAYS","{0}T"
"#TIME_FORMAT_HOURS","{0}S"
"#SAVE_FAILED_MESSAGE","Leider ist ein Fehler aufgetreten und wir können das Spiel nicht speichern. Melde einen Fehler und starte das Spiel neu."
"#INFO_ACTIVATE_DEPOSIT_UNDERGROUND_PLASTIC","Baue einen Plastik-Extraktor, um die Ressourcen zu fördern."
"#INFO_ACTIVATE_DEPOSIT_UNDERGROUND_METAL","Baue einen Metall-Extraktor, um die Ressourcen zu fördern."
"#INFO_ACTIVATE_DEPOSIT_UNDERGROUND_RUIN","Baue einen Zement-Extraktor, um die Ressourcen zu fördern."
"#INFO_MOVE_CLOSER_TO_UNDERGROUND_DEPOSIT","Bewege dich näher an ein unterirdisches Depot."
"#INFO_ACTIVATE_DEPOSIT_UNDERGROUND_PLASTIC","Baue einen Plastik-Extraktor, um die Ressourcen zu fördern"
"#INFO_ACTIVATE_DEPOSIT_UNDERGROUND_METAL","Baue einen Metall-Extraktor, um die Ressourcen zu fördern"
"#INFO_ACTIVATE_DEPOSIT_UNDERGROUND_RUIN","Baue einen Zement-Extraktor, um die Ressourcen zu fördern"
"#INFO_MOVE_CLOSER_TO_UNDERGROUND_DEPOSIT","Bewege dich näher an ein unterirdisches Depot"
"#TOPIC_TOTAL","Gesamt"
"#INFO_BUILD_MORE_TRADE_CENTERS_TO_TRADE","Baue weitere Handelszentren, um das Angebot anzunehmen"
"#INFO_TRADE_MENU_ASSIGN_WORKERS","In den Handelszentren fehlt es an Arbeitern. Stelle Kolonisten als Arbeiter ein, um das Angebot anzunehmen."
......@@ -1934,7 +1978,7 @@
"#NOTIFICATION_TRADE_FAILED","Handelsangebot fehlgeschlagen"
"#NOTIFICATION_TRADE_FAILED_DESC","Deine Reputation verringert sich."
"#NOTIFICATION_TRADE_FAILED_SOCIETY","Handelsangebot fehlgeschlagen mit {0}"
"#NOTIFICATION_TRADE_FAILED_SOCIETY_DESC","Deine Reputation erhöht sich um {0}."
"#NOTIFICATION_TRADE_FAILED_SOCIETY_DESC","Deine Reputation erhöht sich um {0}"
"#TOPIC_TIME_TO_COMPLETE","Zeit zum Abschluss"
"#STATUS_PENALTY_COMING","Du konntest dein Versprechen nicht einhalten und erhältst eine Strafe auf Reputation."
"#STATUS_LACK_RESOURCES","Dir fehlen momentan die Ressourcen, um diese Gefälligkeit abzuschließen."
......@@ -2088,6 +2132,7 @@
"#TOOLTIP_GIVE_FEEDBACK_CONTENT","Gib uns Feedback oder melde einen Fehler."
"#NOTIFICATION_BUILDING_UNDER_ATTACK","Gebäude wird angegriffen!"
"#NOTIFICATION_SPECIFIC_BUILDING_UNDER_ATTACK","{0} wird angegriffen"
"#NOTIFICATION_SPECIFIC_BUILDING_UNDER_ATTACK_DESC","Setze Wachen oder Spezialisten ein, um den Angreifer zu besiegen"
"#NOTIFICATION_BUILDING_UNDER_ATTACK_DESC","Setze Wachen oder Spezialisten ein, um den Angreifer zu besiegen"
"#ITEM_WEAPONS_2","Gewehr"
"#ITEM_WEAPONS_2_DESC","Einfaches Gewehr mit mittlerem Schaden und ebensolcher Feuerrate."
......@@ -2144,7 +2189,7 @@
"#NOTIFICATION_BUILDING_POLLUTED_DESC","Ordne deine Kolonisten an, das Gebäude zu dekontaminieren."
"#NOTIFICATION_BUILDING_POLLUTED_MANY","{0} Gebäude verseucht"
"#NOTIFICATION_BUILDING_POLLUTED_MANY_DESC","Dekontaminiere Gebäude, um sie wieder nutzbar zu machen."
"#BUILDING_STATUS_POLLUTED","Das Gebäude ist verseucht und muss dekontaminiert werden."
"#BUILDING_STATUS_POLLUTED","Das Gebäude ist verseucht und muss dekontaminiert werden"
"#POLLUTION_LEVEL_X","Verschmutzungsgrad {0}"
"#POLLUTION_LEVEL_1","Verschmutzungsgrad 1"
"#POLLUTION_LEVEL_2","Verschmutzungsgrad 2"
......@@ -2153,6 +2198,45 @@
"#TOPIC_LOW","Niedrig"
"#TOPIC_HIGH","Hoch"
"#TOPIC_LETHAL","Tödlich"
"#ANIMAL_NONE_NAME","–"
"#ANIMAL_NONE_DESC","Kein Tier ausgewählt.\n\nWähle eins aus."
"#ANIMAL_CHICKEN_NAME","Huhn"
"#ANIMAL_CHICKEN_DESC","Gewöhnliches Huhn, das sich schnell vermehrt und schon bald die ganze Farm bevölkert.\n\nGröße: Klein\nBrutzyklus: Schnell\nFleisch: 25 pro Tier\nWasserverbrauch: 1 pro Tier"
"#ANIMAL_SHEEP_NAME","Schaf"
"#ANIMAL_SHEEP_DESC","Schafe geben nicht nur Fleisch, sondern auch Wolle, die als Fasern verwendet wird.\n\nGröße: Mittel\nBrutzyklus: Normal\nFleisch: 40 pro Tier\nWasserverbrauch: 2 pro Tier\nNebenprodukt: Stoff"
"#ANIMAL_COW_NAME","Rind"
"#ANIMAL_COW_DESC","Kühe und Bullen wachsen langsam zu großen und sanftmütigen Rindern heran.\n\nGröße: Groß\nBrutzyklus: Langsam\nFleisch: 80 pro Tier\nWasserverbrauch: 3 pro Tier"
"#FLARE_DESC","Auf das Leuchtsignal der Spezialisten hin erreicht der Rest deiner Gruppe den hergerichteten Lagerplatz. Ungeachtet der vor euch liegenden Schwierigkeiten ist es an der Zeit, diesen feindlichen Ort in ein sicheres Zuhause zu verwandeln!"
"#RESOURCE_MILK","Milch"
"#DESC_FOOD_MILK","Ein Nebenprodukt der Rinderzucht auf Farmen."
"#TOPIC_NOTIFICATIONS","EINGABEAUFFORDERUNGEN"
"#TOPIC_DISMISS","VERWERFEN"
"#TOPIC_OPEN_HELP_PAGE","MEHR ERFAHREN"
"#NOTIFICATION_SPECIALIST_DIED","Dein Spezialist ist gestorben!"
"#DEPOSIT_CARCASS_RAT","Rattenkadaver"
"#DESC_DEPOSIT_CARCASS_RAT","Frische Überreste einer riesigen Ratte. Es ist immer noch etwas Fleisch zum Plündern übrig."
"#DEPOSIT_CARCASS_RATBEETLE","Kleiner Rattenkäfer-Kadaver"
"#DESC_DEPOSIT_CARCASS_RATBEETLE","Frische Überreste eines Rattenkäfers. Es ist immer noch etwas Fleisch zum Plündern übrig."
"#DEPOSIT_CARCASS_DEER","Hirschkadaver"
"#DESC_DEPOSIT_CARCASS_DEER","Frische Überreste eines Hirsches. Es ist noch viel gutes Fleisch zum Plündern übrig."
"#DEPOSIT_CARCASS_BOAR","Wildschweinkadaver"
"#DESC_DEPOSIT_CARCASS_BOAR","Frische Überreste eines Wildschweins. Es ist viel Fleisch zum Plündern übrig."
"#DEPOSIT_CARCASS_RATBEETLE_MED","Großer Rattenkäfer-Kadaver"
"#DESC_DEPOSIT_CARCASS_RATBEETLE_MED","Frische Überreste eines großen Rattenkäfers. Es ist viel Fleisch zum Plündern übrig."
"#DEPOSIT_CARCASS_KODIAK","Kodiak-Kadaver"
"#DESC_DEPOSIT_CARCASS_KODIAK","Frische Überreste eines riesigen Kodiakbären. Es ist viel Fleisch zum Plündern übrig."
"#DEPOSIT_CARCASS_SANDWORM","Sandwurm-Kadaver"
"#DESC_DEPOSIT_CARCASS_SANDWORM","Frische Überreste eines riesigen Sandwurms. Es ist viel Fleisch zum Plündern übrig."
"#ANIMAL_PIG_NAME","Pig"
"#ANIMAL_PIG_DESC","The domesticated versions of wild boars provide lots of meat for the discerning colonist to eat.\n\nSize: Medium\nBreeding: Slow\nMeat: 50 per animal\nWater consumption: 2 per animal\nBy-product: None"
"#FLARE_TITLE","Die Kolonisten treffen ein"
"#GAME_OVER_TITLE","Game Over"
"#GAME_OVER_DESC","There is no future for the colony here, we must try again elsewere."
"#BUILDING_BLOCKED_REQUIRES_CAMPSITE","Build the Campsite to unlock"
"#BUILDING_BLOCKED_REQUIRES_COLONISTS","Invite colonists via the Campsite to unlock"
"#BUILDING_BLOCKED_ALREADY_BUILT","You already have this building"
"#TOPIC_WORK_AREA_HOSTILE_ANIMAL","{0} hostile animals"
"#TOPIC_WORK_AREA_HOSTILE_BANDIT","{0} hostile bandits"
"#CATEGORY_HOUSING","Unterkünfte"
"#CATEGORY_STORAGE","Lager"
"#CATEGORY_FOOD","Nahrung"
......@@ -2319,7 +2403,7 @@
"#DESC_MESS_HALL","Hier werden warme Mahlzeiten aus Grundnahrungsmitteln schneller und effizienter als im Kochhaus zubereitet. Mahlzeiten ermöglichen nicht nur einen nahrhaften Speiseplan, sondern machen das Leben in der Kolonie auch angenehmer. Benötigt Zugang zu einem Wasserturm."
"#DESC_BORE_WELL","Bohrbrunnen werden tief in die Erde gebohrt und bieten somit eine verlässliche Wasserquelle. Sie können auf jede Bodenart platziert werden."
"#DESC_FIELD_HOSPITAL","Fortschrittliches medizinisches Gebäude, in dem Kolonisten schneller als in einem medizinischen Zelt geheilt werden. Mit den richtigen Medikamenten können Verletzungen, Infektionen, die Strahlenkrankheit und sogar Mutationen geheilt werden. Benötigt Energie und Zugang zu einem Wasserturm."
"#DESC_MAINTENANCE_DEPOT","Automatisiert Dekontaminierungs- und Reparaturaufgaben. Wenn ein Kolonist einem Instandhaltungswerk zugewiesen ist, werden beschädigte Gebäude innerhalb der Arbeitszone automatisch dekontaminiert und ausreichend repariert."
"#DESC_MAINTENANCE_DEPOT","Automatisiert Dekontaminierungs- und Reparaturaufgaben. Ein Kolonist, der einem Instandhaltungswerk zugewiesen ist, dekontaminiert und repariert automatisch beschädigte Gebäude innerhalb der Arbeitszone."
"#DESC_MEMORIAL","Ein Denkmal, das an all die erinnert, die ihr Leben während der Apokalypse und in der daran anschließenden Zeit verloren haben. Es macht niemanden lebendig, aber sorgt für Zufriedenheit und gibt dem Leben der anderen einen Sinn."
"#DESC_LARGE_SOLAR_PANEL","Die verbesserte und effektivere Version des Solarmoduls, das aufgrund seiner einfahrbaren Kollektoren weniger anfällig bei Katastrophen ist. Funktioniert nur am Tag."
"#DESC_RADAR","Liefert eine Frühwarnung bei Katastrophen. Es zählt jeder Moment, wenn etwas Schreckliches droht. Dieses fortschrittliche Erkennungssystem bietet der Kolonie eine faire Chance, während sie sich auf die heranziehenden Katastrophen vorbereitet."
......@@ -2616,12 +2700,34 @@
"#WATER_STORAGE_SMALL","Trinkwasserspeicher"
"#DESC_WATER_STORAGE_SMALL","Lagert bescheidene Mengen an sauberem Trinkwasser für Kolonisten."
"#AQUA_FARM","Fischzucht"
"#DESC_AQUA_FARM","Einfache Form der Fischzucht, die der Kolonie zwar viel Fisch einbringt, dafür aber die Umwelt verseucht. Muss an Land gebaut werden.\n\nVerursacht Verschmutzung."
"#DESC_AQUA_FARM","Einfache Form der Fischzucht, die der Kolonie zwar viel Fisch einbringt, dafür aber die Umwelt verseucht. Muss an Land gebaut werden.\n\nVerschmutzt langsam die Umgebung."
"#DESC_VEHICLE_STORAGE_EMPTY","Mithilfe von Fahrzeugen können sich die Spezialisten auf der Weltkarte viel schneller fortbewegen."
"#INFO_FIELD_INFERTILE_SOIL","Keine Produktion – auf Ödland."
"#WATER_TOWER_LARGE","Großer Wasserturm"
"#DESC_WATER_TOWER_LARGE","Lagert und verteilt große Wassermengen an Gebäude in einem weiten Umkreis."
"#TOPIC_POLLUTION_SHIELDING_LEVEL","Verschmutzungsschutz {0}"
"#RANCH_1","Farm"
"#DESC_RANCH_1","Bietet Platz für Nutztiere und schützt einigermaßen vor Naturgewalten. Tiere benötigen Arbeiter und Wasser, um zu gedeihen und sich zu vermehren."
"#RANCH_2","Große Farm"
"#DESC_RANCH_2","Bietet Platz für viele Nutztiere und schützt angemessen vor Naturgewalten. Tiere benötigen Arbeiter und Wasser, um zu gedeihen und sich zu vermehren."
"#TOPIC_SPLIT_ANIMALS","Auf neue Farm verteilen"
"#TOPIC_BUTCHER_ANIMALS","Metzger"
"#TOPIC_INVITE_COLONISTS","Leuchtsignal abfeuern"
"#TOOLTIP_INVITE_COLONISTS","Kolonisten einladen"
"#TOOLTIP_INVITE_COLONISTS_CONTENT","Schieße das Leuchtsignal ab, um die ersten Kolonisten einzuladen"
"#CAMPSITE","Lagerplatz"
"#DESC_CAMPSITE","Erstes Gebäude deiner neuen Kolonie mit begrenzter Speicherkapazität für Ressourcen und Wasser. Der Bau des Lagerplatzes schaltet weitere Bauoptionen frei. Erste Kolonisten kannst du auch mit einem Leuchtsignal einladen."
"#STATUS_RANCH_SELECT_ANIMAL","Wähle eine Tierart für die Zucht aus"
"#STATUS_RANCH_BUTCHERING","Tier(e) schlachten"
"#STATUS_RANCH_WAITING_ANIMALS","Warten auf Ankunft der Tiere"
"#STATUS_RANCH_MISSING_WORKER","Keine Arbeiter; Produktion von sekundären Ressourcen angehalten"
"#STATUS_RANCH_MISSING_WATER","Kein Wasser; Tiere sind dehydriert und drohen zu sterben"
"#STATUS_RANCH_MISSING_WATER_AND_WORKER","Kein Wasser oder keine Arbeiter; Tiere drohen zu sterben"
"#STATUS_RANCH_INFECTED","Farm infiziert"
"#INFO_UNEXPLORED_AREA","Unexplored area"
"#BLOCK_REASON_REQUIRES_COLONISTS","Invite colonists to unlock"
"#BLOCK_REASON_REQUIRES_CAMPSITE","Build Campsite to unlock"
"#BLOCK_REASON_ALREADY_BUILT","Only 1 allowed"
"#PERSON_CONDITION_TITLE","Zustand"
"#PERSON_STATE_IDLE","Tut nichts"
"#PERSON_STATE_WALKING","Geht"
......@@ -3223,7 +3329,7 @@
"#COLONY_HAPPINESS_LEVEL_2","Zufrieden"
"#COLONY_HAPPINESS_LEVEL_3","Glücklich"
"#COLONY_HAPPINESS_LEVEL_4","Begeistert"
"#COLONY_HAPPINESS_LEVEL_0_DESC","Die Kolonisten sind verzweifelt und von Trauer überwältigt. Erhöhe schnell ihre Zufriedenheit, sonst werden sie ihrem Leiden ein drastisches Ende zu bereiten."
"#COLONY_HAPPINESS_LEVEL_0_DESC","Die Kolonisten sind verzweifelt und von Trauer überwältigt. Erhöhe schnell ihre Zufriedenheit, sonst greifen sie zu drastischen Mitteln, um ihrem Leiden ein Ende zu bereiten."
"#COLONY_HAPPINESS_LEVEL_1_DESC","Die Leute sind mit ihrer Gesamtsituation unzufrieden und viele sind nicht bereit, im normalen Tempo zu arbeiten."
"#COLONY_HAPPINESS_LEVEL_2_DESC","Die Kolonisten sind weder glücklich oder traurig, sie hoffen auf das Beste und haben Angst vor dem Schlimmsten."
"#COLONY_HAPPINESS_LEVEL_3_DESC","Die Menschen sind im Hinblick auf die Zukunft optimistisch und haben gute Laune. Viele geben sich sogar extra Mühe."
......@@ -3311,7 +3417,7 @@
"#COLONIST_COMMENT_GAME_START_BUNKER_02","Gott sei Dank ist der Bunker nicht früher eingestürzt..."
"#COLONIST_COMMENT_GAME_START_BUNKER_03","Der Bunker ist weg! Was sollen wir jetzt tun?"
"#COLONIST_COMMENT_GAME_START_CAR_01","Wer hat diesen Idioten hinters Steuer gelassen?!"
"#COLONIST_COMMENT_GAME_START_CAR_02","Puh, das wird nicht so schnell wieder sauber..."
"#COLONIST_COMMENT_GAME_START_CAR_02","Na, das wird nicht so schnell wieder sauber..."
"#COLONIST_COMMENT_GAME_START_CAR_03","Was für ein Dreck... Wir scheinen steckengeblieben zu sein."
"#COLONIST_COMMENT_GAME_START_HIKE_01","Keinen Schritt weiter. Ich bin durch!"
"#COLONIST_COMMENT_GAME_START_HIKE_02","Okay, Leute, der lange Marsch ist vorbei!"
......@@ -3381,6 +3487,15 @@
"#COLONIST_COMMENT_SPECIALIST_JOINED_09","Ich fühle mich gleich viel sicherer."
"#COLONIST_COMMENT_SPECIALIST_JOINED_10","Ein neuer Spezialist? Was für ein Glückstag!"
"#COLONIST_COMMENT_SPECIALIST_JOINED_11","Wir brauchen so viel Expertise, wie möglich."
"#COLONIST_COMMENT_GAME_START_01","Es ist Zeit, die Ärmel hochzukrempeln und mit dem Bauen zu beginnen!"
"#COLONIST_COMMENT_GAME_START_02","Lasst uns diesen Lagerplatz für die anderen vorbereiten!"
"#COLONIST_COMMENT_GAME_START_03","Beginnt mit dem Bau des Lagerplatzes für die anderen!"
"#COLONIST_COMMENT_GAME_START_04","Für den Anfang brauchen wir Wasser, Nahrung und Unterkunft."
"#COLONIST_COMMENT_GAME_START_05","Die anderen werden gleich hier sein – lasst uns das Lager in Gang bringen!"
"#COLONIST_COMMENT_GAME_START_06","Okay, lasst uns auf das Notwendigste konzentrieren und dann das Leuchtsignal abfeuern!"
"#COLONIST_COMMENT_GAME_START_07","Los, Leute, baut das Lager auf und beginnt zu plündern!"
"#COLONIST_COMMENT_GAME_START_08","Die Leute werden Wasser, Nahrung und Unterkünfte brauchen, also legt los!"
"#COLONIST_COMMENT_GAME_START_09","Vergesst nicht, das Leuchtsignal abzufeuern, sobald alles aufgebaut ist!"
"#SPECIALIST_NAME_SPECIALIST1","Rose"
"#SPECIALIST_ARCHETYPE_SPECIALIST1","Plünderer"
"#SPECIALIST_DESCRIPTION_SPECIALIST1","Von Kindesbeinen an schon eine sprachliche Schaumschlägerin, ist sie die Art von Mensch, die dich mühelos um ihren Finger wickelt. Sie ist mit Leichtigkeit in das Handelsgeschäft der Familie eingestiegen und machte als Ein-Frau-Unternehmung gute Geschäfte kurz bevor die Katastrophe geschah."
......@@ -5422,6 +5537,112 @@
"#EVENT_SOCIETY_06_EQUIPMENT_DESC","Die Gruppe reagiert mit gemischten Gefühlen auf deine Antwort. Manche sind erleichtert, während andere dich ungläubig anstarren. ""Na schön, wir haben auf mehr gehofft... aber das wird wohl reichen müssen. Wünscht uns Glück und betet für unser Überleben."""
"#EVENT_SOCIETY_06_REFUSE_NAME","Wenn's drauf ankommt"
"#EVENT_SOCIETY_06_REFUSE_DESC","Deine Worte wirken auf die Gruppe, wie ein Schlag ins Gesicht. ""Ist das dein letztes Wort? Ich dachte, dass wir... Ach, egal. In dieser Welt scheint es wohl keine echte Freundschaft mehr zu geben. So soll es sein. Dann werden wir eben selbst kämpfen oder dabei draufgehen."""
"#EVENT_RANCH_FIRE_01_NOTIFICATION_HEADER","Die Farm brennt"
"#EVENT_RANCH_FIRE_01_NOTIFICATION_DESC","Es gibt keine Zeit zu verlieren"
"#EVENT_RANCH_FIRE_01_NAME","Ein heißes Durcheinander"
"#EVENT_RANCH_FIRE_01_DESC","Du erreichst den Brandherd und siehst die Mauern der Farm in Flammen stehen. Trockenes Heu hat sich wohl in der sengenden Sonne entzündet. Das Feuer ist noch überschaubar, könnte sich aber schnell ausweiten. Deine Kolonisten sollten..."
"#EVENT_RANCH_FIRE_01_WATER","Wasser finden"
"#EVENT_RANCH_FIRE_01_INSIDE","Das Feuer ersticken"
"#EVENT_RANCH_FIRE_01_WATER_NAME","Ein heißes Durcheinander"
"#EVENT_RANCH_FIRE_01_WATER_DESC","Die Kolonisten bemerken, was los ist und beginnen, überall nach Wasser zu suchen. Gemeinsam schaffen sie es, das Feuer zu löschen, nicht jedoch bevor ein gutes Stück der Mauer abgebrannt ist."
"#EVENT_RANCH_FIRE_01_INSIDE_NAME","Ein heißes Durcheinander"
"#EVENT_RANCH_FIRE_01_INSIDE_DESC","Eine mutige Kolonisten sieht den Heuhaufen an der Mauer brennen. Sie schaut sich um und..."
"#EVENT_RANCH_FIRE_01_STOMP","Tritt das Feuer aus"
"#EVENT_RANCH_FIRE_01_SHOVEL","Greift sich eine Schaufel"
"#EVENT_RANCH_FIRE_01_STOMP_NAME","Ein heißes Durcheinander"
"#EVENT_RANCH_FIRE_01_STOMP_DESC","Die Kolonisten springt buchstäblich auf den Heuhaufen und versucht verzweifelt, das Feuer auszutreten. Das hilft allerdings nicht wirklich, sondern versorgt das Feuer noch zusätzlich mit Sauerstoff. Irgendwann wird es zu heiß – sie muss fliehen und schaut hilflos zu, wie die Farm abbrennt."
"#EVENT_RANCH_FIRE_01_SHOVEL_NAME","Ein heißes Durcheinander"
"#EVENT_RANCH_FIRE_01_SHOVEL_DESC","Die Kolonistin beginnt damit, Erde auf das glühende Heu zu schütten. Der Effekt lässt nicht lange auf sich warten: Das Feuer wird durch den Sand erstickt und damit auch der Brand an der Mauer gelöscht."
"#EVENT_RANCH_DAMAGE_01_NOTIFICATION_HEADER","Die Farm muss renoviert werden"
"#EVENT_RANCH_DAMAGE_01_NOTIFICATION_DESC","Besser spät als nie?"
"#EVENT_RANCH_DAMAGE_01_NAME","Obligatorische Instandhaltung"
"#EVENT_RANCH_DAMAGE_01_DESC","Deine Kolonisten beschweren sich über den Zustand der Farm. Das morsche Holz wird kein Tier daran hindern, aus dem Stall zu fliehen und es ist schlichtweg gefährlich, auf der Ranch zu arbeiten. Sie verlangen danach, die Lage zu bessern."
"#EVENT_RANCH_DAMAGE_01_FIX","Kümmere dich um die dringendsten Probleme"
"#EVENT_RANCH_DAMAGE_01_REMODEL","Renoviere die Gebäude"
"#EVENT_RANCH_DAMAGE_01_IGNORE","Ignoriere das Problem"
"#EVENT_RANCH_DAMAGE_01_FIX_NAME","Obligatorische Instandhaltung"
"#EVENT_RANCH_DAMAGE_01_FIX_DESC","Du stellst einige Ressourcen zur Verfügung, um die größten Probleme auf der Ranch zu beheben. Das wird zwar mögliche Fluchtversuche der Tiere unterbinden, doch die Kolonisten fühlen sich zwischen den schäbigen Gebäuden immer noch unsicher."
"#EVENT_RANCH_DAMAGE_01_REMODEL_NAME","Obligatorische Instandhaltung"
"#EVENT_RANCH_DAMAGE_01_REMODEL_DESC","Du stellst ausreichend Ressourcen zur Verfügung, um alle Gebäude von Grund auf zu erneuern. Die Kolonisten sind enorm dankbar, dass du ihnen auf Jahre hinaus eine sichere Arbeitsumgebung sicherstellst."
"#EVENT_RANCH_DAMAGE_01_IGNORE_NAME","Obligatorische Instandhaltung"
"#EVENT_RANCH_DAMAGE_01_IGNORE_DESC","Du zuckst nur mit den Schultern, schließlich müssten deine Leute doch in der Lage sein, ein paar aufmüpfige Tiere zu bändigen, oder? Die Kolonisten wenden sich enttäuscht ab und müssen von nun an noch achtsamer bei der Arbeit sein."
"#EVENT_RANCH_BANDITS_01_NOTIFICATION_HEADER","Jemand schleicht auf der Farm herum"
"#EVENT_RANCH_BANDITS_01_NOTIFICATION_DESC","Was können die Leute nur wollen?"
"#EVENT_RANCH_BANDITS_01_NAME","Diebische Fleischfresser"
"#EVENT_RANCH_BANDITS_01_DESC","Deine Kolonisten haben eine seltsame Gruppe beobachtet, die auf der Ranch herumschleicht. Es waren nicht wenige, du solltest also aufpassen, bevor du dich um die Sache kümmerst."
"#EVENT_RANCH_BANDITS_01_AMBUSH","Locke sie in einen Hinterhalt"
"#EVENT_RANCH_BANDITS_01_CONFRONT","Konfrontiere die Leute"
"#EVENT_RANCH_BANDITS_01_AMBUSH_NAME","Diebische Fleischfresser"
"#EVENT_RANCH_BANDITS_01_AMBUSH_DESC","Du rufst deine Kolonisten zusammen und machst dich auf den Weg zur Farm. Ihr versteckt euch und wartet. Bald darauf öffnen sich die Tore und die Diebe wollen sich mit deinen Nutztieren davonmachen. Da springen deine Kolonisten hervor und greifen die Banditen an, bevor die überhaupt merken, wie ihnen geschieht."
"#EVENT_RANCH_BANDITS_01_CONFRONT_NAME","Diebische Fleischfresser"
"#EVENT_RANCH_BANDITS_01_CONFRONT_DESC","Du rufst deine Kolonisten zusammen und machst dich auf den Weg zur Farm. Es ist verdächtig ruhig, aber kaum ist das Tor offen, ertappt ihr eine Gruppe von Banditen dabei, wie sie eure Nutztiere stehlen will. ""Oh, Oh nein. Hört zu, wir BRAUCHTEN nur etwas Fleisch..."", versucht sich einer von ihnen zu erklären."
"#EVENT_RANCH_BANDITS_01_RUN","Sag ihnen, dass sie verschwinden sollen"
"#EVENT_RANCH_BANDITS_01_STEAL","Fordere sei dazu auf, ihren Besitz herauszurücken"
"#EVENT_RANCH_BANDITS_01_RUN_NAME","Diebische Fleischfresser"
"#EVENT_RANCH_BANDITS_01_RUN_DESC","Die Banditen lassen sofort von den Tieren ab und sprinten davon, was das Zeug hält, sichtbar erleichtert, dass du ein Auge zugedrückt hast."
"#EVENT_RANCH_BANDITS_01_STEAL_NAME","Diebische Fleischfresser"
"#EVENT_RANCH_BANDITS_01_STEAL_DESC","""Mensch, wir besitzen fast nichts"", fleht dich einer der Banditen an. Dessen ungeachtet rückt die Gruppe alles heraus, was sie bei sich trägt und flieht anschließend zurück in die Wildnis."
"#EVENT_RANCH_ANIMALS_01_NOTIFICATION_HEADER","Ratten haben die Farm befallen"
"#EVENT_RANCH_ANIMALS_01_NOTIFICATION_DESC","Das ist ein großes Problem"
"#EVENT_RANCH_ANIMALS_01_NAME","Ungeladene Gäste"
"#EVENT_RANCH_ANIMALS_01_DESC","Dir ist zu Ohren gekommen, dass sich ein Rattenschwarm auf der Farm eingenistet hat. Die Nager machen sich an das Futter der Nutztiere heran und wenn du dich nicht darum kümmerst, werden sich die Plagegeister unkontrolliert vermehren."
"#EVENT_RANCH_ANIMALS_01_ATTACK","Greife die Ungeziefer an"
"#EVENT_RANCH_ANIMALS_01_IGNORE","Ignoriere das Problem"
"#EVENT_RANCH_ANIMALS_01_ATTACK_NAME","Ungeladene Gäste"
"#EVENT_RANCH_ANIMALS_01_ATTACK_DESC","Du machst dich mit einigen Kolonisten auf den Weg zur Farm. Einer von ihnen geht hinein, um die Ratten aufzuscheuchen. Bald darauf kriechen die Nager aus allen Ecken des Hauptgebäudes heraus und kaum sind sie draußen, greifen sie alles an, was sie zu sehen bekommen."
"#EVENT_RANCH_ANIMALS_01_IGNORE_NAME","Ungeladene Gäste"
"#EVENT_RANCH_ANIMALS_01_IGNORE_DESC","Ratten? Ist das wirklich etwas, womit wir nicht leben können? Du entscheidest dich dafür, nichts zu unternehmen. Was sollen ein paar Nager schon ausrichten? Deine Kolonisten knurren unzufrieden und schon bald wird dir klar, welchen Appetit die Viecher haben."
"#EVENT_RANCH_DISEASE_01_NOTIFICATION_HEADER","Deine Farm ist infiziert"
"#EVENT_RANCH_DISEASE_01_NOTIFICATION_DESC","Und es ist mehr als nur eine Grippe"
"#EVENT_RANCH_DISEASE_01_NAME","Ansteckende Rinder"
"#EVENT_RANCH_DISEASE_01_DESC","Ein fieses Bakterium hat deine Farm befallen. Solltest du das Problem nicht angehen, riskierst du den Verlust der Tiere und die Ansteckung deiner Kolonisten."
"#EVENT_RANCH_DISEASE_01_ANTIBIOTICS","Setze Antibiotika ein"
"#EVENT_RANCH_DISEASE_01_RESEARCH","Erforsche die Krankheit"
"#EVENT_RANCH_DISEASE_01_IGNORE","Ignoriere den Virus"
"#EVENT_RANCH_DISEASE_01_ANTIBIOTICS_NAME","Ansteckende Rinder"
"#EVENT_RANCH_DISEASE_01_ANTIBIOTICS_DESC","Du verordnest die Behandlung deiner Tiere mit Antibiotika und hoffst, damit die Ausbreitung der Krankheit zu stoppen. Tatsächlich scheint die Therapie anzuschlagen und die Tiere erholen sich von der Infektion."
"#EVENT_RANCH_DISEASE_01_RESEARCH_NAME","Ansteckende Rinder"
"#EVENT_RANCH_DISEASE_01_RESEARCH_DESC","Einige Wissenschaftler unter den Kolonisten untersuchen die Tiere und finden heraus, dass die Krankheit zu Eisenmangel führt. Ausgewogene Ernährung, passende Medikamente und etwas Ruhe sollten die Tiere wieder zu Kräften kommen lassen, allerdings fangen sich bis dahin auch einige Siedler die Krankheit ein."
"#EVENT_RANCH_DISEASE_01_IGNORE_NAME","Ansteckende Rinder"
"#EVENT_RANCH_DISEASE_01_IGNORE_DESC","Krankheiten gehören zum Leben und auch diese wird wohl bald wieder von selbst verschwinden. Tatsächlich können sich die Tiere erholen, allerdings hat sich in der Zwischenzeit auch der Rest der Kolonie angesteckt."
"#EVENT_ANIMALS_01_NOTIFICATION_HEADER","Eine Wildschweinrudel streunt in der Gegend herum"
"#EVENT_ANIMALS_01_NOTIFICATION_DESC","Das könnte Ärger geben"
"#EVENT_ANIMALS_01_NAME","Wildhunger"
"#EVENT_ANIMALS_01_DESC","Eine Gruppe aggressiver Wildschweine macht seit einiger Zeit Ärger. Auf der Suche nach Futter zieht sie ihre Kreise um die Kolonie und die Siedler fragen sich, ob das Problem gelöst werden muss, bevor es außer Kontrolle gerät."
"#EVENT_ANIMALS_01_ATTACK","Greife die Rotte an"
"#EVENT_ANIMALS_01_LURE","Locke sie mit Futter fort"
"#EVENT_ANIMALS_01_IGNORE","Ignoriere das Problem"
"#EVENT_ANIMALS_01_ATTACK_NAME","Wildhunger"
"#EVENT_ANIMALS_01_ATTACK_DESC","Deine Leute versammeln sich am Rande der Kolonie und legen sich auf die Lauer, um die Wildschweine zu überraschen. Sobald sich das Rudel nähert, greifen sie an. Die Tiere sind außer sich vor Wut und stürmen nun ihrerseits auf die Kolonisten zu."
"#EVENT_ANIMALS_01_LURE_NAME","Wildhunger"
"#EVENT_ANIMALS_01_LURE_DESC","Deine Kolonisten versammeln jede Menge leckeres Futter und legen daraus einen Pfad an, der von der Kolonie wegführt. Als das Rudel vorbeikommt, bemerkt es die Nahrung und folgt dem Pfad, der immer tiefer in den Wald führt, auf der Suche nach weiteren Leckerbissen."
"#EVENT_ANIMALS_01_IGNORE_NAME","Wildhunger"
"#EVENT_ANIMALS_01_IGNORE_DESC","Deine Verteidigungslinien müssten eigentlich stark genug sein, um mit ein paar ausgewachsenen Frischlingen fertig zu werden. Doch als du diesen Sachverhalt gerade deinen Kolonisten mitteilst, ertönen Schreie: Die Wildschweine sind in die Kolonie eingedrungen und haben dabei einige Kolonisten verletzt."
"#EVENT_ANIMALS_02_NOTIFICATION_HEADER","Ratten zerstören deine Nutzpflanzen"
"#EVENT_ANIMALS_02_NOTIFICATION_DESC","Wie wirst du damit umgehen?"
"#EVENT_ANIMALS_02_NAME","Schädlingsbekämpfung"
"#EVENT_ANIMALS_02_DESC","Ein freches Rattenrudel hat es auf deine Nutzpflanzen abgesehen und wenn du nichts unternimmst, könnte am Ende alles leergefressen sein. Deine Leute vermuten, dass sich das Nest in einem hohlem Baumstamm befindet."
"#EVENT_ANIMALS_02_SMOKE","Räuchere sie aus der Ferne aus"
"#EVENT_ANIMALS_02_TRAP","Fange sie ein und verarbeite sie zu Fleisch"
"#EVENT_ANIMALS_02_SMOKE_NAME","Schädlingsbekämpfung"
"#EVENT_ANIMALS_02_SMOKE_DESC","Ein Kolonist nähert sich dem Nest und zündet ein Bündel aus Stoff und Heu an, das er anschließend in den Baumstamm wirft. Kurz darauf stürmen die Ratten heraus und fliehen in den Wald."
"#EVENT_ANIMALS_02_TRAP_SUCCESS_NAME","Schädlingsbekämpfung"
"#EVENT_ANIMALS_02_TRAP_SUCCESS_DESC","Ein Kolonist bastelt eine clevere Falle und legt ein paar Essensreste als Köder hinein. Es dauert eine Weile, bis sich die Ratten dafür interessieren, doch dann siegt die Neugier und der Hunger. Kurz darauf ist die Falle voll mit Nagern, die zu Fleisch verarbeitet werden können."
"#EVENT_ANIMALS_02_TRAP_FAIL_NAME","Schädlingsbekämpfung"
"#EVENT_ANIMALS_02_TRAP_FAIL_DESC","Ein Kolonist bastelt eine clevere Falle und legt ein paar Essensreste als Köder hinein. Es dauert eine Weile, bis sich die Ratten dafür interessieren, doch dann siegt die Neugier und der Hunger. Bevor ein Kolonist jedoch die Falle zuschnappen lässt, können die Ratten fliehen und gehen zum Angriff über."
"#EVENT_ANIMALS_03_NOTIFICATION_HEADER","Die Kolonisten haben etwas eingefangen"
"#EVENT_ANIMALS_03_NOTIFICATION_DESC","Es sieht mächtig groß aus"
"#EVENT_ANIMALS_03_NAME","Bär oder nicht Bär?"
"#EVENT_ANIMALS_03_DESC","Deine Kolonisten kommen von einem Rundgang zurück und schleppen einen riesigen Fellhaufen mit Pfoten und scharfen Zähnen hinter sich – einen lebenden Bären! ""Der Zottel hier lag bewußtlos im Wald herum, wahrscheinlich von einem Jäger betäubt. Wir könnten ihn doch trainieren und für uns arbeiten lassen!"""
"#EVENT_ANIMALS_03_KILL","Töte den Bären und weide ihn aus"
"#EVENT_ANIMALS_03_FREE","Lass ihn laufen"
"#EVENT_ANIMALS_03_WAIT","Warte ab, wie er sich benimmt"
"#EVENT_ANIMALS_03_KILL_NAME","Bär oder nicht Bär?"
"#EVENT_ANIMALS_03_KILL_DESC","Du schüttelst deinen Kopf. Die beste Verwendung für diesen Bären, ist ihn zu Fleisch zu verarbeiten. Deine Kolonisten sind bitter enttäuscht, wagen es aber nicht, dir zu widersprechen. Der Bär wird kurz und schmerzlos getötet."
"#EVENT_ANIMALS_03_FREE_NAME","Bär oder nicht Bär?"
"#EVENT_ANIMALS_03_FREE_DESC","Du schreist die Kolonisten förmlich an, die Bestie aus der Kolonie zu schaffen und zurück in den Wald zu bringen, bevor sie erwacht! Die Leute versuchen noch, dich umzustimmen, doch die anderen Kolonisten stellen sich auf deine Seite und eskortieren die Tierfreunde samt Bär hinaus."
"#EVENT_ANIMALS_03_WAIT_NAME","Bär oder nicht Bär?"
"#EVENT_ANIMALS_03_WAIT_DESC","Du kommst den Leuten entgegen, die das Tier offenbar wirklich in ihre Herzen geschlossen haben. Kaum ist der Bär jedoch wach, reißt er sich los, stellt sich auf die Hinterpfoten und lässt ein markerschütterndes Knurren ertönen."
"#LOCATION_PLAYER","Deine Kolonie"
"#LOCATION_HOSPITAL","Krankenhaus"
"#LOCATION_WATER","Wasser"
......@@ -5906,11 +6127,11 @@
"#TUTORIAL_NOTIFICATION_WORKAREA_HEADLINE","Weise Arbeitszonen zu"
"#TUTORIAL_NOTIFICATION_WORKAREA_MESSAGE","Drücke hier, um zu erfahren, wie du das anstellst."
"#TUTORIAL_DIALOG_WORKAREA_HEADLINE","WEISE ARBEITSZONEN ZU"
"#TUTORIAL_DIALOG_WORKAREA_MESSAGE","<mark>Lagerhalden</mark> und <mark>Lebensmittellager</mark> sammeln und lagern Ressourcen aus der gesamten Kolonie. Versuche <quad name=Plank><mark>Bretter</mark> und <quad name=Concrete><mark>Zement</mark> oder <quad name=Berries><mark>Beeren</mark> in der Nähe abzubauen, indem du <mark>Arbeitszone ändern</mark> im Gebäudeinfo auswählst oder die <mark>Arbeitszone-Schilder</mark> direkt zum Einsatzbereich ziehst."
"#TUTORIAL_DIALOG_WORKAREA_MESSAGE","<mark>Lagerhalden</mark> und <mark>Lebensmittellager</mark> sammeln und lagern Ressourcen aus der gesamten Kolonie. Versuche <quad name=Plank><mark>Bretter</mark> und <quad name=Concrete><mark>Zement<mark> oder <quad name=Berries><mark>Beeren</mark> in der Nähe abzubauen, indem du <mark>Arbeitszone ändern</mark> im Gebäudeinfo auswählst oder die <mark>Arbeitszone-Schilder</mark> direkt zum Einsatzbereich ziehst."
"#TUTORIAL_NOTIFICATION_FOOD_PRODUCTION_HEADLINE","Nahrungsproduktion"
"#TUTORIAL_NOTIFICATION_FOOD_PRODUCTION_MESSAGE","Drücke hier, um zu erfahren, wie du das anstellst."
"#TUTORIAL_DIALOG_FOOD_PRODUCTION_HEADLINE","NAHRUNGSPRODUKTION"
"#TUTORIAL_DIALOG_FOOD_PRODUCTION_MESSAGE","Kolonisten brauchen für das Überleben <mark>Nahrung</mark>. Wer keinen Zugang dazu hat, hungert sich zu Tode. Öffne das Baumenü und baue einen <mark>Fallensteller</mark> oder eine <mark>Fischerhütte</mark>."
"#TUTORIAL_DIALOG_FOOD_PRODUCTION_MESSAGE","Die Kolonisten werden <mark>Nahrung</mark> brauchen, um nicht zu verhungern. Sammle <quad name=Berries> <mark>Beeren</mark> und baue einen <mark>Fallensteller</mark> oder eine <mark>Fischerhütte</mark>, um für abwechslungsreiche <mark>Ernährung</mark> zu sorgen."
"#TUTORIAL_NOTIFICATION_FOOD_STORAGE_BERRIES_HEADLINE","Kolonisten brauchen Nahrung"
"#TUTORIAL_NOTIFICATION_FOOD_STORAGE_BERRIES_MESSAGE","Drücke hier, um mehr zu erfahren."
"#TUTORIAL_DIALOG_FOOD_STORAGE_BERRIES_HEADLINE","NAHRUNG SAMMELN"
......@@ -5922,7 +6143,7 @@
"#TUTORIAL_NOTIFICATION_PERSONSTATES_HEADLINE","Deine Kolonisten"
"#TUTORIAL_NOTIFICATION_PERSONSTATES_MESSAGE","Drücke hier, um mehr zu erfahren."
"#TUTORIAL_DIALOG_PERSONSTATES_HEADLINE","DEINE KOLONISTEN"
"#TUTORIAL_DIALOG_PERSONSTATES_MESSAGE","In der oberen Leiste siehst du deine Kolonisten. Als Erstes siehst du die <mark>Träger</mark>, die für das Bewegen der Ressourcen und den Bau von Gebäuden wichtig sind. Das zweite Symbol zeigt die <mark>Gesamtbevölkerung</mark> in der Kolonie an. Wähle ein Symbol aus für eine detailliertere Aufstellung."
"#TUTORIAL_DIALOG_PERSONSTATES_MESSAGE","In der oberen Leiste siehst du deine Kolonisten. An erster Stelle die <mark>Träger</mark>, die für das Bewegen der Ressourcen und den Bau von Gebäuden wichtig sind. Das zweite Symbol zeigt die <mark>Gesamtbevölkerung</mark> in der Kolonie an.\n\nDu kannst Kolonisten zwar <mark>nicht direkt steuern</mark>, ihre Aktionen aber lenken, indem du sie <mark>Gebäuden zuweist</mark> und <mark>Arbeitszonen</mark> zur Ressourcensammlung errichtest."
"#TUTORIAL_NOTIFICATION_CHANGEWORKSLOTS_HEADLINE","Arbeitsplätze anpassen"
"#TUTORIAL_NOTIFICATION_CHANGEWORKSLOTS_MESSAGE","Drücke hier, um zu erfahren, wie du das anstellst."
"#TUTORIAL_DIALOG_CHANGEWORKSLOTS_HEADLINE","ARBEITSPLÄTZE ÄNDERN"
......@@ -5986,7 +6207,7 @@
"#TUTORIAL_NOTIFICATION_SALVAGE_STARTING_BUILDING_HEADLINE","Gebäude abreißen"
"#TUTORIAL_NOTIFICATION_SALVAGE_STARTING_BUILDING_MESSAGE","Drücke hier, um zu erfahren, wie du das anstellst."
"#TUTORIAL_DIALOG_SALVAGE_STARTING_BUILDING_HEADLINE","GEBÄUDE ABREISSEN"
"#TUTORIAL_DIALOG_SALVAGE_STARTING_BUILDING_MESSAGE","Mitunter wirst du ein Gebäude <mark>abreißen</mark> wollen, um an wertvolles Baumaterial zu gelangen. Reiße das Anfangslager ab, es scheint ziemlich leer zu sein!"
"#TUTORIAL_DIALOG_SALVAGE_STARTING_BUILDING_MESSAGE","Mitunter wirst du ein <mark>zerstörtes Gebäude</mark> <mark>abreißen</mark> wollen, um Platz für neue zu schaffen. Du kannst auch funktionierende Gebäude abreißen, bekommst dann allerdings nur etwa die Hälfte der ursprünglichen Baukosten erstattet. Zerstöre also keine wichtigen Gebäude."
"#TUTORIAL_NOTIFICATION_STATIC_WORK_AREAS_HEADLINE","Betroffene Bereiche"
"#TUTORIAL_NOTIFICATION_STATIC_WORK_AREAS_MESSAGE","Drücke hier, um mehr zu erfahren."
"#TUTORIAL_DIALOG_STATIC_WORK_AREAS_HEADLINE","BETROFFENE BEREICHE"
......@@ -5998,7 +6219,7 @@
"#TUTORIAL_CODEX_WATER_HEADLINE","WASSER"
"#TUTORIAL_CODEX_WATER","Die ausreichende Produktion von <quad name=Water><mark>Wasser</mark> ist überlebensnotwendig für die Kolonisten. Jeder verbraucht pro Tag eine bestimmte Menge und lange Durstperioden führen zu <mark>Dehydrierung</mark>. Dieser ernstzunehmende Zustand resultiert schnell im Tod, wenn nicht mehr Wasserquellen gebaut werden.\n\nEin regulärer <mark>Brunnen</mark> kann nicht auf <mark>Ödland</mark> platziert werden, liefert aus <mark>fruchtbaren Boden</mark> jedoch die Höchstmenge an Wasser. Brunnen können auch zu nah beieinander gebaut werden.\n\nEin <mark>Wasserreservoir</mark> stellt eine kostengünstige Alternative zum Brunnen dar, ist jedoch aufgrund des Arbeitsaufwands der Kolonisten weniger effizient. Wasserreservoirs müssen an Seen gebaut werden, was eine Nutzung in trockenen Gebieten ausschließt.\n\nWasserspeicher können die Folgen von <mark>Hitzewellen</mark> oder Bevölkerungszuwachs auffangen. Kolonisten trinken nur frisches Wasser oder Wasser aus <mark>Trinkwasserspeichern</mark>, während Gebäude Wasser niedrigerer Qualität aus <mark>Wassertürmen</mark> nutzen.\n\nEin <mark>Bohrbrunnen</mark> und eine <mark>Wasserpumpe</mark> können überall aufgestellt werden und Wasser aus tieferen Schichten pumpen, müssen jedoch zuerst im <mark>Technologiebaum</mark> freigeschaltet werden."
"#TUTORIAL_CODEX_SHELTER_HEADLINE","UNTERKÜNFTE"
"#TUTORIAL_CODEX_SHELTER","Alle <mark>Obdachlosen</mark> Kolonisten werden mithilfe eines über ihrem Kopf schwebenden Symbols angezeigt.\n\nZwar können deine Kolonisten notgedrungen auch auf dem Boden schlafen, aber es hat höchste Priorität, ausreichend Unterkünfte für alle bereitzustellen. Zelte und Häuser erhöhen nicht nur ihre <mark>Zufriedenheit</mark>, sondern schützen sie auch vor den Elementen. Ohne einen Schlafplatz werden die Kolonisten müde werden und schließlich wird sie der Schlafmangel erschöpfen und sogar krank machen. Sie benötigen dann medizinische Hilfe.\n\nBei den Unterkünften gibt es einfache Zelte bis hin zu schönen Häusern mit Annehmlichkeiten, die fast der modernen Zeit entsprechen. Das Upgrade auf stabilere Häuser verbessert die Zufriedenheit der Menschen und bietet besseren Schutz gegen die rauen Bedingungen und sogar <mark>Katastrophen</mark>. Durch die Häuser können deine Kolonisten zur Fortpflanzung angeregt werden, da sie sich in den eigenen vier Wänden sicherer fühlen und mehr Privatsphäre haben. Kolonisten wollen in der Nähe ihres Arbeitsplatzes wohnen. Verteile die Wohngelegenheiten also in der Kolonie, um lange Arbeitswege zu vermeiden.\n\nIm Baumodus kannst du die Gebäude mit dem linken oder rechten Bumper oder der ""R""-Taste drehen."
"#TUTORIAL_CODEX_SHELTER","Alle <mark>Obdachlosen</mark> Kolonisten werden mithilfe eines über ihrem Kopf schwebenden Symbols angezeigt. Dies gilt auch für andere potenziell gefährliche Zustände.\n\nZwar können deine Kolonisten notgedrungen auch auf dem Boden schlafen, aber es hat höchste Priorität, ausreichend Unterkünfte für alle bereitzustellen. Zelte und Häuser erhöhen nicht nur ihre <mark>Zufriedenheit</mark>, sondern schützen sie auch vor den Elementen. Ohne Schlafplatz arbeiten die Kolonisten weniger effizient. Sie können auch krank werden und benötigen dann medizinische Hilfe.\n\nBei den Unterkünften gibt es einfache Zelte bis hin zu schönen Häusern mit Annehmlichkeiten, die fast der modernen Zeit entsprechen. Das Upgrade auf stabilere Häuser verbessert die Zufriedenheit der Menschen und bietet besseren Schutz gegen die rauen Bedingungen und sogar <mark>Katastrophen</mark>. Durch die Häuser können deine Kolonisten zur Fortpflanzung angeregt werden, da sie sich in den eigenen vier Wänden sicherer fühlen und mehr Privatsphäre haben. Kolonisten wollen in der Nähe ihres Arbeitsplatzes wohnen. Verteile die Wohngelegenheiten also in der Kolonie, um lange Arbeitswege zu vermeiden.\n\nIm Baumodus kannst du die Gebäude mit dem linken oder rechten Bumper oder der ""R""-Taste drehen."
"#TUTORIAL_CODEX_FOOD_PRODUCTION_HEADLINE","NAHRUNG"
"#TUTORIAL_CODEX_FOOD_PRODUCTION","In deiner Kolonie kann auf unterschiedliche Art und Weise Nahrung produziert werden. Die einfachste Methode ist es, deine Kolonisten anzuweisen, <mark>Beeren</mark> im Umkreis deines Ausgangspunktes zu sammeln. Wähle dazu das <mark>Lebensmittellager</mark> aus und weise die <mark>Arbeitszone</mark> den Beerenbüschen zu. Dies bietet dir eine schnelle, aber leider nur kurzfristige Möglichkeit, deine Lager aufzufüllen.\n\nEine langfristigere Lösung stellt der Bau von Hütten von Fallenstellern und (falls Seen in der Nähe sind) Fischerhütten dar. Beide liefern dir einen stetigen Vorrat an Wildfleisch und Fischen, aber können nur schwer genug für eine große Kolonie bereitstellen. Diese Aufgabe übernehmen Felder.\n\nDu kannst Felder kostenlos anlegen, aber du brauchst einen normalen oder vorzugsweise fruchtbaren Boden, um Erträge zu erzielen. Bis zur Ernte kann es lange dauern, aber du erhältst große Mengen an Mais, Kartoffeln und Kohl - abhängig davon, welche <mark>Samen</mark> verfügbar sind. Neue <mark>Nutzpflanzen</mark> wachsen schneller oder liefern eine größere Ernte, behalte also immer ihre Samen im Auge.\n\nZu den fortschrittlichen Methoden der Nahrungsproduktion zählen <mark>Viehfarmen</mark> und <mark>Insektenfarmen</mark>, die der Kolonie Proteine liefern. Der Ertrag aus den Viehfarmen zusammen mit dem der Fallensteller lässt sich mit dem aus den Feldern vergleichen.\n\nDie Nahrungsproduktion ist sehr störanfällig für <mark>Katastrophen</mark> und ähnliche Zwischenfälle. Daher ist es notwendig, einen ausreichenden Vorrat an unterschiedlichen Nahrungsmitteln anzulegen und sicherzustellen, dass ausreichend Lagerraum vorhanden ist, weil sie schnell <mark>verderben</mark> oder gestohlen werden können.\n\nAuf der Weltkarte kannst du auch Essen aus verlassenen Farmen und Diners plündern. Ein <mark>Spezialist</mark> kann sein Gewicht in Gold wert sein, wenn er in Notlagen mehr Essen in die Kolonie bringt."
"#TUTORIAL_CODEX_WORKAREA_HEADLINE","ARBEITSZONEN"
......@@ -6042,7 +6263,7 @@
"#TUTORIAL_NOTIFICATION_SHELTER_HEADLINE","Errichte Unterkünfte"
"#TUTORIAL_NOTIFICATION_SHELTER_MESSAGE","Drücke hier, um zu erfahren, wie du das anstellst."
"#TUTORIAL_DIALOG_SHELTER_HEADLINE","ERRICHTE UNTERKÜNFTE"
"#TUTORIAL_DIALOG_SHELTER_MESSAGE","Deine Kolonisten benötigen zum Überleben <mark>Unterkünfte</mark>, wo sie wohnen können. Öffne das <mark>Baumenü</mark> und errichte ausreichend viele Zelte oder Notunterkünfte für deine <mark>obdachlosen</mark> Kolonisten."
"#TUTORIAL_DIALOG_SHELTER_MESSAGE","Deine Kolonisten benötigen zum Überleben <mark>Unterkünfte</mark>, wo sie wohnen können. Öffne das <mark>Baumenü</mark> und errichte ausreichend viele Zelte oder Notunterkünfte für die noch <mark>obdachlosen</mark> Kolonisten."
"#TUTORIAL_NOTIFICATION_TECH_TREE_HEADLINE","Technologiebaum"
"#TUTORIAL_NOTIFICATION_TECH_TREE_MESSAGE","Drücke hier, um mehr zu erfahren."
"#TUTORIAL_DIALOG_TECH_TREE_HEADLINE","TECHNOLOGIEBAUM"
......@@ -6055,14 +6276,12 @@
"#TUTORIAL_NOTIFICATION_CONTROLS_MESSAGE","Drücke hier, um mehr zu erfahren."
"#TUTORIAL_DIALOG_CONTROLS_HEADLINE","BASIS-STEUERUNG"
"#TUTORIAL_DIALOG_CONTROLS_MESSAGE","Du kannst das Spiel entweder mit Controller oder Maus und Tastatur spielen. \n\nController:\nMit dem <mark>linken Stick</mark> kannst du <mark>die Ansicht drehen</mark>. <mark>Drücke A</mark>, um <mark>auszuwählen</mark> oder zu <mark>bestätigen</mark> und <mark>B</mark>, um die <mark>Auswahl aufzuheben</mark> oder <mark>zurückzugehen</mark>.\n\nTastatur und Maus:\nDrehe die Ansicht mit den WASD-Tasten oder halte die rechte Maustaste gedrückt und ziehe sie. <mark>Wähle</mark> Gegenstände aus und verwende die Benutzeroberfläche mit der <mark>linken Maustaste</mark>."
"#TUTORIAL_NOTIFICATION_ADV_CONTROLS_HEADLINE","Profi-Steuerung"
"#TUTORIAL_NOTIFICATION_ADV_CONTROLS_MESSAGE","Drücke hier, um mehr zu erfahren."
"#TUTORIAL_DIALOG_ADV_CONTROLS_HEADLINE","PROFI-STEUERUNG"
"#TUTORIAL_DIALOG_ADV_CONTROLS_MESSAGE","Controller:\n<mark>Drehe die Kamera</mark>, indem du den <mark>rechten Stick</mark> horizontal bewegst, und <mark>zoome</mark>, indem du ihn <mark>vertikal</mark> bewegst.\n\nTastatur und Maus:\n<mark>Zoome</mark> mit dem <mark>Mausrad</mark> und <mark>schwenke</mark> oder <mark>drehe</mark> die Kamera, indem du <mark>das Mausrad gedrückt hältst</mark>. <mark>Wähle mehrere</mark> Gegenstände aus, indem du die linke Maustaste gedrückt hältst."
"#TUTORIAL_CODEX_CONTROLS_HEADLINE","PROFI-STEUERUNG"
"#TUTORIAL_CODEX_CONTROLS","Controller:\n<mark>Drehe die Kamera</mark>, indem du den <mark>rechten Stick</mark> horizontal bewegst, und <mark>zoome</mark>, indem du ihn <mark>vertikal</mark> bewegst.\n\nTastatur und Maus:\n<mark>Zoome</mark> mit dem <mark>Mausrad</mark> und <mark>schwenke</mark> oder <mark>drehe</mark> die Kamera, indem du <mark>das Mausrad gedrückt hältst</mark>. <mark>Wähle mehrere</mark> Gegenstände aus, indem du die linke Maustaste gedrückt hältst."
"#TUTORIAL_NOTIFICATION_PLASTIC_HEADLINE","Plastik und Metall"
"#TUTORIAL_NOTIFICATION_PLASTIC_MESSAGE","Drücke hier, um mehr zu erfahren."
"#TUTORIAL_DIALOG_PLASTIC_HEADLINE","PLASTIK UND METALL"
"#TUTORIAL_DIALOG_PLASTIC_MESSAGE","Es ist an der Zeit dich um die großen <mark>Plastik-</mark> und <mark>Metall</mark>vorräte zu kümmern. Baue einen <mark>Recycler</mark> und beginne damit, <quad name=Plastic><mark>Plastik</mark> und <quad name=Fiber><mark>Fasern</mark> abzubauen. Der <mark>Schürfzug</mark> verfährt nach derselben Methode und sammelt <quad name=Metal><mark>Metall</mark> und <quad name=Scrap><mark>Abfallstoffe</mark>."
"#TUTORIAL_DIALOG_PLASTIC_MESSAGE","Um mehr <mark>Plastik</mark> und <mark>Metall</mark> zu sammeln, benötigst du <mark>Recycler</mark> und <mark>Schürfzüge</mark>. Diese werfen als sekundäre Ressourcen <quad name=Fiber> <mark>Fasern</mark> und <quad name=Scrap> <mark>Abfallstoffe</mark>, die dir später noch zugutekommen!\n\nBeachte bitte, dass nur Kolonisten diese Ressourcen plündern können."
"#TUTORIAL_NOTIFICATION_STORAGES_HEADLINE","Lagertypen"
"#TUTORIAL_NOTIFICATION_STORAGES_MESSAGE","Drücke hier, um mehr zu erfahren."
"#TUTORIAL_DIALOG_STORAGES_HEADLINE","LAGERTYPEN"
......@@ -6155,9 +6374,9 @@
"#TUTORIAL_NOTIFICATION_COLONY_COMBAT_HEADLINE","Spezialisten in der Kolonie"
"#TUTORIAL_NOTIFICATION_COLONY_COMBAT_MESSAGE","Drücke hier, um mehr zu erfahren."
"#TUTORIAL_DIALOG_COLONY_COMBAT_HEADLINE","SPEZIALISTEN IN DER KOLONIE"
"#TUTORIAL_DIALOG_COLONY_COMBAT_MESSAGE","Du kannst <mark>Spezialisten</mark> in der Kolonie befehlen, sich zu <mark>bewegen</mark> oder Gegner <mark>anzugreifen</mark>, indem du sie auswählst, das Ziel markierst und einen Befehl zum Bewegen oder Angreifen gibst. Spezialisten spielen eine wichtige Rolle in der Verteidigung der Kolonisten vor <mark>wilden Tieren</mark> und anderen Gefahren."
"#TUTORIAL_DIALOG_COLONY_COMBAT_MESSAGE","Du kannst <mark>Spezialisten</mark> in der Kolonie befehlen, sich zu <mark>bewegen</mark> oder Gegner <mark>anzugreifen</mark>, indem du sie auswählst, das Ziel markierst und einen Befehl zum Bewegen oder Angreifen gibst. Spezialisten spielen eine wichtige Rolle in der Verteidigung der Kolonisten vor <mark>wilden Tieren</mark> und anderen Gefahren.\n\nDu findest alle lebendigen Wesen ganz einfach, indem du <mark>'L'</mark> auf der Tastatur oder den <mark>rechten Stick</mark> am Controller drückst"
"#TUTORIAL_CODEX_COLONY_COMBAT_HEADLINE","TIERE"
"#TUTORIAL_CODEX_COLONY_COMBAT","In der Umgebung der Kolonie leben diverse Tierarten, die sich je nach ihrer Stärke unterscheiden. Du musst stets Vorsicht walten lassen, wenn du Gebäude errichtest oder den Kolonisten aufträgst, Ressourcen außerhalb der Siedlung zu sammeln.\n\n<mark>Stattliches Reh</mark>– Friedliche Spezies, die sich allerdings zu verteidigen weiß, wenn sie bedroht wird.\n\n<mark>Rattenkäfer</mark> – Diese Kreaturen sehen zwar unschuldig aus, doch ein ganzer Schwarm von ihnen kann jedem Kolonisten gefährlich werden. Sie sind besonders nachts leicht zu entdecken, weil ihre Augen in der Dunkelheit rot glühen!\n\n<mark>Wildschwein</mark> – Wildschweine haben Stacheln auf dem Rücken und sehen furchterregend aus. Bei diesen mutierten Schweinen ist auf jeden Fall Vorsicht geboten.\n\n<mark>Bär</mark> – Mit diesen ""Teddys"" ist nicht zu spaßen. Selbst Spezialisten mit Kampferfahrung kommen kaum gegen sie an.\n\n<mark>Sandwurm</mark> – Sandwürmer sind die furchterregendsten Tiere der Umgebung. Sie können sich im Boden verstecken und greifen Kolonisten und Spezialisten aus dem Hinterhalt an. Sie sind extrem stark, halte also Ausschau nach ihren Köpfen, die aus dem Boden lugen."
"#TUTORIAL_CODEX_COLONY_COMBAT","In der Umgebung der Kolonie leben diverse Tierarten, die sich je nach ihrer Stärke unterscheiden. Du musst stets Vorsicht walten lassen, wenn du Gebäude errichtest oder den Kolonisten aufträgst, Ressourcen außerhalb der Siedlung zu sammeln.\n\n<mark>Stattliches Reh</mark>– Friedliche Spezies, die sich allerdings zu verteidigen weiß, wenn sie bedroht wird.\n\n<mark>Wilde Maus</mark>— Die von Natur aus friedlichen Mäuse können ganz schön aggressiv werden, sobald man sie verärgert.\n\n<mark>Rattenkäfer</mark>– Diese Kreaturen sehen zwar unschuldig aus, doch ein ganzer Schwarm von ihnen kann jedem Kolonisten gefährlich werden. Sie sind besonders nachts leicht zu entdecken, weil ihre Augen in der Dunkelheit rot glühen!\n\n<mark>Wildschwein</mark> – Wildschweine haben Stacheln auf dem Rücken und sehen furchterregend aus. Bei diesen mutierten Schweinen ist auf jeden Fall Vorsicht geboten.\n\n<mark>Bär</mark> – Mit diesen ""Teddys"" ist nicht zu spaßen. Selbst Spezialisten mit Kampferfahrung kommen kaum gegen sie an.\n\n<mark>Sandwurm</mark> – Sandwürmer sind die furchterregendsten Tiere der Umgebung. Sie können sich im Boden verstecken und greifen Kolonisten und Spezialisten aus dem Hinterhalt an. Sie sind extrem stark, halte also Ausschau nach ihren Köpfen, die aus dem Boden lugen."
"#TUTORIAL_NOTIFICATION_GATE_COMBAT_HEADLINE","Kampf am Tor"
"#TUTORIAL_NOTIFICATION_GATE_COMBAT_MESSAGE","Drücke hier, um mehr zu erfahren."
"#TUTORIAL_DIALOG_GATE_COMBAT_HEADLINE","BANDITENÜBERFALL"
......@@ -6194,6 +6413,36 @@
"#TUTORIAL_NOTIFICATION_BUILDING_NEEDS_MESSAGE","Drücke hier, um mehr zu erfahren."
"#TUTORIAL_DIALOG_BUILDING_NEEDS_HEADLINE","GEBÄUDEBEDARF"
"#TUTORIAL_DIALOG_BUILDING_NEEDS_MESSAGE","Gebäude benötigen verschiedene Ressourcen, um richtig zu funktionieren, allen voran <quad name=Energy> <mark>Energie</mark> und <quad name=Water> <mark>Wasser</mark>. Energie ist überall in der Kolonie automatisch erhältlich, während <mark>Wassertürme</mark> Gebäude in ihrem <mark>Wirkungsradius</mark> mit Wasser versorgen. Wasser, das in rostigen Fässern aufbewahrt wird, eignet sich nicht als Trinkwasser für die Kolonie."
"#TUTORIAL_NOTIFICATION_SPECIALIST_CONTROLS_HEADLINE","Spezialistensteuerung"
"#TUTORIAL_NOTIFICATION_SPECIALIST_CONTROLS_MESSAGE","Drücke hier, um mehr zu erfahren."
"#TUTORIAL_DIALOG_SPECIALIST_CONTROLS_HEADLINE","SPEZIALISTENSTEUERUNG"
"#TUTORIAL_DIALOG_SPECIALIST_CONTROLS_MESSAGE","<mark>Spezialisten</mark> erkunden für dich die Wildnis. Um sie zu bewegen, musst du sie auswählen und mit der <mark>rechten Maustaste</mark> oder dem 'A' auf dem Controller einem Standort zuweisen."
"#TUTORIAL_NOTIFICATION_COLONY_SETUP_HEADLINE","Kolonie gründen"
"#TUTORIAL_NOTIFICATION_COLONY_SETUP_MESSAGE","Drücke hier, um mehr zu erfahren."
"#TUTORIAL_DIALOG_COLONY_SETUP_HEADLINE","KOLONIE GRÜNDEN"
"#TUTORIAL_DIALOG_COLONY_SETUP_MESSAGE","Jetzt, wo du dich bewegen kannst, musst du einen guten Ort finden, um mithilfe des <mark>Baumenüs</mark> einen <mark>Lagerplatz</mark> zu errichten! Sobald du einen geeigneten Ort findest, weise deine Spezialisten dieser Arbeit zu."
"#TUTORIAL_NOTIFICATION_PREPARE_COLONY_HEADLINE","Kolonie einrichten"
"#TUTORIAL_NOTIFICATION_PREPARE_COLONY_MESSAGE","Drücke hier, um mehr zu erfahren."
"#TUTORIAL_DIALOG_PREPARE_COLONY_HEADLINE","KOLONIE EINRICHTEN"
"#TUTORIAL_DIALOG_PREPARE_COLONY_MESSAGE","Gute Arbeit! Du hast das erste Gebäude in deiner Siedlung errichtet und viele weitere Gebäude freigeschaltet. Im Gegensatz zu Spezialisten haben Kolonisten diverse Bedürfnisse und können ohne Unterstützung nicht lange in der Wildnis überleben.\n\nSobald du dich bereit fühlst, kannst du Siedler in deine neue Kolonie einladen, indem du den Lagerplatz anklickst und ""Leuchtsignal abfeuern"" auswählst."
"#TUTORIAL_NOTIFICATION_HUNTING_HEADLINE","Am Jagen"
"#TUTORIAL_NOTIFICATION_HUNTING_MESSAGE","Drücke hier, um mehr zu erfahren."
"#TUTORIAL_DIALOG_HUNTING_HEADLINE","AM JAGEN"
"#TUTORIAL_DIALOG_HUNTING_MESSAGE","Ein wildes <mark>Tier</mark> wurde gesichtet! Spezialisten können dazu eingesetzt werden, einheimisches Wild zu jagen und die Kolonie zu schützen. Aber Vorsicht – der Jäger kann allerdings schnell zum Gejagten werden. Wenn du alle Spezialisten und Kolonisten ins Verderben stürzt, wird die Menschheit bald am Ende sein!\n\nMarkiere lebendige Wesen und prüfe deren Aggressivität, indem du <mark>'L'</mark> auf der Tastatur oder den <mark>linken Stick</mark> auf dem Controller drückst."
"#TUTORIAL_NOTIFICATION_BASIC_GATHERING_HEADLINE","Grundlagen des Sammelns"
"#TUTORIAL_NOTIFICATION_BASIC_GATHERING_MESSAGE","Drücke hier, um mehr zu erfahren."
"#TUTORIAL_DIALOG_BASIC_GATHERING_HEADLINE","GRUNDLAGEN DES SAMMELNS"
"#TUTORIAL_DIALOG_BASIC_GATHERING_MESSAGE","Deine Spezialisten können Arbeiten zugewiesen werden. Schicke sie zu nahe gelegenen Lagerstätten von <quad name=Berries> <mark>Beeren</mark>, <quad name=Plank> <mark>Brettern</mark> oder <quad name=Concrete> <mark>Zement</mark>. Du musst eine <Stockpile> und ein <Food Storage> errichten, um die Güter zu sammeln. In der oberen Leiste kannst du prüfen, wie viele Ressourcen du aktuell auf Lager hast."
"#TUTORIAL_NOTIFICATION_RANCH_HEADLINE","Domestic Animals"
"#TUTORIAL_NOTIFICATION_RANCH_MESSAGE","Press here to learn more"
"#TUTORIAL_DIALOG_RANCH_HEADLINE","DOMESTIC ANIMALS"
"#TUTORIAL_DIALOG_RANCH_MESSAGE","Domestic animals like <mark>Sheep</mark> and <mark>Cows</mark> are not only cute, but also bring prosperity to the colony. You will need <mark>Ranches</mark> to raise and breed animals, but first you must acquire the beasts by <mark>Trading</mark>. "
"#TUTORIAL_CODEX_RANCH_HEADLINE","RANCHES"
"#TUTORIAL_CODEX_RANCH","To grow animals, you need to unlock <mark>Animal Husbandry</mark> from the tech tree. You can raise four types of humanity's old pals in your Ranch: Cows, Sheep, Pigs and Chicken.\n\nYou can set which type of animal to grow in the ranch is done via its info panel. Once the setting is made, you only need to get the animal, most commonly by trading from the <mark>Societies</mark> found from the World Map.\n\nAnimals have special needs that need to be met so they can flourish. You cannot raise more than one type of animal in one ranch, for example. Also, they need to drink water and failing to provide this will result in losing the animal.\n\nOnce the animals are grown, they will provide unique and useful products to use. If you find yourself in a dire need of meat, you can choose to <mark>Butcher</mark> the fully grown animals for sustenance."
"#TUTORIAL_NOTIFICATION_INVITE_COLONISTS_HEADLINE","Invite Colonists"
"#TUTORIAL_NOTIFICATION_INVITE_COLONISTS_MESSAGE","Press here to learn how"
"#TUTORIAL_DIALOG_INVITE_COLONISTS_HEADLINE","INVITE COLONISTS"
"#TUTORIAL_DIALOG_INVITE_COLONISTS_MESSAGE","When you feel having built enough, it is time to invite the habitants in. Send a signal to the Colonists by clicking the <mark>Campsite</mark> and choosing <mark>'Shoot the Flare'</mark>.\n\nNote that once you have invited the people in, you cannot send them back."
"#TOPIC_RESEARCH_FOOD","NAHRUNG"
"#TOPIC_RESEARCH_PRODUCTION","PRODUKTION"
"#TOPIC_RESEARCH_COLONY","KOLONIE"
......@@ -6256,8 +6505,8 @@
"#TECH_MEDICAL_CENTER","Medizinisches Zentrum"
"#TECH_MEDICINE_PRODUCTION","Medizinische Produktion"
"#TECH_SECURE_STORAGE_DESC","Wertvolle Güter müssen an einem dafür geeigneten Ort aufbewahrt werden. In einem umgebauten und verstärkten Seecontainer befindet sich ein <mark>allgemeines Lager</mark>, das sowohl den Elementen als auch Dieben widerstehen kann.\n\nLagert alle Ressourcen ein, die in einem <mark>Lebensmittellager</mark> oder in einem <mark>Lagerhaus</mark> aufbewahrt werden können."
"#TECH_HAZMAT_ENGINEERING_DESC","Die Beseitigung von stark verschmutztem Boden ohne die entsprechende Ausrüstung ist ein Todesurteil. Eine <mark>Umweltstation</mark> kann <quad name=Pollution> <mark>Ablagerungen von Verschmutzung</mark> beseitigen und das verseuchte Material in einer <mark>Deponie</mark> endlagern."
"#TECH_CENTRALIZED_REPAIRS_DESC","Es ist gar nicht so einfach, in einer großen Kolonie den Überblick über alle Reparaturen zu behalten. Ein <mark>Instandhaltungswerk</mark> dekontaminiert automatisch beschädigte Gebäude in seinem Umkreis. Voraussetzung dafür ist, dass Arbeiter und Ressourcen vorhanden sind."
"#TECH_HAZMAT_ENGINEERING_DESC","Die Beseitigung von stark verschmutzten Böden ohne die entsprechende Ausrüstung ist ein Todesurteil. Eine <mark>Umweltstation</mark> kann <quad name=Pollution> <mark>Ablagerungen von Verschmutzung</mark> beseitigen und das verseuchte Material in einer <mark>Deponie</mark> endlagern."
"#TECH_CENTRALIZED_REPAIRS_DESC","Es ist gar nicht so einfach, in einer großen Kolonie den Überblick über alle Reparaturen zu behalten. Ein <mark>Instandhaltungswerk</mark> dekontaminiert automatisch die Umgebung und repariert beschädigte Gebäude im Umkreis, wenn genug Arbeiter und Ressourcen vorhanden sind."
"#TECH_REINFORCED_GATE_DESC","Wenn man sich einem verstärkten <mark>Tor</mark> nähert, respektiert man die dahinter lebende Gemeinschaft direkt ein wenig mehr. <mark>Überlebendengruppen</mark> werden ausführlicher befragt, bevor man ihnen gestattet, der Kolonie beizutreten. Durch die Befragung können wertvolle Informationen über die Verfassung der Gruppe ans Licht kommen."
"#TECH_MEDICAL_CENTER_DESC","Es ist völlig unmöglich, nur mit einem einfachen <mark>medizinischen Zelt</mark> für die Gesundheit einer großen Kolonie zu sorgen. Ein gut geführtes <mark>Feldhospital</mark> ist sowohl geräumiger als auch effektiver bei der Behandlung von den unterschiedlichsten Beschwerden. Benötigt Zugang zu einem Wasserturm."
"#TECH_MEDICINE_PRODUCTION_DESC","Es ist reine Glückssache im Ödland verwendbare Medikamente zu finden. Mithilfe eines <mark>medizinischen Labors</mark> kannst du die benötigten Tabletten und Impfstoffe selbst herstellen. Voraussetzung dafür ist das Vorhandensein von reichlich Rohstoffen, Wissenschaftlern und <quad name=Energy> <mark>Energie</mark>."
......@@ -6510,7 +6759,7 @@
"#TECH_LOGISTICS","Logistik"
"#TECH_LOGISTICS_DESC","Eine schlüssige und einheitliche Verpackungsmethode fällt nicht vom Himmel, sondern muss erst entwickelt werden. Die Art und Weise, wie Logistik den zur Verfügung stehenden Platz auszunutzen vermag, hat geradezu etwas magisches."
"#TECH_INVENTORY","Inventar"
"#TECH_INVENTORY_DESC","Ein gut sortiertes <mark>Lagerhaus</mark> trennt Sachen von Dingen und Dinge von Sachen. Es nutzt den vorhandenen Raum maximal aus und hilft den Kolonisten dabei, zu finden, wonach sie suchen."
"#TECH_INVENTORY_DESC","Eine gut sortierte <mark>Lagerhalde</mark> trennt Sachen von Dingen und Dinge von Sachen. Es nutzt den vorhandenen Raum maximal aus und hilft den Kolonisten dabei, zu finden, wonach sie suchen."
"#TECH_JUNKER","Schrottsammler"
"#TECH_JUNKER_DESC","Ein richtiger Schrottsammler macht aus <quad name=Scrap> <mark>Altmetall</mark> wahre Schätze, was in der postapokalyptischen Zeit einen echten Unterschied ausmacht."
"#TECH_CIRCUIT_BREAKERS","Schutzschalter"
......@@ -6554,3 +6803,5 @@
"#TECH_AXIAL_FLOW_DESC","Ausgeklügelte Ingenieurskunst lässt die Flüssigkeiten mit Wasserpumpen durch axiale Leitungen fließen, was die für den Betrieb nötige Energie reduziert."
"#TECH_SUBMERGED_PUMPING","Unterwasserpumpe"
"#TECH_SUBMERGED_PUMPING_DESC","Wasser mit Eimern einzuholen ist schön und gut, aber eine große Kolonie braucht eine bessere Lösung, um Wasser in großer Menge aufzubereiten. Eine moderne Wasserpumpe an der Küste kann genau das sicherstellen."
"#TECH_ANIMAL_HUSBANDRY","Tierzucht"
"#TECH_ANIMAL_HUSBANDRY_DESC","Menschen züchten Tiere, seit sie Gehege bauen können. Schalte die Farm frei und betreibe Tauschhandel mit Gemeinschaften, um Tiere zu beschaffen und in der Kolonie für Fleisch und andere Vorteile zu züchten.\n\nJe nachdem, welche Tiere die Farm bevölkern, werden unterschiedliche Wassermengen verbraucht."
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......@@ -40,8 +40,8 @@
"#LOADING_HINT_14","Zielona poświata nigdy nie oznacza nic dobrego."
"#LOADING_HINT_15","Dzieci dorastają bardzo długo. Chcąc powiększać kolonię, nie można skupiać się tylko na nich."
"#LOADING_HINT_16","Zbieraj plony, zanim zniszczy je katastrofa."
"#LOADING_HINT_17","Odwodnienie to poważna przypadłość. Zawsze musisz mieć pod dostatkiem studni i wież wodnych."
"#LOADING_HINT_18","Bez domów ludzie będą spać na ziemi."
"#LOADING_HINT_17","Odwodnienie to poważna przypadłość. Zawsze musisz mieć pod dostatkiem źródeł wody i wszelkiego typu magazynów z wodą"
"#LOADING_HINT_18","Bez schronień ludzie będą spać na ziemi"
"#LOADING_HINT_19","Tragarze budują i reperują budynki oraz noszą zasoby. Pracownicy są przypisywani do określonych budynków"
"#LOADING_HINT_20","Podzespoły są niezbędne do produkcji energii i budynków wyższego poziomu."
"#LOADING_HINT_21","Traperzy i rybacy zapewniają powolną, ale stabilną dostawę żywności."
......@@ -55,8 +55,8 @@
"#WIP_LOADING_HINT_29","Szczęśliwi kolonizatory zwiększają wartość prestiżu i powodują, że do kolonii przybywa więcej osób."
"#LOADING_HINT_30","Apokalipsa spustoszyła planetę, więc spodziewaj się najdziwniejszych anomalii."
"#LOADING_HINT_31","Stacje ekologiczne mogą usuwać zanieczyszczenia oraz zwalniać miejsce na budynki."
"#LOADING_HINT_32","Chowanie zmarłych to nie tylko przyzwoitość ale i zdrowy rozsądek. Trupy mogą rozsiewać choroby, a ich widok jest przygnębiający."
"#LOADING_HINT_33","Możesz grać tak jak chcesz, swobodnie korzystając z myszy i klawiatury lub kontrolera"
"#LOADING_HINT_32","Chowanie zmarłych to nie tylko przyzwoitość ale i zdrowy rozsądek. Trupy rozsiewają choroby, a ich widok jest przygnębiający"
"#LOADING_HINT_33","Graj tak jak chcesz – korzystając z myszy i klawiatury lub kontrolera."
"#LOADING_HINT_34","Do wykonywania zadań specjaliści wykorzystują Punkty akcji (PA)."
"#WIP_LOADING_HINT_35","Uszkodzone domy nie chronią dobrze mieszkańców. Zawsze reperuj domy."
"#LOADING_HINT_36","Zawsze miej w rezerwie trochę materiałów konstrukcyjnych, aby wykonywać naprawy."
......@@ -107,11 +107,11 @@
"#FEEDBACK_CATEGORY_6_SUB_5","Inne"
"#FEEDBACK_CATEGORY_7_SUB_1","Inne"
"#IMPORTANCE","Skala:"
"#EVENT_RESULT_RECEIVE_RESOURCES","+ {0}"
"#EVENT_RESULT_RECEIVE_RESOURCES","{0}"
"#EVENT_RESULT_GIVE_RESOURCES","- {0}"
"#EVENT_RESULT_RECEIVE_COLONISTS","+ {0} kolonizat."
"#EVENT_RESULT_GIVE_COLONISTS","- {0} kolonizat."
"#EVENT_RESULT_SET_CONDITION","{0} kolonizat. – {1}"
"#EVENT_RESULT_RECEIVE_COLONISTS","+ {0} kolonizat"
"#EVENT_RESULT_GIVE_COLONISTS","- {0} kolonizat"
"#EVENT_RESULT_SET_CONDITION","{0} kolonizat – {1}"
"#USER_FEEDBACK_TITLE","Opinie"
"#USER_FEEDBACK_BUTTON_TITLE","Twoja opinia"
"#USER_FEEDBACK_BUTTON_DESC","Powiedz nam, co sądzisz o grze!"
......@@ -311,6 +311,7 @@
"#BUTTON_FILTER_CATEGORIES","FILTR ZASOBÓW"
"#BUTTON_CYCLE_PANELS","ZMIEŃ PANEL"
"#SAVE_BLOCK_REASON_EVENT_ACTIVE","NIE MOŻNA ZAPISAĆ PODCZAS ZDARZENIA"
"#TOPIC_LOADING","Loading..."
"#MENU_START","START"
"#MENU_NEW_GAME","NOWA GRA"
"#MENU_LOAD","WCZYTAJ"
......@@ -595,9 +596,9 @@
"#PREGAME_OPTION_06","Jakby apokalipsa nigdy się nie skończyła"
"#PREGAME_OPTION_06_ALT1","Jakby apokalipsa nigdy się nie skończyła"
"#PREGAME_OPTION_06_ALT2","Jakby apokalipsa nigdy się nie skończyła"
"#PREGAME_OPTION_07","Niezniszczalny bunkier się zawalił"
"#PREGAME_OPTION_08","Samochód w końcu się zepsuł"
"#PREGAME_OPTION_09","Po bardzo długim marszu tutaj się zatrzymali"
"#PREGAME_OPTION_07","Podróż dopiero się rozpoczęła"
"#PREGAME_OPTION_08","Zapasy znikają w oczach"
"#PREGAME_OPTION_09","Musisz przetrwać bez względu na cenę"
"#PREGAME_OPTION_10","Doświadczeni surwiwaliści przystosowani do panujących warunków"
"#PREGAME_OPTION_11","Grupa ocalałych, którzy potrafią zadbać o siebie"
"#PREGAME_OPTION_12","Garstka rozmaitych odszczepieńców"
......@@ -662,7 +663,7 @@
"#PREGAME_SUMMARY_FIELD_05_TEXT_01","Architekt"
"#PREGAME_SUMMARY_FIELD_05_TEXT_02","Surwiwalista"
"#PREGAME_SUMMARY_FIELD_05_TEXT_03","Chaotyczny"
"#PREGAME_FLAG_CUSTOMIZATION","Grupa może się osiedlić i zjednoczyć pod nowym sztandarem"
"#PREGAME_FLAG_CUSTOMIZATION","Grupa może się osiedlić i zjednoczyć pod nowym sztandarem."
"#PREGAME_COLONY_NAME_CUSTOMIZATION","Twoja grupa może się osiedlić i zjednoczyć pod nowym sztandarem w kolonii o nazwie"
"#PREGAME_ENTER_NAME","Wpisz nazwę kolonii. Niektóre znaki specjalne mogą nie być dozwolone."
"#PREGAME_COLONY_NAME_SUGGESTION_01","Hawford"
......@@ -789,7 +790,7 @@
"#PREGAME_EFFECT_CATASTROPHES_1_B","Zanieczyszczenia: 20%"
"#PREGAME_EFFECT_CATASTROPHES_2_B","Zanieczyszczenia: 35%"
"#PREGAME_EFFECT_CATASTROPHES_3_B","Zanieczyszczenia: 60%"
"#PREGAME_RESOURCES_STORY","Każdy w końcu może się załamać. Walka o przeżycie każdego dnia może w końcu stać się bezsensowna – ludzie potrzebują nadziei. I w końcu ją dostali. Przeszliśmy długą drogę, ale przeszłość zostawiamy za nami."
"#PREGAME_RESOURCES_STORY","Każdy w końcu może się załamać. Walka o przeżycie następnego dnia jest wycieńczająca. Bez zapasów i nadziei można tylko liczyć na to, że przeszłość w końcu odejdzie w niepamięć."
"#PREGAME_COLONISTS_STORY","Współtowarzysze zapewniają przetrwanie grupie. Nie są idealni, ale skoro przetrwaliście tyle, to możesz im w pełni ufać, a oni ufają tobie."
"#PREGAME_EFFECT_COLONISTS_1_B","8 dorosłych, 4 dzieci"
"#PREGAME_EFFECT_COLONISTS_2_B","7 dorosłych, 3 dzieci"
......@@ -1001,8 +1002,8 @@
"#ANNOUNCEMENT_PATCHNOTES_MS16_BARTER_TEXT","Trading with Societies continues to be improved. They now offer new special deals with special discounts, which also raise your Reputation. And the better your Rep with them is the sweeter deals you'll get. But don't dump unwanted resources on them, as they'll pay less and be annoyed with you if you do."
"#ANNOUNCEMENT_PATCHNOTES_MS16_IMPROVEMENTS_SUBTITLE","Other improvements"
"#ANNOUNCEMENT_PATCHNOTES_MS16_IMPROVEMENTS_TEXT","Colonists will voice their opinions on various events. Research progress is now shown in the notification area. The new Van and Offroader vehicles can be found on the World Map and in trade deals. Buildings stop functioning in critical condition and some conditions prevent your Colonists from working. And the annoying Happiness change sound effect has been fixed!"
"#ANNOUNCEMENT_PATCHNOTES_MS16_CHANGES_SUBTITLE","Zmiany w interfejsie"
"#ANNOUNCEMENT_PATCHNOTES_MS16_CHANGES_TEXT","Przesuwanie kamery wykonuje się teraz prawym przyciskiem myszy. Specjalistów można oddelegować na Mapę świata przyciskiem „Wyślij na Mapę świata” dostępnym w panelu informacji."
"#ANNOUNCEMENT_PATCHNOTES_MS16_CHANGES_SUBTITLE","User interface changes"
"#ANNOUNCEMENT_PATCHNOTES_MS16_CHANGES_TEXT","The Camera is now panned with the right mouse button. Specialists are ordered from the Colony to the World Map via the ""Send to World Map"" button on their info panel."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_MS17_1","Law and Order"
"#ANNOUNCEMENT_PATCHNOTES_MS17_TITLE","Law and Order"
"#ANNOUNCEMENT_PATCHNOTES_MS17_DESC","Avoiding Malnutrition requires you to supply your colonists with varied Food to eat. Guards protect the colony from external and internal threats, especially when equipped with the new rifles from the Gunsmith. Colonists may now turn hostile on you if you treat the poorly enough and cause havoc."
......@@ -1031,6 +1032,49 @@
"#ANNOUNCEMENT_PATCHNOTES_MS18_UI_TEXT","Buildings and Work Areas have received a major quality-of-life update. New and clearer 3D floaters have been added and Work Areas especially have been improved. The new banner in the center of the area can now be moved without going to the building's menu and the area displays how many resources are still left inside it."
"#ANNOUNCEMENT_PATCHNOTES_MS18_CHANGES_SUBTITLE","Other improvements"
"#ANNOUNCEMENT_PATCHNOTES_MS18_CHANGES_TEXT","There are too many new additions to list, but here's a few good ones: Aqua Farm has been added for growing Fish, Field fertility is now calculated per-tile-basis and new Colonist items such as durable clothing and weapons have been added. Production limits can now be set per item type and the game features new reputation-dependent Society events."
"#BUTTON_AUTO_SELECT","LOSOWO"
"#PREGAME_SPECIALISTS_SELECT_DESC","Wybierz początkową grupę Specjalistów."
"#TOPIC_PREGAME_SPECIALISTS","SPECJALIŚCI"
"#PREGAME_OPTION_07_PLENTY_RESOURCES","Grupa dobrze przygotowała się z wyprzedzeniem"
"#PREGAME_OPTION_08_AVERAGE_RESOURCES","Wszyscy zgarnęli, co tylko mogli"
"#PREGAME_OPTION_09_SCARCE_RESOURCES","Ludzie nie mieli ze sobą prawie nic"
"#PREGAME_DESCRIPTION_05_STARTING_RESOURCES","Niektórzy dobrze się przygotowali do nadchodzącej apokalipsy i zgromadzili zapasy. Inni zgarniali, co tylko mogli, podczas swoich wędrówek przez nieprzyjazne terytoria. Najwięksi pechowcy wyruszyli z ruin miast jedynie ze starą koszulą na grzbiecie."
"#PREGAME_COLONY_NAME_SUGGESTION_26","Zhoria"
"#PREGAME_COLONY_NAME_SUGGESTION_27","Thorncliffe"
"#PREGAME_COLONY_NAME_SUGGESTION_28","Baymoor"
"#PREGAME_COLONY_NAME_SUGGESTION_29","Elderford"
"#PREGAME_COLONY_NAME_SUGGESTION_30","Oxmire"
"#PREGAME_COLONY_NAME_SUGGESTION_31","Jasnodroże"
"#PREGAME_COLONY_NAME_SUGGESTION_32","Gorzkie Źródła"
"#PREGAME_COLONY_NAME_SUGGESTION_33","Cassadaga"
"#PREGAME_COLONY_NAME_SUGGESTION_34","Pionierowo"
"#PREGAME_COLONY_NAME_SUGGESTION_35","Aleksandria"
"#PREGAME_COLONY_NAME_SUGGESTION_36","Armadillo"
"#PREGAME_COLONY_NAME_SUGGESTION_37","Radscliffe"
"#PREGAME_COLONY_NAME_SUGGESTION_38","Nowy Albion"
"#PREGAME_COLONY_NAME_SUGGESTION_39","Kruger Falls"
"#PREGAME_COLONY_NAME_SUGGESTION_40","Południkowo"
"#PREGAME_COLONY_NAME_SUGGESTION_41","Earlcaster"
"#SETTINGS_CRASH_REPORTING","Zgłaszanie usterek"
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_MS19_1","First Settlers"
"#ANNOUNCEMENT_PATCHNOTES_MS19_TITLE","First Settlers"
"#ANNOUNCEMENT_PATCHNOTES_MS19_DESC","This update adds a new phase to the very beginning of the game as you command Specialists to set up a Campsite and other buildings for your first settlers. It also includes a new Ranch for breeding livestock, improved hunting and much more."
"#ANNOUNCEMENT_PATCHNOTES_MS19_START_SUBTITLE","A Fresh Start"
"#ANNOUNCEMENT_PATCHNOTES_MS19_START_TEXT","You’ll now start with three Specialists who'll prepare the camp for your colonists. You’re free to explore the area, scavenge resources, construct initial buildings and clear hostile wildlife before shooting a signal flare from the new Campsite to tell your people it’s safe to arrive."
"#ANNOUNCEMENT_PATCHNOTES_MS19_RANCH_SUBTITLE","Ranch and Livestock"
"#ANNOUNCEMENT_PATCHNOTES_MS19_RANCH_TEXT","The colonists can now reseach and build a Ranch to raise animals like chicken or sheep, but they must be first bought from other Societies. They'll provide the colony with plenty of meat but also other by-products like eggs and wool used as Fiber. "
"#ANNOUNCEMENT_PATCHNOTES_MS19_SPEED_CHANGE_SUBTITLE","Roads & Colonist Speed"
"#ANNOUNCEMENT_PATCHNOTES_MS19_SPEED_CHANGE_TEXT","Colonist walking speeds outside roads have been slowed down. At the same time moving around the colony on dirt or paved road is faster. Build an extensive network of roads to ensure smooth logistics, as this makes them more important than ever before."
"#ANNOUNCEMENT_PATCHNOTES_MS19_HUNTING_SUBTITLE","Hunting"
"#ANNOUNCEMENT_PATCHNOTES_MS19_HUNTING_TEXT","The local wildlife can now be harvested for meat once killed. The bigger the animal, the more meat it'll yield. But remember to gather it quickly, as it'll rot away if left to the elements."
"#ANNOUNCEMENT_PATCHNOTES_MS19_CHANGES_SUBTITLE","Other Improvements"
"#ANNOUNCEMENT_PATCHNOTES_MS19_CHANGES_TEXT","Resources and especially Food will now decay if left on the ground for long periods. Colonist walking speeds have been adjusted and building roads is more important than ever. Specialist can now build, scavenge, repair and carry resource boxes."
"#SETTINGS_RENDERING_RESOLUTION_SCALE","Rendering Scale"
"#SETTINGS_CONTROLLER_PROMPT_TYPE","Controller Prompt Style"
"#SETTINGS_PLATFORM_SWITCH","Switch"
"#SETTINGS_PLATFORM_XBOX","XBOX"
"#SETTINGS_PLATFORM_PS4","PS4"
"#PREGAME_TUTORIAL_DESC_1_WARNING","Due to major gameplay changes, all players are encouraged to enable tutorials."
"#POPULATION","Ludność"
"#RESOURCE_WOOD","Kłody"
"#RESOURCE_PLANK","Deski"
......@@ -1057,7 +1101,7 @@
"#RESOURCE_MEDICINE","Leki"
"#RESOURCE_COMPONENTS","Podzespoły"
"#RESOURCE_PLASTIC","Plastik"
"#RESOURCE_ENTERTAINMENT","Pudło z rozr."
"#RESOURCE_ENTERTAINMENT","Pudło z rozr"
"#RESOURCE_HERBAL","Leki ziołowe"
"#RESOURCE_IODINE","Tabletki jodowe"
"#RESOURCE_ANTIBIOTICS","Antybiotyki"
......@@ -1463,12 +1507,12 @@
"#AGE_GROUP_TEENAGER","Nastolatek"
"#AGE_GROUP_CHILD","Dziecko"
"#AGE_GROUP_INFANT","Noworodek"
"#INFO_ACTIVATE_DEPOSIT","Przenieś obszar roboczy z odpowiedniego budynku do tego miejsca, aby zebrać te zasoby."
"#INFO_ACTIVATE_DEPOSIT_PLASTIC","Przenieś obszar roboczy Stacji recyklingowej tutaj, aby zebrać."
"#INFO_ACTIVATE_DEPOSIT_METAL","Przenieś obszar roboczy Przetwórni tutaj, aby zebrać."
"#INFO_ACTIVATE_DEPOSIT_PLANK","Przenieś obszar roboczy Składu tutaj, aby zebrać."
"#INFO_ACTIVATE_DEPOSIT_BERRIES","Przenieś obszar roboczy Magazynu żywności tutaj, aby zebrać."
"#INFO_ACTIVATE_DEPOSIT_POLLUTION","Przenieś obszar roboczy Stacji ekologicznej, aby usunąć zanieczyszczenia."
"#INFO_ACTIVATE_DEPOSIT","Przenieś obszar roboczy z odpowiedniego budynku do tego miejsca, aby zebrać te zasoby"
"#INFO_ACTIVATE_DEPOSIT_PLASTIC","Przenieś obszar roboczy Stacji recyklingowej tutaj, aby zebrać"
"#INFO_ACTIVATE_DEPOSIT_METAL","Przenieś obszar roboczy Przetwórni tutaj, aby zebrać"
"#INFO_ACTIVATE_DEPOSIT_PLANK","Przenieś obszar roboczy Składu tutaj, aby zebrać"
"#INFO_ACTIVATE_DEPOSIT_BERRIES","Przenieś obszar roboczy Magazynu żywności tutaj, aby zebrać"
"#INFO_ACTIVATE_DEPOSIT_POLLUTION","Przenieś obszar roboczy Stacji ekologicznej, aby usunąć zanieczyszczenia"
"#TOPIC_HAZARDS","Niebezpieczeństwa"
"#GATEKEEPER_LOG","DZIENNIK STRAŻNIKA BRAMY"
"#TOPIC_RESEARCH_COST","Kosz badań"
......@@ -1580,7 +1624,7 @@
"#RESOURCE_POTATO_DESC","Ziemniaki rosną powoli, ale zazwyczaj jest ich dużo. Bulwy ziemniaków rosną pod ziemią, więc wszelkie katastrofy znoszą one lepiej niż inne uprawy.\n\nTempo wzrostu: powolne\nZbiory: średnie"
"#RESOURCE_VENISON_DESC","Świeże mięso dzikich zwierząt, np. z jelenia czy królika upolowanego przez trapera."
"#RESOURCE_WHEAT_DESC","Zboże znane z tego, że można je przetwarzać na wiele różnych sposobów. Rośnie szybko i daje obfite plony. Nie można jej jeść na surowo, ale piecze się z niej Chleb i inne wypieki.\n\nTempo wzrostu: normalne\nZbiory: średnie\nOdporność: średnia"
"#RESOURCE_POLLUTION_DESC","Niebezpieczny materiał radioaktywny w stosunkowo bezpiecznych pojemnikach; przechowywany na Składowisku odpadów promieniotwórczych."
"#RESOURCE_POLLUTION_DESC","Niebezpieczne zanieczyszczenia w relatywnie bezpiecznych pojemnikach. Przechowywane na Składowisku odpadów."
"#RESOURCE_COMPONENT","Podzespół"
"#RESOURCE_COMPONENT_DESC","Zaawansowany materiał budowlany.\n\nPozwala konstruować budynki wytwarzające lub magazynujące energię; można przekształcać w Elektronikę niezbędną w zaawansowanych budynkach."
"#RESOURCE_BREAD","Chleb"
......@@ -1849,11 +1893,11 @@
"#BUTTON_TRADE","Handel"
"#TIME_FORMAT_DAYS","{0}d"
"#TIME_FORMAT_HOURS","{0}g"
"#SAVE_FAILED_MESSAGE","Niestety wystąpił problem i nie można zapisać gry. Zgłoś problem i ponowne uruchom grę."
"#INFO_ACTIVATE_DEPOSIT_UNDERGROUND_PLASTIC","Aby wydobywać zasoby, zbuduj Ekstraktor plastiku."
"#INFO_ACTIVATE_DEPOSIT_UNDERGROUND_METAL","Aby wydobywać zasoby, zbuduj Ekstraktor metalu."
"#INFO_ACTIVATE_DEPOSIT_UNDERGROUND_RUIN","Aby wydobywać zasoby, zbuduj Ekstraktor betonu."
"#INFO_MOVE_CLOSER_TO_UNDERGROUND_DEPOSIT","Zbliż się do złoża podziemnego."
"#SAVE_FAILED_MESSAGE","Niestety wystąpił problem i nie można zapisać gry. Zgłoś problem i ponowne uruchom grę"
"#INFO_ACTIVATE_DEPOSIT_UNDERGROUND_PLASTIC","Aby wydobywać zasoby, zbuduj Ekstraktor plastiku"
"#INFO_ACTIVATE_DEPOSIT_UNDERGROUND_METAL","Aby wydobywać zasoby, zbuduj Ekstraktor metalu"
"#INFO_ACTIVATE_DEPOSIT_UNDERGROUND_RUIN","Aby wydobywać zasoby, zbuduj Ekstraktor betonu"
"#INFO_MOVE_CLOSER_TO_UNDERGROUND_DEPOSIT","Zbliż się do złoża podziemnego"
"#TOPIC_TOTAL","Ogółem"
"#INFO_BUILD_MORE_TRADE_CENTERS_TO_TRADE","Aby przyjąć ofertę, zbuduj więcej Centrów handlowych."
"#INFO_TRADE_MENU_ASSIGN_WORKERS","W Centrach handlowych brakuje pracowników. Aby przyjąć ofertę, przydziel kolonizatorów do pracy w Centrach handlowych."
......@@ -1934,7 +1978,7 @@
"#NOTIFICATION_TRADE_FAILED","Oferta handlowa nie powiodła się"
"#NOTIFICATION_TRADE_FAILED_DESC","Twoja reputacja spada."
"#NOTIFICATION_TRADE_FAILED_SOCIETY","Oferta handlowa nie powiodła się: {0}"
"#NOTIFICATION_TRADE_FAILED_SOCIETY_DESC","Twoja reputacja spada o {0}."
"#NOTIFICATION_TRADE_FAILED_SOCIETY_DESC","Twoja reputacja spada o {0}"
"#TOPIC_TIME_TO_COMPLETE","Czas na ukończenie"
"#STATUS_PENALTY_COMING","Nie dotrzymujesz obietnicy – twoja reputacja spada."
"#STATUS_LACK_RESOURCES","Aktualnie nie masz zasobów niezbędnych do zrealizowania tej przysługi."
......@@ -2088,6 +2132,7 @@
"#TOOLTIP_GIVE_FEEDBACK_CONTENT","Przekaż nam opinię lub zgłoś błąd."
"#NOTIFICATION_BUILDING_UNDER_ATTACK","Zaatakowano budynek!"
"#NOTIFICATION_SPECIFIC_BUILDING_UNDER_ATTACK","Zaatakowano – {0}"
"#NOTIFICATION_SPECIFIC_BUILDING_UNDER_ATTACK_DESC","Pokonaj wroga z pomocą strażników lub specjalistów"
"#NOTIFICATION_BUILDING_UNDER_ATTACK_DESC","Pokonaj wroga z pomocą strażników lub specjalistów"
"#ITEM_WEAPONS_2","Strzelba"
"#ITEM_WEAPONS_2_DESC","Podstawowa strzelba zadająca średnie obrażenia i strzelająca ze średnią szybkością."
......@@ -2153,6 +2198,45 @@
"#TOPIC_LOW","Niski"
"#TOPIC_HIGH","Wysoki"
"#TOPIC_LETHAL","Śmiertelny"
"#ANIMAL_NONE_NAME","Brak"
"#ANIMAL_NONE_DESC","Nie wybrano żadnego zwierzęcia.\n\nWybierz jedno z poniższej listy."
"#ANIMAL_CHICKEN_NAME","Kurczak"
"#ANIMAL_CHICKEN_DESC","Przeciętny kurczak – rozmnaża się dość szybko i może zapełnić całe Ranczo\n\nRozmiar: mały\nHodowla: szybka\nMięso: 25 na zwierzę\nZużycie wody: 1 na zwierzę"
"#ANIMAL_SHEEP_NAME","Owca"
"#ANIMAL_SHEEP_DESC","Owce dają nie tylko mięso, ale również wełnę wykorzystywaną jako włókno.\n\nRozmiar: średnie\nHodowla: normalna\nMięso: 40 na zwierzę\nZużycie wody: 2 na zwierzę\nProdukt uboczny: włókno"
"#ANIMAL_COW_NAME","Bydło"
"#ANIMAL_COW_DESC","Krowy i byki zwane bydłem rosną powoli i są bardzo potulnymi zwierzętami.\n\nRozmiar: duże\nHodowla: powolna\nMięso: 80 na zwierzę\nZużycie wody: 3 na zwierzę"
"#FLARE_DESC","Flara sygnałowa Specjalisty powoduje, że reszta grupy przybywa na kemping. Wiedzą, że nie będzie łatwo, ale czują też, że nadszedł czas na odbudowę i przekształcenie tego nieprzyjaznego terytorium miejsca w nowy dom!"
"#RESOURCE_MILK","Mleko"
"#DESC_FOOD_MILK","Produkt uboczny uzyskiwany podczas hodowli bydła na Ranczo."
"#TOPIC_NOTIFICATIONS","PODPOWIEDZI – PRZYCISKI"
"#TOPIC_DISMISS","ODRZUĆ"
"#TOPIC_OPEN_HELP_PAGE","PRZECZYTAJ WIĘCEJ"
"#NOTIFICATION_SPECIALIST_DIED","Specjalista nie żyje!"
"#DEPOSIT_CARCASS_RAT","Truchło szczura"
"#DESC_DEPOSIT_CARCASS_RAT","Świeże resztki gigantycznego szczura. Można z niego uzyskać jeszcze trochę mięsa."
"#DEPOSIT_CARCASS_RATBEETLE","Truchło małego szczurzego żuka"
"#DESC_DEPOSIT_CARCASS_RATBEETLE","Świeże resztki szczurzego żuka. Można z niego uzyskać jeszcze trochę mięsa."
"#DEPOSIT_CARCASS_DEER","Truchło jelenia"
"#DESC_DEPOSIT_CARCASS_DEER","Świeże resztki jelenia. Można z niego uzyskać dużo mięsa."
"#DEPOSIT_CARCASS_BOAR","Truchło dzika"
"#DESC_DEPOSIT_CARCASS_BOAR","Świeże resztki dzika. Można z niego uzyskać dużo mięsa."
"#DEPOSIT_CARCASS_RATBEETLE_MED","Truchło dużego szczurzego żuka"
"#DESC_DEPOSIT_CARCASS_RATBEETLE_MED","Świeże resztki dużego szczurzego żuka. Można z niego uzyskać dużo mięsa."
"#DEPOSIT_CARCASS_KODIAK","Truchło niedźwiedzia"
"#DESC_DEPOSIT_CARCASS_KODIAK","Świeże resztki wielkiego niedźwiedzia. Można z niego uzyskać dużo mięsa."
"#DEPOSIT_CARCASS_SANDWORM","Truchło czerwia piaskowego"
"#DESC_DEPOSIT_CARCASS_SANDWORM","Świeże resztki wielkiego czerwia piaskowego. Można z niego uzyskać dużo mięsa."
"#ANIMAL_PIG_NAME","Pig"
"#ANIMAL_PIG_DESC","The domesticated versions of wild boars provide lots of meat for the discerning colonist to eat.\n\nSize: Medium\nBreeding: Slow\nMeat: 50 per animal\nWater consumption: 2 per animal\nBy-product: None"
"#FLARE_TITLE","Przybywają kolonizatorzy"
"#GAME_OVER_TITLE","Game Over"
"#GAME_OVER_DESC","There is no future for the colony here, we must try again elsewere."
"#BUILDING_BLOCKED_REQUIRES_CAMPSITE","Build the Campsite to unlock"
"#BUILDING_BLOCKED_REQUIRES_COLONISTS","Invite colonists via the Campsite to unlock"
"#BUILDING_BLOCKED_ALREADY_BUILT","You already have this building"
"#TOPIC_WORK_AREA_HOSTILE_ANIMAL","{0} hostile animals"
"#TOPIC_WORK_AREA_HOSTILE_BANDIT","{0} hostile bandits"
"#CATEGORY_HOUSING","Schronienia"
"#CATEGORY_STORAGE","Przechowywanie"
"#CATEGORY_FOOD","Żywność"
......@@ -2319,7 +2403,7 @@
"#DESC_MESS_HALL","Tu z podstawowych składników przygotowuje się ciepłe posiłki szybciej i wydajniej niż w Kuchni. Zbilansowana dieta doskonale wpływa na zdrowie, a ponadto z dobrym jedzeniem lepiej się żyje w kolonii. Wymaga dostępu do Wieży wodnej."
"#DESC_BORE_WELL","Studnie wiercone głęboko wgryzają się w ziemię i zapewniają stabilne źródło wody. Ich kolejną zaletą jest możliwość ustawienia na dowolnej glebie."
"#DESC_FIELD_HOSPITAL","Zaawansowana, wysokowydajna placówka medyczna pozwalająca leczyć wielu kolonizatorów szybciej niż Namiot medyka. Odpowiednimi lekami można wyleczyć urazy, infekcje, chorobę popromienną, a nawet mutacje. Wymagana Energia i dostęp do Wieży wodnej."
"#DESC_MAINTENANCE_DEPOT","Automatyzuje naprawy i dezynfekcje. Kolonizator przypisany do Zakładu naprawczego automatycznie oczyszcza i naprawia odpowiednie budynki w wyznaczonym obszarze roboczym."
"#DESC_MAINTENANCE_DEPOT","Automatyzuje naprawy i odkażanie. Kolonizator przypisany do Zakładu naprawczego automatycznie oczyszcza i naprawia odpowiednie budynki w wyznaczonym obszarze roboczym."
"#DESC_MEMORIAL","Miejsce pamięci poświęcone osobom, które straciły życie podczas apokalipsy lub w jej następstwie. Nie przywróci życia zmarłym, ale zwiększa poziom Szczęścia i daje nadzieję innym."
"#DESC_LARGE_SOLAR_PANEL","Ulepszona i bardziej wydajna wersja Panelu słonecznego, odporniejsza na katastrofy dzięki możliwości chowania paneli. Działa tylko za dnia."
"#DESC_RADAR","System wczesnego ostrzegania przed katastrofami. W obliczu niebezpieczeństwa liczy się każda chwila, a ta zaawansowana technologia daje kolonizatorom trochę więcej czasu na przygotowanie się na kataklizm."
......@@ -2346,9 +2430,9 @@
"#DESC_GATE_EVENT_PARTY_RETURNS_FAILURE","Ranny dowódca misji dociera do bramy i po kilku krokach pada na ziemię. Strażnik pomaga mu wstać. Opowiada o zasadzce bandytów, podczas której stracił wszystkich ludzi i całe zapasy. Jest w szoku i musi wypocząć. Cała społeczność jest bardzo zaniepokojona tymi wydarzeniami."
"#DESC_GATE_EVENT_PARTY_RETURNS_LOSS","Grupa zmęczonych wędrowców wraca z misji. Ponieśli pewne straty, ale ogólnie wykonali zadanie. Muszą teraz odpocząć i uspokoić się. Społeczność wita ich z uśmiechami na twarzach, jednak niektórzy opłakują stratę bliskich."
"#DESC_GATE_EVENT_PARTY_RETURNS_SUCCESS","Tryumfalny powrót! Misja poszła jak po maśle. Dowódca zdaje krótki raport, a ktoś otwiera butelkę bimbru, którą wszyscy się dzielą. Dowódca będzie musiał odpocząć przed kolejną misją, ale nastoje społeczności są bardzo radosne."
"#TOPIC_ACTIVE","Aktyw."
"#TOPIC_ACTIVE","Aktyw"
"#TOPIC_DEACTIVE","Pauza"
"#TOPIC_BUILDING_STATUS","Info."
"#TOPIC_BUILDING_STATUS","Info"
"#TOPIC_BUILDING_HEALTH","Stan"
"#TOPIC_BUILDING_EFFICIENCY","Wydajność"
"#TOPIC_BUILDING_HEALTH_TITLE","STAN"
......@@ -2616,12 +2700,34 @@
"#WATER_STORAGE_SMALL","Zbiornik z czystą wodą"
"#DESC_WATER_STORAGE_SMALL","Przechowuje umiarkowaną ilość czystej wody pitnej."
"#AQUA_FARM","Farma wodna"
"#DESC_AQUA_FARM","Wczesna postać akwakultury, która zapewnia kolonii dużo Ryb, ale tworzą się wokół niej zanieczyszczenia. Należy zbudować na brzegu.\n\nPowoduje Zanieczyszczenia."
"#DESC_AQUA_FARM","Wczesna postać akwakultury, która zapewnia kolonii dużo Ryb, ale tworzą się wokół niej zanieczyszczenia. Należy zbudować na brzegu.\n\nPowoli zanieczyszcza okolicę."
"#DESC_VEHICLE_STORAGE_EMPTY","Pojazdy niesamowicie zwiększają prędkość poruszania się specjalistów po Mapie świata."
"#INFO_FIELD_INFERTILE_SOIL","Brak produkcji – na jałowej glebie."
"#WATER_TOWER_LARGE","Duża wieża wodna"
"#DESC_WATER_TOWER_LARGE","Magazynuje i dostarcza duże ilości Wody do budynków na dużej powierzchni."
"#TOPIC_POLLUTION_SHIELDING_LEVEL","Osłona przed zanieczyszczeniami {0}"
"#RANCH_1","Ranczo"
"#DESC_RANCH_1","Zapewnia schronienie dla wszelkiego inwentarza żywego i nieznaczną ochronę przed czynnikami środowiskowymi. Zwierzęta potrzebują Pracowników i Wody, aby przeżyć i się rozmnażać."
"#RANCH_2","Duże ranczo"
"#DESC_RANCH_2","Zapewnia schronienie dla dużej ilości wszelkiego inwentarza żywego i średnią ochronę przed czynnikami środowiskowymi. Zwierzęta potrzebują Pracowników i Wody, aby przeżyć i się rozmnażać."
"#TOPIC_SPLIT_ANIMALS","Podział na nowe Ranczo"
"#TOPIC_BUTCHER_ANIMALS","Rzeźnik"
"#TOPIC_INVITE_COLONISTS","Wystrzel flarę"
"#TOOLTIP_INVITE_COLONISTS","Zaproś kolonizatorów"
"#TOOLTIP_INVITE_COLONISTS_CONTENT","Wystrzel flarę, by zaprosić pierwszych kolonizatorów"
"#CAMPSITE","Kemping"
"#DESC_CAMPSITE","Pierwszy budynek w twojej nowej kolonii zapewniający ograniczoną ilość zasobów i wody. Po zbudowaniu Kempingu pojawiają się nowe opcje tworzenia budowli. Pierwszych kolonizatorów możesz zaprosić, wysyłając sygnał z kempingu."
"#STATUS_RANCH_SELECT_ANIMAL","Wybierz gatunek zwierzęcia do hodowania"
"#STATUS_RANCH_BUTCHERING","Rzeźnia"
"#STATUS_RANCH_WAITING_ANIMALS","Oczekiwanie na zwierzęta"
"#STATUS_RANCH_MISSING_WORKER","Brak pracowników, wstrzymano produkcję zasobów dodatkowych"
"#STATUS_RANCH_MISSING_WATER","Brak wody, zwierzęta są odwodnione i mogą zdechnąć"
"#STATUS_RANCH_MISSING_WATER_AND_WORKER","Brak wody lub pracowników, zwierzęta mogą zdechnąć"
"#STATUS_RANCH_INFECTED","Zakażenie na ranczo"
"#INFO_UNEXPLORED_AREA","Unexplored area"
"#BLOCK_REASON_REQUIRES_COLONISTS","Invite colonists to unlock"
"#BLOCK_REASON_REQUIRES_CAMPSITE","Build Campsite to unlock"
"#BLOCK_REASON_ALREADY_BUILT","Only 1 allowed"
"#PERSON_CONDITION_TITLE","Warunki"
"#PERSON_STATE_IDLE","Nic nie robi"
"#PERSON_STATE_WALKING","Chodzi"
......@@ -3192,21 +3298,21 @@
"#PERSON_EVENT_NEED_POORLY_RESTED_NAME","Bez wypoczynku"
"#PERSON_EVENT_NEED_POORLY_RESTED_DESC","Złe warunki do snu"
"#PERSON_EVENT_NEED_RESTED_NAME","Wypoczęcie"
"#PERSON_EVENT_NEED_RESTED_DESC","Sen w przyjemnym schronieniu"
"#PERSON_EVENT_NEED_RESTED_DESC","Sen w przyjemnym schronieniu."
"#PERSON_EVENT_NEED_GROUND_RESTED_NAME","Spał na zewnątrz"
"#PERSON_EVENT_NEED_GROUND_RESTED_DESC","Musiał spać na ziemi z powodu braku schronienia"
"#PERSON_EVENT_NEED_GROUND_RESTED_DESC","Musiał spać na ziemi z powodu braku schronienia."
"#PERSON_EVENT_NEED_POOR_RESTED_NAME","Słabo wypoczęty"
"#PERSON_EVENT_NEED_POOR_RESTED_DESC","Nie spał zbyt dobrze w prymitywnym schronieniu"
"#PERSON_EVENT_NEED_POOR_RESTED_DESC","Nie spał zbyt dobrze w prymitywnym schronieniu."
"#PERSON_EVENT_NEED_NORMAL_RESTED_NAME","Wypoczęcie"
"#PERSON_EVENT_NEED_NORMAL_RESTED_DESC","Dość dobrze wyspał się w przytulnym schronieniu"
"#PERSON_EVENT_NEED_NORMAL_RESTED_DESC","Dość dobrze wyspał się w przytulnym schronieniu."
"#PERSON_EVENT_NEED_WELL_RESTED_NAME","Pełne wypoczęcie"
"#PERSON_EVENT_NEED_WELL_RESTED_DESC","Przyjemny sen w ładnym domu"
"#PERSON_EVENT_NEED_WELL_RESTED_DESC","Przyjemny sen w ładnym domu."
"#PERSON_EVENT_NEED_WELL_FED_NAME","Sytość"
"#PERSON_EVENT_NEED_WELL_FED_NAME_DESC","Zjedzony wspaniały posiłek"
"#PERSON_EVENT_NEED_WELL_FED_NAME_DESC","Zjedzony wspaniały posiłek."
"#PERSON_EVENT_NEED_HOUSING_DEATH_NAME","Śmierć"
"#PERSON_EVENT_NEED_HOUSING_DEATH_DESC","Śmierć w domu"
"#PERSON_EVENT_NEED_HOUSING_DEATH_DESC","Śmierć w domu."
"#PERSON_EVENT_NEED_BIRTH_NAME","Narodziny dziecka"
"#PERSON_EVENT_NEED_BIRTH_DESC","W domu urodziło się dziecko"
"#PERSON_EVENT_NEED_BIRTH_DESC","W domu urodziło się dziecko."
"#PERSON_EVENT_NEED_MEMORIAL_NAME","Złożono kondolencje"
"#PERSON_EVENT_NEED_MEMORIAL_DESC","Przypomnienie, że życie nie zawsze było takie."
"#PERSON_EVENT_NEED_GAME_ARCADE_NAME","Gra w gry komputerowe"
......@@ -3224,7 +3330,7 @@
"#COLONY_HAPPINESS_LEVEL_2","Zadowolenie"
"#COLONY_HAPPINESS_LEVEL_3","Szczęście"
"#COLONY_HAPPINESS_LEVEL_4","Ekstaza"
"#COLONY_HAPPINESS_LEVEL_0_DESC","Kolonizatorzy są zdesperowani i nie widzą dla siebie żadnej nadziei. Szybko zwiększ poziom szczęścia, ponieważ niedługo zaczną odbierać sobie życie."
"#COLONY_HAPPINESS_LEVEL_0_DESC","Smutek i desperacja zżerają kolonizatorów. Szybko zwiększ poziom szczęścia, ponieważ niedługo zaczną odbierać sobie życie."
"#COLONY_HAPPINESS_LEVEL_1_DESC","Ludzie są niezadowoleni ze swojej sytuacji i wielu z nich nie chce pracować w normalnym tempie."
"#COLONY_HAPPINESS_LEVEL_2_DESC","Kolonizatorzy nie są ani smutni, ani szczęśliwi. Liczą na to, co najlepsze, ale zabezpieczają się przed najgorszym."
"#COLONY_HAPPINESS_LEVEL_3_DESC","Ludzie są optymistycznie nastawieni na przyszłość i mają dobry humor, wiele osób daje z siebie wszystko."
......@@ -3312,7 +3418,7 @@
"#COLONIST_COMMENT_GAME_START_BUNKER_02","Dzięki Bogu, bunkier nie zawalił się wcześniej..."
"#COLONIST_COMMENT_GAME_START_BUNKER_03","I po bunkrze! Co teraz zrobimy?"
"#COLONIST_COMMENT_GAME_START_CAR_01","Kto wpuścił tego idiotę za kierownicę?!"
"#COLONIST_COMMENT_GAME_START_CAR_02","To się nie uda..."
"#COLONIST_COMMENT_GAME_START_CAR_02","No, to się nie uda..."
"#COLONIST_COMMENT_GAME_START_CAR_03","Co za syf... Chyba tu utknęliśmy."
"#COLONIST_COMMENT_GAME_START_HIKE_01","Ani kroku więcej. Mam dość!"
"#COLONIST_COMMENT_GAME_START_HIKE_02","No i koniec wielkiej wędrówki!"
......@@ -3382,6 +3488,15 @@
"#COLONIST_COMMENT_SPECIALIST_JOINED_09","Przy nich czuję się bezpieczniej."
"#COLONIST_COMMENT_SPECIALIST_JOINED_10","Nowy specjalista? Bosko!"
"#COLONIST_COMMENT_SPECIALIST_JOINED_11","Przyda nam się każda wiedza specjalistyczna."
"#COLONIST_COMMENT_GAME_START_01","Czas zakasać rękawy i wziąć się do roboty!"
"#COLONIST_COMMENT_GAME_START_02","Musimy przygotować obóz dla innych!"
"#COLONIST_COMMENT_GAME_START_03","Zacznij przygotowywać kemping dla pozostałych kolonizatorów!"
"#COLONIST_COMMENT_GAME_START_04","Na początek potrzebujemy wody, żywności i schronienia."
"#COLONIST_COMMENT_GAME_START_05","Reszta wkrótce przybędzie. Musimy brać się za obóz!"
"#COLONIST_COMMENT_GAME_START_06","Dobra, skupmy się na najważniejszych rzeczach i odpalamy flarę!"
"#COLONIST_COMMENT_GAME_START_07","Zakładać obóz i szukać zasobów, ruchy!"
"#COLONIST_COMMENT_GAME_START_08","Ludzie będą potrzebować wody, jedzenia i schronienia, więc ruszcie się!"
"#COLONIST_COMMENT_GAME_START_09","Pamiętaj, żeby wystrzelić flarę, gdy wszystko będzie gotowe!"
"#SPECIALIST_NAME_SPECIALIST1","Rose"
"#SPECIALIST_ARCHETYPE_SPECIALIST1","Poszukiwacz"
"#SPECIALIST_DESCRIPTION_SPECIALIST1","W rozmowie potrafi omotać każdego. Błyskawicznie przejęła rodzinną firmę handlową i przed katastrofą doskonale ją prowadziła."
......@@ -5423,6 +5538,112 @@
"#EVENT_SOCIETY_06_EQUIPMENT_DESC","Grupa reaguje z mieszanymi uczuciami na twoją odpowiedź; niektórzy odczuwają ulgę, podczas gdy inni patrzą na ciebie z niedowierzaniem. „Cóż... liczyliśmy na więcej... ale przypuszczam, że to będzie musiało wystarczyć. Życzcie nam szczęścia i módlcie się, abyśmy przeżyli”."
"#EVENT_SOCIETY_06_REFUSE_NAME","Kiedy jest to ważne"
"#EVENT_SOCIETY_06_REFUSE_DESC","Od razu widać, że twoje okrutne słowa dotknęły ich do żywego. „Naprawdę? Myślałem, że my... Dobrze. Nie ma już prawdziwej przyjaźni na tym świecie. Niech i tak będzie. Damy sobie radę sami albo zginiemy, próbując przetrwać”."
"#EVENT_RANCH_FIRE_01_NOTIFICATION_HEADER","Pożar na ranczo"
"#EVENT_RANCH_FIRE_01_NOTIFICATION_DESC","Nie ma czasu do stracenia"
"#EVENT_RANCH_FIRE_01_NAME","Płonący chaos"
"#EVENT_RANCH_FIRE_01_DESC","Wraz z kolonizatorami docierasz na miejsce zdarzenia i widzicie płonącą ścianę rancza. Słońce musiało jakimś cudem zapalić siano – ogień szybko rozprzestrzenił się po ścianie. Nie ma jeszcze tragedii, ale bardzo szybko może być niebezpiecznie. Kolonizatorzy powinni..."
"#EVENT_RANCH_FIRE_01_WATER","Znaleźć wodę"
"#EVENT_RANCH_FIRE_01_INSIDE","Zacząć gasić siano"
"#EVENT_RANCH_FIRE_01_WATER_NAME","Płonący chaos"
"#EVENT_RANCH_FIRE_01_WATER_DESC","Kolonizatorzy zauważają, co się dzieje, i zaczynają przynosić wodę. Wspólnie udaje się wam ugasić ogień, ale i tak znaczna część ściany się spaliła."
"#EVENT_RANCH_FIRE_01_INSIDE_NAME","Płonący chaos"
"#EVENT_RANCH_FIRE_01_INSIDE_DESC","Jedna z kolonizatorek rusza do akcji i zauważa kopę siana płonącą pod ścianą. Rozgląda się i.."
"#EVENT_RANCH_FIRE_01_STOMP","Depcze ją butem"
"#EVENT_RANCH_FIRE_01_SHOVEL","Łapie łopatę"
"#EVENT_RANCH_FIRE_01_STOMP_NAME","Płonący chaos"
"#EVENT_RANCH_FIRE_01_STOMP_DESC","Kolonizatorka praktycznie wskakuje na kopę siana, próbując desperacko stłamsić języki ognia. To jednak nie pomaga, co więcej, ogień rozpala się jeszcze bardziej. W miarę jak sytuacja staje się coraz bardziej zaogniona, kobieta musi uciekać i z oddali patrzy, jak płonie ranczo."
"#EVENT_RANCH_FIRE_01_SHOVEL_NAME","Płonący chaos"
"#EVENT_RANCH_FIRE_01_SHOVEL_DESC","Kolonizator wbija łopatę w ziemię i zaczyna zasypywać płonące siano. Efekt jest praktycznie natychmiastowy: ogień gaśnie i znika pod piaskiem, płomienie na ścianie również znikają."
"#EVENT_RANCH_DAMAGE_01_NOTIFICATION_HEADER","Trzeba wyremontować ranczo"
"#EVENT_RANCH_DAMAGE_01_NOTIFICATION_DESC","Lepiej późno niż wcale?"
"#EVENT_RANCH_DAMAGE_01_NAME","Obowiązkowa konserwacja"
"#EVENT_RANCH_DAMAGE_01_DESC","Twoi kolonizatorzy narzekają na stan rancza. Tandetnie wykonane zagrody nie utrzymują zwierząt w boksach, a praca tam jest już po prostu niebezpieczna. Musisz coś z tym zrobić."
"#EVENT_RANCH_DAMAGE_01_FIX","Usuń najbardziej rażące usterki"
"#EVENT_RANCH_DAMAGE_01_REMODEL","Postaw nowe fundamenty"
"#EVENT_RANCH_DAMAGE_01_IGNORE","Zignoruj problemy"
"#EVENT_RANCH_DAMAGE_01_FIX_NAME","Obowiązkowa konserwacja"
"#EVENT_RANCH_DAMAGE_01_FIX_DESC","Część zasobów wykorzystujesz do naprawy największych uszkodzeń na ranczo. Zwierzęta już nie uciekają z boksów, ale kolonizatorzy nadal czują się niebezpiecznie pod tandetną konstrukcją."
"#EVENT_RANCH_DAMAGE_01_REMODEL_NAME","Obowiązkowa konserwacja"
"#EVENT_RANCH_DAMAGE_01_REMODEL_DESC","Przeznaczasz dużo zasobów, aby praktycznie na nowo postawić fundamenty. Kolonizatorzy są niezmiernie wdzięczni za to, że mogą teraz pracować w bezpiecznym miejscu, które z pewnością wytrwa wiele lat."
"#EVENT_RANCH_DAMAGE_01_IGNORE_NAME","Obowiązkowa konserwacja"
"#EVENT_RANCH_DAMAGE_01_IGNORE_DESC","Wzruszasz ramionami. Ludzie z pewnością poradzą sobie z kilkoma narowistymi zwierzętami. Kolonizatorzy niechętnie wracają do pracy i muszą ciągle stać na straży, pilnując umykających zwierząt."
"#EVENT_RANCH_BANDITS_01_NOTIFICATION_HEADER","Ktoś jest na ranczo"
"#EVENT_RANCH_BANDITS_01_NOTIFICATION_DESC","Czego chce?"
"#EVENT_RANCH_BANDITS_01_NAME","Niebezpieczni złodzieje"
"#EVENT_RANCH_BANDITS_01_DESC","Kolonizatorzy mówią, że właśnie przyuważyli jakichś dziwnych ludzi kręcących się na ranczo. Było ich wielu, więc warto się zastanowić nad tym, jak podejść do sprawy."
"#EVENT_RANCH_BANDITS_01_AMBUSH","Napadnij ich"
"#EVENT_RANCH_BANDITS_01_CONFRONT","Porozmawiaj z nimi"
"#EVENT_RANCH_BANDITS_01_AMBUSH_NAME","Niebezpieczni złodzieje"
"#EVENT_RANCH_BANDITS_01_AMBUSH_DESC","Zbierasz kolonizatorów i idziecie razem na ranczo. Chowacie się w pobliżu i czekacie. Wkrótce drzwi rancza się otwierają i przechodzą przez nie bandyci, którzy ukradli część twojego inwentarza. Kolonizatorzy wyskakują z ukrycia i atakują bandytów, zanim ci mają szansę się przygotować."
"#EVENT_RANCH_BANDITS_01_CONFRONT_NAME","Niebezpieczni złodzieje"
"#EVENT_RANCH_BANDITS_01_CONFRONT_DESC","Zbierasz kolonizatorów i idziecie na ranczo. Jest niepokojąco cicho, ale kiedy otwierasz drzwi, zauważasz grupę bandytów, którzy kradną wasz inwentarz. „Och. O nie. Słuchaj, po prostu potrzebujemy trochę mięsa...”, jeden z nich próbuje tłumaczyć."
"#EVENT_RANCH_BANDITS_01_RUN","Pozwól im uciec"
"#EVENT_RANCH_BANDITS_01_STEAL","Zażądaj ich wyposażenia"
"#EVENT_RANCH_BANDITS_01_RUN_NAME","Niebezpieczni złodzieje"
"#EVENT_RANCH_BANDITS_01_RUN_DESC","Bandyci natychmiast puszczają zwierzęta i uciekają z ulgą. Widać, że się cieszą, że nic im się nie stało."
"#EVENT_RANCH_BANDITS_01_STEAL_NAME","Niebezpieczni złodzieje"
"#EVENT_RANCH_BANDITS_01_STEAL_DESC","„Spójrz, nie mamy prawie nic”, mówi jeden z bandytów. Mimo to, grupa oddaje ci to, co mieli ze sobą. Następnie odchodzą w dzicz."
"#EVENT_RANCH_ANIMALS_01_NOTIFICATION_HEADER","Szczury zalęgły się na ranczo"
"#EVENT_RANCH_ANIMALS_01_NOTIFICATION_DESC","Stają się one problemem"
"#EVENT_RANCH_ANIMALS_01_NAME","Niechciani goście"
"#EVENT_RANCH_ANIMALS_01_DESC","Dowiadujesz się, że stado szczurów zalęgło się na ranczo i drażnią zwierzęta oraz wyjadają ich karmę. Jeśli nie pozbędziesz się szkodników, sytuacja może wymknąć się spod kontroli."
"#EVENT_RANCH_ANIMALS_01_ATTACK","Zaatakuj szkodniki"
"#EVENT_RANCH_ANIMALS_01_IGNORE","Zignoruj problem"
"#EVENT_RANCH_ANIMALS_01_ATTACK_NAME","Niechciani goście"
"#EVENT_RANCH_ANIMALS_01_ATTACK_DESC","Wraz z grupą kolonizatorów zmierzacie na ranczo. Jeden z nich wchodzi do środka, by wypędzić szczury. Wkrótce stado wyskakuje ze wszystkich ciemnych zakątków budynku. Gdy tylko wyskoczą na zewnątrz, atakują wszystko na swojej drodze."
"#EVENT_RANCH_ANIMALS_01_IGNORE_NAME","Niechciani goście"
"#EVENT_RANCH_ANIMALS_01_IGNORE_DESC","Szczury? Czy naprawdę nam aż tak przeszkadzają? Stwierdzasz, że nie trzeba z tym nic robić, bo kilka szkodników jeszcze nikomu nie zaszkodziło. Kolonizatorzy nie zgadzają się z tobą i wkrótce zauważasz, ile potrafią zjeść szczury."
"#EVENT_RANCH_DISEASE_01_NOTIFICATION_HEADER","Zaraza na ranczo"
"#EVENT_RANCH_DISEASE_01_NOTIFICATION_DESC","Coś więcej niż grypa"
"#EVENT_RANCH_DISEASE_01_NAME","Choroba bydła"
"#EVENT_RANCH_DISEASE_01_DESC","Paskudna bakteria zaatakowała ranczo. Jeśli się jej nie pozbędziesz, istnieje ryzyko, że zwierzęta padną, a choroba rozprzestrzenieni się na kolonizatorów."
"#EVENT_RANCH_DISEASE_01_ANTIBIOTICS","Zastosuj antybiotyki"
"#EVENT_RANCH_DISEASE_01_RESEARCH","Zbadaj chorobę"
"#EVENT_RANCH_DISEASE_01_IGNORE","Zignoruj bakterię"
"#EVENT_RANCH_DISEASE_01_ANTIBIOTICS_NAME","Choroba bydła"
"#EVENT_RANCH_DISEASE_01_ANTIBIOTICS_DESC","Podajesz zwierzętom antybiotyki w nadziei, że wyleczą one infekcję. Na szczęście choroba jest łatwa do uleczenia i zwierzęta zaczynają zdrowieć."
"#EVENT_RANCH_DISEASE_01_RESEARCH_NAME","Choroba bydła"
"#EVENT_RANCH_DISEASE_01_RESEARCH_DESC","Twoi najbardziej wyedukowani kolonizatorzy badają zwierzęta i dowiadują się, że bakteria powoduje poważne niedobory żelaza. Bogate w składniki odżywcze pasze, lekarstwa i odpoczynek pozwolą wyleczyć zwierzęta. Jednak wcześniej kilku kolonizatorów zarazi się od nich."
"#EVENT_RANCH_DISEASE_01_IGNORE_NAME","Choroba bydła"
"#EVENT_RANCH_DISEASE_01_IGNORE_DESC","Choroby są częścią życia. Ta najprawdopodobniej zaniknie sama, jak większość. Zwierzęta zdrowieją, ale infekcja zdążyła się już rozprzestrzenić na resztę kolonii."
"#EVENT_ANIMALS_01_NOTIFICATION_HEADER","Stado dzików odważnie sobie poczyna"
"#EVENT_ANIMALS_01_NOTIFICATION_DESC","Mogą spowodować problemy"
"#EVENT_ANIMALS_01_NAME","Dziki głód"
"#EVENT_ANIMALS_01_DESC","Grupa agresywnych dzików od jakiegoś czasu sprawia kłopoty. Krążą wokół kolonii, szukając pożywienia, a kolonizatorzy sądzą, że trzeba zająć się tą sprawą, zanim wymknie się spod kontroli."
"#EVENT_ANIMALS_01_ATTACK","Zaatakuj stado"
"#EVENT_ANIMALS_01_LURE","Zwab je jedzeniem"
"#EVENT_ANIMALS_01_IGNORE","Zignoruj problemy"
"#EVENT_ANIMALS_01_ATTACK_NAME","Dziki głód"
"#EVENT_ANIMALS_01_ATTACK_DESC","Kolonizatorzy gromadzą się na obrzeżach kolonii, czekając na stado. Kiedy dziki się zjawiają, kolonizatorzy atakują. Stado szaleje i szarżuje na ciebie."
"#EVENT_ANIMALS_01_LURE_NAME","Dziki głód"
"#EVENT_ANIMALS_01_LURE_DESC","Kolonizatorzy najsmaczniejsze kąski rozkładają przy ścieżce odchodzącej od kolonii. Gdy stado zauważa jedzenie, zaczyna podążać jego śladem i znika w głębi lasu."
"#EVENT_ANIMALS_01_IGNORE_NAME","Dziki głód"
"#EVENT_ANIMALS_01_IGNORE_DESC","Umiesz się bronić i kilka przerośniętych prosiaków nie będzie stanowić problemu. Ale gdy mówisz o tym kolonizatorom, ktoś krzyczy, że dziki przedarły się przez obronę, pokiereszowały kilku kolonizatorów i panoszą się w kolonii."
"#EVENT_ANIMALS_02_NOTIFICATION_HEADER","Szczury pożerają plony"
"#EVENT_ANIMALS_02_NOTIFICATION_DESC","Jak rozwiązać ten problem?"
"#EVENT_ANIMALS_02_NAME","Deratyzacja"
"#EVENT_ANIMALS_02_DESC","Paskudne szczury upodobały sobie wasze uprawy i mocno uszczupliły je. Jeden z kolonizatorów zauważył dużo szkodników wokół pustego pnia drzewa – tam muszą mieć gniazdo."
"#EVENT_ANIMALS_02_SMOKE","Wykurz je z bezpiecznej odległości"
"#EVENT_ANIMALS_02_TRAP","Złap je w pułapkę i przerób na mięso"
"#EVENT_ANIMALS_02_SMOKE_NAME","Deratyzacja"
"#EVENT_ANIMALS_02_SMOKE_DESC","Kolonizator podchodzi do gniazda, zagniata kawałek tkaniny i dodaje trochę trawy, a następnie zapala, wrzuca do pnia i ucieka. Wkrótce szczury wybiegają na zewnątrz i uciekają do lasu."
"#EVENT_ANIMALS_02_TRAP_SUCCESS_NAME","Deratyzacja"
"#EVENT_ANIMALS_02_TRAP_SUCCESS_DESC","Kolonizator przygotowuje prostą pułapkę z przynętą w postaci resztek jedzenia. Szczury zauważają ją po chwili i wchodzą do środka w poszukiwaniu smacznego posiłku. Jedno szarpnięcie i wszystkie są zamknięte w prowizorycznej klatce, gotowe do przerobienia na mięso."
"#EVENT_ANIMALS_02_TRAP_FAIL_NAME","Deratyzacja"
"#EVENT_ANIMALS_02_TRAP_FAIL_DESC","Trochę to trwa, zanim szczury się zainteresują, ale kiedy już zauważają jedzenie, wchodzą do wnętrza pułapki. Jeden z kolonizatorów zatrzaskuje wejście, ale szczury umykają, zanim zostaną uwięzione. Teraz są poirytowane i agresywne."
"#EVENT_ANIMALS_03_NOTIFICATION_HEADER","Kolonizatorzy coś złapali"
"#EVENT_ANIMALS_03_NOTIFICATION_DESC","Wielkie to jest"
"#EVENT_ANIMALS_03_NAME","Jak nie dźwieź, to co?"
"#EVENT_ANIMALS_03_DESC","Kolonizatorzy ciągną za sobą wielką kupę futra, łap i zębów – to żywy niedźwiedź! „Ten Benny leżał nieprzytomny w lesie, prawdopodobnie ktoś go trafił myśliwskim środkiem usypiającym. Możemy go zabrać ze sobą, wyszkolić i będzie pracował dla nas!"", mówią. W oczach kolonizatorów widać prawie dziecięcą radość."
"#EVENT_ANIMALS_03_KILL","Zabij go i wypatrosz"
"#EVENT_ANIMALS_03_FREE","Puść go"
"#EVENT_ANIMALS_03_WAIT","Zobacz, jak się zachowa"
"#EVENT_ANIMALS_03_KILL_NAME","Jak nie dźwieź, to co?"
"#EVENT_ANIMALS_03_KILL_DESC","Potrząsasz głową – najlepiej przerobić tego niedźwiedzia przetwory mięsne. Kolonizatorzy wyglądają na załamanych i widać, że co najmniej jeden się rozpłacze, ale nikt nie ośmiela się odezwać. Niedźwiedź schodzi z tego świata, szybko i bezboleśnie."
"#EVENT_ANIMALS_03_FREE_NAME","Jak nie dźwieź, to co?"
"#EVENT_ANIMALS_03_FREE_DESC","Prawie wrzeszczysz na kolonizatorów, że mają zabierać tę bestię z powrotem do lasu, zanim się obudzi! Kolonizatorzy próbują się z tobą spierać, ale reszta kolonii staje po twojej stronie i praktycznie wypychają innych wraz z niedźwiedziem z powrotem w dzicz. Tak będzie na pewno dużo bezpieczniej."
"#EVENT_ANIMALS_03_WAIT_NAME","Jak nie dźwieź, to co?"
"#EVENT_ANIMALS_03_WAIT_DESC","Przystajesz na propozycję kolonizatorów, bo widać, że bardzo im na tym zależy. Jak tylko niedźwiedź się budzi, zauważa, że jest otoczony. Zdziera liny i skacze na cztery łapy, warczy i rozdzierająco ryczy."
"#LOCATION_PLAYER","Twoja kolonia"
"#LOCATION_HOSPITAL","Szpital"
"#LOCATION_WATER","Woda"
......@@ -5911,7 +6132,7 @@
"#TUTORIAL_NOTIFICATION_FOOD_PRODUCTION_HEADLINE","Produkcja żywności"
"#TUTORIAL_NOTIFICATION_FOOD_PRODUCTION_MESSAGE","Kliknij tutaj, aby dowiedzieć się, w jaki sposób."
"#TUTORIAL_DIALOG_FOOD_PRODUCTION_HEADLINE","PRODUKCJA ŻYWNOŚCI"
"#TUTORIAL_DIALOG_FOOD_PRODUCTION_MESSAGE","Kolonizatorzy potrzebują <mark>Żywności</mark>, aby przeżyć. Osoby bez jedzenia powoli umierają z głodu. Otwórz menu budowania i zbuduj chatę <mark>Trapera</mark> lub <mark>Chatę rybacką</mark>."
"#TUTORIAL_DIALOG_FOOD_PRODUCTION_MESSAGE","Kolonizatorzy potrzebują <mark>Żywności</mark>, aby przeżyć. Zbieraj <quad name=Berries> <mark>Jagody</mark> i zbuduj <mark>Chatę Trapera</mark> lub <mark>Chatę rybacką</mark>, aby zapewnić urozmaiconą <mark>Dietę</mark>."
"#TUTORIAL_NOTIFICATION_FOOD_STORAGE_BERRIES_HEADLINE","Kolonizatorzy potrzebują żywności"
"#TUTORIAL_NOTIFICATION_FOOD_STORAGE_BERRIES_MESSAGE","Kliknij tutaj, aby dowiedzieć się więcej."
"#TUTORIAL_DIALOG_FOOD_STORAGE_BERRIES_HEADLINE","ZAPEWNIJ ŻYWNOŚĆ"
......@@ -5923,7 +6144,7 @@
"#TUTORIAL_NOTIFICATION_PERSONSTATES_HEADLINE","Twoi kolonizatorzy"
"#TUTORIAL_NOTIFICATION_PERSONSTATES_MESSAGE","Kliknij tutaj, aby dowiedzieć się więcej."
"#TUTORIAL_DIALOG_PERSONSTATES_HEADLINE","TWOI KOLONIZATORZY"
"#TUTORIAL_DIALOG_PERSONSTATES_MESSAGE","Na górnym pasku widzisz informacje o swoich kolonizatorach. Pierwsza wartość oznacza liczbę <mark>Tragarzy</mark>, niezbędnych do przenoszenia zasobów i wznoszenia budynków. Druga ikona to <mark>Cała populacja</mark> kolonii. Zaznacz dowolną ikonę, aby uzyskać szczegółowe zestawienie."
"#TUTORIAL_DIALOG_PERSONSTATES_MESSAGE","Na górnym pasku widzisz informacje o swoich kolonizatorach. Pierwsza wartość oznacza liczbę <mark>Tragarzy</mark>, niezbędnych do przenoszenia zasobów i wznoszenia budynków. Druga ikona to <mark>Cała populacja</mark> kolonii.\n\n<mark>Nie można bezpośrednio sterować</mark> kolonizatorami, więc należy ich <mark>przypisywać do budynków</mark> i ustawiać <mark>Obszary robocze</mark>, skąd będą pozyskiwać zasoby."
"#TUTORIAL_NOTIFICATION_CHANGEWORKSLOTS_HEADLINE","Dostosowanie miejsc dla pracowników"
"#TUTORIAL_NOTIFICATION_CHANGEWORKSLOTS_MESSAGE","Kliknij tutaj, aby dowiedzieć się, w jaki sposób."
"#TUTORIAL_DIALOG_CHANGEWORKSLOTS_HEADLINE","ZMIEŃ MIEJSCA DLA PRACOWNIKÓW"
......@@ -5987,7 +6208,7 @@
"#TUTORIAL_NOTIFICATION_SALVAGE_STARTING_BUILDING_HEADLINE","Wyburzanie budynków"
"#TUTORIAL_NOTIFICATION_SALVAGE_STARTING_BUILDING_MESSAGE","Kliknij tutaj, aby dowiedzieć się, w jaki sposób."
"#TUTORIAL_DIALOG_SALVAGE_STARTING_BUILDING_HEADLINE","WYBURZANIE BUDYNKÓW"
"#TUTORIAL_DIALOG_SALVAGE_STARTING_BUILDING_MESSAGE","Co jakiś czas można <mark>wyburzać</mark> budynki w celu odzyskania części materiałów. Wyburz początkowy magazyn, ponieważ jest on pusty!"
"#TUTORIAL_DIALOG_SALVAGE_STARTING_BUILDING_MESSAGE","Od czasu do czasu warto <mark>Wyburzyć</mark> <mark>Zrujnowany budynek</mark>, aby zrobić miejsce na nowy. Można również wyburzać funkcjonujące budynki, ale odzyskuje się wtedy tylko połowę kosztów budowy, więc należy uważać, aby nie zniszczyć ważnych budowli."
"#TUTORIAL_NOTIFICATION_STATIC_WORK_AREAS_HEADLINE","Obszary działania"
"#TUTORIAL_NOTIFICATION_STATIC_WORK_AREAS_MESSAGE","Kliknij tutaj, aby dowiedzieć się więcej."
"#TUTORIAL_DIALOG_STATIC_WORK_AREAS_HEADLINE","OBSZARY DZIAŁANIA"
......@@ -5999,7 +6220,7 @@
"#TUTORIAL_CODEX_WATER_HEADLINE","WODA"
"#TUTORIAL_CODEX_WATER","Uzyskiwanie odpowiedniej ilości <quad name=Water><mark>Wody</mark> to podstawa do przeżycia. Każdy kolonizator wypija dziennie określoną ilość wody, a zbyt długie okresy pragnienia mogą spowodować <mark>Odwodnienie</mark>. Ten skrajnie niebezpieczny stan szybko prowadzi do śmierci, więc kolonia musi dysponować odpowiednią liczbą źródeł wody.\n\nStandardowej <mark>Studni</mark> nie można zbudować na <mark>Jałowej glebie</mark>, a maksymalną ilość Wody zapewnia ona wyłącznie, gdy jest ustawiona na <mark>Żyznym</mark> terenie. Studni nie można też budować zbyt blisko siebie.\n\n<mark>Zbiornik na wodę</mark> to tanie rozwiązanie, ale mało wydajne i wymaga, aby kolonizatorzy wykonywali pracę fizyczną. Zbiornik na wodę należy umieścić przy jeziorze, co nie zawsze jest łatwe na suchych obszarach.\n\nZbiorniki na wodę są przydatne podczas katastrof, takich jak <mark>Fala cieplna</mark> lub gdy wiele nowych osób pojawi się w kolonii i zapotrzebowanie na Wodą gwałtownie wzrośnie. Kolonizatorzy mogą pić wyłącznie czystą wodę lub wodę magazynowaną w <mark>Zbiornikach z czystą wodą</mark>, natomiast w budynkach można zużywać wodę niższej jakości zapewnianą przez <mark>Wieże wodne</mark>.\n\n<mark>Studnia wiercona</mark> i <mark>Pompa wodna</mark> są znacznie bardziej wydajne, ponieważ mogą pobierać wodę z większych głębokości. Najpierw jednak wynalazki te należy odblokować w <mark>Drzewku technologii</mark>."
"#TUTORIAL_CODEX_SHELTER_HEADLINE","SCHRONIENIA"
"#TUTORIAL_CODEX_SHELTER","<mark>Bezdomni</mark> kolonizatorzy są oznaczeni odpowiednią ikoną nad głową. Inne potencjalnie niebezpieczne stany są również prezentowane w ten sposób.\n\nJeśli trzeba, kolonizatorzy będą spać na ziemi, ale zapewnienie im dachu nad głową powinno być twoim najważniejszym zadaniem. Namioty i domy zwiększają poziom <mark>Szczęścia</mark> oraz chronią ludzi przed działaniem czynników atmosferycznych i innych zagrożeń. Bez wygodnego posłania kolonizatorzy są Zmęczeni i po pewnym czasie stają się Wyczerpani. Brak snu może powodować Choroby wymagające leczenia.\n\nDostępne schronienia obejmują Namioty, a także różnorodne budynki i Domy dające namiastkę wygód starego świata. Zamieszkanie w lepszym domu zwiększa poziom Szczęścia i zapewnia lepszą ochronę przed niebezpieczeństwami i <mark>Katastrofami</mark>. Ponadto ludzie mieszkający w bezpiecznych domach zapewniających prywatność mają większą szansę na potomstwo. Kolonizatorzy starają się mieszkać jak najbliżej miejsca pracy, więc domy warto rozrzucić, aby ludzie nie tracili czasu na drogę do pracy.\n\nW trybie budowania można obracać budynki za pomocą przycisków LB i RB lub klawisza R."
"#TUTORIAL_CODEX_SHELTER","<mark>Bezdomni</mark> kolonizatorzy są oznaczeni odpowiednią ikoną nad głową. Inne potencjalnie niebezpieczne stany są również prezentowane w ten sposób.\n\nJeśli trzeba, kolonizatorzy będą spać na ziemi, ale zapewnienie im dachu nad głową powinno być twoim najważniejszym zadaniem. Namioty i domy zwiększają poziom <mark>Szczęścia</mark> oraz chronią ludzi przed działaniem czynników atmosferycznych i innych zagrożeń. Bez łóżka kolonizatorzy pracują mniej wydajnie, a także mogą się rozchorować i trzeba będzie ich leczyć.\n\nDostępne schronienia obejmują Namioty, a także różnorodne budynki i Domy dające namiastkę wygód starego świata. Zamieszkanie w lepszym domu zwiększa poziom Szczęścia i zapewnia lepszą ochronę przed niebezpieczeństwami i <mark>Katastrofami</mark>. Ponadto ludzie mieszkający w bezpiecznych domach zapewniających prywatność mają większą szansę na potomstwo. Kolonizatorzy starają się mieszkać jak najbliżej miejsca pracy, więc domy warto sensownie rozstawiać, aby ludzie nie tracili czasu na drogę do pracy.\n\nW trybie budowania można obracać budynki za pomocą przycisków LB i RB lub klawisza R."
"#TUTORIAL_CODEX_FOOD_PRODUCTION_HEADLINE","ŻYWNOŚĆ"
"#TUTORIAL_CODEX_FOOD_PRODUCTION","Żywność można produkować na wiele sposobów. Najprostszym z nich jest zbieranie <mark>Jagód</mark> rosnących w pobliżu kolonii. W tym celu wybierz <mark>Magazyn żywności</mark> i ustaw jego <mark>Obszar roboczy</mark> na krzaku jagód. Po pewnym czasie zapasy jedzenia zostaną uzupełnione na chwilę.\n\nLepszym rozwiązaniem jest wybudowanie Chaty trapera lub Rybackiej (o ile w pobliżu jest jezioro). Budynki te zapewniają stabilną dostawę Dziczyzny i Ryb, ale mogą nie wyżywić całej kolonii. Dobrą opcją na produkowanie dużej ilości żywności są Pola uprawne.\n\nMożna je budować wszędzie na normalnej i żyznej glebie. Hodowla Kukurydzy, Ziemniaków czy Kapusty trwa dość długo, ale zbiory w zależności od wybranych <mark>Nasion</mark> mogą być obfite. Nowe <mark>Uprawy</mark> rosną szybciej i zapewniają większe zbiory, więc zawsze należy je sprawdzać.\n\nZaawansowane metody produkcji żywności to na przykład <mark>Rancza</mark> i <mark>Farmy owadów</mark>. Rancza zapewniają stałe, duże ilości mięsa.\n\nProdukcja żywności jest mocno uzależniona od <mark>Katastrof</mark> i innych wydarzeń, więc warto zawsze mieć zapasy. Należy unikać pozostawiania nadmiarowych towarów w nieodpowiednich miejscach, ponieważ żywność szybko <mark>psuje się</mark> lub jest <mark>kradziona</mark>.\n\nŻywność można także znaleźć, przeszukując farmy i restauracje na Mapie świata. Zajmują się tym <mark>Specjaliści</mark>, którzy są na wagę złota."
"#TUTORIAL_CODEX_WORKAREA_HEADLINE","OBSZARY ROBOCZE"
......@@ -6043,7 +6264,7 @@
"#TUTORIAL_NOTIFICATION_SHELTER_HEADLINE","Zbuduj schronienia"
"#TUTORIAL_NOTIFICATION_SHELTER_MESSAGE","Kliknij tutaj, aby dowiedzieć się, w jaki sposób."
"#TUTORIAL_DIALOG_SHELTER_HEADLINE","ZBUDUJ SCHRONIENIA"
"#TUTORIAL_DIALOG_SHELTER_MESSAGE","Kolonizatorzy muszą mieć <mark>Schronienia</mark>. Otwórz <mark>menu Budowania</mark> i zbuduj kilka Namiotów lub Schronień dla <mark>bezdomnych</mark> kolonizatorów."
"#TUTORIAL_DIALOG_SHELTER_MESSAGE","Kolonizatorzy potrzebują <mark>Schronienia</mark>. Otwórz <mark>menu Budowania</mark> i zbuduj kilka Namiotów lub Schronów dla <mark>bezdomnych</mark> kolonizatorów."
"#TUTORIAL_NOTIFICATION_TECH_TREE_HEADLINE","Drzewko technologii"
"#TUTORIAL_NOTIFICATION_TECH_TREE_MESSAGE","Kliknij tutaj, aby dowiedzieć się więcej."
"#TUTORIAL_DIALOG_TECH_TREE_HEADLINE","DRZEWKO TECHNOLOGII"
......@@ -6056,14 +6277,12 @@
"#TUTORIAL_NOTIFICATION_CONTROLS_MESSAGE","Kliknij tutaj, aby dowiedzieć się więcej."
"#TUTORIAL_DIALOG_CONTROLS_HEADLINE","STEROWANIE PODSTAWOWE"
"#TUTORIAL_DIALOG_CONTROLS_MESSAGE","Grę można obsługiwać kontrolerem lub klawiaturą i myszą. \n\nKontroler:\n<mark>przesuwaj widok</mark> <mark>lewą gałką</mark>, <mark>przyciskiem A można wybierać</mark> lub potwierdzać, a przycisk <mark>B</mark> pozwala <mark>usunąć zaznaczenie</mark> lub wrócić.\n\nKlawiatura i mysz:\n<mark>przesuwaj widok klawiszami WASD</mark> lub przytrzymaj prawy przycisk myszy i przeciągnij widok. <mark>Zaznaczaj</mark> przedmioty i używaj interfejsu za pomocą <mark>lewego przycisku myszy</mark>."
"#TUTORIAL_NOTIFICATION_ADV_CONTROLS_HEADLINE","Sterowanie zaawansowane"
"#TUTORIAL_NOTIFICATION_ADV_CONTROLS_MESSAGE","Kliknij tutaj, aby dowiedzieć się więcej."
"#TUTORIAL_DIALOG_ADV_CONTROLS_HEADLINE","STEROWANIE ZAAWANSOWANE"
"#TUTORIAL_DIALOG_ADV_CONTROLS_MESSAGE","Kontroler:\n<mark>obrót kamerą</mark> jest dostępny pod <mark>prawą gałką</mark> (ruch poziomy), a <mark>powiększać można</mark> tą samą gałką, <mark>ruszając nią w pionie</mark>.\n\nKlawiatura i mysz:\n<mark>powiększanie</mark> jest dostępne <mark>pod kółkiem myszy</mark>, a <mark>pochylanie</mark> lub <mark>obracanie</mark> widoku można <mark>wykonać, przytrzymując kółko myszy</mark>. Wiele przedmiotów można wybrać, zaznaczając jest <mark>prostokątem</mark>, przytrzymując lewy przycisk myszy."
"#TUTORIAL_CODEX_CONTROLS_HEADLINE","STEROWANIE ZAAWANSOWANE"
"#TUTORIAL_CODEX_CONTROLS","Kontroler:\n<mark>obrót kamerą</mark> jest dostępny pod <mark>prawą gałką</mark> (ruch poziomy), a <mark>powiększać można</mark> tą samą gałką, <mark>ruszając nią w pionie</mark>.\n\nKlawiatura i mysz:\n<mark>powiększanie</mark> jest dostępne <mark>pod kółkiem myszy</mark>, a <mark>pochylanie</mark> lub <mark>obracanie</mark> widoku można <mark>wykonać, przytrzymując kółko myszy</mark>. Wiele przedmiotów można wybrać, zaznaczając jest <mark>prostokątem</mark>, przytrzymując lewy przycisk myszy."
"#TUTORIAL_NOTIFICATION_PLASTIC_HEADLINE","Plastik i metal"
"#TUTORIAL_NOTIFICATION_PLASTIC_MESSAGE","Kliknij tutaj, aby dowiedzieć się więcej."
"#TUTORIAL_DIALOG_PLASTIC_HEADLINE","PLASTIK I METAL"
"#TUTORIAL_DIALOG_PLASTIC_MESSAGE","Czas zająć się tymi wielkimi złożami <mark>Plastiku</mark> i <mark>Metalu</mark>. Zbuduj <mark>Stację recyklingową</mark>, aby zacząć gromadzić <quad name=Plastic><mark>Plastik</mark> i <quad name=Fiber><mark>Włókna</mark>. <mark>Przetwórnia</mark> działa w taki sam sposób, gromadząc <quad name=Metal><mark>Metal</mark> i <quad name=Scrap><mark>Śmieci</mark>."
"#TUTORIAL_DIALOG_PLASTIC_MESSAGE","Do zdobywania większej ilości <mark>Plastiku</mark> i <mark>Metalu</mark> potrzebne są <mark>Stacje recyklingowe</mark> i <mark>Przetwórnie</mark>. Produkują one również surowce dodatkowe takie jak <quad name=Fiber> <mark>Włókno</mark> i <quad name=Scrap> <mark>Śmieci</mark>, które przydadzą się później!\n\nTylko kolonizatorzy mogą zdobywać te zasoby."
"#TUTORIAL_NOTIFICATION_STORAGES_HEADLINE","Rodzaje magazynów"
"#TUTORIAL_NOTIFICATION_STORAGES_MESSAGE","Kliknij tutaj, aby dowiedzieć się więcej."
"#TUTORIAL_DIALOG_STORAGES_HEADLINE","RODZAJE MAGAZYNÓW"
......@@ -6156,9 +6375,9 @@
"#TUTORIAL_NOTIFICATION_COLONY_COMBAT_HEADLINE","Specjaliści w kolonii"
"#TUTORIAL_NOTIFICATION_COLONY_COMBAT_MESSAGE","Kliknij tutaj, aby dowiedzieć się więcej."
"#TUTORIAL_DIALOG_COLONY_COMBAT_HEADLINE","SPECJALIŚCI W KOLONII"
"#TUTORIAL_DIALOG_COLONY_COMBAT_MESSAGE","<mark>Specjalistom</mark> w kolonii można rozkazać <mark>przejście</mark> do danego miejsca lub <mark>zaatakowanie</mark> przeciwników. Najpierw należy wybrać specjalistę, a następnie wskazać cel i wydać polecenie ruchu lub ataku. To specjaliści w znacznej mierze chronią kolonizatorów przed <mark>dzikimi zwierzętami</mark> i nie tylko."
"#TUTORIAL_DIALOG_COLONY_COMBAT_MESSAGE","<mark>Specjalistom</mark> w kolonii można rozkazać <mark>przejście</mark> do danego miejsca lub <mark>zaatakowanie</mark> przeciwników. Najpierw należy wybrać specjalistę, a następnie wskazać cel i wydać polecenie ruchu lub ataku. To specjaliści w znacznej mierze chronią kolonizatorów przed <mark>dzikimi zwierzętami</mark> i innymi zagrożeniami.\n\nWszystkie żywe stworzenia można zaznaczyć klawiszem <mark>„L”</mark> na klawiaturze lub <mark>prawą gałką</mark> na kontrolerze."
"#TUTORIAL_CODEX_COLONY_COMBAT_HEADLINE","ZWIERZĘTA"
"#TUTORIAL_CODEX_COLONY_COMBAT","W pobliżu kolonii włóczy się wiele różnych gatunków zwierząt. Niektóre z nich są silne i należy na nie uważać, rozstawiając budynki lub każąc kolonizatorom zbierać zasoby na terytoriach tych zwierząt.\n\n<mark>Majestatyczny jeleń</mark> – nieagresywny gatunek, który jednak będzie się bronił, jeśli zostanie sprowokowany.\n\n<mark>Szczurzy żuk </mark>– wyglądają niewinnie, ale w grupach mogą być bardzo nieprzyjemne. Łatwo zauważyć je w nocy z powodu ich świecących oczu!\n\n<mark>Dzik</mark> – ma szpikulce na plecach i wygląda bardzo nieprzyjemnie. Raczej nie należy go lekceważyć.\n\n<mark>Niedźwiedź</mark> – daleko mu do słodkiego misia. Nawet specjaliści z dużym doświadczeniem w walce będą mieć poważne problemy z tym niedźwiedziem.\n\n<mark>Czerw piaskowy</mark> – najbardziej nieustraszony z potworów, który potrafi znienacka zaatakować spod ziemi. Jest niesamowicie silny, więc należy się rozglądać za jego głową wystającą nieznacznie nad ziemię."
"#TUTORIAL_CODEX_COLONY_COMBAT","W pobliżu kolonii włóczy się wiele różnych gatunków zwierząt. Niektóre z nich są silne i należy na nie uważać, rozstawiając budynki lub każąc kolonizatorom zbierać zasoby na terytoriach tych zwierząt.\n\n<mark>Majestatyczny jeleń</mark> – nieagresywny gatunek, który jednak będzie się bronił, jeśli zostanie sprowokowany.\n\n<mark>Mysz</mark> – jest łagodna i nieźle żyje z ludźmi, ale poirytowana potrafi zaciekle bronić swojego terytorium.\n\n<mark>Szczurzy żuk </mark>– wyglądają niewinnie, ale w grupach mogą być bardzo nieprzyjemne. Łatwo zauważyć je w nocy z powodu ich świecących oczu!\n\n<mark>Dzik</mark> – ma szpikulce na plecach i wygląda bardzo nieprzyjemnie. Raczej nie należy go lekceważyć.\n\n<mark>Niedźwiedź</mark> – daleko mu do słodkiego misia. Nawet specjaliści z dużym doświadczeniem w walce będą mieć poważne problemy z tym niedźwiedziem.\n\n<mark>Czerw piaskowy</mark> – najbardziej nieustraszony z potworów, który potrafi znienacka zaatakować spod ziemi. Jest niesamowicie silny, więc należy się rozglądać za jego głową wystającą nieznacznie nad ziemię."
"#TUTORIAL_NOTIFICATION_GATE_COMBAT_HEADLINE","Walka przy bramie"
"#TUTORIAL_NOTIFICATION_GATE_COMBAT_MESSAGE","Kliknij tutaj, aby dowiedzieć się więcej."
"#TUTORIAL_DIALOG_GATE_COMBAT_HEADLINE","NAPAD BANDYTÓW"
......@@ -6195,6 +6414,36 @@
"#TUTORIAL_NOTIFICATION_BUILDING_NEEDS_MESSAGE","Kliknij tutaj, aby dowiedzieć się więcej."
"#TUTORIAL_DIALOG_BUILDING_NEEDS_HEADLINE","WYMOGI W PRZYPADKU BUDYNKÓW"
"#TUTORIAL_DIALOG_BUILDING_NEEDS_MESSAGE","Do prawidłowego działania budynki wymagają różnych zasobów, a przede wszystkim <quad name=Energy> <mark>Energii</mark> i <quad name=Water> <mark>Wody</mark>. Energia jest automatycznie wykorzystywana wszędzie w kolonii, a <mark>Wieże wodne</mark> rozprowadzają Wodę do budynków na <mark>Obszarze obsługi</mark>. Woda w zardzewiałych beczkach nie nadaje się do picia."
"#TUTORIAL_NOTIFICATION_SPECIALIST_CONTROLS_HEADLINE","Sterowanie specjalistami"
"#TUTORIAL_NOTIFICATION_SPECIALIST_CONTROLS_MESSAGE","Kliknij tutaj, aby dowiedzieć się więcej."
"#TUTORIAL_DIALOG_SPECIALIST_CONTROLS_HEADLINE","STEROWANIE SPECJALISTAMI"
"#TUTORIAL_DIALOG_SPECIALIST_CONTROLS_MESSAGE","<mark>Specjaliści</mark> to najważniejsze jednostki do badania dziczy. Możesz ich przenosić, wskazując im miejsce docelowe za pomocą <mark>prawego</mark> przycisku myszy lub naciskając przycisk „A” na kontrolerze."
"#TUTORIAL_NOTIFICATION_COLONY_SETUP_HEADLINE","Tworzenie kolonii"
"#TUTORIAL_NOTIFICATION_COLONY_SETUP_MESSAGE","Kliknij tutaj, aby dowiedzieć się więcej."
"#TUTORIAL_DIALOG_COLONY_SETUP_HEADLINE","TWORZENIE KOLONII"
"#TUTORIAL_DIALOG_COLONY_SETUP_MESSAGE","Wiesz już, jak się poruszać, więc znajdź dobre miejsce do założenia <mark>Kempingu</mark>. Użyj <mark>menu Budowania</mark>. Po wybraniu odpowiedniej lokalizacji dla budynku wydaj odpowiednie rozkazy Specjalistom, aby zaczęli go tworzyć."
"#TUTORIAL_NOTIFICATION_PREPARE_COLONY_HEADLINE","Przygotowywanie kolonii"
"#TUTORIAL_NOTIFICATION_PREPARE_COLONY_MESSAGE","Kliknij tutaj, aby dowiedzieć się więcej."
"#TUTORIAL_DIALOG_PREPARE_COLONY_HEADLINE","PRZYGOTOWYWANIE KOLONII"
"#TUTORIAL_DIALOG_PREPARE_COLONY_MESSAGE","Doskonała robota! Pierwszy budynek w osadzie już stoi, więc masz już dostęp do wielu nowych budynków. Kolonizatorzy w przeciwieństwie do specjalistów, mają różne potrzeby i nie przetrwają w dziczy bez twojej pomocy.\n\nGdy poczujesz, że to właściwy moment, możesz zaprosić kolonizatorów do swojej nowej kolonii. W tym celu wybierz kemping i użyj opcji „Wystrzel flarę”."
"#TUTORIAL_NOTIFICATION_HUNTING_HEADLINE","Polowanie"
"#TUTORIAL_NOTIFICATION_HUNTING_MESSAGE","Kliknij tutaj, aby dowiedzieć się więcej."
"#TUTORIAL_DIALOG_HUNTING_HEADLINE","POLOWANIE"
"#TUTORIAL_DIALOG_HUNTING_MESSAGE","Pojawił się dziki <mark>zwierz</mark>! Specjaliści mogą polować na dzikie zwierzęta i chronić kolonię. Uważaj jednak, ponieważ myśliwy może łatwo stać się zwierzyną. Śmierć wszystkich Specjalistów i Kolonizatorów oznacza koniec ludzkości!\n\nWyróżnij istoty żywe i sprawdź ich poziom agresji, naciskając klawisz <mark>„L”</mark> na klawiaturze lub używając <mark>lewego drążka</mark> na kontrolerze."
"#TUTORIAL_NOTIFICATION_BASIC_GATHERING_HEADLINE","Podstawy zbieractwa"
"#TUTORIAL_NOTIFICATION_BASIC_GATHERING_MESSAGE","Kliknij tutaj, aby dowiedzieć się więcej."
"#TUTORIAL_DIALOG_BASIC_GATHERING_HEADLINE","PODSTAWY ZBIERACTWA"
"#TUTORIAL_DIALOG_BASIC_GATHERING_MESSAGE","Twoi specjaliści biorą się do roboty. Wyślij ich na pobliskie poletko <quad name=Berries> <mark>Jagód</mark>, niech zbiorą <quad name=Plank> <mark>Deski</mark> albo sprawdzą złoża <quad name=Concrete> <mark>Betonu</mark>. Musisz wybudować <Stockpile> oraz <Food Storage>, aby móc zebrać towary. Na górnym pasku widać aktualny stan posiadanych zasobów."
"#TUTORIAL_NOTIFICATION_RANCH_HEADLINE","Domestic Animals"
"#TUTORIAL_NOTIFICATION_RANCH_MESSAGE","Press here to learn more"
"#TUTORIAL_DIALOG_RANCH_HEADLINE","DOMESTIC ANIMALS"
"#TUTORIAL_DIALOG_RANCH_MESSAGE","Domestic animals like <mark>Sheep</mark> and <mark>Cows</mark> are not only cute, but also bring prosperity to the colony. You will need <mark>Ranches</mark> to raise and breed animals, but first you must acquire the beasts by <mark>Trading</mark>. "
"#TUTORIAL_CODEX_RANCH_HEADLINE","RANCHES"
"#TUTORIAL_CODEX_RANCH","To grow animals, you need to unlock <mark>Animal Husbandry</mark> from the tech tree. You can raise four types of humanity's old pals in your Ranch: Cows, Sheep, Pigs and Chicken.\n\nYou can set which type of animal to grow in the ranch is done via its info panel. Once the setting is made, you only need to get the animal, most commonly by trading from the <mark>Societies</mark> found from the World Map.\n\nAnimals have special needs that need to be met so they can flourish. You cannot raise more than one type of animal in one ranch, for example. Also, they need to drink water and failing to provide this will result in losing the animal.\n\nOnce the animals are grown, they will provide unique and useful products to use. If you find yourself in a dire need of meat, you can choose to <mark>Butcher</mark> the fully grown animals for sustenance."
"#TUTORIAL_NOTIFICATION_INVITE_COLONISTS_HEADLINE","Invite Colonists"
"#TUTORIAL_NOTIFICATION_INVITE_COLONISTS_MESSAGE","Press here to learn how"
"#TUTORIAL_DIALOG_INVITE_COLONISTS_HEADLINE","INVITE COLONISTS"
"#TUTORIAL_DIALOG_INVITE_COLONISTS_MESSAGE","When you feel having built enough, it is time to invite the habitants in. Send a signal to the Colonists by clicking the <mark>Campsite</mark> and choosing <mark>'Shoot the Flare'</mark>.\n\nNote that once you have invited the people in, you cannot send them back."
"#TOPIC_RESEARCH_FOOD","ŻYWNOŚĆ"
"#TOPIC_RESEARCH_PRODUCTION","PRODUKCJA"
"#TOPIC_RESEARCH_COLONY","KOLONIA"
......@@ -6257,8 +6506,8 @@
"#TECH_MEDICAL_CENTER","Centrum medyczne"
"#TECH_MEDICINE_PRODUCTION","Produkcja leków"
"#TECH_SECURE_STORAGE_DESC","Cenne towary należy bezpiecznie przechowywać. <mark>Magazyn ogólny</mark> to odpowiednio zmodyfikowany i wzmocniony kontener chroniący towary przed złodziejami i czynnikami atmosferycznymi.\n\nMożna w nim przechowywać wszystko to, co w <mark>Magazynie żywności</mark> i w <mark>Magazynie</mark>."
"#TECH_HAZMAT_ENGINEERING_DESC","Samodzielne oczyszczanie bardzo skażonej gleby to samobójstwo, dlatego należy wykorzystywać <mark>Stacje ekologiczne</mark>. Pozwalają one utylizować <quad name=Pollution><mark>Źródła zanieczyszczeń</mark> i magazynować odpady na <mark>Składowisku odpadów</mark>."
"#TECH_CENTRALIZED_REPAIRS_DESC","Ciężko jest nadążyć ze wszystkimi naprawami w kolonii. <mark>Zakład naprawczy</mark> automatycznie naprawia uszkodzone i skażone budynki w jego obszarze pracy, o ile przydzielono do niego ludzi i zapewnione zaopatrzenie."
"#TECH_HAZMAT_ENGINEERING_DESC","Własnoręczne oczyszczanie bardzo skażonej gleby to samobójstwo, dlatego należy wykorzystywać <mark>Stacje ekologiczne</mark>. Pozwalają one utylizować <quad name=Pollution><mark>Źródła zanieczyszczeń</mark> i magazynować odpady na <mark>Składowisku odpadów</mark>."
"#TECH_CENTRALIZED_REPAIRS_DESC","Ciężko jest nadążyć ze wszystkimi naprawami w kolonii. <mark>Zakład naprawczy</mark> automatycznie naprawia uszkodzone budynki i czyści budynki skażone w jego obszarze roboczym, o ile przydzielono do niego ludzi i zapewniono zaopatrzenie."
"#TECH_REINFORCED_GATE_DESC","Wzmocniona <mark>Brama</mark> sprawia wrażenie, że za nią mieszkają ludzie, z którymi lepiej nie zadzierać. <mark>Grupy ocalałych</mark> są dokładnie wypytywane przed wpuszczeniem na teren kolonii. Czasami pytania pozwalają odkryć ciekawe informacje o stanie grupy."
"#TECH_MEDICAL_CENTER_DESC","Nie da się dbać o zdrowie wszystkich kolonizatorów, dysponując tylko <mark>Namiotem medycznym</mark>. Dobrze zarządzany <mark>Szpital polowy</mark> jest bardziej przestronny i pozwala lepiej zajmować się chorymi i rannymi. Wymaga dostępu do Wieży wodnej."
"#TECH_MEDICINE_PRODUCTION_DESC","Znalezienie leków podczas przeszukiwania pustkowi to łut szczęścia. <mark>Laboratorium medyczne</mark> w kolonii pozwala produkować tabletki i szczepionki, o ile masz naukowców, odpowiednią ilość składników i <quad name=Energy> <mark>Energii</mark>."
......@@ -6511,7 +6760,7 @@
"#TECH_LOGISTICS","Logistyka"
"#TECH_LOGISTICS_DESC","Umiejętność logicznego i spójnego magazynowania przedmiotów nigdy nie jest przypadkowa – trzeba się natrudzić nad jej wypracowaniem. To, w jaki podstawy logistyki zapewniają zwiększenie pakowności w tej samej przestrzeni, praktycznie ociera się o magię."
"#TECH_INVENTORY","Ekwipunek"
"#TECH_INVENTORY_DESC","W <mark>Magazynach</mark> można oddzielnie przechowywać przydasie i potrzebnostki. Pozwalają one maksymalnie wykorzystywać dostępną przestrzeń i ułatwiają kolonizatorom znajdowanie potrzebnych rzeczy."
"#TECH_INVENTORY_DESC","W <mark>Składach</mark> można oddzielnie przechowywać przydasie i potrzebnostki. Pozwalają one maksymalnie wykorzystywać dostępną przestrzeń i ułatwiają kolonizatorom znajdowanie potrzebnych rzeczy."
"#TECH_JUNKER","Śmieciarz"
"#TECH_JUNKER_DESC","Prawdziwy śmieciarz zdziała cuda z odpadkami i nawet najmniejszy <quad name=Scrap> <mark>Śmieć</mark> dobrze wykorzysta. Ta umiejętność jest niezwykle przydatna w postapokaliptycznym świecie."
"#TECH_CIRCUIT_BREAKERS","Bezpieczniki"
......@@ -6555,3 +6804,5 @@
"#TECH_AXIAL_FLOW_DESC","Dzięki inteligentnym rozwiązaniom inżynieryjnym pompy wodne mogą pompować płyny ścieżkami osiowymi, co pozwala zmniejszyć ilość Energii potrzebnej im do pracy."
"#TECH_SUBMERGED_PUMPING","Pompy głębinowe"
"#TECH_SUBMERGED_PUMPING_DESC","Jasne, że wodę można nosić w wiadrach, ale duża kolonia potrzebuje naprawdę dużo Wody, więc ręcznie nie da się jej dostarczyć, dlatego powstały zaawansowane Pompy wodne."
"#TECH_ANIMAL_HUSBANDRY","Hodowla zwierząt"
"#TECH_ANIMAL_HUSBANDRY_DESC","Ludzie hodują zwierzęta od czasów, kiedy udało się im zamknąć je w kojcach. Odblokuj Ranczo i wymieniaj się zwierzętami z innym społecznościami. Zwierzęta zapewniają twojej kolonii mięso i inne korzyści.\n\nZużycie wody jest zależne od liczby zwierząt na Ranczo."
......@@ -40,8 +40,8 @@
"#LOADING_HINT_14","Se é verde e brilha, não faz bem à saúde."
"#LOADING_HINT_15","Como as crianças levam tempo para crescer, não dependa só delas para expandir a colônia."
"#LOADING_HINT_16","Não deixe de fazer as colheitas dos campos para evitar perder as plantações antes que a catástrofe as destrua."
"#LOADING_HINT_17","A desidratação é um problema sério; por isso, sempre tenha poços e caixa-d'água disponíveis."
"#LOADING_HINT_18","Se não houver casas disponíveis, as pessoas dormirão no chão."
"#LOADING_HINT_17","A desidratação é um problema sério; por isso, sempre tenha fontes hídricas e depósitos de água disponíveis."
"#LOADING_HINT_18","Se não houver abrigos disponíveis, as pessoas dormirão no chão."
"#LOADING_HINT_19","Os transportadores constroem e reparam estruturas e transportam recursos. Os trabalhadores são atribuídos a um edificação específica."
"#LOADING_HINT_20","Os componentes são essenciais para a produção de energia e de edificações de categoria mais alta."
"#LOADING_HINT_21","Armadilheiros e pescadores fornecem fontes de alimento lentas, mas constantes."
......@@ -55,8 +55,8 @@
"#WIP_LOADING_HINT_29","Colonos felizes aumentam o prestígio e atraem mais pessoas para o portão."
"#LOADING_HINT_30","O apocalipse fez um verdadeiro estrago no planeta, então espere o inesperado."
"#LOADING_HINT_31","As estações ambientais tratam os focos de contaminação, liberando terreno para construção."
"#LOADING_HINT_32","Além de respeitoso, enterrar os mortos também é inteligente, pois você não vai querer corpos espalhando doenças e infelicidade."
"#LOADING_HINT_33","Você pode jogar usando seu método preferido, seja com o mouse e o teclado ou com um controle."
"#LOADING_HINT_32","Além de respeitoso, enterrar os mortos também é inteligente, pois corpos espalham doenças e infelicidade."
"#LOADING_HINT_33","Jogue usando seu método preferido, seja com o mouse e o teclado ou com um controle."
"#LOADING_HINT_34","As tarefas dos especialistas precisam de pontos de ação (PA) para serem realizadas."
"#WIP_LOADING_HINT_35","Casas danificadas oferecem menos proteção para seus habitantes, então não deixe de fazer reparos."
"#LOADING_HINT_36","Sempre tenha material de construção reserva para reparos."
......@@ -107,7 +107,7 @@
"#FEEDBACK_CATEGORY_6_SUB_5","Outro"
"#FEEDBACK_CATEGORY_7_SUB_1","Outro"
"#IMPORTANCE","Gravidade:"
"#EVENT_RESULT_RECEIVE_RESOURCES","+ {0}"
"#EVENT_RESULT_RECEIVE_RESOURCES","{0}"
"#EVENT_RESULT_GIVE_RESOURCES","- {0}"
"#EVENT_RESULT_RECEIVE_COLONISTS","+ {0} colono(s)"
"#EVENT_RESULT_GIVE_COLONISTS","- {0} colono(s)"
......@@ -311,6 +311,7 @@
"#BUTTON_FILTER_CATEGORIES","FILTRO DE RECURSOS"
"#BUTTON_CYCLE_PANELS","ALTERAR PAINEL"
"#SAVE_BLOCK_REASON_EVENT_ACTIVE","IMPOSSÍVEL ECONOMIZAR DURANTE UM EVENTO"
"#TOPIC_LOADING","Loading..."
"#MENU_START","INICIAR"
"#MENU_NEW_GAME","NOVO JOGO"
"#MENU_LOAD","CARREGAR"
......@@ -595,9 +596,9 @@
"#PREGAME_OPTION_06","Parece que o apocalipse nunca acabou"
"#PREGAME_OPTION_06_ALT1","Parece que o apocalipse nunca acabou"
"#PREGAME_OPTION_06_ALT2","Parece que o apocalipse nunca acabou"
"#PREGAME_OPTION_07","O abrigo indestrutível foi destruído"
"#PREGAME_OPTION_08","O precioso carro parou de funcionar"
"#PREGAME_OPTION_09","Uma longa caminhada os trouxe até aqui"
"#PREGAME_OPTION_07","A jornada acabou de começar"
"#PREGAME_OPTION_08","Os suprimentos começaram a escassear"
"#PREGAME_OPTION_09","Use o que conseguir encontrar para sobreviver"
"#PREGAME_OPTION_10","Pessoas vividas que prosperarão neste mundo"
"#PREGAME_OPTION_11","Grupo de sobreviventes que sabem se virar"
"#PREGAME_OPTION_12","Bando de desajustados problemáticos"
......@@ -662,7 +663,7 @@
"#PREGAME_SUMMARY_FIELD_05_TEXT_01","Arquiteto"
"#PREGAME_SUMMARY_FIELD_05_TEXT_02","Sobrevivencialista"
"#PREGAME_SUMMARY_FIELD_05_TEXT_03","Caótico"
"#PREGAME_FLAG_CUSTOMIZATION","O grupo está pronto para povoar e se unir sob uma nova bandeira"
"#PREGAME_FLAG_CUSTOMIZATION","O grupo está pronto para povoar e se unir sob uma nova bandeira."
"#PREGAME_COLONY_NAME_CUSTOMIZATION","O grupo está pronto para povoar e se unir sob uma nova bandeira na colônia chamada"
"#PREGAME_ENTER_NAME","Digite o nome da colônia. Talvez alguns caracteres especiais não sejam permitidos."
"#PREGAME_COLONY_NAME_SUGGESTION_01","Rauforde"
......@@ -789,7 +790,7 @@
"#PREGAME_EFFECT_CATASTROPHES_1_B","Nível de contaminação: 20%"
"#PREGAME_EFFECT_CATASTROPHES_2_B","Nível de contaminação: 35%"
"#PREGAME_EFFECT_CATASTROPHES_3_B","Nível de contaminação: 60%"
"#PREGAME_RESOURCES_STORY","Todo mundo tem um limite. Chega uma hora que sobreviver apenas não basta para aguentar mais um dia. As pessoas precisam de esperança, e elas finalmente podem ter. O caminho até aqui foi longo, mas precisamos esquecer o passado e olhar para frente."
"#PREGAME_RESOURCES_STORY","Todo mundo tem um limite. Chega uma hora que fica difícil dar só mais um passo. O pouco de recursos que as pessoas ainda têm é a única esperança e certeza de que devem esquecer o passado e olhar para frente."
"#PREGAME_COLONISTS_STORY","As pessoas à sua volta são a linha tênue entre a vida e a morte. Não são perfeitas, mas juntas vocês sobreviveram. Você pode confiar a sua vida a elas, pois elas confiam a delas a você."
"#PREGAME_EFFECT_COLONISTS_1_B","8 adultos, 4 crianças"
"#PREGAME_EFFECT_COLONISTS_2_B","7 adultos, 3 crianças"
......@@ -1001,8 +1002,8 @@
"#ANNOUNCEMENT_PATCHNOTES_MS16_BARTER_TEXT","Trading with Societies continues to be improved. They now offer new special deals with special discounts, which also raise your Reputation. And the better your Rep with them is the sweeter deals you'll get. But don't dump unwanted resources on them, as they'll pay less and be annoyed with you if you do."
"#ANNOUNCEMENT_PATCHNOTES_MS16_IMPROVEMENTS_SUBTITLE","Other improvements"
"#ANNOUNCEMENT_PATCHNOTES_MS16_IMPROVEMENTS_TEXT","Colonists will voice their opinions on various events. Research progress is now shown in the notification area. The new Van and Offroader vehicles can be found on the World Map and in trade deals. Buildings stop functioning in critical condition and some conditions prevent your Colonists from working. And the annoying Happiness change sound effect has been fixed!"
"#ANNOUNCEMENT_PATCHNOTES_MS16_CHANGES_SUBTITLE","Mudanças na interface do usuário"
"#ANNOUNCEMENT_PATCHNOTES_MS16_CHANGES_TEXT","Agora a câmera está no botão direito do mouse. Os especialistas recebem ordens a partir da colônia para o mapa-múndi através do botão ""Enviar ao mapa-múndi"" em seu respectivo painel informativo."
"#ANNOUNCEMENT_PATCHNOTES_MS16_CHANGES_SUBTITLE","User interface changes"
"#ANNOUNCEMENT_PATCHNOTES_MS16_CHANGES_TEXT","The Camera is now panned with the right mouse button. Specialists are ordered from the Colony to the World Map via the ""Send to World Map"" button on their info panel."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_MS17_1","Law and Order"
"#ANNOUNCEMENT_PATCHNOTES_MS17_TITLE","Law and Order"
"#ANNOUNCEMENT_PATCHNOTES_MS17_DESC","Avoiding Malnutrition requires you to supply your colonists with varied Food to eat. Guards protect the colony from external and internal threats, especially when equipped with the new rifles from the Gunsmith. Colonists may now turn hostile on you if you treat the poorly enough and cause havoc."
......@@ -1031,6 +1032,49 @@
"#ANNOUNCEMENT_PATCHNOTES_MS18_UI_TEXT","Buildings and Work Areas have received a major quality-of-life update. New and clearer 3D floaters have been added and Work Areas especially have been improved. The new banner in the center of the area can now be moved without going to the building's menu and the area displays how many resources are still left inside it."
"#ANNOUNCEMENT_PATCHNOTES_MS18_CHANGES_SUBTITLE","Other improvements"
"#ANNOUNCEMENT_PATCHNOTES_MS18_CHANGES_TEXT","There are too many new additions to list, but here's a few good ones: Aqua Farm has been added for growing Fish, Field fertility is now calculated per-tile-basis and new Colonist items such as durable clothing and weapons have been added. Production limits can now be set per item type and the game features new reputation-dependent Society events."
"#BUTTON_AUTO_SELECT","ALEATÓRIO"
"#PREGAME_SPECIALISTS_SELECT_DESC","Selecione seu grupo inicial de especialistas."
"#TOPIC_PREGAME_SPECIALISTS","ESPECIALISTAS"
"#PREGAME_OPTION_07_PLENTY_RESOURCES","O grupo se preparou com antecedência"
"#PREGAME_OPTION_08_AVERAGE_RESOURCES","Todos juntaram o máximo de coisas que conseguiram"
"#PREGAME_OPTION_09_SCARCE_RESOURCES","Pessoas abandonadas com praticamente nada"
"#PREGAME_DESCRIPTION_05_STARTING_RESOURCES","Algumas pessoas haviam se preparado melhor para os novos tempos, armazenando recursos para o apocalipse. Outros juntaram o que conseguiram encontrar cruzando os territórios inóspitos. Os mais desafortunados abandonaram as cidades em ruínas com nada além das roupas do corpo."
"#PREGAME_COLONY_NAME_SUGGESTION_26","Zhoria"
"#PREGAME_COLONY_NAME_SUGGESTION_27","Thorncliffe"
"#PREGAME_COLONY_NAME_SUGGESTION_28","Baymoor"
"#PREGAME_COLONY_NAME_SUGGESTION_29","Elderford"
"#PREGAME_COLONY_NAME_SUGGESTION_30","Oxmire"
"#PREGAME_COLONY_NAME_SUGGESTION_31","Brightway"
"#PREGAME_COLONY_NAME_SUGGESTION_32","Bitter Springs"
"#PREGAME_COLONY_NAME_SUGGESTION_33","Cassadaga"
"#PREGAME_COLONY_NAME_SUGGESTION_34","Leadsville"
"#PREGAME_COLONY_NAME_SUGGESTION_35","Alexandria"
"#PREGAME_COLONY_NAME_SUGGESTION_36","Tatu"
"#PREGAME_COLONY_NAME_SUGGESTION_37","Radscliffe"
"#PREGAME_COLONY_NAME_SUGGESTION_38","Nova Albion"
"#PREGAME_COLONY_NAME_SUGGESTION_39","Kruger Falls"
"#PREGAME_COLONY_NAME_SUGGESTION_40","Meridian"
"#PREGAME_COLONY_NAME_SUGGESTION_41","Earlcaster"
"#SETTINGS_CRASH_REPORTING","Relatar travamentos"
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_MS19_1","First Settlers"
"#ANNOUNCEMENT_PATCHNOTES_MS19_TITLE","First Settlers"
"#ANNOUNCEMENT_PATCHNOTES_MS19_DESC","This update adds a new phase to the very beginning of the game as you command Specialists to set up a Campsite and other buildings for your first settlers. It also includes a new Ranch for breeding livestock, improved hunting and much more."
"#ANNOUNCEMENT_PATCHNOTES_MS19_START_SUBTITLE","A Fresh Start"
"#ANNOUNCEMENT_PATCHNOTES_MS19_START_TEXT","You’ll now start with three Specialists who'll prepare the camp for your colonists. You’re free to explore the area, scavenge resources, construct initial buildings and clear hostile wildlife before shooting a signal flare from the new Campsite to tell your people it’s safe to arrive."
"#ANNOUNCEMENT_PATCHNOTES_MS19_RANCH_SUBTITLE","Ranch and Livestock"
"#ANNOUNCEMENT_PATCHNOTES_MS19_RANCH_TEXT","The colonists can now reseach and build a Ranch to raise animals like chicken or sheep, but they must be first bought from other Societies. They'll provide the colony with plenty of meat but also other by-products like eggs and wool used as Fiber. "
"#ANNOUNCEMENT_PATCHNOTES_MS19_SPEED_CHANGE_SUBTITLE","Roads & Colonist Speed"
"#ANNOUNCEMENT_PATCHNOTES_MS19_SPEED_CHANGE_TEXT","Colonist walking speeds outside roads have been slowed down. At the same time moving around the colony on dirt or paved road is faster. Build an extensive network of roads to ensure smooth logistics, as this makes them more important than ever before."
"#ANNOUNCEMENT_PATCHNOTES_MS19_HUNTING_SUBTITLE","Hunting"
"#ANNOUNCEMENT_PATCHNOTES_MS19_HUNTING_TEXT","The local wildlife can now be harvested for meat once killed. The bigger the animal, the more meat it'll yield. But remember to gather it quickly, as it'll rot away if left to the elements."
"#ANNOUNCEMENT_PATCHNOTES_MS19_CHANGES_SUBTITLE","Other Improvements"
"#ANNOUNCEMENT_PATCHNOTES_MS19_CHANGES_TEXT","Resources and especially Food will now decay if left on the ground for long periods. Colonist walking speeds have been adjusted and building roads is more important than ever. Specialist can now build, scavenge, repair and carry resource boxes."
"#SETTINGS_RENDERING_RESOLUTION_SCALE","Rendering Scale"
"#SETTINGS_CONTROLLER_PROMPT_TYPE","Controller Prompt Style"
"#SETTINGS_PLATFORM_SWITCH","Switch"
"#SETTINGS_PLATFORM_XBOX","XBOX"
"#SETTINGS_PLATFORM_PS4","PS4"
"#PREGAME_TUTORIAL_DESC_1_WARNING","Due to major gameplay changes, all players are encouraged to enable tutorials."
"#POPULATION","População"
"#RESOURCE_WOOD","Toras"
"#RESOURCE_PLANK","Tábua"
......@@ -1057,7 +1101,7 @@
"#RESOURCE_MEDICINE","Medicamento"
"#RESOURCE_COMPONENTS","Componentes"
"#RESOURCE_PLASTIC","Plástico"
"#RESOURCE_ENTERTAINMENT","Caixa de entret."
"#RESOURCE_ENTERTAINMENT","Caixa de entret"
"#RESOURCE_HERBAL","Medicamento fitoterápico"
"#RESOURCE_IODINE","Comprimidos de iodo"
"#RESOURCE_ANTIBIOTICS","Antibiótico"
......@@ -1463,12 +1507,12 @@
"#AGE_GROUP_TEENAGER","Adolescente"
"#AGE_GROUP_CHILD","Criança"
"#AGE_GROUP_INFANT","Bebê"
"#INFO_ACTIVATE_DEPOSIT","Mova a área de trabalho de uma edificação apropriada até aqui para coletar esses recursos."
"#INFO_ACTIVATE_DEPOSIT_PLASTIC","Mova a área de trabalho do reciclador aqui para juntar."
"#INFO_ACTIVATE_DEPOSIT_METAL","Mova a área de trabalho do sucateiro aqui para juntar."
"#INFO_ACTIVATE_DEPOSIT_PLANK","Mova a área de trabalho do estoque aqui para juntar."
"#INFO_ACTIVATE_DEPOSIT_BERRIES","Mova a área de trabalho do depósito de alimento aqui para juntar."
"#INFO_ACTIVATE_DEPOSIT_POLLUTION","Mova a área de trabalho da estação ambiental aqui para se livrar da poluição."
"#INFO_ACTIVATE_DEPOSIT","Mova a área de trabalho de uma edificação apropriada até aqui para coletar esses recursos"
"#INFO_ACTIVATE_DEPOSIT_PLASTIC","Mova a área de trabalho do reciclador aqui para juntar"
"#INFO_ACTIVATE_DEPOSIT_METAL","Mova a área de trabalho do sucateiro aqui para juntar"
"#INFO_ACTIVATE_DEPOSIT_PLANK","Mova a área de trabalho do estoque aqui para juntar"
"#INFO_ACTIVATE_DEPOSIT_BERRIES","Mova a área de trabalho do depósito de alimento aqui para juntar"
"#INFO_ACTIVATE_DEPOSIT_POLLUTION","Mova a área de trabalho da estação ambiental aqui para se livrar da poluição"
"#TOPIC_HAZARDS","Perigos"
"#GATEKEEPER_LOG","DIÁRIO DO PORTEIRO"
"#TOPIC_RESEARCH_COST","Custo de pesquisa"
......@@ -1560,9 +1604,9 @@
"#TOPIC_ITEMS","Itens"
"#TOPIC_MATERIALS","Materiais"
"#ITEM_CLOTHES_EMPTY","Sem roupas"
"#ITEM_CLOTHES_EMPTY_DESC","Encontre ou fabrique mais roupas na alfaiataria."
"#ITEM_CLOTHES_EMPTY_DESC","Encontre ou fabrique mais roupas na alfaiataria"
"#ITEM_TOOLS_EMPTY","Sem ferramentas"
"#ITEM_TOOLS_EMPTY_DESC","Encontre ou fabrique mais ferramentas na oficina de ferramentas."
"#ITEM_TOOLS_EMPTY_DESC","Encontre ou fabrique mais ferramentas na oficina de ferramentas"
"#ITEM_CLOTHES_1_DESC","Oferece proteção básica contra mudanças climáticas."
"#ITEM_CLOTHES_2_DESC","Oferece proteção avançada contra mudanças climáticas."
"#ITEM_TOOLS_1_DESC","Conjunto de diversas ferramentas. Oferece bônus de produção para todos os trabalhos."
......@@ -1580,7 +1624,7 @@
"#RESOURCE_POTATO_DESC","A batata cresce devagar, mas a colheita é farta. Como a parte comestível fica debaixo da terra, ela resiste melhor às catástrofes do que muitas outras plantações.\n\nCrescimento: lento\nProdução: média"
"#RESOURCE_VENISON_DESC","Carne fresca de animais selvagens da região como veados e coelhos, que são capturados pelo armadilheiro."
"#RESOURCE_WHEAT_DESC","Um grão conhecido pela impressionante versatilidade de uso. Cresce relativamente rápido e rende uma boa produção. Não pode ser consumido in natura, mas pode ser usado para fazer pão e outras guloseimas assadas.\n\nCrescimento: normal\nProdução: média\nResistência: média"
"#RESOURCE_POLLUTION_DESC","Material radioativo perigoso armazenado em recipientes relativamente seguros no depósito de resíduos nucleares."
"#RESOURCE_POLLUTION_DESC","Resíduos perigosos armazenados em contêineres relativamente seguros. São guardados nos aterros sanitários."
"#RESOURCE_COMPONENT","Componente"
"#RESOURCE_COMPONENT_DESC","Material de construção avançado.\n\nUsado em estruturas que produzem ou consomem energia. Também pode ser transformado em eletrônicos para edificações de ponta."
"#RESOURCE_BREAD","Pão"
......@@ -1850,10 +1894,10 @@
"#TIME_FORMAT_DAYS","{0}d"
"#TIME_FORMAT_HOURS","{0}h"
"#SAVE_FAILED_MESSAGE","Infelizmente, ocorreu um problema e não conseguimos salvar o jogo. Envie o relatório do erro e reinicie."
"#INFO_ACTIVATE_DEPOSIT_UNDERGROUND_PLASTIC","Construa um extrator de plástico para extrair os recursos."
"#INFO_ACTIVATE_DEPOSIT_UNDERGROUND_METAL","Construa um extrator de metal para extrair os recursos."
"#INFO_ACTIVATE_DEPOSIT_UNDERGROUND_RUIN","Construa um extrator de concreto para extrair os recursos."
"#INFO_MOVE_CLOSER_TO_UNDERGROUND_DEPOSIT","Aproxime-se de um depósito subterrâneo."
"#INFO_ACTIVATE_DEPOSIT_UNDERGROUND_PLASTIC","Construa um extrator de plástico para extrair os recursos"
"#INFO_ACTIVATE_DEPOSIT_UNDERGROUND_METAL","Construa um extrator de metal para extrair os recursos"
"#INFO_ACTIVATE_DEPOSIT_UNDERGROUND_RUIN","Construa um extrator de concreto para extrair os recursos"
"#INFO_MOVE_CLOSER_TO_UNDERGROUND_DEPOSIT","Aproxime-se de um depósito subterrâneo"
"#TOPIC_TOTAL","Total"
"#INFO_BUILD_MORE_TRADE_CENTERS_TO_TRADE","Construa mais centros comerciais para aceitar a oferta."
"#INFO_TRADE_MENU_ASSIGN_WORKERS","Os centros comerciais estão sem trabalhadores. Para aceitar a oferta, atribua colonos para trabalharem neles."
......@@ -1934,7 +1978,7 @@
"#NOTIFICATION_TRADE_FAILED","Transação comercial sem sucesso"
"#NOTIFICATION_TRADE_FAILED_DESC","Sua reputação diminui."
"#NOTIFICATION_TRADE_FAILED_SOCIETY","A transação comercial não teve sucesso com {0}"
"#NOTIFICATION_TRADE_FAILED_SOCIETY_DESC","Sua reputação diminuiu em {0}."
"#NOTIFICATION_TRADE_FAILED_SOCIETY_DESC","Sua reputação diminuiu em {0}"
"#TOPIC_TIME_TO_COMPLETE","Tempo até concluir"
"#STATUS_PENALTY_COMING","Você não cumpriu com sua palavra, por isso recebeu uma pena na reputação."
"#STATUS_LACK_RESOURCES","No momento, você não tem os recursos necessários para fazer este favor."
......@@ -2088,6 +2132,7 @@
"#TOOLTIP_GIVE_FEEDBACK_CONTENT","Dê seu feedback ou relate um bug."
"#NOTIFICATION_BUILDING_UNDER_ATTACK","Edificação sob ataque!"
"#NOTIFICATION_SPECIFIC_BUILDING_UNDER_ATTACK","{0} está sob ataque"
"#NOTIFICATION_SPECIFIC_BUILDING_UNDER_ATTACK_DESC","Use guardas ou especialistas para derrotar o atacante"
"#NOTIFICATION_BUILDING_UNDER_ATTACK_DESC","Use guardas ou especialistas para derrotar o atacante"
"#ITEM_WEAPONS_2","Espingarda"
"#ITEM_WEAPONS_2_DESC","Espingarda básica com danos e cadência de tiro medianos."
......@@ -2153,6 +2198,45 @@
"#TOPIC_LOW","Baixo(a)"
"#TOPIC_HIGH","Alto(a)"
"#TOPIC_LETHAL","Letal"
"#ANIMAL_NONE_NAME","Nenhum(a)"
"#ANIMAL_NONE_DESC","Nenhum animal selecionado.\n\nSelecione um dos animais abaixo."
"#ANIMAL_CHICKEN_NAME","Galinha"
"#ANIMAL_CHICKEN_DESC","Galinhas comuns, que se multiplicam bem rápido para encher um rancho.\n\nTamanho: pequeno\nReprodução: rápida\nCarne: 25 por animal\nConsumo de água: 1 por animal"
"#ANIMAL_SHEEP_NAME","Ovelha"
"#ANIMAL_SHEEP_DESC","Com ovelhas, você não só obtém carne, como também lã, usada em fibras.\n\nTamanho: médio\nReprodução: normal\nCarne: 40 por animal\nConsumo de água: 2 por animal\nSubproduto: fibra"
"#ANIMAL_COW_NAME","Gado"
"#ANIMAL_COW_DESC","Vacas e touros, conhecidos coletivamente como gado, crescem pouco a pouco até se tornarem os animais grandes e dóceis que são.\n\nTamanho: grande\nReprodução: lenta\nCarne: 80 por animal\nConsumo de água: 3 por animal"
"#FLARE_DESC","Alertado pelo sinalizador dos especialistas, o restante de seu grupo chega ao acampamento preparado. Apesar de todas as dificuldades que virão, é hora de reconstruir e transformar este lugar hostil em um lar."
"#RESOURCE_MILK","Leite"
"#DESC_FOOD_MILK","Um subproduto da criação de gado em ranchos."
"#TOPIC_NOTIFICATIONS","COMANDOS POR BOTÕES"
"#TOPIC_DISMISS","DISPENSAR"
"#TOPIC_OPEN_HELP_PAGE","LEIA MAIS"
"#NOTIFICATION_SPECIALIST_DIED","Seu(Sua) especialista morreu!"
"#DEPOSIT_CARCASS_RAT","Carcaça de rato"
"#DESC_DEPOSIT_CARCASS_RAT","Os restos mortais frescos de um rato-gigante. Ainda há um pouco de carne aproveitável."
"#DEPOSIT_CARCASS_RATBEETLE","Carcaça pequena de besouro-rato"
"#DESC_DEPOSIT_CARCASS_RATBEETLE","Os restos mortais frescos de um besouro-rato. Ainda há um pouco de carne aproveitável."
"#DEPOSIT_CARCASS_DEER","Carcaça de cervo"
"#DESC_DEPOSIT_CARCASS_DEER","Os restos mortais frescos de um cervo. Ainda há bastante carne de boa qualidade aproveitável."
"#DEPOSIT_CARCASS_BOAR","Carcaça de javali"
"#DESC_DEPOSIT_CARCASS_BOAR","Os restos mortais frescos de um javali selvagem. Ainda há bastante carne aproveitável."
"#DEPOSIT_CARCASS_RATBEETLE_MED","Carcaça grande de besouro-rato"
"#DESC_DEPOSIT_CARCASS_RATBEETLE_MED","Os restos mortais frescos de um grande besouro-rato. Ainda há bastante carne aproveitável."
"#DEPOSIT_CARCASS_KODIAK","Carcaça de urso-de-kodiak"
"#DESC_DEPOSIT_CARCASS_KODIAK","Os restos mortais frescos de um enorme urso-de-kodiak. Ainda há bastante carne aproveitável."
"#DEPOSIT_CARCASS_SANDWORM","Carcaça de verme da areia"
"#DESC_DEPOSIT_CARCASS_SANDWORM","Os restos mortais frescos de um enorme verme da areia, com bastante carne aproveitável."
"#ANIMAL_PIG_NAME","Pig"
"#ANIMAL_PIG_DESC","The domesticated versions of wild boars provide lots of meat for the discerning colonist to eat.\n\nSize: Medium\nBreeding: Slow\nMeat: 50 per animal\nWater consumption: 2 per animal\nBy-product: None"
"#FLARE_TITLE","Colonos chegaram"
"#GAME_OVER_TITLE","Game Over"
"#GAME_OVER_DESC","There is no future for the colony here, we must try again elsewere."
"#BUILDING_BLOCKED_REQUIRES_CAMPSITE","Build the Campsite to unlock"
"#BUILDING_BLOCKED_REQUIRES_COLONISTS","Invite colonists via the Campsite to unlock"
"#BUILDING_BLOCKED_ALREADY_BUILT","You already have this building"
"#TOPIC_WORK_AREA_HOSTILE_ANIMAL","{0} hostile animals"
"#TOPIC_WORK_AREA_HOSTILE_BANDIT","{0} hostile bandits"
"#CATEGORY_HOUSING","Abrigos"
"#CATEGORY_STORAGE","Armazenamento"
"#CATEGORY_FOOD","Alimento"
......@@ -2319,7 +2403,7 @@
"#DESC_MESS_HALL","Prepara refeições quentes a partir de ingredientes alimentares básicos e com mais eficiência que a cozinha. As refeições não são apenas uma boa forma de oferecer alimentos nutritivos, mas também tornam a vida mais confortável. Requer acesso a uma caixa-d'água."
"#DESC_BORE_WELL","Os poços artesianos adentram profundamente na terra, fornecendo uma fonte estável de água. Não se limitam às restrições do solo, podendo ser colocados em qualquer tipo."
"#DESC_FIELD_HOSPITAL","Edificação médica avançada de alta capacidade capaz de curar vários colonos mais rápido do que a tenda médica. Com medicamentos apropriados, fica mais rápido curar ferimentos, infecção, doença por radiação e mutação. Requer energia e acesso a uma caixa-d'água."
"#DESC_MAINTENANCE_DEPOT","Automatiza as tarefas de reparo e descontaminação. Um colono do galpão de manutenção limpa e repara de forma automática e suficiente as edificações afetadas dentro da sua área de trabalho."
"#DESC_MAINTENANCE_DEPOT","Automatiza as tarefas de reparo e descontaminação. Um colono do galpão de manutenção limpa e repara de forma automática as edificações afetadas dentro da sua área de trabalho."
"#DESC_MEMORIAL","Um santuário memorial no qual os colonos podem honrar aqueles que perderam a vida durante e após o apocalipse. Ninguém ressuscitará, mas ele proporciona felicidade e uma sensação de propósito para os vivos seguirem em frente."
"#DESC_LARGE_SOLAR_PANEL","Versão melhorada e mais eficaz do painel solar, menos vulnerável a catástrofes graças aos painéis retráteis. Funciona com mais eficiência durante o dia."
"#DESC_RADAR","Dá um aviso prévio contra Catástrofes. Quando algo ruim está vindo, todo momento é valioso. Este sistema avançado de detecção oferece à colônia uma chance de lutar enquanto se prepara para as catástrofes que chegam."
......@@ -2616,12 +2700,34 @@
"#WATER_STORAGE_SMALL","Reservatório de água potável"
"#DESC_WATER_STORAGE_SMALL","Armazena quantidades modestas de água potável para os colonos."
"#AQUA_FARM","Fazenda aquática"
"#DESC_AQUA_FARM","Forma primitiva de aquicultura que garante muitos peixes à colônia, mas polui ao seu redor. Deve-se construir na costa.\n\nCausa poluição."
"#DESC_AQUA_FARM","Forma primitiva de aquicultura que garante muitos peixes à colônia, mas polui ao seu redor. Deve-se construir na costa.\n\nAos poucos, polui o ambiente em volta."
"#DESC_VEHICLE_STORAGE_EMPTY","Os veículos aumentam drasticamente a velocidade dos especialistas no mapa-múndi."
"#INFO_FIELD_INFERTILE_SOIL","Sem produção - em solo infértil."
"#WATER_TOWER_LARGE","Caixa-d'água grande"
"#DESC_WATER_TOWER_LARGE","Armazena e distribui grandes quantidades de água numa ampla área para edificações."
"#TOPIC_POLLUTION_SHIELDING_LEVEL","Proteção contra poluição {0}"
"#RANCH_1","Rancho"
"#DESC_RANCH_1","Abriga animais e garante proteção simples contra as intempéries. Os animais precisam de trabalhadores e água para acasalarem e continuarem vivos."
"#RANCH_2","Rancho grande"
"#DESC_RANCH_2","Abriga muitos animais e garante proteção moderada contra as intempéries. Os animais precisam de trabalhadores e água para acasalarem e continuarem vivos."
"#TOPIC_SPLIT_ANIMALS","Enviar para um novo rancho"
"#TOPIC_BUTCHER_ANIMALS","Açougueiro(a)"
"#TOPIC_INVITE_COLONISTS","Disparar o sinalizador"
"#TOOLTIP_INVITE_COLONISTS","Convidar colonos"
"#TOOLTIP_INVITE_COLONISTS_CONTENT","Dispare o sinalizador para chamar os primeiros colonos"
"#CAMPSITE","Acampamento"
"#DESC_CAMPSITE","A primeira edificação de sua nova colônia, com um espaço limitado para armazenamento de recursos e água. Monte o acampamento e desbloqueie outras opções de construção. Você também pode convidar os primeiros colonos para habitá-lo disparando um sinalizador do acampamento."
"#STATUS_RANCH_SELECT_ANIMAL","Selecione o tipo de animal para criação"
"#STATUS_RANCH_BUTCHERING","Abatendo animal(is)"
"#STATUS_RANCH_WAITING_ANIMALS","Aguardando os animais chegarem"
"#STATUS_RANCH_MISSING_WORKER","Não há trabalhadores. A produção de recursos secundários está suspensa"
"#STATUS_RANCH_MISSING_WATER","Não há água. Os animais estão desidratados e correm risco de morrer"
"#STATUS_RANCH_MISSING_WATER_AND_WORKER","Não há água ou trabalhadores. Os animais correm risco de morrer"
"#STATUS_RANCH_INFECTED","Rancho infectado"
"#INFO_UNEXPLORED_AREA","Unexplored area"
"#BLOCK_REASON_REQUIRES_COLONISTS","Invite colonists to unlock"
"#BLOCK_REASON_REQUIRES_CAMPSITE","Build Campsite to unlock"
"#BLOCK_REASON_ALREADY_BUILT","Only 1 allowed"
"#PERSON_CONDITION_TITLE","Condições"
"#PERSON_STATE_IDLE","Fazendo nada"
"#PERSON_STATE_WALKING","Andando"
......@@ -3191,21 +3297,21 @@
"#PERSON_EVENT_NEED_POORLY_RESTED_NAME","Descansou pouco"
"#PERSON_EVENT_NEED_POORLY_RESTED_DESC","Dormia sem conforto em um abrigo pobre"
"#PERSON_EVENT_NEED_RESTED_NAME","Descansado(a)"
"#PERSON_EVENT_NEED_RESTED_DESC","Dormia dentro de um abrigo agradável"
"#PERSON_EVENT_NEED_RESTED_DESC","Dormia dentro de um abrigo agradável."
"#PERSON_EVENT_NEED_GROUND_RESTED_NAME","Dormiu ao relento"
"#PERSON_EVENT_NEED_GROUND_RESTED_DESC","Teve que dormir no chão por causa da falta de abrigos"
"#PERSON_EVENT_NEED_GROUND_RESTED_DESC","Teve que dormir no chão por causa da falta de abrigos."
"#PERSON_EVENT_NEED_POOR_RESTED_NAME","Descansou mal"
"#PERSON_EVENT_NEED_POOR_RESTED_DESC","Não dormiu bem num abrigo rudimentar"
"#PERSON_EVENT_NEED_POOR_RESTED_DESC","Não dormiu bem num abrigo rudimentar."
"#PERSON_EVENT_NEED_NORMAL_RESTED_NAME","Descansado(a)"
"#PERSON_EVENT_NEED_NORMAL_RESTED_DESC","Dormiu bem o suficiente num abrigo razoável"
"#PERSON_EVENT_NEED_NORMAL_RESTED_DESC","Dormiu bem o suficiente num abrigo razoável."
"#PERSON_EVENT_NEED_WELL_RESTED_NAME","Bem descansado(a)"
"#PERSON_EVENT_NEED_WELL_RESTED_DESC","Dormiu bem em uma bela casa"
"#PERSON_EVENT_NEED_WELL_RESTED_DESC","Dormiu bem em uma bela casa."
"#PERSON_EVENT_NEED_WELL_FED_NAME","Bem alimentado(a)"
"#PERSON_EVENT_NEED_WELL_FED_NAME_DESC","Comeu uma refeição fantástica."
"#PERSON_EVENT_NEED_HOUSING_DEATH_NAME","Morte"
"#PERSON_EVENT_NEED_HOUSING_DEATH_DESC","Morte na família"
"#PERSON_EVENT_NEED_HOUSING_DEATH_DESC","Morte na família."
"#PERSON_EVENT_NEED_BIRTH_NAME","Nasceu uma criança"
"#PERSON_EVENT_NEED_BIRTH_DESC","Um membro da família deu à luz"
"#PERSON_EVENT_NEED_BIRTH_DESC","Um membro da família deu à luz."
"#PERSON_EVENT_NEED_MEMORIAL_NAME","Deu condolências"
"#PERSON_EVENT_NEED_MEMORIAL_DESC","Foi lembrado(a) que a vida nem sempre foi assim."
"#PERSON_EVENT_NEED_GAME_ARCADE_NAME","Jogando videogame"
......@@ -3223,7 +3329,7 @@
"#COLONY_HAPPINESS_LEVEL_2","Satisfeito(a)"
"#COLONY_HAPPINESS_LEVEL_3","Feliz"
"#COLONY_HAPPINESS_LEVEL_4","Empolgado(a)"
"#COLONY_HAPPINESS_LEVEL_0_DESC","Os colonos estão para além do desespero, acabados pela dor. Aumente a felicidade rapidamente, ou começarão a tomar medidas drásticas para acabar com essa aflição."
"#COLONY_HAPPINESS_LEVEL_0_DESC","Os colonos estão acabados pela dor e desespero. Aumente a felicidade rapidamente, ou eles podem tomar medidas drásticas para acabar com essa aflição."
"#COLONY_HAPPINESS_LEVEL_1_DESC","As pessoas estão descontentes com a situação delas, muitos não estão dispostos a trabalhar no ritmo normal."
"#COLONY_HAPPINESS_LEVEL_2_DESC","Nem tristes nem felizes, os colonos esperam pelo melhor e temem pelo pior."
"#COLONY_HAPPINESS_LEVEL_3_DESC","As pessoas estão otimistas sobre o futuro e de bom humor, muitos estão se esforçando mais."
......@@ -3381,6 +3487,15 @@
"#COLONIST_COMMENT_SPECIALIST_JOINED_09","Já estou sentindo mais segurança com eles por perto."
"#COLONIST_COMMENT_SPECIALIST_JOINED_10","Um novo especialista? Que dia de sorte!"
"#COLONIST_COMMENT_SPECIALIST_JOINED_11","Precisamos de toda a experiência que conseguirmos."
"#COLONIST_COMMENT_GAME_START_01","Hora de arregaçar as mangas e começar a construir!"
"#COLONIST_COMMENT_GAME_START_02","Vamos deixar esse acampamento pronto para as outras pessoas!"
"#COLONIST_COMMENT_GAME_START_03","Comece a preparar o acampamento para as outras pessoas!"
"#COLONIST_COMMENT_GAME_START_04","Para começar, vamos precisar de água, comida e abrigo."
"#COLONIST_COMMENT_GAME_START_05","Os outros chegarão aqui em breve. Vamos preparar o acampamento!"
"#COLONIST_COMMENT_GAME_START_06","Certo, vamos nos focar nas necessidades e depois disparamos o sinalizador!"
"#COLONIST_COMMENT_GAME_START_07","Levantem o acampamento e comecem a vasculhar, pessoal!"
"#COLONIST_COMMENT_GAME_START_08","As pessoas vão precisar de água, comida e abrigo, então mãos à obra!"
"#COLONIST_COMMENT_GAME_START_09","Lembre-se de disparar o sinalizador quando estiver tudo pronto!"
"#SPECIALIST_NAME_SPECIALIST1","Rose"
"#SPECIALIST_ARCHETYPE_SPECIALIST1","Vasculhadora"
"#SPECIALIST_DESCRIPTION_SPECIALIST1","Boa de lábia desde pequena, ela é o tipo de pessoa que convence os outros a fazerem o que ela quer sem nem perceberem. Ela assumiu os negócios da família com facilidade e tinha uma vida boa antes da catástrofe."
......@@ -5422,6 +5537,112 @@
"#EVENT_SOCIETY_06_EQUIPMENT_DESC","O grupo reage com um misto de sentimentos à sua resposta; alguns ficam aliviados enquanto outros olham para você com descrença. ""Muito bem. Esperávamos mais... mas creio que vai ter que dar. Desejem-nos sorte e rezem para que possamos sobreviver""."
"#EVENT_SOCIETY_06_REFUSE_NAME","Quando Importa"
"#EVENT_SOCIETY_06_REFUSE_DESC","Você vê na mesma hora que suas palavras cortaram fundo, como uma faca nas costas do coletivo. ""Sério? Pensei que nós... tudo bem. Creio que não há mais amizade de verdade neste mundo. Paciência. Vamos sobreviver por conta própria ou morrer tentando""."
"#EVENT_RANCH_FIRE_01_NOTIFICATION_HEADER","Tem fumaça no rancho"
"#EVENT_RANCH_FIRE_01_NOTIFICATION_DESC","Não há tempo a perder"
"#EVENT_RANCH_FIRE_01_NAME","A maior bagunça"
"#EVENT_RANCH_FIRE_01_DESC","Você e seus colonos chegam ao local e veem uma das paredes do rancho em chamas. O sol deve ter ateado fogo em um pouco de feno seco, incendiando toda a parede. Ainda não atingiu grandes proporções, mas pode ficar muito sério muito rápido. Os colonos deveriam..."
"#EVENT_RANCH_FIRE_01_WATER","Encontrar água"
"#EVENT_RANCH_FIRE_01_INSIDE","Correr para apagar o feno"
"#EVENT_RANCH_FIRE_01_WATER_NAME","A maior bagunça"
"#EVENT_RANCH_FIRE_01_WATER_DESC","Os colonos percebem o que está acontecendo e começam a pegar toda água que dá para carregar. Juntos conseguem apagar o incêndio, mas não antes que queimado boa parte da parede."
"#EVENT_RANCH_FIRE_01_INSIDE_NAME","A maior bagunça"
"#EVENT_RANCH_FIRE_01_INSIDE_DESC","Uma colona dedicada entra correndo e vê uma pilha de feno queimando contra a parede. Ela olha em volta e..."
"#EVENT_RANCH_FIRE_01_STOMP","Pisa nela"
"#EVENT_RANCH_FIRE_01_SHOVEL","Pega uma pá"
"#EVENT_RANCH_FIRE_01_STOMP_NAME","A maior bagunça"
"#EVENT_RANCH_FIRE_01_STOMP_DESC","A colona praticamente pula sobre a pilha de feno, tentando desesperadamente pisar no fogo até apagar. Mas isso não ajuda muito; pelo contrário, parece alimentar as chamas com ar. À medida que a situação esquenta mais, ela é obrigada sair do rancho e assistir enquanto ele se consome em chamas."
"#EVENT_RANCH_FIRE_01_SHOVEL_NAME","A maior bagunça"
"#EVENT_RANCH_FIRE_01_SHOVEL_DESC","A colona bate com a pá no chão e começa a jogar terra em cima do feno em chamas. O efeito é quase instantâneo: o fogo começa a sufocar ao ser enterrado sob a areia e, sem nada para alimentá-lo, a parede ardente também apaga."
"#EVENT_RANCH_DAMAGE_01_NOTIFICATION_HEADER","O rancho precisa ser consertado"
"#EVENT_RANCH_DAMAGE_01_NOTIFICATION_DESC","Antes tarde do que nunca?"
"#EVENT_RANCH_DAMAGE_01_NAME","Manutenção obrigatória"
"#EVENT_RANCH_DAMAGE_01_DESC","Seus colonos estão reclamando do estado do rancho. A marcenaria de quinta categoria poderia facilitar a saída dos animais dos estábulos, e simplesmente não é mais seguro trabalhar lá. Estão exigindo que você faça algo."
"#EVENT_RANCH_DAMAGE_01_FIX","Arrumar os problemas mais gritantes"
"#EVENT_RANCH_DAMAGE_01_REMODEL","Refazer as estruturas"
"#EVENT_RANCH_DAMAGE_01_IGNORE","Ignorar o problema"
"#EVENT_RANCH_DAMAGE_01_FIX_NAME","Manutenção obrigatória"
"#EVENT_RANCH_DAMAGE_01_FIX_DESC","Você aloca recursos para cuidar dos maiores danos dentro do rancho. Isso ajuda a manter os animais no devido lugar, mas os colonos ainda se sentem inseguros em meio às estruturas de quinta categoria."
"#EVENT_RANCH_DAMAGE_01_REMODEL_NAME","Manutenção obrigatória"
"#EVENT_RANCH_DAMAGE_01_REMODEL_DESC","Você dá recursos suficientes para refazer todo o interior do zero. Os colonos são imensamente gratos por agora terem um ambiente de trabalho seguro que com certeza ainda durará anos."
"#EVENT_RANCH_DAMAGE_01_IGNORE_NAME","Manutenção obrigatória"
"#EVENT_RANCH_DAMAGE_01_IGNORE_DESC","Você encolhe de ombros. Com certeza seu pessoal pode lidar com uns animais bagunceiros, não? Relutantes, os colonos voltam ao trabalho, tendo que estar constantemente atentos ao gado."
"#EVENT_RANCH_BANDITS_01_NOTIFICATION_HEADER","Tem alguém no rancho"
"#EVENT_RANCH_BANDITS_01_NOTIFICATION_DESC","Estaria atrás do quê?"
"#EVENT_RANCH_BANDITS_01_NAME","Ladrões carnívoros"
"#EVENT_RANCH_BANDITS_01_DESC","Seus colonos contam que acabaram de avistar estranhos entrando de fininho no rancho. Como eram muitos, você deve ter cuidado com a abordagem que fará."
"#EVENT_RANCH_BANDITS_01_AMBUSH","Emboscá-los"
"#EVENT_RANCH_BANDITS_01_CONFRONT","Confrontá-los"
"#EVENT_RANCH_BANDITS_01_AMBUSH_NAME","Ladrões carnívoros"
"#EVENT_RANCH_BANDITS_01_AMBUSH_DESC","Você reúne seus colonos e ruma para o rancho. Vocês se escondem ao redor dele e esperam. Não tarda nada para você ver as portas do rancho abertas, depois bandidos que roubaram parte do seu gado. Os colonos saem do esconderijo e atacam os bandidos antes que tenham chance de se preparar."
"#EVENT_RANCH_BANDITS_01_CONFRONT_NAME","Ladrões carnívoros"
"#EVENT_RANCH_BANDITS_01_CONFRONT_DESC","Você reúne seus colonos e segue para o rancho. Está tudo muito quieto, mas ao abrir as portas do rancho, você se depara com um grupo de bandidos no meio do roubo de parte do seu gado. ""Ah. Ah, não. Olha, nós só precisamos de carne..."", um deles tenta explicar."
"#EVENT_RANCH_BANDITS_01_RUN","Mandar darem o fora"
"#EVENT_RANCH_BANDITS_01_STEAL","Exigir seus pertences"
"#EVENT_RANCH_BANDITS_01_RUN_NAME","Ladrões carnívoros"
"#EVENT_RANCH_BANDITS_01_RUN_DESC","Sem demora, os bandidos soltam os animais e passam correndo por você, visivelmente aliviados por fugirem e mais do que satisfeitos em deixar vocês em paz."
"#EVENT_RANCH_BANDITS_01_STEAL_NAME","Ladrões carnívoros"
"#EVENT_RANCH_BANDITS_01_STEAL_DESC","""Eita, olha só, nós não temos muito"", um dos bandidos se defende. No entanto, o grupo entrega a você o que quer que tenham consigo antes de passar correndo por você, se arrastando de volta para o mato."
"#EVENT_RANCH_ANIMALS_01_NOTIFICATION_HEADER","O rancho está infestado de ratos"
"#EVENT_RANCH_ANIMALS_01_NOTIFICATION_DESC","Esses ratos estão se tornando um problema"
"#EVENT_RANCH_ANIMALS_01_NAME","Convidados sem ser convidados"
"#EVENT_RANCH_ANIMALS_01_DESC","Dizem que uma ratada fez do rancho seu novo lar, incomodando o gado e comendo sua comida. Se a situação não for resolvida, a infestação pode se tornar incontrolável."
"#EVENT_RANCH_ANIMALS_01_ATTACK","Atacar essa praga"
"#EVENT_RANCH_ANIMALS_01_IGNORE","Ignorar o problema"
"#EVENT_RANCH_ANIMALS_01_ATTACK_NAME","Convidados sem ser convidados"
"#EVENT_RANCH_ANIMALS_01_ATTACK_DESC","Você e um grupo de colonos se dirigem para o rancho. Um deles entra para expulsar os ratos. Logo a ratada sai dos cantos escuros da construção. Assim que estão do lado de fora, atacam quem quer que avistem primeiro."
"#EVENT_RANCH_ANIMALS_01_IGNORE_NAME","Convidados sem ser convidados"
"#EVENT_RANCH_ANIMALS_01_IGNORE_DESC","Ratos? Isso é mesmo algo com que não podemos viver? Você decide deixá-los em paz. Que mal essa ninharia de ratos poderia causar? Seus colonos resmungam de desaprovação e logo você começa a notar como o apetite desses ratos é voraz."
"#EVENT_RANCH_DISEASE_01_NOTIFICATION_HEADER","Seu rancho está doente"
"#EVENT_RANCH_DISEASE_01_NOTIFICATION_DESC","É mais do que uma gripe"
"#EVENT_RANCH_DISEASE_01_NAME","Gado contagioso"
"#EVENT_RANCH_DISEASE_01_DESC","Uma bactéria detestável está abrindo caminho pelo seu rancho. Se não for curada, há o risco de perder os animais e eles espalharem a doença para seus colonos."
"#EVENT_RANCH_DISEASE_01_ANTIBIOTICS","Usar antibióticos"
"#EVENT_RANCH_DISEASE_01_RESEARCH","Pesquisar a doença"
"#EVENT_RANCH_DISEASE_01_IGNORE","Ignorar o vírus"
"#EVENT_RANCH_DISEASE_01_ANTIBIOTICS_NAME","Gado contagioso"
"#EVENT_RANCH_DISEASE_01_ANTIBIOTICS_DESC","Você estabelece um regime de administração de antibióticos ao seu gado, na esperança de que afaste a infecção. Sem dúvida, a doença parece ser vulnerável ao tratamento e seus animais são capazes de se recuperar."
"#EVENT_RANCH_DISEASE_01_RESEARCH_NAME","Gado contagioso"
"#EVENT_RANCH_DISEASE_01_RESEARCH_DESC","Seus colonos com maiores tendências científicas inspecionam os animais e descobrem que a bactéria está causando graves deficiências de ferro. Algumas refeições extranutritivas, remédios e descanso são capazes de devolver a saúde plena dos animais, mas não antes que alguns de seus colonos contraiam a doença."
"#EVENT_RANCH_DISEASE_01_IGNORE_NAME","Gado contagioso"
"#EVENT_RANCH_DISEASE_01_IGNORE_DESC","Doença faz parte da vida, e é muito provável que esta desaparecerá por si só, como sempre acontece. Com certeza, os animais conseguem se recuperar, mas nesse ponto a infecção já se espalhou para o resto da colônia."
"#EVENT_ANIMALS_01_NOTIFICATION_HEADER","Uma manada de javalis está se aproximando"
"#EVENT_ANIMALS_01_NOTIFICATION_DESC","Ela pode causar problemas"
"#EVENT_ANIMALS_01_NAME","Fome de javali"
"#EVENT_ANIMALS_01_DESC","Um grupo de javalis agressivos anda causando problemas há algum tempo. Estão circulando a colônia, claramente procurando comida, e seus colonos se perguntam se este problema vai ser resolvido antes que saia de controle."
"#EVENT_ANIMALS_01_ATTACK","Atacar a manada"
"#EVENT_ANIMALS_01_LURE","Atraí-los com alimentos"
"#EVENT_ANIMALS_01_IGNORE","Ignorar o problema"
"#EVENT_ANIMALS_01_ATTACK_NAME","Fome de Javali"
"#EVENT_ANIMALS_01_ATTACK_DESC","Seus colonos se reúnem na fronteira da colônia, esperando a manada passar. À medida que os javalis ficam rodeando vocês, seus colonos os atacam. A manada enlouquece e contra-ataca."
"#EVENT_ANIMALS_01_LURE_NAME","Fome de Javali"
"#EVENT_ANIMALS_01_LURE_DESC","Seus colonos reúnem uma pilha de comida com uma cara ótima, espalhando-a por todo um caminho que vai dar longe da colônia. À medida que a manada volta a rodear vocês, os javalis reparam na comida e correm floresta adentro atrás de mais sustento."
"#EVENT_ANIMALS_01_IGNORE_NAME","Fome de Javali"
"#EVENT_ANIMALS_01_IGNORE_DESC","Suas defesas são fortes o suficiente, uns poucos leitões supercrescidos não devem ser problema. Mas ao explicar isso aos seus colonos, um grito ecoa pela colônia: os javalis conseguiram avançar, agredindo alguns colonos no processo, e agora estão perambulando em seu meio."
"#EVENT_ANIMALS_02_NOTIFICATION_HEADER","Os ratos estão comendo suas plantações"
"#EVENT_ANIMALS_02_NOTIFICATION_DESC","Como lidar com isso?"
"#EVENT_ANIMALS_02_NAME","Controle de pragas"
"#EVENT_ANIMALS_02_DESC","Ratos irritantes pegaram gosto pelas suas plantações e poderiam muito bem devastar uma grande parcela delas. Seu colono os avista em torno de um tronco oco de árvore. O ninho deles deve ser lá."
"#EVENT_ANIMALS_02_SMOKE","Tacar fumaça até fugirem para longe"
"#EVENT_ANIMALS_02_TRAP","Capturá-los e extrair sua carne"
"#EVENT_ANIMALS_02_SMOKE_NAME","Controle de pragas"
"#EVENT_ANIMALS_02_SMOKE_DESC","Um colono se aproxima do ninho, faz um montinho de pano e grama, acende e joga dentro do tronco antes de recuar. Logo os ratos saem correndo antes de fugirem floresta adentro."
"#EVENT_ANIMALS_02_TRAP_SUCCESS_NAME","Controle de pragas"
"#EVENT_ANIMALS_02_TRAP_SUCCESS_DESC","Um colono faz uma armadilha simples com restos de comida de isca. Os ratos demoram um pouco para se interessar, mas logo que se interessam, vasculham dentro dela após a promessa de uma refeição saborosa. Um puxão de corda os prende na gaiola improvisada, prontos para terem sua carne extraída."
"#EVENT_ANIMALS_02_TRAP_FAIL_NAME","Controle de pragas"
"#EVENT_ANIMALS_02_TRAP_FAIL_DESC","Demora um pouco para os ratos se interessarem, mas logo que se interessam, vasculham dentro da armadilha, atraídos pela promessa de uma refeição saborosa. O colono próximo aciona a armadilha, mas os ratos correm antes de serem capturados, irritados e prontos para atacar."
"#EVENT_ANIMALS_03_NOTIFICATION_HEADER","Os colonos capturaram alguma coisa"
"#EVENT_ANIMALS_03_NOTIFICATION_DESC","Parece enorme"
"#EVENT_ANIMALS_03_NAME","Você suporta ""urso""?"
"#EVENT_ANIMALS_03_DESC","Seus colonos estão arrastando uma grande pilha de pelos, patas e dentes: É um urso vivo! ""Encontramos o Benja deitado inconsciente aqui na floresta, deve ter sido drogado pela isca de algum caçador. Podíamos treiná-lo, aí fazê-lo trabalhar para nós"", dizem. Eles têm quase uma euforia infantil nos olhos."
"#EVENT_ANIMALS_03_KILL","Matar o urso e extrair o que der"
"#EVENT_ANIMALS_03_FREE","Libertá-lo"
"#EVENT_ANIMALS_03_WAIT","Ver como ele se comporta"
"#EVENT_ANIMALS_03_KILL_NAME","Você suporta ""urso""?"
"#EVENT_ANIMALS_03_KILL_DESC","Você mexe a cabeça num não; o melhor uso para esse urso é poder virar carne. Os colonos ficam com o coração absolutamente partido, e você vê pelo menos um lábio trêmulo, mas ninguém ousa retrucar. O urso é abatido de forma rápida e indolor."
"#EVENT_ANIMALS_03_FREE_NAME","Você suporta ""urso""?"
"#EVENT_ANIMALS_03_FREE_DESC","Você praticamente grita com os colonos para levar aquela fera de volta para a floresta antes que ela acorde! Os colonos tentam contra-argumentar, mas o resto da colônia se volta contra eles e quase os empurra para o mato junto com o urso. Ele com certeza será muito mais feliz assim."
"#EVENT_ANIMALS_03_WAIT_NAME","Você suporta ""urso""?"
"#EVENT_ANIMALS_03_WAIT_DESC","Você decide fazer a vontade dos colonos, pois eles parecem determinados. Assim que o urso acorda, percebe que está cercado. Ele rasga as amarras e salta sobre a comida, dentes expostos e um urro aterrorizante que ecoando desde o fundo de sua garganta."
"#LOCATION_PLAYER","Sua colônia"
"#LOCATION_HOSPITAL","Hospital"
"#LOCATION_WATER","Água"
......@@ -5910,7 +6131,7 @@
"#TUTORIAL_NOTIFICATION_FOOD_PRODUCTION_HEADLINE","Produção de alimento"
"#TUTORIAL_NOTIFICATION_FOOD_PRODUCTION_MESSAGE","Aperte aqui para saber como."
"#TUTORIAL_DIALOG_FOOD_PRODUCTION_HEADLINE","PRODUÇÃO DE ALIMENTO"
"#TUTORIAL_DIALOG_FOOD_PRODUCTION_MESSAGE","Os colonos precisam de <mark>alimento</mark> para sobreviver. Quem não tiver acesso a alimento vai morrer lentamente de fome. Abra o menu de construção e construa um <mark>armadilheiro</mark> ou uma <mark>cabana de pesca</mark>."
"#TUTORIAL_DIALOG_FOOD_PRODUCTION_MESSAGE","Colonos precisam de <mark>comida</mark> para que não morram de fome. Colha <quad name=Berries> <mark>frutinhas</mark> e construa um <mark>armadilheiro</mark> ou uma <mark>cabana de pesca</mark> para garantir uma <mark>dieta</mark> diversificada."
"#TUTORIAL_NOTIFICATION_FOOD_STORAGE_BERRIES_HEADLINE","Os colonos precisam de alimento"
"#TUTORIAL_NOTIFICATION_FOOD_STORAGE_BERRIES_MESSAGE","Aperte aqui para saber mais."
"#TUTORIAL_DIALOG_FOOD_STORAGE_BERRIES_HEADLINE","COLETE ALIMENTO"
......@@ -5922,7 +6143,7 @@
"#TUTORIAL_NOTIFICATION_PERSONSTATES_HEADLINE","Seus colonos"
"#TUTORIAL_NOTIFICATION_PERSONSTATES_MESSAGE","Aperte aqui para saber mais."
"#TUTORIAL_DIALOG_PERSONSTATES_HEADLINE","SEUS COLONOS"
"#TUTORIAL_DIALOG_PERSONSTATES_MESSAGE","A barra superior mostra seus colonos. O primeiro ícone são os <mark>transportadores</mark>, essenciais para o deslocamento de recursos e construção de edificações. O segundo ícone é a <mark>população total</mark> da colônia. Destaque-os para uma descrição detalhada."
"#TUTORIAL_DIALOG_PERSONSTATES_MESSAGE","A barra da parte superior da tela superior mostra seus colonos. O primeiro ícone são os <mark>transportadores</mark>, essenciais para o deslocamento de recursos e construção de edificações. O segundo ícone é a <mark>população total</mark> da colônia.\n\nComo você <mark>não pode controlar diretamente</mark> os colonos, precisa guiá-los, <mark>distribuindo-os entre as edificações</mark> e estabelecendo <mark>áreas de trabalho</mark> para a obtenção de recursos."
"#TUTORIAL_NOTIFICATION_CHANGEWORKSLOTS_HEADLINE","Ajuste das vagas dos trabalhadores"
"#TUTORIAL_NOTIFICATION_CHANGEWORKSLOTS_MESSAGE","Aperte aqui para saber como."
"#TUTORIAL_DIALOG_CHANGEWORKSLOTS_HEADLINE","ALTERAR AS VAGAS DOS TRABALHADORES"
......@@ -5986,7 +6207,7 @@
"#TUTORIAL_NOTIFICATION_SALVAGE_STARTING_BUILDING_HEADLINE","Demolição de edificações"
"#TUTORIAL_NOTIFICATION_SALVAGE_STARTING_BUILDING_MESSAGE","Aperte aqui para saber como."
"#TUTORIAL_DIALOG_SALVAGE_STARTING_BUILDING_HEADLINE","DEMOLIÇÃO DE EDIFICAÇÕES"
"#TUTORIAL_DIALOG_SALVAGE_STARTING_BUILDING_MESSAGE","De vez em quando, você pode querer <mark>demolir</mark> uma edificação para receber de volta materiais de construção importantes. Desmanche o armazenamento inicial, pois ele parece bem vazio!"
"#TUTORIAL_DIALOG_SALVAGE_STARTING_BUILDING_MESSAGE","Às vezes, talvez você precise <mark>demolir</mark> uma <mark>edificação arruinada</mark> para abrir espaço para edificações novas. Também pode demolir edificações funcionais, mas recuperará apenas metade do custo inicial de construção. Portanto, tome cuidado para não destruir nenhuma edificação importante."
"#TUTORIAL_NOTIFICATION_STATIC_WORK_AREAS_HEADLINE","Áreas de efeito"
"#TUTORIAL_NOTIFICATION_STATIC_WORK_AREAS_MESSAGE","Aperte aqui para saber mais."
"#TUTORIAL_DIALOG_STATIC_WORK_AREAS_HEADLINE","ÁREAS DE EFEITO"
......@@ -5996,9 +6217,9 @@
"#TUTORIAL_DIALOG_POLLUTION_DEPOSITS_HEADLINE","DEPÓSITOS DE POLUIÇÃO"
"#TUTORIAL_DIALOG_POLLUTION_DEPOSITS_MESSAGE","A paisagem pós-apocalíptica mantém algumas cicatrizes do cataclismo. Os <mark>depósitos de poluição</mark> disseminam a poluição, <mark>contaminando</mark> edificações próximas e causando <mark>doença por radiação</mark>. Use a <mark>cobertura de poluição</mark> para ver as áreas afetadas."
"#TUTORIAL_CODEX_WATER_HEADLINE","ÁGUA"
"#TUTORIAL_CODEX_WATER","É imprescindível ter <quad name=Water><mark>água</mark> suficiente na colônia. Cada colono consome uma quantidade determinada por dia, e os longos períodos de sede podem levar à <mark>desidratação</mark>. Essa grave condição pode levar à morte se não forem construídas mais fontes de água.\n\nO <mark>poço d'água</mark> comum não pode ser construído em <mark>solo infértil</mark>, e fornece a quantidade máxima de água apenas quando colocados em terrenos <mark>férteis</mark>.\n\nO <mark>coletor de água</mark> é uma alternativa barata, mas menos eficiente, exigindo que os colonos façam o trabalho manual. Ele precisa ser colocado ao lado de um lago, tornando-se uma construção desafiadora para algumas das áreas mais secas.\n\nOs reservatórios de água podem ajudar a atenuar as coisas durante catástrofes, como <mark>ondas de calor</mark> ou quando muitos sobreviventes novos entram na colônia, intensificando a demanda de água. Os colonos bebem apenas água doce ou armazenada nos <mark>reservatórios de água potável</mark>, ao passo que as edificações utilizam água de menor qualidade armazenada e distribuída pelas <mark>caixas-d'água</mark>.\n\nOs <mark>poços artesianos</mark> e as <mark>bombas de água</mark> são coletores muito mais eficientes, pois podem acessar águas muito mais profundas, mas primeiro devem ser desbloqueados na <mark>Árvore de Tecnologia</mark>."
"#TUTORIAL_CODEX_WATER","É imprescindível ter <quad name=Water><mark>água</mark> suficiente na colônia. Cada colono consome uma quantidade determinada por dia, e os longos períodos de sede podem levar à <mark>desidratação</mark>. Essa grave condição pode levar à morte se não forem construídas mais fontes de água.\n\nO <mark>poço d'água</mark> comum não pode ser construído em <mark>solo infértil</mark>, e fornece a quantidade máxima de água apenas quando colocados em terrenos <mark>férteis</mark>.\n\nO </mark>coletor de água</mark> é uma alternativa barata, mas menos eficiente, exigindo que os colonos façam o trabalho manual. Ele precisa ser colocado ao lado de um lago, tornando-se uma construção desafiadora para algumas das áreas mais secas.\n\nOs reservatórios de água podem ajudar a atenuar as coisas durante catástrofes, como <mark>ondas de calor</mark> ou quando muitos sobreviventes novos entram na colônia, intensificando a demanda de água. Os colonos bebem apenas água doce ou armazenada nos <mark>reservatórios de água potável</mark>, ao passo que as edificações utilizam água de menor qualidade armazenada e distribuída pelas <mark>caixas-d'água</mark>.\n\nOs <mark>poços artesianos</mark> e as <mark>bombas de água</mark> são coletores muito mais eficientes, pois podem acessar águas muito mais profundas, mas primeiro devem ser desbloqueados na <mark>Árvore de Tecnologia</mark>."
"#TUTORIAL_CODEX_SHELTER_HEADLINE","ABRIGOS"
"#TUTORIAL_CODEX_SHELTER","Todos os colonos <mark>sem-teto</mark> tem um ícone sobre a cabeça. Outras condições perigosas em potencial também são exibidas da mesma forma.\n\nApesar de os colonos dormirem no chão, quando necessário, a prioridade máxima é ter abrigos suficientes para todos. Barracas e casas não apenas aumentam a <mark>felicidade</mark> dos colonos como também os protegem de mudanças climáticas. Sem uma cama para dormir, eles ficam cansados e exaustos devido à falta de sono. Também podem ficar doentes, exigindo cuidados médicos.\n\nOs abrigos vão de barracos simples a casas confortáveis (considerando as atuais circunstâncias). Construir casas mais resistentes aumenta a felicidade das pessoas e oferece maior proteção contra condições severas e <mark>catástrofes</mark>. Além disso, incentivam as pessoas a terem filhos, por serem mais seguras e oferecerem mais privacidade. Como os colonos buscam morar nos abrigos mais próximos ao trabalho, espalhá-los pela colônia reduz o tempo de deslocamento das pessoas.\n\nÉ possível girar as edificações no modo de construção com a tecla ""R"" ou com os botões superiores esquerdo e direito."
"#TUTORIAL_CODEX_SHELTER","Todos os colonos <mark>sem-teto</mark> tem um ícone sobre a cabeça. Outras condições perigosas em potencial também são exibidas da mesma forma.\n\nApesar de os colonos dormirem no chão, quando necessário, a prioridade máxima é ter abrigos suficientes para todos. Barracas e casas não apenas aumentam a <mark>felicidade</mark> dos colonos, como também os protegem de mudanças climáticas. Sem uma cama para dormir, eles trabalham com menos eficiência. Também podem ficar doentes, exigindo cuidados médicos.\n\nOs abrigos vão de barracas simples a casas confortáveis (considerando as atuais circunstâncias). Construir casas mais resistentes aumenta a felicidade das pessoas e oferece maior proteção contra condições severas e <mark>catástrofes</mark>. Além disso, incentivam as pessoas a terem filhos, por serem mais seguras e oferecerem mais privacidade. Como os colonos buscam morar nos abrigos mais próximos ao trabalho, espalhá-los pela colônia reduz o tempo de deslocamento das pessoas.\n\nÉ possível girar as edificações no modo de construção com a tecla ""R"" ou com os botões superiores esquerdo e direito."
"#TUTORIAL_CODEX_FOOD_PRODUCTION_HEADLINE","ALIMENTO"
"#TUTORIAL_CODEX_FOOD_PRODUCTION","A sua colônia possui diversas opções de produção de alimento. A mais simples é mandar os colonos colherem <mark>frutinhas</mark> próximas selecionando o <mark>depósito de alimento</mark> e posicionando sua <mark>área de trabalho</mark> sobre arbustos de frutinhas. Esta é uma solução rápida de curto prazo para encher os depósitos.\n\nUma solução de longo prazo seria construir armadilheiros e, havendo lagos próximos, cabanas de pesca. Oferecem uma fonte constante de carne de caça e peixe, respectivamente, mas não dão conta de uma colônia grande. Para isso, você precisará de campos.\n\nOs campos não utilizam recursos na construção, mas precisam de solo normal ou fértil para prosperarem. Levam muito tempo para cultivar e brotar, mas oferecem produção farta de alimentos como milho, batata e repolho, entre outros, dependendo de quais <mark>sementes</mark> você tiver disponível. As <mark>plantações</mark> novas crescem mais rápido e são mais produtivas, então fique de olho nelas.\n\nMétodos avançados de produção de alimento incluem <mark>ranchos</mark> e <mark>fazendas de insetos</mark>. O primeiro oferece carne para a colônia, enquanto a segunda combina a produção constante de um armadilheiro com a produção dos campos.\n\nA produção de alimento pode ser afetada pelas <mark>catástrofes</mark>; por isso, é sempre bom ter um estoque variado. Tente evitar deixar qualquer mercadoria em excesso sem um espaço de armazenamento adequado, pois os alimentos podem <mark>apodrecer</mark> rapidamente ou acabar sendo <mark>roubados</mark>, aí todo seu trabalho árduo irá por água abaixo.\n\nVocê também pode vasculhar fazendas e lanchonetes abandonadas no mapa-múndi em busca de alimento; um <mark>especialista</mark> que volta para a colônia trazendo alimento em momentos de crise não tem preço."
"#TUTORIAL_CODEX_WORKAREA_HEADLINE","ÁREAS DE TRABALHO"
......@@ -6042,7 +6263,7 @@
"#TUTORIAL_NOTIFICATION_SHELTER_HEADLINE","Construa abrigos"
"#TUTORIAL_NOTIFICATION_SHELTER_MESSAGE","Aperte aqui para saber como."
"#TUTORIAL_DIALOG_SHELTER_HEADLINE","CONSTRUA UM ABRIGO"
"#TUTORIAL_DIALOG_SHELTER_MESSAGE","Seus colonos precisam de <mark>abrigos</mark> para viver. Abra o <mark>menu de construção</mark> e construa barracas ou abrigos de emergência suficientes para os colonos <mark>sem-teto</mark>."
"#TUTORIAL_DIALOG_SHELTER_MESSAGE","Seus colonos vão precisar de <mark>abrigos</mark> para viver. Abra o <mark>menu de construção</mark> e construa algumas barracas ou abrigos de emergência para os colonos <mark>sem-teto</mark> até então."
"#TUTORIAL_NOTIFICATION_TECH_TREE_HEADLINE","Árvore de tecnologia"
"#TUTORIAL_NOTIFICATION_TECH_TREE_MESSAGE","Aperte aqui para saber mais."
"#TUTORIAL_DIALOG_TECH_TREE_HEADLINE","ÁRVORE DE TECNOLOGIA"
......@@ -6055,14 +6276,12 @@
"#TUTORIAL_NOTIFICATION_CONTROLS_MESSAGE","Aperte ouvir para saber mais."
"#TUTORIAL_DIALOG_CONTROLS_HEADLINE","CONTROLES BÁSICOS"
"#TUTORIAL_DIALOG_CONTROLS_MESSAGE","Você pode jogar tanto com um controle quanto com o mouse e o teclado.\n\nControles:\n<mark>Faça zoom da vista</mark> com o <mark>direcional analógico esquerdo</mark>, <mark>pressione A para selecionar</mark> ou confirmar e <mark>B</mark> para <mark>desmarcar</mark> ou voltar atrás.\n\nTeclado e mouse:\n<mark>Faça zoom com as teclas WASD</mark> ou mantenha o botão direito do mouse pressionado e arraste a vista. <mark>Selecione</mark> os itens e use a interface com o <mark>botão esquerdo do mouse</mark>."
"#TUTORIAL_NOTIFICATION_ADV_CONTROLS_HEADLINE","Controles avançados"
"#TUTORIAL_NOTIFICATION_ADV_CONTROLS_MESSAGE","Aperte ouvir para saber mais."
"#TUTORIAL_DIALOG_ADV_CONTROLS_HEADLINE","CONTROLES AVANÇADOS"
"#TUTORIAL_DIALOG_ADV_CONTROLS_MESSAGE","Controle:\n<mark>Gire a câmera</mark> movendo o <mark>controle direito</mark> na horizontal e <mark>dê zoom</mark> movendo-o <mark>na vertical</mark>.\n\nTeclado e mouse:\n<mark>Dê zoom</mark> com a <mark>roda do mouse</mark> e <mark>incline</mark> ou <mark>gire</mark> <mark>pressionando e segurando a roda do mouse</mark>. <mark>Selecione em caixa</mark> múltiplos itens segurando o botão esquerdo do mouse."
"#TUTORIAL_CODEX_CONTROLS_HEADLINE","CONTROLES AVANÇADOS"
"#TUTORIAL_CODEX_CONTROLS","Controle:\n<mark>Gire a câmera</mark> movendo o <mark>controle direito</mark> na horizontal e <mark>dê zoom</mark> movendo-o <mark>na vertical</mark>.\n\nTeclado e mouse:\n<mark>Dê zoom</mark> com a <mark>roda do mouse</mark> e <mark>incline</mark> ou <mark>gire</mark> <mark>pressionando e segurando a roda do mouse</mark>. <mark>Selecione em caixa</mark> múltiplos itens segurando o botão esquerdo do mouse."
"#TUTORIAL_NOTIFICATION_PLASTIC_HEADLINE","Plástico e Metal"
"#TUTORIAL_NOTIFICATION_PLASTIC_MESSAGE","Aperte ouvir para saber mais."
"#TUTORIAL_DIALOG_PLASTIC_HEADLINE","PLÁSTICO E METAL"
"#TUTORIAL_DIALOG_PLASTIC_MESSAGE","É hora de aproveitar esses grandes depósitos de <mark>plástico</mark> e <mark>metal</mark>. Construa um <mark>reciclador</mark> para começar a extrair <quad name=Plastic><mark>plástico</mark> e <quad name=Fiber><mark>fibra</mark>. O <mark>sucateiro</mark> funciona da mesma forma, coletando <quad name=Metal><mark>metal</mark> e <quad name=Scrap><mark>ferro-velho</mark>."
"#TUTORIAL_DIALOG_PLASTIC_MESSAGE","Para obter mais <mark>plástico</mark> e <mark>metal</mark>, você precisa de <mark>recicladores</mark> e <mark>sucateiros</mark>. Eles também produzem recursos secundários: <quad name=Fiber> <mark>fibra</mark> e <quad name=Scrap> <mark>ferro-velho</mark>, que serão úteis posteriormente!\n\nAviso: somente colonos podem vasculhar esses recursos."
"#TUTORIAL_NOTIFICATION_STORAGES_HEADLINE","Tipos de armazenamento"
"#TUTORIAL_NOTIFICATION_STORAGES_MESSAGE","Aperte ouvir para saber mais."
"#TUTORIAL_DIALOG_STORAGES_HEADLINE","TIPOS DE ARMAZENAMENTO"
......@@ -6155,9 +6374,9 @@
"#TUTORIAL_NOTIFICATION_COLONY_COMBAT_HEADLINE","Especialistas na colônia"
"#TUTORIAL_NOTIFICATION_COLONY_COMBAT_MESSAGE","Aperte ouvir para saber mais."
"#TUTORIAL_DIALOG_COLONY_COMBAT_HEADLINE","ESPECIALISTAS NA COLÔNIA"
"#TUTORIAL_DIALOG_COLONY_COMBAT_MESSAGE","Você pode dar a ordem para que os <mark>especialistas</mark> na colônia <mark>se movam</mark> ou <mark>ataquem</mark> os inimigos, primeiro selecionando-os, depois apontando para o alvo e dando o comando de se mover ou de atacar. Os especialistas desempenham um papel fundamental na proteção dos colonos contra <mark>animais selvagens</mark> e muito mais."
"#TUTORIAL_DIALOG_COLONY_COMBAT_MESSAGE","Você pode dar a ordem para que os <mark>especialistas</mark> na colônia <mark>se movam</mark> ou <mark>ataquem</mark> os inimigos, primeiro selecionando-os, depois apontando para o alvo e dando o comando de se mover ou de atacar. Os especialistas desempenham um papel fundamental na proteção dos colonos contra <mark>animais selvagens</mark> e muito mais.\n\nEncontre facilmente todos os seres vivos pressionando <mark>""L""</mark> no teclado ou o <mark>controle direito</mark> num gamepad."
"#TUTORIAL_CODEX_COLONY_COMBAT_HEADLINE","ANIMAIS"
"#TUTORIAL_CODEX_COLONY_COMBAT","Há várias espécies perambulando perto da colônia. Esses animais variam em força, e sempre é preciso tomar cuidado ao colocar edificações ou mandar os colonos coletarem recursos perto de seus territórios.\n\n<mark>Cervo majestoso</mark>: uma espécie não agressiva que, no entanto, se protegerá se for provocada.\n\n<mark>Besouro-rato</mark>: estas criaturas podem parecer inocentes, mas hordas delas podem rapidamente surpreender um colono descuidado. É mais fácil serem vistos de noite, pois seus olhos brilham vermelho no escuro!\n\n<mark>Javali</mark>. Esses javalis têm espinhos nas costas e, em geral, um aspecto assustador. Não se deve se aproximar deles levianamente.\n\n<mark>Urso</mark>: longe de ser um ursinho qualquer, não está para brincadeira. Mesmo um especialista perito em combate tem dificuldade de derrubar sequer um.\n\n<mark>Verme da areia</mark>: é a criatura mais temível da escala, tendo a capacidade de se esconder no subsolo e apanhar de surpresa colonos e especialistas. Têm uma força imensa, por isso tente ficar de olho para ver suas cabeças espreitando a superfície."
"#TUTORIAL_CODEX_COLONY_COMBAT","Há várias espécies perambulando perto da colônia. Esses animais variam em força, e sempre é preciso tomar cuidado ao colocar edificações ou mandar os colonos coletarem recursos perto de seus territórios.\n\n<mark>Cervo majestoso</mark>: uma espécie não agressiva que, no entanto, se protegerá se for provocada.\n\n<mark>Rato</mark>: de natureza tipicamente tranquila, os ratos podem coexistir com os humanos, mas serão ferozes na defesa de seu território, se irritados.\n\n<mark>Besouro-rato</mark>: estas criaturas podem parecer inocentes, mas hordas delas podem rapidamente surpreender um colono descuidado. É mais fácil serem vistos de noite, pois seus olhos brilham vermelho no escuro!\n\n<mark>Javali</mark>: esses javalis têm espinhos nas costas e, em geral, um aspecto assustador. Não se deve se aproximar deles levianamente.\n\n<mark>Urso</mark>: longe de ser um ursinho qualquer, essa fera não está para brincadeira. Mesmo um especialista perito em combate tem dificuldade de derrubar sequer um.\n\n<mark>Verme da areia</mark>: é a criatura mais temível da escala, tendo a capacidade de se esconder no subsolo e apanhar de surpresa colonos e especialistas. Têm uma força imensa, por isso tente ficar de olho para ver suas cabeças espreitando a superfície."
"#TUTORIAL_NOTIFICATION_GATE_COMBAT_HEADLINE","Combate no portão"
"#TUTORIAL_NOTIFICATION_GATE_COMBAT_MESSAGE","Aperte ouvir para saber mais."
"#TUTORIAL_DIALOG_GATE_COMBAT_HEADLINE","INCURSÃO DE BANDIDOS"
......@@ -6194,6 +6413,36 @@
"#TUTORIAL_NOTIFICATION_BUILDING_NEEDS_MESSAGE","Aperte aqui para saber mais."
"#TUTORIAL_DIALOG_BUILDING_NEEDS_HEADLINE","NECESSIDADES DE CONSTRUÇÃO"
"#TUTORIAL_DIALOG_BUILDING_NEEDS_MESSAGE","As edificações precisam de diferentes recursos para funcionar direito, sendo os mais importantes a <quad name=Energy> <mark>energia</mark> e a <quad name=Water> <mark>água</mark>. A energia é automaticamente utilizável em toda a colônia, ao passo que as <mark>caixas-d'água</mark> distribuem o excesso de água entre as edificações dentro de sua <mark>área útil</mark>. A água armazenada em barris enferrujados é imprópria para o consumo dos colonos."
"#TUTORIAL_NOTIFICATION_SPECIALIST_CONTROLS_HEADLINE","Controles de especialista"
"#TUTORIAL_NOTIFICATION_SPECIALIST_CONTROLS_MESSAGE","Aperte ouvir para saber mais."
"#TUTORIAL_DIALOG_SPECIALIST_CONTROLS_HEADLINE","CONTROLES DE ESPECIALISTA"
"#TUTORIAL_DIALOG_SPECIALIST_CONTROLS_MESSAGE","Os <mark>especialistas</mark> são sua linha de frente no desbravamento dos territórios selvagens. Você pode movê-los, selecionando-os e enviando-os para um local com o <mark>botão direito do mouse</mark> ou pressionando ""A"" em um controle."
"#TUTORIAL_NOTIFICATION_COLONY_SETUP_HEADLINE","Organização da colônia"
"#TUTORIAL_NOTIFICATION_COLONY_SETUP_MESSAGE","Aperte ouvir para saber mais."
"#TUTORIAL_DIALOG_COLONY_SETUP_HEADLINE","ORGANIZAÇÃO DA COLÔNIA"
"#TUTORIAL_DIALOG_COLONY_SETUP_MESSAGE","Agora que você já sabe como se deslocar, encontre um bom lugar para levantar um <mark>acampamento</mark> usando o <mark>menu de construção</mark>! Assim que encontrar um local adequado para a edificação, mande especialistas trabalharem nela."
"#TUTORIAL_NOTIFICATION_PREPARE_COLONY_HEADLINE","Preparando a colônia"
"#TUTORIAL_NOTIFICATION_PREPARE_COLONY_MESSAGE","Aperte ouvir para saber mais."
"#TUTORIAL_DIALOG_PREPARE_COLONY_HEADLINE","PREPARANDO A COLÔNIA"
"#TUTORIAL_DIALOG_PREPARE_COLONY_MESSAGE","Bom trabalho! Você construiu a primeira edificação da sua colônia e desbloqueou muitas outras edificações úteis para ela. Diferente de especialistas, os colonos possuem necessidades variadas, não conseguindo sobreviver na vida selvagem por muito tempo sem ajuda.\n\nVocê pode convidar colonos para viverem em sua nova colônia quando achar melhor clicando no acampamento e selecionando a opção ""Disparar o sinalizador""."
"#TUTORIAL_NOTIFICATION_HUNTING_HEADLINE","Caçando"
"#TUTORIAL_NOTIFICATION_HUNTING_MESSAGE","Aperte ouvir para saber mais."
"#TUTORIAL_DIALOG_HUNTING_HEADLINE","CAÇANDO"
"#TUTORIAL_DIALOG_HUNTING_MESSAGE","Um <mark>animal</mark> selvagem foi avistado! Você pode usar especialistas para caçar animais da fauna local e manter a colônia segura, mas tome cuidado: o caçador facilmente pode se tornar a caça. Se você deixar todos os seus especialistas e colonos morrerem, será o fim da humanidade!\n\nDestaque os seres vivos e verifique seus níveis de agressividade pressionando <mark>""L""</mark> no teclado ou o <mark>direcional analógico esquerdo</mark> em um controle."
"#TUTORIAL_NOTIFICATION_BASIC_GATHERING_HEADLINE","Fundamentos de coleta"
"#TUTORIAL_NOTIFICATION_BASIC_GATHERING_MESSAGE","Aperte ouvir para saber mais."
"#TUTORIAL_DIALOG_BASIC_GATHERING_HEADLINE","FUNDAMENTOS DE COLETA"
"#TUTORIAL_DIALOG_BASIC_GATHERING_MESSAGE","Seus especialistas podem executar tarefas. Tente enviá-los aos depósitos de <quad name=Berries> <mark>frutinhas</mark>, <quad name=Plank> <mark>tábuas</mark> ou de <quad name=Concrete> <mark>concreto</mark> mais próximos. Você precisa construir um <Stockpile> e um <Food Storage> para poder coletar os recursos. Use a barra na parte de cima da tela para ver a quantidade de recursos que você tem em estoque."
"#TUTORIAL_NOTIFICATION_RANCH_HEADLINE","Domestic Animals"
"#TUTORIAL_NOTIFICATION_RANCH_MESSAGE","Press here to learn more"
"#TUTORIAL_DIALOG_RANCH_HEADLINE","DOMESTIC ANIMALS"
"#TUTORIAL_DIALOG_RANCH_MESSAGE","Domestic animals like <mark>Sheep</mark> and <mark>Cows</mark> are not only cute, but also bring prosperity to the colony. You will need <mark>Ranches</mark> to raise and breed animals, but first you must acquire the beasts by <mark>Trading</mark>. "
"#TUTORIAL_CODEX_RANCH_HEADLINE","RANCHES"
"#TUTORIAL_CODEX_RANCH","To grow animals, you need to unlock <mark>Animal Husbandry</mark> from the tech tree. You can raise four types of humanity's old pals in your Ranch: Cows, Sheep, Pigs and Chicken.\n\nYou can set which type of animal to grow in the ranch is done via its info panel. Once the setting is made, you only need to get the animal, most commonly by trading from the <mark>Societies</mark> found from the World Map.\n\nAnimals have special needs that need to be met so they can flourish. You cannot raise more than one type of animal in one ranch, for example. Also, they need to drink water and failing to provide this will result in losing the animal.\n\nOnce the animals are grown, they will provide unique and useful products to use. If you find yourself in a dire need of meat, you can choose to <mark>Butcher</mark> the fully grown animals for sustenance."
"#TUTORIAL_NOTIFICATION_INVITE_COLONISTS_HEADLINE","Invite Colonists"
"#TUTORIAL_NOTIFICATION_INVITE_COLONISTS_MESSAGE","Press here to learn how"
"#TUTORIAL_DIALOG_INVITE_COLONISTS_HEADLINE","INVITE COLONISTS"
"#TUTORIAL_DIALOG_INVITE_COLONISTS_MESSAGE","When you feel having built enough, it is time to invite the habitants in. Send a signal to the Colonists by clicking the <mark>Campsite</mark> and choosing <mark>'Shoot the Flare'</mark>.\n\nNote that once you have invited the people in, you cannot send them back."
"#TOPIC_RESEARCH_FOOD","ALIMENTO"
"#TOPIC_RESEARCH_PRODUCTION","PRODUÇÃO"
"#TOPIC_RESEARCH_COLONY","COLÔNIA"
......@@ -6256,8 +6505,8 @@
"#TECH_MEDICAL_CENTER","Centro médico"
"#TECH_MEDICINE_PRODUCTION","Produção de medicamento"
"#TECH_SECURE_STORAGE_DESC","Bens valiosos merecem um armazenamento adequado. O <mark>armazenamento geral</mark> é um contêiner convertido e reforçado que protege contra as mudanças climáticas e os ladrões.\n\nGuarda todos os tipos de recursos armazenáveis no <mark>depósito de alimento</mark> ou no <mark>armazém</mark>."
"#TECH_HAZMAT_ENGINEERING_DESC","Limpar solos altamente poluídos sem equipamento adequado é pedir para morrer. A <mark>estação ambiental</mark> oferece meios para limpar <quad name=Pollution> <mark>depósitos de poluição</mark> e armazenar o material poluído num <mark>aterro sanitário</mark>."
"#TECH_CENTRALIZED_REPAIRS_DESC","Conseguir acompanhar todos os reparos em uma colônia grande é difícil. O <mark>galpão de manutenção</mark> descontamina e repara automaticamente edificações danificadas dentro do seu raio de atuação, desde que tenha pessoal trabalhando e suprimentos disponíveis."
"#TECH_HAZMAT_ENGINEERING_DESC","Limpar solos altamente poluídos sem equipamento adequado é pedir para morrer. A <mark>estação ambiental</mark> oferece meios para limpar <quad name=Pollution> <mark>depósitos de poluição</mark> e armazenar os resíduos num <mark>aterro sanitário</mark>."
"#TECH_CENTRALIZED_REPAIRS_DESC","Conseguir acompanhar todos os reparos em uma colônia grande é difícil. O <mark>galpão de manutenção</mark> limpa a contaminação e repara automaticamente edificações danificadas dentro da sua área de trabalho, desde que tenha pessoal trabalhando e suprimentos disponíveis."
"#TECH_REINFORCED_GATE_DESC","Aproximar-se de um <mark>portão</mark> reforçado faz com que qualquer pessoa respeite um pouco mais a sociedade atrás dele. Solicita-se que os <mark>grupos de sobreviventes</mark> deem detalhes antes de serem admitidos na colônia. Às vezes, esse questionamento pode revelar informações importantes sobre a condição do grupo."
"#TECH_MEDICAL_CENTER_DESC","Não tem como manter uma colônia inteira saudável com uma simples <mark>tenda médica</mark>. Um <mark>hospital de campanha</mark> bem gerenciado oferece mais espaço e tratamento mais eficaz para diversas condições. Requer acesso a uma caixa-d'água."
"#TECH_MEDICINE_PRODUCTION_DESC","Encontrar medicamento aproveitável nas terras abandonadas depende de muita sorte. Com um <mark>laboratório médico</mark>, a própria colônia pode produzir seus comprimidos e antibióticos, contanto que tenha material bruto suficiente, cientistas e <quad name=Energy> <mark>energia</mark>."
......@@ -6510,7 +6759,7 @@
"#TECH_LOGISTICS","Logística"
"#TECH_LOGISTICS_DESC","Um método lógico e consistente de armazenamento dos objetos nunca surge do nada - deve ser criado. A maneira com que a logística permite que você obtenha mais capacidade de armazenamento do mesmo espaço de sempre parece mágica."
"#TECH_INVENTORY","Inventário"
"#TECH_INVENTORY_DESC","Os inventários em <mark>armazéns</mark> mantêm as coisas separadas dos cacarecos e os cacarecos separados dos bagulhos. Eles maximizam o uso do espaço e ajudam os colonos a encontram o que procuram."
"#TECH_INVENTORY_DESC","Os inventários em <mark>estoque</mark> mantêm as coisas separadas dos cacarecos e os cacarecos separados dos bagulhos. Eles maximizam o uso do espaço e ajudam os colonos a encontram o que procuram."
"#TECH_JUNKER","Sucateiro"
"#TECH_JUNKER_DESC","Um sucateiro de verdade consegue fazer com que o <quad name=Scrap> <mark>ferro-velho</mark> dure muito mais do que um colono qualquer. Aproveitar ao máximo cada pedacinho de ferro-velho pode fazer toda a diferença no apocalipse."
"#TECH_CIRCUIT_BREAKERS","Disjuntores"
......@@ -6554,3 +6803,5 @@
"#TECH_AXIAL_FLOW_DESC","Algumas engenharias inteligentes permitem que as bombas de água distribuam os fluidos por caminhos axiais, reduzindo a quantidade de energia necessária para o seu funcionamento."
"#TECH_SUBMERGED_PUMPING","Bombeamento submerso"
"#TECH_SUBMERGED_PUMPING_DESC","Juntar água com baldes é uma gracinha e tal, mas uma colônia grande precisa de soluções maiores para produzir água em quantidade. Uma bomba de água de alta tecnologia na costa fornece exatamente isso."
"#TECH_ANIMAL_HUSBANDRY","Criação de animais"
"#TECH_ANIMAL_HUSBANDRY_DESC","As pessoas criam animais desde que conseguiram reuni-los em currais. Desbloqueie o rancho e adquira animais com outras sociedades para criá-los em sua colônia a fim de obter carne e outros insumos.\n\nO consumo de água é proporcional à quantidade de animais no rancho."
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