Commit 8c06ab3f authored by w4t's avatar w4t

Surviving The Aftermath 1.13.0.8500 2021.03.18

parent beec14d5
This source diff could not be displayed because it is too large. You can view the blob instead.
......@@ -1233,7 +1233,7 @@
"##TOPIC_CONTROLLER_LAYOUT_XBOX","CONTROLLER LAYOUT"
"##TOPIC_CONTROLLER_LAYOUT_PS","WIRELESS CONTROLLER LAYOUT"
"##TOPIC_CONTROLLER_LAYOUT_NX","JOY-CON™ LAYOUT"
"##TOPIC_CONTROLLER_LAYOUT_NX_PRO","PRO CONTROLLER LAYOUT"
"#TOPIC_CONTROLLER_LAYOUT_NX_PRO","PRO CONTROLLER LAYOUT"
"##SETTINGS_CONTROLLER_ON_OR_OFF_PC","Controller"
"##SETTINGS_CONTROLLER_ON_OR_OFF_NX","Joy-Con™"
"##SETTINGS_CONTROLLER_ON_OR_OFF_NX_PRO","Pro Controller"
......@@ -1270,17 +1270,31 @@
"#ACCOUNT_ERROR_PSN_REQUIRED","PlayStation™Network account required."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_EP3","Foundation"
"#ANNOUNCEMENT_PATCHNOTES_EP3_TITLE","Foundation"
"#ANNOUNCEMENT_PATCHNOTES_EP3_DESC","This patch moves the game towards a more colony builder-oriented direction where construction, not micromanagement, is the key to success and where players should always have something to do instead of waiting for colonists to wake up. It also includes the Graveyard and Medical Lab buildings and new building upgrades plus a multi-turn combat in line with other World Map missions. The negative resource bug has also been fixed."
"#ANNOUNCEMENT_PATCHNOTES_EP3_BUILDER_SUBTITLE","Towards Colony Builder"
"#ANNOUNCEMENT_PATCHNOTES_EP3_BUILDER_TEXT","Challenges in a colony-builder game should be overcome on a higher level by constructing buildings and finding resources instead of micromanaging individual colonists. More improvements towards this are incoming, including more control over your colony population."
"#ANNOUNCEMENT_PATCHNOTES_EP3_DESC","This patch is the first major improvement to take the game towards a direction where construction, not micromanagement, is the key to success. Improvements in the game's balance are many including more optimized production and consumption of resources, reductions in colonist's downtime and changed eating habits. New buildings include a Cemetery and a Medical Lab, but also upgrades to existing buildings. In addition the world map combat has been changed to time based allowing several specialists fight bandits simultaneously. The ""negative resource"" bug has also been fixed."
"#ANNOUNCEMENT_PATCHNOTES_EP3_BUILDER_SUBTITLE","Building and Production"
"#ANNOUNCEMENT_PATCHNOTES_EP3_BUILDER_TEXT","Challenges in Surviving the Aftermath should be overcome on a higher level by constructing buildings and finding resources instead of micromanaging individual colonists. Alongside with the downtime changes resource production have been increased and construction requirements increased respectively. "
"#ANNOUNCEMENT_PATCHNOTES_EP3_DOWNTIME_SUBTITLE","Downtime reduction"
"#ANNOUNCEMENT_PATCHNOTES_EP3_DOWNTIME_TEXT","Previously colonists spent a large chunk of their day sleeping, washing up and in entertainment buildings. These activities are now completed quicker, and as a result, production should now be more consistent. People will still need their basic needs met, so you can't forgo building shelters, outhouses and arenas."
"#ANNOUNCEMENT_PATCHNOTES_EP3_BUILDINGS_SUBTITLE","Medical Lab and Cemetery"
"#ANNOUNCEMENT_PATCHNOTES_EP3_BUILDINGS_TEXT","The highly requested Medical Lab has arrived! After unlocking it from the Tech Tree, this late game building starts manufacturing different kinds of medicine if you have the Medicinal Herbs and other resources readily available. The new Cemetery is a bigger and non-polluting version of the Burial Pit, and will provide the colony with Happiness."
"#ANNOUNCEMENT_PATCHNOTES_EP3_BUILDINGS_TEXT","The highly requested Medical Lab has arrived! After unlocking it from the Tech Tree, this late game building starts manufacturing different kinds of medicine if you have the Medicinal Herbs and other resources readily available. The new Cemetery, on the other hand, is a bigger and non-polluting option for the Burial Pit."
"#ANNOUNCEMENT_PATCHNOTES_EP3_UPGRADES_SUBTITLE","Building upgrades"
"#ANNOUNCEMENT_PATCHNOTES_EP3_UPGRADES_TEXT","You will now need to upgrade your Toolshops, Tailors and Gunsmiths to access higher-grade Tools, Clothes and Weapons. Their visuals will also improve to reflect their more advanced status."
"#ANNOUNCEMENT_PATCHNOTES_EP3_CHANGES_SUBTITLE","Other Improvements"
"#ANNOUNCEMENT_PATCHNOTES_EP3_CHANGES_TEXT","Other improvements include sortable Statistics, performance fixes, and a multi-turn combat akin to other World Map missions. You can command your Specialist to attack a bandit and return later to see the results. You can also attack a location with multiple Specialists for added effect."
"#SETTINGS_KEY_BINDING_MILESTONE_MENU","Milestone Menu"
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_EP4","Prestige and Performance"
"#ANNOUNCEMENT_PATCHNOTES_EP4_TITLE","Prestige and Performance"
"#ANNOUNCEMENT_PATCHNOTES_EP4_DESC","This update improves performance and AI in many ways, but also adds a new feature called milestones. The milestone system adds a new layer of goals for you to strive for and gain prestige while doing so."
"#ANNOUNCEMENT_PATCHNOTES_EP4_MILESTONES_SUBTITLE","Milestones and Prestige"
"#ANNOUNCEMENT_PATCHNOTES_EP4_MILESTONES_TEXT","Milestones act as goals on the road towards a self-sufficient colony with each rewarding the player with Prestige points. Higher difficulty and faster completion rewards bonus points. Prestige tells abouth the progression in the game, but also about how well you’re doing."
"#ANNOUNCEMENT_PATCHNOTES_EP4_PERFORMANCE_SUBTITLE","Performance Boost"
"#ANNOUNCEMENT_PATCHNOTES_EP4_PERFORMANCE_TEXT","Better performance with more efficient pathfinding, smarter colonist personal status updates, leaner construction zone calculations, plugged memory leaks and more. This optimization work will continue throughout the game’s development."
"#ANNOUNCEMENT_PATCHNOTES_EP4_AI_SUBTITLE","Colonist AI"
"#ANNOUNCEMENT_PATCHNOTES_EP4_AI_TEXT","Certain colony tasks are given a higher priority in extreme conditions. Colonists are now smarter in rushing for resources or treatment when there's not enough for all. Idle ones will build roads when there’s nothing else to do and ones with disabled workplaces will find other tasks to do."
"#ANNOUNCEMENT_PATCHNOTES_EP4_DIFFICULTY_SUBTITLE","Difficulty and Gatekeeper"
"#ANNOUNCEMENT_PATCHNOTES_EP4_DIFFICULTY_TEXT","The overall difficulty has been adjusted in many ways. Catastrophe selection in the pre-game now has a bigger influence on the gameplay and catastrophes in general are shorter, but more intense. Gatekeeper is also improved to create more interesting challenges based on the situation."
"#ANNOUNCEMENT_PATCHNOTES_EP4_CHANGES_SUBTITLE","Other Improvements"
"#ANNOUNCEMENT_PATCHNOTES_EP4_CHANGES_TEXT","Bandit sectors now block movement before they're dealt with. Status icons have been added to the Specialist menu. Societies now spawn closer to player colony. Water Well, Recycler, Scrapper, Shanty, Sauna and Outhouse can now be upgraded."
"#POPULATION","人口"
"#RESOURCE_WOOD","原木"
"#RESOURCE_PLANK","木材"
......@@ -2743,6 +2757,108 @@
"#RESOURCE_MEDICINALHERB_DESC","可在温室中茁壮成长的草本植物物种。制造药品的优质原料。\n\n可食用。\n\n重量:轻"
"#RESOURCE_MEDICINALHERB_SEED","种子:药草"
"#DESC_FOOD_MEDICINALHERB","可在温室中茁壮成长的草本植物物种。制造药品的优质原料。\n\n可食用。\n\n重量:轻"
"#TOPIC_MILESTONES_UNLOCKED","Unlocked"
"#TOPIC_MILESTONES","Milestones"
"#MILESTONES_DESC","Complete Milestones to earn Prestige. Difficulty level and completion speed affect the score."
"#TOPIC_BONUS_FOR_DIFFICULTY","Difficulty Bonus"
"#TOPIC_BONUS_FOR_DAY","Day Bonus"
"#TOPIC_MILESTONE_COMPLETED","Milestone Completed"
"#TOPIC_BASE_PRESTIGE","Base Prestige"
"#TOPIC_PRESTIGE_EARNED","Total Prestige Earned"
"#TOPIC_COLONY_PRESTIGE","Colony Prestige"
"#NOTIFICATION_MILESTONE_COMPLETED","Milestone completed"
"#MILESTONE_CATEGORY_COLONY_1","New Beginnings"
"#MILESTONE_CATEGORY_WM_1","Into the Wild"
"#MILESTONE_CATEGORY_COLONY_2","Base to Build"
"#MILESTONE_CATEGORY_WM_2","Expanding Horizons"
"#MILESTONE_CATEGORY_COLONY_3","Safe Haven"
"#MILESTONE_CATEGORY_WM_3","Wide World"
"#MILESTONE_MEET_A_SOCIETY","First Contact"
"#MILESTONE_INVITE_COLONISTS","First Settlers"
"#MILESTONE_UNLOCK_FIRST_TECH","Reclaimed Knowledge"
"#MILESTONE_TRADE_A_SEED","Seedy Business"
"#MILESTONE_COMPLETE_FIRST_SIDE_QUESTS","Taste of Adventure"
"#MILESTONE_COLONYBORN","Born and Raised"
"#MILESTONE_POPULATION_20","Little Town"
"#MILESTONE_COMPLETE_5_EVENTS","Decisive Actions"
"#MILESTONE_WIN_COLONY_COMBAT","Retaliation Tactics"
"#MILESTONE_HEAL_COLONISTS","Healing Hands"
"#MILESTONE_DEFEAT_RATBEETLES","Nature in my Backyard"
"#MILESTONE_50_BUILDINGS","More than Wilderness"
"#MILESTONE_BUILD_THE_GATE","Into the World"
"#MILESTONE_ENERGY","Sparks of Progress"
"#MILESTONE_EXPLORE_HALF_WM","Halfway There"
"#MILESTONE_UPGRADE_5","Iterative Progress"
"#MILESTONE_DAY_50","We can do this"
"#MILESTONE_CLEAN_FIRST_POLLUTION","Eco-Friendly"
"#MILESTONE_COLONY_BORN_DEAD","Dust to Dust"
"#MILESTONE_EDUCATED_COLONISTS","Hit the Books"
"#MILESTONE_POPULATION_100","Badlands Oasis"
"#MILESTONE_TRADE_25_TIMES","Future Investing"
"#MILESTONE_POPULATION_50","More of Us"
"#MILESTONE_100_DAYS","Road to a Hundred"
"#MILESTONE_MEET_ALL_SOCIETIES","Well Acquainted"
"#MILESTONE_POPULATION_150","Almost Metropolitan"
"#MILESTONE_ALL_TECHS_UNLOCKED","Science Fair"
"#MILESTONE_SPECIALIST_SLOTS_FULL","Truly Special"
"#MILESTONE_MOST_EDUCATED","Big Brains"
"#MILESTONE_REVEAL_WORLD_MAP","Cartographer"
"#MILESTONE_ALL_POLLUTION_CLEARED","Going Green"
"#MILESTONE_BUILD_ALL","Future Architect"
"#MILESTONE_ALL_SEEDS_UNLOCKED","Seed Vault"
"#MILESTONE_INVITE_COLONISTS_DESC","""We have laid the foundations for a new home, but we lack the heart. It’s time to call for the people.""\n\n<mark>Invite first colonists.</mark>"
"#MILESTONE_INVITE_COLONISTS_COMPLETED_DESC","“It was risky to leave our bunkers and venture out here, but the mere feeling of sunlight on my skin makes me hopeful for the future.”\n\n<mark>First colonists Arrived.</mark>"
"#MILESTONE_POPULATION_20_DESC","""Many hands make light work. We should find more people to aid us with building a new civilization.""\n\n<mark>Increase population to 25.</mark>"
"#MILESTONE_POPULATION_20_COMPLETED_DESC","“Even if we’re not done yet, this is a good start. We’re on our way to a large, thriving colony!""\n\n<mark>Reached a Population of 25.</mark>"
"#MILESTONE_COMPLETE_5_EVENTS_DESC","""It’s an unpredictable world, and many things can happen out here. Tough calls are certainly ahead, but we should always think of the good of the colony.""\n\n<mark>Complete 5 Events.</mark>"
"#MILESTONE_COMPLETE_5_EVENTS_COMPLETED_DESC","“So many crazy things can happen to us out here, it’s almost fun. Almost.”\n\n<mark>Completed 5 Events.</mark>"
"#MILESTONE_MEET_A_SOCIETY_DESC","""Even if barren, it’s a vast world out there. We can’t be the only survivors. We ought to look for our neighbors.""\n\n<mark>Find a Society.</mark>"
"#MILESTONE_MEET_A_SOCIETY_COMPLETED_DESC","“Just as I thought, we’re not alone in the world. Hopefully, these people are friendly.”\n\n<mark>Met a Society.</mark>"
"#MILESTONE_UNLOCK_FIRST_TECH_DESC","""Most of our shared knowledge was lost in the endless fights for survival, but some may remain. We should stay on the lookout for useful information.""\n\n<mark>Unlock 5 Techs from the Tech Tree.</mark>"
"#MILESTONE_UNLOCK_FIRST_TECH_COMPLETED_DESC","“We have managed to uncover some intel on our past inventions. Knowledge is power, now we just need to keep gathering more of it.”\n\n<mark>Unlocked 5 Techs.</mark>"
"#MILESTONE_TRADE_A_SEED_DESC","""Rumor has it that some rare seeds of once common plants still circulate the trades. The more variety we have for farming, the better we adapt to different situations.""\n\n<mark>Trade a Seed from a Society.</mark>"
"#MILESTONE_TRADE_A_SEED_COMPLETED_DESC","“Thank goodness someone kept these safe for all these years. Investing in agriculture will surely pay off.”\n\n<mark>Traded a Seed.</mark>"
"#MILESTONE_COLONYBORN_DESC","""No matter what the times are like, the birth of a child is always a miracle. The new generation will carry our hopes for a better future.""\n\n<mark>First child born in the colony.</mark>"
"#MILESTONE_COLONYBORN_COMPLETED_DESC","“New life in the colony! Let’s hope we can build them a safe society to grow up in.”\n\n<mark>First child born in the colony.</mark>"
"#MILESTONE_DEFEAT_RATBEETLES_DESC","""Expanding our territory will be challenging with these kinds of creatures lurking around. I have a hunch they think similarly of us...""\n\n<mark>Defeat 10 hostile Wild Animals.</mark>"
"#MILESTONE_DEFEAT_RATBEETLES_COMPLETED_DESC","“Begone, beast! Crushing mercilessly whatever stands in our way, now that is humanity in its essence!”\n\n<mark>Defeated 10 hostile Wild Animals.</mark>"
"#MILESTONE_BUILD_THE_GATE_DESC","""If we are to ever get out of our little nest, we need some protection. A Gate to keep out the unwanted perhaps, in case our presence becomes known.""\n\n<mark>Build the Gate.</mark>"
"#MILESTONE_BUILD_THE_GATE_COMPLETED_DESC","“With the security provided by the Gate, we can finally uncover the world around us. Towards a better future!”\n\n<mark>Built the Gate.</mark>"
"#MILESTONE_COLONY_BORN_DEAD_DESC","""Old age is a luxury not many are bestowed with. It sure would be nice to see someone live a full life for a change.""\n\n<mark>Colonist born here dies from Old Age.</mark>"
"#MILESTONE_COLONY_BORN_DEAD_COMPLETED_DESC","“It’s sad to see our eldest go with all their wisdom and memories. May they rest in peace.”\n\n<mark>Colonist born here died of Old Age.</mark>"
"#MILESTONE_UPGRADE_5_DESC","""Instead of starting from scratch, what if we improved the buildings we already have? Surely that would be more efficient.""\n\n<mark>Have 5 Upgraded buildings in the colony.</mark>"
"#MILESTONE_UPGRADE_5_COMPLETED_DESC","“Nothing is born perfect. Only steadily improving things puts us on the route there.”\n\n<mark>5 Upgraded buildings in the colony.</mark>"
"#MILESTONE_POPULATION_100_DESC","""Our colony is a safe haven for any potential refugees and we could always use more hands to help out. We should allow more people in.""\n\n<mark>Increase population to 50.</mark>"
"#MILESTONE_POPULATION_100_COMPLETED_DESC","“The more people we can support here, the less there are out there wandering the wasteland, joining bandits and causing trouble.” \n\n<mark>Reached a Population of 50.</mark>"
"#MILESTONE_TRADE_25_TIMES_DESC","""Making allies can help both of our communities to grow and flourish, don't you think?""\n\n<mark>Trade 25 times.</mark>"
"#MILESTONE_TRADE_25_TIMES_COMPLETED_DESC","“We have so many traded goods pouring in from every direction, it’s hard to keep up. Luckily, I don’t have to.”\n\n<mark>Traded 25 times with a Society.</mark>"
"#MILESTONE_100_DAYS_DESC","""It’s not always easy, but together we can persevere. Chin up and march on!""\n\n<mark>Make it to Day 100.</mark>"
"#MILESTONE_100_DAYS_COMPLETED_DESC","“Heavens! Never thought I’d see the day we make it this far. The future is starting to look bright!”\n\n<mark>Survived for 100 Days.</mark>"
"#MILESTONE_MEET_ALL_SOCIETIES_DESC","""We need to know who we are dealing with. Even the most remote communities may have something to offer us.""\n\n<mark>Meet all Societies.</mark>"
"#MILESTONE_MEET_ALL_SOCIETIES_COMPLETED_DESC","“So many societies, some in better shape than others. I’m sure we can coexist and cooperate, hopefully they think the same way.”\n\n<mark>Met all Societies.</mark>"
"#MILESTONE_ALL_TECHS_UNLOCKED_DESC","""Learn from the past, live for the future. If we discovered all the secrets these books can tell us, surely we could build a better world.""\n\n<mark>Unlock 100 Techs.</mark>"
"#MILESTONE_ALL_TECHS_UNLOCKED_COMPLETED_DESC","""Long live science! We’ve discovered more than anyone, at least for now.""\n\n<mark>100 Techs unlocked.</mark>"
"#MILESTONE_SPECIALIST_SLOTS_FULL_DESC","""Can you imagine? Having so many specialized people that we simply cannot take in no more.""\n\n<mark>Have 10 Specialists alive at once.</mark>"
"#MILESTONE_SPECIALIST_SLOTS_FULL_COMPLETED_DESC","""This many skilled people, all working for us? I have got to be dreaming.""\n\n<mark>10 Specialists alive at once.</mark>"
"#MILESTONE_POPULATION_150_DESC","""I want to see it once more... A town full of busy people, just like back in the day when the moon was still full.""\n\n<mark>Increase population to 100.</mark>"
"#MILESTONE_POPULATION_150_COMPLETED_DESC","""A colony buzzing with life, this is truly a sight to behold. If I close my eyes, I can almost imagine a world of the past with its bustling cities and crowded streets.""\n\n<mark>Reached a population of 100.</mark>"
"#MILESTONE_HEAL_COLONISTS_DESC","""Healthy people equals productive people. Even minor wounds can fester into something deadly, so having nurses and medicine at hand is imperative.""\n\n<mark>Heal 50 colonists.</mark>"
"#MILESTONE_HEAL_COLONISTS_COMPLETED_DESC","“A wound or a fever used to be a death sentence, but look at us now! Let me tell you, our medics are seasoned professionals.”\n\n<mark>50 colonists Healed.</mark>"
"#MILESTONE_ALL_POLLUTION_CLEARED_DESC","""The pollution may be the doing of our parents, but we should leave the world better than we found it. Let’s clean up this mess, for our children.""\n\n<mark>Clear all Pollution Deposits.</mark>"
"#MILESTONE_ALL_POLLUTION_CLEARED_COMPLETED_DESC","""We may not ever be able to undo all the mistakes humanity has made, but this still counts for something.""\n\n<mark>Cleared all Pollution Deposits.</mark>"
"#MILESTONE_REVEAL_WORLD_MAP_DESC","""We should leave no stone unturned, find everything there is to find. Clues of our past can be hidden anywhere, and we must get to them first.""\n\n<mark>Reveal most of the World Map.</mark>"
"#MILESTONE_REVEAL_WORLD_MAP_COMPLETED_DESC","""This is it. The end of our world. Well, no, not literally, but this nearly as far as we can go.""\n\n<mark>Revealed most of the World Map.</mark>"
"#MILESTONE_EDUCATED_COLONISTS_DESC","""Reading and writing may be a thing of the past now, but how are we to survive if our children don’t even know how to hold a wrench?""\n\n<mark>Educate 10 children.</mark>"
"#MILESTONE_EDUCATED_COLONISTS_COMPLETED_DESC","""Education is valuable in and of itself, but hopefully these youths can improve things for us all around here.""\n\n<mark>10 colonists Educated.</mark>"
"#MILESTONE_CLEAN_FIRST_POLLUTION_DESC","""It is hard to breathe in here and I feel ill every time I pass by those toxic puddles. Maybe we could do something about this...""\n\n<mark>Clean 5 Pollution Deposits.</mark>"
"#MILESTONE_CLEAN_FIRST_POLLUTION_COMPLETED_DESC","""I never thought air could feel this fresh!""\n\n<mark>Cleaned 5 Pollution Deposits.</mark>"
"#MILESTONE_ENERGY_DESC","""I wish we had some help around here for this heavy labour. This ain't how we always did things, is it?""\n\n<mark>Increase Energy production to 30.</mark>"
"#MILESTONE_ENERGY_COMPLETED_DESC","""And we're back on track. Maybe soon we'll even be watching television once more... I miss those old soap operas I used to watch with my ma.""\n\n<mark>Increased Energy production to 30.</mark>"
"#MILESTONE_EXPLORE_HALF_WM_DESC","""Aren't you curious to know what we could find if we pushed just a little further...?""\n\n<mark>Explore half of the World Map.</mark>"
"#MILESTONE_EXPLORE_HALF_WM_COMPLETED_DESC","""The horizon is opening before our very eyes. I wonder where it ends… We should keep exploring!""\n\n<mark>Explored half of the World Map.</mark>"
"#MILESTONE_COMPLETE_FIRST_SIDE_QUESTS_DESC","""There are so many mysteries out there. We should strive to help those who come to us in need, and who could say no to a good, old-fashioned adventure?""\n\n<mark>Complete 5 Quests.</mark>"
"#MILESTONE_COMPLETE_FIRST_SIDE_QUESTS_COMPLETED_DESC","""Hearing about the adventures our specialists have gone on almost makes me dizzy. It’s truly a crazy world out there.""\n\n<mark>Completed 5 Quests.</mark>"
"#MILESTONES_DISABLED_DESC","Milestones are disabled in this save version. Please start a new game to enable them."
"#CATEGORY_HOUSING","庇护所"
"#CATEGORY_STORAGE","仓储"
"#CATEGORY_FOOD","食物"
......@@ -3299,6 +3415,14 @@
"#DESC_CEMETERY","值得尊敬的逝者安息之地,居民会在这里悼念自己的亲人。体面的安息之地会增加聚居地内的幸福度,如果墓地遭到破坏,幸福度则会大幅降低。尸体在墓地中腐烂耗时要比在埋葬坑中长。\n\n-不会造成污染"
"#WELL_UPGRADE","Drilled Well"
"#DESC_WELL_UPGRADE","An improved source of Water and critical for Colonist survival. Must be built away from other Wells.\n\nFertile tiles produce more Water than normal ones, while Barren tiles produce none.\n\n- Cannot be placed on Barren Soil"
"#SAUNA_UPGRADE","Steam Sauna"
"#DESC_SAUNA_UPGRADE","Hygiene is imperative to keeping a Colony healthy. Steam Saunas allow Colonists to wash themselves of harmful particles and pathogens so they don't become a real issue later on. Extremely helpful during a Pandemica and Winter season, as it also warms colonists to the core.\n\n- Requires access to a Water Tower"
"#OUTHOUSE_UPGRADE","Toilet"
"#DESC_OUTHOUSE_UPGRADE","Hygiene is a must for a healthy Colony. Allows Colonists to wash themselves properly and properly take care of the natural waste with flowing water. "
"#RECYCLER_UPGRADE","Speedy Recycler"
"#DESC_RECYCLER_UPGRADE","Scavenges Plastic and Fiber from Plastic deposits faster and more effectively than the basic building.\n\nPlastic is used for both the construction and for production of refined resources. Fiber is an important side product used as raw material for Clothes."
"#SCAVENGER_UPGRADE","Speedy Scrapper"
"#DESC_SCAVENGER_UPGRADE","Scavenges Metal and Junk from Metal deposits faster and more effectively than the basic building.\n\nMetal is an essential construction material and Junk can be further recycled into valuable Parts."
"#PERSON_CONDITION_TITLE","条件"
"#PERSON_STATE_IDLE","闲置"
"#PERSON_STATE_WALKING","行走中"
......@@ -7302,15 +7426,11 @@
"#SPECIALIST_LOW_HP_WARNING_TITLE","专家岌岌可危!"
"#SPECIALIST_LOW_HP_WARNING_DESCRIPTION","危险的位置可能下次就会产生致命的伤害。"
"#OPPONENT_DEFEATED","Opposing forces defeated"
"#SPECIALIST_DEAD","Specialist {0} died during combat"
"#SPECIALIST_DEAD","Specialist <color=#E8CF45>{0}</color> died during combat"
"#WITHDRAW_FROM_COMBAT","Retreated from combat"
"#COMBAT_DAMAGE","Damage done {0}, damage taken {1}"
"#MISSION_COMPLETE_COMBAT","Finish combat"
"#MISSION_CANCEL_COMBAT","Retreat"
"#COMBAT_EXPECTED_RESULT_MAJOR_VICTORY","Major Victory"
"#COMBAT_EXPECTED_RESULT_MINOR_VICTORY","Minor Victory"
"#COMBAT_EXPECTED_RESULT_MINOR_DEFEAT","Minor Defeat"
"#COMBAT_EXPECTED_RESULT_MAJOR_DEFEAT","Major Defeat"
"#TOPIC_DURATION_DAY","{0} Day"
"#TOPIC_DURATION_DAYS","{0} Days"
"#TITLE_SCAVENGE_COMPLETE","Scavenging Completed"
......@@ -7320,6 +7440,13 @@
"#TOPIC_EFFICIENCY","{0}(+{1}% Efficiency)"
"#TOPIC_DAMAGE_RECEIVED","Damage Received"
"#TOPIC_REMAINING_RESOURCES","Remaining Resources"
"#DESC_BANDITS_DEFEATED","<color=#E8CF45>Bandits</color> have been defeated"
"#TOPIC_DAMAGE_INFLICTED","Damage Inflicted"
"#TOPIC_REMAINING_HEALTH","Remaining Bandit Health"
"#TOPIC_RETREAT","Retreat from battle?"
"#DESC_RETREAT_DAMAGE","Specialist takes {0}-{1} points of damage, but retreats from the battle alive"
"#DESC_RETREAT_PREDICTION","Battle prediction change: {0} -> {1}"
"#TOPIC_COMBAT_STATUS","Combat Report"
"#TUTORIAL_NOTIFICATION_BUILD_HEADLINE","建造庇护所和水源"
"#TUTORIAL_NOTIFICATIO_BUILD_MESSAGE","按此学习如何操作。"
"#TUTORIAL_DIALOG_BUILD_HEADLINE","建造庇护所和水源"
......@@ -7560,7 +7687,7 @@
"#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>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>。\n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_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"
......@@ -7718,10 +7845,10 @@
"##TUTORIAL_CODEX_SHELTER_XBOX","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”键旋转建筑。"
"##TUTORIAL_CODEX_SHELTER_NX","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“L”和“R”键旋转建筑。"
"##TUTORIAL_CODEX_SHELTER_PS","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“L1”和“R1”键旋转建筑。"
"##WIP_TUTORIAL_CODEX_CARS","There are several different Car types in the game that have their own strengths and weaknesses. \n- Hatchback: Fast Car with limited transport capacity.\n- Sedan: Improved version of the hatchback that can carry more Specialists.\n- Station Wagon: Largest cargo capacity that comes at the price of the lowest speed.\n- Offroader: Rugged and reliable, able to traverse any terrain.\n- Bus: Big and spacious but terribly slow.\n- Van: Your standard do-it-all transport vehicle.\n\nCars use <mark>Action Points</mark> like Specialists, and moving them around the Map follows the same rules. Their advantage is in carrying several Specialists across great distances quickly, but Specialists must exit the vehicle to perform actions. To exit, click the vehicle to toggle between selections. Once the desired Specialist is active, order them to move away from the Car.\n\nCars will slow down after some mileage and must be brought back to the Colony for refueling. Broken Cars move at half their maximum speed"
"##WIP_TUTORIAL_CODEX_CARS_PS","There are several different Car types in the game that have their own strengths and weaknesses. \n- Hatchback: Fast Car with limited transport capacity.\n- Sedan: Improved version of the hatchback that can carry more Specialists.\n- Station Wagon: Largest cargo capacity that comes at the price of the lowest speed.\n- Offroader: Rugged and reliable, able to traverse any terrain.\n- Bus: Big and spacious but terribly slow.\n- Van: Your standard do-it-all transport vehicle.\n\nCars use <mark>Action Points</mark> like Specialists, and moving them around the Map follows the same rules. Their advantage is in carrying several Specialists across great distances quickly, but Specialists must exit the vehicle to perform actions. To exit, press the cross button repeatedly over the vehicle to toggle between selections. Once the desired Specialist is active, order them to move away from the Car.\n\nCars will slow down after some mileage and must be brought back to the Colony for refueling. Broken Cars move at half their maximum speed"
"##WIP_TUTORIAL_CODEX_CARS","There are several different Car types in the game that have their own strengths and weaknesses. \n- Hatchback: Fast Car with limited transport capacity.\n- Sedan: Improved version of the hatchback that can carry more Specialists.\n- Station Wagon: Largest cargo capacity that comes at the price of the lowest speed.\n- Offroader: Rugged and reliable, able to traverse any terrain.\n- Bus: Big and spacious but terribly slow.\n- Van: Your standard do-it-all transport vehicle.\n\nCars use <mark>Action Points</mark> like Specialists, and moving them around the Map follows the same rules. Their advantage is in carrying several Specialists across great distances quickly, but Specialists must exit the vehicle to perform actions. To exit, click the vehicle to toggle between selections. Once the desired Specialist is active, order them to move away from the Car.\n\nCars will slow down after some mileage and must be brought back to the colony for refueling. Broken Cars move at half their maximum speed"
"##WIP_TUTORIAL_CODEX_CARS_PS","There are several different Car types in the game that have their own strengths and weaknesses. \n- Hatchback: Fast Car with limited transport capacity.\n- Sedan: Improved version of the hatchback that can carry more Specialists.\n- Station Wagon: Largest cargo capacity that comes at the price of the lowest speed.\n- Offroader: Rugged and reliable, able to traverse any terrain.\n- Bus: Big and spacious but terribly slow.\n- Van: Your standard do-it-all transport vehicle.\n\nCars use <mark>Action Points</mark> like Specialists, and moving them around the Map follows the same rules. Their advantage is in carrying several Specialists across great distances quickly, but Specialists must exit the vehicle to perform actions. To exit, press the cross button repeatedly over the vehicle to toggle between selections. Once the desired Specialist is active, order them to move away from the Car.\n\nCars will slow down after some mileage and must be brought back to the colony for refueling. Broken Cars move at half their maximum speed"
"##WIP_TUTORIAL_CODEX_CARS_XBOX","There are several different Car types in the game that have their own strengths and weaknesses. \n- Hatchback: Fast Car with limited transport capacity.\n- Sedan: Improved version of the hatchback that can carry more Specialists.\n- Station Wagon: Largest cargo capacity that comes at the price of the lowest speed.\n- Offroader: Rugged and reliable, able to traverse any terrain.\n- Bus: Big and spacious but terribly slow.\n- Van: Your standard do-it-all transport vehicle.\n\nCars use <mark>Action Points</mark> like Specialists, and moving them around the Map follows the same rules. Their advantage is in carrying several Specialists across great distances quickly, but Specialists must exit the vehicle to perform actions. To exit, press A repeatedly over the vehicle to toggle between selections. Once the desired Specialist is active, order them to move away from the Car.\n\nCars will slow down after some mileage and must be brought back to the Colony for refueling. Broken Cars move at half their maximum speed."
"##WIP_TUTORIAL_CODEX_CARS_NX","There are several different Car types in the game that have their own strengths and weaknesses. \n- Hatchback: Fast Car with limited transport capacity.\n- Sedan: Improved version of the hatchback that can carry more Specialists.\n- Station Wagon: Largest cargo capacity that comes at the price of the lowest speed.\n- Offroader: Rugged and reliable, able to traverse any terrain.\n- Bus: Big and spacious but terribly slow.\n- Van: Your standard do-it-all transport vehicle.\n\nCars use <mark>Action Points</mark> like Specialists, and moving them around the Map follows the same rules. Their advantage is in carrying several Specialists across great distances quickly, but Specialists must exit the vehicle to perform actions. To exit, press the A Button repeatedly over the vehicle to toggle between selections. Once the desired Specialist is active, order them to move away from the Car.\n\nCars will slow down after some mileage and must be brought back to the Colony for refueling. Broken Cars move at half their maximum speed"
"##WIP_TUTORIAL_CODEX_CARS_NX","There are several different Car types in the game that have their own strengths and weaknesses. \n- Hatchback: Fast Car with limited transport capacity.\n- Sedan: Improved version of the hatchback that can carry more Specialists.\n- Station Wagon: Largest cargo capacity that comes at the price of the lowest speed.\n- Offroader: Rugged and reliable, able to traverse any terrain.\n- Bus: Big and spacious but terribly slow.\n- Van: Your standard do-it-all transport vehicle.\n\nCars use <mark>Action Points</mark> like Specialists, and moving them around the Map follows the same rules. Their advantage is in carrying several Specialists across great distances quickly, but Specialists must exit the vehicle to perform actions. To exit, press the A Button repeatedly over the vehicle to toggle between selections. Once the desired Specialist is active, order them to move away from the Car.\n\nCars will slow down after some mileage and must be brought back to the colony for refueling. Broken Cars move at half their maximum speed"
"#TOPIC_RESEARCH_FOOD","食物"
"#TOPIC_RESEARCH_PRODUCTION","生产"
"#TOPIC_RESEARCH_COLONY","聚居地"
......@@ -8200,6 +8327,10 @@
"#TECH_ARSENAL_DESC","使用木棍和石头保护聚居地的效果极其有限,但精良的武器能极大地抵御各种侵犯聚居地之敌。"
"#TECH_WATER_PIPES","水管"
"#TECH_WATER_PIPES_DESC","可通过水塔将水运送至建筑中。建造可投入工作的管道系统可使聚居地在迈向现代化社会的路上更进一步。"
"#TECH_FLUSHING","Flushing"
"#TECH_FLUSHING_DESC","Using water to sweep away excrement benefits nature and leaves colonists feeling more refreshed after relieving themselves. Unlike Outhouses, Toilets do not create excess waste."
"#TECH_STEAM_ROOMS","Steam Rooms"
"#TECH_STEAM_ROOMS_DESC","Warming up in steamy Saunas wash away all the nasty particles clinging to them. Advances in technology also provide this to be an environmentally friendly option, as it does not create any excess pollution. "
"#QUEST_ABANDON","放弃任务"
"#QUEST_ACCEPT","接受任务"
"#QUEST_AVAILABLE","新的任务已开启"
......
......@@ -808,7 +808,7 @@
"#TOPIC_CLOSE","SCHLIESSEN"
"#TOPIC_SELECT_MAP_SEED","Startwert für Karte auswählen"
"#TOPIC_TYPE_IN_YOUR_MAP_SEED_CONTENT","Gib deinen eigenen Startwert für die Karte ein."
"#SETTINGS_WINDOW_MODE_FULL_SCREEN_WINDOW","Vollbild"
"#SETTINGS_WINDOW_MODE_FULL_SCREEN_WINDOW","Vollbildfenster"
"#SETTINGS_WINDOW_MODE_MAXIMIZED_WINDOW","Maximiertes Fenster"
"#SETTINGS_WINDOW_MODE_EXCLUSIVE_FULL_SCREEN","Vollbild"
"#SETTINGS_WINDOW_MODE_WINDOWED","Im Fenster"
......@@ -1233,7 +1233,7 @@
"##TOPIC_CONTROLLER_LAYOUT_XBOX","CONTROLLER LAYOUT"
"##TOPIC_CONTROLLER_LAYOUT_PS","WIRELESS CONTROLLER LAYOUT"
"##TOPIC_CONTROLLER_LAYOUT_NX","JOY-CON™ LAYOUT"
"##TOPIC_CONTROLLER_LAYOUT_NX_PRO","PRO CONTROLLER LAYOUT"
"#TOPIC_CONTROLLER_LAYOUT_NX_PRO","PRO CONTROLLER LAYOUT"
"##SETTINGS_CONTROLLER_ON_OR_OFF_PC","Controller"
"##SETTINGS_CONTROLLER_ON_OR_OFF_NX","Joy-Con™"
"##SETTINGS_CONTROLLER_ON_OR_OFF_NX_PRO","Pro Controller"
......@@ -1270,17 +1270,31 @@
"#ACCOUNT_ERROR_PSN_REQUIRED","PlayStation™Network account required."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_EP3","Foundation"
"#ANNOUNCEMENT_PATCHNOTES_EP3_TITLE","Foundation"
"#ANNOUNCEMENT_PATCHNOTES_EP3_DESC","This patch moves the game towards a more colony builder-oriented direction where construction, not micromanagement, is the key to success and where players should always have something to do instead of waiting for colonists to wake up. It also includes the Graveyard and Medical Lab buildings and new building upgrades plus a multi-turn combat in line with other World Map missions. The negative resource bug has also been fixed."
"#ANNOUNCEMENT_PATCHNOTES_EP3_BUILDER_SUBTITLE","Towards Colony Builder"
"#ANNOUNCEMENT_PATCHNOTES_EP3_BUILDER_TEXT","Challenges in a colony-builder game should be overcome on a higher level by constructing buildings and finding resources instead of micromanaging individual colonists. More improvements towards this are incoming, including more control over your colony population."
"#ANNOUNCEMENT_PATCHNOTES_EP3_DESC","This patch is the first major improvement to take the game towards a direction where construction, not micromanagement, is the key to success. Improvements in the game's balance are many including more optimized production and consumption of resources, reductions in colonist's downtime and changed eating habits. New buildings include a Cemetery and a Medical Lab, but also upgrades to existing buildings. In addition the world map combat has been changed to time based allowing several specialists fight bandits simultaneously. The ""negative resource"" bug has also been fixed."
"#ANNOUNCEMENT_PATCHNOTES_EP3_BUILDER_SUBTITLE","Building and Production"
"#ANNOUNCEMENT_PATCHNOTES_EP3_BUILDER_TEXT","Challenges in Surviving the Aftermath should be overcome on a higher level by constructing buildings and finding resources instead of micromanaging individual colonists. Alongside with the downtime changes resource production have been increased and construction requirements increased respectively. "
"#ANNOUNCEMENT_PATCHNOTES_EP3_DOWNTIME_SUBTITLE","Downtime reduction"
"#ANNOUNCEMENT_PATCHNOTES_EP3_DOWNTIME_TEXT","Previously colonists spent a large chunk of their day sleeping, washing up and in entertainment buildings. These activities are now completed quicker, and as a result, production should now be more consistent. People will still need their basic needs met, so you can't forgo building shelters, outhouses and arenas."
"#ANNOUNCEMENT_PATCHNOTES_EP3_BUILDINGS_SUBTITLE","Medical Lab and Cemetery"
"#ANNOUNCEMENT_PATCHNOTES_EP3_BUILDINGS_TEXT","The highly requested Medical Lab has arrived! After unlocking it from the Tech Tree, this late game building starts manufacturing different kinds of medicine if you have the Medicinal Herbs and other resources readily available. The new Cemetery is a bigger and non-polluting version of the Burial Pit, and will provide the colony with Happiness."
"#ANNOUNCEMENT_PATCHNOTES_EP3_BUILDINGS_TEXT","The highly requested Medical Lab has arrived! After unlocking it from the Tech Tree, this late game building starts manufacturing different kinds of medicine if you have the Medicinal Herbs and other resources readily available. The new Cemetery, on the other hand, is a bigger and non-polluting option for the Burial Pit."
"#ANNOUNCEMENT_PATCHNOTES_EP3_UPGRADES_SUBTITLE","Building upgrades"
"#ANNOUNCEMENT_PATCHNOTES_EP3_UPGRADES_TEXT","You will now need to upgrade your Toolshops, Tailors and Gunsmiths to access higher-grade Tools, Clothes and Weapons. Their visuals will also improve to reflect their more advanced status."
"#ANNOUNCEMENT_PATCHNOTES_EP3_CHANGES_SUBTITLE","Other Improvements"
"#ANNOUNCEMENT_PATCHNOTES_EP3_CHANGES_TEXT","Other improvements include sortable Statistics, performance fixes, and a multi-turn combat akin to other World Map missions. You can command your Specialist to attack a bandit and return later to see the results. You can also attack a location with multiple Specialists for added effect."
"#SETTINGS_KEY_BINDING_MILESTONE_MENU","Milestone Menu"
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_EP4","Prestige and Performance"
"#ANNOUNCEMENT_PATCHNOTES_EP4_TITLE","Prestige and Performance"
"#ANNOUNCEMENT_PATCHNOTES_EP4_DESC","This update improves performance and AI in many ways, but also adds a new feature called milestones. The milestone system adds a new layer of goals for you to strive for and gain prestige while doing so."
"#ANNOUNCEMENT_PATCHNOTES_EP4_MILESTONES_SUBTITLE","Milestones and Prestige"
"#ANNOUNCEMENT_PATCHNOTES_EP4_MILESTONES_TEXT","Milestones act as goals on the road towards a self-sufficient colony with each rewarding the player with Prestige points. Higher difficulty and faster completion rewards bonus points. Prestige tells abouth the progression in the game, but also about how well you’re doing."
"#ANNOUNCEMENT_PATCHNOTES_EP4_PERFORMANCE_SUBTITLE","Performance Boost"
"#ANNOUNCEMENT_PATCHNOTES_EP4_PERFORMANCE_TEXT","Better performance with more efficient pathfinding, smarter colonist personal status updates, leaner construction zone calculations, plugged memory leaks and more. This optimization work will continue throughout the game’s development."
"#ANNOUNCEMENT_PATCHNOTES_EP4_AI_SUBTITLE","Colonist AI"
"#ANNOUNCEMENT_PATCHNOTES_EP4_AI_TEXT","Certain colony tasks are given a higher priority in extreme conditions. Colonists are now smarter in rushing for resources or treatment when there's not enough for all. Idle ones will build roads when there’s nothing else to do and ones with disabled workplaces will find other tasks to do."
"#ANNOUNCEMENT_PATCHNOTES_EP4_DIFFICULTY_SUBTITLE","Difficulty and Gatekeeper"
"#ANNOUNCEMENT_PATCHNOTES_EP4_DIFFICULTY_TEXT","The overall difficulty has been adjusted in many ways. Catastrophe selection in the pre-game now has a bigger influence on the gameplay and catastrophes in general are shorter, but more intense. Gatekeeper is also improved to create more interesting challenges based on the situation."
"#ANNOUNCEMENT_PATCHNOTES_EP4_CHANGES_SUBTITLE","Other Improvements"
"#ANNOUNCEMENT_PATCHNOTES_EP4_CHANGES_TEXT","Bandit sectors now block movement before they're dealt with. Status icons have been added to the Specialist menu. Societies now spawn closer to player colony. Water Well, Recycler, Scrapper, Shanty, Sauna and Outhouse can now be upgraded."
"#POPULATION","Bevölkerung"
"#RESOURCE_WOOD","Baumstämme"
"#RESOURCE_PLANK","Bretter"
......@@ -2743,6 +2757,108 @@
"#RESOURCE_MEDICINALHERB_DESC","Ein Heilkraut, das gut im Gewächshaus gedeiht. Großartige Zutat für die Herstellung von Medikamenten.\n\nUngenießbar.\n\nGewicht: Leicht"
"#RESOURCE_MEDICINALHERB_SEED","Saatgut: Heilkraut"
"#DESC_FOOD_MEDICINALHERB","Ein Heilkraut, das gut im Gewächshaus gedeiht. Großartige Zutat für die Herstellung von Medikamenten.\n\nUngenießbar.\n\nGewicht: Leicht"
"#TOPIC_MILESTONES_UNLOCKED","Unlocked"
"#TOPIC_MILESTONES","Milestones"
"#MILESTONES_DESC","Complete Milestones to earn Prestige. Difficulty level and completion speed affect the score."
"#TOPIC_BONUS_FOR_DIFFICULTY","Difficulty Bonus"
"#TOPIC_BONUS_FOR_DAY","Day Bonus"
"#TOPIC_MILESTONE_COMPLETED","Milestone Completed"
"#TOPIC_BASE_PRESTIGE","Base Prestige"
"#TOPIC_PRESTIGE_EARNED","Total Prestige Earned"
"#TOPIC_COLONY_PRESTIGE","Colony Prestige"
"#NOTIFICATION_MILESTONE_COMPLETED","Milestone completed"
"#MILESTONE_CATEGORY_COLONY_1","New Beginnings"
"#MILESTONE_CATEGORY_WM_1","Into the Wild"
"#MILESTONE_CATEGORY_COLONY_2","Base to Build"
"#MILESTONE_CATEGORY_WM_2","Expanding Horizons"
"#MILESTONE_CATEGORY_COLONY_3","Safe Haven"
"#MILESTONE_CATEGORY_WM_3","Wide World"
"#MILESTONE_MEET_A_SOCIETY","First Contact"
"#MILESTONE_INVITE_COLONISTS","First Settlers"
"#MILESTONE_UNLOCK_FIRST_TECH","Reclaimed Knowledge"
"#MILESTONE_TRADE_A_SEED","Seedy Business"
"#MILESTONE_COMPLETE_FIRST_SIDE_QUESTS","Taste of Adventure"
"#MILESTONE_COLONYBORN","Born and Raised"
"#MILESTONE_POPULATION_20","Little Town"
"#MILESTONE_COMPLETE_5_EVENTS","Decisive Actions"
"#MILESTONE_WIN_COLONY_COMBAT","Retaliation Tactics"
"#MILESTONE_HEAL_COLONISTS","Healing Hands"
"#MILESTONE_DEFEAT_RATBEETLES","Nature in my Backyard"
"#MILESTONE_50_BUILDINGS","More than Wilderness"
"#MILESTONE_BUILD_THE_GATE","Into the World"
"#MILESTONE_ENERGY","Sparks of Progress"
"#MILESTONE_EXPLORE_HALF_WM","Halfway There"
"#MILESTONE_UPGRADE_5","Iterative Progress"
"#MILESTONE_DAY_50","We can do this"
"#MILESTONE_CLEAN_FIRST_POLLUTION","Eco-Friendly"
"#MILESTONE_COLONY_BORN_DEAD","Dust to Dust"
"#MILESTONE_EDUCATED_COLONISTS","Hit the Books"
"#MILESTONE_POPULATION_100","Badlands Oasis"
"#MILESTONE_TRADE_25_TIMES","Future Investing"
"#MILESTONE_POPULATION_50","More of Us"
"#MILESTONE_100_DAYS","Road to a Hundred"
"#MILESTONE_MEET_ALL_SOCIETIES","Well Acquainted"
"#MILESTONE_POPULATION_150","Almost Metropolitan"
"#MILESTONE_ALL_TECHS_UNLOCKED","Science Fair"
"#MILESTONE_SPECIALIST_SLOTS_FULL","Truly Special"
"#MILESTONE_MOST_EDUCATED","Big Brains"
"#MILESTONE_REVEAL_WORLD_MAP","Cartographer"
"#MILESTONE_ALL_POLLUTION_CLEARED","Going Green"
"#MILESTONE_BUILD_ALL","Future Architect"
"#MILESTONE_ALL_SEEDS_UNLOCKED","Seed Vault"
"#MILESTONE_INVITE_COLONISTS_DESC","""We have laid the foundations for a new home, but we lack the heart. It’s time to call for the people.""\n\n<mark>Invite first colonists.</mark>"
"#MILESTONE_INVITE_COLONISTS_COMPLETED_DESC","“It was risky to leave our bunkers and venture out here, but the mere feeling of sunlight on my skin makes me hopeful for the future.”\n\n<mark>First colonists Arrived.</mark>"
"#MILESTONE_POPULATION_20_DESC","""Many hands make light work. We should find more people to aid us with building a new civilization.""\n\n<mark>Increase population to 25.</mark>"
"#MILESTONE_POPULATION_20_COMPLETED_DESC","“Even if we’re not done yet, this is a good start. We’re on our way to a large, thriving colony!""\n\n<mark>Reached a Population of 25.</mark>"
"#MILESTONE_COMPLETE_5_EVENTS_DESC","""It’s an unpredictable world, and many things can happen out here. Tough calls are certainly ahead, but we should always think of the good of the colony.""\n\n<mark>Complete 5 Events.</mark>"
"#MILESTONE_COMPLETE_5_EVENTS_COMPLETED_DESC","“So many crazy things can happen to us out here, it’s almost fun. Almost.”\n\n<mark>Completed 5 Events.</mark>"
"#MILESTONE_MEET_A_SOCIETY_DESC","""Even if barren, it’s a vast world out there. We can’t be the only survivors. We ought to look for our neighbors.""\n\n<mark>Find a Society.</mark>"
"#MILESTONE_MEET_A_SOCIETY_COMPLETED_DESC","“Just as I thought, we’re not alone in the world. Hopefully, these people are friendly.”\n\n<mark>Met a Society.</mark>"
"#MILESTONE_UNLOCK_FIRST_TECH_DESC","""Most of our shared knowledge was lost in the endless fights for survival, but some may remain. We should stay on the lookout for useful information.""\n\n<mark>Unlock 5 Techs from the Tech Tree.</mark>"
"#MILESTONE_UNLOCK_FIRST_TECH_COMPLETED_DESC","“We have managed to uncover some intel on our past inventions. Knowledge is power, now we just need to keep gathering more of it.”\n\n<mark>Unlocked 5 Techs.</mark>"
"#MILESTONE_TRADE_A_SEED_DESC","""Rumor has it that some rare seeds of once common plants still circulate the trades. The more variety we have for farming, the better we adapt to different situations.""\n\n<mark>Trade a Seed from a Society.</mark>"
"#MILESTONE_TRADE_A_SEED_COMPLETED_DESC","“Thank goodness someone kept these safe for all these years. Investing in agriculture will surely pay off.”\n\n<mark>Traded a Seed.</mark>"
"#MILESTONE_COLONYBORN_DESC","""No matter what the times are like, the birth of a child is always a miracle. The new generation will carry our hopes for a better future.""\n\n<mark>First child born in the colony.</mark>"
"#MILESTONE_COLONYBORN_COMPLETED_DESC","“New life in the colony! Let’s hope we can build them a safe society to grow up in.”\n\n<mark>First child born in the colony.</mark>"
"#MILESTONE_DEFEAT_RATBEETLES_DESC","""Expanding our territory will be challenging with these kinds of creatures lurking around. I have a hunch they think similarly of us...""\n\n<mark>Defeat 10 hostile Wild Animals.</mark>"
"#MILESTONE_DEFEAT_RATBEETLES_COMPLETED_DESC","“Begone, beast! Crushing mercilessly whatever stands in our way, now that is humanity in its essence!”\n\n<mark>Defeated 10 hostile Wild Animals.</mark>"
"#MILESTONE_BUILD_THE_GATE_DESC","""If we are to ever get out of our little nest, we need some protection. A Gate to keep out the unwanted perhaps, in case our presence becomes known.""\n\n<mark>Build the Gate.</mark>"
"#MILESTONE_BUILD_THE_GATE_COMPLETED_DESC","“With the security provided by the Gate, we can finally uncover the world around us. Towards a better future!”\n\n<mark>Built the Gate.</mark>"
"#MILESTONE_COLONY_BORN_DEAD_DESC","""Old age is a luxury not many are bestowed with. It sure would be nice to see someone live a full life for a change.""\n\n<mark>Colonist born here dies from Old Age.</mark>"
"#MILESTONE_COLONY_BORN_DEAD_COMPLETED_DESC","“It’s sad to see our eldest go with all their wisdom and memories. May they rest in peace.”\n\n<mark>Colonist born here died of Old Age.</mark>"
"#MILESTONE_UPGRADE_5_DESC","""Instead of starting from scratch, what if we improved the buildings we already have? Surely that would be more efficient.""\n\n<mark>Have 5 Upgraded buildings in the colony.</mark>"
"#MILESTONE_UPGRADE_5_COMPLETED_DESC","“Nothing is born perfect. Only steadily improving things puts us on the route there.”\n\n<mark>5 Upgraded buildings in the colony.</mark>"
"#MILESTONE_POPULATION_100_DESC","""Our colony is a safe haven for any potential refugees and we could always use more hands to help out. We should allow more people in.""\n\n<mark>Increase population to 50.</mark>"
"#MILESTONE_POPULATION_100_COMPLETED_DESC","“The more people we can support here, the less there are out there wandering the wasteland, joining bandits and causing trouble.” \n\n<mark>Reached a Population of 50.</mark>"
"#MILESTONE_TRADE_25_TIMES_DESC","""Making allies can help both of our communities to grow and flourish, don't you think?""\n\n<mark>Trade 25 times.</mark>"
"#MILESTONE_TRADE_25_TIMES_COMPLETED_DESC","“We have so many traded goods pouring in from every direction, it’s hard to keep up. Luckily, I don’t have to.”\n\n<mark>Traded 25 times with a Society.</mark>"
"#MILESTONE_100_DAYS_DESC","""It’s not always easy, but together we can persevere. Chin up and march on!""\n\n<mark>Make it to Day 100.</mark>"
"#MILESTONE_100_DAYS_COMPLETED_DESC","“Heavens! Never thought I’d see the day we make it this far. The future is starting to look bright!”\n\n<mark>Survived for 100 Days.</mark>"
"#MILESTONE_MEET_ALL_SOCIETIES_DESC","""We need to know who we are dealing with. Even the most remote communities may have something to offer us.""\n\n<mark>Meet all Societies.</mark>"
"#MILESTONE_MEET_ALL_SOCIETIES_COMPLETED_DESC","“So many societies, some in better shape than others. I’m sure we can coexist and cooperate, hopefully they think the same way.”\n\n<mark>Met all Societies.</mark>"
"#MILESTONE_ALL_TECHS_UNLOCKED_DESC","""Learn from the past, live for the future. If we discovered all the secrets these books can tell us, surely we could build a better world.""\n\n<mark>Unlock 100 Techs.</mark>"
"#MILESTONE_ALL_TECHS_UNLOCKED_COMPLETED_DESC","""Long live science! We’ve discovered more than anyone, at least for now.""\n\n<mark>100 Techs unlocked.</mark>"
"#MILESTONE_SPECIALIST_SLOTS_FULL_DESC","""Can you imagine? Having so many specialized people that we simply cannot take in no more.""\n\n<mark>Have 10 Specialists alive at once.</mark>"
"#MILESTONE_SPECIALIST_SLOTS_FULL_COMPLETED_DESC","""This many skilled people, all working for us? I have got to be dreaming.""\n\n<mark>10 Specialists alive at once.</mark>"
"#MILESTONE_POPULATION_150_DESC","""I want to see it once more... A town full of busy people, just like back in the day when the moon was still full.""\n\n<mark>Increase population to 100.</mark>"
"#MILESTONE_POPULATION_150_COMPLETED_DESC","""A colony buzzing with life, this is truly a sight to behold. If I close my eyes, I can almost imagine a world of the past with its bustling cities and crowded streets.""\n\n<mark>Reached a population of 100.</mark>"
"#MILESTONE_HEAL_COLONISTS_DESC","""Healthy people equals productive people. Even minor wounds can fester into something deadly, so having nurses and medicine at hand is imperative.""\n\n<mark>Heal 50 colonists.</mark>"
"#MILESTONE_HEAL_COLONISTS_COMPLETED_DESC","“A wound or a fever used to be a death sentence, but look at us now! Let me tell you, our medics are seasoned professionals.”\n\n<mark>50 colonists Healed.</mark>"
"#MILESTONE_ALL_POLLUTION_CLEARED_DESC","""The pollution may be the doing of our parents, but we should leave the world better than we found it. Let’s clean up this mess, for our children.""\n\n<mark>Clear all Pollution Deposits.</mark>"
"#MILESTONE_ALL_POLLUTION_CLEARED_COMPLETED_DESC","""We may not ever be able to undo all the mistakes humanity has made, but this still counts for something.""\n\n<mark>Cleared all Pollution Deposits.</mark>"
"#MILESTONE_REVEAL_WORLD_MAP_DESC","""We should leave no stone unturned, find everything there is to find. Clues of our past can be hidden anywhere, and we must get to them first.""\n\n<mark>Reveal most of the World Map.</mark>"
"#MILESTONE_REVEAL_WORLD_MAP_COMPLETED_DESC","""This is it. The end of our world. Well, no, not literally, but this nearly as far as we can go.""\n\n<mark>Revealed most of the World Map.</mark>"
"#MILESTONE_EDUCATED_COLONISTS_DESC","""Reading and writing may be a thing of the past now, but how are we to survive if our children don’t even know how to hold a wrench?""\n\n<mark>Educate 10 children.</mark>"
"#MILESTONE_EDUCATED_COLONISTS_COMPLETED_DESC","""Education is valuable in and of itself, but hopefully these youths can improve things for us all around here.""\n\n<mark>10 colonists Educated.</mark>"
"#MILESTONE_CLEAN_FIRST_POLLUTION_DESC","""It is hard to breathe in here and I feel ill every time I pass by those toxic puddles. Maybe we could do something about this...""\n\n<mark>Clean 5 Pollution Deposits.</mark>"
"#MILESTONE_CLEAN_FIRST_POLLUTION_COMPLETED_DESC","""I never thought air could feel this fresh!""\n\n<mark>Cleaned 5 Pollution Deposits.</mark>"
"#MILESTONE_ENERGY_DESC","""I wish we had some help around here for this heavy labour. This ain't how we always did things, is it?""\n\n<mark>Increase Energy production to 30.</mark>"
"#MILESTONE_ENERGY_COMPLETED_DESC","""And we're back on track. Maybe soon we'll even be watching television once more... I miss those old soap operas I used to watch with my ma.""\n\n<mark>Increased Energy production to 30.</mark>"
"#MILESTONE_EXPLORE_HALF_WM_DESC","""Aren't you curious to know what we could find if we pushed just a little further...?""\n\n<mark>Explore half of the World Map.</mark>"
"#MILESTONE_EXPLORE_HALF_WM_COMPLETED_DESC","""The horizon is opening before our very eyes. I wonder where it ends… We should keep exploring!""\n\n<mark>Explored half of the World Map.</mark>"
"#MILESTONE_COMPLETE_FIRST_SIDE_QUESTS_DESC","""There are so many mysteries out there. We should strive to help those who come to us in need, and who could say no to a good, old-fashioned adventure?""\n\n<mark>Complete 5 Quests.</mark>"
"#MILESTONE_COMPLETE_FIRST_SIDE_QUESTS_COMPLETED_DESC","""Hearing about the adventures our specialists have gone on almost makes me dizzy. It’s truly a crazy world out there.""\n\n<mark>Completed 5 Quests.</mark>"
"#MILESTONES_DISABLED_DESC","Milestones are disabled in this save version. Please start a new game to enable them."
"#CATEGORY_HOUSING","Unterkünfte"
"#CATEGORY_STORAGE","Lager"
"#CATEGORY_FOOD","Nahrung"
......@@ -3299,6 +3415,14 @@
"#DESC_CEMETERY","Eine würdige Ruhestätte für Verstorbene und ein Ort, an dem die Kolonisten um ihre Angehörigen trauern können. Ein anständiger Begräbnisplatz hebt die Zufriedenheit der gesamten Kolonie, während die Zerstörung des Friedhofs eine große Zufriedenheitsstrafe nach sich zieht. Leichen brauchen hier etwas länger zum Verwesen als in einer Grabgrube.\n\n- Erzeugt keine Verschmutzung."
"#WELL_UPGRADE","Drilled Well"
"#DESC_WELL_UPGRADE","An improved source of Water and critical for Colonist survival. Must be built away from other Wells.\n\nFertile tiles produce more Water than normal ones, while Barren tiles produce none.\n\n- Cannot be placed on Barren Soil"
"#SAUNA_UPGRADE","Steam Sauna"
"#DESC_SAUNA_UPGRADE","Hygiene is imperative to keeping a Colony healthy. Steam Saunas allow Colonists to wash themselves of harmful particles and pathogens so they don't become a real issue later on. Extremely helpful during a Pandemica and Winter season, as it also warms colonists to the core.\n\n- Requires access to a Water Tower"
"#OUTHOUSE_UPGRADE","Toilet"
"#DESC_OUTHOUSE_UPGRADE","Hygiene is a must for a healthy Colony. Allows Colonists to wash themselves properly and properly take care of the natural waste with flowing water. "
"#RECYCLER_UPGRADE","Speedy Recycler"
"#DESC_RECYCLER_UPGRADE","Scavenges Plastic and Fiber from Plastic deposits faster and more effectively than the basic building.\n\nPlastic is used for both the construction and for production of refined resources. Fiber is an important side product used as raw material for Clothes."
"#SCAVENGER_UPGRADE","Speedy Scrapper"
"#DESC_SCAVENGER_UPGRADE","Scavenges Metal and Junk from Metal deposits faster and more effectively than the basic building.\n\nMetal is an essential construction material and Junk can be further recycled into valuable Parts."
"#PERSON_CONDITION_TITLE","Zustand"
"#PERSON_STATE_IDLE","Tut nichts"
"#PERSON_STATE_WALKING","Geht"
......@@ -7302,15 +7426,11 @@
"#SPECIALIST_LOW_HP_WARNING_TITLE","Spezialist in Gefahr!"
"#SPECIALIST_LOW_HP_WARNING_DESCRIPTION","Der gefährliche Standort kann beim nächsten Zug tödlichen Schaden verursachen."
"#OPPONENT_DEFEATED","Opposing forces defeated"
"#SPECIALIST_DEAD","Specialist {0} died during combat"
"#SPECIALIST_DEAD","Specialist <color=#E8CF45>{0}</color> died during combat"
"#WITHDRAW_FROM_COMBAT","Retreated from combat"
"#COMBAT_DAMAGE","Damage done {0}, damage taken {1}"
"#MISSION_COMPLETE_COMBAT","Finish combat"
"#MISSION_CANCEL_COMBAT","Retreat"
"#COMBAT_EXPECTED_RESULT_MAJOR_VICTORY","Major Victory"
"#COMBAT_EXPECTED_RESULT_MINOR_VICTORY","Minor Victory"
"#COMBAT_EXPECTED_RESULT_MINOR_DEFEAT","Minor Defeat"
"#COMBAT_EXPECTED_RESULT_MAJOR_DEFEAT","Major Defeat"
"#TOPIC_DURATION_DAY","{0} Day"
"#TOPIC_DURATION_DAYS","{0} Days"
"#TITLE_SCAVENGE_COMPLETE","Scavenging Completed"
......@@ -7320,6 +7440,13 @@
"#TOPIC_EFFICIENCY","{0}(+{1}% Efficiency)"
"#TOPIC_DAMAGE_RECEIVED","Damage Received"
"#TOPIC_REMAINING_RESOURCES","Remaining Resources"
"#DESC_BANDITS_DEFEATED","<color=#E8CF45>Bandits</color> have been defeated"
"#TOPIC_DAMAGE_INFLICTED","Damage Inflicted"
"#TOPIC_REMAINING_HEALTH","Remaining Bandit Health"
"#TOPIC_RETREAT","Retreat from battle?"
"#DESC_RETREAT_DAMAGE","Specialist takes {0}-{1} points of damage, but retreats from the battle alive"
"#DESC_RETREAT_PREDICTION","Battle prediction change: {0} -> {1}"
"#TOPIC_COMBAT_STATUS","Combat Report"
"#TUTORIAL_NOTIFICATION_BUILD_HEADLINE","Baue Unterkünfte und eine Wasserquelle"
"#TUTORIAL_NOTIFICATIO_BUILD_MESSAGE","Drücke hier, um zu erfahren, wie du das anstellst."
"#TUTORIAL_DIALOG_BUILD_HEADLINE","BAUE EINE UNTERKUNFT UND EINE WASSERQUELLE"
......@@ -7718,10 +7845,10 @@
"##TUTORIAL_CODEX_SHELTER_XBOX","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 und rechten Bumper drehen."
"##TUTORIAL_CODEX_SHELTER_NX","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 der L- und R-Taste drehen."
"##TUTORIAL_CODEX_SHELTER_PS","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 der L1- und R1-Taste drehen."
"##WIP_TUTORIAL_CODEX_CARS","There are several different Car types in the game that have their own strengths and weaknesses. \n- Hatchback: Fast Car with limited transport capacity.\n- Sedan: Improved version of the hatchback that can carry more Specialists.\n- Station Wagon: Largest cargo capacity that comes at the price of the lowest speed.\n- Offroader: Rugged and reliable, able to traverse any terrain.\n- Bus: Big and spacious but terribly slow.\n- Van: Your standard do-it-all transport vehicle.\n\nCars use <mark>Action Points</mark> like Specialists, and moving them around the Map follows the same rules. Their advantage is in carrying several Specialists across great distances quickly, but Specialists must exit the vehicle to perform actions. To exit, click the vehicle to toggle between selections. Once the desired Specialist is active, order them to move away from the Car.\n\nCars will slow down after some mileage and must be brought back to the Colony for refueling. Broken Cars move at half their maximum speed"
"##WIP_TUTORIAL_CODEX_CARS_PS","There are several different Car types in the game that have their own strengths and weaknesses. \n- Hatchback: Fast Car with limited transport capacity.\n- Sedan: Improved version of the hatchback that can carry more Specialists.\n- Station Wagon: Largest cargo capacity that comes at the price of the lowest speed.\n- Offroader: Rugged and reliable, able to traverse any terrain.\n- Bus: Big and spacious but terribly slow.\n- Van: Your standard do-it-all transport vehicle.\n\nCars use <mark>Action Points</mark> like Specialists, and moving them around the Map follows the same rules. Their advantage is in carrying several Specialists across great distances quickly, but Specialists must exit the vehicle to perform actions. To exit, press the cross button repeatedly over the vehicle to toggle between selections. Once the desired Specialist is active, order them to move away from the Car.\n\nCars will slow down after some mileage and must be brought back to the Colony for refueling. Broken Cars move at half their maximum speed"
"##WIP_TUTORIAL_CODEX_CARS","There are several different Car types in the game that have their own strengths and weaknesses. \n- Hatchback: Fast Car with limited transport capacity.\n- Sedan: Improved version of the hatchback that can carry more Specialists.\n- Station Wagon: Largest cargo capacity that comes at the price of the lowest speed.\n- Offroader: Rugged and reliable, able to traverse any terrain.\n- Bus: Big and spacious but terribly slow.\n- Van: Your standard do-it-all transport vehicle.\n\nCars use <mark>Action Points</mark> like Specialists, and moving them around the Map follows the same rules. Their advantage is in carrying several Specialists across great distances quickly, but Specialists must exit the vehicle to perform actions. To exit, click the vehicle to toggle between selections. Once the desired Specialist is active, order them to move away from the Car.\n\nCars will slow down after some mileage and must be brought back to the colony for refueling. Broken Cars move at half their maximum speed"
"##WIP_TUTORIAL_CODEX_CARS_PS","There are several different Car types in the game that have their own strengths and weaknesses. \n- Hatchback: Fast Car with limited transport capacity.\n- Sedan: Improved version of the hatchback that can carry more Specialists.\n- Station Wagon: Largest cargo capacity that comes at the price of the lowest speed.\n- Offroader: Rugged and reliable, able to traverse any terrain.\n- Bus: Big and spacious but terribly slow.\n- Van: Your standard do-it-all transport vehicle.\n\nCars use <mark>Action Points</mark> like Specialists, and moving them around the Map follows the same rules. Their advantage is in carrying several Specialists across great distances quickly, but Specialists must exit the vehicle to perform actions. To exit, press the cross button repeatedly over the vehicle to toggle between selections. Once the desired Specialist is active, order them to move away from the Car.\n\nCars will slow down after some mileage and must be brought back to the colony for refueling. Broken Cars move at half their maximum speed"
"##WIP_TUTORIAL_CODEX_CARS_XBOX","There are several different Car types in the game that have their own strengths and weaknesses. \n- Hatchback: Fast Car with limited transport capacity.\n- Sedan: Improved version of the hatchback that can carry more Specialists.\n- Station Wagon: Largest cargo capacity that comes at the price of the lowest speed.\n- Offroader: Rugged and reliable, able to traverse any terrain.\n- Bus: Big and spacious but terribly slow.\n- Van: Your standard do-it-all transport vehicle.\n\nCars use <mark>Action Points</mark> like Specialists, and moving them around the Map follows the same rules. Their advantage is in carrying several Specialists across great distances quickly, but Specialists must exit the vehicle to perform actions. To exit, press A repeatedly over the vehicle to toggle between selections. Once the desired Specialist is active, order them to move away from the Car.\n\nCars will slow down after some mileage and must be brought back to the Colony for refueling. Broken Cars move at half their maximum speed."
"##WIP_TUTORIAL_CODEX_CARS_NX","There are several different Car types in the game that have their own strengths and weaknesses. \n- Hatchback: Fast Car with limited transport capacity.\n- Sedan: Improved version of the hatchback that can carry more Specialists.\n- Station Wagon: Largest cargo capacity that comes at the price of the lowest speed.\n- Offroader: Rugged and reliable, able to traverse any terrain.\n- Bus: Big and spacious but terribly slow.\n- Van: Your standard do-it-all transport vehicle.\n\nCars use <mark>Action Points</mark> like Specialists, and moving them around the Map follows the same rules. Their advantage is in carrying several Specialists across great distances quickly, but Specialists must exit the vehicle to perform actions. To exit, press the A Button repeatedly over the vehicle to toggle between selections. Once the desired Specialist is active, order them to move away from the Car.\n\nCars will slow down after some mileage and must be brought back to the Colony for refueling. Broken Cars move at half their maximum speed"
"##WIP_TUTORIAL_CODEX_CARS_NX","There are several different Car types in the game that have their own strengths and weaknesses. \n- Hatchback: Fast Car with limited transport capacity.\n- Sedan: Improved version of the hatchback that can carry more Specialists.\n- Station Wagon: Largest cargo capacity that comes at the price of the lowest speed.\n- Offroader: Rugged and reliable, able to traverse any terrain.\n- Bus: Big and spacious but terribly slow.\n- Van: Your standard do-it-all transport vehicle.\n\nCars use <mark>Action Points</mark> like Specialists, and moving them around the Map follows the same rules. Their advantage is in carrying several Specialists across great distances quickly, but Specialists must exit the vehicle to perform actions. To exit, press the A Button repeatedly over the vehicle to toggle between selections. Once the desired Specialist is active, order them to move away from the Car.\n\nCars will slow down after some mileage and must be brought back to the colony for refueling. Broken Cars move at half their maximum speed"
"#TOPIC_RESEARCH_FOOD","NAHRUNG"
"#TOPIC_RESEARCH_PRODUCTION","PRODUKTION"
"#TOPIC_RESEARCH_COLONY","KOLONIE"
......@@ -8200,6 +8327,10 @@
"#TECH_ARSENAL_DESC","Die Kolonie mit Stöcken und Steinen schützen zu wollen, bringt dich nur bedingt weiter, wogegen die besten Waffen äußerst effektiv gegen Angriffe aller Art sind."
"#TECH_WATER_PIPES","Wasserleitungen"
"#TECH_WATER_PIPES_DESC","Ermöglichen den Wassertransport zu Gebäuden über Wassertürme. Durch den Bau eines funktionierenden Rohrsystems kann die Kolonie einen weiteren Schritt in Richtung einer moderneren Gesellschaft machen."
"#TECH_FLUSHING","Flushing"
"#TECH_FLUSHING_DESC","Using water to sweep away excrement benefits nature and leaves colonists feeling more refreshed after relieving themselves. Unlike Outhouses, Toilets do not create excess waste."
"#TECH_STEAM_ROOMS","Steam Rooms"
"#TECH_STEAM_ROOMS_DESC","Warming up in steamy Saunas wash away all the nasty particles clinging to them. Advances in technology also provide this to be an environmentally friendly option, as it does not create any excess pollution. "
"#QUEST_ABANDON","Vorhaben ablehnen"
"#QUEST_ACCEPT","Quest annehmen"
"#QUEST_AVAILABLE","Neue Quest verfügbar"
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......@@ -1233,7 +1233,7 @@
"##TOPIC_CONTROLLER_LAYOUT_XBOX","CONTROLLER LAYOUT"
"##TOPIC_CONTROLLER_LAYOUT_PS","WIRELESS CONTROLLER LAYOUT"
"##TOPIC_CONTROLLER_LAYOUT_NX","JOY-CON™ LAYOUT"
"##TOPIC_CONTROLLER_LAYOUT_NX_PRO","PRO CONTROLLER LAYOUT"
"#TOPIC_CONTROLLER_LAYOUT_NX_PRO","PRO CONTROLLER LAYOUT"
"##SETTINGS_CONTROLLER_ON_OR_OFF_PC","Controller"
"##SETTINGS_CONTROLLER_ON_OR_OFF_NX","Joy-Con™"
"##SETTINGS_CONTROLLER_ON_OR_OFF_NX_PRO","Pro Controller"
......@@ -1270,17 +1270,31 @@
"#ACCOUNT_ERROR_PSN_REQUIRED","PlayStation™Network account required."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_EP3","Foundation"
"#ANNOUNCEMENT_PATCHNOTES_EP3_TITLE","Foundation"
"#ANNOUNCEMENT_PATCHNOTES_EP3_DESC","This patch moves the game towards a more colony builder-oriented direction where construction, not micromanagement, is the key to success and where players should always have something to do instead of waiting for colonists to wake up. It also includes the Graveyard and Medical Lab buildings and new building upgrades plus a multi-turn combat in line with other World Map missions. The negative resource bug has also been fixed."
"#ANNOUNCEMENT_PATCHNOTES_EP3_BUILDER_SUBTITLE","Towards Colony Builder"
"#ANNOUNCEMENT_PATCHNOTES_EP3_BUILDER_TEXT","Challenges in a colony-builder game should be overcome on a higher level by constructing buildings and finding resources instead of micromanaging individual colonists. More improvements towards this are incoming, including more control over your colony population."
"#ANNOUNCEMENT_PATCHNOTES_EP3_DESC","This patch is the first major improvement to take the game towards a direction where construction, not micromanagement, is the key to success. Improvements in the game's balance are many including more optimized production and consumption of resources, reductions in colonist's downtime and changed eating habits. New buildings include a Cemetery and a Medical Lab, but also upgrades to existing buildings. In addition the world map combat has been changed to time based allowing several specialists fight bandits simultaneously. The ""negative resource"" bug has also been fixed."
"#ANNOUNCEMENT_PATCHNOTES_EP3_BUILDER_SUBTITLE","Building and Production"
"#ANNOUNCEMENT_PATCHNOTES_EP3_BUILDER_TEXT","Challenges in Surviving the Aftermath should be overcome on a higher level by constructing buildings and finding resources instead of micromanaging individual colonists. Alongside with the downtime changes resource production have been increased and construction requirements increased respectively. "
"#ANNOUNCEMENT_PATCHNOTES_EP3_DOWNTIME_SUBTITLE","Downtime reduction"
"#ANNOUNCEMENT_PATCHNOTES_EP3_DOWNTIME_TEXT","Previously colonists spent a large chunk of their day sleeping, washing up and in entertainment buildings. These activities are now completed quicker, and as a result, production should now be more consistent. People will still need their basic needs met, so you can't forgo building shelters, outhouses and arenas."
"#ANNOUNCEMENT_PATCHNOTES_EP3_BUILDINGS_SUBTITLE","Medical Lab and Cemetery"
"#ANNOUNCEMENT_PATCHNOTES_EP3_BUILDINGS_TEXT","The highly requested Medical Lab has arrived! After unlocking it from the Tech Tree, this late game building starts manufacturing different kinds of medicine if you have the Medicinal Herbs and other resources readily available. The new Cemetery is a bigger and non-polluting version of the Burial Pit, and will provide the colony with Happiness."
"#ANNOUNCEMENT_PATCHNOTES_EP3_BUILDINGS_TEXT","The highly requested Medical Lab has arrived! After unlocking it from the Tech Tree, this late game building starts manufacturing different kinds of medicine if you have the Medicinal Herbs and other resources readily available. The new Cemetery, on the other hand, is a bigger and non-polluting option for the Burial Pit."
"#ANNOUNCEMENT_PATCHNOTES_EP3_UPGRADES_SUBTITLE","Building upgrades"
"#ANNOUNCEMENT_PATCHNOTES_EP3_UPGRADES_TEXT","You will now need to upgrade your Toolshops, Tailors and Gunsmiths to access higher-grade Tools, Clothes and Weapons. Their visuals will also improve to reflect their more advanced status."
"#ANNOUNCEMENT_PATCHNOTES_EP3_CHANGES_SUBTITLE","Other Improvements"
"#ANNOUNCEMENT_PATCHNOTES_EP3_CHANGES_TEXT","Other improvements include sortable Statistics, performance fixes, and a multi-turn combat akin to other World Map missions. You can command your Specialist to attack a bandit and return later to see the results. You can also attack a location with multiple Specialists for added effect."
"#SETTINGS_KEY_BINDING_MILESTONE_MENU","Milestone Menu"
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_EP4","Prestige and Performance"
"#ANNOUNCEMENT_PATCHNOTES_EP4_TITLE","Prestige and Performance"
"#ANNOUNCEMENT_PATCHNOTES_EP4_DESC","This update improves performance and AI in many ways, but also adds a new feature called milestones. The milestone system adds a new layer of goals for you to strive for and gain prestige while doing so."
"#ANNOUNCEMENT_PATCHNOTES_EP4_MILESTONES_SUBTITLE","Milestones and Prestige"
"#ANNOUNCEMENT_PATCHNOTES_EP4_MILESTONES_TEXT","Milestones act as goals on the road towards a self-sufficient colony with each rewarding the player with Prestige points. Higher difficulty and faster completion rewards bonus points. Prestige tells abouth the progression in the game, but also about how well you’re doing."
"#ANNOUNCEMENT_PATCHNOTES_EP4_PERFORMANCE_SUBTITLE","Performance Boost"
"#ANNOUNCEMENT_PATCHNOTES_EP4_PERFORMANCE_TEXT","Better performance with more efficient pathfinding, smarter colonist personal status updates, leaner construction zone calculations, plugged memory leaks and more. This optimization work will continue throughout the game’s development."
"#ANNOUNCEMENT_PATCHNOTES_EP4_AI_SUBTITLE","Colonist AI"
"#ANNOUNCEMENT_PATCHNOTES_EP4_AI_TEXT","Certain colony tasks are given a higher priority in extreme conditions. Colonists are now smarter in rushing for resources or treatment when there's not enough for all. Idle ones will build roads when there’s nothing else to do and ones with disabled workplaces will find other tasks to do."
"#ANNOUNCEMENT_PATCHNOTES_EP4_DIFFICULTY_SUBTITLE","Difficulty and Gatekeeper"
"#ANNOUNCEMENT_PATCHNOTES_EP4_DIFFICULTY_TEXT","The overall difficulty has been adjusted in many ways. Catastrophe selection in the pre-game now has a bigger influence on the gameplay and catastrophes in general are shorter, but more intense. Gatekeeper is also improved to create more interesting challenges based on the situation."
"#ANNOUNCEMENT_PATCHNOTES_EP4_CHANGES_SUBTITLE","Other Improvements"
"#ANNOUNCEMENT_PATCHNOTES_EP4_CHANGES_TEXT","Bandit sectors now block movement before they're dealt with. Status icons have been added to the Specialist menu. Societies now spawn closer to player colony. Water Well, Recycler, Scrapper, Shanty, Sauna and Outhouse can now be upgraded."
"#POPULATION","Población"
"#RESOURCE_WOOD","Troncos"
"#RESOURCE_PLANK","Tablones"
......@@ -2743,6 +2757,108 @@
"#RESOURCE_MEDICINALHERB_DESC","Una clase de hierba que se puede cultivar en el invernadero Un ingrediente excelente para crear productos medicinales.\n\nNo comestible.\n\nPeso: Ligero."
"#RESOURCE_MEDICINALHERB_SEED","Semilla: Hierba medicinal"
"#DESC_FOOD_MEDICINALHERB","Una clase de hierba que se puede cultivar en el invernadero Un ingrediente excelente para crear productos medicinales.\n\nNo comestible.\n\nPeso: Ligero."
"#TOPIC_MILESTONES_UNLOCKED","Unlocked"
"#TOPIC_MILESTONES","Milestones"
"#MILESTONES_DESC","Complete Milestones to earn Prestige. Difficulty level and completion speed affect the score."
"#TOPIC_BONUS_FOR_DIFFICULTY","Difficulty Bonus"
"#TOPIC_BONUS_FOR_DAY","Day Bonus"
"#TOPIC_MILESTONE_COMPLETED","Milestone Completed"
"#TOPIC_BASE_PRESTIGE","Base Prestige"
"#TOPIC_PRESTIGE_EARNED","Total Prestige Earned"
"#TOPIC_COLONY_PRESTIGE","Colony Prestige"
"#NOTIFICATION_MILESTONE_COMPLETED","Milestone completed"
"#MILESTONE_CATEGORY_COLONY_1","New Beginnings"
"#MILESTONE_CATEGORY_WM_1","Into the Wild"
"#MILESTONE_CATEGORY_COLONY_2","Base to Build"
"#MILESTONE_CATEGORY_WM_2","Expanding Horizons"
"#MILESTONE_CATEGORY_COLONY_3","Safe Haven"
"#MILESTONE_CATEGORY_WM_3","Wide World"
"#MILESTONE_MEET_A_SOCIETY","First Contact"
"#MILESTONE_INVITE_COLONISTS","First Settlers"
"#MILESTONE_UNLOCK_FIRST_TECH","Reclaimed Knowledge"
"#MILESTONE_TRADE_A_SEED","Seedy Business"
"#MILESTONE_COMPLETE_FIRST_SIDE_QUESTS","Taste of Adventure"
"#MILESTONE_COLONYBORN","Born and Raised"
"#MILESTONE_POPULATION_20","Little Town"
"#MILESTONE_COMPLETE_5_EVENTS","Decisive Actions"
"#MILESTONE_WIN_COLONY_COMBAT","Retaliation Tactics"
"#MILESTONE_HEAL_COLONISTS","Healing Hands"
"#MILESTONE_DEFEAT_RATBEETLES","Nature in my Backyard"
"#MILESTONE_50_BUILDINGS","More than Wilderness"
"#MILESTONE_BUILD_THE_GATE","Into the World"
"#MILESTONE_ENERGY","Sparks of Progress"
"#MILESTONE_EXPLORE_HALF_WM","Halfway There"
"#MILESTONE_UPGRADE_5","Iterative Progress"
"#MILESTONE_DAY_50","We can do this"
"#MILESTONE_CLEAN_FIRST_POLLUTION","Eco-Friendly"
"#MILESTONE_COLONY_BORN_DEAD","Dust to Dust"
"#MILESTONE_EDUCATED_COLONISTS","Hit the Books"
"#MILESTONE_POPULATION_100","Badlands Oasis"
"#MILESTONE_TRADE_25_TIMES","Future Investing"
"#MILESTONE_POPULATION_50","More of Us"
"#MILESTONE_100_DAYS","Road to a Hundred"
"#MILESTONE_MEET_ALL_SOCIETIES","Well Acquainted"
"#MILESTONE_POPULATION_150","Almost Metropolitan"
"#MILESTONE_ALL_TECHS_UNLOCKED","Science Fair"
"#MILESTONE_SPECIALIST_SLOTS_FULL","Truly Special"
"#MILESTONE_MOST_EDUCATED","Big Brains"
"#MILESTONE_REVEAL_WORLD_MAP","Cartographer"
"#MILESTONE_ALL_POLLUTION_CLEARED","Going Green"
"#MILESTONE_BUILD_ALL","Future Architect"
"#MILESTONE_ALL_SEEDS_UNLOCKED","Seed Vault"
"#MILESTONE_INVITE_COLONISTS_DESC","""We have laid the foundations for a new home, but we lack the heart. It’s time to call for the people.""\n\n<mark>Invite first colonists.</mark>"
"#MILESTONE_INVITE_COLONISTS_COMPLETED_DESC","“It was risky to leave our bunkers and venture out here, but the mere feeling of sunlight on my skin makes me hopeful for the future.”\n\n<mark>First colonists Arrived.</mark>"
"#MILESTONE_POPULATION_20_DESC","""Many hands make light work. We should find more people to aid us with building a new civilization.""\n\n<mark>Increase population to 25.</mark>"
"#MILESTONE_POPULATION_20_COMPLETED_DESC","“Even if we’re not done yet, this is a good start. We’re on our way to a large, thriving colony!""\n\n<mark>Reached a Population of 25.</mark>"
"#MILESTONE_COMPLETE_5_EVENTS_DESC","""It’s an unpredictable world, and many things can happen out here. Tough calls are certainly ahead, but we should always think of the good of the colony.""\n\n<mark>Complete 5 Events.</mark>"
"#MILESTONE_COMPLETE_5_EVENTS_COMPLETED_DESC","“So many crazy things can happen to us out here, it’s almost fun. Almost.”\n\n<mark>Completed 5 Events.</mark>"
"#MILESTONE_MEET_A_SOCIETY_DESC","""Even if barren, it’s a vast world out there. We can’t be the only survivors. We ought to look for our neighbors.""\n\n<mark>Find a Society.</mark>"
"#MILESTONE_MEET_A_SOCIETY_COMPLETED_DESC","“Just as I thought, we’re not alone in the world. Hopefully, these people are friendly.”\n\n<mark>Met a Society.</mark>"
"#MILESTONE_UNLOCK_FIRST_TECH_DESC","""Most of our shared knowledge was lost in the endless fights for survival, but some may remain. We should stay on the lookout for useful information.""\n\n<mark>Unlock 5 Techs from the Tech Tree.</mark>"
"#MILESTONE_UNLOCK_FIRST_TECH_COMPLETED_DESC","“We have managed to uncover some intel on our past inventions. Knowledge is power, now we just need to keep gathering more of it.”\n\n<mark>Unlocked 5 Techs.</mark>"
"#MILESTONE_TRADE_A_SEED_DESC","""Rumor has it that some rare seeds of once common plants still circulate the trades. The more variety we have for farming, the better we adapt to different situations.""\n\n<mark>Trade a Seed from a Society.</mark>"
"#MILESTONE_TRADE_A_SEED_COMPLETED_DESC","“Thank goodness someone kept these safe for all these years. Investing in agriculture will surely pay off.”\n\n<mark>Traded a Seed.</mark>"
"#MILESTONE_COLONYBORN_DESC","""No matter what the times are like, the birth of a child is always a miracle. The new generation will carry our hopes for a better future.""\n\n<mark>First child born in the colony.</mark>"
"#MILESTONE_COLONYBORN_COMPLETED_DESC","“New life in the colony! Let’s hope we can build them a safe society to grow up in.”\n\n<mark>First child born in the colony.</mark>"
"#MILESTONE_DEFEAT_RATBEETLES_DESC","""Expanding our territory will be challenging with these kinds of creatures lurking around. I have a hunch they think similarly of us...""\n\n<mark>Defeat 10 hostile Wild Animals.</mark>"
"#MILESTONE_DEFEAT_RATBEETLES_COMPLETED_DESC","“Begone, beast! Crushing mercilessly whatever stands in our way, now that is humanity in its essence!”\n\n<mark>Defeated 10 hostile Wild Animals.</mark>"
"#MILESTONE_BUILD_THE_GATE_DESC","""If we are to ever get out of our little nest, we need some protection. A Gate to keep out the unwanted perhaps, in case our presence becomes known.""\n\n<mark>Build the Gate.</mark>"
"#MILESTONE_BUILD_THE_GATE_COMPLETED_DESC","“With the security provided by the Gate, we can finally uncover the world around us. Towards a better future!”\n\n<mark>Built the Gate.</mark>"
"#MILESTONE_COLONY_BORN_DEAD_DESC","""Old age is a luxury not many are bestowed with. It sure would be nice to see someone live a full life for a change.""\n\n<mark>Colonist born here dies from Old Age.</mark>"
"#MILESTONE_COLONY_BORN_DEAD_COMPLETED_DESC","“It’s sad to see our eldest go with all their wisdom and memories. May they rest in peace.”\n\n<mark>Colonist born here died of Old Age.</mark>"
"#MILESTONE_UPGRADE_5_DESC","""Instead of starting from scratch, what if we improved the buildings we already have? Surely that would be more efficient.""\n\n<mark>Have 5 Upgraded buildings in the colony.</mark>"
"#MILESTONE_UPGRADE_5_COMPLETED_DESC","“Nothing is born perfect. Only steadily improving things puts us on the route there.”\n\n<mark>5 Upgraded buildings in the colony.</mark>"
"#MILESTONE_POPULATION_100_DESC","""Our colony is a safe haven for any potential refugees and we could always use more hands to help out. We should allow more people in.""\n\n<mark>Increase population to 50.</mark>"
"#MILESTONE_POPULATION_100_COMPLETED_DESC","“The more people we can support here, the less there are out there wandering the wasteland, joining bandits and causing trouble.” \n\n<mark>Reached a Population of 50.</mark>"
"#MILESTONE_TRADE_25_TIMES_DESC","""Making allies can help both of our communities to grow and flourish, don't you think?""\n\n<mark>Trade 25 times.</mark>"
"#MILESTONE_TRADE_25_TIMES_COMPLETED_DESC","“We have so many traded goods pouring in from every direction, it’s hard to keep up. Luckily, I don’t have to.”\n\n<mark>Traded 25 times with a Society.</mark>"
"#MILESTONE_100_DAYS_DESC","""It’s not always easy, but together we can persevere. Chin up and march on!""\n\n<mark>Make it to Day 100.</mark>"
"#MILESTONE_100_DAYS_COMPLETED_DESC","“Heavens! Never thought I’d see the day we make it this far. The future is starting to look bright!”\n\n<mark>Survived for 100 Days.</mark>"
"#MILESTONE_MEET_ALL_SOCIETIES_DESC","""We need to know who we are dealing with. Even the most remote communities may have something to offer us.""\n\n<mark>Meet all Societies.</mark>"
"#MILESTONE_MEET_ALL_SOCIETIES_COMPLETED_DESC","“So many societies, some in better shape than others. I’m sure we can coexist and cooperate, hopefully they think the same way.”\n\n<mark>Met all Societies.</mark>"
"#MILESTONE_ALL_TECHS_UNLOCKED_DESC","""Learn from the past, live for the future. If we discovered all the secrets these books can tell us, surely we could build a better world.""\n\n<mark>Unlock 100 Techs.</mark>"
"#MILESTONE_ALL_TECHS_UNLOCKED_COMPLETED_DESC","""Long live science! We’ve discovered more than anyone, at least for now.""\n\n<mark>100 Techs unlocked.</mark>"
"#MILESTONE_SPECIALIST_SLOTS_FULL_DESC","""Can you imagine? Having so many specialized people that we simply cannot take in no more.""\n\n<mark>Have 10 Specialists alive at once.</mark>"
"#MILESTONE_SPECIALIST_SLOTS_FULL_COMPLETED_DESC","""This many skilled people, all working for us? I have got to be dreaming.""\n\n<mark>10 Specialists alive at once.</mark>"
"#MILESTONE_POPULATION_150_DESC","""I want to see it once more... A town full of busy people, just like back in the day when the moon was still full.""\n\n<mark>Increase population to 100.</mark>"
"#MILESTONE_POPULATION_150_COMPLETED_DESC","""A colony buzzing with life, this is truly a sight to behold. If I close my eyes, I can almost imagine a world of the past with its bustling cities and crowded streets.""\n\n<mark>Reached a population of 100.</mark>"
"#MILESTONE_HEAL_COLONISTS_DESC","""Healthy people equals productive people. Even minor wounds can fester into something deadly, so having nurses and medicine at hand is imperative.""\n\n<mark>Heal 50 colonists.</mark>"
"#MILESTONE_HEAL_COLONISTS_COMPLETED_DESC","“A wound or a fever used to be a death sentence, but look at us now! Let me tell you, our medics are seasoned professionals.”\n\n<mark>50 colonists Healed.</mark>"
"#MILESTONE_ALL_POLLUTION_CLEARED_DESC","""The pollution may be the doing of our parents, but we should leave the world better than we found it. Let’s clean up this mess, for our children.""\n\n<mark>Clear all Pollution Deposits.</mark>"
"#MILESTONE_ALL_POLLUTION_CLEARED_COMPLETED_DESC","""We may not ever be able to undo all the mistakes humanity has made, but this still counts for something.""\n\n<mark>Cleared all Pollution Deposits.</mark>"
"#MILESTONE_REVEAL_WORLD_MAP_DESC","""We should leave no stone unturned, find everything there is to find. Clues of our past can be hidden anywhere, and we must get to them first.""\n\n<mark>Reveal most of the World Map.</mark>"
"#MILESTONE_REVEAL_WORLD_MAP_COMPLETED_DESC","""This is it. The end of our world. Well, no, not literally, but this nearly as far as we can go.""\n\n<mark>Revealed most of the World Map.</mark>"
"#MILESTONE_EDUCATED_COLONISTS_DESC","""Reading and writing may be a thing of the past now, but how are we to survive if our children don’t even know how to hold a wrench?""\n\n<mark>Educate 10 children.</mark>"
"#MILESTONE_EDUCATED_COLONISTS_COMPLETED_DESC","""Education is valuable in and of itself, but hopefully these youths can improve things for us all around here.""\n\n<mark>10 colonists Educated.</mark>"
"#MILESTONE_CLEAN_FIRST_POLLUTION_DESC","""It is hard to breathe in here and I feel ill every time I pass by those toxic puddles. Maybe we could do something about this...""\n\n<mark>Clean 5 Pollution Deposits.</mark>"
"#MILESTONE_CLEAN_FIRST_POLLUTION_COMPLETED_DESC","""I never thought air could feel this fresh!""\n\n<mark>Cleaned 5 Pollution Deposits.</mark>"
"#MILESTONE_ENERGY_DESC","""I wish we had some help around here for this heavy labour. This ain't how we always did things, is it?""\n\n<mark>Increase Energy production to 30.</mark>"
"#MILESTONE_ENERGY_COMPLETED_DESC","""And we're back on track. Maybe soon we'll even be watching television once more... I miss those old soap operas I used to watch with my ma.""\n\n<mark>Increased Energy production to 30.</mark>"
"#MILESTONE_EXPLORE_HALF_WM_DESC","""Aren't you curious to know what we could find if we pushed just a little further...?""\n\n<mark>Explore half of the World Map.</mark>"
"#MILESTONE_EXPLORE_HALF_WM_COMPLETED_DESC","""The horizon is opening before our very eyes. I wonder where it ends… We should keep exploring!""\n\n<mark>Explored half of the World Map.</mark>"
"#MILESTONE_COMPLETE_FIRST_SIDE_QUESTS_DESC","""There are so many mysteries out there. We should strive to help those who come to us in need, and who could say no to a good, old-fashioned adventure?""\n\n<mark>Complete 5 Quests.</mark>"
"#MILESTONE_COMPLETE_FIRST_SIDE_QUESTS_COMPLETED_DESC","""Hearing about the adventures our specialists have gone on almost makes me dizzy. It’s truly a crazy world out there.""\n\n<mark>Completed 5 Quests.</mark>"
"#MILESTONES_DISABLED_DESC","Milestones are disabled in this save version. Please start a new game to enable them."
"#CATEGORY_HOUSING","Refugios"
"#CATEGORY_STORAGE","Almacenaje"
"#CATEGORY_FOOD","Alimentos"
......@@ -3299,6 +3415,14 @@
"#DESC_CEMETERY","Una zona de descanso digna para los fallecidos en la que los colonos podrán lamentar la muerte de sus seres queridos. Tener una zona de descanso decente aumenta la felicidad de toda la colonia, mientras que si destruyes el cementerio tendrás una gran penalización de felicidad. Los cadáveres se descomponen más lentamente que en una fosa común.\n\n- No causa contaminación."
"#WELL_UPGRADE","Drilled Well"
"#DESC_WELL_UPGRADE","An improved source of Water and critical for Colonist survival. Must be built away from other Wells.\n\nFertile tiles produce more Water than normal ones, while Barren tiles produce none.\n\n- Cannot be placed on Barren Soil"
"#SAUNA_UPGRADE","Steam Sauna"
"#DESC_SAUNA_UPGRADE","Hygiene is imperative to keeping a Colony healthy. Steam Saunas allow Colonists to wash themselves of harmful particles and pathogens so they don't become a real issue later on. Extremely helpful during a Pandemica and Winter season, as it also warms colonists to the core.\n\n- Requires access to a Water Tower"
"#OUTHOUSE_UPGRADE","Toilet"
"#DESC_OUTHOUSE_UPGRADE","Hygiene is a must for a healthy Colony. Allows Colonists to wash themselves properly and properly take care of the natural waste with flowing water. "
"#RECYCLER_UPGRADE","Speedy Recycler"
"#DESC_RECYCLER_UPGRADE","Scavenges Plastic and Fiber from Plastic deposits faster and more effectively than the basic building.\n\nPlastic is used for both the construction and for production of refined resources. Fiber is an important side product used as raw material for Clothes."
"#SCAVENGER_UPGRADE","Speedy Scrapper"
"#DESC_SCAVENGER_UPGRADE","Scavenges Metal and Junk from Metal deposits faster and more effectively than the basic building.\n\nMetal is an essential construction material and Junk can be further recycled into valuable Parts."
"#PERSON_CONDITION_TITLE","Estados"
"#PERSON_STATE_IDLE","Esperando"
"#PERSON_STATE_WALKING","Caminando"
......@@ -7302,15 +7426,11 @@
"#SPECIALIST_LOW_HP_WARNING_TITLE","¡Especialista en peligro!"
"#SPECIALIST_LOW_HP_WARNING_DESCRIPTION","Este lugar peligroso puede causar daños en el próximo turno."
"#OPPONENT_DEFEATED","Opposing forces defeated"
"#SPECIALIST_DEAD","Specialist {0} died during combat"
"#SPECIALIST_DEAD","Specialist <color=#E8CF45>{0}</color> died during combat"
"#WITHDRAW_FROM_COMBAT","Retreated from combat"
"#COMBAT_DAMAGE","Damage done {0}, damage taken {1}"
"#MISSION_COMPLETE_COMBAT","Finish combat"
"#MISSION_CANCEL_COMBAT","Retreat"
"#COMBAT_EXPECTED_RESULT_MAJOR_VICTORY","Major Victory"
"#COMBAT_EXPECTED_RESULT_MINOR_VICTORY","Minor Victory"
"#COMBAT_EXPECTED_RESULT_MINOR_DEFEAT","Minor Defeat"
"#COMBAT_EXPECTED_RESULT_MAJOR_DEFEAT","Major Defeat"
"#TOPIC_DURATION_DAY","{0} Day"
"#TOPIC_DURATION_DAYS","{0} Days"
"#TITLE_SCAVENGE_COMPLETE","Scavenging Completed"
......@@ -7320,6 +7440,13 @@
"#TOPIC_EFFICIENCY","{0}(+{1}% Efficiency)"
"#TOPIC_DAMAGE_RECEIVED","Damage Received"
"#TOPIC_REMAINING_RESOURCES","Remaining Resources"
"#DESC_BANDITS_DEFEATED","<color=#E8CF45>Bandits</color> have been defeated"
"#TOPIC_DAMAGE_INFLICTED","Damage Inflicted"
"#TOPIC_REMAINING_HEALTH","Remaining Bandit Health"
"#TOPIC_RETREAT","Retreat from battle?"
"#DESC_RETREAT_DAMAGE","Specialist takes {0}-{1} points of damage, but retreats from the battle alive"
"#DESC_RETREAT_PREDICTION","Battle prediction change: {0} -> {1}"
"#TOPIC_COMBAT_STATUS","Combat Report"
"#TUTORIAL_NOTIFICATION_BUILD_HEADLINE","Construye refugios y una fuente de agua"
"#TUTORIAL_NOTIFICATIO_BUILD_MESSAGE","Pulsa aquí para descubrir cómo."
"#TUTORIAL_DIALOG_BUILD_HEADLINE","CONSTRUYE UN REFUGIO Y UNA FUENTE DE AGUA"
......@@ -7677,19 +7804,19 @@
"#TUTORIAL_NOTIFICATION_UPGRADING_MESSAGE","Pulsa aquí para saber más."
"#TUTORIAL_DIALOG_UPGRADING_HEADLINE","MEJORAS DE EDIFICIOS"
"#TUTORIAL_DIALOG_UPGRADING_MESSAGE","Puedes mejorar los edificios con el avance de la tecnología. Si desbloqueas tecnologías de mejora, podrás acceder a esta opción, pero no se aplica automáticamente.\n\nSelecciona el edificio correspondiente y haz clic en <mark>Mejorar</mark> en su panel de información. Si lo mejoras, se demolerá su estructura previa y no hay vuelta atrás, así que elige con cuidado."
"##TUTORIAL_DIALOG_ACTION_POINTS_MESSAGE_XBOX","Realizar acciones en el mapa del mundo, como moverse, requiere <mark>puntos de acción</mark> de especialistas. Cuando se gastan, el especialista tendrá que descansar un tiempo antes de que pueda recibir nuevas órdenes.\n\nMueve al especialista seleccionado pulsando el <mark>botón ""A""</mark>."
"##TUTORIAL_DIALOG_ACTION_POINTS_MESSAGE_XBOX","Realizar acciones en el mapa del mundo, como moverse, requiere <mark>puntos de acción</mark> de especialistas. Cuando se gastan, el especialista tendrá que descansar un tiempo antes de que pueda recibir nuevas órdenes.\n\nMueve al especialista seleccionado pulsando el <mark>botón A</mark>."
"##TUTORIAL_DIALOG_ACTION_POINTS_MESSAGE","Realizar acciones en el mapa del mundo, como moverse, requiere <mark>puntos de acción</mark> de especialistas. Cuando se gastan, el especialista tendrá que descansar un tiempo antes de que pueda recibir nuevas órdenes.\n\nMueve al especialista seleccionado haciendo <mark>clic derecho</mark>."
"##TUTORIAL_DIALOG_ACTION_POINTS_MESSAGE_NX","Realizar acciones en el mapa del mundo, como moverse, requiere <mark>puntos de acción</mark> de especialistas. Cuando se gastan, el especialista tendrá que descansar un tiempo antes de que pueda recibir nuevas órdenes.\n\nMueve al especialista seleccionado pulsando el <mark>botón ""A""</mark>."
"##TUTORIAL_DIALOG_ACTION_POINTS_MESSAGE_PS","Realizar acciones en el mapa del mundo, como moverse, requiere <mark>puntos de acción</mark> de especialistas. Cuando se gastan, el especialista tendrá que descansar un tiempo antes de que pueda recibir nuevas órdenes.\n\nMueve al especialista seleccionado pulsando el <mark>botón X</mark>."
"##TUTORIAL_DIALOG_SPECIALIST_BUILDING_MESSAGE_XBOX","Cuando coloques edificios no podrás usarlos todavía; primero necesitas construirlos. Ve a la categoría Almacenaje del Menú de construcción y coloca una <mark>Reserva</mark> y un <mark>Almacén de alimentos</mark> en una zona explorada.\n\nCuando coloques los edificios, selecciona los especialistas y haz que <mark>muevan la zona de construcción pulsando el botón ""A""</mark>. Los especialistas usarán los recursos almacenados, ¡siempre y cuando poseas la cantidad necesaria!"
"##TUTORIAL_DIALOG_SPECIALIST_BUILDING_MESSAGE_XBOX","Cuando coloques edificios no podrás usarlos todavía; primero necesitas construirlos. Ve a la categoría Almacenaje del Menú de construcción y coloca una <mark>Reserva</mark> y un <mark>Almacén de alimentos</mark> en una zona explorada.\n\nCuando coloques los edificios, selecciona los especialistas y haz que <mark>muevan la zona de construcción pulsando el botón A</mark>. Los especialistas usarán los recursos almacenados, ¡siempre y cuando poseas la cantidad necesaria!"
"##TUTORIAL_DIALOG_SPECIALIST_BUILDING_MESSAGE","Cuando coloques edificios no podrás usarlos todavía; primero necesitas construirlos. Ve a la categoría Almacenaje del Menú de construcción y coloca una <mark>Reserva</mark> y un <mark>Almacén de alimentos</mark> en una zona explorada.\n\nCuando coloques los edificios, selecciona los especialistas y haz que <mark>muevan la zona de construcción haciendo clic derecho</mark>. Los especialistas usarán los recursos almacenados, ¡siempre y cuando poseas la cantidad necesaria!"
"##TUTORIAL_DIALOG_SPECIALIST_BUILDING_MESSAGE_NX","Cuando coloques edificios no podrás usarlos todavía; primero necesitas construirlos. Ve a la categoría Almacenaje del Menú de construcción y coloca una <mark>Reserva</mark> y un <mark>Almacén de alimentos</mark> en una zona explorada.\n\nCuando coloques los edificios, selecciona los especialistas y haz que <mark>muevan la zona de construcción pulsando el botón ""A""</mark>. Los especialistas usarán los recursos almacenados, ¡siempre y cuando poseas la cantidad necesaria!"
"##TUTORIAL_DIALOG_SPECIALIST_BUILDING_MESSAGE_PS","Cuando coloques edificios no podrás usarlos todavía; primero necesitas construirlos. Ve a la categoría Almacenaje del Menú de construcción y coloca una <mark>Reserva</mark> y un <mark>Almacén de alimentos</mark> en una zona explorada.\n\nCuando coloques los edificios, selecciona los especialistas y haz que <mark>muevan la zona de construcción pulsando el botón X</mark>. Los especialistas usarán los recursos almacenados, ¡siempre y cuando poseas la cantidad necesaria!"
"##TUTORIAL_DIALOG_EXPLORE_MESSAGE_XBOX","Las zonas circundantes contienen un montón de materiales que te resultarán útiles, pero al principio están cubiertas de niebla, que pueden explorar tus especialistas.\n\nManda a los <mark>especialistas seleccionados</mark> a buscar materiales pulsando el <mark>botón ""A""</mark> en una zona con niebla"
"##TUTORIAL_DIALOG_EXPLORE_MESSAGE_XBOX","Las zonas circundantes contienen un montón de materiales que te resultarán útiles, pero al principio están cubiertas de niebla, que pueden explorar tus especialistas.\n\nManda a los <mark>especialistas seleccionados</mark> a buscar materiales pulsando el <mark>botón A</mark> en una zona con niebla"
"##TUTORIAL_DIALOG_EXPLORE_MESSAGE","Las zonas circundantes contienen un montón de materiales que te resultarán útiles, pero al principio están cubiertas de niebla, que pueden explorar tus especialistas.\n\nManda a los <mark>especialistas seleccionados</mark> a buscar materiales haciendo <mark>clic derecho</mark> en una zona con niebla"
"##TUTORIAL_DIALOG_EXPLORE_MESSAGE_NX","Las zonas circundantes contienen un montón de materiales que te resultarán útiles, pero al principio están cubiertas de niebla, que pueden explorar tus especialistas.\n\nManda a los <mark>especialistas seleccionados</mark> a buscar materiales pulsando el <mark>botón ""A""</mark> en una zona con niebla"
"##TUTORIAL_DIALOG_EXPLORE_MESSAGE_PS","Las zonas circundantes contienen un montón de materiales que te resultarán útiles, pero al principio están cubiertas de niebla, que pueden explorar tus especialistas.\n\nManda a los <mark>especialistas seleccionados</mark> a buscar materiales pulsando el <mark>botón X</mark> en una zona con niebla"
"##TUTORIAL_DIALOG_SPECIALIST_CONTROLS_MESSAGE_XBOX","Los <mark>especialistas</mark> son tu principal recurso para descubrir terrenos desconocidos. Selecciona a tus especialistas con el <mark>botón ""A""</mark>. Para seleccionar múltiples, mantén pulsado el botón y mueve la cámara.\n\nTambién puedes encontrar la ubicación de tus especialistas seleccionando el <mark>Menú de especialistas</mark> de arriba."
"##TUTORIAL_DIALOG_SPECIALIST_CONTROLS_MESSAGE_XBOX","Los <mark>especialistas</mark> son tu principal recurso para descubrir terrenos desconocidos. Selecciona a tus especialistas con el <mark>botón A</mark>. Para seleccionar múltiples, mantén pulsado el botón y mueve la cámara.\n\nTambién puedes encontrar la ubicación de tus especialistas seleccionando el <mark>Menú de especialistas</mark> de arriba."
"##TUTORIAL_DIALOG_SPECIALIST_CONTROLS_MESSAGE","Los <mark>especialistas</mark> son tu principal recurso para descubrir terrenos desconocidos. Selecciona a tus especialistas haciendo <mark>clic izquierdo</mark>. Para seleccionar múltiples, mantén pulsado el botón y mueve el cursor.\n\nTambién puedes encontrar la ubicación de tus especialistas seleccionando el <mark>Menú de especialistas</mark> de arriba."
"##TUTORIAL_DIALOG_SPECIALIST_CONTROLS_MESSAGE_NX","Los <mark>especialistas</mark> son tu principal recurso para descubrir terrenos desconocidos. Selecciona a tus especialistas con el <mark>botón ""A""</mark>. Para seleccionar múltiples, mantén pulsado el botón y mueve la cámara.\n\nTambién puedes encontrar la ubicación de tus especialistas seleccionando el <mark>Menú de especialistas</mark> de arriba."
"##TUTORIAL_DIALOG_SPECIALIST_CONTROLS_MESSAGE_PS","Los <mark>especialistas</mark> son tu principal recurso para descubrir terrenos desconocidos. Selecciona a tus especialistas con el <mark>botón X</mark>. Para seleccionar múltiples, mantén pulsado el botón y mueve la cámara.\n\nTambién puedes encontrar la ubicación de tus especialistas seleccionando el <mark>Menú de especialistas</mark> de arriba."
......@@ -7702,7 +7829,7 @@
"##TUTORIAL_DIALOG_RETURN_RESOURCES_MESSAGE_XBOX","Los especialistas necesitan llevar los recursos encontrados a la colonia. La opción más sencilla es el botón <mark>Volver a la colonia</mark> del panel de información del especialista. Púlsalo y se creará una ruta hasta casa. Tras dar la orden de regreso, los especialistas se moverán hacia la colonia al final de cada turno hasta llegar. También puedes traerlos de vuelta manualmente, especialmente si quieres que tomen un desvío por el camino.\n\nCuando llegan los recursos, los colonos tienen que moverlos al <mark>almacenaje</mark> para tenerlos en un lugar seguro."
"##TUTORIAL_DIALOG_RETURN_RESOURCES_MESSAGE_NX","Los especialistas necesitan llevar los recursos encontrados a la colonia. La opción más sencilla es el botón <mark>Volver a la colonia</mark> del panel de información del especialista. Púlsalo y se creará una ruta hasta casa. Tras dar la orden de regreso, los especialistas se moverán hacia la colonia al final de cada turno hasta llegar. También puedes traerlos de vuelta manualmente, especialmente si quieres que tomen un desvío por el camino.\n\nCuando llegan los recursos, los colonos tienen que moverlos al <mark>almacenaje</mark> para tenerlos en un lugar seguro."
"##TUTORIAL_DIALOG_RETURN_RESOURCES_MESSAGE_PS","Los especialistas necesitan llevar los recursos encontrados a la colonia. La opción más sencilla es el botón <mark>Volver a la colonia</mark> del panel de información del especialista. Púlsalo y se creará una ruta hasta casa. Tras dar la orden de regreso, los especialistas se moverán hacia la colonia al final de cada turno hasta llegar. También puedes traerlos de vuelta manualmente, especialmente si quieres que tomen un desvío por el camino.\n\nCuando llegan los recursos, los colonos tienen que moverlos al <mark>almacenaje</mark> para tenerlos en un lugar seguro."
"##TUTORIAL_DIALOG_CONTROLS_MESSAGE_XBOX","Parece que llegaste a un lugar prometedor donde establecer tu asentamiento. Prueba a <mark>mover la cámara</mark> para investigar los alrededores.\n\n<mark>Mueve la cámara</mark> con el <mark>stick izquierdo</mark>, pulsa el <mark>botón ""A""</mark> para <mark>seleccionar</mark> o confirmar y el <mark>botón ""B""</mark> para <mark>anular la selección</mark> o volver atrás."
"##TUTORIAL_DIALOG_CONTROLS_MESSAGE_XBOX","Parece que llegaste a un lugar prometedor donde establecer tu asentamiento. Prueba a <mark>mover la cámara</mark> para investigar los alrededores.\n\n<mark>Mueve la cámara</mark> con el <mark>stick izquierdo</mark>, pulsa el <mark>botón A</mark> para <mark>seleccionar</mark> o confirmar y el <mark>botón B</mark> para <mark>anular la selección</mark> o volver atrás."
"##TUTORIAL_DIALOG_CONTROLS_MESSAGE","Parece que llegaste a un lugar prometedor donde establecer tu asentamiento. Prueba a <mark>mover la cámara</mark> para investigar los alrededores.\n\n<mark>Mueve la cámara con las teclas WASD</mark> o mantén el <mark>botón derecho del mouse</mark> y arrastra. <mark>Selecciona</mark> objetos y usa la interfaz con el <mark>botón izquierdo del mouse</mark>."
"##TUTORIAL_DIALOG_CONTROLS_MESSAGE_NX","Parece que llegaste a un lugar prometedor donde establecer tu asentamiento. Prueba a <mark>mover la cámara</mark> para investigar los alrededores.\n\n<mark>Mueve la cámara</mark> con la <mark>palanca izquierda</mark>, pulsa el <mark>botón ""A""</mark> para <mark>seleccionar</mark> o confirmar y el <mark>botón ""B""</mark> para <mark>anular la selección</mark> o volver atrás."
"##TUTORIAL_DIALOG_CONTROLS_MESSAGE_PS","Parece que llegaste a un lugar prometedor donde establecer tu asentamiento. Prueba a <mark>mover la cámara</mark> para investigar los alrededores.\n\n<mark>Mueve la cámara</mark> con el <mark>joystick izquierdo</mark>, pulsa el <mark>botón X</mark> para <mark>seleccionar</mark> o confirmar y el <mark>botón círculo</mark> para <mark>anular la selección</mark> o volver atrás."
......@@ -7718,10 +7845,10 @@
"##TUTORIAL_CODEX_SHELTER_XBOX","Todos los colonos <mark>sin hogar</mark> tienen un ícono flotante encima de sus cabezas. También se mostrarán así otras condiciones peligrosas.\n\nTus colonos pueden dormir en el suelo si es necesario, pero deberías priorizar tener refugios para todos. Tener una tienda o casa no solo mejora su <mark>felicidad</mark>, también los protege de los elementos. Sin cama, los colonos se trabajan de forma menos eficaz. También enferman, necesitando atención médica.\n\nLos refugios incluyen desde sencillas tiendas hasta casas buenas con ventajas similares a las de la actualidad. Mejorar a casas más resistentes aumenta la felicidad de la gente y la protege contra el mal tiempo e incluso las <mark>catástrofes</mark>. También animan a tus colonos a tener hijos, ya que un hogar digno les da una sensación de seguridad y privacidad. Los colonos intentan vivir cerca de sus trabajos, así que repartir las viviendas reduce el tiempo que pasan caminando.\n\nPuedes rotar los edificios en el modo de construcción con los botones superiores."
"##TUTORIAL_CODEX_SHELTER_NX","Todos los colonos <mark>sin hogar</mark> tienen un ícono flotante encima de sus cabezas. También se mostrarán así otras condiciones peligrosas.\n\nTus colonos pueden dormir en el suelo si es necesario, pero deberías priorizar tener refugios para todos. Tener una tienda o casa no solo mejora su <mark>felicidad</mark>, también los protege de los elementos. Sin cama, los colonos se trabajan de forma menos eficaz. También enferman, necesitando atención médica.\n\nLos refugios incluyen desde sencillas tiendas hasta casas buenas con ventajas similares a las de la actualidad. Mejorar a casas más resistentes aumenta la felicidad de la gente y la protege contra el mal tiempo e incluso las <mark>catástrofes</mark>. También animan a tus colonos a tener hijos, ya que un hogar digno les da una sensación de seguridad y privacidad. Los colonos intentan vivir cerca de sus trabajos, así que repartir las viviendas reduce el tiempo que pasan caminando.\n\nPuedes rotar los edificios en el modo de construcción con los botones L y R."
"##TUTORIAL_CODEX_SHELTER_PS","Todos los colonos <mark>sin hogar</mark> tienen un ícono flotante encima de sus cabezas. También se mostrarán así otras condiciones peligrosas.\n\nTus colonos pueden dormir en el suelo si es necesario, pero deberías priorizar tener refugios para todos. Tener una tienda o casa no solo mejora su <mark>felicidad</mark>, también los protege de los elementos. Sin cama, los colonos se trabajan de forma menos eficaz. También enferman, necesitando atención médica.\n\nLos refugios incluyen desde sencillas tiendas hasta casas buenas con ventajas similares a las de la actualidad. Mejorar a casas más resistentes aumenta la felicidad de la gente y la protege contra el mal tiempo e incluso las <mark>catástrofes</mark>. También animan a tus colonos a tener hijos, ya que un hogar digno les da una sensación de seguridad y privacidad. Los colonos intentan vivir cerca de sus trabajos, así que repartir las viviendas reduce el tiempo que pasan caminando.\n\nPuedes rotar los edificios en el modo de construcción con los botones L1 y R1."
"##WIP_TUTORIAL_CODEX_CARS","There are several different Car types in the game that have their own strengths and weaknesses. \n- Hatchback: Fast Car with limited transport capacity.\n- Sedan: Improved version of the hatchback that can carry more Specialists.\n- Station Wagon: Largest cargo capacity that comes at the price of the lowest speed.\n- Offroader: Rugged and reliable, able to traverse any terrain.\n- Bus: Big and spacious but terribly slow.\n- Van: Your standard do-it-all transport vehicle.\n\nCars use <mark>Action Points</mark> like Specialists, and moving them around the Map follows the same rules. Their advantage is in carrying several Specialists across great distances quickly, but Specialists must exit the vehicle to perform actions. To exit, click the vehicle to toggle between selections. Once the desired Specialist is active, order them to move away from the Car.\n\nCars will slow down after some mileage and must be brought back to the Colony for refueling. Broken Cars move at half their maximum speed"
"##WIP_TUTORIAL_CODEX_CARS_PS","There are several different Car types in the game that have their own strengths and weaknesses. \n- Hatchback: Fast Car with limited transport capacity.\n- Sedan: Improved version of the hatchback that can carry more Specialists.\n- Station Wagon: Largest cargo capacity that comes at the price of the lowest speed.\n- Offroader: Rugged and reliable, able to traverse any terrain.\n- Bus: Big and spacious but terribly slow.\n- Van: Your standard do-it-all transport vehicle.\n\nCars use <mark>Action Points</mark> like Specialists, and moving them around the Map follows the same rules. Their advantage is in carrying several Specialists across great distances quickly, but Specialists must exit the vehicle to perform actions. To exit, press the cross button repeatedly over the vehicle to toggle between selections. Once the desired Specialist is active, order them to move away from the Car.\n\nCars will slow down after some mileage and must be brought back to the Colony for refueling. Broken Cars move at half their maximum speed"
"##WIP_TUTORIAL_CODEX_CARS","There are several different Car types in the game that have their own strengths and weaknesses. \n- Hatchback: Fast Car with limited transport capacity.\n- Sedan: Improved version of the hatchback that can carry more Specialists.\n- Station Wagon: Largest cargo capacity that comes at the price of the lowest speed.\n- Offroader: Rugged and reliable, able to traverse any terrain.\n- Bus: Big and spacious but terribly slow.\n- Van: Your standard do-it-all transport vehicle.\n\nCars use <mark>Action Points</mark> like Specialists, and moving them around the Map follows the same rules. Their advantage is in carrying several Specialists across great distances quickly, but Specialists must exit the vehicle to perform actions. To exit, click the vehicle to toggle between selections. Once the desired Specialist is active, order them to move away from the Car.\n\nCars will slow down after some mileage and must be brought back to the colony for refueling. Broken Cars move at half their maximum speed"
"##WIP_TUTORIAL_CODEX_CARS_PS","There are several different Car types in the game that have their own strengths and weaknesses. \n- Hatchback: Fast Car with limited transport capacity.\n- Sedan: Improved version of the hatchback that can carry more Specialists.\n- Station Wagon: Largest cargo capacity that comes at the price of the lowest speed.\n- Offroader: Rugged and reliable, able to traverse any terrain.\n- Bus: Big and spacious but terribly slow.\n- Van: Your standard do-it-all transport vehicle.\n\nCars use <mark>Action Points</mark> like Specialists, and moving them around the Map follows the same rules. Their advantage is in carrying several Specialists across great distances quickly, but Specialists must exit the vehicle to perform actions. To exit, press the cross button repeatedly over the vehicle to toggle between selections. Once the desired Specialist is active, order them to move away from the Car.\n\nCars will slow down after some mileage and must be brought back to the colony for refueling. Broken Cars move at half their maximum speed"
"##WIP_TUTORIAL_CODEX_CARS_XBOX","There are several different Car types in the game that have their own strengths and weaknesses. \n- Hatchback: Fast Car with limited transport capacity.\n- Sedan: Improved version of the hatchback that can carry more Specialists.\n- Station Wagon: Largest cargo capacity that comes at the price of the lowest speed.\n- Offroader: Rugged and reliable, able to traverse any terrain.\n- Bus: Big and spacious but terribly slow.\n- Van: Your standard do-it-all transport vehicle.\n\nCars use <mark>Action Points</mark> like Specialists, and moving them around the Map follows the same rules. Their advantage is in carrying several Specialists across great distances quickly, but Specialists must exit the vehicle to perform actions. To exit, press A repeatedly over the vehicle to toggle between selections. Once the desired Specialist is active, order them to move away from the Car.\n\nCars will slow down after some mileage and must be brought back to the Colony for refueling. Broken Cars move at half their maximum speed."
"##WIP_TUTORIAL_CODEX_CARS_NX","There are several different Car types in the game that have their own strengths and weaknesses. \n- Hatchback: Fast Car with limited transport capacity.\n- Sedan: Improved version of the hatchback that can carry more Specialists.\n- Station Wagon: Largest cargo capacity that comes at the price of the lowest speed.\n- Offroader: Rugged and reliable, able to traverse any terrain.\n- Bus: Big and spacious but terribly slow.\n- Van: Your standard do-it-all transport vehicle.\n\nCars use <mark>Action Points</mark> like Specialists, and moving them around the Map follows the same rules. Their advantage is in carrying several Specialists across great distances quickly, but Specialists must exit the vehicle to perform actions. To exit, press the A Button repeatedly over the vehicle to toggle between selections. Once the desired Specialist is active, order them to move away from the Car.\n\nCars will slow down after some mileage and must be brought back to the Colony for refueling. Broken Cars move at half their maximum speed"
"##WIP_TUTORIAL_CODEX_CARS_NX","There are several different Car types in the game that have their own strengths and weaknesses. \n- Hatchback: Fast Car with limited transport capacity.\n- Sedan: Improved version of the hatchback that can carry more Specialists.\n- Station Wagon: Largest cargo capacity that comes at the price of the lowest speed.\n- Offroader: Rugged and reliable, able to traverse any terrain.\n- Bus: Big and spacious but terribly slow.\n- Van: Your standard do-it-all transport vehicle.\n\nCars use <mark>Action Points</mark> like Specialists, and moving them around the Map follows the same rules. Their advantage is in carrying several Specialists across great distances quickly, but Specialists must exit the vehicle to perform actions. To exit, press the A Button repeatedly over the vehicle to toggle between selections. Once the desired Specialist is active, order them to move away from the Car.\n\nCars will slow down after some mileage and must be brought back to the colony for refueling. Broken Cars move at half their maximum speed"
"#TOPIC_RESEARCH_FOOD","ALIMENTOS"
"#TOPIC_RESEARCH_PRODUCTION","PRODUCCIÓN"
"#TOPIC_RESEARCH_COLONY","COLONIA"
......@@ -8200,6 +8327,10 @@
"#TECH_ARSENAL_DESC","Proteger a la colonia con palos y piedras no es muy práctico a largo plazo, mientras que conseguir las mejores armas ayuda en gran medida contra cualquier ataque que reciba la colonia."
"#TECH_WATER_PIPES","Tuberías de agua"
"#TECH_WATER_PIPES_DESC","Lleva el agua a los edificios con torres de agua. Al construir un sistema de tuberías, la colonia se acerca más a convertirse en una sociedad moderna."
"#TECH_FLUSHING","Flushing"
"#TECH_FLUSHING_DESC","Using water to sweep away excrement benefits nature and leaves colonists feeling more refreshed after relieving themselves. Unlike Outhouses, Toilets do not create excess waste."
"#TECH_STEAM_ROOMS","Steam Rooms"
"#TECH_STEAM_ROOMS_DESC","Warming up in steamy Saunas wash away all the nasty particles clinging to them. Advances in technology also provide this to be an environmentally friendly option, as it does not create any excess pollution. "
"#QUEST_ABANDON","Abandonar misión"
"#QUEST_ACCEPT","Aceptar misión"
"#QUEST_AVAILABLE","Nueva misión disponible"
......
......@@ -1233,7 +1233,7 @@
"##TOPIC_CONTROLLER_LAYOUT_XBOX","CONTROLLER LAYOUT"
"##TOPIC_CONTROLLER_LAYOUT_PS","WIRELESS CONTROLLER LAYOUT"
"##TOPIC_CONTROLLER_LAYOUT_NX","JOY-CON™ LAYOUT"
"##TOPIC_CONTROLLER_LAYOUT_NX_PRO","PRO CONTROLLER LAYOUT"
"#TOPIC_CONTROLLER_LAYOUT_NX_PRO","PRO CONTROLLER LAYOUT"
"##SETTINGS_CONTROLLER_ON_OR_OFF_PC","Controller"
"##SETTINGS_CONTROLLER_ON_OR_OFF_NX","Joy-Con™"
"##SETTINGS_CONTROLLER_ON_OR_OFF_NX_PRO","Pro Controller"
......@@ -1270,17 +1270,31 @@
"#ACCOUNT_ERROR_PSN_REQUIRED","PlayStation™Network account required."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_EP3","Foundation"
"#ANNOUNCEMENT_PATCHNOTES_EP3_TITLE","Foundation"
"#ANNOUNCEMENT_PATCHNOTES_EP3_DESC","This patch moves the game towards a more colony builder-oriented direction where construction, not micromanagement, is the key to success and where players should always have something to do instead of waiting for colonists to wake up. It also includes the Graveyard and Medical Lab buildings and new building upgrades plus a multi-turn combat in line with other World Map missions. The negative resource bug has also been fixed."
"#ANNOUNCEMENT_PATCHNOTES_EP3_BUILDER_SUBTITLE","Towards Colony Builder"
"#ANNOUNCEMENT_PATCHNOTES_EP3_BUILDER_TEXT","Challenges in a colony-builder game should be overcome on a higher level by constructing buildings and finding resources instead of micromanaging individual colonists. More improvements towards this are incoming, including more control over your colony population."
"#ANNOUNCEMENT_PATCHNOTES_EP3_DESC","This patch is the first major improvement to take the game towards a direction where construction, not micromanagement, is the key to success. Improvements in the game's balance are many including more optimized production and consumption of resources, reductions in colonist's downtime and changed eating habits. New buildings include a Cemetery and a Medical Lab, but also upgrades to existing buildings. In addition the world map combat has been changed to time based allowing several specialists fight bandits simultaneously. The ""negative resource"" bug has also been fixed."
"#ANNOUNCEMENT_PATCHNOTES_EP3_BUILDER_SUBTITLE","Building and Production"
"#ANNOUNCEMENT_PATCHNOTES_EP3_BUILDER_TEXT","Challenges in Surviving the Aftermath should be overcome on a higher level by constructing buildings and finding resources instead of micromanaging individual colonists. Alongside with the downtime changes resource production have been increased and construction requirements increased respectively. "
"#ANNOUNCEMENT_PATCHNOTES_EP3_DOWNTIME_SUBTITLE","Downtime reduction"
"#ANNOUNCEMENT_PATCHNOTES_EP3_DOWNTIME_TEXT","Previously colonists spent a large chunk of their day sleeping, washing up and in entertainment buildings. These activities are now completed quicker, and as a result, production should now be more consistent. People will still need their basic needs met, so you can't forgo building shelters, outhouses and arenas."
"#ANNOUNCEMENT_PATCHNOTES_EP3_BUILDINGS_SUBTITLE","Medical Lab and Cemetery"
"#ANNOUNCEMENT_PATCHNOTES_EP3_BUILDINGS_TEXT","The highly requested Medical Lab has arrived! After unlocking it from the Tech Tree, this late game building starts manufacturing different kinds of medicine if you have the Medicinal Herbs and other resources readily available. The new Cemetery is a bigger and non-polluting version of the Burial Pit, and will provide the colony with Happiness."
"#ANNOUNCEMENT_PATCHNOTES_EP3_BUILDINGS_TEXT","The highly requested Medical Lab has arrived! After unlocking it from the Tech Tree, this late game building starts manufacturing different kinds of medicine if you have the Medicinal Herbs and other resources readily available. The new Cemetery, on the other hand, is a bigger and non-polluting option for the Burial Pit."
"#ANNOUNCEMENT_PATCHNOTES_EP3_UPGRADES_SUBTITLE","Building upgrades"
"#ANNOUNCEMENT_PATCHNOTES_EP3_UPGRADES_TEXT","You will now need to upgrade your Toolshops, Tailors and Gunsmiths to access higher-grade Tools, Clothes and Weapons. Their visuals will also improve to reflect their more advanced status."
"#ANNOUNCEMENT_PATCHNOTES_EP3_CHANGES_SUBTITLE","Other Improvements"
"#ANNOUNCEMENT_PATCHNOTES_EP3_CHANGES_TEXT","Other improvements include sortable Statistics, performance fixes, and a multi-turn combat akin to other World Map missions. You can command your Specialist to attack a bandit and return later to see the results. You can also attack a location with multiple Specialists for added effect."
"#SETTINGS_KEY_BINDING_MILESTONE_MENU","Milestone Menu"
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_EP4","Prestige and Performance"
"#ANNOUNCEMENT_PATCHNOTES_EP4_TITLE","Prestige and Performance"
"#ANNOUNCEMENT_PATCHNOTES_EP4_DESC","This update improves performance and AI in many ways, but also adds a new feature called milestones. The milestone system adds a new layer of goals for you to strive for and gain prestige while doing so."
"#ANNOUNCEMENT_PATCHNOTES_EP4_MILESTONES_SUBTITLE","Milestones and Prestige"
"#ANNOUNCEMENT_PATCHNOTES_EP4_MILESTONES_TEXT","Milestones act as goals on the road towards a self-sufficient colony with each rewarding the player with Prestige points. Higher difficulty and faster completion rewards bonus points. Prestige tells abouth the progression in the game, but also about how well you’re doing."
"#ANNOUNCEMENT_PATCHNOTES_EP4_PERFORMANCE_SUBTITLE","Performance Boost"
"#ANNOUNCEMENT_PATCHNOTES_EP4_PERFORMANCE_TEXT","Better performance with more efficient pathfinding, smarter colonist personal status updates, leaner construction zone calculations, plugged memory leaks and more. This optimization work will continue throughout the game’s development."
"#ANNOUNCEMENT_PATCHNOTES_EP4_AI_SUBTITLE","Colonist AI"
"#ANNOUNCEMENT_PATCHNOTES_EP4_AI_TEXT","Certain colony tasks are given a higher priority in extreme conditions. Colonists are now smarter in rushing for resources or treatment when there's not enough for all. Idle ones will build roads when there’s nothing else to do and ones with disabled workplaces will find other tasks to do."
"#ANNOUNCEMENT_PATCHNOTES_EP4_DIFFICULTY_SUBTITLE","Difficulty and Gatekeeper"
"#ANNOUNCEMENT_PATCHNOTES_EP4_DIFFICULTY_TEXT","The overall difficulty has been adjusted in many ways. Catastrophe selection in the pre-game now has a bigger influence on the gameplay and catastrophes in general are shorter, but more intense. Gatekeeper is also improved to create more interesting challenges based on the situation."
"#ANNOUNCEMENT_PATCHNOTES_EP4_CHANGES_SUBTITLE","Other Improvements"
"#ANNOUNCEMENT_PATCHNOTES_EP4_CHANGES_TEXT","Bandit sectors now block movement before they're dealt with. Status icons have been added to the Specialist menu. Societies now spawn closer to player colony. Water Well, Recycler, Scrapper, Shanty, Sauna and Outhouse can now be upgraded."
"#POPULATION","Population"
"#RESOURCE_WOOD","Bûches"
"#RESOURCE_PLANK","Planches"
......@@ -2743,6 +2757,108 @@
"#RESOURCE_MEDICINALHERB_DESC","Espèce d'herbe capable de s'épanouir dans une serre. Excellent ingrédient pour créer des produits médicinaux.\n\nNon comestible\n\nPoids : léger"
"#RESOURCE_MEDICINALHERB_SEED","Graine : Plante médicinale"
"#DESC_FOOD_MEDICINALHERB","Espèce d'herbe capable de s'épanouir dans une serre. Excellent ingrédient pour créer des produits médicinaux.\n\nNon comestible\n\nPoids : léger"
"#TOPIC_MILESTONES_UNLOCKED","Unlocked"
"#TOPIC_MILESTONES","Milestones"
"#MILESTONES_DESC","Complete Milestones to earn Prestige. Difficulty level and completion speed affect the score."
"#TOPIC_BONUS_FOR_DIFFICULTY","Difficulty Bonus"
"#TOPIC_BONUS_FOR_DAY","Day Bonus"
"#TOPIC_MILESTONE_COMPLETED","Milestone Completed"
"#TOPIC_BASE_PRESTIGE","Base Prestige"
"#TOPIC_PRESTIGE_EARNED","Total Prestige Earned"
"#TOPIC_COLONY_PRESTIGE","Colony Prestige"
"#NOTIFICATION_MILESTONE_COMPLETED","Milestone completed"
"#MILESTONE_CATEGORY_COLONY_1","New Beginnings"
"#MILESTONE_CATEGORY_WM_1","Into the Wild"
"#MILESTONE_CATEGORY_COLONY_2","Base to Build"
"#MILESTONE_CATEGORY_WM_2","Expanding Horizons"
"#MILESTONE_CATEGORY_COLONY_3","Safe Haven"
"#MILESTONE_CATEGORY_WM_3","Wide World"
"#MILESTONE_MEET_A_SOCIETY","First Contact"
"#MILESTONE_INVITE_COLONISTS","First Settlers"
"#MILESTONE_UNLOCK_FIRST_TECH","Reclaimed Knowledge"
"#MILESTONE_TRADE_A_SEED","Seedy Business"
"#MILESTONE_COMPLETE_FIRST_SIDE_QUESTS","Taste of Adventure"
"#MILESTONE_COLONYBORN","Born and Raised"
"#MILESTONE_POPULATION_20","Little Town"
"#MILESTONE_COMPLETE_5_EVENTS","Decisive Actions"
"#MILESTONE_WIN_COLONY_COMBAT","Retaliation Tactics"
"#MILESTONE_HEAL_COLONISTS","Healing Hands"
"#MILESTONE_DEFEAT_RATBEETLES","Nature in my Backyard"
"#MILESTONE_50_BUILDINGS","More than Wilderness"
"#MILESTONE_BUILD_THE_GATE","Into the World"
"#MILESTONE_ENERGY","Sparks of Progress"
"#MILESTONE_EXPLORE_HALF_WM","Halfway There"
"#MILESTONE_UPGRADE_5","Iterative Progress"
"#MILESTONE_DAY_50","We can do this"
"#MILESTONE_CLEAN_FIRST_POLLUTION","Eco-Friendly"
"#MILESTONE_COLONY_BORN_DEAD","Dust to Dust"
"#MILESTONE_EDUCATED_COLONISTS","Hit the Books"
"#MILESTONE_POPULATION_100","Badlands Oasis"
"#MILESTONE_TRADE_25_TIMES","Future Investing"
"#MILESTONE_POPULATION_50","More of Us"
"#MILESTONE_100_DAYS","Road to a Hundred"
"#MILESTONE_MEET_ALL_SOCIETIES","Well Acquainted"
"#MILESTONE_POPULATION_150","Almost Metropolitan"
"#MILESTONE_ALL_TECHS_UNLOCKED","Science Fair"
"#MILESTONE_SPECIALIST_SLOTS_FULL","Truly Special"
"#MILESTONE_MOST_EDUCATED","Big Brains"
"#MILESTONE_REVEAL_WORLD_MAP","Cartographer"
"#MILESTONE_ALL_POLLUTION_CLEARED","Going Green"
"#MILESTONE_BUILD_ALL","Future Architect"
"#MILESTONE_ALL_SEEDS_UNLOCKED","Seed Vault"
"#MILESTONE_INVITE_COLONISTS_DESC","""We have laid the foundations for a new home, but we lack the heart. It’s time to call for the people.""\n\n<mark>Invite first colonists.</mark>"
"#MILESTONE_INVITE_COLONISTS_COMPLETED_DESC","“It was risky to leave our bunkers and venture out here, but the mere feeling of sunlight on my skin makes me hopeful for the future.”\n\n<mark>First colonists Arrived.</mark>"
"#MILESTONE_POPULATION_20_DESC","""Many hands make light work. We should find more people to aid us with building a new civilization.""\n\n<mark>Increase population to 25.</mark>"
"#MILESTONE_POPULATION_20_COMPLETED_DESC","“Even if we’re not done yet, this is a good start. We’re on our way to a large, thriving colony!""\n\n<mark>Reached a Population of 25.</mark>"
"#MILESTONE_COMPLETE_5_EVENTS_DESC","""It’s an unpredictable world, and many things can happen out here. Tough calls are certainly ahead, but we should always think of the good of the colony.""\n\n<mark>Complete 5 Events.</mark>"
"#MILESTONE_COMPLETE_5_EVENTS_COMPLETED_DESC","“So many crazy things can happen to us out here, it’s almost fun. Almost.”\n\n<mark>Completed 5 Events.</mark>"
"#MILESTONE_MEET_A_SOCIETY_DESC","""Even if barren, it’s a vast world out there. We can’t be the only survivors. We ought to look for our neighbors.""\n\n<mark>Find a Society.</mark>"
"#MILESTONE_MEET_A_SOCIETY_COMPLETED_DESC","“Just as I thought, we’re not alone in the world. Hopefully, these people are friendly.”\n\n<mark>Met a Society.</mark>"
"#MILESTONE_UNLOCK_FIRST_TECH_DESC","""Most of our shared knowledge was lost in the endless fights for survival, but some may remain. We should stay on the lookout for useful information.""\n\n<mark>Unlock 5 Techs from the Tech Tree.</mark>"
"#MILESTONE_UNLOCK_FIRST_TECH_COMPLETED_DESC","“We have managed to uncover some intel on our past inventions. Knowledge is power, now we just need to keep gathering more of it.”\n\n<mark>Unlocked 5 Techs.</mark>"
"#MILESTONE_TRADE_A_SEED_DESC","""Rumor has it that some rare seeds of once common plants still circulate the trades. The more variety we have for farming, the better we adapt to different situations.""\n\n<mark>Trade a Seed from a Society.</mark>"
"#MILESTONE_TRADE_A_SEED_COMPLETED_DESC","“Thank goodness someone kept these safe for all these years. Investing in agriculture will surely pay off.”\n\n<mark>Traded a Seed.</mark>"
"#MILESTONE_COLONYBORN_DESC","""No matter what the times are like, the birth of a child is always a miracle. The new generation will carry our hopes for a better future.""\n\n<mark>First child born in the colony.</mark>"
"#MILESTONE_COLONYBORN_COMPLETED_DESC","“New life in the colony! Let’s hope we can build them a safe society to grow up in.”\n\n<mark>First child born in the colony.</mark>"
"#MILESTONE_DEFEAT_RATBEETLES_DESC","""Expanding our territory will be challenging with these kinds of creatures lurking around. I have a hunch they think similarly of us...""\n\n<mark>Defeat 10 hostile Wild Animals.</mark>"
"#MILESTONE_DEFEAT_RATBEETLES_COMPLETED_DESC","“Begone, beast! Crushing mercilessly whatever stands in our way, now that is humanity in its essence!”\n\n<mark>Defeated 10 hostile Wild Animals.</mark>"
"#MILESTONE_BUILD_THE_GATE_DESC","""If we are to ever get out of our little nest, we need some protection. A Gate to keep out the unwanted perhaps, in case our presence becomes known.""\n\n<mark>Build the Gate.</mark>"
"#MILESTONE_BUILD_THE_GATE_COMPLETED_DESC","“With the security provided by the Gate, we can finally uncover the world around us. Towards a better future!”\n\n<mark>Built the Gate.</mark>"
"#MILESTONE_COLONY_BORN_DEAD_DESC","""Old age is a luxury not many are bestowed with. It sure would be nice to see someone live a full life for a change.""\n\n<mark>Colonist born here dies from Old Age.</mark>"
"#MILESTONE_COLONY_BORN_DEAD_COMPLETED_DESC","“It’s sad to see our eldest go with all their wisdom and memories. May they rest in peace.”\n\n<mark>Colonist born here died of Old Age.</mark>"
"#MILESTONE_UPGRADE_5_DESC","""Instead of starting from scratch, what if we improved the buildings we already have? Surely that would be more efficient.""\n\n<mark>Have 5 Upgraded buildings in the colony.</mark>"
"#MILESTONE_UPGRADE_5_COMPLETED_DESC","“Nothing is born perfect. Only steadily improving things puts us on the route there.”\n\n<mark>5 Upgraded buildings in the colony.</mark>"
"#MILESTONE_POPULATION_100_DESC","""Our colony is a safe haven for any potential refugees and we could always use more hands to help out. We should allow more people in.""\n\n<mark>Increase population to 50.</mark>"
"#MILESTONE_POPULATION_100_COMPLETED_DESC","“The more people we can support here, the less there are out there wandering the wasteland, joining bandits and causing trouble.” \n\n<mark>Reached a Population of 50.</mark>"
"#MILESTONE_TRADE_25_TIMES_DESC","""Making allies can help both of our communities to grow and flourish, don't you think?""\n\n<mark>Trade 25 times.</mark>"
"#MILESTONE_TRADE_25_TIMES_COMPLETED_DESC","“We have so many traded goods pouring in from every direction, it’s hard to keep up. Luckily, I don’t have to.”\n\n<mark>Traded 25 times with a Society.</mark>"
"#MILESTONE_100_DAYS_DESC","""It’s not always easy, but together we can persevere. Chin up and march on!""\n\n<mark>Make it to Day 100.</mark>"
"#MILESTONE_100_DAYS_COMPLETED_DESC","“Heavens! Never thought I’d see the day we make it this far. The future is starting to look bright!”\n\n<mark>Survived for 100 Days.</mark>"
"#MILESTONE_MEET_ALL_SOCIETIES_DESC","""We need to know who we are dealing with. Even the most remote communities may have something to offer us.""\n\n<mark>Meet all Societies.</mark>"
"#MILESTONE_MEET_ALL_SOCIETIES_COMPLETED_DESC","“So many societies, some in better shape than others. I’m sure we can coexist and cooperate, hopefully they think the same way.”\n\n<mark>Met all Societies.</mark>"
"#MILESTONE_ALL_TECHS_UNLOCKED_DESC","""Learn from the past, live for the future. If we discovered all the secrets these books can tell us, surely we could build a better world.""\n\n<mark>Unlock 100 Techs.</mark>"
"#MILESTONE_ALL_TECHS_UNLOCKED_COMPLETED_DESC","""Long live science! We’ve discovered more than anyone, at least for now.""\n\n<mark>100 Techs unlocked.</mark>"
"#MILESTONE_SPECIALIST_SLOTS_FULL_DESC","""Can you imagine? Having so many specialized people that we simply cannot take in no more.""\n\n<mark>Have 10 Specialists alive at once.</mark>"
"#MILESTONE_SPECIALIST_SLOTS_FULL_COMPLETED_DESC","""This many skilled people, all working for us? I have got to be dreaming.""\n\n<mark>10 Specialists alive at once.</mark>"
"#MILESTONE_POPULATION_150_DESC","""I want to see it once more... A town full of busy people, just like back in the day when the moon was still full.""\n\n<mark>Increase population to 100.</mark>"
"#MILESTONE_POPULATION_150_COMPLETED_DESC","""A colony buzzing with life, this is truly a sight to behold. If I close my eyes, I can almost imagine a world of the past with its bustling cities and crowded streets.""\n\n<mark>Reached a population of 100.</mark>"
"#MILESTONE_HEAL_COLONISTS_DESC","""Healthy people equals productive people. Even minor wounds can fester into something deadly, so having nurses and medicine at hand is imperative.""\n\n<mark>Heal 50 colonists.</mark>"
"#MILESTONE_HEAL_COLONISTS_COMPLETED_DESC","“A wound or a fever used to be a death sentence, but look at us now! Let me tell you, our medics are seasoned professionals.”\n\n<mark>50 colonists Healed.</mark>"
"#MILESTONE_ALL_POLLUTION_CLEARED_DESC","""The pollution may be the doing of our parents, but we should leave the world better than we found it. Let’s clean up this mess, for our children.""\n\n<mark>Clear all Pollution Deposits.</mark>"
"#MILESTONE_ALL_POLLUTION_CLEARED_COMPLETED_DESC","""We may not ever be able to undo all the mistakes humanity has made, but this still counts for something.""\n\n<mark>Cleared all Pollution Deposits.</mark>"
"#MILESTONE_REVEAL_WORLD_MAP_DESC","""We should leave no stone unturned, find everything there is to find. Clues of our past can be hidden anywhere, and we must get to them first.""\n\n<mark>Reveal most of the World Map.</mark>"
"#MILESTONE_REVEAL_WORLD_MAP_COMPLETED_DESC","""This is it. The end of our world. Well, no, not literally, but this nearly as far as we can go.""\n\n<mark>Revealed most of the World Map.</mark>"
"#MILESTONE_EDUCATED_COLONISTS_DESC","""Reading and writing may be a thing of the past now, but how are we to survive if our children don’t even know how to hold a wrench?""\n\n<mark>Educate 10 children.</mark>"
"#MILESTONE_EDUCATED_COLONISTS_COMPLETED_DESC","""Education is valuable in and of itself, but hopefully these youths can improve things for us all around here.""\n\n<mark>10 colonists Educated.</mark>"
"#MILESTONE_CLEAN_FIRST_POLLUTION_DESC","""It is hard to breathe in here and I feel ill every time I pass by those toxic puddles. Maybe we could do something about this...""\n\n<mark>Clean 5 Pollution Deposits.</mark>"
"#MILESTONE_CLEAN_FIRST_POLLUTION_COMPLETED_DESC","""I never thought air could feel this fresh!""\n\n<mark>Cleaned 5 Pollution Deposits.</mark>"
"#MILESTONE_ENERGY_DESC","""I wish we had some help around here for this heavy labour. This ain't how we always did things, is it?""\n\n<mark>Increase Energy production to 30.</mark>"
"#MILESTONE_ENERGY_COMPLETED_DESC","""And we're back on track. Maybe soon we'll even be watching television once more... I miss those old soap operas I used to watch with my ma.""\n\n<mark>Increased Energy production to 30.</mark>"
"#MILESTONE_EXPLORE_HALF_WM_DESC","""Aren't you curious to know what we could find if we pushed just a little further...?""\n\n<mark>Explore half of the World Map.</mark>"
"#MILESTONE_EXPLORE_HALF_WM_COMPLETED_DESC","""The horizon is opening before our very eyes. I wonder where it ends… We should keep exploring!""\n\n<mark>Explored half of the World Map.</mark>"
"#MILESTONE_COMPLETE_FIRST_SIDE_QUESTS_DESC","""There are so many mysteries out there. We should strive to help those who come to us in need, and who could say no to a good, old-fashioned adventure?""\n\n<mark>Complete 5 Quests.</mark>"
"#MILESTONE_COMPLETE_FIRST_SIDE_QUESTS_COMPLETED_DESC","""Hearing about the adventures our specialists have gone on almost makes me dizzy. It’s truly a crazy world out there.""\n\n<mark>Completed 5 Quests.</mark>"
"#MILESTONES_DISABLED_DESC","Milestones are disabled in this save version. Please start a new game to enable them."
"#CATEGORY_HOUSING","Abris"
"#CATEGORY_STORAGE","Bâtiment stockage"
"#CATEGORY_FOOD","Nourriture"
......@@ -3299,6 +3415,14 @@
"#DESC_CEMETERY","Un lieu de repos honorable pour ceux qui sont décédés et un endroit où les colons peuvent faire le deuil de leurs proches. Avoir un lieu de repos final décent apporte du bonheur à toute la colonie, tandis que sa destruction entraînera une énorme pénalité de bonheur. Les cadavres mettent un peu plus de temps à se décomposer que dans une fosse.\n\n- Ne génère aucune pollution"
"#WELL_UPGRADE","Drilled Well"
"#DESC_WELL_UPGRADE","An improved source of Water and critical for Colonist survival. Must be built away from other Wells.\n\nFertile tiles produce more Water than normal ones, while Barren tiles produce none.\n\n- Cannot be placed on Barren Soil"
"#SAUNA_UPGRADE","Steam Sauna"
"#DESC_SAUNA_UPGRADE","Hygiene is imperative to keeping a Colony healthy. Steam Saunas allow Colonists to wash themselves of harmful particles and pathogens so they don't become a real issue later on. Extremely helpful during a Pandemica and Winter season, as it also warms colonists to the core.\n\n- Requires access to a Water Tower"
"#OUTHOUSE_UPGRADE","Toilet"
"#DESC_OUTHOUSE_UPGRADE","Hygiene is a must for a healthy Colony. Allows Colonists to wash themselves properly and properly take care of the natural waste with flowing water. "
"#RECYCLER_UPGRADE","Speedy Recycler"
"#DESC_RECYCLER_UPGRADE","Scavenges Plastic and Fiber from Plastic deposits faster and more effectively than the basic building.\n\nPlastic is used for both the construction and for production of refined resources. Fiber is an important side product used as raw material for Clothes."
"#SCAVENGER_UPGRADE","Speedy Scrapper"
"#DESC_SCAVENGER_UPGRADE","Scavenges Metal and Junk from Metal deposits faster and more effectively than the basic building.\n\nMetal is an essential construction material and Junk can be further recycled into valuable Parts."
"#PERSON_CONDITION_TITLE","Maladies"
"#PERSON_STATE_IDLE","Ne fait rien"
"#PERSON_STATE_WALKING","Marche"
......@@ -7302,15 +7426,11 @@
"#SPECIALIST_LOW_HP_WARNING_TITLE","Spécialiste en danger !"
"#SPECIALIST_LOW_HP_WARNING_DESCRIPTION","Cet endroit dangereux pourrait causer des dégâts mortels au prochain tour."
"#OPPONENT_DEFEATED","Opposing forces defeated"
"#SPECIALIST_DEAD","Specialist {0} died during combat"
"#SPECIALIST_DEAD","Specialist <color=#E8CF45>{0}</color> died during combat"
"#WITHDRAW_FROM_COMBAT","Retreated from combat"
"#COMBAT_DAMAGE","Damage done {0}, damage taken {1}"
"#MISSION_COMPLETE_COMBAT","Finish combat"
"#MISSION_CANCEL_COMBAT","Retreat"
"#COMBAT_EXPECTED_RESULT_MAJOR_VICTORY","Major Victory"
"#COMBAT_EXPECTED_RESULT_MINOR_VICTORY","Minor Victory"
"#COMBAT_EXPECTED_RESULT_MINOR_DEFEAT","Minor Defeat"
"#COMBAT_EXPECTED_RESULT_MAJOR_DEFEAT","Major Defeat"
"#TOPIC_DURATION_DAY","{0} Day"
"#TOPIC_DURATION_DAYS","{0} Days"
"#TITLE_SCAVENGE_COMPLETE","Scavenging Completed"
......@@ -7320,6 +7440,13 @@
"#TOPIC_EFFICIENCY","{0}(+{1}% Efficiency)"
"#TOPIC_DAMAGE_RECEIVED","Damage Received"
"#TOPIC_REMAINING_RESOURCES","Remaining Resources"
"#DESC_BANDITS_DEFEATED","<color=#E8CF45>Bandits</color> have been defeated"
"#TOPIC_DAMAGE_INFLICTED","Damage Inflicted"
"#TOPIC_REMAINING_HEALTH","Remaining Bandit Health"
"#TOPIC_RETREAT","Retreat from battle?"
"#DESC_RETREAT_DAMAGE","Specialist takes {0}-{1} points of damage, but retreats from the battle alive"
"#DESC_RETREAT_PREDICTION","Battle prediction change: {0} -> {1}"
"#TOPIC_COMBAT_STATUS","Combat Report"
"#TUTORIAL_NOTIFICATION_BUILD_HEADLINE","Construire des abris et une source d'eau"
"#TUTORIAL_NOTIFICATIO_BUILD_MESSAGE","Appuyez ici pour en savoir plus."
"#TUTORIAL_DIALOG_BUILD_HEADLINE","CONSTRUIRE UN ABRI ET UNE SOURCE D'EAU"
......@@ -7677,19 +7804,19 @@
"#TUTORIAL_NOTIFICATION_UPGRADING_MESSAGE","Appuyez ici pour en savoir plus."
"#TUTORIAL_DIALOG_UPGRADING_HEADLINE","AMÉLIORATIONS DE BÂTIMENTS"
"#TUTORIAL_DIALOG_UPGRADING_MESSAGE","Certains bâtiments peuvent être développés davantage lorsque la technologie progresse. Le déblocage des technologies d'amélioration rend cette option disponible, mais elle n'est pas automatiquement applicable.\n\nChoisissez le bâtiment concerné et cliquez sur <mark>Amélioration</mark> dans son panneau d'information. L'Amélioration démolit la structure précédente, alors réfléchissez bien car il n'est pas possible de retourner en arrière."
"##TUTORIAL_DIALOG_ACTION_POINTS_MESSAGE_XBOX","Les actions menées sur la carte du monde, comme se déplacer, utilisent les <mark>Points d’action</mark> du spécialiste. Une fois qu’ils ont été utilisés, le spécialiste doit se reposer pendant un certain temps avant de pouvoir exécuter de nouveaux ordres.\n\nDéplacez le spécialiste sélectionné en appuyant sur le <mark>bouton A</mark>."
"##TUTORIAL_DIALOG_ACTION_POINTS_MESSAGE_XBOX","Les actions menées sur la carte du monde, comme se déplacer, utilisent les <mark>Points d’action</mark> du spécialiste. Une fois qu’ils ont été utilisés, le spécialiste doit se reposer pendant un certain temps avant de pouvoir exécuter de nouveaux ordres.\n\nDéplacez le spécialiste sélectionné en appuyant sur la <mark>touche A</mark>."
"##TUTORIAL_DIALOG_ACTION_POINTS_MESSAGE","Les actions menées sur la carte du monde, comme se déplacer, utilisent les <mark>Points d’action</mark> du spécialiste. Une fois qu’ils ont été utilisés, le spécialiste doit se reposer pendant un certain temps avant de pouvoir exécuter de nouveaux ordres.\n\nDéplacez le spécialiste sélectionné avec un <mark>clic droit</mark>."
"##TUTORIAL_DIALOG_ACTION_POINTS_MESSAGE_NX","Les actions menées sur la carte du monde, comme se déplacer, utilisent les <mark>Points d’action</mark> du spécialiste. Une fois qu’ils ont été utilisés, le spécialiste doit se reposer pendant un certain temps avant de pouvoir exécuter de nouveaux ordres.\n\nDéplacez le spécialiste sélectionné en appuyant sur le <mark>Bouton A</mark>."
"##TUTORIAL_DIALOG_ACTION_POINTS_MESSAGE_PS","Les actions menées sur la carte du monde, comme se déplacer, utilisent les <mark>Points d’action</mark> du spécialiste. Une fois qu’ils ont été utilisés, le spécialiste doit se reposer pendant un certain temps avant de pouvoir exécuter de nouveaux ordres.\n\nDéplacez le spécialiste sélectionné en appuyant sur le <mark>bouton croix</mark>."
"##TUTORIAL_DIALOG_SPECIALIST_BUILDING_MESSAGE_XBOX","Les bâtiments ne sont pas prêts à être utilisés immédiatement après leur mise en place, mais doivent d’abord être construits. Ouvrez la catégorie Stockage dans le menu Construction et placez un <mark>Stockage</mark> et une <mark>Réserve de nourriture</mark> dans votre zone de recherche.\n\nUne fois que les bâtiments ont été placés, sélectionnez les spécialistes et donnez-leur l’ordre de <mark>se rendre dans la zone de construction en appuyant sur le bouton A</mark>. Les spécialistes utiliseront automatiquement les ressources stockées, à condition qu’il y en ait suffisamment !"
"##TUTORIAL_DIALOG_SPECIALIST_BUILDING_MESSAGE_XBOX","Les bâtiments ne sont pas prêts à être utilisés immédiatement après leur mise en place, mais doivent d’abord être construits. Ouvrez la catégorie Stockage dans le menu Construction et placez un <mark>Stockage</mark> et une <mark>Réserve de nourriture</mark> dans votre zone de recherche.\n\nUne fois que les bâtiments ont été placés, sélectionnez les spécialistes et donnez-leur l’ordre de <mark>se rendre dans la zone de construction en appuyant sur la touche A</mark>. Les spécialistes utiliseront automatiquement les ressources stockées, à condition qu’il y en ait suffisamment !"
"##TUTORIAL_DIALOG_SPECIALIST_BUILDING_MESSAGE","Les bâtiments ne sont pas prêts à être utilisés immédiatement après leur mise en place, mais doivent d’abord être construits. Ouvrez la catégorie Stockage dans le menu Construction et placez un <mark>Stockage</mark> et une <mark>Réserve de nourriture</mark> dans votre zone de recherche.\n\nUne fois que les bâtiments ont été placés, sélectionnez les spécialistes et donnez-leur l’ordre de <mark>se rendre dans la zone de construction en cliquant avec le bouton droit de la souris</mark>. Les spécialistes utiliseront automatiquement les ressources stockées, à condition qu’il y en ait suffisamment !"
"##TUTORIAL_DIALOG_SPECIALIST_BUILDING_MESSAGE_NX","Les bâtiments ne sont pas prêts à être utilisés immédiatement après leur mise en place, mais doivent d’abord être construits. Ouvrez la catégorie Stockage dans le menu Construction et placez un <mark>Stockage</mark> et une <mark>Réserve de nourriture</mark> dans votre zone de recherche.\n\nUne fois que les bâtiments ont été placés, sélectionnez les spécialistes et donnez-leur l’ordre de <mark>se rendre dans la zone de construction en appuyant sur le bouton A</mark>. Les spécialistes utiliseront automatiquement les ressources stockées, à condition qu’il y en ait suffisamment !"
"##TUTORIAL_DIALOG_SPECIALIST_BUILDING_MESSAGE_PS","Les bâtiments ne sont pas prêts à être utilisés immédiatement après leur mise en place, mais doivent d’abord être construits. Ouvrez la catégorie Stockage dans le menu Construction et placez un <mark>Stockage</mark> et une <mark>Réserve de nourriture</mark> dans votre zone de recherche.\n\nUne fois que les bâtiments ont été placés, sélectionnez les spécialistes et donnez-leur l’ordre de <mark>se rendre dans la zone de construction en cliquant avec le bouton droit de la souris ou en appuyant sur le bouton croix</mark>. Les spécialistes utiliseront automatiquement les ressources stockées, à condition qu’il y en ait suffisamment !"
"##TUTORIAL_DIALOG_EXPLORE_MESSAGE_XBOX","La zone environnante est remplie de matériaux utiles, mais elle est d’abord recouverte d’un brouillard qui peut être levé par des spécialistes.\n\n Commandez aux <mark>spécialistes sélectionnés</mark> de rechercher le butin en appuyant sur le <mark>bouton A</mark> sur une zone brumeuse."
"##TUTORIAL_DIALOG_EXPLORE_MESSAGE_XBOX","La zone environnante est remplie de matériaux utiles, mais elle est d’abord recouverte d’un brouillard qui peut être levé par des spécialistes.\n\n Commandez aux <mark>spécialistes sélectionnés</mark> de rechercher le butin en appuyant sur la <mark>touche A</mark> sur une zone brumeuse."
"##TUTORIAL_DIALOG_EXPLORE_MESSAGE","La zone environnante est remplie de matériaux utiles, mais elle est d’abord recouverte d’un brouillard qui peut être levé par des spécialistes.\n\n Commandez aux <mark>spécialistes sélectionnés</mark> de rechercher le butin en faisant un <mark>clic droit</mark> sur une zone brumeuse."
"##TUTORIAL_DIALOG_EXPLORE_MESSAGE_NX","La zone environnante est remplie de matériaux utiles, mais elle est d’abord recouverte d’un brouillard qui peut être levé par des spécialistes.\n\n Commandez aux <mark>spécialistes sélectionnés</mark> de rechercher le butin en appuyant sur le <mark>bouton A</mark> sur une zone brumeuse."
"##TUTORIAL_DIALOG_EXPLORE_MESSAGE_PS","La zone environnante est remplie de matériaux utiles, mais elle est d’abord recouverte d’un brouillard qui peut être levé par des spécialistes.\n\n Commandez aux <mark>spécialistes sélectionnés</mark> de rechercher le butin en appuyant sur le <mark>bouton croix</mark> sur une zone brumeuse."
"##TUTORIAL_DIALOG_SPECIALIST_CONTROLS_MESSAGE_XBOX","Les <mark>spécialistes</mark> sont vos éclaireurs pour vous faire découvrir la nature sauvage. Sélectionnez les spécialistes en appuyant sur le <mark>bouton A</mark>. Pour en sélectionner plusieurs, maintenez ce bouton enfoncé et déplacez la caméra.\n\nVous pouvez également trouver facilement vos spécialistes via le menu <mark>Specialiste</mark> en haut de l'écran."
"##TUTORIAL_DIALOG_SPECIALIST_CONTROLS_MESSAGE_XBOX","Les <mark>spécialistes</mark> sont vos éclaireurs pour vous faire découvrir la nature sauvage. Sélectionnez les spécialistes en appuyant sur la <mark>touche A</mark>. Pour en sélectionner plusieurs, maintenez cette touche enfoncée et déplacez la caméra.\n\nVous pouvez également trouver facilement vos spécialistes via le menu <mark>Specialiste</mark> en haut de l'écran."
"##TUTORIAL_DIALOG_SPECIALIST_CONTROLS_MESSAGE","Les <mark>spécialistes</mark> sont vos éclaireurs pour vous faire découvrir la nature sauvage. Sélectionnez les spécialistes en cliquant sur le <mark>bouton gauche</mark>. Pour en sélectionner plusieurs, maintenez ce bouton enfoncé et déplacez le curseur.\n\nVous pouvez également trouver facilement vos spécialistes via le menu <mark>Spécialiste</mark> en haut de l'écran."
"##TUTORIAL_DIALOG_SPECIALIST_CONTROLS_MESSAGE_NX","Les <mark>spécialistes</mark> sont vos éclaireurs pour vous faire découvrir la nature sauvage. Sélectionnez les spécialistes en appuyant sur le <mark>bouton A</mark>. Pour en sélectionner plusieurs, maintenez ce bouton enfoncé et déplacez la caméra.\n\nVous pouvez également trouver facilement vos spécialistes via le menu <mark>Specialiste</mark> en haut de l'écran."
"##TUTORIAL_DIALOG_SPECIALIST_CONTROLS_MESSAGE_PS","Les <mark>spécialistes</mark> sont vos éclaireurs pour vous faire découvrir la nature sauvage. Sélectionnez les spécialistes en appuyant sur le <mark>bouton croix</mark>. Pour en sélectionner plusieurs, maintenez ce bouton enfoncé et déplacez la caméra.\n\nVous pouvez également trouver facilement vos spécialistes via le menu <mark>Specialiste</mark> en haut de l'écran."
......@@ -7702,7 +7829,7 @@
"##TUTORIAL_DIALOG_RETURN_RESOURCES_MESSAGE_XBOX","Les spécialistes doivent ramener les ressources récoltées à la colonie. Une option pratique consiste à utiliser le bouton <mark>Retourner à la colonie</mark> qui se trouve dans le volet d’information du spécialiste, et qui créé automatiquement un trajet de retour vers la colonie. Après avoir donné un ordre de retour, les spécialistes se dirigent vers la colonie à la fin de chaque tour, jusqu’à ce qu’ils soient de retour. Vous pouvez également les faire revenir manuellement, si vous souhaitez faire un détour sur le trajet de retour.\n\nLorsque les ressources sont déposées, les colons doivent les déplacer vers les <mark>Dépôts</mark> appropriés pour les conserver."
"##TUTORIAL_DIALOG_RETURN_RESOURCES_MESSAGE_NX","Les spécialistes doivent ramener les ressources récoltées à la colonie. Une option pratique consiste à utiliser le bouton <mark>Retourner à la colonie</mark> qui se trouve dans le volet d’information du spécialiste, et qui créé automatiquement un trajet de retour vers la colonie. Après avoir donné un ordre de retour, les spécialistes se dirigent vers la colonie à la fin de chaque tour, jusqu’à ce qu’ils soient de retour. Vous pouvez également les faire revenir manuellement, si vous souhaitez faire un détour sur le trajet de retour.\n\nLorsque les ressources sont déposées, les colons doivent les déplacer vers les <mark>Dépôts</mark> appropriés pour les conserver."
"##TUTORIAL_DIALOG_RETURN_RESOURCES_MESSAGE_PS","Les spécialistes doivent ramener les ressources récoltées à la colonie. Une option pratique consiste à utiliser le bouton <mark>Retourner à la colonie</mark> qui se trouve dans le volet d’information du spécialiste, et qui créé automatiquement un trajet de retour vers la colonie. Après avoir donné un ordre de retour, les spécialistes se dirigent vers la colonie à la fin de chaque tour, jusqu’à ce qu’ils soient de retour. Vous pouvez également les faire revenir manuellement, si vous souhaitez faire un détour sur le trajet de retour.\n\nLorsque les ressources sont déposées, les colons doivent les déplacer vers les <mark>Dépôts</mark> appropriés pour les conserver."
"##TUTORIAL_DIALOG_CONTROLS_MESSAGE_XBOX","Il semble que vous êtes arrivé sur un terrain assez prometteur pour vous y installer. Essayez de <mark>déplacer la caméra</mark> pour inspecter votre environnement.\n\n<mark>Faites un panoramique de la vue</mark> avec le <mark>joystick gauche</mark>, appuyez sur le <mark>bouton A</mark> pour <mark>sélectionner</mark> ou confirmer et sur le <mark>bouton B</mark> pour <mark>désélectionner</mark> ou revenir en arrière."
"##TUTORIAL_DIALOG_CONTROLS_MESSAGE_XBOX","Il semble que vous êtes arrivé sur un terrain assez prometteur pour vous y installer. Essayez de <mark>déplacer la caméra</mark> pour inspecter votre environnement.\n\n<mark>Faites un panoramique de la vue</mark> avec le <mark>stick analogique gauche</mark>, appuyez sur la <mark>touche A</mark> pour <mark>sélectionner</mark> ou confirmer et sur la <mark>touche B</mark> pour <mark>désélectionner</mark> ou revenir en arrière."
"##TUTORIAL_DIALOG_CONTROLS_MESSAGE","Il semble que vous êtes arrivé sur un terrain assez prometteur pour vous y installer. Essayez de <mark>déplacer la caméra</mark> pour inspecter votre environnement.\n\n<mark>Faites défiler le décor avec les touches ZSQD</mark> ou maintenez le <mark>bouton droit de la souris</mark> enfoncé et faites glisser la vue. <mark>Sélectionnez</mark> des éléments et utilisez l’interface avec le <mark>bouton gauche de la souris</mark>."
"##TUTORIAL_DIALOG_CONTROLS_MESSAGE_NX","Il semble que vous êtes arrivé sur un terrain assez prometteur pour vous y installer. Essayez de <mark>déplacer la caméra</mark> pour inspecter votre environnement.\n\n<mark>Faites un panoramique de la vue</mark> avec le <mark>joystick gauche</mark>, appuyez sur le <mark>bouton A</mark> pour <mark>sélectionner</mark> ou confirmer et sur le <mark>bouton B</mark> pour <mark>désélectionner</mark> ou revenir en arrière."
"##TUTORIAL_DIALOG_CONTROLS_MESSAGE_PS","Il semble que vous êtes arrivé sur un terrain assez prometteur pour vous y installer. Essayez de <mark>déplacer la caméra</mark> pour inspecter votre environnement.\n\n<mark>Faites un panoramique de la vue</mark> avec le <mark>joystick gauche</mark>, appuyez sur le <mark>bouton croix</mark> pour <mark>sélectionner </mark> ou confirmer et sur le <mark>bouton cercle</mark> pour <mark>désélectionner</mark> ou revenir en arrière."
......@@ -7718,10 +7845,10 @@
"##TUTORIAL_CODEX_SHELTER_XBOX","Tous les colons <mark>Sans-abri</mark> ont une icône qui flotte au-dessus de leur tête. D'autres états potentiellement dangereux seront affichés de la même façon. \n\nLes colons dormiront sur le sol faute de mieux, mais il est très important de disposer de suffisamment d'abris pour tout le monde. Les tentes et les maisons améliorent le niveau de <mark>bonheur</mark> mais offrent une protection contre les rigueurs des éléments. Sans un lit dans lequel dormir, les colons seront moins efficaces au travail. Ils peuvent même tomber malades, et vous devrez les soigner.\n\nIl existe toute une gamme d'abris : depuis la tente basique jusqu'aux maisons coquettes avec tout le confort moderne (ou ce qu'il en reste). Quand vous améliorez vos abris en les échangeant contre des maisons plus solides, vous améliorez le niveau de bonheur des colons, qui sont également mieux protégés en cas de mauvaises conditions météo, et même lors des <mark>Catastrophes</mark>. Les abris de meilleure qualité encouragent les colons à avoir des enfants, car ils se sentent à la fois en sécurité et bien chez eux. Les colons ont tendance à vivre dans des abris à proximité de leur lieu de travail, essayez donc de répartir les habitations pour réduire leurs allers-retours.\n\nVous pouvez faire tourner les bâtiments dans le menu Construction avec les gâchettes hautes gauche et droite."
"##TUTORIAL_CODEX_SHELTER_NX","Tous les colons <mark>Sans-abri</mark> ont une icône qui flotte au-dessus de leur tête. D'autres états potentiellement dangereux seront affichés de la même façon. \n\nLes colons dormiront sur le sol faute de mieux, mais il est très important de disposer de suffisamment d'abris pour tout le monde. Les tentes et les maisons améliorent le niveau de <mark>bonheur</mark> mais offrent une protection contre les rigueurs des éléments. Sans un lit dans lequel dormir, les colons seront moins efficaces au travail. Ils peuvent même tomber malades, et vous devrez les soigner.\n\nIl existe toute une gamme d'abris : depuis la tente basique jusqu'aux maisons coquettes avec tout le confort moderne (ou ce qu'il en reste). Quand vous améliorez vos abris en les échangeant contre des maisons plus solides, vous améliorez le niveau de bonheur des colons, qui sont également mieux protégés en cas de mauvaises conditions météo, et même lors des <mark>Catastrophes</mark>. Les abris de meilleure qualité encouragent les colons à avoir des enfants, car ils se sentent à la fois en sécurité et bien chez eux. Les colons ont tendance à vivre dans des abris à proximité de leur lieu de travail, essayez donc de répartir les habitations pour réduire leurs allers-retours.\n\nVous pouvez faire tourner les bâtiments dans le menu Construction avec les boutons L et R."
"##TUTORIAL_CODEX_SHELTER_PS","Tous les colons <mark>Sans-abri</mark> ont une icône qui flotte au-dessus de leur tête. D'autres états potentiellement dangereux seront affichés de la même façon. \n\nLes colons dormiront sur le sol faute de mieux, mais il est très important de disposer de suffisamment d'abris pour tout le monde. Les tentes et les maisons améliorent le niveau de <mark>bonheur</mark> mais offrent une protection contre les rigueurs des éléments. Sans un lit dans lequel dormir, les colons seront moins efficaces au travail. Ils peuvent même tomber malades, et vous devrez les soigner.\n\nIl existe toute une gamme d'abris : depuis la tente basique jusqu'aux maisons coquettes avec tout le confort moderne (ou ce qu'il en reste). Quand vous améliorez vos abris en les échangeant contre des maisons plus solides, vous améliorez le niveau de bonheur des colons, qui sont également mieux protégés en cas de mauvaises conditions météo, et même lors des <mark>Catastrophes</mark>. Les abris de meilleure qualité encouragent les colons à avoir des enfants, car ils se sentent à la fois en sécurité et bien chez eux. Les colons ont tendance à vivre dans des abris à proximité de leur lieu de travail, essayez donc de répartir les habitations pour réduire leurs allers-retours.\n\nVous pouvez faire tourner les bâtiments dans le menu Construction avec les boutons L1 et R1."
"##WIP_TUTORIAL_CODEX_CARS","There are several different Car types in the game that have their own strengths and weaknesses. \n- Hatchback: Fast Car with limited transport capacity.\n- Sedan: Improved version of the hatchback that can carry more Specialists.\n- Station Wagon: Largest cargo capacity that comes at the price of the lowest speed.\n- Offroader: Rugged and reliable, able to traverse any terrain.\n- Bus: Big and spacious but terribly slow.\n- Van: Your standard do-it-all transport vehicle.\n\nCars use <mark>Action Points</mark> like Specialists, and moving them around the Map follows the same rules. Their advantage is in carrying several Specialists across great distances quickly, but Specialists must exit the vehicle to perform actions. To exit, click the vehicle to toggle between selections. Once the desired Specialist is active, order them to move away from the Car.\n\nCars will slow down after some mileage and must be brought back to the Colony for refueling. Broken Cars move at half their maximum speed"
"##WIP_TUTORIAL_CODEX_CARS_PS","There are several different Car types in the game that have their own strengths and weaknesses. \n- Hatchback: Fast Car with limited transport capacity.\n- Sedan: Improved version of the hatchback that can carry more Specialists.\n- Station Wagon: Largest cargo capacity that comes at the price of the lowest speed.\n- Offroader: Rugged and reliable, able to traverse any terrain.\n- Bus: Big and spacious but terribly slow.\n- Van: Your standard do-it-all transport vehicle.\n\nCars use <mark>Action Points</mark> like Specialists, and moving them around the Map follows the same rules. Their advantage is in carrying several Specialists across great distances quickly, but Specialists must exit the vehicle to perform actions. To exit, press the cross button repeatedly over the vehicle to toggle between selections. Once the desired Specialist is active, order them to move away from the Car.\n\nCars will slow down after some mileage and must be brought back to the Colony for refueling. Broken Cars move at half their maximum speed"
"##WIP_TUTORIAL_CODEX_CARS","There are several different Car types in the game that have their own strengths and weaknesses. \n- Hatchback: Fast Car with limited transport capacity.\n- Sedan: Improved version of the hatchback that can carry more Specialists.\n- Station Wagon: Largest cargo capacity that comes at the price of the lowest speed.\n- Offroader: Rugged and reliable, able to traverse any terrain.\n- Bus: Big and spacious but terribly slow.\n- Van: Your standard do-it-all transport vehicle.\n\nCars use <mark>Action Points</mark> like Specialists, and moving them around the Map follows the same rules. Their advantage is in carrying several Specialists across great distances quickly, but Specialists must exit the vehicle to perform actions. To exit, click the vehicle to toggle between selections. Once the desired Specialist is active, order them to move away from the Car.\n\nCars will slow down after some mileage and must be brought back to the colony for refueling. Broken Cars move at half their maximum speed"
"##WIP_TUTORIAL_CODEX_CARS_PS","There are several different Car types in the game that have their own strengths and weaknesses. \n- Hatchback: Fast Car with limited transport capacity.\n- Sedan: Improved version of the hatchback that can carry more Specialists.\n- Station Wagon: Largest cargo capacity that comes at the price of the lowest speed.\n- Offroader: Rugged and reliable, able to traverse any terrain.\n- Bus: Big and spacious but terribly slow.\n- Van: Your standard do-it-all transport vehicle.\n\nCars use <mark>Action Points</mark> like Specialists, and moving them around the Map follows the same rules. Their advantage is in carrying several Specialists across great distances quickly, but Specialists must exit the vehicle to perform actions. To exit, press the cross button repeatedly over the vehicle to toggle between selections. Once the desired Specialist is active, order them to move away from the Car.\n\nCars will slow down after some mileage and must be brought back to the colony for refueling. Broken Cars move at half their maximum speed"
"##WIP_TUTORIAL_CODEX_CARS_XBOX","There are several different Car types in the game that have their own strengths and weaknesses. \n- Hatchback: Fast Car with limited transport capacity.\n- Sedan: Improved version of the hatchback that can carry more Specialists.\n- Station Wagon: Largest cargo capacity that comes at the price of the lowest speed.\n- Offroader: Rugged and reliable, able to traverse any terrain.\n- Bus: Big and spacious but terribly slow.\n- Van: Your standard do-it-all transport vehicle.\n\nCars use <mark>Action Points</mark> like Specialists, and moving them around the Map follows the same rules. Their advantage is in carrying several Specialists across great distances quickly, but Specialists must exit the vehicle to perform actions. To exit, press A repeatedly over the vehicle to toggle between selections. Once the desired Specialist is active, order them to move away from the Car.\n\nCars will slow down after some mileage and must be brought back to the Colony for refueling. Broken Cars move at half their maximum speed."
"##WIP_TUTORIAL_CODEX_CARS_NX","There are several different Car types in the game that have their own strengths and weaknesses. \n- Hatchback: Fast Car with limited transport capacity.\n- Sedan: Improved version of the hatchback that can carry more Specialists.\n- Station Wagon: Largest cargo capacity that comes at the price of the lowest speed.\n- Offroader: Rugged and reliable, able to traverse any terrain.\n- Bus: Big and spacious but terribly slow.\n- Van: Your standard do-it-all transport vehicle.\n\nCars use <mark>Action Points</mark> like Specialists, and moving them around the Map follows the same rules. Their advantage is in carrying several Specialists across great distances quickly, but Specialists must exit the vehicle to perform actions. To exit, press the A Button repeatedly over the vehicle to toggle between selections. Once the desired Specialist is active, order them to move away from the Car.\n\nCars will slow down after some mileage and must be brought back to the Colony for refueling. Broken Cars move at half their maximum speed"
"##WIP_TUTORIAL_CODEX_CARS_NX","There are several different Car types in the game that have their own strengths and weaknesses. \n- Hatchback: Fast Car with limited transport capacity.\n- Sedan: Improved version of the hatchback that can carry more Specialists.\n- Station Wagon: Largest cargo capacity that comes at the price of the lowest speed.\n- Offroader: Rugged and reliable, able to traverse any terrain.\n- Bus: Big and spacious but terribly slow.\n- Van: Your standard do-it-all transport vehicle.\n\nCars use <mark>Action Points</mark> like Specialists, and moving them around the Map follows the same rules. Their advantage is in carrying several Specialists across great distances quickly, but Specialists must exit the vehicle to perform actions. To exit, press the A Button repeatedly over the vehicle to toggle between selections. Once the desired Specialist is active, order them to move away from the Car.\n\nCars will slow down after some mileage and must be brought back to the colony for refueling. Broken Cars move at half their maximum speed"
"#TOPIC_RESEARCH_FOOD","NOURRITURE"
"#TOPIC_RESEARCH_PRODUCTION","PRODUCTION"
"#TOPIC_RESEARCH_COLONY","COLONIE"
......@@ -8200,6 +8327,10 @@
"#TECH_ARSENAL_DESC","Protéger la colonie avec des bâtons et des pierres ne vous aidera pas longtemps. De meilleures armes aident immensément face à toutes sortes d'attaques contre la colonie."
"#TECH_WATER_PIPES","Tuyaux d'eau"
"#TECH_WATER_PIPES_DESC","Permettre le transport de l'eau vers les bâtiments via les Châteaux d'eau. La construction d'un réseau de canalisations permet à la colonie de progresser vers une société plus moderne."
"#TECH_FLUSHING","Flushing"
"#TECH_FLUSHING_DESC","Using water to sweep away excrement benefits nature and leaves colonists feeling more refreshed after relieving themselves. Unlike Outhouses, Toilets do not create excess waste."
"#TECH_STEAM_ROOMS","Steam Rooms"
"#TECH_STEAM_ROOMS_DESC","Warming up in steamy Saunas wash away all the nasty particles clinging to them. Advances in technology also provide this to be an environmentally friendly option, as it does not create any excess pollution. "
"#QUEST_ABANDON","Abandonner la quête"
"#QUEST_ACCEPT","Accepter la quête"
"#QUEST_AVAILABLE","Nouvelle quête disponible"
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......@@ -1233,7 +1233,7 @@
"##TOPIC_CONTROLLER_LAYOUT_XBOX","CONTROLLER LAYOUT"
"##TOPIC_CONTROLLER_LAYOUT_PS","WIRELESS CONTROLLER LAYOUT"
"##TOPIC_CONTROLLER_LAYOUT_NX","JOY-CON™ LAYOUT"
"##TOPIC_CONTROLLER_LAYOUT_NX_PRO","PRO CONTROLLER LAYOUT"
"#TOPIC_CONTROLLER_LAYOUT_NX_PRO","PRO CONTROLLER LAYOUT"
"##SETTINGS_CONTROLLER_ON_OR_OFF_PC","Controller"
"##SETTINGS_CONTROLLER_ON_OR_OFF_NX","Joy-Con™"
"##SETTINGS_CONTROLLER_ON_OR_OFF_NX_PRO","Pro Controller"
......@@ -1270,17 +1270,31 @@
"#ACCOUNT_ERROR_PSN_REQUIRED","PlayStation™Network account required."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_EP3","Foundation"
"#ANNOUNCEMENT_PATCHNOTES_EP3_TITLE","Foundation"
"#ANNOUNCEMENT_PATCHNOTES_EP3_DESC","This patch moves the game towards a more colony builder-oriented direction where construction, not micromanagement, is the key to success and where players should always have something to do instead of waiting for colonists to wake up. It also includes the Graveyard and Medical Lab buildings and new building upgrades plus a multi-turn combat in line with other World Map missions. The negative resource bug has also been fixed."
"#ANNOUNCEMENT_PATCHNOTES_EP3_BUILDER_SUBTITLE","Towards Colony Builder"
"#ANNOUNCEMENT_PATCHNOTES_EP3_BUILDER_TEXT","Challenges in a colony-builder game should be overcome on a higher level by constructing buildings and finding resources instead of micromanaging individual colonists. More improvements towards this are incoming, including more control over your colony population."
"#ANNOUNCEMENT_PATCHNOTES_EP3_DESC","This patch is the first major improvement to take the game towards a direction where construction, not micromanagement, is the key to success. Improvements in the game's balance are many including more optimized production and consumption of resources, reductions in colonist's downtime and changed eating habits. New buildings include a Cemetery and a Medical Lab, but also upgrades to existing buildings. In addition the world map combat has been changed to time based allowing several specialists fight bandits simultaneously. The ""negative resource"" bug has also been fixed."
"#ANNOUNCEMENT_PATCHNOTES_EP3_BUILDER_SUBTITLE","Building and Production"
"#ANNOUNCEMENT_PATCHNOTES_EP3_BUILDER_TEXT","Challenges in Surviving the Aftermath should be overcome on a higher level by constructing buildings and finding resources instead of micromanaging individual colonists. Alongside with the downtime changes resource production have been increased and construction requirements increased respectively. "
"#ANNOUNCEMENT_PATCHNOTES_EP3_DOWNTIME_SUBTITLE","Downtime reduction"
"#ANNOUNCEMENT_PATCHNOTES_EP3_DOWNTIME_TEXT","Previously colonists spent a large chunk of their day sleeping, washing up and in entertainment buildings. These activities are now completed quicker, and as a result, production should now be more consistent. People will still need their basic needs met, so you can't forgo building shelters, outhouses and arenas."
"#ANNOUNCEMENT_PATCHNOTES_EP3_BUILDINGS_SUBTITLE","Medical Lab and Cemetery"
"#ANNOUNCEMENT_PATCHNOTES_EP3_BUILDINGS_TEXT","The highly requested Medical Lab has arrived! After unlocking it from the Tech Tree, this late game building starts manufacturing different kinds of medicine if you have the Medicinal Herbs and other resources readily available. The new Cemetery is a bigger and non-polluting version of the Burial Pit, and will provide the colony with Happiness."
"#ANNOUNCEMENT_PATCHNOTES_EP3_BUILDINGS_TEXT","The highly requested Medical Lab has arrived! After unlocking it from the Tech Tree, this late game building starts manufacturing different kinds of medicine if you have the Medicinal Herbs and other resources readily available. The new Cemetery, on the other hand, is a bigger and non-polluting option for the Burial Pit."
"#ANNOUNCEMENT_PATCHNOTES_EP3_UPGRADES_SUBTITLE","Building upgrades"
"#ANNOUNCEMENT_PATCHNOTES_EP3_UPGRADES_TEXT","You will now need to upgrade your Toolshops, Tailors and Gunsmiths to access higher-grade Tools, Clothes and Weapons. Their visuals will also improve to reflect their more advanced status."
"#ANNOUNCEMENT_PATCHNOTES_EP3_CHANGES_SUBTITLE","Other Improvements"
"#ANNOUNCEMENT_PATCHNOTES_EP3_CHANGES_TEXT","Other improvements include sortable Statistics, performance fixes, and a multi-turn combat akin to other World Map missions. You can command your Specialist to attack a bandit and return later to see the results. You can also attack a location with multiple Specialists for added effect."
"#SETTINGS_KEY_BINDING_MILESTONE_MENU","Milestone Menu"
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_EP4","Prestige and Performance"
"#ANNOUNCEMENT_PATCHNOTES_EP4_TITLE","Prestige and Performance"
"#ANNOUNCEMENT_PATCHNOTES_EP4_DESC","This update improves performance and AI in many ways, but also adds a new feature called milestones. The milestone system adds a new layer of goals for you to strive for and gain prestige while doing so."
"#ANNOUNCEMENT_PATCHNOTES_EP4_MILESTONES_SUBTITLE","Milestones and Prestige"
"#ANNOUNCEMENT_PATCHNOTES_EP4_MILESTONES_TEXT","Milestones act as goals on the road towards a self-sufficient colony with each rewarding the player with Prestige points. Higher difficulty and faster completion rewards bonus points. Prestige tells abouth the progression in the game, but also about how well you’re doing."
"#ANNOUNCEMENT_PATCHNOTES_EP4_PERFORMANCE_SUBTITLE","Performance Boost"
"#ANNOUNCEMENT_PATCHNOTES_EP4_PERFORMANCE_TEXT","Better performance with more efficient pathfinding, smarter colonist personal status updates, leaner construction zone calculations, plugged memory leaks and more. This optimization work will continue throughout the game’s development."
"#ANNOUNCEMENT_PATCHNOTES_EP4_AI_SUBTITLE","Colonist AI"
"#ANNOUNCEMENT_PATCHNOTES_EP4_AI_TEXT","Certain colony tasks are given a higher priority in extreme conditions. Colonists are now smarter in rushing for resources or treatment when there's not enough for all. Idle ones will build roads when there’s nothing else to do and ones with disabled workplaces will find other tasks to do."
"#ANNOUNCEMENT_PATCHNOTES_EP4_DIFFICULTY_SUBTITLE","Difficulty and Gatekeeper"
"#ANNOUNCEMENT_PATCHNOTES_EP4_DIFFICULTY_TEXT","The overall difficulty has been adjusted in many ways. Catastrophe selection in the pre-game now has a bigger influence on the gameplay and catastrophes in general are shorter, but more intense. Gatekeeper is also improved to create more interesting challenges based on the situation."
"#ANNOUNCEMENT_PATCHNOTES_EP4_CHANGES_SUBTITLE","Other Improvements"
"#ANNOUNCEMENT_PATCHNOTES_EP4_CHANGES_TEXT","Bandit sectors now block movement before they're dealt with. Status icons have been added to the Specialist menu. Societies now spawn closer to player colony. Water Well, Recycler, Scrapper, Shanty, Sauna and Outhouse can now be upgraded."
"#POPULATION","Ludność"
"#RESOURCE_WOOD","Kłody"
"#RESOURCE_PLANK","Deski"
......@@ -2743,6 +2757,108 @@
"#RESOURCE_MEDICINALHERB_DESC","Gatunek ziół, który dobrze rośnie w szklarni. Doskonały składnik do tworzenia produktów leczniczych.\n\nNiejadalne.\n\nCiężar: niski"
"#RESOURCE_MEDICINALHERB_SEED","Nasiono: zioła lecznicze"
"#DESC_FOOD_MEDICINALHERB","Gatunek ziół, który dobrze rośnie w szklarni. Doskonały składnik do tworzenia produktów leczniczych.\n\nNiejadalne.\n\nCiężar: niski"
"#TOPIC_MILESTONES_UNLOCKED","Unlocked"
"#TOPIC_MILESTONES","Milestones"
"#MILESTONES_DESC","Complete Milestones to earn Prestige. Difficulty level and completion speed affect the score."
"#TOPIC_BONUS_FOR_DIFFICULTY","Difficulty Bonus"
"#TOPIC_BONUS_FOR_DAY","Day Bonus"
"#TOPIC_MILESTONE_COMPLETED","Milestone Completed"
"#TOPIC_BASE_PRESTIGE","Base Prestige"
"#TOPIC_PRESTIGE_EARNED","Total Prestige Earned"
"#TOPIC_COLONY_PRESTIGE","Colony Prestige"
"#NOTIFICATION_MILESTONE_COMPLETED","Milestone completed"
"#MILESTONE_CATEGORY_COLONY_1","New Beginnings"
"#MILESTONE_CATEGORY_WM_1","Into the Wild"
"#MILESTONE_CATEGORY_COLONY_2","Base to Build"
"#MILESTONE_CATEGORY_WM_2","Expanding Horizons"
"#MILESTONE_CATEGORY_COLONY_3","Safe Haven"
"#MILESTONE_CATEGORY_WM_3","Wide World"
"#MILESTONE_MEET_A_SOCIETY","First Contact"
"#MILESTONE_INVITE_COLONISTS","First Settlers"
"#MILESTONE_UNLOCK_FIRST_TECH","Reclaimed Knowledge"
"#MILESTONE_TRADE_A_SEED","Seedy Business"
"#MILESTONE_COMPLETE_FIRST_SIDE_QUESTS","Taste of Adventure"
"#MILESTONE_COLONYBORN","Born and Raised"
"#MILESTONE_POPULATION_20","Little Town"
"#MILESTONE_COMPLETE_5_EVENTS","Decisive Actions"
"#MILESTONE_WIN_COLONY_COMBAT","Retaliation Tactics"
"#MILESTONE_HEAL_COLONISTS","Healing Hands"
"#MILESTONE_DEFEAT_RATBEETLES","Nature in my Backyard"
"#MILESTONE_50_BUILDINGS","More than Wilderness"
"#MILESTONE_BUILD_THE_GATE","Into the World"
"#MILESTONE_ENERGY","Sparks of Progress"
"#MILESTONE_EXPLORE_HALF_WM","Halfway There"
"#MILESTONE_UPGRADE_5","Iterative Progress"
"#MILESTONE_DAY_50","We can do this"
"#MILESTONE_CLEAN_FIRST_POLLUTION","Eco-Friendly"
"#MILESTONE_COLONY_BORN_DEAD","Dust to Dust"
"#MILESTONE_EDUCATED_COLONISTS","Hit the Books"
"#MILESTONE_POPULATION_100","Badlands Oasis"
"#MILESTONE_TRADE_25_TIMES","Future Investing"
"#MILESTONE_POPULATION_50","More of Us"
"#MILESTONE_100_DAYS","Road to a Hundred"
"#MILESTONE_MEET_ALL_SOCIETIES","Well Acquainted"
"#MILESTONE_POPULATION_150","Almost Metropolitan"
"#MILESTONE_ALL_TECHS_UNLOCKED","Science Fair"
"#MILESTONE_SPECIALIST_SLOTS_FULL","Truly Special"
"#MILESTONE_MOST_EDUCATED","Big Brains"
"#MILESTONE_REVEAL_WORLD_MAP","Cartographer"
"#MILESTONE_ALL_POLLUTION_CLEARED","Going Green"
"#MILESTONE_BUILD_ALL","Future Architect"
"#MILESTONE_ALL_SEEDS_UNLOCKED","Seed Vault"
"#MILESTONE_INVITE_COLONISTS_DESC","""We have laid the foundations for a new home, but we lack the heart. It’s time to call for the people.""\n\n<mark>Invite first colonists.</mark>"
"#MILESTONE_INVITE_COLONISTS_COMPLETED_DESC","“It was risky to leave our bunkers and venture out here, but the mere feeling of sunlight on my skin makes me hopeful for the future.”\n\n<mark>First colonists Arrived.</mark>"
"#MILESTONE_POPULATION_20_DESC","""Many hands make light work. We should find more people to aid us with building a new civilization.""\n\n<mark>Increase population to 25.</mark>"
"#MILESTONE_POPULATION_20_COMPLETED_DESC","“Even if we’re not done yet, this is a good start. We’re on our way to a large, thriving colony!""\n\n<mark>Reached a Population of 25.</mark>"
"#MILESTONE_COMPLETE_5_EVENTS_DESC","""It’s an unpredictable world, and many things can happen out here. Tough calls are certainly ahead, but we should always think of the good of the colony.""\n\n<mark>Complete 5 Events.</mark>"
"#MILESTONE_COMPLETE_5_EVENTS_COMPLETED_DESC","“So many crazy things can happen to us out here, it’s almost fun. Almost.”\n\n<mark>Completed 5 Events.</mark>"
"#MILESTONE_MEET_A_SOCIETY_DESC","""Even if barren, it’s a vast world out there. We can’t be the only survivors. We ought to look for our neighbors.""\n\n<mark>Find a Society.</mark>"
"#MILESTONE_MEET_A_SOCIETY_COMPLETED_DESC","“Just as I thought, we’re not alone in the world. Hopefully, these people are friendly.”\n\n<mark>Met a Society.</mark>"
"#MILESTONE_UNLOCK_FIRST_TECH_DESC","""Most of our shared knowledge was lost in the endless fights for survival, but some may remain. We should stay on the lookout for useful information.""\n\n<mark>Unlock 5 Techs from the Tech Tree.</mark>"
"#MILESTONE_UNLOCK_FIRST_TECH_COMPLETED_DESC","“We have managed to uncover some intel on our past inventions. Knowledge is power, now we just need to keep gathering more of it.”\n\n<mark>Unlocked 5 Techs.</mark>"
"#MILESTONE_TRADE_A_SEED_DESC","""Rumor has it that some rare seeds of once common plants still circulate the trades. The more variety we have for farming, the better we adapt to different situations.""\n\n<mark>Trade a Seed from a Society.</mark>"
"#MILESTONE_TRADE_A_SEED_COMPLETED_DESC","“Thank goodness someone kept these safe for all these years. Investing in agriculture will surely pay off.”\n\n<mark>Traded a Seed.</mark>"
"#MILESTONE_COLONYBORN_DESC","""No matter what the times are like, the birth of a child is always a miracle. The new generation will carry our hopes for a better future.""\n\n<mark>First child born in the colony.</mark>"
"#MILESTONE_COLONYBORN_COMPLETED_DESC","“New life in the colony! Let’s hope we can build them a safe society to grow up in.”\n\n<mark>First child born in the colony.</mark>"
"#MILESTONE_DEFEAT_RATBEETLES_DESC","""Expanding our territory will be challenging with these kinds of creatures lurking around. I have a hunch they think similarly of us...""\n\n<mark>Defeat 10 hostile Wild Animals.</mark>"
"#MILESTONE_DEFEAT_RATBEETLES_COMPLETED_DESC","“Begone, beast! Crushing mercilessly whatever stands in our way, now that is humanity in its essence!”\n\n<mark>Defeated 10 hostile Wild Animals.</mark>"
"#MILESTONE_BUILD_THE_GATE_DESC","""If we are to ever get out of our little nest, we need some protection. A Gate to keep out the unwanted perhaps, in case our presence becomes known.""\n\n<mark>Build the Gate.</mark>"
"#MILESTONE_BUILD_THE_GATE_COMPLETED_DESC","“With the security provided by the Gate, we can finally uncover the world around us. Towards a better future!”\n\n<mark>Built the Gate.</mark>"
"#MILESTONE_COLONY_BORN_DEAD_DESC","""Old age is a luxury not many are bestowed with. It sure would be nice to see someone live a full life for a change.""\n\n<mark>Colonist born here dies from Old Age.</mark>"
"#MILESTONE_COLONY_BORN_DEAD_COMPLETED_DESC","“It’s sad to see our eldest go with all their wisdom and memories. May they rest in peace.”\n\n<mark>Colonist born here died of Old Age.</mark>"
"#MILESTONE_UPGRADE_5_DESC","""Instead of starting from scratch, what if we improved the buildings we already have? Surely that would be more efficient.""\n\n<mark>Have 5 Upgraded buildings in the colony.</mark>"
"#MILESTONE_UPGRADE_5_COMPLETED_DESC","“Nothing is born perfect. Only steadily improving things puts us on the route there.”\n\n<mark>5 Upgraded buildings in the colony.</mark>"
"#MILESTONE_POPULATION_100_DESC","""Our colony is a safe haven for any potential refugees and we could always use more hands to help out. We should allow more people in.""\n\n<mark>Increase population to 50.</mark>"
"#MILESTONE_POPULATION_100_COMPLETED_DESC","“The more people we can support here, the less there are out there wandering the wasteland, joining bandits and causing trouble.” \n\n<mark>Reached a Population of 50.</mark>"
"#MILESTONE_TRADE_25_TIMES_DESC","""Making allies can help both of our communities to grow and flourish, don't you think?""\n\n<mark>Trade 25 times.</mark>"
"#MILESTONE_TRADE_25_TIMES_COMPLETED_DESC","“We have so many traded goods pouring in from every direction, it’s hard to keep up. Luckily, I don’t have to.”\n\n<mark>Traded 25 times with a Society.</mark>"
"#MILESTONE_100_DAYS_DESC","""It’s not always easy, but together we can persevere. Chin up and march on!""\n\n<mark>Make it to Day 100.</mark>"
"#MILESTONE_100_DAYS_COMPLETED_DESC","“Heavens! Never thought I’d see the day we make it this far. The future is starting to look bright!”\n\n<mark>Survived for 100 Days.</mark>"
"#MILESTONE_MEET_ALL_SOCIETIES_DESC","""We need to know who we are dealing with. Even the most remote communities may have something to offer us.""\n\n<mark>Meet all Societies.</mark>"
"#MILESTONE_MEET_ALL_SOCIETIES_COMPLETED_DESC","“So many societies, some in better shape than others. I’m sure we can coexist and cooperate, hopefully they think the same way.”\n\n<mark>Met all Societies.</mark>"
"#MILESTONE_ALL_TECHS_UNLOCKED_DESC","""Learn from the past, live for the future. If we discovered all the secrets these books can tell us, surely we could build a better world.""\n\n<mark>Unlock 100 Techs.</mark>"
"#MILESTONE_ALL_TECHS_UNLOCKED_COMPLETED_DESC","""Long live science! We’ve discovered more than anyone, at least for now.""\n\n<mark>100 Techs unlocked.</mark>"
"#MILESTONE_SPECIALIST_SLOTS_FULL_DESC","""Can you imagine? Having so many specialized people that we simply cannot take in no more.""\n\n<mark>Have 10 Specialists alive at once.</mark>"
"#MILESTONE_SPECIALIST_SLOTS_FULL_COMPLETED_DESC","""This many skilled people, all working for us? I have got to be dreaming.""\n\n<mark>10 Specialists alive at once.</mark>"
"#MILESTONE_POPULATION_150_DESC","""I want to see it once more... A town full of busy people, just like back in the day when the moon was still full.""\n\n<mark>Increase population to 100.</mark>"
"#MILESTONE_POPULATION_150_COMPLETED_DESC","""A colony buzzing with life, this is truly a sight to behold. If I close my eyes, I can almost imagine a world of the past with its bustling cities and crowded streets.""\n\n<mark>Reached a population of 100.</mark>"
"#MILESTONE_HEAL_COLONISTS_DESC","""Healthy people equals productive people. Even minor wounds can fester into something deadly, so having nurses and medicine at hand is imperative.""\n\n<mark>Heal 50 colonists.</mark>"
"#MILESTONE_HEAL_COLONISTS_COMPLETED_DESC","“A wound or a fever used to be a death sentence, but look at us now! Let me tell you, our medics are seasoned professionals.”\n\n<mark>50 colonists Healed.</mark>"
"#MILESTONE_ALL_POLLUTION_CLEARED_DESC","""The pollution may be the doing of our parents, but we should leave the world better than we found it. Let’s clean up this mess, for our children.""\n\n<mark>Clear all Pollution Deposits.</mark>"
"#MILESTONE_ALL_POLLUTION_CLEARED_COMPLETED_DESC","""We may not ever be able to undo all the mistakes humanity has made, but this still counts for something.""\n\n<mark>Cleared all Pollution Deposits.</mark>"
"#MILESTONE_REVEAL_WORLD_MAP_DESC","""We should leave no stone unturned, find everything there is to find. Clues of our past can be hidden anywhere, and we must get to them first.""\n\n<mark>Reveal most of the World Map.</mark>"
"#MILESTONE_REVEAL_WORLD_MAP_COMPLETED_DESC","""This is it. The end of our world. Well, no, not literally, but this nearly as far as we can go.""\n\n<mark>Revealed most of the World Map.</mark>"
"#MILESTONE_EDUCATED_COLONISTS_DESC","""Reading and writing may be a thing of the past now, but how are we to survive if our children don’t even know how to hold a wrench?""\n\n<mark>Educate 10 children.</mark>"
"#MILESTONE_EDUCATED_COLONISTS_COMPLETED_DESC","""Education is valuable in and of itself, but hopefully these youths can improve things for us all around here.""\n\n<mark>10 colonists Educated.</mark>"
"#MILESTONE_CLEAN_FIRST_POLLUTION_DESC","""It is hard to breathe in here and I feel ill every time I pass by those toxic puddles. Maybe we could do something about this...""\n\n<mark>Clean 5 Pollution Deposits.</mark>"
"#MILESTONE_CLEAN_FIRST_POLLUTION_COMPLETED_DESC","""I never thought air could feel this fresh!""\n\n<mark>Cleaned 5 Pollution Deposits.</mark>"
"#MILESTONE_ENERGY_DESC","""I wish we had some help around here for this heavy labour. This ain't how we always did things, is it?""\n\n<mark>Increase Energy production to 30.</mark>"
"#MILESTONE_ENERGY_COMPLETED_DESC","""And we're back on track. Maybe soon we'll even be watching television once more... I miss those old soap operas I used to watch with my ma.""\n\n<mark>Increased Energy production to 30.</mark>"
"#MILESTONE_EXPLORE_HALF_WM_DESC","""Aren't you curious to know what we could find if we pushed just a little further...?""\n\n<mark>Explore half of the World Map.</mark>"
"#MILESTONE_EXPLORE_HALF_WM_COMPLETED_DESC","""The horizon is opening before our very eyes. I wonder where it ends… We should keep exploring!""\n\n<mark>Explored half of the World Map.</mark>"
"#MILESTONE_COMPLETE_FIRST_SIDE_QUESTS_DESC","""There are so many mysteries out there. We should strive to help those who come to us in need, and who could say no to a good, old-fashioned adventure?""\n\n<mark>Complete 5 Quests.</mark>"
"#MILESTONE_COMPLETE_FIRST_SIDE_QUESTS_COMPLETED_DESC","""Hearing about the adventures our specialists have gone on almost makes me dizzy. It’s truly a crazy world out there.""\n\n<mark>Completed 5 Quests.</mark>"
"#MILESTONES_DISABLED_DESC","Milestones are disabled in this save version. Please start a new game to enable them."
"#CATEGORY_HOUSING","Schronienia"
"#CATEGORY_STORAGE","Przechowywanie"
"#CATEGORY_FOOD","Żywność"
......@@ -3299,6 +3415,14 @@
"#DESC_CEMETERY","Godne miejsce spoczynku dla zmarłych umożliwiające kolonistom opłakiwanie bliskich. Dostępność przyzwoitej nekropolii zapewnia szczęście całej kolonii, a zniszczenie nekropolii powoduje znaczny spadek szczęścia. Ciała będą się rozkładać nieco dłużej niż w miejscu pochówku.\n\n- Nie powoduje zanieczyszczeń"
"#WELL_UPGRADE","Drilled Well"
"#DESC_WELL_UPGRADE","An improved source of Water and critical for Colonist survival. Must be built away from other Wells.\n\nFertile tiles produce more Water than normal ones, while Barren tiles produce none.\n\n- Cannot be placed on Barren Soil"
"#SAUNA_UPGRADE","Steam Sauna"
"#DESC_SAUNA_UPGRADE","Hygiene is imperative to keeping a Colony healthy. Steam Saunas allow Colonists to wash themselves of harmful particles and pathogens so they don't become a real issue later on. Extremely helpful during a Pandemica and Winter season, as it also warms colonists to the core.\n\n- Requires access to a Water Tower"
"#OUTHOUSE_UPGRADE","Toilet"
"#DESC_OUTHOUSE_UPGRADE","Hygiene is a must for a healthy Colony. Allows Colonists to wash themselves properly and properly take care of the natural waste with flowing water. "
"#RECYCLER_UPGRADE","Speedy Recycler"
"#DESC_RECYCLER_UPGRADE","Scavenges Plastic and Fiber from Plastic deposits faster and more effectively than the basic building.\n\nPlastic is used for both the construction and for production of refined resources. Fiber is an important side product used as raw material for Clothes."
"#SCAVENGER_UPGRADE","Speedy Scrapper"
"#DESC_SCAVENGER_UPGRADE","Scavenges Metal and Junk from Metal deposits faster and more effectively than the basic building.\n\nMetal is an essential construction material and Junk can be further recycled into valuable Parts."
"#PERSON_CONDITION_TITLE","Warunki"
"#PERSON_STATE_IDLE","Nic nie robi"
"#PERSON_STATE_WALKING","Chodzi"
......@@ -7302,15 +7426,11 @@
"#SPECIALIST_LOW_HP_WARNING_TITLE","Specjalista zagrożony!"
"#SPECIALIST_LOW_HP_WARNING_DESCRIPTION","Ta niebezpieczna lokalizacja może spowodować w następnej turze śmiertelne obrażenia."
"#OPPONENT_DEFEATED","Opposing forces defeated"
"#SPECIALIST_DEAD","Specialist {0} died during combat"
"#SPECIALIST_DEAD","Specialist <color=#E8CF45>{0}</color> died during combat"
"#WITHDRAW_FROM_COMBAT","Retreated from combat"
"#COMBAT_DAMAGE","Damage done {0}, damage taken {1}"
"#MISSION_COMPLETE_COMBAT","Finish combat"
"#MISSION_CANCEL_COMBAT","Retreat"
"#COMBAT_EXPECTED_RESULT_MAJOR_VICTORY","Major Victory"
"#COMBAT_EXPECTED_RESULT_MINOR_VICTORY","Minor Victory"
"#COMBAT_EXPECTED_RESULT_MINOR_DEFEAT","Minor Defeat"
"#COMBAT_EXPECTED_RESULT_MAJOR_DEFEAT","Major Defeat"
"#TOPIC_DURATION_DAY","{0} Day"
"#TOPIC_DURATION_DAYS","{0} Days"
"#TITLE_SCAVENGE_COMPLETE","Scavenging Completed"
......@@ -7320,6 +7440,13 @@
"#TOPIC_EFFICIENCY","{0}(+{1}% Efficiency)"
"#TOPIC_DAMAGE_RECEIVED","Damage Received"
"#TOPIC_REMAINING_RESOURCES","Remaining Resources"
"#DESC_BANDITS_DEFEATED","<color=#E8CF45>Bandits</color> have been defeated"
"#TOPIC_DAMAGE_INFLICTED","Damage Inflicted"
"#TOPIC_REMAINING_HEALTH","Remaining Bandit Health"
"#TOPIC_RETREAT","Retreat from battle?"
"#DESC_RETREAT_DAMAGE","Specialist takes {0}-{1} points of damage, but retreats from the battle alive"
"#DESC_RETREAT_PREDICTION","Battle prediction change: {0} -> {1}"
"#TOPIC_COMBAT_STATUS","Combat Report"
"#TUTORIAL_NOTIFICATION_BUILD_HEADLINE","Zbuduj schronienia i zapewnij źródło wody"
"#TUTORIAL_NOTIFICATIO_BUILD_MESSAGE","Kliknij tutaj, aby dowiedzieć się, w jaki sposób."
"#TUTORIAL_DIALOG_BUILD_HEADLINE","ZBUDUJ SCHRONIENIA I ZAPEWNIJ ŹRÓDŁO WODY"
......@@ -7718,10 +7845,10 @@
"##TUTORIAL_CODEX_SHELTER_XBOX","<mark>Bezdomni</mark> koloniści są oznaczeni odpowiednią ikoną nad głową. Inne potencjalnie niebezpieczne stany również są prezentowane w ten sposób.\n\nGdy nie ma alternatywy, koloniści 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 koloniści 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. Koloniści 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 domyślnie można obracać budynki za pomocą lewego i prawego bumpera."
"##TUTORIAL_CODEX_SHELTER_NX","<mark>Bezdomni</mark> koloniści są oznaczeni odpowiednią ikoną nad głową. Inne potencjalnie niebezpieczne stany również są prezentowane w ten sposób.\n\nGdy nie ma alternatywy, koloniści 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 koloniści 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. Koloniści 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 domyślnie można obracać budynki za pomocą przycisków L i R."
"##TUTORIAL_CODEX_SHELTER_PS","<mark>Bezdomni</mark> koloniści są oznaczeni odpowiednią ikoną nad głową. Inne potencjalnie niebezpieczne stany również są prezentowane w ten sposób.\n\nGdy nie ma alternatywy, koloniści 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 koloniści 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. Koloniści 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 domyślnie można obracać budynki za pomocą przycisków L1 i R1."
"##WIP_TUTORIAL_CODEX_CARS","There are several different Car types in the game that have their own strengths and weaknesses. \n- Hatchback: Fast Car with limited transport capacity.\n- Sedan: Improved version of the hatchback that can carry more Specialists.\n- Station Wagon: Largest cargo capacity that comes at the price of the lowest speed.\n- Offroader: Rugged and reliable, able to traverse any terrain.\n- Bus: Big and spacious but terribly slow.\n- Van: Your standard do-it-all transport vehicle.\n\nCars use <mark>Action Points</mark> like Specialists, and moving them around the Map follows the same rules. Their advantage is in carrying several Specialists across great distances quickly, but Specialists must exit the vehicle to perform actions. To exit, click the vehicle to toggle between selections. Once the desired Specialist is active, order them to move away from the Car.\n\nCars will slow down after some mileage and must be brought back to the Colony for refueling. Broken Cars move at half their maximum speed"
"##WIP_TUTORIAL_CODEX_CARS_PS","There are several different Car types in the game that have their own strengths and weaknesses. \n- Hatchback: Fast Car with limited transport capacity.\n- Sedan: Improved version of the hatchback that can carry more Specialists.\n- Station Wagon: Largest cargo capacity that comes at the price of the lowest speed.\n- Offroader: Rugged and reliable, able to traverse any terrain.\n- Bus: Big and spacious but terribly slow.\n- Van: Your standard do-it-all transport vehicle.\n\nCars use <mark>Action Points</mark> like Specialists, and moving them around the Map follows the same rules. Their advantage is in carrying several Specialists across great distances quickly, but Specialists must exit the vehicle to perform actions. To exit, press the cross button repeatedly over the vehicle to toggle between selections. Once the desired Specialist is active, order them to move away from the Car.\n\nCars will slow down after some mileage and must be brought back to the Colony for refueling. Broken Cars move at half their maximum speed"
"##WIP_TUTORIAL_CODEX_CARS","There are several different Car types in the game that have their own strengths and weaknesses. \n- Hatchback: Fast Car with limited transport capacity.\n- Sedan: Improved version of the hatchback that can carry more Specialists.\n- Station Wagon: Largest cargo capacity that comes at the price of the lowest speed.\n- Offroader: Rugged and reliable, able to traverse any terrain.\n- Bus: Big and spacious but terribly slow.\n- Van: Your standard do-it-all transport vehicle.\n\nCars use <mark>Action Points</mark> like Specialists, and moving them around the Map follows the same rules. Their advantage is in carrying several Specialists across great distances quickly, but Specialists must exit the vehicle to perform actions. To exit, click the vehicle to toggle between selections. Once the desired Specialist is active, order them to move away from the Car.\n\nCars will slow down after some mileage and must be brought back to the colony for refueling. Broken Cars move at half their maximum speed"
"##WIP_TUTORIAL_CODEX_CARS_PS","There are several different Car types in the game that have their own strengths and weaknesses. \n- Hatchback: Fast Car with limited transport capacity.\n- Sedan: Improved version of the hatchback that can carry more Specialists.\n- Station Wagon: Largest cargo capacity that comes at the price of the lowest speed.\n- Offroader: Rugged and reliable, able to traverse any terrain.\n- Bus: Big and spacious but terribly slow.\n- Van: Your standard do-it-all transport vehicle.\n\nCars use <mark>Action Points</mark> like Specialists, and moving them around the Map follows the same rules. Their advantage is in carrying several Specialists across great distances quickly, but Specialists must exit the vehicle to perform actions. To exit, press the cross button repeatedly over the vehicle to toggle between selections. Once the desired Specialist is active, order them to move away from the Car.\n\nCars will slow down after some mileage and must be brought back to the colony for refueling. Broken Cars move at half their maximum speed"
"##WIP_TUTORIAL_CODEX_CARS_XBOX","There are several different Car types in the game that have their own strengths and weaknesses. \n- Hatchback: Fast Car with limited transport capacity.\n- Sedan: Improved version of the hatchback that can carry more Specialists.\n- Station Wagon: Largest cargo capacity that comes at the price of the lowest speed.\n- Offroader: Rugged and reliable, able to traverse any terrain.\n- Bus: Big and spacious but terribly slow.\n- Van: Your standard do-it-all transport vehicle.\n\nCars use <mark>Action Points</mark> like Specialists, and moving them around the Map follows the same rules. Their advantage is in carrying several Specialists across great distances quickly, but Specialists must exit the vehicle to perform actions. To exit, press A repeatedly over the vehicle to toggle between selections. Once the desired Specialist is active, order them to move away from the Car.\n\nCars will slow down after some mileage and must be brought back to the Colony for refueling. Broken Cars move at half their maximum speed."
"##WIP_TUTORIAL_CODEX_CARS_NX","There are several different Car types in the game that have their own strengths and weaknesses. \n- Hatchback: Fast Car with limited transport capacity.\n- Sedan: Improved version of the hatchback that can carry more Specialists.\n- Station Wagon: Largest cargo capacity that comes at the price of the lowest speed.\n- Offroader: Rugged and reliable, able to traverse any terrain.\n- Bus: Big and spacious but terribly slow.\n- Van: Your standard do-it-all transport vehicle.\n\nCars use <mark>Action Points</mark> like Specialists, and moving them around the Map follows the same rules. Their advantage is in carrying several Specialists across great distances quickly, but Specialists must exit the vehicle to perform actions. To exit, press the A Button repeatedly over the vehicle to toggle between selections. Once the desired Specialist is active, order them to move away from the Car.\n\nCars will slow down after some mileage and must be brought back to the Colony for refueling. Broken Cars move at half their maximum speed"
"##WIP_TUTORIAL_CODEX_CARS_NX","There are several different Car types in the game that have their own strengths and weaknesses. \n- Hatchback: Fast Car with limited transport capacity.\n- Sedan: Improved version of the hatchback that can carry more Specialists.\n- Station Wagon: Largest cargo capacity that comes at the price of the lowest speed.\n- Offroader: Rugged and reliable, able to traverse any terrain.\n- Bus: Big and spacious but terribly slow.\n- Van: Your standard do-it-all transport vehicle.\n\nCars use <mark>Action Points</mark> like Specialists, and moving them around the Map follows the same rules. Their advantage is in carrying several Specialists across great distances quickly, but Specialists must exit the vehicle to perform actions. To exit, press the A Button repeatedly over the vehicle to toggle between selections. Once the desired Specialist is active, order them to move away from the Car.\n\nCars will slow down after some mileage and must be brought back to the colony for refueling. Broken Cars move at half their maximum speed"
"#TOPIC_RESEARCH_FOOD","ŻYWNOŚĆ"
"#TOPIC_RESEARCH_PRODUCTION","PRODUKCJA"
"#TOPIC_RESEARCH_COLONY","KOLONIA"
......@@ -8200,6 +8327,10 @@
"#TECH_ARSENAL_DESC","Kije i kamienie na dłuższą metę nie sprawdzą się przy obronie kolonii. Z kolei wysokiej jakości broń stanowi nieocenioną pomoc podczas odpierania ataków."
"#TECH_WATER_PIPES","Rury wodociągowe"
"#TECH_WATER_PIPES_DESC","Umożliwia zaopatrywanie budynków w wodę z wież ciśnień. Działająca sieć wodociągowa pozwala kolonii stworzyć nowocześniejsze społeczeństwo."
"#TECH_FLUSHING","Flushing"
"#TECH_FLUSHING_DESC","Using water to sweep away excrement benefits nature and leaves colonists feeling more refreshed after relieving themselves. Unlike Outhouses, Toilets do not create excess waste."
"#TECH_STEAM_ROOMS","Steam Rooms"
"#TECH_STEAM_ROOMS_DESC","Warming up in steamy Saunas wash away all the nasty particles clinging to them. Advances in technology also provide this to be an environmentally friendly option, as it does not create any excess pollution. "
"#QUEST_ABANDON","Porzuć zadanie"
"#QUEST_ACCEPT","Zaakceptuj zadanie"
"#QUEST_AVAILABLE","Dostępne jest nowe zadanie"
......
......@@ -1233,7 +1233,7 @@
"##TOPIC_CONTROLLER_LAYOUT_XBOX","CONTROLLER LAYOUT"
"##TOPIC_CONTROLLER_LAYOUT_PS","WIRELESS CONTROLLER LAYOUT"
"##TOPIC_CONTROLLER_LAYOUT_NX","JOY-CON™ LAYOUT"
"##TOPIC_CONTROLLER_LAYOUT_NX_PRO","PRO CONTROLLER LAYOUT"
"#TOPIC_CONTROLLER_LAYOUT_NX_PRO","PRO CONTROLLER LAYOUT"
"##SETTINGS_CONTROLLER_ON_OR_OFF_PC","Controller"
"##SETTINGS_CONTROLLER_ON_OR_OFF_NX","Joy-Con™"
"##SETTINGS_CONTROLLER_ON_OR_OFF_NX_PRO","Pro Controller"
......@@ -1270,17 +1270,31 @@
"#ACCOUNT_ERROR_PSN_REQUIRED","PlayStation™Network account required."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_EP3","Foundation"
"#ANNOUNCEMENT_PATCHNOTES_EP3_TITLE","Foundation"
"#ANNOUNCEMENT_PATCHNOTES_EP3_DESC","This patch moves the game towards a more colony builder-oriented direction where construction, not micromanagement, is the key to success and where players should always have something to do instead of waiting for colonists to wake up. It also includes the Graveyard and Medical Lab buildings and new building upgrades plus a multi-turn combat in line with other World Map missions. The negative resource bug has also been fixed."
"#ANNOUNCEMENT_PATCHNOTES_EP3_BUILDER_SUBTITLE","Towards Colony Builder"
"#ANNOUNCEMENT_PATCHNOTES_EP3_BUILDER_TEXT","Challenges in a colony-builder game should be overcome on a higher level by constructing buildings and finding resources instead of micromanaging individual colonists. More improvements towards this are incoming, including more control over your colony population."
"#ANNOUNCEMENT_PATCHNOTES_EP3_DESC","This patch is the first major improvement to take the game towards a direction where construction, not micromanagement, is the key to success. Improvements in the game's balance are many including more optimized production and consumption of resources, reductions in colonist's downtime and changed eating habits. New buildings include a Cemetery and a Medical Lab, but also upgrades to existing buildings. In addition the world map combat has been changed to time based allowing several specialists fight bandits simultaneously. The ""negative resource"" bug has also been fixed."
"#ANNOUNCEMENT_PATCHNOTES_EP3_BUILDER_SUBTITLE","Building and Production"
"#ANNOUNCEMENT_PATCHNOTES_EP3_BUILDER_TEXT","Challenges in Surviving the Aftermath should be overcome on a higher level by constructing buildings and finding resources instead of micromanaging individual colonists. Alongside with the downtime changes resource production have been increased and construction requirements increased respectively. "
"#ANNOUNCEMENT_PATCHNOTES_EP3_DOWNTIME_SUBTITLE","Downtime reduction"
"#ANNOUNCEMENT_PATCHNOTES_EP3_DOWNTIME_TEXT","Previously colonists spent a large chunk of their day sleeping, washing up and in entertainment buildings. These activities are now completed quicker, and as a result, production should now be more consistent. People will still need their basic needs met, so you can't forgo building shelters, outhouses and arenas."
"#ANNOUNCEMENT_PATCHNOTES_EP3_BUILDINGS_SUBTITLE","Medical Lab and Cemetery"
"#ANNOUNCEMENT_PATCHNOTES_EP3_BUILDINGS_TEXT","The highly requested Medical Lab has arrived! After unlocking it from the Tech Tree, this late game building starts manufacturing different kinds of medicine if you have the Medicinal Herbs and other resources readily available. The new Cemetery is a bigger and non-polluting version of the Burial Pit, and will provide the colony with Happiness."
"#ANNOUNCEMENT_PATCHNOTES_EP3_BUILDINGS_TEXT","The highly requested Medical Lab has arrived! After unlocking it from the Tech Tree, this late game building starts manufacturing different kinds of medicine if you have the Medicinal Herbs and other resources readily available. The new Cemetery, on the other hand, is a bigger and non-polluting option for the Burial Pit."
"#ANNOUNCEMENT_PATCHNOTES_EP3_UPGRADES_SUBTITLE","Building upgrades"
"#ANNOUNCEMENT_PATCHNOTES_EP3_UPGRADES_TEXT","You will now need to upgrade your Toolshops, Tailors and Gunsmiths to access higher-grade Tools, Clothes and Weapons. Their visuals will also improve to reflect their more advanced status."
"#ANNOUNCEMENT_PATCHNOTES_EP3_CHANGES_SUBTITLE","Other Improvements"
"#ANNOUNCEMENT_PATCHNOTES_EP3_CHANGES_TEXT","Other improvements include sortable Statistics, performance fixes, and a multi-turn combat akin to other World Map missions. You can command your Specialist to attack a bandit and return later to see the results. You can also attack a location with multiple Specialists for added effect."
"#SETTINGS_KEY_BINDING_MILESTONE_MENU","Milestone Menu"
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_EP4","Prestige and Performance"
"#ANNOUNCEMENT_PATCHNOTES_EP4_TITLE","Prestige and Performance"
"#ANNOUNCEMENT_PATCHNOTES_EP4_DESC","This update improves performance and AI in many ways, but also adds a new feature called milestones. The milestone system adds a new layer of goals for you to strive for and gain prestige while doing so."
"#ANNOUNCEMENT_PATCHNOTES_EP4_MILESTONES_SUBTITLE","Milestones and Prestige"
"#ANNOUNCEMENT_PATCHNOTES_EP4_MILESTONES_TEXT","Milestones act as goals on the road towards a self-sufficient colony with each rewarding the player with Prestige points. Higher difficulty and faster completion rewards bonus points. Prestige tells abouth the progression in the game, but also about how well you’re doing."
"#ANNOUNCEMENT_PATCHNOTES_EP4_PERFORMANCE_SUBTITLE","Performance Boost"
"#ANNOUNCEMENT_PATCHNOTES_EP4_PERFORMANCE_TEXT","Better performance with more efficient pathfinding, smarter colonist personal status updates, leaner construction zone calculations, plugged memory leaks and more. This optimization work will continue throughout the game’s development."
"#ANNOUNCEMENT_PATCHNOTES_EP4_AI_SUBTITLE","Colonist AI"
"#ANNOUNCEMENT_PATCHNOTES_EP4_AI_TEXT","Certain colony tasks are given a higher priority in extreme conditions. Colonists are now smarter in rushing for resources or treatment when there's not enough for all. Idle ones will build roads when there’s nothing else to do and ones with disabled workplaces will find other tasks to do."
"#ANNOUNCEMENT_PATCHNOTES_EP4_DIFFICULTY_SUBTITLE","Difficulty and Gatekeeper"
"#ANNOUNCEMENT_PATCHNOTES_EP4_DIFFICULTY_TEXT","The overall difficulty has been adjusted in many ways. Catastrophe selection in the pre-game now has a bigger influence on the gameplay and catastrophes in general are shorter, but more intense. Gatekeeper is also improved to create more interesting challenges based on the situation."
"#ANNOUNCEMENT_PATCHNOTES_EP4_CHANGES_SUBTITLE","Other Improvements"
"#ANNOUNCEMENT_PATCHNOTES_EP4_CHANGES_TEXT","Bandit sectors now block movement before they're dealt with. Status icons have been added to the Specialist menu. Societies now spawn closer to player colony. Water Well, Recycler, Scrapper, Shanty, Sauna and Outhouse can now be upgraded."
"#POPULATION","População"
"#RESOURCE_WOOD","Toras"
"#RESOURCE_PLANK","Tábua"
......@@ -2743,6 +2757,108 @@
"#RESOURCE_MEDICINALHERB_DESC","Uma tipo de erva que pode ser cultivada na estufa. É um ótimo ingrediente para a criação de produtos medicinais.\n\nObservação: não comestível.\n\nPeso: leve"
"#RESOURCE_MEDICINALHERB_SEED","Semente: erva medicinal"
"#DESC_FOOD_MEDICINALHERB","Uma tipo de erva que pode ser cultivada na estufa. É um ótimo ingrediente para a criação de produtos medicinais.\n\nObservação: não comestível.\n\nPeso: leve"
"#TOPIC_MILESTONES_UNLOCKED","Unlocked"
"#TOPIC_MILESTONES","Milestones"
"#MILESTONES_DESC","Complete Milestones to earn Prestige. Difficulty level and completion speed affect the score."
"#TOPIC_BONUS_FOR_DIFFICULTY","Difficulty Bonus"
"#TOPIC_BONUS_FOR_DAY","Day Bonus"
"#TOPIC_MILESTONE_COMPLETED","Milestone Completed"
"#TOPIC_BASE_PRESTIGE","Base Prestige"
"#TOPIC_PRESTIGE_EARNED","Total Prestige Earned"
"#TOPIC_COLONY_PRESTIGE","Colony Prestige"
"#NOTIFICATION_MILESTONE_COMPLETED","Milestone completed"
"#MILESTONE_CATEGORY_COLONY_1","New Beginnings"
"#MILESTONE_CATEGORY_WM_1","Into the Wild"
"#MILESTONE_CATEGORY_COLONY_2","Base to Build"
"#MILESTONE_CATEGORY_WM_2","Expanding Horizons"
"#MILESTONE_CATEGORY_COLONY_3","Safe Haven"
"#MILESTONE_CATEGORY_WM_3","Wide World"
"#MILESTONE_MEET_A_SOCIETY","First Contact"
"#MILESTONE_INVITE_COLONISTS","First Settlers"
"#MILESTONE_UNLOCK_FIRST_TECH","Reclaimed Knowledge"
"#MILESTONE_TRADE_A_SEED","Seedy Business"
"#MILESTONE_COMPLETE_FIRST_SIDE_QUESTS","Taste of Adventure"
"#MILESTONE_COLONYBORN","Born and Raised"
"#MILESTONE_POPULATION_20","Little Town"
"#MILESTONE_COMPLETE_5_EVENTS","Decisive Actions"
"#MILESTONE_WIN_COLONY_COMBAT","Retaliation Tactics"
"#MILESTONE_HEAL_COLONISTS","Healing Hands"
"#MILESTONE_DEFEAT_RATBEETLES","Nature in my Backyard"
"#MILESTONE_50_BUILDINGS","More than Wilderness"
"#MILESTONE_BUILD_THE_GATE","Into the World"
"#MILESTONE_ENERGY","Sparks of Progress"
"#MILESTONE_EXPLORE_HALF_WM","Halfway There"
"#MILESTONE_UPGRADE_5","Iterative Progress"
"#MILESTONE_DAY_50","We can do this"
"#MILESTONE_CLEAN_FIRST_POLLUTION","Eco-Friendly"
"#MILESTONE_COLONY_BORN_DEAD","Dust to Dust"
"#MILESTONE_EDUCATED_COLONISTS","Hit the Books"
"#MILESTONE_POPULATION_100","Badlands Oasis"
"#MILESTONE_TRADE_25_TIMES","Future Investing"
"#MILESTONE_POPULATION_50","More of Us"
"#MILESTONE_100_DAYS","Road to a Hundred"
"#MILESTONE_MEET_ALL_SOCIETIES","Well Acquainted"
"#MILESTONE_POPULATION_150","Almost Metropolitan"
"#MILESTONE_ALL_TECHS_UNLOCKED","Science Fair"
"#MILESTONE_SPECIALIST_SLOTS_FULL","Truly Special"
"#MILESTONE_MOST_EDUCATED","Big Brains"
"#MILESTONE_REVEAL_WORLD_MAP","Cartographer"
"#MILESTONE_ALL_POLLUTION_CLEARED","Going Green"
"#MILESTONE_BUILD_ALL","Future Architect"
"#MILESTONE_ALL_SEEDS_UNLOCKED","Seed Vault"
"#MILESTONE_INVITE_COLONISTS_DESC","""We have laid the foundations for a new home, but we lack the heart. It’s time to call for the people.""\n\n<mark>Invite first colonists.</mark>"
"#MILESTONE_INVITE_COLONISTS_COMPLETED_DESC","“It was risky to leave our bunkers and venture out here, but the mere feeling of sunlight on my skin makes me hopeful for the future.”\n\n<mark>First colonists Arrived.</mark>"
"#MILESTONE_POPULATION_20_DESC","""Many hands make light work. We should find more people to aid us with building a new civilization.""\n\n<mark>Increase population to 25.</mark>"
"#MILESTONE_POPULATION_20_COMPLETED_DESC","“Even if we’re not done yet, this is a good start. We’re on our way to a large, thriving colony!""\n\n<mark>Reached a Population of 25.</mark>"
"#MILESTONE_COMPLETE_5_EVENTS_DESC","""It’s an unpredictable world, and many things can happen out here. Tough calls are certainly ahead, but we should always think of the good of the colony.""\n\n<mark>Complete 5 Events.</mark>"
"#MILESTONE_COMPLETE_5_EVENTS_COMPLETED_DESC","“So many crazy things can happen to us out here, it’s almost fun. Almost.”\n\n<mark>Completed 5 Events.</mark>"
"#MILESTONE_MEET_A_SOCIETY_DESC","""Even if barren, it’s a vast world out there. We can’t be the only survivors. We ought to look for our neighbors.""\n\n<mark>Find a Society.</mark>"
"#MILESTONE_MEET_A_SOCIETY_COMPLETED_DESC","“Just as I thought, we’re not alone in the world. Hopefully, these people are friendly.”\n\n<mark>Met a Society.</mark>"
"#MILESTONE_UNLOCK_FIRST_TECH_DESC","""Most of our shared knowledge was lost in the endless fights for survival, but some may remain. We should stay on the lookout for useful information.""\n\n<mark>Unlock 5 Techs from the Tech Tree.</mark>"
"#MILESTONE_UNLOCK_FIRST_TECH_COMPLETED_DESC","“We have managed to uncover some intel on our past inventions. Knowledge is power, now we just need to keep gathering more of it.”\n\n<mark>Unlocked 5 Techs.</mark>"
"#MILESTONE_TRADE_A_SEED_DESC","""Rumor has it that some rare seeds of once common plants still circulate the trades. The more variety we have for farming, the better we adapt to different situations.""\n\n<mark>Trade a Seed from a Society.</mark>"
"#MILESTONE_TRADE_A_SEED_COMPLETED_DESC","“Thank goodness someone kept these safe for all these years. Investing in agriculture will surely pay off.”\n\n<mark>Traded a Seed.</mark>"
"#MILESTONE_COLONYBORN_DESC","""No matter what the times are like, the birth of a child is always a miracle. The new generation will carry our hopes for a better future.""\n\n<mark>First child born in the colony.</mark>"
"#MILESTONE_COLONYBORN_COMPLETED_DESC","“New life in the colony! Let’s hope we can build them a safe society to grow up in.”\n\n<mark>First child born in the colony.</mark>"
"#MILESTONE_DEFEAT_RATBEETLES_DESC","""Expanding our territory will be challenging with these kinds of creatures lurking around. I have a hunch they think similarly of us...""\n\n<mark>Defeat 10 hostile Wild Animals.</mark>"
"#MILESTONE_DEFEAT_RATBEETLES_COMPLETED_DESC","“Begone, beast! Crushing mercilessly whatever stands in our way, now that is humanity in its essence!”\n\n<mark>Defeated 10 hostile Wild Animals.</mark>"
"#MILESTONE_BUILD_THE_GATE_DESC","""If we are to ever get out of our little nest, we need some protection. A Gate to keep out the unwanted perhaps, in case our presence becomes known.""\n\n<mark>Build the Gate.</mark>"
"#MILESTONE_BUILD_THE_GATE_COMPLETED_DESC","“With the security provided by the Gate, we can finally uncover the world around us. Towards a better future!”\n\n<mark>Built the Gate.</mark>"
"#MILESTONE_COLONY_BORN_DEAD_DESC","""Old age is a luxury not many are bestowed with. It sure would be nice to see someone live a full life for a change.""\n\n<mark>Colonist born here dies from Old Age.</mark>"
"#MILESTONE_COLONY_BORN_DEAD_COMPLETED_DESC","“It’s sad to see our eldest go with all their wisdom and memories. May they rest in peace.”\n\n<mark>Colonist born here died of Old Age.</mark>"
"#MILESTONE_UPGRADE_5_DESC","""Instead of starting from scratch, what if we improved the buildings we already have? Surely that would be more efficient.""\n\n<mark>Have 5 Upgraded buildings in the colony.</mark>"
"#MILESTONE_UPGRADE_5_COMPLETED_DESC","“Nothing is born perfect. Only steadily improving things puts us on the route there.”\n\n<mark>5 Upgraded buildings in the colony.</mark>"
"#MILESTONE_POPULATION_100_DESC","""Our colony is a safe haven for any potential refugees and we could always use more hands to help out. We should allow more people in.""\n\n<mark>Increase population to 50.</mark>"
"#MILESTONE_POPULATION_100_COMPLETED_DESC","“The more people we can support here, the less there are out there wandering the wasteland, joining bandits and causing trouble.” \n\n<mark>Reached a Population of 50.</mark>"
"#MILESTONE_TRADE_25_TIMES_DESC","""Making allies can help both of our communities to grow and flourish, don't you think?""\n\n<mark>Trade 25 times.</mark>"
"#MILESTONE_TRADE_25_TIMES_COMPLETED_DESC","“We have so many traded goods pouring in from every direction, it’s hard to keep up. Luckily, I don’t have to.”\n\n<mark>Traded 25 times with a Society.</mark>"
"#MILESTONE_100_DAYS_DESC","""It’s not always easy, but together we can persevere. Chin up and march on!""\n\n<mark>Make it to Day 100.</mark>"
"#MILESTONE_100_DAYS_COMPLETED_DESC","“Heavens! Never thought I’d see the day we make it this far. The future is starting to look bright!”\n\n<mark>Survived for 100 Days.</mark>"
"#MILESTONE_MEET_ALL_SOCIETIES_DESC","""We need to know who we are dealing with. Even the most remote communities may have something to offer us.""\n\n<mark>Meet all Societies.</mark>"
"#MILESTONE_MEET_ALL_SOCIETIES_COMPLETED_DESC","“So many societies, some in better shape than others. I’m sure we can coexist and cooperate, hopefully they think the same way.”\n\n<mark>Met all Societies.</mark>"
"#MILESTONE_ALL_TECHS_UNLOCKED_DESC","""Learn from the past, live for the future. If we discovered all the secrets these books can tell us, surely we could build a better world.""\n\n<mark>Unlock 100 Techs.</mark>"
"#MILESTONE_ALL_TECHS_UNLOCKED_COMPLETED_DESC","""Long live science! We’ve discovered more than anyone, at least for now.""\n\n<mark>100 Techs unlocked.</mark>"
"#MILESTONE_SPECIALIST_SLOTS_FULL_DESC","""Can you imagine? Having so many specialized people that we simply cannot take in no more.""\n\n<mark>Have 10 Specialists alive at once.</mark>"
"#MILESTONE_SPECIALIST_SLOTS_FULL_COMPLETED_DESC","""This many skilled people, all working for us? I have got to be dreaming.""\n\n<mark>10 Specialists alive at once.</mark>"
"#MILESTONE_POPULATION_150_DESC","""I want to see it once more... A town full of busy people, just like back in the day when the moon was still full.""\n\n<mark>Increase population to 100.</mark>"
"#MILESTONE_POPULATION_150_COMPLETED_DESC","""A colony buzzing with life, this is truly a sight to behold. If I close my eyes, I can almost imagine a world of the past with its bustling cities and crowded streets.""\n\n<mark>Reached a population of 100.</mark>"
"#MILESTONE_HEAL_COLONISTS_DESC","""Healthy people equals productive people. Even minor wounds can fester into something deadly, so having nurses and medicine at hand is imperative.""\n\n<mark>Heal 50 colonists.</mark>"
"#MILESTONE_HEAL_COLONISTS_COMPLETED_DESC","“A wound or a fever used to be a death sentence, but look at us now! Let me tell you, our medics are seasoned professionals.”\n\n<mark>50 colonists Healed.</mark>"
"#MILESTONE_ALL_POLLUTION_CLEARED_DESC","""The pollution may be the doing of our parents, but we should leave the world better than we found it. Let’s clean up this mess, for our children.""\n\n<mark>Clear all Pollution Deposits.</mark>"
"#MILESTONE_ALL_POLLUTION_CLEARED_COMPLETED_DESC","""We may not ever be able to undo all the mistakes humanity has made, but this still counts for something.""\n\n<mark>Cleared all Pollution Deposits.</mark>"
"#MILESTONE_REVEAL_WORLD_MAP_DESC","""We should leave no stone unturned, find everything there is to find. Clues of our past can be hidden anywhere, and we must get to them first.""\n\n<mark>Reveal most of the World Map.</mark>"
"#MILESTONE_REVEAL_WORLD_MAP_COMPLETED_DESC","""This is it. The end of our world. Well, no, not literally, but this nearly as far as we can go.""\n\n<mark>Revealed most of the World Map.</mark>"
"#MILESTONE_EDUCATED_COLONISTS_DESC","""Reading and writing may be a thing of the past now, but how are we to survive if our children don’t even know how to hold a wrench?""\n\n<mark>Educate 10 children.</mark>"
"#MILESTONE_EDUCATED_COLONISTS_COMPLETED_DESC","""Education is valuable in and of itself, but hopefully these youths can improve things for us all around here.""\n\n<mark>10 colonists Educated.</mark>"
"#MILESTONE_CLEAN_FIRST_POLLUTION_DESC","""It is hard to breathe in here and I feel ill every time I pass by those toxic puddles. Maybe we could do something about this...""\n\n<mark>Clean 5 Pollution Deposits.</mark>"
"#MILESTONE_CLEAN_FIRST_POLLUTION_COMPLETED_DESC","""I never thought air could feel this fresh!""\n\n<mark>Cleaned 5 Pollution Deposits.</mark>"
"#MILESTONE_ENERGY_DESC","""I wish we had some help around here for this heavy labour. This ain't how we always did things, is it?""\n\n<mark>Increase Energy production to 30.</mark>"
"#MILESTONE_ENERGY_COMPLETED_DESC","""And we're back on track. Maybe soon we'll even be watching television once more... I miss those old soap operas I used to watch with my ma.""\n\n<mark>Increased Energy production to 30.</mark>"
"#MILESTONE_EXPLORE_HALF_WM_DESC","""Aren't you curious to know what we could find if we pushed just a little further...?""\n\n<mark>Explore half of the World Map.</mark>"
"#MILESTONE_EXPLORE_HALF_WM_COMPLETED_DESC","""The horizon is opening before our very eyes. I wonder where it ends… We should keep exploring!""\n\n<mark>Explored half of the World Map.</mark>"
"#MILESTONE_COMPLETE_FIRST_SIDE_QUESTS_DESC","""There are so many mysteries out there. We should strive to help those who come to us in need, and who could say no to a good, old-fashioned adventure?""\n\n<mark>Complete 5 Quests.</mark>"
"#MILESTONE_COMPLETE_FIRST_SIDE_QUESTS_COMPLETED_DESC","""Hearing about the adventures our specialists have gone on almost makes me dizzy. It’s truly a crazy world out there.""\n\n<mark>Completed 5 Quests.</mark>"
"#MILESTONES_DISABLED_DESC","Milestones are disabled in this save version. Please start a new game to enable them."
"#CATEGORY_HOUSING","Abrigos"
"#CATEGORY_STORAGE","Armazenamento"
"#CATEGORY_FOOD","Alimento"
......@@ -3299,6 +3415,14 @@
"#DESC_CEMETERY","Um lugar de descanso digno para aqueles que já nos deixaram e onde os colonos podem chorar por seus entes queridos. Ter um lugar decente para o repouso eterno gera felicidade para toda a colônia, ao passo que a destruição de um cemitério causará um enorme ônus de felicidade. Os cadáveres levam mais tempo para se deteriorar do que em uma cova de sepultamento.\n\n- Não cria poluição"
"#WELL_UPGRADE","Drilled Well"
"#DESC_WELL_UPGRADE","An improved source of Water and critical for Colonist survival. Must be built away from other Wells.\n\nFertile tiles produce more Water than normal ones, while Barren tiles produce none.\n\n- Cannot be placed on Barren Soil"
"#SAUNA_UPGRADE","Steam Sauna"
"#DESC_SAUNA_UPGRADE","Hygiene is imperative to keeping a Colony healthy. Steam Saunas allow Colonists to wash themselves of harmful particles and pathogens so they don't become a real issue later on. Extremely helpful during a Pandemica and Winter season, as it also warms colonists to the core.\n\n- Requires access to a Water Tower"
"#OUTHOUSE_UPGRADE","Toilet"
"#DESC_OUTHOUSE_UPGRADE","Hygiene is a must for a healthy Colony. Allows Colonists to wash themselves properly and properly take care of the natural waste with flowing water. "
"#RECYCLER_UPGRADE","Speedy Recycler"
"#DESC_RECYCLER_UPGRADE","Scavenges Plastic and Fiber from Plastic deposits faster and more effectively than the basic building.\n\nPlastic is used for both the construction and for production of refined resources. Fiber is an important side product used as raw material for Clothes."
"#SCAVENGER_UPGRADE","Speedy Scrapper"
"#DESC_SCAVENGER_UPGRADE","Scavenges Metal and Junk from Metal deposits faster and more effectively than the basic building.\n\nMetal is an essential construction material and Junk can be further recycled into valuable Parts."
"#PERSON_CONDITION_TITLE","Condições"
"#PERSON_STATE_IDLE","Fazendo nada"
"#PERSON_STATE_WALKING","Andando"
......@@ -7302,15 +7426,11 @@
"#SPECIALIST_LOW_HP_WARNING_TITLE","Especialista em perigo!"
"#SPECIALIST_LOW_HP_WARNING_DESCRIPTION","A localização perigosa pode causar danos fatais da próxima vez."
"#OPPONENT_DEFEATED","Opposing forces defeated"
"#SPECIALIST_DEAD","Specialist {0} died during combat"
"#SPECIALIST_DEAD","Specialist <color=#E8CF45>{0}</color> died during combat"
"#WITHDRAW_FROM_COMBAT","Retreated from combat"
"#COMBAT_DAMAGE","Damage done {0}, damage taken {1}"
"#MISSION_COMPLETE_COMBAT","Finish combat"
"#MISSION_CANCEL_COMBAT","Retreat"
"#COMBAT_EXPECTED_RESULT_MAJOR_VICTORY","Major Victory"
"#COMBAT_EXPECTED_RESULT_MINOR_VICTORY","Minor Victory"
"#COMBAT_EXPECTED_RESULT_MINOR_DEFEAT","Minor Defeat"
"#COMBAT_EXPECTED_RESULT_MAJOR_DEFEAT","Major Defeat"
"#TOPIC_DURATION_DAY","{0} Day"
"#TOPIC_DURATION_DAYS","{0} Days"
"#TITLE_SCAVENGE_COMPLETE","Scavenging Completed"
......@@ -7320,6 +7440,13 @@
"#TOPIC_EFFICIENCY","{0}(+{1}% Efficiency)"
"#TOPIC_DAMAGE_RECEIVED","Damage Received"
"#TOPIC_REMAINING_RESOURCES","Remaining Resources"
"#DESC_BANDITS_DEFEATED","<color=#E8CF45>Bandits</color> have been defeated"
"#TOPIC_DAMAGE_INFLICTED","Damage Inflicted"
"#TOPIC_REMAINING_HEALTH","Remaining Bandit Health"
"#TOPIC_RETREAT","Retreat from battle?"
"#DESC_RETREAT_DAMAGE","Specialist takes {0}-{1} points of damage, but retreats from the battle alive"
"#DESC_RETREAT_PREDICTION","Battle prediction change: {0} -> {1}"
"#TOPIC_COMBAT_STATUS","Combat Report"
"#TUTORIAL_NOTIFICATION_BUILD_HEADLINE","Construa abrigos e uma fonte de água"
"#TUTORIAL_NOTIFICATIO_BUILD_MESSAGE","Aperte aqui para saber como."
"#TUTORIAL_DIALOG_BUILD_HEADLINE","CONSTRUA UM ABRIGO E UMA FONTE DE ÁGUA"
......@@ -7718,10 +7845,10 @@
"##TUTORIAL_CODEX_SHELTER_XBOX","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 os botões superiores esquerdo e direito."
"##TUTORIAL_CODEX_SHELTER_NX","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 os botões L e R."
"##TUTORIAL_CODEX_SHELTER_PS","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 os botões L1 e R1."
"##WIP_TUTORIAL_CODEX_CARS","There are several different Car types in the game that have their own strengths and weaknesses. \n- Hatchback: Fast Car with limited transport capacity.\n- Sedan: Improved version of the hatchback that can carry more Specialists.\n- Station Wagon: Largest cargo capacity that comes at the price of the lowest speed.\n- Offroader: Rugged and reliable, able to traverse any terrain.\n- Bus: Big and spacious but terribly slow.\n- Van: Your standard do-it-all transport vehicle.\n\nCars use <mark>Action Points</mark> like Specialists, and moving them around the Map follows the same rules. Their advantage is in carrying several Specialists across great distances quickly, but Specialists must exit the vehicle to perform actions. To exit, click the vehicle to toggle between selections. Once the desired Specialist is active, order them to move away from the Car.\n\nCars will slow down after some mileage and must be brought back to the Colony for refueling. Broken Cars move at half their maximum speed"
"##WIP_TUTORIAL_CODEX_CARS_PS","There are several different Car types in the game that have their own strengths and weaknesses. \n- Hatchback: Fast Car with limited transport capacity.\n- Sedan: Improved version of the hatchback that can carry more Specialists.\n- Station Wagon: Largest cargo capacity that comes at the price of the lowest speed.\n- Offroader: Rugged and reliable, able to traverse any terrain.\n- Bus: Big and spacious but terribly slow.\n- Van: Your standard do-it-all transport vehicle.\n\nCars use <mark>Action Points</mark> like Specialists, and moving them around the Map follows the same rules. Their advantage is in carrying several Specialists across great distances quickly, but Specialists must exit the vehicle to perform actions. To exit, press the cross button repeatedly over the vehicle to toggle between selections. Once the desired Specialist is active, order them to move away from the Car.\n\nCars will slow down after some mileage and must be brought back to the Colony for refueling. Broken Cars move at half their maximum speed"
"##WIP_TUTORIAL_CODEX_CARS","There are several different Car types in the game that have their own strengths and weaknesses. \n- Hatchback: Fast Car with limited transport capacity.\n- Sedan: Improved version of the hatchback that can carry more Specialists.\n- Station Wagon: Largest cargo capacity that comes at the price of the lowest speed.\n- Offroader: Rugged and reliable, able to traverse any terrain.\n- Bus: Big and spacious but terribly slow.\n- Van: Your standard do-it-all transport vehicle.\n\nCars use <mark>Action Points</mark> like Specialists, and moving them around the Map follows the same rules. Their advantage is in carrying several Specialists across great distances quickly, but Specialists must exit the vehicle to perform actions. To exit, click the vehicle to toggle between selections. Once the desired Specialist is active, order them to move away from the Car.\n\nCars will slow down after some mileage and must be brought back to the colony for refueling. Broken Cars move at half their maximum speed"
"##WIP_TUTORIAL_CODEX_CARS_PS","There are several different Car types in the game that have their own strengths and weaknesses. \n- Hatchback: Fast Car with limited transport capacity.\n- Sedan: Improved version of the hatchback that can carry more Specialists.\n- Station Wagon: Largest cargo capacity that comes at the price of the lowest speed.\n- Offroader: Rugged and reliable, able to traverse any terrain.\n- Bus: Big and spacious but terribly slow.\n- Van: Your standard do-it-all transport vehicle.\n\nCars use <mark>Action Points</mark> like Specialists, and moving them around the Map follows the same rules. Their advantage is in carrying several Specialists across great distances quickly, but Specialists must exit the vehicle to perform actions. To exit, press the cross button repeatedly over the vehicle to toggle between selections. Once the desired Specialist is active, order them to move away from the Car.\n\nCars will slow down after some mileage and must be brought back to the colony for refueling. Broken Cars move at half their maximum speed"
"##WIP_TUTORIAL_CODEX_CARS_XBOX","There are several different Car types in the game that have their own strengths and weaknesses. \n- Hatchback: Fast Car with limited transport capacity.\n- Sedan: Improved version of the hatchback that can carry more Specialists.\n- Station Wagon: Largest cargo capacity that comes at the price of the lowest speed.\n- Offroader: Rugged and reliable, able to traverse any terrain.\n- Bus: Big and spacious but terribly slow.\n- Van: Your standard do-it-all transport vehicle.\n\nCars use <mark>Action Points</mark> like Specialists, and moving them around the Map follows the same rules. Their advantage is in carrying several Specialists across great distances quickly, but Specialists must exit the vehicle to perform actions. To exit, press A repeatedly over the vehicle to toggle between selections. Once the desired Specialist is active, order them to move away from the Car.\n\nCars will slow down after some mileage and must be brought back to the Colony for refueling. Broken Cars move at half their maximum speed."
"##WIP_TUTORIAL_CODEX_CARS_NX","There are several different Car types in the game that have their own strengths and weaknesses. \n- Hatchback: Fast Car with limited transport capacity.\n- Sedan: Improved version of the hatchback that can carry more Specialists.\n- Station Wagon: Largest cargo capacity that comes at the price of the lowest speed.\n- Offroader: Rugged and reliable, able to traverse any terrain.\n- Bus: Big and spacious but terribly slow.\n- Van: Your standard do-it-all transport vehicle.\n\nCars use <mark>Action Points</mark> like Specialists, and moving them around the Map follows the same rules. Their advantage is in carrying several Specialists across great distances quickly, but Specialists must exit the vehicle to perform actions. To exit, press the A Button repeatedly over the vehicle to toggle between selections. Once the desired Specialist is active, order them to move away from the Car.\n\nCars will slow down after some mileage and must be brought back to the Colony for refueling. Broken Cars move at half their maximum speed"
"##WIP_TUTORIAL_CODEX_CARS_NX","There are several different Car types in the game that have their own strengths and weaknesses. \n- Hatchback: Fast Car with limited transport capacity.\n- Sedan: Improved version of the hatchback that can carry more Specialists.\n- Station Wagon: Largest cargo capacity that comes at the price of the lowest speed.\n- Offroader: Rugged and reliable, able to traverse any terrain.\n- Bus: Big and spacious but terribly slow.\n- Van: Your standard do-it-all transport vehicle.\n\nCars use <mark>Action Points</mark> like Specialists, and moving them around the Map follows the same rules. Their advantage is in carrying several Specialists across great distances quickly, but Specialists must exit the vehicle to perform actions. To exit, press the A Button repeatedly over the vehicle to toggle between selections. Once the desired Specialist is active, order them to move away from the Car.\n\nCars will slow down after some mileage and must be brought back to the colony for refueling. Broken Cars move at half their maximum speed"
"#TOPIC_RESEARCH_FOOD","ALIMENTO"
"#TOPIC_RESEARCH_PRODUCTION","PRODUÇÃO"
"#TOPIC_RESEARCH_COLONY","COLÔNIA"
......@@ -8200,6 +8327,10 @@
"#TECH_ARSENAL_DESC","Proteger a colônia com paus e pedras tem suas limitações. Já armas melhores ajudam imensamente a repelir todo tipo de ataque à colônia."
"#TECH_WATER_PIPES","Canos de água"
"#TECH_WATER_PIPES_DESC","Permite o transporte de água às edificações com as caixas-d'água. Criar um sistema hidráulico funcional possibilita que a colônia caminhe em direção a uma sociedade mais moderna."
"#TECH_FLUSHING","Flushing"
"#TECH_FLUSHING_DESC","Using water to sweep away excrement benefits nature and leaves colonists feeling more refreshed after relieving themselves. Unlike Outhouses, Toilets do not create excess waste."
"#TECH_STEAM_ROOMS","Steam Rooms"
"#TECH_STEAM_ROOMS_DESC","Warming up in steamy Saunas wash away all the nasty particles clinging to them. Advances in technology also provide this to be an environmentally friendly option, as it does not create any excess pollution. "
"#QUEST_ABANDON","Abandonar a missão"
"#QUEST_ACCEPT","Aceitar a missão"
"#QUEST_AVAILABLE","Novas missões disponíveis"
......@@ -1233,7 +1233,7 @@
"##TOPIC_CONTROLLER_LAYOUT_XBOX","CONTROLLER LAYOUT"
"##TOPIC_CONTROLLER_LAYOUT_PS","WIRELESS CONTROLLER LAYOUT"
"##TOPIC_CONTROLLER_LAYOUT_NX","JOY-CON™ LAYOUT"
"##TOPIC_CONTROLLER_LAYOUT_NX_PRO","PRO CONTROLLER LAYOUT"
"#TOPIC_CONTROLLER_LAYOUT_NX_PRO","PRO CONTROLLER LAYOUT"
"##SETTINGS_CONTROLLER_ON_OR_OFF_PC","Controller"
"##SETTINGS_CONTROLLER_ON_OR_OFF_NX","Joy-Con™"
"##SETTINGS_CONTROLLER_ON_OR_OFF_NX_PRO","Pro Controller"
......@@ -1270,17 +1270,31 @@
"#ACCOUNT_ERROR_PSN_REQUIRED","PlayStation™Network account required."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_EP3","Foundation"
"#ANNOUNCEMENT_PATCHNOTES_EP3_TITLE","Foundation"
"#ANNOUNCEMENT_PATCHNOTES_EP3_DESC","This patch moves the game towards a more colony builder-oriented direction where construction, not micromanagement, is the key to success and where players should always have something to do instead of waiting for colonists to wake up. It also includes the Graveyard and Medical Lab buildings and new building upgrades plus a multi-turn combat in line with other World Map missions. The negative resource bug has also been fixed."
"#ANNOUNCEMENT_PATCHNOTES_EP3_BUILDER_SUBTITLE","Towards Colony Builder"
"#ANNOUNCEMENT_PATCHNOTES_EP3_BUILDER_TEXT","Challenges in a colony-builder game should be overcome on a higher level by constructing buildings and finding resources instead of micromanaging individual colonists. More improvements towards this are incoming, including more control over your colony population."
"#ANNOUNCEMENT_PATCHNOTES_EP3_DESC","This patch is the first major improvement to take the game towards a direction where construction, not micromanagement, is the key to success. Improvements in the game's balance are many including more optimized production and consumption of resources, reductions in colonist's downtime and changed eating habits. New buildings include a Cemetery and a Medical Lab, but also upgrades to existing buildings. In addition the world map combat has been changed to time based allowing several specialists fight bandits simultaneously. The ""negative resource"" bug has also been fixed."
"#ANNOUNCEMENT_PATCHNOTES_EP3_BUILDER_SUBTITLE","Building and Production"
"#ANNOUNCEMENT_PATCHNOTES_EP3_BUILDER_TEXT","Challenges in Surviving the Aftermath should be overcome on a higher level by constructing buildings and finding resources instead of micromanaging individual colonists. Alongside with the downtime changes resource production have been increased and construction requirements increased respectively. "
"#ANNOUNCEMENT_PATCHNOTES_EP3_DOWNTIME_SUBTITLE","Downtime reduction"
"#ANNOUNCEMENT_PATCHNOTES_EP3_DOWNTIME_TEXT","Previously colonists spent a large chunk of their day sleeping, washing up and in entertainment buildings. These activities are now completed quicker, and as a result, production should now be more consistent. People will still need their basic needs met, so you can't forgo building shelters, outhouses and arenas."
"#ANNOUNCEMENT_PATCHNOTES_EP3_BUILDINGS_SUBTITLE","Medical Lab and Cemetery"
"#ANNOUNCEMENT_PATCHNOTES_EP3_BUILDINGS_TEXT","The highly requested Medical Lab has arrived! After unlocking it from the Tech Tree, this late game building starts manufacturing different kinds of medicine if you have the Medicinal Herbs and other resources readily available. The new Cemetery is a bigger and non-polluting version of the Burial Pit, and will provide the colony with Happiness."
"#ANNOUNCEMENT_PATCHNOTES_EP3_BUILDINGS_TEXT","The highly requested Medical Lab has arrived! After unlocking it from the Tech Tree, this late game building starts manufacturing different kinds of medicine if you have the Medicinal Herbs and other resources readily available. The new Cemetery, on the other hand, is a bigger and non-polluting option for the Burial Pit."
"#ANNOUNCEMENT_PATCHNOTES_EP3_UPGRADES_SUBTITLE","Building upgrades"
"#ANNOUNCEMENT_PATCHNOTES_EP3_UPGRADES_TEXT","You will now need to upgrade your Toolshops, Tailors and Gunsmiths to access higher-grade Tools, Clothes and Weapons. Their visuals will also improve to reflect their more advanced status."
"#ANNOUNCEMENT_PATCHNOTES_EP3_CHANGES_SUBTITLE","Other Improvements"
"#ANNOUNCEMENT_PATCHNOTES_EP3_CHANGES_TEXT","Other improvements include sortable Statistics, performance fixes, and a multi-turn combat akin to other World Map missions. You can command your Specialist to attack a bandit and return later to see the results. You can also attack a location with multiple Specialists for added effect."
"#SETTINGS_KEY_BINDING_MILESTONE_MENU","Milestone Menu"
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_EP4","Prestige and Performance"
"#ANNOUNCEMENT_PATCHNOTES_EP4_TITLE","Prestige and Performance"
"#ANNOUNCEMENT_PATCHNOTES_EP4_DESC","This update improves performance and AI in many ways, but also adds a new feature called milestones. The milestone system adds a new layer of goals for you to strive for and gain prestige while doing so."
"#ANNOUNCEMENT_PATCHNOTES_EP4_MILESTONES_SUBTITLE","Milestones and Prestige"
"#ANNOUNCEMENT_PATCHNOTES_EP4_MILESTONES_TEXT","Milestones act as goals on the road towards a self-sufficient colony with each rewarding the player with Prestige points. Higher difficulty and faster completion rewards bonus points. Prestige tells abouth the progression in the game, but also about how well you’re doing."
"#ANNOUNCEMENT_PATCHNOTES_EP4_PERFORMANCE_SUBTITLE","Performance Boost"
"#ANNOUNCEMENT_PATCHNOTES_EP4_PERFORMANCE_TEXT","Better performance with more efficient pathfinding, smarter colonist personal status updates, leaner construction zone calculations, plugged memory leaks and more. This optimization work will continue throughout the game’s development."
"#ANNOUNCEMENT_PATCHNOTES_EP4_AI_SUBTITLE","Colonist AI"
"#ANNOUNCEMENT_PATCHNOTES_EP4_AI_TEXT","Certain colony tasks are given a higher priority in extreme conditions. Colonists are now smarter in rushing for resources or treatment when there's not enough for all. Idle ones will build roads when there’s nothing else to do and ones with disabled workplaces will find other tasks to do."
"#ANNOUNCEMENT_PATCHNOTES_EP4_DIFFICULTY_SUBTITLE","Difficulty and Gatekeeper"
"#ANNOUNCEMENT_PATCHNOTES_EP4_DIFFICULTY_TEXT","The overall difficulty has been adjusted in many ways. Catastrophe selection in the pre-game now has a bigger influence on the gameplay and catastrophes in general are shorter, but more intense. Gatekeeper is also improved to create more interesting challenges based on the situation."
"#ANNOUNCEMENT_PATCHNOTES_EP4_CHANGES_SUBTITLE","Other Improvements"
"#ANNOUNCEMENT_PATCHNOTES_EP4_CHANGES_TEXT","Bandit sectors now block movement before they're dealt with. Status icons have been added to the Specialist menu. Societies now spawn closer to player colony. Water Well, Recycler, Scrapper, Shanty, Sauna and Outhouse can now be upgraded."
"#POPULATION","Население"
"#RESOURCE_WOOD","Бревна"
"#RESOURCE_PLANK","Доски"
......@@ -2743,6 +2757,108 @@
"#RESOURCE_MEDICINALHERB_DESC","Лекарственные растения, которые можно выращивать в теплицах. Отличный ингредиент для изготовления лекарств.\n\nНесъедобно.\n\nМасса: небольшая"
"#RESOURCE_MEDICINALHERB_SEED","Семя: лекарственные травы"
"#DESC_FOOD_MEDICINALHERB","Лекарственные растения, которые можно выращивать в теплицах. Отличный ингредиент для изготовления лекарств.\n\nНесъедобно.\n\nМасса: небольшая"
"#TOPIC_MILESTONES_UNLOCKED","Unlocked"
"#TOPIC_MILESTONES","Milestones"
"#MILESTONES_DESC","Complete Milestones to earn Prestige. Difficulty level and completion speed affect the score."
"#TOPIC_BONUS_FOR_DIFFICULTY","Difficulty Bonus"
"#TOPIC_BONUS_FOR_DAY","Day Bonus"
"#TOPIC_MILESTONE_COMPLETED","Milestone Completed"
"#TOPIC_BASE_PRESTIGE","Base Prestige"
"#TOPIC_PRESTIGE_EARNED","Total Prestige Earned"
"#TOPIC_COLONY_PRESTIGE","Colony Prestige"
"#NOTIFICATION_MILESTONE_COMPLETED","Milestone completed"
"#MILESTONE_CATEGORY_COLONY_1","New Beginnings"
"#MILESTONE_CATEGORY_WM_1","Into the Wild"
"#MILESTONE_CATEGORY_COLONY_2","Base to Build"
"#MILESTONE_CATEGORY_WM_2","Expanding Horizons"
"#MILESTONE_CATEGORY_COLONY_3","Safe Haven"
"#MILESTONE_CATEGORY_WM_3","Wide World"
"#MILESTONE_MEET_A_SOCIETY","First Contact"
"#MILESTONE_INVITE_COLONISTS","First Settlers"
"#MILESTONE_UNLOCK_FIRST_TECH","Reclaimed Knowledge"
"#MILESTONE_TRADE_A_SEED","Seedy Business"
"#MILESTONE_COMPLETE_FIRST_SIDE_QUESTS","Taste of Adventure"
"#MILESTONE_COLONYBORN","Born and Raised"
"#MILESTONE_POPULATION_20","Little Town"
"#MILESTONE_COMPLETE_5_EVENTS","Decisive Actions"
"#MILESTONE_WIN_COLONY_COMBAT","Retaliation Tactics"
"#MILESTONE_HEAL_COLONISTS","Healing Hands"
"#MILESTONE_DEFEAT_RATBEETLES","Nature in my Backyard"
"#MILESTONE_50_BUILDINGS","More than Wilderness"
"#MILESTONE_BUILD_THE_GATE","Into the World"
"#MILESTONE_ENERGY","Sparks of Progress"
"#MILESTONE_EXPLORE_HALF_WM","Halfway There"
"#MILESTONE_UPGRADE_5","Iterative Progress"
"#MILESTONE_DAY_50","We can do this"
"#MILESTONE_CLEAN_FIRST_POLLUTION","Eco-Friendly"
"#MILESTONE_COLONY_BORN_DEAD","Dust to Dust"
"#MILESTONE_EDUCATED_COLONISTS","Hit the Books"
"#MILESTONE_POPULATION_100","Badlands Oasis"
"#MILESTONE_TRADE_25_TIMES","Future Investing"
"#MILESTONE_POPULATION_50","More of Us"
"#MILESTONE_100_DAYS","Road to a Hundred"
"#MILESTONE_MEET_ALL_SOCIETIES","Well Acquainted"
"#MILESTONE_POPULATION_150","Almost Metropolitan"
"#MILESTONE_ALL_TECHS_UNLOCKED","Science Fair"
"#MILESTONE_SPECIALIST_SLOTS_FULL","Truly Special"
"#MILESTONE_MOST_EDUCATED","Big Brains"
"#MILESTONE_REVEAL_WORLD_MAP","Cartographer"
"#MILESTONE_ALL_POLLUTION_CLEARED","Going Green"
"#MILESTONE_BUILD_ALL","Future Architect"
"#MILESTONE_ALL_SEEDS_UNLOCKED","Seed Vault"
"#MILESTONE_INVITE_COLONISTS_DESC","""We have laid the foundations for a new home, but we lack the heart. It’s time to call for the people.""\n\n<mark>Invite first colonists.</mark>"
"#MILESTONE_INVITE_COLONISTS_COMPLETED_DESC","“It was risky to leave our bunkers and venture out here, but the mere feeling of sunlight on my skin makes me hopeful for the future.”\n\n<mark>First colonists Arrived.</mark>"
"#MILESTONE_POPULATION_20_DESC","""Many hands make light work. We should find more people to aid us with building a new civilization.""\n\n<mark>Increase population to 25.</mark>"
"#MILESTONE_POPULATION_20_COMPLETED_DESC","“Even if we’re not done yet, this is a good start. We’re on our way to a large, thriving colony!""\n\n<mark>Reached a Population of 25.</mark>"
"#MILESTONE_COMPLETE_5_EVENTS_DESC","""It’s an unpredictable world, and many things can happen out here. Tough calls are certainly ahead, but we should always think of the good of the colony.""\n\n<mark>Complete 5 Events.</mark>"
"#MILESTONE_COMPLETE_5_EVENTS_COMPLETED_DESC","“So many crazy things can happen to us out here, it’s almost fun. Almost.”\n\n<mark>Completed 5 Events.</mark>"
"#MILESTONE_MEET_A_SOCIETY_DESC","""Even if barren, it’s a vast world out there. We can’t be the only survivors. We ought to look for our neighbors.""\n\n<mark>Find a Society.</mark>"
"#MILESTONE_MEET_A_SOCIETY_COMPLETED_DESC","“Just as I thought, we’re not alone in the world. Hopefully, these people are friendly.”\n\n<mark>Met a Society.</mark>"
"#MILESTONE_UNLOCK_FIRST_TECH_DESC","""Most of our shared knowledge was lost in the endless fights for survival, but some may remain. We should stay on the lookout for useful information.""\n\n<mark>Unlock 5 Techs from the Tech Tree.</mark>"
"#MILESTONE_UNLOCK_FIRST_TECH_COMPLETED_DESC","“We have managed to uncover some intel on our past inventions. Knowledge is power, now we just need to keep gathering more of it.”\n\n<mark>Unlocked 5 Techs.</mark>"
"#MILESTONE_TRADE_A_SEED_DESC","""Rumor has it that some rare seeds of once common plants still circulate the trades. The more variety we have for farming, the better we adapt to different situations.""\n\n<mark>Trade a Seed from a Society.</mark>"
"#MILESTONE_TRADE_A_SEED_COMPLETED_DESC","“Thank goodness someone kept these safe for all these years. Investing in agriculture will surely pay off.”\n\n<mark>Traded a Seed.</mark>"
"#MILESTONE_COLONYBORN_DESC","""No matter what the times are like, the birth of a child is always a miracle. The new generation will carry our hopes for a better future.""\n\n<mark>First child born in the colony.</mark>"
"#MILESTONE_COLONYBORN_COMPLETED_DESC","“New life in the colony! Let’s hope we can build them a safe society to grow up in.”\n\n<mark>First child born in the colony.</mark>"
"#MILESTONE_DEFEAT_RATBEETLES_DESC","""Expanding our territory will be challenging with these kinds of creatures lurking around. I have a hunch they think similarly of us...""\n\n<mark>Defeat 10 hostile Wild Animals.</mark>"
"#MILESTONE_DEFEAT_RATBEETLES_COMPLETED_DESC","“Begone, beast! Crushing mercilessly whatever stands in our way, now that is humanity in its essence!”\n\n<mark>Defeated 10 hostile Wild Animals.</mark>"
"#MILESTONE_BUILD_THE_GATE_DESC","""If we are to ever get out of our little nest, we need some protection. A Gate to keep out the unwanted perhaps, in case our presence becomes known.""\n\n<mark>Build the Gate.</mark>"
"#MILESTONE_BUILD_THE_GATE_COMPLETED_DESC","“With the security provided by the Gate, we can finally uncover the world around us. Towards a better future!”\n\n<mark>Built the Gate.</mark>"
"#MILESTONE_COLONY_BORN_DEAD_DESC","""Old age is a luxury not many are bestowed with. It sure would be nice to see someone live a full life for a change.""\n\n<mark>Colonist born here dies from Old Age.</mark>"
"#MILESTONE_COLONY_BORN_DEAD_COMPLETED_DESC","“It’s sad to see our eldest go with all their wisdom and memories. May they rest in peace.”\n\n<mark>Colonist born here died of Old Age.</mark>"
"#MILESTONE_UPGRADE_5_DESC","""Instead of starting from scratch, what if we improved the buildings we already have? Surely that would be more efficient.""\n\n<mark>Have 5 Upgraded buildings in the colony.</mark>"
"#MILESTONE_UPGRADE_5_COMPLETED_DESC","“Nothing is born perfect. Only steadily improving things puts us on the route there.”\n\n<mark>5 Upgraded buildings in the colony.</mark>"
"#MILESTONE_POPULATION_100_DESC","""Our colony is a safe haven for any potential refugees and we could always use more hands to help out. We should allow more people in.""\n\n<mark>Increase population to 50.</mark>"
"#MILESTONE_POPULATION_100_COMPLETED_DESC","“The more people we can support here, the less there are out there wandering the wasteland, joining bandits and causing trouble.” \n\n<mark>Reached a Population of 50.</mark>"
"#MILESTONE_TRADE_25_TIMES_DESC","""Making allies can help both of our communities to grow and flourish, don't you think?""\n\n<mark>Trade 25 times.</mark>"
"#MILESTONE_TRADE_25_TIMES_COMPLETED_DESC","“We have so many traded goods pouring in from every direction, it’s hard to keep up. Luckily, I don’t have to.”\n\n<mark>Traded 25 times with a Society.</mark>"
"#MILESTONE_100_DAYS_DESC","""It’s not always easy, but together we can persevere. Chin up and march on!""\n\n<mark>Make it to Day 100.</mark>"
"#MILESTONE_100_DAYS_COMPLETED_DESC","“Heavens! Never thought I’d see the day we make it this far. The future is starting to look bright!”\n\n<mark>Survived for 100 Days.</mark>"
"#MILESTONE_MEET_ALL_SOCIETIES_DESC","""We need to know who we are dealing with. Even the most remote communities may have something to offer us.""\n\n<mark>Meet all Societies.</mark>"
"#MILESTONE_MEET_ALL_SOCIETIES_COMPLETED_DESC","“So many societies, some in better shape than others. I’m sure we can coexist and cooperate, hopefully they think the same way.”\n\n<mark>Met all Societies.</mark>"
"#MILESTONE_ALL_TECHS_UNLOCKED_DESC","""Learn from the past, live for the future. If we discovered all the secrets these books can tell us, surely we could build a better world.""\n\n<mark>Unlock 100 Techs.</mark>"
"#MILESTONE_ALL_TECHS_UNLOCKED_COMPLETED_DESC","""Long live science! We’ve discovered more than anyone, at least for now.""\n\n<mark>100 Techs unlocked.</mark>"
"#MILESTONE_SPECIALIST_SLOTS_FULL_DESC","""Can you imagine? Having so many specialized people that we simply cannot take in no more.""\n\n<mark>Have 10 Specialists alive at once.</mark>"
"#MILESTONE_SPECIALIST_SLOTS_FULL_COMPLETED_DESC","""This many skilled people, all working for us? I have got to be dreaming.""\n\n<mark>10 Specialists alive at once.</mark>"
"#MILESTONE_POPULATION_150_DESC","""I want to see it once more... A town full of busy people, just like back in the day when the moon was still full.""\n\n<mark>Increase population to 100.</mark>"
"#MILESTONE_POPULATION_150_COMPLETED_DESC","""A colony buzzing with life, this is truly a sight to behold. If I close my eyes, I can almost imagine a world of the past with its bustling cities and crowded streets.""\n\n<mark>Reached a population of 100.</mark>"
"#MILESTONE_HEAL_COLONISTS_DESC","""Healthy people equals productive people. Even minor wounds can fester into something deadly, so having nurses and medicine at hand is imperative.""\n\n<mark>Heal 50 colonists.</mark>"
"#MILESTONE_HEAL_COLONISTS_COMPLETED_DESC","“A wound or a fever used to be a death sentence, but look at us now! Let me tell you, our medics are seasoned professionals.”\n\n<mark>50 colonists Healed.</mark>"
"#MILESTONE_ALL_POLLUTION_CLEARED_DESC","""The pollution may be the doing of our parents, but we should leave the world better than we found it. Let’s clean up this mess, for our children.""\n\n<mark>Clear all Pollution Deposits.</mark>"
"#MILESTONE_ALL_POLLUTION_CLEARED_COMPLETED_DESC","""We may not ever be able to undo all the mistakes humanity has made, but this still counts for something.""\n\n<mark>Cleared all Pollution Deposits.</mark>"
"#MILESTONE_REVEAL_WORLD_MAP_DESC","""We should leave no stone unturned, find everything there is to find. Clues of our past can be hidden anywhere, and we must get to them first.""\n\n<mark>Reveal most of the World Map.</mark>"
"#MILESTONE_REVEAL_WORLD_MAP_COMPLETED_DESC","""This is it. The end of our world. Well, no, not literally, but this nearly as far as we can go.""\n\n<mark>Revealed most of the World Map.</mark>"
"#MILESTONE_EDUCATED_COLONISTS_DESC","""Reading and writing may be a thing of the past now, but how are we to survive if our children don’t even know how to hold a wrench?""\n\n<mark>Educate 10 children.</mark>"
"#MILESTONE_EDUCATED_COLONISTS_COMPLETED_DESC","""Education is valuable in and of itself, but hopefully these youths can improve things for us all around here.""\n\n<mark>10 colonists Educated.</mark>"
"#MILESTONE_CLEAN_FIRST_POLLUTION_DESC","""It is hard to breathe in here and I feel ill every time I pass by those toxic puddles. Maybe we could do something about this...""\n\n<mark>Clean 5 Pollution Deposits.</mark>"
"#MILESTONE_CLEAN_FIRST_POLLUTION_COMPLETED_DESC","""I never thought air could feel this fresh!""\n\n<mark>Cleaned 5 Pollution Deposits.</mark>"
"#MILESTONE_ENERGY_DESC","""I wish we had some help around here for this heavy labour. This ain't how we always did things, is it?""\n\n<mark>Increase Energy production to 30.</mark>"
"#MILESTONE_ENERGY_COMPLETED_DESC","""And we're back on track. Maybe soon we'll even be watching television once more... I miss those old soap operas I used to watch with my ma.""\n\n<mark>Increased Energy production to 30.</mark>"
"#MILESTONE_EXPLORE_HALF_WM_DESC","""Aren't you curious to know what we could find if we pushed just a little further...?""\n\n<mark>Explore half of the World Map.</mark>"
"#MILESTONE_EXPLORE_HALF_WM_COMPLETED_DESC","""The horizon is opening before our very eyes. I wonder where it ends… We should keep exploring!""\n\n<mark>Explored half of the World Map.</mark>"
"#MILESTONE_COMPLETE_FIRST_SIDE_QUESTS_DESC","""There are so many mysteries out there. We should strive to help those who come to us in need, and who could say no to a good, old-fashioned adventure?""\n\n<mark>Complete 5 Quests.</mark>"
"#MILESTONE_COMPLETE_FIRST_SIDE_QUESTS_COMPLETED_DESC","""Hearing about the adventures our specialists have gone on almost makes me dizzy. It’s truly a crazy world out there.""\n\n<mark>Completed 5 Quests.</mark>"
"#MILESTONES_DISABLED_DESC","Milestones are disabled in this save version. Please start a new game to enable them."
"#CATEGORY_HOUSING","Жилища"
"#CATEGORY_STORAGE","Склады"
"#CATEGORY_FOOD","Пища"
......@@ -3299,6 +3415,14 @@
"#DESC_CEMETERY","Место, где можно с достоинством похоронить умерших колонистов и проводить их в последний путь. Кладбище дает большой бонус к счастью для всех колонистов. Если же его снести, колонисты станут по-настоящему несчастны. На кладбище тела разлагаются несколько дольше, чем в могильнике.\n\n— Не создает загрязнения."
"#WELL_UPGRADE","Drilled Well"
"#DESC_WELL_UPGRADE","An improved source of Water and critical for Colonist survival. Must be built away from other Wells.\n\nFertile tiles produce more Water than normal ones, while Barren tiles produce none.\n\n- Cannot be placed on Barren Soil"
"#SAUNA_UPGRADE","Steam Sauna"
"#DESC_SAUNA_UPGRADE","Hygiene is imperative to keeping a Colony healthy. Steam Saunas allow Colonists to wash themselves of harmful particles and pathogens so they don't become a real issue later on. Extremely helpful during a Pandemica and Winter season, as it also warms colonists to the core.\n\n- Requires access to a Water Tower"
"#OUTHOUSE_UPGRADE","Toilet"
"#DESC_OUTHOUSE_UPGRADE","Hygiene is a must for a healthy Colony. Allows Colonists to wash themselves properly and properly take care of the natural waste with flowing water. "
"#RECYCLER_UPGRADE","Speedy Recycler"
"#DESC_RECYCLER_UPGRADE","Scavenges Plastic and Fiber from Plastic deposits faster and more effectively than the basic building.\n\nPlastic is used for both the construction and for production of refined resources. Fiber is an important side product used as raw material for Clothes."
"#SCAVENGER_UPGRADE","Speedy Scrapper"
"#DESC_SCAVENGER_UPGRADE","Scavenges Metal and Junk from Metal deposits faster and more effectively than the basic building.\n\nMetal is an essential construction material and Junk can be further recycled into valuable Parts."
"#PERSON_CONDITION_TITLE","Состояние"
"#PERSON_STATE_IDLE","Ожидание"
"#PERSON_STATE_WALKING","Идет"
......@@ -7302,15 +7426,11 @@
"#SPECIALIST_LOW_HP_WARNING_TITLE","Специалист в опасности!"
"#SPECIALIST_LOW_HP_WARNING_DESCRIPTION","На следующем ходу есть вероятность погибнуть на опасном участке."
"#OPPONENT_DEFEATED","Opposing forces defeated"
"#SPECIALIST_DEAD","Specialist {0} died during combat"
"#SPECIALIST_DEAD","Specialist <color=#E8CF45>{0}</color> died during combat"
"#WITHDRAW_FROM_COMBAT","Retreated from combat"
"#COMBAT_DAMAGE","Damage done {0}, damage taken {1}"
"#MISSION_COMPLETE_COMBAT","Finish combat"
"#MISSION_CANCEL_COMBAT","Retreat"
"#COMBAT_EXPECTED_RESULT_MAJOR_VICTORY","Major Victory"
"#COMBAT_EXPECTED_RESULT_MINOR_VICTORY","Minor Victory"
"#COMBAT_EXPECTED_RESULT_MINOR_DEFEAT","Minor Defeat"
"#COMBAT_EXPECTED_RESULT_MAJOR_DEFEAT","Major Defeat"
"#TOPIC_DURATION_DAY","{0} Day"
"#TOPIC_DURATION_DAYS","{0} Days"
"#TITLE_SCAVENGE_COMPLETE","Scavenging Completed"
......@@ -7320,6 +7440,13 @@
"#TOPIC_EFFICIENCY","{0}(+{1}% Efficiency)"
"#TOPIC_DAMAGE_RECEIVED","Damage Received"
"#TOPIC_REMAINING_RESOURCES","Remaining Resources"
"#DESC_BANDITS_DEFEATED","<color=#E8CF45>Bandits</color> have been defeated"
"#TOPIC_DAMAGE_INFLICTED","Damage Inflicted"
"#TOPIC_REMAINING_HEALTH","Remaining Bandit Health"
"#TOPIC_RETREAT","Retreat from battle?"
"#DESC_RETREAT_DAMAGE","Specialist takes {0}-{1} points of damage, but retreats from the battle alive"
"#DESC_RETREAT_PREDICTION","Battle prediction change: {0} -> {1}"
"#TOPIC_COMBAT_STATUS","Combat Report"
"#TUTORIAL_NOTIFICATION_BUILD_HEADLINE","Постройка жилища и источника воды"
"#TUTORIAL_NOTIFICATIO_BUILD_MESSAGE","Нажмите, чтобы узнать об этом."
"#TUTORIAL_DIALOG_BUILD_HEADLINE","ПОСТРОЙКА ЖИЛИЩА И ИСТОЧНИКА ВОДЫ"
......@@ -7718,10 +7845,10 @@
"##TUTORIAL_CODEX_SHELTER_XBOX","У всех <mark>бездомных</mark> колонистов над головой отображается соответствующий значок. Следите за такими значками, они указывают на опасные состояния.\n\nКонечно, колонисты могут спать и на земле, но все же неплохо бы обеспечить их достаточным количеством убежищ. Палатки и дома не только повышают уровень <mark>счастья</mark>, но и защищают от стихии. Колонисты, всю ночь проворочавшиеся под открытым небом, будут работать менее эффективно. Они даже могут заболеть, и в этом случае им потребуется помощь врача.\n\nУбежища бывают разные — от обычных палаток, которые сгодятся на первое время, до капитальных домов почти со всеми удобствами. Переселив человека в дом получше, вы повысите его уровень счастья и защитите его от суровых условий — даже от <mark>катастроф</mark>. А еще в хороших домах люди чувствуют себя спокойнее, а значит, с большей долей вероятности решатся завести детей. Колонисты предпочитают жить в домах поближе к месту работы. Обратите на это внимание, чтобы им не приходилось тратить много времени на перемещения по лагерю.\n\nВ режиме строительства здания можно поворачивать нажатием на правый и левый бампер."
"##TUTORIAL_CODEX_SHELTER_NX","У всех <mark>бездомных</mark> колонистов над головой отображается соответствующий значок. Следите за такими значками, они указывают на опасные состояния.\n\nКонечно, колонисты могут спать и на земле, но все же неплохо бы обеспечить их достаточным количеством убежищ. Палатки и дома не только повышают уровень <mark>счастья</mark>, но и защищают от стихии. Колонисты, всю ночь проворочавшиеся под открытым небом, будут работать менее эффективно. Они даже могут заболеть, и в этом случае им потребуется помощь врача.\n\nУбежища бывают разные — от обычных палаток, которые сгодятся на первое время, до капитальных домов почти со всеми удобствами. Переселив человека в дом получше, вы повысите его уровень счастья и защитите его от суровых условий — даже от <mark>катастроф</mark>. А еще в хороших домах люди чувствуют себя спокойнее, а значит, с большей долей вероятности решатся завести детей. Колонисты предпочитают жить в домах поближе к месту работы. Обратите на это внимание, чтобы им не приходилось тратить много времени на перемещения по лагерю.\n\nВ режиме строительства здания можно поворачивать кнопками L и R."
"##TUTORIAL_CODEX_SHELTER_PS","У всех <mark>бездомных</mark> колонистов над головой отображается соответствующий значок. Следите за такими значками, они указывают на опасные состояния.\n\nКонечно, колонисты могут спать и на земле, но все же неплохо бы обеспечить их достаточным количеством убежищ. Палатки и дома не только повышают уровень <mark>счастья</mark>, но и защищают от стихии. Колонисты, всю ночь проворочавшиеся под открытым небом, будут работать менее эффективно. Они даже могут заболеть, и в этом случае им потребуется помощь врача.\n\nУбежища бывают разные — от обычных палаток, которые сгодятся на первое время, до капитальных домов почти со всеми удобствами. Переселив человека в дом получше, вы повысите его уровень счастья и защитите его от суровых условий — даже от <mark>катастроф</mark>. А еще в хороших домах люди чувствуют себя спокойнее, а значит, с большей долей вероятности решатся завести детей. Колонисты предпочитают жить в домах поближе к месту работы. Обратите на это внимание, чтобы им не приходилось тратить много времени на перемещения по лагерю.\n\nВ режиме строительства здания можно поворачивать кнопками L1 и R1."
"##WIP_TUTORIAL_CODEX_CARS","There are several different Car types in the game that have their own strengths and weaknesses. \n- Hatchback: Fast Car with limited transport capacity.\n- Sedan: Improved version of the hatchback that can carry more Specialists.\n- Station Wagon: Largest cargo capacity that comes at the price of the lowest speed.\n- Offroader: Rugged and reliable, able to traverse any terrain.\n- Bus: Big and spacious but terribly slow.\n- Van: Your standard do-it-all transport vehicle.\n\nCars use <mark>Action Points</mark> like Specialists, and moving them around the Map follows the same rules. Their advantage is in carrying several Specialists across great distances quickly, but Specialists must exit the vehicle to perform actions. To exit, click the vehicle to toggle between selections. Once the desired Specialist is active, order them to move away from the Car.\n\nCars will slow down after some mileage and must be brought back to the Colony for refueling. Broken Cars move at half their maximum speed"
"##WIP_TUTORIAL_CODEX_CARS_PS","There are several different Car types in the game that have their own strengths and weaknesses. \n- Hatchback: Fast Car with limited transport capacity.\n- Sedan: Improved version of the hatchback that can carry more Specialists.\n- Station Wagon: Largest cargo capacity that comes at the price of the lowest speed.\n- Offroader: Rugged and reliable, able to traverse any terrain.\n- Bus: Big and spacious but terribly slow.\n- Van: Your standard do-it-all transport vehicle.\n\nCars use <mark>Action Points</mark> like Specialists, and moving them around the Map follows the same rules. Their advantage is in carrying several Specialists across great distances quickly, but Specialists must exit the vehicle to perform actions. To exit, press the cross button repeatedly over the vehicle to toggle between selections. Once the desired Specialist is active, order them to move away from the Car.\n\nCars will slow down after some mileage and must be brought back to the Colony for refueling. Broken Cars move at half their maximum speed"
"##WIP_TUTORIAL_CODEX_CARS","There are several different Car types in the game that have their own strengths and weaknesses. \n- Hatchback: Fast Car with limited transport capacity.\n- Sedan: Improved version of the hatchback that can carry more Specialists.\n- Station Wagon: Largest cargo capacity that comes at the price of the lowest speed.\n- Offroader: Rugged and reliable, able to traverse any terrain.\n- Bus: Big and spacious but terribly slow.\n- Van: Your standard do-it-all transport vehicle.\n\nCars use <mark>Action Points</mark> like Specialists, and moving them around the Map follows the same rules. Their advantage is in carrying several Specialists across great distances quickly, but Specialists must exit the vehicle to perform actions. To exit, click the vehicle to toggle between selections. Once the desired Specialist is active, order them to move away from the Car.\n\nCars will slow down after some mileage and must be brought back to the colony for refueling. Broken Cars move at half their maximum speed"
"##WIP_TUTORIAL_CODEX_CARS_PS","There are several different Car types in the game that have their own strengths and weaknesses. \n- Hatchback: Fast Car with limited transport capacity.\n- Sedan: Improved version of the hatchback that can carry more Specialists.\n- Station Wagon: Largest cargo capacity that comes at the price of the lowest speed.\n- Offroader: Rugged and reliable, able to traverse any terrain.\n- Bus: Big and spacious but terribly slow.\n- Van: Your standard do-it-all transport vehicle.\n\nCars use <mark>Action Points</mark> like Specialists, and moving them around the Map follows the same rules. Their advantage is in carrying several Specialists across great distances quickly, but Specialists must exit the vehicle to perform actions. To exit, press the cross button repeatedly over the vehicle to toggle between selections. Once the desired Specialist is active, order them to move away from the Car.\n\nCars will slow down after some mileage and must be brought back to the colony for refueling. Broken Cars move at half their maximum speed"
"##WIP_TUTORIAL_CODEX_CARS_XBOX","There are several different Car types in the game that have their own strengths and weaknesses. \n- Hatchback: Fast Car with limited transport capacity.\n- Sedan: Improved version of the hatchback that can carry more Specialists.\n- Station Wagon: Largest cargo capacity that comes at the price of the lowest speed.\n- Offroader: Rugged and reliable, able to traverse any terrain.\n- Bus: Big and spacious but terribly slow.\n- Van: Your standard do-it-all transport vehicle.\n\nCars use <mark>Action Points</mark> like Specialists, and moving them around the Map follows the same rules. Their advantage is in carrying several Specialists across great distances quickly, but Specialists must exit the vehicle to perform actions. To exit, press A repeatedly over the vehicle to toggle between selections. Once the desired Specialist is active, order them to move away from the Car.\n\nCars will slow down after some mileage and must be brought back to the Colony for refueling. Broken Cars move at half their maximum speed."
"##WIP_TUTORIAL_CODEX_CARS_NX","There are several different Car types in the game that have their own strengths and weaknesses. \n- Hatchback: Fast Car with limited transport capacity.\n- Sedan: Improved version of the hatchback that can carry more Specialists.\n- Station Wagon: Largest cargo capacity that comes at the price of the lowest speed.\n- Offroader: Rugged and reliable, able to traverse any terrain.\n- Bus: Big and spacious but terribly slow.\n- Van: Your standard do-it-all transport vehicle.\n\nCars use <mark>Action Points</mark> like Specialists, and moving them around the Map follows the same rules. Their advantage is in carrying several Specialists across great distances quickly, but Specialists must exit the vehicle to perform actions. To exit, press the A Button repeatedly over the vehicle to toggle between selections. Once the desired Specialist is active, order them to move away from the Car.\n\nCars will slow down after some mileage and must be brought back to the Colony for refueling. Broken Cars move at half their maximum speed"
"##WIP_TUTORIAL_CODEX_CARS_NX","There are several different Car types in the game that have their own strengths and weaknesses. \n- Hatchback: Fast Car with limited transport capacity.\n- Sedan: Improved version of the hatchback that can carry more Specialists.\n- Station Wagon: Largest cargo capacity that comes at the price of the lowest speed.\n- Offroader: Rugged and reliable, able to traverse any terrain.\n- Bus: Big and spacious but terribly slow.\n- Van: Your standard do-it-all transport vehicle.\n\nCars use <mark>Action Points</mark> like Specialists, and moving them around the Map follows the same rules. Their advantage is in carrying several Specialists across great distances quickly, but Specialists must exit the vehicle to perform actions. To exit, press the A Button repeatedly over the vehicle to toggle between selections. Once the desired Specialist is active, order them to move away from the Car.\n\nCars will slow down after some mileage and must be brought back to the colony for refueling. Broken Cars move at half their maximum speed"
"#TOPIC_RESEARCH_FOOD","ПИЩА"
"#TOPIC_RESEARCH_PRODUCTION","ПРОИЗВОДСТВО"
"#TOPIC_RESEARCH_COLONY","КОЛОНИЯ"
......@@ -7971,20 +8098,20 @@
"#TECH_CEILINGS_DESC","Строить здания в несколько этажей сложнее, чем кажется на первый взгляд. А строить их дешевыми и прочными — это уже настоящее инженерное искусство."
"#TECH_CABINETS","Игровые автоматы"
"#TECH_CABINETS_DESC","Зал с классическими <mark>игровыми автоматами</mark> — это отличный способ провести несколько часов в темном, душном и шумном помещении и выйти оттуда немного счастливее."
"#TECH_EFFECT_DAMAGE_REDUCTION","Durability +{0}%"
"#TECH_EFFECT_HEALING","Healing speed +{0}%"
"#TECH_EFFECT_HARVEST_TIME","Harvest speed +{0}%"
"#TECH_EFFECT_PLANTING_TIME","Planting speed +{0}%"
"#TECH_EFFECT_CULTIVATION_TIME","Cultivation speed +{0}%"
"#TECH_EFFECT_DAMAGE_REDUCTION","+{0}% к прочности"
"#TECH_EFFECT_HEALING","+{0}% к скорости лечения"
"#TECH_EFFECT_HARVEST_TIME","+{0}% к скорости сбора урожая"
"#TECH_EFFECT_PLANTING_TIME","+{0}% к скорости засевания"
"#TECH_EFFECT_CULTIVATION_TIME","+{0}% к скорости возделывания"
"#TECH_EFFECT_ENERGY_EFFICIENCY","-{0}% <quad name=Energy> к расходу энергии"
"#TECH_EFFECT_ENERGY_PRODUCTION_BONUS","Energy production +{0}% <quad name=Energy>"
"#TECH_EFFECT_PRODUCTION_BONUS","Production +{0}{1}"
"#TECH_EFFECT_PRODUCTION_SPEED","Production speed +{0}%"
"#TECH_EFFECT_HAPPINESS_BOOST","Happiness +{0} <quad name=HappinessBonus>"
"#TECH_EFFECT_ENERGY_PRODUCTION_BONUS","+{0}% <quad name=Energy> к производству энергии"
"#TECH_EFFECT_PRODUCTION_BONUS","+{0}{1} к производству"
"#TECH_EFFECT_PRODUCTION_SPEED","+{0}% к скорости производства"
"#TECH_EFFECT_HAPPINESS_BOOST","+{0} <quad name=HappinessBonus> к счастью"
"#TECH_EFFECT_REPAIR_COST","-{0} к стоимости ремонта"
"#TECH_EFFECT_STORAGE_CAPACITY","Capacity +{0}"
"#TECH_EFFECT_ACTION_POINTS","Action Points +{0}"
"#TECH_EFFECT_WORK_SLOTS","Work Slots +{0}"
"#TECH_EFFECT_STORAGE_CAPACITY","+{0} к вместимости"
"#TECH_EFFECT_ACTION_POINTS","+{0} к очкам действия"
"#TECH_EFFECT_WORK_SLOTS","+{0} к ячейкам работы"
"#TECH_PACK_TACTICS","Тактика стаи"
"#TECH_PACK_TACTICS_DESC","Организованная стая может выследить, окружить и поймать добычу гораздо быстрее, чем одинокий волк."
"#TECH_LARGER_LARDER","Большая кладовая"
......@@ -8200,6 +8327,10 @@
"#TECH_ARSENAL_DESC","Конечно, можно отбиваться от агрессоров палками и камнями, но лучше всего защищать родную колонию, держа в руках надежное оружие."
"#TECH_WATER_PIPES","Водопровод"
"#TECH_WATER_PIPES_DESC","Позволяет подавать в здания воду из водонапорных вышек. Построив в колонии водопровод, вы еще на шаг приблизитесь к восстановлению цивилизации со всеми ее удобствами."
"#TECH_FLUSHING","Flushing"
"#TECH_FLUSHING_DESC","Using water to sweep away excrement benefits nature and leaves colonists feeling more refreshed after relieving themselves. Unlike Outhouses, Toilets do not create excess waste."
"#TECH_STEAM_ROOMS","Steam Rooms"
"#TECH_STEAM_ROOMS_DESC","Warming up in steamy Saunas wash away all the nasty particles clinging to them. Advances in technology also provide this to be an environmentally friendly option, as it does not create any excess pollution. "
"#QUEST_ABANDON","Не браться за это"
"#QUEST_ACCEPT","Взять задание"
"#QUEST_AVAILABLE","Доступно новое задание"
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