Commit a2d3e135 authored by w4t's avatar w4t

Surviving The Aftermath 1.7.0.6441 2020.05.07

parent ff60de38
This source diff could not be displayed because it is too large. You can view the blob instead.
This source diff could not be displayed because it is too large. You can view the blob instead.
......@@ -111,7 +111,7 @@
"#EVENT_RESULT_GIVE_RESOURCES","- {0}"
"#EVENT_RESULT_RECEIVE_COLONISTS","+ {0} colonist(s)"
"#EVENT_RESULT_GIVE_COLONISTS","- {0} colonist(s)"
"#EVENT_RESULT_SET_CONDITION","{0} colonists(s) {1}"
"#EVENT_RESULT_SET_CONDITION","{0} colonist(s) {1}"
"#USER_FEEDBACK_TITLE","Feedback"
"#USER_FEEDBACK_BUTTON_TITLE","User Feedback"
"#USER_FEEDBACK_BUTTON_DESC","Send us your thoughts!"
......@@ -990,17 +990,30 @@
"#ANNOUNCEMENT_PATCHNOTES_MS15_IMPROVEMENTS_TEXT","Some other improvements include new building variations, lighting tweaks and visual improvements to the sky, new models for events and the tech tree has been rearranged to provide the best possible experience. Lastly, the new pre-game selection of Ideologies allows you to select what kind of a leader you’d be and what unique advancements you bring to the table. This feature will be expanded in the future."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_MS16_1","Hostile World"
"#ANNOUNCEMENT_PATCHNOTES_MS16_TITLE","Hostile World"
"#ANNOUNCEMENT_PATCHNOTES_MS16_DESC","This update brings enemies at your gate, but it also gives you a fighting chance against them with the new colony combat feature. Hostile forces might attack your colony while mutated wildlife has grown more aggressive. There are also major improvements to Trading and Tech Tree plus new vehicles and a modest Outhouse to help with early game hygiene."
"#ANNOUNCEMENT_PATCHNOTES_MS16_DESC","This update brings you enemies at the Gate, but it also gives you a fighting chance against them with the new Colony Combat feature. Hostile forces might attack your Colony while mutated wildlife has grown more aggressive. There are also major improvements to Trading and Tech Tree plus new Vehicles and a modest Outhouse to help with early game hygiene."
"#ANNOUNCEMENT_PATCHNOTES_MS16_COMBAT_SUBTITLE","Colony combat"
"#ANNOUNCEMENT_PATCHNOTES_MS16_COMBAT_TEXT","Bandits and desperate people can now resort to direct attacks against the colony. Fight back by upgrading the Gate and posting Guards to defend it. If the enemy breaks through, protect the colony with your Specialists, which you can now control directly in the colony view as well. "
"#ANNOUNCEMENT_PATCHNOTES_MS16_COMBAT_TEXT","Bandits and desperate people can now resort to direct attacks against the Colony. Fight back by upgrading the Gate and posting Guards to defend it. If the enemy breaks through, protect the Colony with your Specialists, which you can now control directly in the Colony view."
"#ANNOUNCEMENT_PATCHNOTES_MS16_WILDLIFE_SUBTITLE","Wildlife"
"#ANNOUNCEMENT_PATCHNOTES_MS16_WILDLIFE_TEXT","Mutated animals have grown more numerous and aggressive, and now pose a threat to your colonists. Some of these wild beasts guard resource deposits around the colony and others will attack your people in a fit of rage. Colonists will fight back to defend themselves but Specialists are required to deal with the more serious threats."
"#ANNOUNCEMENT_PATCHNOTES_MS16_WILDLIFE_TEXT","Mutated animals have grown more numerous and aggressive, and now pose a threat to your Colonists. Some of these wild beasts guard resource deposits around the Colony, and others will attack your people in a fit of rage. Colonists will fight back to defend themselves but Specialists are required to deal with more serious threats."
"#ANNOUNCEMENT_PATCHNOTES_MS16_BARTER_SUBTITLE","Special deals"
"#ANNOUNCEMENT_PATCHNOTES_MS16_BARTER_TEXT","Trading with Societies continues to be improved. They now offer new special deals with special discounts, which also raise your Reputation. And the better your Rep with them is, the sweeter deals you'll get. But don't dump unwanted resources on them, as they'll pay less and be annoyed with you as well if you do."
"#ANNOUNCEMENT_PATCHNOTES_MS16_BARTER_TEXT","Trading with Societies continues to be improved. They now offer new special deals with special discounts, which also raise your Reputation. And the better your Rep with them is the sweeter deals you'll get. But don't dump unwanted resources on them, as they'll pay less and be annoyed with you if you do."
"#ANNOUNCEMENT_PATCHNOTES_MS16_IMPROVEMENTS_SUBTITLE","Other improvements"
"#ANNOUNCEMENT_PATCHNOTES_MS16_IMPROVEMENTS_TEXT","Colonists will voice their opinions on various events. Reseach progress is now shown in the notification area. The new Van and Offroader vehicles can be found on the World Map and in trade deals. Buildings stop functioning in critical condition and some conditions prevent your colonists from working. And the annoying Happiness change sound effect has been fixed!"
"#ANNOUNCEMENT_PATCHNOTES_MS16_IMPROVEMENTS_TEXT","Colonists will voice their opinions on various events. Research progress is now shown in the notification area. The new Van and Offroader vehicles can be found on the World Map and in trade deals. Buildings stop functioning in critical condition and some conditions prevent your Colonists from working. And the annoying Happiness change sound effect has been fixed!"
"#ANNOUNCEMENT_PATCHNOTES_MS16_CHANGES_SUBTITLE","User interface changes"
"#ANNOUNCEMENT_PATCHNOTES_MS16_CHANGES_TEXT","Camera is now panned with the right mouse button. Specialists are ordered from the colony to the World Map via the ""Send to world map"" button on their info panel."
"#ANNOUNCEMENT_PATCHNOTES_MS16_CHANGES_TEXT","The Camera is now panned with the right mouse button. Specialists are ordered from the Colony to the World Map via the ""Send to World Map"" button on their info panel."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_MS17_1","Law and Order"
"#ANNOUNCEMENT_PATCHNOTES_MS17_TITLE","Law and Order"
"#ANNOUNCEMENT_PATCHNOTES_MS17_DESC","Avoiding Malnutrition requires you to supply your colonists with varied Food to eat. Guards protect the colony from external and internal threats, especially when equipped with the new rifles from the Gunsmith. Colonists may now turn hostile on you if you treat the poorly enough and cause havoc."
"#ANNOUNCEMENT_PATCHNOTES_MS17_MALNUTRITION_SUBTITLE","Malnutrition"
"#ANNOUNCEMENT_PATCHNOTES_MS17_MALNUTRITION_TEXT","The new nutrition system means that meat, vegetables and other food items must be served equally to keep hunger and malnutrition at bay. Ignoring this for long can cause severe consequences and is equally slow to recover from."
"#ANNOUNCEMENT_PATCHNOTES_MS17_GUARDS_SUBTITLE","Guards"
"#ANNOUNCEMENT_PATCHNOTES_MS17_GUARDS_TEXT","Colonists can be now assigned to Guard Posts to increase the safety of your people. Guards can be equipped with rifles as they patrol around their posts scanning for threats. They're also visually distinctive with heavier protective armor."
"#ANNOUNCEMENT_PATCHNOTES_MS17_HOSTILE_SUBTITLE","Going hostile"
"#ANNOUNCEMENT_PATCHNOTES_MS17_HOSTILE_TEXT","If the colony Happiness declines too much, some of your colonists might turn hostile. Hostile people must be dealt swiftly and decisively, so have some Guards at hand at all times. Keep an eye on colony Happiness and allow the people some time off to spend at a Memorial, Theater or an Arena."
"#ANNOUNCEMENT_PATCHNOTES_MS17_IMPROVEMENTS_SUBTITLE","Events"
"#ANNOUNCEMENT_PATCHNOTES_MS17_IMPROVEMENTS_TEXT","Event system has been expanded with certain results spawning wild beasts or bandits and the requested resources scale better to allow players more options to choose from. New events have been added especially to the early game."
"#ANNOUNCEMENT_PATCHNOTES_MS17_CHANGES_SUBTITLE","Other improvements"
"#ANNOUNCEMENT_PATCHNOTES_MS17_CHANGES_TEXT","Hostile units should overlap less during combat, wild animal visibility has been improved, colonist suffer injuries from engaging in combat and roads have gotten a visual overhaul with Dirt Roads becoming combinable into larger areas similar to Paved ones."
"#POPULATION","Population"
"#RESOURCE_WOOD","Logs"
"#RESOURCE_PLANK","Planks"
......@@ -1073,22 +1086,22 @@
"#ITEM_TOOLS_2","Advanced tools"
"#TOPIC_BALANCE","Balance"
"#DESC_FOOD_NONE","No food selected.\n\nPick a crop from below."
"#DESC_FOOD_FISH","Locally sourced fish straight from the pond. Good source of essential fats and nutrients."
"#DESC_FOOD_FISH","Locally sourced fish straight from the pond. Good source of essential fats and nutrients.\nNutritions: Average"
"#DESC_FOOD_MEAT","One of the basic Food types each colonists need to avoid Malnutrition. Just eating bellies full is not enough in the long term. People also need all vitamins and nutrients that come from a diverse food palette.\n\nFish, Venison and Insects are counted as Meat."
"#DESC_FOOD_EGG","A very good source of Protein. Chickens in a Ranch lay Eggs that can be used for colonist Food."
"#DESC_FOOD_LETTUCE","Lettuce Description TODO"
"#DESC_FOOD_CORN","CORN or maize is a fast grower that can yield multiple small harvests in a short amount of time. Very low endurance against catastrophes.\n\nGrowth rate: Normal\nYield: Low\nResilience: Low"
"#DESC_FOOD_POTATO","POTATOES grows slowly but provides a nice harvest. As the edible parts are underground, it endures catastrophes better than many other crops.\n\nGrowth rate: Slow\nYield: Medium\nResilience: High"
"#DESC_FOOD_WHEAT","WHEAT: A type of grain famous for its incredibly versatile processing potential. Grows relatively fast and gives a good yield.\n\nGrowth rate: Normal\nYield: Medium\nResilience: Medium"
"#DESC_FOOD_CABBAGE","CABBAGE: Easy to grow, resistant and yielding a good harvest, cabbages are a fine choice for a post-apocalyptic farmer.\n\nGrowth rate: Normal\nYield: Medium\nResilience: High"
"#DESC_FOOD_CARROT","CARROTS are a fast-growing crop with adequate yield but low resistance, packed with beneficial nutrients for the whole family.\n\nGrowth rate: Fast\nYield: Medium\nResilience: Low"
"#DESC_FOOD_PEANUT","PEANUTS: Mostly hidden underground inside nature's own packaging, give a good harvest and endure against catastrophes fairly well.\n\nGrowth rate: Very fast\nYield: Medium\nResilience: Medium"
"#DESC_FOOD_SOYBEAN","SOYBEANS: Luscious and plentiful in harvest, can supply a large community with necessary protein but withers easily.\n\nGrowth rate: Normal\nYield: High\nResilience: Low"
"#DESC_FOOD_CRICKETS","CRICKETS are common and nutritious edible insects. They grow quickly but offer a mediocre yield.\n\nGrowth rate: Fast\nYield: Low"
"#DESC_FOOD_COCKROACHES","COCKROACHES have an acute sense of taste and smell, helping them avoid toxics. This, along with natural immunities, helps them grow quickly and in large numbers.\n\nGrowth rate: Slow\nYield: Medium"
"#DESC_FOOD_MEALWORMS","MEALWORMS are the larval form of beetles. They grow at a medium pace and offer a good yield.\n\nGrowth rate: Medium\nYield: Medium"
"#DESC_FOOD_BUFFALOWORMS","BUFFALOWORMS turn from a milky color to yellow once they are ready for harvest. They grow rather slowly but offer a substantial yield.\n\nGrowth rate: Slow\nYield: High"
"#DESC_FOOD_WAXWORMS","WAXWORMS are low in protein but high in fat and are simple to grow. They mature fast and offer a medium-sized yield.\n\nGrowth rate: Fast\nYield: Medium"
"#DESC_FOOD_CORN","CORN or maize is a fast grower that can yield multiple small harvests in a short amount of time. Very low endurance against catastrophes.\n\nGrowth rate: Normal\nYield: Low\nResilience: Low\nNutrition: Poor"
"#DESC_FOOD_POTATO","POTATOES grow slowly but provides a nice harvest. As the edible parts are underground, it endures catastrophes better than many other crops.\n\nGrowth rate: Slow\nYield: Medium\nResilience: High\nNutrition: Poor"
"#DESC_FOOD_WHEAT","WHEAT is a type of grain famous for its incredibly versatile processing potential. Grows relatively fast and gives a good yield.\n\nGrowth rate: Normal\nYield: Medium\nResilience: Medium\nNutrition: None"
"#DESC_FOOD_CABBAGE","CABBAGE is easy to grow, resistant and yield a good harvest. Cabbages are a fine choice for a post-apocalyptic farmer.\n\nGrowth rate: Normal\nYield: Medium\nResilience: High\nNutrition: Average"
"#DESC_FOOD_CARROT","CARROTS are a fast-growing crop with adequate yield but low resistance, packed with beneficial nutrients for the whole family.\n\nGrowth rate: Fast\nYield: Medium\nResilience: Low\nNutrition: Average"
"#DESC_FOOD_PEANUT","PEANUTS are mostly hidden underground inside nature's own packaging. They give a good harvest and endure against catastrophes fairly well.\n\nGrowth rate: Very fast\nYield: Medium\nResilience: Medium\nNutrition: Poor"
"#DESC_FOOD_SOYBEAN","SOYBEANS are luscious and plentiful in harvest. They can supply a large community with necessary protein but withers easily.\n\nGrowth rate: Normal\nYield: High\nResilience: Low\nNutrition: Poor"
"#DESC_FOOD_CRICKETS","CRICKETS are common and nutritious edible insects. They grow quickly but offer a mediocre yield.\n\nGrowth rate: Fast\nYield: Low\nNutrition: Poor"
"#DESC_FOOD_COCKROACHES","COCKROACHES have an acute sense of taste and smell, helping them avoid toxics. This, along with natural immunities, helps them grow quickly and in large numbers.\n\nGrowth rate: Slow\nYield: Medium\nNutrition: Poor"
"#DESC_FOOD_MEALWORMS","MEALWORMS are the larval form of beetles. They grow at a medium pace and offer a good yield.\n\nGrowth rate: Medium\nYield: Medium\nNutrition: Poor"
"#DESC_FOOD_BUFFALOWORMS","BUFFALOWORMS turn from a milky color to yellow once they are ready for harvest. They grow rather slowly but offer a substantial yield.\n\nGrowth rate: Slow\nYield: High\nNutrition: Average"
"#DESC_FOOD_WAXWORMS","WAXWORMS are low in protein but high in fat and are simple to grow. They mature fast and offer a medium-sized yield.\n\nGrowth rate: Fast\nYield: Medium\nNutrition: Poor"
"#DEPOSIT_PLANK","Plank"
"#DEPOSIT_CONRETE_LARGE","Large Concrete Ruin"
"#DEPOSIT_CONRETE_SMALL","Small Concrete Ruin"
......@@ -1503,29 +1516,29 @@
"#RESOURCE_PLANK_DESC","Building material.\n\nBasic building material produced at the Sawmill or scavenged from locations around the World Map."
"#RESOURCE_ENERGY_DESC","A unit of power.\n\nProduced at Power Plants and stored in Batteries, required by most high-end buildings."
"#RESOURCE_FOOD_DESC","Crucial for colonists and in constant demand, a wide variety of food from vegetables to meat and insects is critical for survival."
"#RESOURCE_METAL_DESC","Building material.\n\nScavenge Metal from Metal deposits around the colony using the Scrapper building. Some locations in the World Map also have small quantities of Metal available."
"#RESOURCE_METAL_DESC","Material for refining and building.\n\nScavenge from Metal deposits by building a Scrapper. Some locations in the World Map contain Metal."
"#RESOURCE_SCRAP_DESC","Refinable material.\n\nA by-product from a Scrapper digging for Metal, refined into useful Parts at the Mechanic Shop."
"#RESOURCE_PARTS_DESC","Building material.\n\nHigh-end mechanical bits used for advanced buildings and items."
"#RESOURCE_TOOLS_DESC","Colonist item.\n\nTools for digging, cutting etc. Without them work is considerably slower.\n\nCreated at the Toolshop or scavenged from the World Map."
"#RESOURCE_TOOLS_DESC","Colonist item.\n\nTools for digging and cutting that speed up work considerably. Created at the Toolshop or scavenged from the World Map."
"#RESOURCE_WATER_DESC","A basic element of creating and sustaining life, a Colonist without Water from a Well will quickly perish."
"#RESOURCE_CLOTH_DESC","Colonist item.\n\nA set of layered clothes offering some measure of protection against the elements. A Colonist without them is more susceptible to get hypothermic or become irradiated."
"#RESOURCE_CLOTH_DESC","Colonist item.\n\nLayered clothes offering some protection against the elements, hypothermia and radiation."
"#RESOURCE_FIBER_DESC","Refinable material.\n\nVarious sheets of fiber large and strong enough for weaving to create Clothing at the Tailor."
"#RESOURCE_DEBRIS_DESC","Refinable material.\n\nMiscellaneous metal bits which can be separated and cleaned up for Metal or Junk by the Scrapper."
"#RESOURCE_TRASH_DESC","Refinable material.\n\nOld trash which can be separated and cleaned up for usable Plastic or Fiber by the Recycler."
"#RESOURCE_FIREWOOD_DESC","Refined resource.\n\nUsed for cooking raw food into nutritious Meals at the Cookhouse or Mess Hall. Created by the Logging Camp."
"#RESOURCE_CONCRETE_DESC","Building material.\n\nBasic building material that can be found from the ruins around the colony and from various locations in the World Map."
"#RESOURCE_WEAPONS_DESC","Specialist item.\n\nWeapons provide firepower necessary for Specialists to attack the well-defended bandit camps across the World Map."
"#RESOURCE_WEAPONS_DESC","Specialist item.\n\nWeapons provide necessary firepower to attack the well-defended bandit camps across the World Map."
"#RESOURCE_ALCOHOL_DESC","TODO"
"#RESOURCE_FUEL_DESC","Combustible liquid used in the construction and repair of vehicles. Highly sought-after commodity in the post-apocalypse."
"#RESOURCE_MEDS_DESC","Various medicinal products used for treating Colonists with injuries, radiation sickness and so on."
"#RESOURCE_COMPONENTS_DESC","Advanced building material.\n\nUsed for building structures that produce or consume energy and refined further into Electronics for high-end buildings."
"#RESOURCE_PLASTIC_DESC","Used for construction and items.\n\nScavenge Plastic from nearby deposits with a Recycler. Certain World Map locations can be scavenged for Plastic."
"#RESOURCE_ENTERTAINMENT_DESC","Building material.\n\nA selection of various entertainment products from the old world. Required by all entertainment buildings. Can only be found on the World Map."
"#RESOURCE_COMPONENTS_DESC","Advanced building material.\n\nUsed for buildings that produce or consume Energy."
"#RESOURCE_PLASTIC_DESC","Material for refining and building.\n\nScavenge Plastic from deposits with a Recycler. Certain World Map locations can be scavenged to get it."
"#RESOURCE_ENTERTAINMENT_DESC","Building material.\n\nEntertainment products from the old world required by entertainment buildings. Can only be found on the World Map."
"#RESOURCE_HERBAL_DESC","Simple natural remedies against various ailments. Limited effectiveness in treating Injuries.\n\nGrown in: Greenhouse\nGrowth rate: Slow\nYield: Low"
"#RESOURCE_IODINE_DESC","Pills containing radiation-absorbing Iodine. Used for curing Radiation Sickness. Using Iodine Pills speeds up the healing process considerably."
"#RESOURCE_ANTIBIOTICS_DESC","An effective cure against all Infections. Using antibiotics against infections speed up the healing considerably."
"#RESOURCE_VACCINE_DESC","Antitoxins meant for purifying the body of harmful agents. Cures Poisoning."
"#RESOURCE_ELECTRONICS_DESC","Building material.\n\nA very high-end material for the most advanced buildings. Refined from Components or scavenged from World Map locations."
"#RESOURCE_ELECTRONICS_DESC","Building material.\n\nA very high-end material for the most advanced buildings. Refined from Components or scavenged from the World Map."
"#RESOURCE_SCIENCE_DESC","Accumulated knowledge used for unlocking new technologies in the Tech Tree."
"#TOPIC_ITEMS","Items"
"#TOPIC_MATERIALS","Materials"
......@@ -1544,17 +1557,17 @@
"#TOOLTIP_RADIO_CONTENT","Tune in to one of the various radio stations."
"#MENU_PHOTO_MODE","PHOTO MODE"
"#RESOURCE_FLOUR","Flour"
"#RESOURCE_FLOUR_DESC","Processed from Wheat grown in fields or greenhouses.\n\nFlour itself cannot be used as a food but as raw material for Bread made in a Bakery."
"#RESOURCE_FLOUR_DESC","Processed from Wheat.\n\nFlour itself cannot be used as a food but as raw material for Bread made in a Bakery.\nNutrition: Not edible"
"#RESOURCE_CORN_DESC","Corn or maize is a fast grower that can yield multiple small harvests in a short amount of time. Very low endurance against catastrophes.\n\nGrowth rate: Normal\nYield: Low"
"#RESOURCE_FISH_DESC","Fish is one of the Meat types in the game. Locally sourced fish straight from the pond is a good source of essential fats and nutrients."
"#RESOURCE_POTATO_DESC","Potato grows slowly but provides a nice harvest. As the edible parts are underground, it endures catastrophes better than many other crops.\n\nGrowth rate: Slow\nYield: Medium"
"#RESOURCE_VENISON_DESC","Fresh meat from local wild animals such as deer and the occasional rabbit, caught by your trapper."
"#RESOURCE_WHEAT_DESC","A type of grain famous for its incredibly versatile processing potential. Grows relatively fast and gives a good yield. Can't be eaten directly, but it can be used to bake Bread and other baked goodies.\n\nGrowth rate: Normal\nYield: Medium\nResilience: Medium"
"#RESOURCE_POLLUTION_DESC","Hazardous radioactive material stored in a relatively safe containers. Processed at the Environmental Station and stored in the Nuclear Waste Storage."
"#RESOURCE_POLLUTION_DESC","Hazardous radioactive material stored in a relatively safe containers. Stored in the Nuclear Waste Storage."
"#RESOURCE_COMPONENT","Component"
"#RESOURCE_COMPONENT_DESC","Advanced building material.\n\nUsed for structures that produce or consume energy and refined further into Electronics for high-end buildings."
"#RESOURCE_BREAD","Bread"
"#RESOURCE_BREAD_DESC","High quality Food.\n\nIs manufactured in Bakeries. Increases happiness and keeps hunger away for longer."
"#RESOURCE_BREAD_DESC","High quality Food.\n\nIs manufactured in Bakeries. Increases happiness and keeps hunger away for longer.\nNutrition: None"
"#RESOURCE_BUFFALOWORMS_DESC","Young Buffaloworms turn from a milky color to yellow once they are ready for harvest. They grow rather slowly but offer a substantial yield.\n\nGrowth rate: Slow\nYield: High"
"#RESOURCE_CABBAGE_DESC","Easy to grow and yielding a good harvest, cabbage is a good choice for a post-apocalyptic farmer.\n\nGrowth rate: Normal\nYield: Medium"
"#RESOURCE_COCKROACHES_DESC","Cockroaches have an acute sense of taste and smell, helping them avoid toxics. This, along with natural immunities, helps them grow quickly and in large numbers.\n\nGrowth rate: Slow\nYield: Medium"
......@@ -1612,11 +1625,11 @@
"#TOPIC_SURVIVOR_GROUP_INFO","SURVIVOR GROUP"
"#TOPIC_SURVIVOR_SUPPLIES","Supplies"
"#RESOURCE_JERKY","Jerky"
"#RESOURCE_JERKY_DESC","High quality Food.\n\nCured meat jerky, tough but full of energy and protein. Can be found only from the World Map"
"#RESOURCE_PROTEINBARS","Protein Bars"
"#RESOURCE_PROTEINBARS_DESC","High quality Food.\n\nProtein-rich packaged bars of nuts, grains and other ingredients. Dry but edible. Can be found only from the World Map."
"#RESOURCE_JERKY_DESC","High quality Food.\n\nCured meat jerky, tough but full of energy and protein. Can be found only from the World Map.\nNutrition: None"
"#RESOURCE_PROTEINBARS","Candy Bars"
"#RESOURCE_PROTEINBARS_DESC","It is not a bit more healthy than it was back in the day, but even the stale taste cracks a smile on your face. Can be found only from the World Map.\nNutrition: None"
"#RESOURCE_CANNEDFRUIT","Canned Fruit"
"#RESOURCE_CANNEDFRUIT_DESC","High quality Food.\n\nA mix of various canned fruit preserved in sugary water. Contains lots of energy with hydration to boot. Can be found only from the World Map."
"#RESOURCE_CANNEDFRUIT_DESC","High quality Food.\n\nCanned fruits preserved in sugary water containing lots of energy. Can be found only from the World Map.\nNutrition: None"
"#TOPIC_TECH_UNLOCKED","UNLOCKED"
"#TOPIC_PLACE","PLACE"
"#TOPIC_PLACE_MANY","PLACE MANY"
......@@ -1653,15 +1666,15 @@
"#NOTIFICATION_NEED_BUILDING_MEDICAL","Colonists need medical assistance"
"#NOTIFICATION_NEED_BUILDING_MEDICAL_DESC","Build a medical facility to cure their conditions"
"#RECIPE_MEAL_VEG_NAME","Vegetable Meal"
"#RECIPE_MEAL_VEG_DESC","A Veggie Meal is delicious vegetable stew made made from any combination of available vegetables."
"#RECIPE_MEAL_VEG_DESC","A Vegetable Meal is delicious vegetable stew made made from any combination of available vegetables.\nNutrition: Average"
"#RECIPE_MEAL_MEAT_NAME","Meat Meal"
"#RECIPE_MEAL_MEAT_DESC","A Meat Meal is a hearty cooked meat stew made from any combination of meats. Fish is counted as Meat."
"#RECIPE_MEAL_MEAT_DESC","A Meat Meal is a hearty cooked meat stew made from any combination of meats. Fish is counted as Meat.\nNutrition: Average"
"#RECIPE_MEAL_VEGMEAT_NAME","Nutrient Meal"
"#RECIPE_MEAL_VEGMEAT_DESC","Meal prepared from any available combination of Vegetables and Meat. A healthy option that gives you all the right macro- and micronutrients to avoid malnutrition."
"#RECIPE_MEAL_VEGMEAT_DESC","A Meal prepared from a combination of Vegetables and Meat. A healthy option that gives you all the right macro- and micronutrients to avoid Malnutrition."
"#RECIPE_SOUP_MEAL_NAME","Soup"
"#RECIPE_SOUP_MEAL_DESC","Warm Soup can be prepared from any combination of available Food resources. It keeps bellies full, but eating soup long-term will affect morale and reduce colonist happiness."
"#RECIPE_SOUP_MEAL_DESC","Warm Soup can be prepared from any combination of available Food resources. It keeps bellies full, but eating soup long-term will affect morale and reduce colonist happiness.\nNutrition: None"
"#RECIPE_MEAL_INSECT_NAME","Insect Meal"
"#RECIPE_MEAL_INSECTMEAL_DESC","An Insect Meal is an unusual stew made from every type of available insect. Insects are a good alternative to meat."
"#RECIPE_MEAL_INSECTMEAL_DESC","An Insect Meal is an unusual stew made from every type of available insect. Insects are a good alternative to meat.\nNutrition: Average"
"#RESOURCE_MEALINSECT","Insect Meal"
"#RESOURCE_MEALINSECT_DESC","An alternative option to meals made of Meat."
"#RESOURCE_TOOLS_2_DESC","Durable Tools"
......@@ -1676,7 +1689,7 @@
"#NOTIFICATION_DISASTER_HEAT_WAVE_ARRIVED","Heat Wave is upon us"
"#NOTIFICATION_DISASTER_HEAT_WAVE_ARRIVED_DESC","Water use doubled, crops might wither."
"#RESOURCE_MEALMIXED","Mixed Meal"
"#RESOURCE_MEALMIXED_DESC","A balanced and nutritious meal of cooked meat and vegetables."
"#RESOURCE_MEALMIXED_DESC","A balanced and nutritious meal of cooked meat and vegetables.\nNutrition: Good"
"#TOPIC_SURVIVOR_GROUP_SURVIVORS","Survivor Group"
"#TOPIC_SUMMARY_COLONY_HAPPINESS","Colony Happiness"
"#TOPIC_SUMMARY_POPULATION","Population"
......@@ -1691,8 +1704,8 @@
"#RESOURCE_BIOFUEL","Biofuel"
"#RESOURCE_BIOFUEL_DESC","A barrel of Fuel made from renewable energy crops."
"#RECIPE_MEAL_MIXED_DESC","A Mixed Meal includes both Meat and Vegetables and contain all vitamins and nutrients a colonist needs to survive and avoid malnutrition."
"#DESC_FOOD_VENISON","Type of Meat the Trapper produces by hunting wild animals around the colony."
"#DESC_FOOD_BERRIES","Wild, slightly mutated, colorful berries that grow around the colony. A good source of Food in the early game or a supplement to help through hard times. Use the work area of the Food Storage to gather Berries."
"#DESC_FOOD_VENISON","Type of Meat the Trapper produces by hunting wild animals around the colony.\nNutrition: Poor"
"#DESC_FOOD_BERRIES","Wild, slightly mutated, colorful berries that grow around the colony. A good source of Food in the early game or a supplement to help through hard times. Use the work area of the Food Storage to gather Berries.\nNutrition: Average"
"#NOTIFICATION_DISASTER_ARRIVED_MANY","Multiple catastrophes are upon the colony!"
"#NOTIFICATION_DISASTER_MUTATION_INCOMING","Someone is about to get mutated!"
"#NOTIFICATION_PERSON_MUTATED","A colonist is suffering from serious mutations."
......@@ -1803,7 +1816,7 @@
"#NOTIFICATION_PERSON_MUTATED_MANY","{0} colonists are suffering from serious mutations."
"#RESOURCE_RESEARCH","Science Points"
"#RESOURCE_FLAX","Flax"
"#DESC_FOOD_FLAX","FLAX is grown for its Fiber content rather than food, providing the colony a stable source of tailoring materials. Produces Fiber but no Food.\n\nGrowth rate: Medium\nYield: Low\nResilience: Medium"
"#DESC_FOOD_FLAX","FLAX is grown for its Fiber content rather than food, providing the colony a stable source of tailoring materials. Produces Fiber but no Food.\n\nGrowth rate: Medium\nYield: Low\nResilience: Medium\nNutrition: Not edible"
"#BUTTON_EXPAND_CHART","Expand Chart"
"#RESOURCE_SEED","Seed"
"#TOPIC_TRADE_IMPORT","Import"
......@@ -1857,7 +1870,7 @@
"#TOPIC_GRAPHS_AXIS_QUANTITY","Quantity"
"#TOPIC_HARVESTABLE_CROPS","Harvestable Crops"
"#RESOURCE_SUNFLOWER","Sunflowers"
"#DESC_FOOD_SUNFLOWER","SUNFLOWER type is not grown for Food but for its energy potential. Harvested seeds are turned to Oil to be processed at a Refinery for Fuel.\n\nGrowth rate: Medium\nYield: Low\nResilience: Medium"
"#DESC_FOOD_SUNFLOWER","SUNFLOWER type is not grown for Food but for its energy potential. Harvested seeds are turned to Oil to be processed at a Refinery for Fuel.\n\nGrowth rate: Medium\nYield: Low\nResilience: Medium\nNutrition: Not edible"
"#RESOURCE_SUNFLOWER_DESC","This variant of Sunflower is not grown for Food but for their energy potential. Harvested seeds are turned into Oil and then processed at a Refinery to keep vehicles running."
"#RESOURCE_FLAX_SEED","Seed: Flax"
"#RESOURCE_SUNFLOWER_SEED","Seed: Sunflower"
......@@ -2019,6 +2032,45 @@
"#TOOLTIP_COLONY_VIEW","Colony View"
"#TOPIC_GATE_HEALTH","Gate"
"#TOPIC_RAIDERS_HEALTH","Raiders"
"#TOPIC_COLONY_COMBAT","Colony Combat"
"#TOPIC_COMBAT_COUNT","Combats"
"#TOPIC_COMBATS_WON","Combats Won"
"#TOPIC_KILLED_ENEMIES","Enemies Killed"
"#TOPIC_LOST_COLONISTS","Colonists Lost"
"#TOPIC_LOST_SPECIALISTS","Specialists Lost"
"#TOPIC_LOST_BUILDINGS","Buildings Vandalized"
"#NOTIFICATION_COLONY_COMBAT","Hostiles in the colony!"
"#NOTIFICATION_COLONY_COMBAT_DESC","Defend your people!"
"#RESOURCE_GUARD_RIFLE","Hunting Rifle"
"#RESOURCE_GUARD_RIFLE_DESC","A crude yet effective basic firearm for Guards to defend the Colony with. Prone to eventually breaking down."
"#NOTIFICATION_PERSON_HOSTILE","Colonist {0} has turned hostile!"
"#NOTIFICATION_PERSON_HOSTILE_MANY","{0} colonists have turned hostile!"
"#ANIMAL_KODIAK_KILLER","Killer Kodiak"
"#NOTIFICATION_COMBAT_UNDER_ATTACK_MANY","Colonists taking damage!"
"#NOTIFICATION_COMBAT_UNDER_ATTACK_MANY_DESC","Several colony members in danger"
"#ITEM_WEAPON_EMPTY","Crossbow"
"#ITEM_WEAPON_EMPTY_DESC","A crude crossbow with low damage. Default weapon for all guards."
"#ITEM_WEAPON_1","Hunting Rifle"
"#ITEM_WEAPON_1_DESC","A simple rifle with medium damage and a slow fire rate."
"#TOOLTIP_ASSIGN_COLONIST","Assign colonist"
"#TOOLTIP_ASSIGN_COLONIST_CONTENT","Assign colonist to work in this building."
"#DEATH_COMBAT","Combat"
"#DEATH_BY_BANDIT","Killed by a bandit"
"#DEATH_BY_WILD_BEAST","Killed by a wild beast"
"#DEATH_DEFINED_ENEMY","Killed by {0}"
"#TOOLTIP_RENAME_SPECIALIST","Rename specialist"
"#TOOLTIP_RENAME_SPECIALIST_CONTENT","Here you can rename your specialist."
"#TOOLTIP_RENAME_COLONIST","Rename colonist"
"#TOOLTIP_RENAME_COLONIST_CONTENT","Here you can rename your colonist."
"#NOTIFICATION_COMBAT_SPECIALIST_UNDER_ATTACK","Specialist is under attack!"
"#NOTIFICATION_COMBAT_SPECIALIST_UNDER_ATTACK_DESC","Your specialist is engaged in combat."
"#NOTIFICATION_PERSON_MALNOURISHED_DESC","Make more nutritious food from meat and vegetables"
"#NOTIFICATION_PERSON_MALNOURISHED_MANY_DESC","Your colonists need more nutritious food soon!"
"#TOOLTIP_GIVE_FEEDBACK","Bug reporting"
"#TOOLTIP_GIVE_FEEDBACK_CONTENT","Give us feedback or report a bug."
"#NOTIFICATION_BUILDING_UNDER_ATTACK","Building is under attack"
"#NOTIFICATION_SPECIFIC_BUILDING_UNDER_ATTACK","{0} is under attack"
"#NOTIFICATION_BUILDING_UNDER_ATTACK_DESC","Use guards or specialists to defeat the attacker"
"#CATEGORY_HOUSING","Shelters"
"#CATEGORY_STORAGE","Storage"
"#CATEGORY_FOOD","Food"
......@@ -2458,6 +2510,12 @@
"#DESC_OUTHOUSE","Basic hygiene is a must for a healthy colony. Allows colonists to wash and relieve themselves. Keep the Outhouses away from Water sources to avoid contamination."
"#PARKINGLOT","Parking Lot"
"#DESC_PARKINGLOT","A simple makeshift area to store unused vehicles for Specialist to use."
"#GUARD_POST","Guard Post"
"#DESC_GUARD_POST","The Guard Posts protect your Colony against all enemies. Guards patrol around the building and automatically react to threats inside their work area. \n\nColonists working as Guards can be equipped with weapons, which make them more effective."
"#DESC_GUARD_POST_DIRECT_CONTROL","The Guard Posts protect your Colony against all enemies. Guards patrol around the building and automatically react to threats inside their Work Area. They can also be selected and directly commanded to attack other enemies as well. \n\nColonists working as Guards can be equipped with weapons, which make them more effective."
"#GUNSMITH","Gunsmith"
"#DESC_GUNSMITH","Gunsmith creates weapons so Colonists won't have to bring a knife into a gunfight. Creating reliable firearms isn't fast or cheap."
"#INFO_GATE_WAIT_COMBAT_END_TO_REPAIR","Wait for the combat to end to start repairs"
"#PERSON_CONDITION_TITLE","Conditions"
"#PERSON_STATE_IDLE","Idling"
"#PERSON_STATE_WALKING","Walking"
......@@ -2981,7 +3039,7 @@
"#PERSON_CONDITION_DEHYDRATED_DESC","A very serious condition caused by lack of access to potable Water.\n\nCan lead to Death."
"#PERSON_CONDITION_HUNGRY_DESC","Hunger is a familiar companion for every survivor, but it leads to Starvation if food is scarce for too long. It is good to always have Food in storages when hard working colonists come to find their daily meals. Keeping your colonists' bellies full keep them happier and working more effectively."
"#PERSON_CONDITION_STARVING_DESC","Starving colonists have not eaten for a long while and will die soon if they don't get something to eat."
"#PERSON_CONDITION_TIRED_DESC","Colonists get tired when they work and take care of everyday tasks in the colony. Make sure that there are enough shelters for all colonists so they get a good nights sleep every day. Without a proper shelter they might get Exhausted eventually."
"#PERSON_CONDITION_TIRED_DESC","Colonists get tired when they work and take care of everyday tasks in the colony. Make sure that there are enough shelters for all colonists so they get a good night's sleep every day. Without a proper shelter they might eventually get Exhausted."
"#PERSON_CONDITION_EXHAUSTED_DESC","Prolonged sleep deprivation due to lack of shelter is affecting ability to work. Penalty to Production Speed."
"#PERSON_CONDITION_INJURED_DESC","Any kind of accident in the daily life can lead to Injury. Untreated Injuries will lead to death, but they are easy to heal in any medical facility. Having Medicine at hand helps injured colonists to heal faster."
"#PERSON_CONDITION_WOUNDED_DESC","A severe wound is causing continuous health loss and Production Speed penalties until healed by a Medic or Doctor."
......@@ -2992,7 +3050,7 @@
"#PERSON_CONDITION_HOMELESS_DESC","Homeless colonists are forced to live without a shelter. Homeless colonists are more susceptible to get injured, exhausted or catch any other of the deadly conditions. Long periods of living under polluted skies also affects their happiness."
"#PERSON_CONDITION_SICK_DESC","Minor disease that can lead to Infection."
"#PERSON_CONDITION_INFECTED_DESC","A major disease is causing continued health loss and penalties to colonist effectiveness. Untreated Infections lead to death. Antibiotics will speed up healing considerably. Infected colonists consume twice the amount of Water as healthy colonists."
"#PERSON_CONDITION_MALNOURISHED_DESC","Eating one-sided diet in the long term will lead to malnutrition. First priority is to have bellies full, but eventually they also need to have a diverse food palette to survive. Add necessary vitamins and nutrients by having a balanced production of vegetable, meat and insect based foods and meals."
"#PERSON_CONDITION_MALNOURISHED_DESC","Malnourishment is a serious condition that results from eating too small a variety of food, where Colonists do not get enough nutrients. Food can be divided into three main types. Basic food keeps bellies full but is very low on nutrients. The other two that every Colonist needs in sufficient quantities are Meats and Vegetables. Eating both of these keep bellies full and Colonists healthy. Malnourished Colonists are weak and they are very likely to die. Recovering from Malnourishment is a very slow process and demands that the one with a condition gets to eat diverse Food for a long period of time."
"#PERSON_CONDITION_POISONED_DESC","Poison is coursing through their veins, causing continuous health loss. Heal with meds or by a Medic or Doctor."
"#PERSON_CONDITION_CRIMINAL_DESC","Criminal tendencies have taken over. Apprehend and punish accordingly."
"#PERSON_CONDITION_NOTOOLS_DESC","A Colonist without Tools works at a greatly reduced speed. Manufacture or scavenge more."
......@@ -3139,7 +3197,7 @@
"#COLONIST_COMMENT_RESEARCH_COMPLETED_03","Hey, we finally figured it out!"
"#COLONIST_COMMENT_SPECIALIST_JOINED_01","That specialist looks tough!"
"#COLONIST_COMMENT_ISSUE_SPECIALIST_JOINED_02","I bet {0} has gone through a lot"
"#COLONIST_COMMENT_SPECIALIST_JOINED_03","Glad to have someone we can rely on with us."
"#COLONIST_COMMENT_SPECIALIST_JOINED_03","Glad to have someone with us we can rely on."
"#COLONIST_COMMENT_ISSUE_SPECIALIST_JOINED_04","{0} seems to have things figured out."
"#COLONIST_COMMENT_ISSUE_SPECIALIST_JOINED_05","We sure are lucky to have {0} with us!"
"#COLONIST_COMMENT_SPECIALIST_JOINED_06","Did you see that new specialist?"
......@@ -3158,6 +3216,14 @@
"#PERSON_STATE_COMBAT","In combat"
"#PERSON_CONDITION_UNCLEAN","Dirty"
"#PERSON_CONDITION_UNCLEAN_DESC","This colonist's personal hygiene is low, and it might lead to infections if they have no place to wash."
"#PERSON_VALUE_NOURISHMENT","Diet"
"#PERSON_STATUS_MALNOURISHED","Colonist is suffering from malnourishment"
"#PERSON_CONDITION_POORLY_NOURISHED","Poorly nourished"
"#PERSON_CONDITION_POORLY_NOURISHED_DESC","Food does not contain enough nutritions to stay healthy. Add more diversity to food to avoid malnourishment."
"#PERSON_CONDITION_NORMAL_NOURISHED","Adequate nourishment"
"#PERSON_CONDITION_NORMAL_NOURISHED_DESC","There is enough nutritions and variety in the food to stay healthy. "
"#PERSON_CONDITION_WELL_NOURISHED","Well nourished"
"#PERSON_CONDITION_WELL_NOURISHED_DESC","Food offers diversity and is balanced between meat and vegetables. Also the quality of the food is good. Healthy diet makes people happy."
"#SPECIALIST_NAME_SPECIALIST1","Rose"
"#SPECIALIST_ARCHETYPE_SPECIALIST1","Scavenger"
"#SPECIALIST_DESCRIPTION_SPECIALIST1","Born and raised a natural fast-talker, she is the type of person who wraps you around her finger without noticing. She picked up the family trading business with ease and was doing just fine for herself before the catastrophe."
......@@ -3325,7 +3391,7 @@
"#SPECIALIST_DESCRIPTION_SPECIALIST55","She has experienced drastic changes both in her personal and professional life. As a biologist, she has always been fascinated with butterflies and their complete transformation from one form into another. Perhaps humanity could achieve something similar as well?"
"#SPECIALIST_NAME_SPECIALIST56","Mishka"
"#SPECIALIST_ARCHETYPE_SPECIALIST56","Leader"
"#SPECIALIST_DESCRIPTION_SPECIALIST56","There's a softness to him which only a few medic could still hang onto. The desire to help, comfort and heal is always with him in whatever he does. Patients who curse and fight back are the ones who get the biggest, warmest smile from him."
"#SPECIALIST_DESCRIPTION_SPECIALIST56","There's a softness to him which only a few medics could still hang onto. The desire to help, comfort and heal is always with him in whatever he does. Patients who curse and fight back are the ones who get the biggest, warmest smile from him."
"#SPECIALIST_NAME_SPECIALIST57","Domino"
"#SPECIALIST_ARCHETYPE_SPECIALIST57","Scavenger"
"#SPECIALIST_DESCRIPTION_SPECIALIST57","She dreamt of being a singer, touring bars and venues for years, but never got her big break. Afterwards, her intelligence and compassion drove her to practise medicine. But she never stopped singing, not even while doing surgeries."
......@@ -3334,7 +3400,7 @@
"#SPECIALIST_DESCRIPTION_SPECIALIST58","His world collapsed in size along with the society around him: He used to reach towards the stars, inching himself just a little bit closer. Now his days are filled with just trying to find ways to survive in a world barely stretching outside the borders of the colony."
"#SPECIALIST_NAME_SPECIALIST59","Ivy"
"#SPECIALIST_ARCHETYPE_SPECIALIST59","Scientist"
"#SPECIALIST_DESCRIPTION_SPECIALIST59","With numerous extreme conditions threatening plants and crops, botanists like her are invaluable for humanity's survival. Outside of her work she holds a notable passion for jokes and has a bad habit of waking up others in the middle of the night with her roaring laughter."
"#SPECIALIST_DESCRIPTION_SPECIALIST59","With numerous extreme conditions threatening plants and crops, botanists like her are invaluable for humanity's survival. Outside of her work, she holds a notable passion for jokes and has a bad habit of waking up others in the middle of the night with her roaring laughter."
"#SPECIALIST_NAME_SPECIALIST60","Polo"
"#SPECIALIST_ARCHETYPE_SPECIALIST60","Scout"
"#SPECIALIST_DESCRIPTION_SPECIALIST60","He grew up reading about the days the world was still uncharted with new lands waiting beyond the horizon. That attitude stuck, and even today he'll get excited just by finding something he hasn't seen before and he has a knack for spotting something truly unique."
......@@ -4706,7 +4772,7 @@
"#EVENT_RELIGION_ATTACK_02_RESOURCES_NAME","The Great Purge"
"#EVENT_RELIGION_ATTACK_02_RESOURCES_DESC","The leader laughs, ”Material goods hold no value for us. There is only one thing we desire—blood.”"
"#EVENT_RELIGION_ATTACK_02_THREAT_NAME","The Great Purge"
"#EVENT_RELIGION_ATTACK_02_THREAT_DESC","Your threat sends a cheerful chant through the followers. ”Yes, good, this will be a glorious hunt then!” the leader proclaims. His staff swing to point straight at you."
"#EVENT_RELIGION_ATTACK_02_THREAT_DESC","Your threat sends a cheerful chant through the followers. ”Yes, good, this will be a glorious hunt then!” the leader proclaims. His staff swings to point straight at you."
"#EVENT_RELIGION_ATTACK_02_MOCK_NAME","The Great Purge"
"#EVENT_RELIGION_ATTACK_02_MOCK_DESC","The fanatics let out enraged screams, though few do turn their heads down rather self-consciously. The leader raises his weapon. ”Mock us as much as you’d like, it makes no difference. Prepare to be cleansed.”"
"#EVENT_GROUP_ATTACK_01_NOTIFICATION_HEADER","Ragged people are gathering outside the gate"
......@@ -4794,6 +4860,231 @@
"#EVENT_BANDIT_ATTACK_04_SUCCESS_DESC","The leader makes a deep, theatrical bow. ”Much appreciated, my good folk. Looks like we’ll be visiting your establishment in the future as well!” The bandits gather their spoils and turn away. You are safe, for now."
"#EVENT_BANDIT_ATTACK_04_DENY_NAME","Hard Bargains"
"#EVENT_BANDIT_ATTACK_04_DENY_DESC","The leader gives his weapon a spin. ”Brave folks, eh? Fine, let’s see you run your mouth after we’re done with you.”"
"#EVENT_UPRISING_01_NOTIFICATION_HEADER","Powder keg ready to explode?"
"#EVENT_UPRISING_01_NOTIFICATION_DESC","The colonists are getting angry"
"#EVENT_UPRISING_01_NAME","Colonist Uprising"
"#EVENT_UPRISING_01_DESC","Lately, you have spotted noticeable distain from the colonists as the harsh conditions are taking their toll. Some say that you are not doing enough, even accusations of corruption are thrown around. With rumors spreading of you hoarding resources, things could get very ugly very fast."
"#EVENT_UPRISING_01_REWARD","Distribute resources to colonists"
"#EVENT_UPRISING_01_IGNORE","Ignore the badmouthing"
"#EVENT_UPRISING_01_REWARD_NAME","Colonist Uprising"
"#EVENT_UPRISING_01_REWARD_DESC","You gather up some resources and share them with the rest of the colony. With this, the whispers and accusations seem to quiet down… at least for a while."
"#EVENT_UPRISING_01_IGNORE_NAME","Colonist Uprising"
"#EVENT_UPRISING_01_IGNORE_DESC","Rewarding baseless slander doesn’t sound like the best of ideas. Surely things will quiet down on their own, as long as you keep proving yourself the usual way."
"#EVENT_UPRISING_01B_REWARD_NOTIFICATION_HEADER","The mood in the colony seems to have changed"
"#EVENT_UPRISING_01B_REWARD_NOTIFICATION_DESC","Things are looking up"
"#EVENT_UPRISING_01B_REWARD_NAME","Generosity Rewarded"
"#EVENT_UPRISING_01B_REWARD_DESC","As you walk around the colony, you notice people greeting you more cheerfully than usual. They look positively grateful to have you around. Looks like your recent gifts were effective in turning public opinion around."
"#EVENT_UPRISING_01B_IGNORE_NOTIFICATION_HEADER","People’s happiness keeps falling"
"#EVENT_UPRISING_01B_IGNORE_NOTIFICATION_DESC","Some are resorting to drastic methods"
"#EVENT_UPRISING_01B_IGNORE_NAME","The Spiteful and Ignored"
"#EVENT_UPRISING_01B_IGNORE_DESC","The colony has taken a turn for the worse. By ignoring the distrust of your colonists, you only added fuel to the fire. People’s unhappiness is on the rise, and many are turning against you."
"#EVENT_SECOND_CHANCES_01_NOTIFICATION_HEADER","Some suspicious folks approach the gate"
"#EVENT_SECOND_CHANCES_01_NOTIFICATION_DESC","Your colonists seem to recognize them"
"#EVENT_SECOND_CHANCES_01_NAME","Second Chances"
"#EVENT_SECOND_CHANCES_01_DESC","A group of shady looking individuals stand behind the gate, begging the colonists to let you in. One of the colonists turns to you and says, “We can’t let these people in! I recognize them, they’re vile people who deserve to die and rot!” The group denies all accusations and pleads you for mercy, lest they surely perish."
"#EVENT_SECOND_CHANCES_01_ALLOW","Let them in"
"#EVENT_SECOND_CHANCES_01_DENY","Turn them away"
"#EVENT_SECOND_CHANCES_01_ALLOW_NAME","Second Chances"
"#EVENT_SECOND_CHANCES_01_ALLOW_DESC","The colonists’ accusations sound worrisome, but you’re not going to just let these people die. You invite them in, and while they are grateful, you can feel the eyes of your colonists burning your back with searing hate."
"#EVENT_SECOND_CHANCES_01_DENY_NAME","Second Chances"
"#EVENT_SECOND_CHANCES_01_DENY_DESC","You give your colonists a nod—you certainly trust them more than this suspicious lot. The group is told to leave, and their pleading immediately turns to spiteful looks and curses as they walk away."
"#EVENT_SECOND_CHANCES_01B_ALLOW_NOTIFICATION_HEADER","A fight has started"
"#EVENT_SECOND_CHANCES_01B_ALLOW_NOTIFICATION_DESC","You can hear people cheering"
"#EVENT_SECOND_CHANCES_01B_ALLOW_NAME","The Failure of Forgiveness"
"#EVENT_SECOND_CHANCES_01B_ALLOW_DESC","You arrive to find a group of colonists battering the people you let in earlier. “I told you! They were stealing, these rats need to be thrown out!” one of the colonists yells as the fighters are torn from each other. The pressure of the group forces you to exile the criminals, but the supposedly stolen goods are nowhere to be found."
"#EVENT_SECOND_CHANCES_01B_DENY_NOTIFICATION_HEADER","One of the colonists approaches you"
"#EVENT_SECOND_CHANCES_01B_DENY_NOTIFICATION_DESC","He’s reading a small note"
"#EVENT_SECOND_CHANCES_01B_DENY_NAME","Rewards of Trust"
"#EVENT_SECOND_CHANCES_01B_DENY_DESC","The colonist looks a bit nervous but manages to gather his words nonetheless, “Look, boss, I just wanted to thank you for what you did at the gate a while back. Those were some bad people, so I’m glad to follow someone who was able to make the right choice. I’ve been putting in a good word for you, it’s the least I can do.”"
"#EVENT_ACCUSATIONS_01_NOTIFICATION_HEADER","A criminal has been captured"
"#EVENT_ACCUSATIONS_01_NOTIFICATION_DESC","Decide her fate"
"#EVENT_ACCUSATIONS_01_NAME","Unclear Accusations"
"#EVENT_ACCUSATIONS_01_DESC","A woman is brought before you. She was found writing reports on your colony, detailing your population, resources, defenses and the like. The other colonists accuse her of leaving notes in the wild for bandits to find, but she denies it, “I just wanted to guide people here, let them know there’s a safe place waiting for them.”"
"#EVENT_ACCUSATIONS_01_PUNISHMENT","Punish her with imprisonment"
"#EVENT_ACCUSATIONS_01_EXONERATE","Cut her some slack"
"#EVENT_ACCUSATIONS_01_PUNISHMENT_NAME","Unclear Accusations"
"#EVENT_ACCUSATIONS_01_PUNISHMENT_DESC","Letting outsiders know about your colony puts you all in grave danger. You order the woman to be questioned. Perhaps this will make her think twice about endangering you in the future."
"#EVENT_ACCUSATIONS_01_EXANNORATE_NAME","Unclear Accusations"
"#EVENT_ACCUSATIONS_01_EXANNORATE_DESC","There is not any hard evidence, so in the name of justice the only option is to let the woman go. She thanks you profusely and promises to be more careful in the future. Her accusers, on the other hand, look almost enraged by your leniency."
"#EVENT_ACCUSATION_01B_PUNISHMENT_NOTIFICATION_HEADER","A familiar woman is threatening to leave"
"#EVENT_ACCUSATION_01B_PUNISHMENT_NOTIFICATION_DESC","Her mind seems to be made up"
"#EVENT_ACCUSATION_01B_PUNISHMENT_NAME","The Price of Kindness"
"#EVENT_ACCUSATION_01B_PUNISHMENT_DESC","The woman you imprisoned a while back is rushing toward the gate, trailed by other colonists who are pleading with her to stay. She glances at you, her face hard like stone. “I told you, I just wanted to help others. If you think you can force me to be cruel… think again.” You can only watch as she walks out of the gate and disappears into the wilderness."
"#EVENT_ACCUSATION_01B_EXONERATE_NOTIFICATION_HEADER","A familiar woman approaches you"
"#EVENT_ACCUSATION_01B_EXONERATE_NOTIFICATION_DESC","She seems to have taken a trip outside"
"#EVENT_ACCUSATION_01B_EXONERATE_NAME","Harden Your Hearts"
"#EVENT_ACCUSATION_01B_EXONERATE_DESC","The woman you defended against other colonists is approaching you. She is holding a pile of notes, each covered in dirt and grime. “Look, I… These are the notes I left around the colony for others to find. I don’t want to endanger us so… I’m sorry,” she says and tears the notes apart. “I won’t be as weak in the future. I’ll help you keep the colony safe, I promise.”"
"#EVENT_TRIBE_01_NOTIFICATION_HEADER","Strange footprints have been found around the colony"
"#EVENT_TRIBE_01_NOTIFICATION_DESC","They are definitely not yours"
"#EVENT_TRIBE_01_NAME","Tracks of Deceit"
"#EVENT_TRIBE_01_DESC","Peculiar footprints were found outside the colony, shaped like an animal’s but with a human-like pattern. This causes worry around the colony—what sort of twisted creatures could be roaming around this place?"
"#EVENT_TRIBE_01_INVESTIGATE","Investigate"
"#EVENT_TRIBE_01_IGNORE","Ignore"
"#EVENT_TRIBE_01_TRAP","Build a trap"
"#EVENT_TRIBE_01_INVESTIGATE_NAME","Tracks of Deceit"
"#EVENT_TRIBE_01_INVESTIGATE_DESC","A small group ventures forth to follow the trail of footsteps. As they reach deeper into the forest, the trail leads them to a hidden cache of tools buried inside a hollow tree. The footprints don’t reach much further, but it looks like you’re dealing with something more than simple animals."
"#EVENT_TRIBE_01_IGNORE_NAME","Tracks of Deceit"
"#EVENT_TRIBE_01_IGNORE_DESC","Though the situation looks peculiar, it’s probably nothing to be worried about. There are more pressing issues for you to worry about right now."
"#EVENT_TRIBE_01_TRAP_NAME","Tracks of Deceit"
"EVENT_TRIBE_01_TRAP_DESC","You manage to cobble together a simple trap, one which should catch any wandering beast. It is left alone, and once you return to check on it, you find it sprung, but with nothing caught. The intruder who stumbled across it seems to have cut the rope… But they also left a backpack filled with supplies."
"#EVENT_TRIBE_02_NOTIFICATION_HEADER","An intruder has been spotted"
"#EVENT_TRIBE_02_NOTIFICATION_DESC","They are about to get away"
"#EVENT_TRIBE_02_NAME","Hungry Mouths, Busy Hands"
"#EVENT_TRIBE_02_DESC","Your colonists suddenly approach you and drag you to one of the trees at the edge the colony. Looking up, you can just barely see a faint silhouette among the brush—a silent thief dressed like the animal who has poached some of your food."
"#EVENT_TRIBE_02_FOOD","Demand your food back"
"#EVENT_TRIBE_02_FREE","Let them go"
"#EVENT_TRIBE_02_ATTACK","Attack the thief"
"#EVENT_TRIBE_02_FOOD_NAME","Hungry Mouths, Busy Hands"
"#EVENT_TRIBE_02_FOOD_DESC","You tell the thief that they better give the food back, or else. There’s some rustling in the treetop, and before you have time to notice, the thief has jumped to another tree. Your colonists are about to give chase, but the culprit is already on the ground and running off."
"#EVENT_TRIBE_02_FREE_NAME","Hungry Mouths, Busy Hands"
"#EVENT_TRIBE_02_FREE_DESC","You take pity on the desperate thief and tell them to keep the food, no one enjoys going hungry, after all. Your colonists grumble but head back to the colony nonetheless, as per your instructions."
"#EVENT_TRIBE_02_ATTACK_NAME","Hungry Mouths, Busy Hands"
"#EVENT_TRIBE_02_ATTACK_DESC","You tell your colonists to give the thief their worst. They begin shaking the tree and throwing rocks at the thief. Soon enough, a makeshift bag of food drops down to the ground. As you’re going through the loot, the thief takes their chance and slips away."
"#EVENT_TRIBE_03_NOTIFICATION_HEADER","A strange structure has appeared in front of the colony"
"#EVENT_TRIBE_03_NOTIFICATION_DESC","Who knows what it’s for"
"#EVENT_TRIBE_03_NAME","Mysterious Offerings"
"#EVENT_TRIBE_03_DESC","An odd altar has been erected in front of the colony. The stone slabs are painted with animal prints and the hide in front bears crude paintings of different foods—meat, vegetables and grain."
"#EVENT_TRIBE_03_FOOD","Leave food on the altar"
"#EVENT_TRIBE_03_IGNORE","Ignore the altar"
"#EVENT_TRIBE_03_SPOILED","Leave spoiled food on the altar"
"#EVENT_TRIBE_03_FOOD_NAME","Mysterious Offerings"
"#EVENT_TRIBE_03_FOOD_DESC","You gather some food and leave it on the altar. When you come to check on it later, the food has been removed, replaced by a pile of seeds presented on an ornate wooden plate."
"#EVENT_TRIBE_03_IGNORE_NAME","Mysterious Offerings"
"#EVENT_TRIBE_03_IGNORE_DESC","You let the altar be. You’re not going to waste your precious resources on some fanatic’s delusional rituals. When you return to check on the altar again, it has disappeared."
"#EVENT_TRIBE_03_SPOILED_NAME","Mysterious Offerings"
"#EVENT_TRIBE_03_SPOILED_DESC","You tell the colonists to gather any spoiled food they might find and place them onto the altar. Sometime after, you notice that whoever left the altar must’ve come back, based on the smashed remains you find."
"#EVENT_TRIBE_04A_NOTIFICATION_HEADER","A familiar tribe approaches the colony"
"#EVENT_TRIBE_04A_NOTIFICATION_DESC","You seem to have clashed with them before"
"#EVENT_TRIBE_04A_NAME","The Call of Civilization"
"#EVENT_TRIBE_04A_DESC","The small tribe, all donning pelts and other animalistic memorabilia, arrive at the edge of your colony. One of them, an elderly woman wearing deer antlers, steps forward. ”Friends, we apologize for sulking around your home and not showing ourselves. However, you have been kind to us, so we have one final request—two of our own wish to step out of the woods and live among you. In exchange for an offering, will you take them in?”"
"#EVENT_TRIBE_04A_ACCEPT","Accept them"
"#EVENT_TRIBE_04A_REFUSE","Refuse the offer"
"#EVENT_TRIBE_04A_ACCEPT_NAME","The Call of Civilization"
"#EVENT_TRIBE_04A_ACCEPT_DESC","Two of the tribe members give their old family a bittersweet goodbye and step inside your colony, carrying bountiful offerings with them. The old woman nods. “Be well. Let us both survive and thrive.”"
"#EVENT_TRIBE_04A_REFUSE_NAME","The Call of Civilization"
"#EVENT_TRIBE_04A_REFUSE_DESC","There is disappointment in the tribe members’ eyes. “We are sorry to hear that, but not every pack can afford new mouths to feed. We hope you will grow stronger and succeed. Farewell.”"
"#EVENT_TRIBE_04B_NOTIFICATION_HEADER","A familiar tribe approaches the colony"
"#EVENT_TRIBE_04B_NOTIFICATION_DESC","You seem to have clashed with them before"
"#EVENT_TRIBE_04B_NAME","Driven by Desperation"
"#EVENT_TRIBE_04B_DESC","The small tribe, all donning pelts and other animalistic memorabilia, arrive at the edge of your colony. One of them, an elderly woman wearing deer antlers, steps forward. ”Greetings. I’m aware that there have been hostilities between us, lines that have been crossed. But we are desperate now, we need your help. We beg you, please, give us food. We are in dire need of it.”"
"#EVENT_TRIBE_04B_ACCEPT","Give them food"
"#EVENT_TRIBE_04B_REFUSE","Refuse"
"#EVENT_TRIBE_04B_ACCEPT_NAME","Driven by Desperation"
"#EVENT_TRIBE_04B_ACCEPT_DESC","The tribe thanks you profusely as they accept your gift. ”Thank you, thank you. Here, take this. It is not much, but we have no need for these anymore,” the elder says and offers you old books carefully wrapped in deer hides."
"#EVENT_TRIBE_04B_REFUSE_NAME","Driven by Desperation"
"#EVENT_TRIBE_04B_REFUSE_DESC","The elder’s eyes shrink down into two points of burning. “Have you no humanity left in your hearts? Fine, you can watch everyone around you die then and see how you like it.” As the tribe steps into the forest, you see something flying through the air... A row of Molotov cocktails hits your buildings and sets them ablaze—the tribe’s final insult."
"#EVENT_SHELTER_01_NOTIFICATION_HEADER","Something off with a shelter"
"#EVENT_SHELTER_01_NOTIFICATION_DESC","Some shortcuts have been made during building"
"#EVENT_SHELTER_01_NAME","Poor Foundations"
"#EVENT_SHELTER_01_DESC","Not everybody is equally skilled in the art of building, but one of your colonists seems extraordinarily bad at it. Their <mark>Tent</mark> looks like it could collapse at any moment, as the poorly glued together plastic slowly rips apart. Regardless, the colonist insists they know what they are doing."
"#EVENT_SHELTER_01_IMPROVE","Improve the tent"
"#EVENT_SHELTER_01_IGNORE","Leave be"
"#EVENT_SHELTER_01_IMPROVE_NAME","Poor Foundations"
"#EVENT_SHELTER_01_IMPROVE_DESC","You decide against the colonist's will to make some adjustments to their home. The colonist seems displeased by the whole ordeal but manages to mumble their thanks after the work has been done."
"#EVENT_SHELTER_01_IGNORE_NAME","Poor Foundations"
"#EVENT_SHELTER_01_IGNORE_DESC","Before you could turn on your heels, the supporting poles give in and the flimsy tent comes tumbling down. Something inside bursts into flames as the colonist fights their way out of the ruins. You can hear them shouting curses about a faulty, old Swedish manual."
"#EVENT_EXTORTION_01_NOTIFICATION_HEADER","Lone mercenary approaches"
"#EVENT_EXTORTION_01_NOTIFICATION_DESC","He wants to talk to you"
"#EVENT_EXTORTION_01_NAME","Highlife Lowlifes"
"#EVENT_EXTORTION_01_DESC","A lone man in a merc outfit approaches the gate. “Nice colony you got here,” he says. “You sure this thing’s gonna protect it well enough? Me and my associates can defend your people from wildlife, bandits and the like for a very reasonable price.”"
"#EVENT_EXTORTION_01_PAY","Pay up"
"#EVENT_EXTORTION_01_POSTPONE","I need more time"
"#EVENT_EXTORTION_01_DECLINE","Thanks, but we’re fine"
"#EVENT_EXTORTION_01_PAY_DESC","“Thank you, dear leader! I figured you a reasonable person the moment I laid eyes on you and this here fine village. This’ll secure prosperity for us both.” Before you manage to ask about how this supposed protection works, he’s long gone."
"#EVENT_EXTORTION_01_POSTPONE_DESC","“Sure, we’re not unreasonable people! I’ll pop in at a later date and you can procure the necessary items in the meantime.”"
"#EVENT_EXTORTION_01_DECLINE_DESC","“I don’t think you quite figured out what I said. We meant to do it the polite way, but you leave us no choice. Boys, let’s teach ‘em a lesson!” As soon as he’s done, vehicles speed up to the gate and armed bandits hop out, ready to attack."
"#EVENT_EXTORTION_01B_NOTIFICATION_HEADER","A familiar man at the gate"
"#EVENT_EXTORTION_01B_NOTIFICATION_DESC","The mercenary wants a word"
"#EVENT_EXTORTION_01B_NAME","Highlife Lowlifes"
"#EVENT_EXTORTION_01B_DESC","You see a familiar-looking man in a merc outfit approaching the gate, and he's not alone. “It’s time for your next installment—you know the drill. Pay up and we’ll make sure others lik… beasts and bandits don’t attack your community!”"
"#EVENT_EXTORTION_01B_PAY","Pay up"
"#EVENT_EXTORTION_01B_POSTPONE","I need more time"
"#EVENT_EXTORTION_01B_DECLINE","Thanks, but we’re fine"
"#EVENT_EXTORTION_01B_PAY_DESC","“Most excellent—a lucrative deal for both, I’m sure. Until next time!.” The man disappears yet again into the distance with your resources."
"#EVENT_EXTORTION_01B_POSTPONE_DESC","“Nope, that ain’t how this works. I gave you plenty of time to get the goods. I figure you just need a lesson in humility and punctuality. And that you get for free!” As soon as he’s done talking, his armed thugs assault the gate."
"#EVENT_EXTORTION_01B_DECLINE_DESC","“I don’t think you quite figured out what I said. We meant to do it the polite way, but you leave us no choice. Boys, let’s give ‘em a lesson!” As soon as he’s done, several armed men step outside the vehicles and attack."
"#EVENT_WELL_01_NOTIFICATION_HEADER","A distressed woman approaches you"
"#EVENT_WELL_01_NOTIFICATION_DESC","People are getting sick"
"#EVENT_WELL_01_NAME","Well-infected"
"#EVENT_WELL_01_DESC","A distressed woman comes up to you. “My friend’s gotten ill, which isn’t surprising considering their personal hygiene. But now the same has happened to my neighbor as well after drinking water from that well. You have to do something about this!. You could post someone to keep an eye on the well or have it repaired and cleaned.”"
"#EVENT_WELL_01_GUARD","Post a colonist at the well"
"#EVENT_WELL_01_CLEAN","Have the well cleaned"
"#EVENT_WELL_01_DECLINE","I don’t have time for this"
"#EVENT_WELL_01_GUARD_DESC","You order a couple of your colonists to keep an eye on the well during their normal duties to see if something’s odd about it. The woman seems pleased by your decision."
"#EVENT_WELL_01_CLEAN_DESC","You order the well thoroughly repaired and cleaned to make sure nothing unwanted seeps into the water from the soil. The woman seems pleased by your decision."
"#EVENT_WELL_01_DECLINE_DESC","Much to the woman’s dismay, you wave her worry off claiming you have better things to do right now."
"#EVENT_WELL_01B_NOTIFICATION_HEADER","The well guard approaches"
"#EVENT_WELL_01B_NOTIFICATION_DESC","He has found something"
"#EVENT_WELL_01B_NAME","Well-infected"
"#EVENT_WELL_01B_DESC","One of the colonists you tasked to keep an eye on that well comes up to you. “I did what you asked, boss, and found this.” He drags a small boy in front of you. “He was tossin’ sticks, glowin’ rocks, newts and whatnot in the well, out of boredom apparently.”"
"#EVENT_WELL_01B_SCOLD","Scold the kid"
"#EVENT_WELL_01B_LET","Let it be"
"#EVENT_WELL_01C_NOTIFICATION_HEADER","A familiar woman approaches"
"#EVENT_WELL_01C_NOTIFICATION_DESC","The infections haven't stopped"
"#EVENT_WELL_01C_NAME","Well-infected"
"#EVENT_WELL_01C_DESC","The worried woman from before approaches you again. “I don’t think the cleanup worked, more people are sick! I’m sure someone with bad intentions is behind this!”"
"#EVENT_WELL_01C_POST","Post a colonist at the well"
"#EVENT_WELL_01C_DECLINE","Do nothing"
"#EVENT_WELL_01C_POST_DESC","You order a couple of your colonists to keep an eye on the well during their normal duties to see if something’s odd about it. The woman seems pleased by your decision."
"#EVENT_WELL_01C_DECLINE_DESC","Much to the woman’s dismay, you wave her worry off, claiming you have better things to do right now. Infections continue to spread, and some colonists decide to examine the well without your consent. Their investigation reveals that the bottom of the well is filled with random sticks, glowing rocks and even small animals that shouldn’t have gotten there on their own."
"#EVENT_VERMIN_01_NOTIFICATION_HEADER","A colonist is hiding something"
"#EVENT_VERMIN_01_NOTIFICATION_DESC","You might have an infestation"
"#EVENT_VERMIN_01_NAME","Breeding Vermin"
"#EVENT_VERMIN_01_DESC","It has come to your knowledge that a colonist has been secretly breeding <mark>Rat Beetles</mark> in the colony. The breeder has been surrounded by an angry flock of people demanding answers. The breeder tries to explain that Rat Beetles are actually misunderstood creatures, gentle and even intelligent by nature. They beg to get to keep the animals, but the other colonists are worried things might go south quickly if these pests are allowed to live."
"#EVENT_VERMIN_01_CONSERVE","Nothing alarming here"
"#EVENT_VERMIN_01_EXTERMINATE","Get rid of the animals"
"#EVENT_VERMIN_01_CONSERVE_NAME","Breeding Vermin"
"#EVENT_VERMIN_01_CONSERVE_DESC","You dispatch the crowd, declaring it’s just a hobby, even if an odd one. The breeder dashes to shake your hand and enthusiastically promises to keep the rat beetles under control. As a thank you, they even share some insight on their ongoing research about the insects’ regenerative capabilities."
"#EVENT_VERMIN_01_EXTERMINATE_NAME","Breeding Vermin"
"#EVENT_VERMIN_01_EXTERMINATE_DESC","You order the other colonists to confiscate the vermin and exterminate them. The breeder, however, is not too keen on the idea. “These are my babies! You can have them over my dead body!” they scream while unleashing the animals' fury on the colonists."
"#EVENT_LAZY_01_NOTIFICATION_HEADER","Work has begun to pile up"
"#EVENT_LAZY_01_NOTIFICATION_DESC","Someone is not doing their duties"
"#EVENT_LAZY_01_NAME","Lazy Solution"
"#EVENT_LAZY_01_DESC","It is a day filled with hustle and bustle, but from the corner of your eye you notice a colonist laying on their back, simply staring at the open sky. When questioned, they smile a wide, half-toothless smile and sigh, “After everything that’s happened, we were given a second chance at life. So why don’t you?”"
"#EVENT_LAZY_01_SCOLD","“Snap out of it. We got work to do.”"
"#EVENT_LAZY_01_CHILL","Join the colonist"
"#EVENT_LAZY_01_SCOLD_NAME","Lazy Solution"
"#EVENT_LAZY_01_SCOLD_DESC","You take up an authoritative role and command the colonist to do their part like everybody else. They smirk but get up nonetheless and begin their duties. “Life is in the little things. You’ll see eventually,” they tell you before trekking off. The others seem pleased in having another pair of helping hands."
"#EVENT_LAZY_01_CHILL_NAME","Lazy Solution"
"#EVENT_LAZY_01_CHILL_DESC","After hearing the colonists words, you realize you haven’t had any fun in the longest time. The atmosphere is calm as you watch the clouds drift by while nonchalantly talking about the ways of old. In the end, they give you a strange wooden box, “To bring some of the joy back.” Meanwhile, the other colonists were not as amused due to more work falling on their shoulders."
"#EVENT_RELIGION_01_NOTIFICATION_HEADER","The colonists have found something shiny"
"#EVENT_RELIGION_01_NOTIFICATION_DESC","Is it a sign from above?"
"#EVENT_RELIGION_01_NAME","Men before Us"
"#EVENT_RELIGION_01_DESC","Colonists come to you after having found something “extraordinary” from the nearby forest. A beautiful relic, sparkling gold in the light. It has two shiny rocks as eyes, so luminous you can make out your own reflection. The colonists are convinced that this is a sign of good fortune, and they want to have a ceremony in its honor."
"#EVENT_RELIGION_01_ALLOW","Allow the worship"
"#EVENT_RELIGION_01_FORBID","Melt the statue down"
"#EVENT_RELIGION_01_CEREMONY_NAME","Men before Us"
"#EVENT_RELIGION_01_CEREMONY_DESC","You see no harm in bringing the relic in as everybody here could use a pick-me-up from the higher-ups. A small ceremony is set up at the edge of the colony, where people start bringing in offerings and singing the few songs they still remember. Although the site is quickly overrun by Hogs, the colonists feel a little more hopeful toward the future."
"#EVENT_RELIGION_01_FIGHT_NAME","Men before Us"
"#EVENT_RELIGION_01_FIGHT_DESC","You see no harm in bringing the relic in as everybody here could use a pick-me-up from the higher-ups. Almost instantly, a quarrel breaks out, as not everyone is willing to waste materials on such “humbug.” Fists and objects are swinging through the air, as well as equally painful insults. After dragging people off each other’s throats, the idol is nowhere to be found. Stolen or forgotten in the mud, it might best be left that way."
"#EVENT_RELIGION_01_FORBID_NAME","Men before Us"
"#EVENT_RELIGION_01_FORBID_DESC","A strange deity figure in the colony is bound to bring nothing but harm. You decide resources are a lot more useful at this time. To your surprise, the idol does not melt down to gold, but instead the foul smell of the burning paint and plastic fills the air. While subjected to some vile stares, you hope the powers your colonists believed in were nothing but figments of imagination."
"#EVENT_CHILD_01_NOTIFICATION_HEADER","A strange child spotted near the colony"
"#EVENT_CHILD_01_NOTIFICATION_DESC","They have been here long before us"
"#EVENT_CHILD_01_NAME","Among the Debris"
"#EVENT_CHILD_01_DESC","While looking for materials, a worker from the <mark>Recycler</mark> has spotted a child living among the heaps of rubbish. Not one of yours, the child must have been there a long time. You come up to a rinky-dink place put together from plastic bottles and rubber bands. “This is my home. I have nowhere else to go,” the kid whispers while staring at the ground."
"#EVENT_CHILD_01_REJECT","Throw the kid out"
"#EVENT_CHILD_01_WELCOME","Take them in"
"#EVENT_CHILD_01_REJECT_NAME","Among the Debris"
"#EVENT_CHILD_01_REJECT_DESC","You order the kid to be thrown out of your premises. You have no spare resources to feed another mouth, especially a kid that can barely work to justify their existence. The kid is quietly removed from their home and prepared to leave. You peek above the gate to see the child holding tightly onto their tiny backpack, gazing back at you with lightless eyes. With small uncertain steps, they disappear into the wilderness."
"#EVENT_CHILD_01_WELCOME_NAME","Among the Debris"
"#EVENT_CHILD_01_WELCOME_DESC","You look at the child sitting on top of a debris pile, with its hollowed cheeks and dark circles under the eyes. You ask them to join your colony, explaining that these resources will slowly be put to other use. The child looks neither happy nor sad but quietly nods and takes your hand as you make your way back to the colony."
"#EVENT_WELL_02_NOTIFICATION_HEADER","The weather is quickly changing"
"#EVENT_WELL_02_NOTIFICATION_DESC","These are not your regular clouds"
"#EVENT_WELL_02_NAME","Well, well, Well"
"#EVENT_WELL_02_DESC","The weather in the aftermath is unpredictable, but these clouds seem to have appeared out of nowhere. Dark droplets, hissing on every surface they strike, start pouring down. “Acid Rain. Everybody take cover,” you shout and huddle everyone under something protective. Someone quickly points out the <mark>Water Well’s</mark> faucet has been left open, meaning the water inside might get infected."
"#EVENT_WELL_02_WAIT","Wait until the worst has passed"
"#EVENT_WELL_02_PROTECT","Create makeshift armor"
"#EVENT_WELL_02_RISK","Risk it"
"#EVENT_WELL_02_WAIT_NAME","Well, well, Well"
"#EVENT_WELL_02_WAIT_DESC","You decide there is no way anyone should be risking their lives over the matter. The pour does not last long, and soon enough everyone is curiously gathered over the well, but no one seems willing to take a sip. One of the more disliked colonists is forced to do the job, and immediately after drinking they fall weak on their knees. It might be best to drink stored water for a time."
"#EVENT_WELL_02_PROTECT_NAME","Well, well, Well"
"#EVENT_WELL_02_PROTECT_DESC","One of the bravest colonists, equipped with every protective layer you had to offer, dashes into the downpour to secure the well. They run back and brush off the cheers as if it was nothing, but this act of heroism has lifted everybody’s spirits."
"#EVENT_WELL_02_RISK_NAME","Well, well, Well"
"#EVENT_WELL_02_RISK_DESC","One of the bravest colonists dashes into the downpour to secure the well. While running back, you can already see they are in great pain but on top, they fall into a nasty puddle of burning water. As they make it back to the others, it is evident that they need treatment, quickly. The colonists are cheering, relieved that their water supply is secure, at least for the time being."
"#EVENT_RESULT_INCREASE_REPUTATION","Gained {1} reputation with {0}"
"#EVENT_RESULT_DECREASE_REPUTATION","Lost {1} reputation with {0}"
"#EVENT_RESULT_SET_REPUTATION","{0} reputation set to {1}"
"#LOCATION_PLAYER","Your colony"
"#LOCATION_HOSPITAL","Hospital"
"#LOCATION_WATER","Water"
......@@ -5441,7 +5732,7 @@
"#TUTORIAL_DIALOG_STORAGES_MESSAGE","A multitude of Resources are stored in different Buildings based on their type. Some resources cannot be used if not first stored properly.\n\n- <mark>Stockpile</mark>: Construction materials like Planks and Metal\n- <mark>Food Storage</mark>: All Food types\n- <mark>Warehouse</mark>: Refined items like Tools and Meds"
"#TUTORIAL_DIALOG_POLLUTION_DEPOSITS_MESSAGE_UPDATE","The post-apocalyptic landscape still holds some scars from the cataclysm. These pockets of pollution must be cleared before colonists can walk or build on them. <mark>Hazmat Engineering</mark> technology in the <mark>Security</mark> branch of the Tech Tree unlocks the <mark>Environmental Station</mark> for that specific purpose."
"#CODEX_SOIL_TYPES_HEADLINE","SOIL TYPES"
"#CODEX_SOIL_TYPES","The landscape is divided into three main soil types which affect construction, productivity and the effectiveness of different buildings.\n\n- <mark>Fertile:</mark> Moist and lush soil type, providing the best yields for your Fields and the best production for water wells.\n- <mark> Normal:</mark> Reasonably verdant soil, still a nice spot for Fields and Wells.\n- <mark>Barren:</mark> Inhospitable and dry, this soil cannot sustain any normal Fields. Water sources here are too deep for regular Wells.\n- <mark>Forests:</mark>Trees can appear on any soil type, but they have their unique effects on some of the buildings. Trappers are more effective in dense forests.\n\nThe dry starting condition alters the amount of soil types and their visuals, but you can still find Fertile areas even there."
"#CODEX_SOIL_TYPES","The landscape is divided into three main soil types which affect construction, productivity and the effectiveness of different buildings.\n\n- <mark>Fertile:</mark> Moist and lush soil type, providing the best yields for your Fields and the best production for water wells.\n- <mark>Normal:</mark> Reasonably verdant soil, still a nice spot for Fields and Wells.\n- <mark>Barren:</mark> Inhospitable and dry, this soil cannot sustain any normal Fields. Water sources here are too deep for regular Wells.\n- <mark>Forests:</mark> Trees can appear on any soil type, but they have their unique effects on some of the buildings. Trappers are more effective in dense forests.\n\nThe dry starting condition alters the amount of soil types and their visuals, but you can still find Fertile areas even there."
"#CODEX_LOCATION_PROPERTIES_HEADLINE","LOCATION PROPERTIES"
"#CODEX_LOCATION_PROPERTIES","Various World Map locations have different properties you might want to take into consideration.\n\nEach has a <mark>Defense</mark> value, indicating how well-dug in defenders are able to withstand attacks. Locations overtaken by Bandits and Bandit Camps use the Defense value to reduce your damage against them. <mark>Resources</mark> show which materials you can scavenge from it. <mark>Hazard</mark> rating tells how much damage your Specialist might take during a Scavenge mission and <mark>Danger</mark> how likely it is to happen.\n\nSome locations are in Bandit control and must be cleared before scavenging can commence. Sometimes, an entire area is controller by a powerful Bandit Camp, which must be cleared before any other actions can be taken.\n\nUse this information to choose which locations to go for and which Specialists to use."
"#TUTORIAL_NOTIFICATION_OUTPOSTS_HEADLINE","Outposts"
......@@ -5485,15 +5776,15 @@
"#TUTORIAL_DIALOG_PREPARE_FOR_A_DISASTER_HEADLINE","PREPARE FOR A DISASTER"
"#TUTORIAL_DIALOG_PREPARE_FOR_A_DISASTER_MESSAGE","A Catastrophe is drawing near, and you need to prepare. Specific details of the upcoming disaster are visible in the Disaster Notification. Build a <mark>Lighting Rod</mark> to keep your electrical buildings safe or <mark>Outhouses</mark> and <mark>Saunas</mark> to clear Colonists from lurking preconditions, even after the Catastrophe."
"#CODEX_PREPARE_FOR_A_DISASTER_HEADLINE","ANTI-CATASTROPHE BUILDINGS"
"#CODEX_PREPARE_FOR_A_DISASTER","<mark>Outhouse</mark>: Build Outhouses to keep colonists modestly clean and functioning. Outhouses are available from the beginning of the game and are the easiest way to avoid diseases spreading massively during <mark>Nuclear Fallouts</mark> and <mark>Pandemics</mark>.\n\nSome anti-Catastrophe buildings must be Unlocked from the Tech Tree by using <mark>Science Points</mark>. You can gain Science Points by exploring the World Map.\n\n<mark>Sauna</mark>: A more effective version of the Outhouse, a Sauna keeps people clean and makes them less likely to contract various diseases. A large Colony may need more than a few, so remember to keep up with the demand for these heated huts!\n\n<mark>Lightning Rod</mark>: Unlock and build Lightning Rods to protect your Energy producers and users during Magnetic Storms. This majestically tall conductor protects Buildings from electrical Damage. Build Lightning Rods near your Energy Buildings to keep them safe from nasty lightning bolts. The only drawback is that they need to be repaired frequently as they become overcharged easily."
"#CODEX_PREPARE_FOR_A_DISASTER","<mark>Outhouse</mark>: Build Outhouses to keep colonists modestly clean and functioning. Outhouses are available from the beginning of the game and are the easiest way to avoid diseases spreading massively during <mark>Nuclear Fallouts</mark> and <mark>Pandemics</mark>.\n\nSome anti-Catastrophe buildings must be Unlocked from the Tech Tree by using <mark>Science Points</mark>. You can gain Science Points by exploring the World Map.\n\n<mark>Sauna</mark>: A more effective version of the Outhouse, a Sauna keeps people clean and makes them less likely to contract various diseases. A large Colony may need more than a few, so remember to keep up with the demand for these heated huts!\n\n<mark>Lightning Rod</mark>: Unlock and build Lightning Rods to protect your energy producers and users during Magnetic Storms. When near enough, this majestically tall conductor keeps your buildings free from damage made by nasty lightning bolts. The only drawback is that they need to be repaired frequently as they easily become overcharged."
"#TUTORIAL_NOTIFICATION_DAMAGED_CROPS_HEADLINE","Damaged Crops"
"#TUTORIAL_NOTIFICATION_DAMAGED_CROPS_MESSAGE","Press here to learn more."
"#TUTORIAL_DIALOG_DAMAGED_CROPS_HEADLINE","DAMAGED CROPS"
"#TUTORIAL_DIALOG_DAMAGED_CROPS_MESSAGE","Crops can endure only so much. Crops can wither during Catastrophes like Heat Wave or Fallout or be damaged by events like the Rat Swarm. Protect your plants from dying or harvest them before it’s too late."
"#CODEX_DAMAGED_CROPS_HEADLINE","CROP RESILIENCE"
"#CODEX_DAMAGED_CROPS","Crops have different levels of <mark>resilience</mark>. Whereas <mark>Corn</mark> is easily affected, <mark>Potatoes</mark> can survive longer in less than ideal conditions. Resistance levels of all available Crops are visible in the Seed selection menu.\n\nRemember to check up on your plants from time to time to see if they are flourishing as expected!"
"#CODEX_HEAT_WAVE_HEADLINE","HEATWAVE"
"#CODEX_HEAT_WAVE","Intense and oppressive heat takes over the area as moisture evaporates. Colonists struggle to keep hydrated and cool while working. Plants wither in the cracked soil.\n\n- Colonists drink double the normal amount\n- Crop yields on open Fields suffer\n- Build and fill Water Towers and stockpile Food to survive."
"#CODEX_HEAT_WAVE_HEADLINE","HEAT WAVE"
"#CODEX_HEAT_WAVE","Intense and oppressive heat takes over the area as moisture evaporates. Colonists struggle to keep hydrated and cool while working. Plants wither in the cracked soil.\n\n- Colonists drink double the normal amount.\n- Crop yields on open Fields suffer.\n- Build and fill Water Towers and stockpile Food to survive."
"#TUTORIAL_CODEX_FOOD_STORAGE_BERRIES_HEADLINE","FEEDING COLONISTS"
"#TUTORIAL_CODEX_FOOD_STORAGE_BERRIES","Gather berries by moving the <mark>Work Area</mark> of your <mark>Food Storage</mark> on top of the bushes so your Colonists know where to go.\n\nMore permanent sources of Food can be established with <mark>Trappers</mark>, <mark>Fishing Huts</mark> and <mark>Fields</mark>.\n\n<mark>Hungry</mark> Colonists work less efficiently. Those who cannot eat will slowly starve to death. To avoid this, build some of the various Food-producing buildings.\n\nStable production of both <mark>Meat</mark> and <mark>Vegetables</mark> is advisable in the long term to avoid <mark>Malnutrition</mark>."
"#TUTORIAL_CODEX_SETTIME_HEADLINE","GAME SPEED"
......@@ -5529,12 +5820,12 @@
"#TUTORIAL_DIALOG_COLONY_COMBAT_HEADLINE","SPECIALISTS IN THE COLONY"
"#TUTORIAL_DIALOG_COLONY_COMBAT_MESSAGE","<mark>Specialists</mark> in the Colony can be ordered to <mark>Move</mark> or <mark>Attack</mark> enemies by first selecting them and then pointing at the target and giving a command to move or attack. Specialists play a vital role in protecting colonists against <mark>wild animals</mark> and more."
"#CODEX_COLONY_COMBAT_HEADLINE","ANIMALS"
"#CODEX_COLONY_COMBAT","There are various species roaming near the Colony. These animals vary in strength, and you should always take caution when setting buildings or ordering Colonists to collect Resources near their territories.\n\n<mark>Majestic Deer</mark>—A non-aggressive species that will nonetheless protect itself if provoked.\n\n<mark>Rat Beetle</mark>—These creatures can look innocent, but hordes of them can quickly surprise an unwary Colonist. They are especially easy to spot in the night as their eyes glow red in the dark!\n\n<mark>Wild Hog</mark>—Wild Hogs have spikes on their back and an overall fearsome look. These slightly-mutated hogs are not to be taken lightly.\n\n<mark>Killer Kodiak</mark>—Far from your average teddy, these “bears” mean business. Even a Specialist with combat expertise has a hard time taking a single one down.\n\n<mark>Sand worm</mark>—Sand worms are the most fearsome animal on the scale, having the ability to hide underground and take Colonists and Specialists by surprise. They have immense strength, so try to keep an eye to spot their heads peeking out on the surface."
"#CODEX_COLONY_COMBAT","There are various species roaming near the Colony. These animals vary in strength and you should always take caution when setting buildings or ordering Colonists to collect Resources near their territories.\n\n<mark>Majestic Deer</mark>—A non-aggressive species that will nonetheless protect itself if provoked.\n\n<mark>Rat Beetle</mark>—These creatures can look innocent, but hordes of them can quickly surprise an unwary Colonist. They are especially easy to spot in the night as their eyes glow red in the dark!\n\n<mark>Wild Hog</mark>—Wild Hogs have spikes on their back and an overall fearsome look. These slightly-mutated hogs are not to be taken lightly.\n\n<mark>Killer Kodiak</mark>—Far from your average teddy, these “bears” mean business. Even a Specialist with combat expertise will have a hard time taking one down.\n\n<mark>Sandworm</mark>—Sandworms are the most fearsome animal on the scale, having the ability to hide underground and take Colonists and Specialists by surprise. They have immense strength, so try to keep an eye to spot their heads peeking out on the surface."
"#TUTORIAL_NOTIFICATION_GATE_COMBAT_HEADLINE","Gate Combat"
"#TUTORIAL_NOTIFICATION_GATE_COMBAT_MESSAGE","Press here to learn more."
"#TUTORIAL_DIALOG_GATE_COMBAT_HEADLINE","BANDIT RAID"
"#TUTORIAL_DIALOG_GATE_COMBAT_MESSAGE","<mark>Bandits</mark> have arrived at the gate, and there is a good chance the conflict will escalate into a firefight. Call <mark>Specialists</mark> home and upgrade <mark>the Gate’s</mark> defenses to fend off the attackers. Good luck!"
"#CODEX_GATE_COMBAT_HEADLINE","ENEMIES IN COLONY"
"#CODEX_GATE_COMBAT_HEADLINE","ENEMIES IN THE COLONY"
"#CODEX_GATE_COMBAT","Colony battles are divided into three phases: <mark>Negotiation</mark>, <mark>combat at the Gate</mark> and if things go south, even <mark>Combat in Colony</mark>.\n\nSometimes the Bandits will propose a deal which may buy you some time and wise actions can de-escalate the situation entirely. Evading combat almost always requires Resources, so keeping a varied stock of them can come in handy.\n\nYet, combat is in some cases inevitable. An upgraded Gate will keep the Bandits busy for longer and might even keep them from <mark>breaching</mark> it.\n\nIf the gate is breached, the combat will move to its final phase inside the Colony's walls. Specialists and Colonists will both try to fend off the attackers, but some causalities can be expected."
"#TUTORIAL_NOTIFICATION_SPECIALIST_TO_WM_HEADLINE","Send Specialists to the World Map"
"#TUTORIAL_NOTIFICATION_SPECIALIST_TO_WM_MESSAGE","Press here to learn how."
......@@ -5546,6 +5837,18 @@
"#TUTORIAL_DIALOG_HYGIENE_MESSAGE","Colonists can have a hard time taking care of their <mark>Hygiene</mark> in the wasteland. Filthy Colonists quickly become discontent and are more prone to catching various diseases. Help them out by building an <mark>Outhouse</mark> in the Build Menu!"
"#CODEX_HYGIENE_HEADLINE","HYGIENE"
"#CODEX_HYGIENE","Colonists become <mark>filthy</mark> if they do not have appropriate access to buildings that improve their personal Hygiene. These buildings include <mark>Outhouses</mark>, for proper waste disposal, and <mark>Saunas</mark> to more effectively wash off the pollution and other debris from their skin. The Sauna can be unlocked from the <mark>Tech Tree</mark>.\n\nRemember, the demand for hygiene upkeep rises with each new colonist, so keep providing them the cleaning facilities they need."
"#TUTORIAL_NOTIFICATION_HOSTILE_HEADLINE","Hostile colonists"
"#TUTORIAL_NOTIFICATION_HOSTILE_MESSAGE","Press here to learn more."
"#TUTORIAL_DIALOG_HOSTILE_HEADLINE","HOSTILE COLONISTS"
"#TUTORIAL_DIALOG_HOSTILE_MESSAGE","Unhappy Colonists or survivors may occasionally turn against you by becoming <mark>Hostile</mark>. They are driven to create havoc by injuring others and damaging buildings. Build <mark>Guard Towers</mark> to deploy Guards and <mark>Gunsmiths</mark> to provide adequate weapons to protect the Colony."
"#CODEX_HOSTILE_HEADLINE","COLONY SAFETY"
"#CODEX_HOSTILE","<mark>Hostile</mark> Colonists no longer work but instead sabotage the Colony. Therefore, they are treated as intruding <mark>Bandits</mark>.\n\nColonists are more likely to turn Hostile the <mark>unhappier</mark> they are. Raise living standards by providing <mark>nutritious Food</mark>, <mark>sanitation</mark>, and better <mark>Shelters</mark>. You might also have to reconsider letting just anybody through <mark>the Gate</mark>.\n\n<mark>Guard Posts</mark> make sure any new Hostile Colonists are dealt with quickly and effectively. Assigned Workers act as <mark>Guards</mark>, overseeing the safety of the Colony. \n\n<mark>Gunsmiths</mark> provide upgraded firearms for Guards. These weapons degrade over time, so remember to keep up production."
"Colonists need a steady source of <mark>Meat</mark> and <mark>Vegetables</mark>. The Meat category, for example, includes <mark>Venison</mark>, <mark>Fish</mark> and some insects. Vegetables include <mark>Berries</mark> and most harvestable crop from <mark>Fields</mark>, like <mark>Corn</mark> and <mark>Potatoes</mark>.\n\nSome foods are only good for filling up the stomachs of colonists, but provide no nutrients for them to keep going in the long term.\n\n<mark>Well-Nourished</mark> colonists enjoy a varied diet of meats, vegetables and different meals. Good for you if you reached this status!\n\n<mark>Poorly Nourished</mark> colonists are not getting everything they need. Are you providing enough Meals to colonists or are they eating just raw foods? You can prepare meals in <mark>Cookhouses</mark> and <mark>Mess Halls</mark>.\n\n<mark>Malnourished</mark> colonists’ diet is severely lacking in one or more areas.","Malnutrition"
"#TUTORIAL_NOTIFICATION_MALNUTRITION_MESSAGE","Press here to learn more."
"#TUTORIAL_DIALOG_MALNUTRITION_HEADLINE","MALNUTRITION"
"#TUTORIAL_DIALOG_MALNUTRITION_MESSAGE","Your colonists need a varied diet of both <mark>Vegetables</mark> and <mark>Meat</mark>, so make sure you are steadily providing both options. <mark>Malnourishment</mark> is a serious condition that will lead to death when prolonged."
"#CODEX_MALNUTRITION_HEADLINE","NUTRITION"
"#CODEX_MALNUTRITION","Colonists need a steady source of <mark>Meat</mark> and <mark>Vegetables</mark>. The Meat category, for example, includes <mark>Venison</mark>, <mark>Fish</mark> and some insects. Vegetables include <mark>Berries</mark> and most harvestable crop from <mark>Fields</mark>, like <mark>Corn</mark> and <mark>Potatoes</mark>.\n\nSome foods are only good for filling up the stomachs of Colonists, but provide no nutrients for them to keep going in the long term.\n\n<mark>Well-Nourished</mark> Colonists enjoy a varied diet of Meat, Vegetables and different Meals. Good for you if you reached this status!\n\n<mark>Malnourished</mark> Colonists are not getting everything they need. Are you providing enough Meals to colonists or are they eating just raw food? You can prepare Meals in <mark>Cookhouses</mark> and <mark>Mess Halls</mark>.\n\n<mark>Malnourished</mark> Colonists’ diet is severely lacking in one or more areas."
"#TOPIC_RESEARCH_FOOD","FOOD"
"#TOPIC_RESEARCH_PRODUCTION","PRODUCTION"
"#TOPIC_RESEARCH_COLONY","COLONY"
......@@ -5890,3 +6193,7 @@
"#TOPIC_TECH_CAT_WORLD","World Map"
"#TOPIC_TECH_CAT_WORLD_DESC","Enhances actions on the World Map"
"#TOPIC_ACTIVE_RESEARCH","Active research"
"#TECH_WEAPON_CRAFTING","Weapon Crafting"
"#TECH_WEAPON_CRAFTING_DESC","Fighting post-apocalyptic wildlife and crazed bandits at melee range isn't the smartest thing one could do. A Gunsmith supplies Guards with proper weapons to defend the Colony."
"#TECH_GUARDIANS","Guardians"
"#TECH_GUARDIANS_DESC","Guards are the backbone of defending the Colony against hostile animals or people. Assign people to Guard Posts so they'll gear up and focus on protecting their fellow Colonists."
This source diff could not be displayed because it is too large. You can view the blob instead.
This source diff could not be displayed because it is too large. You can view the blob instead.
This source diff could not be displayed because it is too large. You can view the blob instead.
This source diff could not be displayed because it is too large. You can view the blob instead.
This source diff could not be displayed because it is too large. You can view the blob instead.
......@@ -989,6 +989,32 @@
"#ANNOUNCEMENT_PATCHNOTES_MS15_BARTER_TEXT","The trading system has gone through further changes this past month. Trading has a brand new interface and no longer uses Reputation as a form of payment, as we are introducing Coins into the mix. Coins can be traded in and exchanged at the cost of Resources. Also, the Societies have a new selection of Goods from Materials and Medicine to the likes of vehicles and Seeds. Get out there and find the best deals!"
"#ANNOUNCEMENT_PATCHNOTES_MS15_IMPROVEMENTS_SUBTITLE","Other improvements"
"#ANNOUNCEMENT_PATCHNOTES_MS15_IMPROVEMENTS_TEXT","Some other improvements include new building variations, lighting tweaks and visual improvements to the sky, new models for events and the tech tree has been rearranged to provide the best possible experience. Lastly, the new pre-game selection of Ideologies allows you to select what kind of a leader you’d be and what unique advancements you bring to the table. This feature will be expanded in the future."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_MS16_1","Hostile World"
"#ANNOUNCEMENT_PATCHNOTES_MS16_TITLE","Hostile World"
"#ANNOUNCEMENT_PATCHNOTES_MS16_DESC","This update brings you enemies at the Gate, but it also gives you a fighting chance against them with the new Colony Combat feature. Hostile forces might attack your Colony while mutated wildlife has grown more aggressive. There are also major improvements to Trading and Tech Tree plus new Vehicles and a modest Outhouse to help with early game hygiene."
"#ANNOUNCEMENT_PATCHNOTES_MS16_COMBAT_SUBTITLE","Colony combat"
"#ANNOUNCEMENT_PATCHNOTES_MS16_COMBAT_TEXT","Bandits and desperate people can now resort to direct attacks against the Colony. Fight back by upgrading the Gate and posting Guards to defend it. If the enemy breaks through, protect the Colony with your Specialists, which you can now control directly in the Colony view."
"#ANNOUNCEMENT_PATCHNOTES_MS16_WILDLIFE_SUBTITLE","Wildlife"
"#ANNOUNCEMENT_PATCHNOTES_MS16_WILDLIFE_TEXT","Mutated animals have grown more numerous and aggressive, and now pose a threat to your Colonists. Some of these wild beasts guard resource deposits around the Colony, and others will attack your people in a fit of rage. Colonists will fight back to defend themselves but Specialists are required to deal with more serious threats."
"#ANNOUNCEMENT_PATCHNOTES_MS16_BARTER_SUBTITLE","Special deals"
"#ANNOUNCEMENT_PATCHNOTES_MS16_BARTER_TEXT","Trading with Societies continues to be improved. They now offer new special deals with special discounts, which also raise your Reputation. And the better your Rep with them is the sweeter deals you'll get. But don't dump unwanted resources on them, as they'll pay less and be annoyed with you if you do."
"#ANNOUNCEMENT_PATCHNOTES_MS16_IMPROVEMENTS_SUBTITLE","Other improvements"
"#ANNOUNCEMENT_PATCHNOTES_MS16_IMPROVEMENTS_TEXT","Colonists will voice their opinions on various events. Research progress is now shown in the notification area. The new Van and Offroader vehicles can be found on the World Map and in trade deals. Buildings stop functioning in critical condition and some conditions prevent your Colonists from working. And the annoying Happiness change sound effect has been fixed!"
"#ANNOUNCEMENT_PATCHNOTES_MS16_CHANGES_SUBTITLE","用户界面更改"
"#ANNOUNCEMENT_PATCHNOTES_MS16_CHANGES_TEXT","现在可使用鼠标右键移动镜头。命令专家从聚居地前往世界地图时,需使用专家信息面板中的“派遣至世界地图”按钮。"
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_MS17_1","Law and Order"
"#ANNOUNCEMENT_PATCHNOTES_MS17_TITLE","Law and Order"
"#ANNOUNCEMENT_PATCHNOTES_MS17_DESC","Avoiding Malnutrition requires you to supply your colonists with varied Food to eat. Guards protect the colony from external and internal threats, especially when equipped with the new rifles from the Gunsmith. Colonists may now turn hostile on you if you treat the poorly enough and cause havoc."
"#ANNOUNCEMENT_PATCHNOTES_MS17_MALNUTRITION_SUBTITLE","Malnutrition"
"#ANNOUNCEMENT_PATCHNOTES_MS17_MALNUTRITION_TEXT","The new nutrition system means that meat, vegetables and other food items must be served equally to keep hunger and malnutrition at bay. Ignoring this for long can cause severe consequences and is equally slow to recover from."
"#ANNOUNCEMENT_PATCHNOTES_MS17_GUARDS_SUBTITLE","Guards"
"#ANNOUNCEMENT_PATCHNOTES_MS17_GUARDS_TEXT","Colonists can be now assigned to Guard Posts to increase the safety of your people. Guards can be equipped with rifles as they patrol around their posts scanning for threats. They're also visually distinctive with heavier protective armor."
"#ANNOUNCEMENT_PATCHNOTES_MS17_HOSTILE_SUBTITLE","Going hostile"
"#ANNOUNCEMENT_PATCHNOTES_MS17_HOSTILE_TEXT","If the colony Happiness declines too much, some of your colonists might turn hostile. Hostile people must be dealt swiftly and decisively, so have some Guards at hand at all times. Keep an eye on colony Happiness and allow the people some time off to spend at a Memorial, Theater or an Arena."
"#ANNOUNCEMENT_PATCHNOTES_MS17_IMPROVEMENTS_SUBTITLE","Events"
"#ANNOUNCEMENT_PATCHNOTES_MS17_IMPROVEMENTS_TEXT","Event system has been expanded with certain results spawning wild beasts or bandits and the requested resources scale better to allow players more options to choose from. New events have been added especially to the early game."
"#ANNOUNCEMENT_PATCHNOTES_MS17_CHANGES_SUBTITLE","Other improvements"
"#ANNOUNCEMENT_PATCHNOTES_MS17_CHANGES_TEXT","Hostile units should overlap less during combat, wild animal visibility has been improved, colonist suffer injuries from engaging in combat and roads have gotten a visual overhaul with Dirt Roads becoming combinable into larger areas similar to Paved ones."
"#POPULATION","人口"
"#RESOURCE_WOOD","原木"
"#RESOURCE_PLANK","木材"
......@@ -1491,29 +1517,29 @@
"#RESOURCE_PLANK_DESC","建筑材料。\n\n锯木厂制作或世界地图地点上搜寻的基础建筑材料。"
"#RESOURCE_ENERGY_DESC","单位电力。\n\n发电站生产、储存在电池中,多数高端建筑需要。"
"#RESOURCE_FOOD_DESC","种类多样的食物对居民至关重要,对食物的需求也持续不断,无论是蔬菜、肉类,还是昆虫,都是生存下去的必需品。"
"#RESOURCE_METAL_DESC","建筑材料。\n\n使用废料站从聚居地周围的金属堆积物中搜寻金属。世界地图中的某些地点也有少量金属。"
"#RESOURCE_METAL_DESC","建筑和可加工材料。\n\n通过用废料站搜寻金属沉积物。世界地图中某些地点蕴藏金属。"
"#RESOURCE_SCRAP_DESC","可加工材料。\n\n废料工人收集金属产生的副产品,可在修理厂加工为有用的零件。"
"#RESOURCE_PARTS_DESC","建筑材料。\n\n高端机械零件,用于高级建筑和物品。"
"#RESOURCE_TOOLS_DESC","居民物品。\n\n用于挖掘、切割等功能的工具。没有工具工作效率将显著降低。\n\n在工具间制作,或在世界地图上搜寻。"
"#RESOURCE_TOOLS_DESC","居民物品。\n\n用于挖掘、切割的工具,能够显著提升工作效率。可在工具间制作,或在世界地图中进行搜寻。"
"#RESOURCE_WATER_DESC","孕育和维系生命的基本元素,没有水井提供水源,居民将迅速消亡。"
"#RESOURCE_CLOTH_DESC","居民物品。\n\n一套多层衣物提供些许保护,得以对抗不利的自然环境。没有衣物的居民将出现体温过低。"
"#RESOURCE_CLOTH_DESC","居民物品。\n\n多层衣物,能够提供些许保护,抵御不利的自然环境、防止体温过低和防辐射。"
"#RESOURCE_FIBER_DESC","可加工物品。\n\n多张布料,面积和强度足够,可在制衣坊制成衣物。"
"#RESOURCE_DEBRIS_DESC","可加工材料。\n\n杂乱的金属碎片,可由废料工人分拣和清洗,制成金属或废旧物。"
"#RESOURCE_TRASH_DESC","可加工物品。\n\n老旧垃圾,可由回收站分拣和清洗,制成可使用的塑料或布料。"
"#RESOURCE_FIREWOOD_DESC","经过加工的资源。\n\n用于伙房或食堂将食材烹制为丰盛的餐食。由伐木篷生产。"
"#RESOURCE_CONCRETE_DESC","建筑材料。\n\n基础建筑材料,在堆积物或世界地图中搜寻或提取。"
"#RESOURCE_WEAPONS_DESC","专家物品。\n\n武器为专家提供充足的火力,让其有能力攻击世界地图上各处防御完备的土匪营地。"
"#RESOURCE_WEAPONS_DESC","专家物品。\n\n武器可为专家提供必要的火力,让其有能力攻击世界地图上各处防御完备的土匪营地。"
"#RESOURCE_ALCOHOL_DESC","TODO"
"#RESOURCE_FUEL_DESC","建造和维修车辆时使用的可燃液体。大灾变后很受欢迎的商品。"
"#RESOURCE_MEDS_DESC","各种医疗产品,用于治疗居民外伤、辐射病等疾病。"
"#RESOURCE_COMPONENTS_DESC","高级建筑材料。\n\n用于建造产能或耗能建筑,还可进一部加工为用于高端建筑的电子元件。"
"#RESOURCE_PLASTIC_DESC","用于建造和物品。\n\n使用回收站从周围的堆积物中搜寻塑料。世界地图中的某些地点也能找到塑料。"
"#RESOURCE_ENTERTAINMENT_DESC","建筑材料。\n\n旧世界遗留的各种娱乐产品。所有娱乐建筑均需使用。只能在世界地图中找到。"
"#RESOURCE_COMPONENTS_DESC","高级建筑材料。\n\n用于建造产能或耗能建筑。"
"#RESOURCE_PLASTIC_DESC","建筑和可加工材料。\n\n使用回收站从堆积物中搜寻塑料。也能通过搜寻世界地图中的某些位置获取。"
"#RESOURCE_ENTERTAINMENT_DESC","建筑材料。\n\n旧世界遗留的各种娱乐产品,娱乐建筑中不可或缺的器材。只能在世界地图中找到。"
"#RESOURCE_HERBAL_DESC","简单的自然药剂,可治疗多种疾病。治疗外伤效果有限。\n\n生长地点:温室\n生长速度:慢\n产量:低"
"#RESOURCE_IODINE_DESC","含碘元素的药丸,能够吸收辐射。用于治疗辐射病。 使用碘丸能够大幅提升治愈速度。"
"#RESOURCE_ANTIBIOTICS_DESC","可有效治愈各种感染。使用抗生素治疗感染能够大幅提升治愈速度。"
"#RESOURCE_VACCINE_DESC","解毒剂,用于净化体内有害物质。能够治愈中毒。"
"#RESOURCE_ELECTRONICS_DESC","建筑材料。\n\n非常高端的材料,用于最为高级的建筑。从部件中加工而成,也可从世界地图位置搜寻。"
"#RESOURCE_ELECTRONICS_DESC","建筑材料。\n\n非常高端的材料,用于最为高级的建筑。从部件中加工而成,也可在世界地图中进行搜寻。"
"#RESOURCE_SCIENCE_DESC","积累知识,用于解锁科技树中的新科技。"
"#TOPIC_ITEMS","物品"
"#TOPIC_MATERIALS","材料"
......@@ -1532,13 +1558,13 @@
"#TOOLTIP_RADIO_CONTENT","收听多个电台中的一个。"
"#MENU_PHOTO_MODE","照片模式"
"#RESOURCE_FLOUR","面粉"
"#RESOURCE_FLOUR_DESC","由农田或温室中生长的小麦加工而成。\n\n面粉本身不能当作食物食用,但可用作面包房制作面包的原材料。"
"#RESOURCE_FLOUR_DESC","由小麦加工而成。\n\n面粉本身不能当作食物食用,但可用作面包房制作面包的原材料。"
"#RESOURCE_CORN_DESC","玉米生长较快,可以在短时间内少量收获多次,但其抗灾能力非常弱。\n\n生长速度:中\n产量:低"
"#RESOURCE_FISH_DESC","本地出产的鱼可从池塘直接获得,此类鱼是补充必要脂肪和营养的理想之选。"
"#RESOURCE_POTATO_DESC","土豆生长缓慢,但产量较高。由于土豆可食用的部分生长在地下,所以相比于许多其他作物,土豆承受灾害的能力更强。\n\n生长速度:慢\n产量:中"
"#RESOURCE_VENISON_DESC","新鲜肉类,来自狩猎者捕获的鹿等当地野生动物,偶尔也能捕获兔子。"
"#RESOURCE_WHEAT_DESC","由于可用于多种加工,这种谷物备受人们喜爱,生长速度相对较快,产量较高。\n\n生长速度:中\n产量:中\n韧性:中"
"#RESOURCE_POLLUTION_DESC","危险的放射性物质储存在相对安全的容器中。在环境站中处理并储存在核废料储存仓中。"
"#RESOURCE_POLLUTION_DESC","危险的放射性物质储存在相对安全的容器中。储存在核废料储存仓中。"
"#RESOURCE_COMPONENT","部件"
"#RESOURCE_COMPONENT_DESC","高级建筑材料。\n\n用于产能或耗能建筑,可进一部加工为电子元件,用于高端建筑。"
"#RESOURCE_BREAD","面包"
......@@ -1604,7 +1630,7 @@
"#RESOURCE_PROTEINBARS","蛋白棒"
"#RESOURCE_PROTEINBARS_DESC","高品质食品。\n\n坚果、谷物和其他成分组成的带包装食物,含有丰富蛋白质。口感偏干,但可以食用。只有在世界地图中才能找到。"
"#RESOURCE_CANNEDFRUIT","水果罐头"
"#RESOURCE_CANNEDFRUIT_DESC","高品质食品。\n\n多种用糖水保存的水果罐头,通过水合作用保存了大量能量。只有在世界地图中才能找到。"
"#RESOURCE_CANNEDFRUIT_DESC","高品质食品。\n\n用糖水保存的水果罐头,富含能量。只有在世界地图中才能找到。"
"#TOPIC_TECH_UNLOCKED","解锁"
"#TOPIC_PLACE","放置"
"#TOPIC_PLACE_MANY","放置多个"
......@@ -1645,7 +1671,7 @@
"#RECIPE_MEAL_MEAT_NAME","肉餐"
"#RECIPE_MEAL_MEAT_DESC","肉餐是用各种肉类慢炖而成的炖肉。鱼也算作肉类。"
"#RECIPE_MEAL_VEGMEAT_NAME","营养餐"
"#RECIPE_MEAL_VEGMEAT_DESC","用所有可获得的蔬菜和肉做成的食物。提供你所需要的所有维生素和营养素,防止营养不良。"
"#RECIPE_MEAL_VEGMEAT_DESC","用多种蔬菜和肉做成的食物。提供你所需要的所有宏量和微量营养素,防止营养不良。"
"#RECIPE_SOUP_MEAL_NAME","汤"
"#RECIPE_SOUP_MEAL_DESC","将任何可用的食品资源随意搭配,都可以制成热汤。汤可以填饱肚子,但长期食用会影响士气并降低居民的幸福感。"
"#RECIPE_MEAL_INSECT_NAME","昆虫餐"
......@@ -1846,7 +1872,7 @@
"#TOPIC_HARVESTABLE_CROPS","可收获作物"
"#RESOURCE_SUNFLOWER","向日葵"
"#DESC_FOOD_SUNFLOWER","种植这种向日葵变种是为了能源价值而非食用价值。收货后的种子可以制作成燃油,经过炼油厂处理后,可为车辆行驶提供动力。\n\n生长速度:中\n产量:低\n韧性:中"
"#RESOURCE_SUNFLOWER_DESC","种植这种向日葵变种是为了能源价值而非食用价值。收货后的种子可以制作成燃油,经过炼油厂处理后,可为车辆行驶提供动力"
"#RESOURCE_SUNFLOWER_DESC","种植这种向日葵变种是为了利用其能源价值而非食用价值。收获后的种子可以制作成燃油,经过炼油厂处理后,可为车辆行驶提供动力。"
"#RESOURCE_FLAX_SEED","种子:亚麻"
"#RESOURCE_SUNFLOWER_SEED","种子:向日葵"
"#RESOURCE_OIL","燃油"
......@@ -2002,8 +2028,50 @@
"#TOOLTIP_TRADE_CATEGORY_OTHER_CONTENT","其他资源和材料"
"#TOPIC_ALREADY_TRADING","已在交易中"
"#RESOURCE_TOILET_PAPER","厕纸"
"#TOPIC_TRADE_ONGOING","贸易(进行中)"
"#TOPIC_NOT_ENOUGH_COINS","{0}不足"
"#TOOLTIP_COLONY_VIEW","聚居地视角"
"#TOPIC_GATE_HEALTH","大门"
"#TOPIC_RAIDERS_HEALTH","突袭者"
"#TOPIC_COLONY_COMBAT","聚居地战斗"
"#TOPIC_COMBAT_COUNT","战斗"
"#TOPIC_COMBATS_WON","战斗获胜"
"#TOPIC_KILLED_ENEMIES","击杀敌人"
"#TOPIC_LOST_COLONISTS","阵亡居民"
"#TOPIC_LOST_SPECIALISTS","阵亡专家"
"#TOPIC_LOST_BUILDINGS","破坏建筑"
"#NOTIFICATION_COLONY_COMBAT","聚居地中有敌人!"
"#NOTIFICATION_COLONY_COMBAT_DESC","保护你的居民!"
"#RESOURCE_GUARD_RIFLE","猎枪"
"#RESOURCE_GUARD_RIFLE_DESC","粗糙但高效的基础枪械,守卫可用它保护聚居地。易于损坏。"
"#NOTIFICATION_PERSON_HOSTILE","居民{0}转化为敌对状态!"
"#NOTIFICATION_PERSON_HOSTILE_MANY","{0}居民转化为敌对状态!"
"#ANIMAL_KODIAK_KILLER","杀人棕熊"
"#NOTIFICATION_COMBAT_UNDER_ATTACK_MANY","居民正在承受伤害!"
"#NOTIFICATION_COMBAT_UNDER_ATTACK_MANY_DESC","多名居民处于危险之中"
"#ITEM_WEAPON_EMPTY","弓弩"
"#ITEM_WEAPON_EMPTY_DESC","粗糙的弓弩,伤害较低。所有守卫的默认武器。"
"#ITEM_WEAPON_1","猎枪"
"#ITEM_WEAPON_1_DESC","简单的猎枪,伤害中等,射速慢。"
"#TOOLTIP_ASSIGN_COLONIST","指派居民"
"#TOOLTIP_ASSIGN_COLONIST_CONTENT","指派居民进入建筑工作。"
"#DEATH_COMBAT","在战斗中阵亡"
"#DEATH_BY_BANDIT","被土匪杀害"
"#DEATH_BY_WILD_BEAST","被野兽残杀"
"#DEATH_DEFINED_ENEMY","被{0}杀害"
"#TOOLTIP_RENAME_SPECIALIST","Rename specialist"
"#TOOLTIP_RENAME_SPECIALIST_CONTENT","Here you can rename your specialist."
"#TOOLTIP_RENAME_COLONIST","Rename colonist"
"#TOOLTIP_RENAME_COLONIST_CONTENT","Here you can rename your colonist."
"#NOTIFICATION_COMBAT_SPECIALIST_UNDER_ATTACK","Specialist is under attack!"
"#NOTIFICATION_COMBAT_SPECIALIST_UNDER_ATTACK_DESC","Your specialist is engaged in combat."
"#NOTIFICATION_PERSON_MALNOURISHED_DESC","Make more nutritious food from meat and vegetables"
"#NOTIFICATION_PERSON_MALNOURISHED_MANY_DESC","Your colonists need more nutritious food soon!"
"#TOOLTIP_GIVE_FEEDBACK","Bug reporting"
"#TOOLTIP_GIVE_FEEDBACK_CONTENT","Give us feedback or report a bug."
"#NOTIFICATION_BUILDING_UNDER_ATTACK","Building is under attack"
"#NOTIFICATION_SPECIFIC_BUILDING_UNDER_ATTACK","{0} is under attack"
"#NOTIFICATION_BUILDING_UNDER_ATTACK_DESC","Use guards or specialists to defeat the attacker"
"#CATEGORY_HOUSING","庇护所"
"#CATEGORY_STORAGE","仓储"
"#CATEGORY_FOOD","食物"
......@@ -2443,6 +2511,12 @@
"#DESC_OUTHOUSE","基本卫生保证是健康聚居地的必要条件。可供居民洗手和方便。使厕所远离水源,避免污染。"
"#PARKINGLOT","停车场"
"#DESC_PARKINGLOT","一个简单的临时区域,可用于储藏未使用的车辆以供专家使用。"
"#GUARD_POST","守卫亭"
"#DESC_GUARD_POST","守卫亭可保护你的聚居地免遭所有敌人侵袭。守卫在建筑周边巡逻,对自己工作区中出现的威胁自动做出反应。\n\n担任守卫的居民可以配备武器,以便更高效地完成任务。"
"#DESC_GUARD_POST_DIRECT_CONTROL","守卫亭可保护你的聚居地免遭所有敌人侵袭。守卫在建筑周边巡逻,对自己工作区中出现的威胁自动做出反应。你还可以选中守卫,并直接命令他们攻击其他敌人。\n\n担任守卫的居民可以配备武器,以便更高效地完成任务。"
"#GUNSMITH","枪械工匠"
"#DESC_GUNSMITH","枪械工匠制造武器,这样居民就不用手持刀具参加枪战。制造可靠的枪械费时费力,成本也不低。"
"#INFO_GATE_WAIT_COMBAT_END_TO_REPAIR","Wait for the combat to end to start repairs"
"#PERSON_CONDITION_TITLE","条件"
"#PERSON_STATE_IDLE","闲置"
"#PERSON_STATE_WALKING","行走中"
......@@ -2978,7 +3052,7 @@
"#PERSON_CONDITION_HOMELESS_DESC","无家可归的居民没有栖身之所。无家可归的居民更容易受伤、疲劳,或是患上其他致命疾病。长期生活在受污染的天空下影响也会影响他们的幸福度。"
"#PERSON_CONDITION_SICK_DESC","轻微疾病,可能会导致感染。"
"#PERSON_CONDITION_INFECTED_DESC","重大疾病正导致健康持续恶化,同时生产速度降低。不及时治疗感染将导致死亡。 使用抗生素能够大幅提升治愈速度。感染居民耗水量是健康居民的两倍。"
"#PERSON_CONDITION_MALNOURISHED_DESC","食谱单一引起营养不良。首先要吃饱肚子,但居民还是需要丰富多样的食物才能生存。增加更多蔬菜、肉类或昆虫,提供必要的维生素和其他营养。"
"#PERSON_CONDITION_MALNOURISHED_DESC","食谱单一会造成居民养分摄入不足,导致严重的营养不良。食物可分为三大类。基础食物仅能果腹,但营养较低。其他两类食物为肉类和蔬菜,每位居民都需要充足的量。营养不良的居民非常虚弱,极易死亡。从营养不良中恢复是一个漫长的过程,需要营养不良者长期摄入多种食物。"
"#PERSON_CONDITION_POISONED_DESC","有毒物质正在他们的血液中循环,造成健康持续恶化。需服药或就医治疗。"
"#PERSON_CONDITION_CRIMINAL_DESC","犯罪倾向已经显露。予以逮捕并做出相应惩罚。"
"#PERSON_CONDITION_NOTOOLS_DESC","没有工具的居民工作速度极其缓慢。制造或搜寻更多工具。"
......@@ -3125,7 +3199,7 @@
"#COLONIST_COMMENT_RESEARCH_COMPLETED_03","嘿,我们终于弄清楚了!"
"#COLONIST_COMMENT_SPECIALIST_JOINED_01","那位专家看上去十分坚毅!"
"#COLONIST_COMMENT_ISSUE_SPECIALIST_JOINED_02","我打赌{0}经历了很多"
"#COLONIST_COMMENT_SPECIALIST_JOINED_03","很高兴有专家加入我们的行列。"
"#COLONIST_COMMENT_SPECIALIST_JOINED_03","很高兴我们有人能够依靠。"
"#COLONIST_COMMENT_ISSUE_SPECIALIST_JOINED_04","{0}似乎有事情要解决。"
"#COLONIST_COMMENT_ISSUE_SPECIALIST_JOINED_05","有{0}跟我们一起,实在是太幸运了!"
"#COLONIST_COMMENT_SPECIALIST_JOINED_06","你看到那位新专家了吗?"
......@@ -3137,13 +3211,21 @@
"#COLONIST_COMMENT_GAME_START_CAR_03","一团糟……看来我们困在这里了。"
"#COLONIST_COMMENT_GAME_START_HIKE_01","一步也不走了。我完了!"
"#COLONIST_COMMENT_GAME_START_HIKE_02","好了,给位,长途跋涉结束了!"
"#COLONIST_COMMENT_GAME_START_HIKE_03","我猜只能在这里重新开始了。"
"#COLONIST_COMMENT_GAME_START_HIKE_03","这地方看起来不错,适合从头再来!"
"#COLONIST_COMMENT_SPECIALIST_JOINED_07","希望那位专家会保卫我们。"
"#COLONIST_COMMENT_SPECIALIST_JOINED_08","有你帮助我们真是太幸运了!"
"#PERSON_STATE_SANITIZING","洗干净"
"#PERSON_STATE_COMBAT","战斗中"
"#PERSON_CONDITION_UNCLEAN","肮脏"
"#PERSON_CONDITION_UNCLEAN_DESC","这位居民的个人卫生情况很差,如果他们没有地方洗手,可能会导致感染。"
"#PERSON_VALUE_NOURISHMENT","食谱"
"#PERSON_STATUS_MALNOURISHED","Colonist is suffering from malnourishment"
"#PERSON_CONDITION_POORLY_NOURISHED","Poorly nourished"
"#PERSON_CONDITION_POORLY_NOURISHED_DESC","Food does not contain enough nutritions to stay healthy. Add more diversity to food to avoid malnourishment."
"#PERSON_CONDITION_NORMAL_NOURISHED","Adequate nourishment"
"#PERSON_CONDITION_NORMAL_NOURISHED_DESC","There is enough nutritions and variety in the food to stay healthy. "
"#PERSON_CONDITION_WELL_NOURISHED","Well nourished"
"#PERSON_CONDITION_WELL_NOURISHED_DESC","Food offers diversity and is balanced between meat and vegetables. Also the quality of the food is good. Healthy diet makes people happy."
"#SPECIALIST_NAME_SPECIALIST1","Rose"
"#SPECIALIST_ARCHETYPE_SPECIALIST1","搜寻员"
"#SPECIALIST_DESCRIPTION_SPECIALIST1","她从小就善于言辞,正是能在你毫无察觉的情况下任意摆布你的那类人。她轻松接管了家族生意,并且在灾难发生前一直把所有事都打理得井井有条。"
......@@ -3320,7 +3402,7 @@
"#SPECIALIST_DESCRIPTION_SPECIALIST58","他的世界随着周围的社会一起崩塌了:他曾经以星月为方向,一点一点慢慢前行。如今,他的生活仅限于在聚居地这方寸土地间想尽办法存活下去。"
"#SPECIALIST_NAME_SPECIALIST59","Ivy"
"#SPECIALIST_ARCHETYPE_SPECIALIST59","科学家"
"#SPECIALIST_DESCRIPTION_SPECIALIST59","在众多极端条件威胁植物和农作物的情况下,人类想要生存下来,像她这样的植物学家会起到很大的作用。在她工作之余,她很喜欢开玩笑,并且她有一个坏习惯,那就是经常半夜大笑,吵醒其他人。"
"#SPECIALIST_DESCRIPTION_SPECIALIST59","在众多极端条件威胁植物和农作物的情况下,人类想要生存下来,像她这样的植物学家会起到很大的作用。在工作之余,她很喜欢开玩笑,并且她有一个坏习惯,经常半夜大笑,吵醒其他人。"
"#SPECIALIST_NAME_SPECIALIST60","Polo"
"#SPECIALIST_ARCHETYPE_SPECIALIST60","侦察"
"#SPECIALIST_DESCRIPTION_SPECIALIST60","世界上仍然有未知的新大陆在天边之外等待发现 — 他从小便读着这样的故事长大。这种看法根深蒂固,甚至到今天,一旦发现从未见过的东西,他就会兴奋不已,而且他很善于发现独特的事物。"
......@@ -4780,6 +4862,231 @@
"#EVENT_BANDIT_ATTACK_04_SUCCESS_DESC","首领深深地鞠了一躬,就像演戏一样。“感激不尽,好朋友们。看来以后我们还要再来看看!”土匪们收起战利品转身离开了。你安全了,不过是暂时的。"
"#EVENT_BANDIT_ATTACK_04_DENY_NAME","艰难谈判"
"#EVENT_BANDIT_ATTACK_04_DENY_DESC","首领转了转武器。“勇敢的家伙,哼?好吧,等我们收拾完你们,看你们还敢不敢嘴硬。”"
"#EVENT_UPRISING_01_NOTIFICATION_HEADER","事态紧张,一触即发?"
"#EVENT_UPRISING_01_NOTIFICATION_DESC","居民无比愤怒"
"#EVENT_UPRISING_01_NAME","居民起义"
"#EVENT_UPRISING_01_DESC","最近,恶劣的环境使居民遭受严重损失,越来越多的人开始对你表示厌恶。一些居民抱怨你做得不够,甚至还有人指责你涉嫌腐败。关于你囤积资源的谣言到处都是,情况可能急转直下,不容乐观。"
"#EVENT_UPRISING_01_REWARD","将资源分发给居民"
"#EVENT_UPRISING_01_IGNORE","忽略对你的诋毁"
"#EVENT_UPRISING_01_REWARD_NAME","居民起义"
"#EVENT_UPRISING_01_REWARD_DESC","你将一些资源收集起来,并分享给了其他居民。这样做后,关于你的谣言和指责渐渐消失……至少暂时消失了。"
"#EVENT_UPRISING_01_IGNORE_NAME","居民起义"
"#EVENT_UPRISING_01_IGNORE_DESC","为毫无根据的诋毁提供奖赏可不是什么好主意。只要你像往常一样,不停地证明自己,这些流言蜚语肯定会不攻自破,自己消失的。"
"#EVENT_UPRISING_01B_REWARD_NOTIFICATION_HEADER","居民的情绪似乎发生了转变"
"#EVENT_UPRISING_01B_REWARD_NOTIFICATION_DESC","形势逐渐好转"
"#EVENT_UPRISING_01B_REWARD_NAME","慷慨解囊"
"#EVENT_UPRISING_01B_REWARD_DESC","当你在聚居地四处走动时,居民纷纷向你打招呼,你注意到他们脸上洋溢着比以往更加快乐的笑容。有你在身边,他们表示非常感激。看来你最近的慷慨行为有效地扭转了舆论导向。"
"#EVENT_UPRISING_01B_IGNORE_NOTIFICATION_HEADER","居民的幸福度不断下降"
"#EVENT_UPRISING_01B_IGNORE_NOTIFICATION_DESC","有些人采取了过激的方法"
"#EVENT_UPRISING_01B_IGNORE_NAME","被忽视且怀恨在心者"
"#EVENT_UPRISING_01B_IGNORE_DESC","聚居地形势恶化。面对怀疑,你选择了忽视,这样做无疑是火上浇油。居民的不悦正在加剧,许多人开始反对你的领导。"
"#EVENT_SECOND_CHANCES_01_NOTIFICATION_HEADER","一些可疑的人靠近大门"
"#EVENT_SECOND_CHANCES_01_NOTIFICATION_DESC","你的居民似乎认出了他们"
"#EVENT_SECOND_CHANCES_01_NAME","改过自新"
"#EVENT_SECOND_CHANCES_01_DESC","一群形迹可疑的人站在大门后,乞求居民让他们进去。有位居民转头跟你说:“我们不能让这些人进来!我认识他们,他们是一群卑鄙小人,就应该死在外面,直到尸体腐烂!”这群人极力否认他的所有指控,恳求你能发发慈悲,不然他们真的会死在外面。"
"#EVENT_SECOND_CHANCES_01_ALLOW","放他们进来"
"#EVENT_SECOND_CHANCES_01_DENY","让他们离开"
"#EVENT_SECOND_CHANCES_01_ALLOW_NAME","改过自新"
"#EVENT_SECOND_CHANCES_01_ALLOW_DESC","居民对他们的指控听上去值得担忧,但你并不打算让这些人曝尸荒野。你邀请他们进入聚居地,这些人非常感激,但是你能感受到背后有无数双充满怒火的眼睛盯着你,灼烧着你的后背。"
"#EVENT_SECOND_CHANCES_01_DENY_NAME","改过自新"
"#EVENT_SECOND_CHANCES_01_DENY_DESC","你朝居民点了点头:与这些可疑的人相比,你的居民无疑更值得你的信任。被告知离开后,原本还在恳求的人群,立即变得一副怀恨在心的样子,离开时还在不停咒骂。"
"#EVENT_SECOND_CHANCES_01B_ALLOW_NOTIFICATION_HEADER","发生了一场斗殴"
"#EVENT_SECOND_CHANCES_01B_ALLOW_NOTIFICATION_DESC","你可以听到人们在喝彩"
"#EVENT_SECOND_CHANCES_01B_ALLOW_NAME","宽恕的惩罚"
"#EVENT_SECOND_CHANCES_01B_ALLOW_DESC","你赶到现场,发现一群居民正在和你先前放进来的人打架。这群人扭打在一起,互相撕扯,其中一位居民朝你喊道:“我早跟你说过了!他们在偷东西,应该把这些卑鄙的家伙撵出去!”迫于居民的压力,你不得不流放这些罪犯,但所谓的赃物却不知所踪。"
"#EVENT_SECOND_CHANCES_01B_DENY_NOTIFICATION_HEADER","一位居民找到你"
"#EVENT_SECOND_CHANCES_01B_DENY_NOTIFICATION_DESC","他读着一张小纸条"
"#EVENT_SECOND_CHANCES_01B_DENY_NAME","信任的奖励"
"#EVENT_SECOND_CHANCES_01B_DENY_DESC","这位居民看上去有点紧张,但还是设法组织好了他要说的话:“额,老大,我想感谢你前阵子在大门做的事情。那些人过去是一群坏蛋,但你做出了正确的选择,所以我很高兴能够跟随你。我一直在为你说好话,别的我可能做不了,但至少我能做这个。”"
"#EVENT_ACCUSATIONS_01_NOTIFICATION_HEADER","抓住了一名罪犯"
"#EVENT_ACCUSATIONS_01_NOTIFICATION_DESC","决定她的命运"
"#EVENT_ACCUSATIONS_01_NAME","不明指控"
"#EVENT_ACCUSATIONS_01_DESC","一名女子被带到了你面前。人们发现她在撰写关于你的聚居地的报道,报道里详细描述了这里的人口、资源、防御工事等内容。其他居民指控她故意将纸条留在野外,好让强盗找到,但是她否认了:“我只是想指引人们来到这里,让他们知道有一个安全的地方等着他们。”"
"#EVENT_ACCUSATIONS_01_PUNISHMENT","判处监禁"
"#EVENT_ACCUSATIONS_01_EXONERATE","放她一马"
"#EVENT_ACCUSATIONS_01_PUNISHMENT_NAME","不明指控"
"#EVENT_ACCUSATIONS_01_PUNISHMENT_DESC","让外部人员了解你聚居地的情况会让你和所有居民处于极度危险之中。你下令审问这名女子。也许经历了这些之后,将来她在做类似的危险事情时,会三思而后行。"
"#EVENT_ACCUSATIONS_01_EXANNORATE_NAME","不明指控"
"#EVENT_ACCUSATIONS_01_EXANNORATE_DESC","并没有任何强有力的证据能证明这一指控,因此出于正义考量,现在只能放走这名女子。她一再向你表示感谢,并承诺以后会更加小心。另一方面,指控她的那些人则对你的宽恕行为感到极为愤怒。"
"#EVENT_ACCUSATION_01B_PUNISHMENT_NOTIFICATION_HEADER","一名面熟的女子威胁着要离开"
"#EVENT_ACCUSATION_01B_PUNISHMENT_NOTIFICATION_DESC","她似乎下定了决心"
"#EVENT_ACCUSATION_01B_PUNISHMENT_NAME","善良的代价"
"#EVENT_ACCUSATION_01B_PUNISHMENT_DESC","前阵子被你监禁的那名女子急匆匆地向着大门走去,身后跟着其他居民,他们正在恳求她留下来。她瞥了你一眼,脸上的表情像石头一样僵硬,她说:“我告诉过你,我只是想帮助别人。如果你觉得你能逼我做个无情的人……你得再好好想想。”你只能眼睁睁看着她走出大门,消失在荒野。"
"#EVENT_ACCUSATION_01B_EXONERATE_NOTIFICATION_HEADER","一名面熟的女子找到你"
"#EVENT_ACCUSATION_01B_EXONERATE_NOTIFICATION_DESC","她像是去外面走了一趟"
"#EVENT_ACCUSATION_01B_EXONERATE_NAME","狠下心来"
"#EVENT_ACCUSATION_01B_EXONERATE_DESC","你曾在其他居民面前为这名女子辩护,如今她找到了你。她手中拿着一叠纸条,每一张都沾满了泥土和污垢。“那个,我……这些是我留在聚居地周围想让其他人找到的纸条。我不想大家陷入危险之中,所以……对不起”她说着将纸条撕碎“以后我不会再这样懦弱了。我向你保证,我会帮你保护这个聚居地的安全的。”"
"#EVENT_TRIBE_01_NOTIFICATION_HEADER","聚居地周围发现了奇怪的脚印"
"#EVENT_TRIBE_01_NOTIFICATION_DESC","这些足迹绝对不是我们的人留下的"
"#EVENT_TRIBE_01_NAME","欺骗性的足迹"
"#EVENT_TRIBE_01_DESC","在聚居地外部发现了一些奇特的脚印,从形状来看,很像动物留下的,但是分布方式却和人类相似。这一发现在聚居地内引发了担忧:是什么样的扭曲生物在这周围游荡?"
"#EVENT_TRIBE_01_INVESTIGATE","调查"
"#EVENT_TRIBE_01_IGNORE","忽略"
"#EVENT_TRIBE_01_TRAP","制作陷阱"
"#EVENT_TRIBE_01_INVESTIGATE_NAME","欺骗性的足迹"
"#EVENT_TRIBE_01_INVESTIGATE_DESC","居民中有一小撮人挺身而出,去跟踪这些足迹。当他们到达森林深处时,足迹将他们引向了一颗空心树,而树的内部则埋藏着一批隐秘工具。脚印并没有延伸到更远的地方,但看起来,你要面对的不只是简单的动物。"
"#EVENT_TRIBE_01_IGNORE_NAME","欺骗性的足迹"
"#EVENT_TRIBE_01_IGNORE_DESC","虽然眼前的情况看起来确实很奇特,但大概也没什么好担心的。现在有更紧急的问题需要担心。"
"#EVENT_TRIBE_01_TRAP_NAME","欺骗性的足迹"
"EVENT_TRIBE_01_TRAP_DESC","你设法拼凑出一个简单的陷阱,这样的陷阱应该能抓住任何奇怪的野兽。陷阱被单独留在了聚居地外,当你返回查看时,发现陷阱触发了,却没有抓到任何东西。不小心触发这个陷阱的不速之客似乎剪断了绳子……但是他们还留下了一个装满补给品的背包。"
"#EVENT_TRIBE_02_NOTIFICATION_HEADER","发现了一名不速之客"
"#EVENT_TRIBE_02_NOTIFICATION_DESC","他们马上要逃走了"
"#EVENT_TRIBE_02_NAME","嘴巴不停,手也没闲着"
"#EVENT_TRIBE_02_DESC","你的居民突然找到你,拽着你来到了聚居地边缘的某棵树前。你抬头望去,勉强可以看到一个模糊的身影在树丛中穿梭着,原来是一个小偷,他没有发出任何声音,打扮得像个动物一样,偷吃了你们的一些食物。"
"#EVENT_TRIBE_02_FOOD","要回你们的食物"
"#EVENT_TRIBE_02_FREE","放他们走"
"#EVENT_TRIBE_02_ATTACK","攻击小偷"
"#EVENT_TRIBE_02_FOOD_NAME","嘴巴不停,手也没闲着"
"#EVENT_TRIBE_02_FOOD_DESC","你告诉小偷说,他们最好把食物还回来,不然的话。树梢上传来沙沙声……在你还没来得及注意的时候,小偷已经跳到了另一棵树上。你的居民正准备追击,但小偷已经跳到地上跑掉了。"
"#EVENT_TRIBE_02_FREE_NAME","嘴巴不停,手也没闲着"
"#EVENT_TRIBE_02_FREE_DESC","你有点同情这个绝望的小偷,然后告诉他们可以留着食物,毕竟没有人喜欢饿着肚子。你的居民有点怨念,但还是遵从你的指示回到了聚居地。"
"#EVENT_TRIBE_02_ATTACK_NAME","嘴巴不停,手也没闲着"
"#EVENT_TRIBE_02_ATTACK_DESC","你告诉你的居民,尽可能地给小偷好看。他们开始摇晃着树,向小偷投掷石块。很快,一个装满食物的临时袋子就掉到了地上。就在你翻阅赃物的时候,小偷抓住机会溜走了。"
"#EVENT_TRIBE_03_NOTIFICATION_HEADER","聚居地前面出现了一个奇怪的结构"
"#EVENT_TRIBE_03_NOTIFICATION_DESC","谁知道它是做什么用的"
"#EVENT_TRIBE_03_NAME","神秘祭品"
"#EVENT_TRIBE_03_DESC","聚居地前竖起了一座古怪的祭坛。石板上印有动物图案,而祭坛前的兽皮上则印有各种食物、肉类、蔬菜和谷物的粗糙图案。"
"#EVENT_TRIBE_03_FOOD","在祭坛上放上食物"
"#EVENT_TRIBE_03_IGNORE","忽略祭坛"
"#EVENT_TRIBE_03_SPOILED","在祭坛上放上变质的食物"
"#EVENT_TRIBE_03_FOOD_NAME","神秘祭品"
"#EVENT_TRIBE_03_FOOD_DESC","你收集了一些食物放在祭坛上。稍后过去查看时发现食物消失了,取而代之的是一堆放在华丽木板上的种子。"
"#EVENT_TRIBE_03_IGNORE_NAME","神秘祭品"
"#EVENT_TRIBE_03_IGNORE_DESC","你对祭坛视若无睹。你不会将宝贵的资源浪费在某些狂热分子的妄想仪式上。当你再次回去查看祭坛时,它已经消失了。"
"#EVENT_TRIBE_03_SPOILED_NAME","神秘祭品"
"#EVENT_TRIBE_03_SPOILED_DESC","你让居民去收集所有能找到的变质食物,然后放在祭坛上。过了一会儿,你注意到一定有人离开祭坛后又再次返回,因为你发现了一堆破碎的残骸。"
"#EVENT_TRIBE_04A_NOTIFICATION_HEADER","一个熟悉的部落逐渐接近聚居地"
"#EVENT_TRIBE_04A_NOTIFICATION_DESC","你好像曾经和他们起过冲突"
"#EVENT_TRIBE_04A_NAME","文明的呼唤"
"#EVENT_TRIBE_04A_DESC","一个小部落来到你的聚居地的边境,所有人都穿着兽皮,身上佩戴着兽类纪念品。其中一位戴着鹿角的老媪走上前说道:“朋友,很抱歉我们在您家周围生闷气却不露面,但您对我们很好,所以我们想提出最后一个请求:我们中的两个人想走出丛林与你们一起生活,作为交换我们会提供一些物品,您愿意接受他们吗?”"
"#EVENT_TRIBE_04A_ACCEPT","接受他们"
"#EVENT_TRIBE_04A_REFUSE","拒绝这个请求"
"#EVENT_TRIBE_04A_ACCEPT_NAME","文明的呼唤"
"#EVENT_TRIBE_04A_ACCEPT_DESC","两名部落成员苦乐参半地告别了原先的部落,带着丰富的礼品来到你的聚居地。老媪点点头:“好好生活,让我们一起生存下去,共谋发展。”"
"#EVENT_TRIBE_04A_REFUSE_NAME","文明的呼唤"
"#EVENT_TRIBE_04A_REFUSE_DESC","部落成员的眼中流露出失落,说道:“虽然很难过,但并不是每个族群都有能力供养新人,祝你们变得更强大,也祝你们成功,再见。”"
"#EVENT_TRIBE_04B_NOTIFICATION_HEADER","一个熟悉的部落逐渐接近聚居地"
"#EVENT_TRIBE_04B_NOTIFICATION_DESC","你好像曾经和他们起过冲突"
"#EVENT_TRIBE_04B_NAME","万念俱灰"
"#EVENT_TRIBE_04B_DESC","一个小部落来到你的聚居地的边境,所有人都穿着兽皮,身上佩戴着兽类纪念品。其中一位戴着鹿角的老媪走上前说道:“您好,我知道我们之间存在敌意,发生了一些越界的行为。但现在我们走投无路,所以恳求您能帮忙:请给我们食物,我们迫切需要食物。”"
"#EVENT_TRIBE_04B_ACCEPT","给他们食物"
"#EVENT_TRIBE_04B_REFUSE","拒绝"
"#EVENT_TRIBE_04B_ACCEPT_NAME","万念俱灰"
"#EVENT_TRIBE_04B_ACCEPT_DESC","部落收下了你的礼物,对你一再致谢。“谢谢您,谢谢,这里,这个给你,不算多,但我们再也用不上了。”老媪说着递给了你几本用鹿皮精心包裹着的旧书。"
"#EVENT_TRIBE_04B_REFUSE_NAME","万念俱灰"
"#EVENT_TRIBE_04B_REFUSE_DESC","老媪瞳孔紧缩,眼中流露出怒火,愤恨道:“你还有人性吗?好吧,那你就眼睁睁看着周围人全都死去,再来看看你的心情如何吧。”部落回到森林时,你看到空中飞过什么东西:一排燃烧弹击中了你的建筑物,大火烧了起来,那是部落最后的欺侮。"
"#EVENT_SHELTER_01_NOTIFICATION_HEADER","无遮无挡的建筑"
"#EVENT_SHELTER_01_NOTIFICATION_DESC","建造过程中开辟了一些捷径"
"#EVENT_SHELTER_01_NAME","地基不稳"
"#EVENT_SHELTER_01_DESC","并非每个人都擅长建筑艺术,但一位你的居民似乎对此一窍不通。这位居民的<mark>帐篷</mark>看起来随时可能倒塌,因为因为粘合不良的塑料会慢慢裂开。不管怎样,居民坚称知道自己在做什么。"
"#EVENT_SHELTER_01_IMPROVE","加固帐篷"
"#EVENT_SHELTER_01_IGNORE","置之不理"
"#EVENT_SHELTER_01_IMPROVE_NAME","地基不稳"
"#EVENT_SHELTER_01_IMPROVE_DESC","你决定无视居民的意愿,对其房屋稍作调整。居民似乎全程对这番折腾感到不满,但完工后还是喃喃地道了谢。"
"#EVENT_SHELTER_01_IGNORE_NAME","地基不稳"
"#EVENT_SHELTER_01_IGNORE_DESC","你还没来得及转身,支柱就倒下了,简陋的帐篷也轰然倒塌。就在居民奋力重出废墟时,帐篷内突然燃烧起来。你听到了咒骂声,称都是一本古老的瑞典语手册的错。"
"#EVENT_EXTORTION_01_NOTIFICATION_HEADER","一名雇佣兵孤身一人找上门"
"#EVENT_EXTORTION_01_NOTIFICATION_DESC","他想跟你谈谈"
"#EVENT_EXTORTION_01_NAME","高尚的人,卑鄙的人"
"#EVENT_EXTORTION_01_DESC","一个身着雇佣兵服装的男人独身一人来到大门前,说道:“你的聚居地不错,但你确定这玩意能好好保护它吗?我和我的同事可以以非常合理的价格保护你的居民免受野生动物、土匪之类的伤害。”"
"#EVENT_EXTORTION_01_PAY","交出物资"
"#EVENT_EXTORTION_01_POSTPONE","我需要更多时间"
"#EVENT_EXTORTION_01_DECLINE","谢谢,但我们挺好的"
"#EVENT_EXTORTION_01_PAY_DESC","“谢谢,亲爱的首领!我一看到您和这个美丽的村庄,我就知道您是个通情达理的人。我们一定能共同走向繁荣。”你还没来得及问出所谓的保护工作如何展开,他就已经走远了。"
"#EVENT_EXTORTION_01_POSTPONE_DESC","“当然可以,我们不是不讲道理的人!我过几天再来,您可以趁着这段时间采购必需品。”"
"#EVENT_EXTORTION_01_DECLINE_DESC","“我觉得你没听懂我在说什么。我们本来打算以礼貌温和的方式做这件事,但你让我们别无选择。伙计们,给他个教训!”话音刚落,车子就加速冲向大门,一群武装土匪跳下车准备攻击。"
"#EVENT_EXTORTION_01B_NOTIFICATION_HEADER","一个熟悉的男人找上门"
"#EVENT_EXTORTION_01B_NOTIFICATION_DESC","雇佣兵在等你回答"
"#EVENT_EXTORTION_01B_NAME","高尚的人,卑鄙的人"
"#EVENT_EXTORTION_01B_DESC","你看见一个穿着雇佣兵服装的男人来到大门前,他看上去很面熟,这次他不是一个人。“你该付下一阶段的钱了,你知道规矩。交出物资,我们继续保护你们免受其他…野兽和土匪的威胁!”"
"#EVENT_EXTORTION_01B_PAY","交出物资"
"#EVENT_EXTORTION_01B_POSTPONE","我需要更多时间"
"#EVENT_EXTORTION_01B_DECLINE","谢谢,但我们挺好的"
"#EVENT_EXTORTION_01B_PAY_DESC","“太棒了,我相信这对你我双方来说都是一笔利润丰厚的交易。下次见!”男人带着你的物资再一次消失在远方。"
"#EVENT_EXTORTION_01B_POSTPONE_DESC","“不行,这可说不通。我给了你足够的时间准备物资。我想你需要点教训才能学会谦卑和守时。我免费教教你!”话音刚落,他的武装暴徒同伙就袭击了大门。"
"#EVENT_EXTORTION_01B_DECLINE_DESC","“我觉得你没听懂我在说什么。我们本来打算以礼貌温和的方式做这件事,但你让我们别无选择。伙计们,给他个教训!”话音刚落,几个武装分子就跳下车开始攻击。"
"#EVENT_WELL_01_NOTIFICATION_HEADER","一位悲伤的女士找到你"
"#EVENT_WELL_01_NOTIFICATION_DESC","人们开始生病"
"#EVENT_WELL_01_NAME","大面积感染"
"#EVENT_WELL_01_DESC","一位悲伤的女士向你走来。她说:“我的朋友生病了,考虑到他们的个人卫生情况,这并不稀奇。但我邻居就因为喝了那口井里的水,现在也出现了同样的情况,你一定要好好调查!你可以派人看管那口井,或者修整清理那口井。”"
"#EVENT_WELL_01_GUARD","派居民看守水井"
"#EVENT_WELL_01_CLEAN","将水井打扫干净"
"#EVENT_WELL_01_DECLINE","我没时间管这种事"
"#EVENT_WELL_01_GUARD_DESC","你安排了几位居民在执行日常任务期间留意水井,看是否有任何异常之处。女士似乎很满意你的决定。"
"#EVENT_WELL_01_CLEAN_DESC","你下令彻底修整清理水井,以防止任何污染从土壤渗入水中。女士似乎很满意你的决定。"
"#EVENT_WELL_01_DECLINE_DESC","女士感觉非常沮丧,因为你对她的疑虑置之不理,声称自己目前有更重要的事。"
"#EVENT_WELL_01B_NOTIFICATION_HEADER","守井员来了"
"#EVENT_WELL_01B_NOTIFICATION_DESC","他发现了什么东西"
"#EVENT_WELL_01B_NAME","大面积感染"
"#EVENT_WELL_01B_DESC","一位你派去看守水井的居民找到你。他拽着一个小男孩来到你面前,说道:“我按你吩咐的做了,老板,然后发现了他,他一直在往井里扔木棍、发光的石头和蝾螈之类的东西,显然是太无聊了。”"
"#EVENT_WELL_01B_SCOLD","责备孩子"
"#EVENT_WELL_01B_LET","放过他"
"#EVENT_WELL_01C_NOTIFICATION_HEADER","一位熟悉的女士找到你"
"#EVENT_WELL_01C_NOTIFICATION_DESC","感染尚未停止"
"#EVENT_WELL_01C_NAME","大面积感染"
"#EVENT_WELL_01C_DESC","之前那位忧心忡忡的女士再次来找你,她说:“我觉得清理没有用,生病的人更多了!我敢肯定有居心叵测的人在背后捣鬼!”"
"#EVENT_WELL_01C_POST","派居民看守水井"
"#EVENT_WELL_01C_DECLINE","按兵不动"
"#EVENT_WELL_01C_POST_DESC","你安排了几位居民在执行日常任务期间留意水井,看是否有任何异常之处。女士似乎很满意你的决定。"
"#EVENT_WELL_01C_DECLINE_DESC","女士感觉非常沮丧,因为你对她的疑虑置之不理,声称自己目前有更重要的事。感染不断蔓延,几位居民决定瞒着你检查水井。结果发现井底充满了乱七八糟的木棍、发光的石头、甚至小动物,它们不会自己跑到井底。"
"#EVENT_VERMIN_01_NOTIFICATION_HEADER","一位居民藏着什么东西"
"#EVENT_VERMIN_01_NOTIFICATION_DESC","你可能会被感染"
"#EVENT_VERMIN_01_NAME","正在繁殖害虫"
"#EVENT_VERMIN_01_DESC","据你所知,一位居民一直在聚居地内秘密繁殖<mark>鼠甲虫</mark>。饲养员被一群愤怒的居民团团围住,要求他给个说法。饲养员试图解释鼠甲虫实际上是一种被误会的生物,它们天性温和,甚至很聪明。饲养员祈求能留下这些动物,但其他居民担心如果让这些害虫活下去,情况可能会迅速恶化。"
"#EVENT_VERMIN_01_CONSERVE","这里没什么吓人的"
"#EVENT_VERMIN_01_EXTERMINATE","把这些动物赶走"
"#EVENT_VERMIN_01_CONSERVE_NAME","正在繁殖害虫"
"#EVENT_VERMIN_01_CONSERVE_DESC","你派一群人去宣传这只是一种爱好,只是有点奇怪罢了。饲养员冲过来握住你的手,激动地保证会看住这些鼠甲虫。为了表达对你的感谢,饲养员甚至就正在进行的昆虫再生特性研究与你分享了一些见解。"
"#EVENT_VERMIN_01_EXTERMINATE_NAME","正在繁殖害虫"
"#EVENT_VERMIN_01_EXTERMINATE_DESC","你命令其他居民没收并消灭这些害虫,但饲养员坚决不肯。“它们都是我的孩子!除非我死,否则你们别想夺走它们!”饲养员一边喊叫,一边释放这些动物对居民的愤怒。"
"#EVENT_LAZY_01_NOTIFICATION_HEADER","工作开始堆积"
"#EVENT_LAZY_01_NOTIFICATION_DESC","某些人没有履行职责"
"#EVENT_LAZY_01_NAME","解决怠惰"
"#EVENT_LAZY_01_DESC","这一天非常忙碌,但你用余光注意到一位居民仰面躺着,仅仅是盯着开阔的天空。问起时,居民咧起嘴笑了,牙齿半露,叹息道:“发生这一切后,我们又得到了一次活下去的机会。你为什么不这样做呢?”"
"#EVENT_LAZY_01_SCOLD","“振作起来,我们还有工作要做。”"
"#EVENT_LAZY_01_CHILL","加入居民"
"#EVENT_LAZY_01_SCOLD_NAME","解决怠惰"
"#EVENT_LAZY_01_SCOLD_DESC","你摆出权威姿态,命令这位居民像其他人一样履行自己的职责。居民脸上带着假笑,但还是站了起来开始工作。走之前告诉你:“生活的意义就在于经历一件又一件小事,你最后会明白的。”其他人似乎很高兴,因为又多了一个能帮忙的人。"
"#EVENT_LAZY_01_CHILL_NAME","解决怠惰"
"#EVENT_LAZY_01_CHILL_DESC","听了居民的话,你才意识到自己已经很久没有体验过快乐了。你一边漫不经心地讨论着过去的生活方式,一边看着云朵飘过,周围的一切都如此平静。最后,居民给了你一个奇怪的木盒,说道:“把快乐带回来。”与此同时,其他居民却没那么高兴,因为他们需要承担更多工作。"
"#EVENT_RELIGION_01_NOTIFICATION_HEADER","居民找到了一些闪闪发光的东西"
"#EVENT_RELIGION_01_NOTIFICATION_DESC","这是上面传来的信号吗?"
"#EVENT_RELIGION_01_NAME","站在我们面前的男人"
"#EVENT_RELIGION_01_DESC","居民们在附近的森林里发现了一些“不同寻常”的东西,于是过来找你。一件美丽的圣物在阳光下闪着金色光芒。上面有两颗像眼睛一样闪闪发光的石头,如此清澈你甚至能看见自己的倒影。居民们相信这是好运的象征,希望为它举行纪念仪式。"
"#EVENT_RELIGION_01_ALLOW","允许崇拜"
"#EVENT_RELIGION_01_FORBID","毁掉雕塑"
"#EVENT_RELIGION_01_CEREMONY_NAME","站在我们面前的男人"
"#EVENT_RELIGION_01_CEREMONY_DESC","你不觉得接纳这件圣物会造成什么危害,因为这样一来这里的每个人都能得到来自上层的鼓励。大家在聚居地边境举行了一场小型仪式,居民们拿出祭品,唱起了仍然还记得的几首歌。尽管这个地方很快就被野猪占领,但居民们对未来更有希望了。"
"#EVENT_RELIGION_01_FIGHT_NAME","站在我们面前的男人"
"#EVENT_RELIGION_01_FIGHT_DESC","你不觉得接纳这件圣物会造成什么危害,因为这样一来这里的每个人都能得到来自上层的鼓励。一场争吵瞬间爆发,因为并非所有人都愿意在这种“欺骗”上浪费材料。拳头乱挥,物品乱扔,中间还夹杂着痛苦的咒骂声。最后所有人都精疲力尽,圣物不见了。可能是被人偷走了,也可能是掉在泥里被人遗忘,这也许是它最好的结局。"
"#EVENT_RELIGION_01_FORBID_NAME","站在我们面前的男人"
"#EVENT_RELIGION_01_FORBID_DESC","聚居地中出现诡异的神像只会带来危害。你认为此时此刻资源更重要。令你惊讶的是,神像并没有融化成金子,反而在空气中弥漫着因燃烧油漆和塑料而散发的臭味。感受到周围恶意的目光时,你祈祷居民所信仰的力量只是凭空想象。"
"#EVENT_CHILD_01_NOTIFICATION_HEADER","聚居地附近出现一个奇怪的孩子"
"#EVENT_CHILD_01_NOTIFICATION_DESC","那孩子生活在这里的时间远早于我们"
"#EVENT_CHILD_01_NAME","废墟之中"
"#EVENT_CHILD_01_DESC","在寻找材料时,一名<mark>回收站</mark>工人发现了一个生活在垃圾堆里的孩子。这不是你们聚居地的孩子,一定已经在那里生活了很久。你来到一个用塑料瓶和橡皮筋搭起来的破烂地方。孩子盯着地面小声说:“这里是我家,我没有别的地方可以去。”"
"#EVENT_CHILD_01_REJECT","赶走孩子"
"#EVENT_CHILD_01_WELCOME","让孩子加入"
"#EVENT_CHILD_01_REJECT_NAME","废墟之中"
"#EVENT_CHILD_01_REJECT_DESC","你下令将孩子赶出你的领地,你没有多余的资源再多养一张人,尤其是一个无法用工作来证明自己存在意义的孩子。孩子被悄悄带离了家,准备离开。越过大门,你瞥见那孩子紧紧攥着小背包,黯然回望着你。迈着迟疑的步子,那孩子消失在荒野中。"
"#EVENT_CHILD_01_WELCOME_NAME","废墟之中"
"#EVENT_CHILD_01_WELCOME_DESC","你看着那个坐在一堆废墟上的孩子,面颊瘦削,眼圈乌黑。你问孩子是否愿意加入你的聚居地,解释说这些资源会慢慢用于其他用途。孩子看起来既不高兴也不悲伤,但在回聚居地的路上牵着你的手并安静地点了点头。"
"#EVENT_WELL_02_NOTIFICATION_HEADER","天气无常"
"#EVENT_WELL_02_NOTIFICATION_DESC","这不是你平常看到的云"
"#EVENT_WELL_02_NAME","水井,水井,水井"
"#EVENT_WELL_02_DESC","灾后的天气无法预测,但这些云似乎是凭空出现的。黑色的水滴在接触到任何物体时都会发出“嘶嘶”声,雨水开始倾泻而下。“这是酸雨,大家快躲起来”你尖叫着指挥大家躲雨。很快有人指出<mark>水井</mark>龙头还开着,也就是说里面的水很可能已经被污染了。"
"#EVENT_WELL_02_WAIT","等最糟糕的时刻过去"
"#EVENT_WELL_02_PROTECT","组建临时装甲"
"#EVENT_WELL_02_RISK","冒险"
"#EVENT_WELL_02_WAIT_NAME","水井,水井,水井"
"#EVENT_WELL_02_WAIT_DESC","你认为绝不能让任何人为这件事冒生命危险。酸雨一会儿就停了,很快大家都好奇地围在水井旁,但似乎并没有人愿意尝一口。一位不受欢迎的居民被推出去做这件事,喝过井水之后,这个人在立刻倒了下来。看来这段时间最好喝先前储存的水。"
"#EVENT_WELL_02_PROTECT_NAME","水井,水井,水井"
"#EVENT_WELL_02_PROTECT_DESC","一位勇敢的居民全副武装冲进雨里去保护水井。勇士跑回来时,大家都在欢呼,但勇士本人却表示这没什么,不过这种英勇行为还是鼓舞了每个人的精神。"
"#EVENT_WELL_02_RISK_NAME","水井,水井,水井"
"#EVENT_WELL_02_RISK_DESC","一位勇敢的居民冲进雨里去保护水井。回来时,你发现勇士已经非常痛苦了,但最严重的是,勇士摔倒在燃烧的水坑里。回到其他人身边时,勇士显然急需治疗。居民们欢呼雀跃,如释重负,至少目前而言供水安全了。"
"#EVENT_RESULT_INCREASE_REPUTATION","通过{0}获得{1}声誉"
"#EVENT_RESULT_DECREASE_REPUTATION","通过{0}损失{1}声誉"
"#EVENT_RESULT_SET_REPUTATION","{0}声誉设为{1}"
"#LOCATION_PLAYER","你的聚居地"
"#LOCATION_HOSPITAL","医院"
"#LOCATION_WATER","水"
......@@ -5255,6 +5562,8 @@
"#TRADE_DONE_LEADER14_POSITIVE1","我肯定高兴得全身发着光!"
"#TRADE_DONE_LEADER14_NEUTRAL1","交易完成,路上需要来一只蟑螂补充能量吗?"
"#TRADE_DONE_LEADER14_NEGATIVE1","快走远点,不然我会把你扔进缸里。"
"#TOPIC_HAZARD_LEVEL_TITLE","危害等级"
"#TOPIC_DANGER_LEVEL_TITLE","危险等级"
"#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"
......@@ -5294,7 +5603,7 @@
"#TUTORIAL_NOTIFICATION_WORLDMAP_HEADLINE","访问世界地图"
"#TUTORIAL_NOTIFICATION_WORLDMAP_MESSAGE","你现在可以访问世界地图。"
"#TUTORIAL_DIALOG_WORLDMAP_HEADLINE","世界地图"
"#TUTORIAL_DIALOG_WORLDMAP_MESSAGE","世界地图现已开放,其他<mark>幸存者</mark>和<mark>专家</mark>开始陆续抵达你的<mark>大门</mark>前。现在点击右下方的“世界地图”按钮,查看大门有什么情况!"
"#TUTORIAL_DIALOG_WORLDMAP_MESSAGE","世界地图现已开放,其他<mark>幸存者</mark>和<mark>专家</mark>开始陆续抵达你的<mark>大门</mark>前。如需派遣专家前往世界地图,可选中专家,然后选择其信息面板上的<mark>派遣至世界地图</mark>选项。现在点击右下方的“世界地图”按钮,看看外面的世界!"
"#TUTORIAL_NOTIFICATION_WM_ACTION_HEADLINE","搜寻"
"#TUTORIAL_NOTIFICATION_WM_ACTION_MESSAGE","按此学习如何操作。"
"#TUTORIAL_DIALOG_WM_ACTION_HEADLINE","搜寻中"
......@@ -5530,6 +5839,18 @@
"#TUTORIAL_DIALOG_HYGIENE_MESSAGE","在这片荒原上,居民可能很难顾及自己的<mark>卫生</mark>。肮脏的居民会很快变得不满,也更容易感染各种疾病。通过在建造菜单中建造<mark>厕所</mark>,来帮助他们!"
"#CODEX_HYGIENE_HEADLINE","卫生"
"#CODEX_HYGIENE","如果居民无法利用合适的建筑来改善个人卫生,将会变得<mark>肮脏</mark>。这些建筑包括<mark>厕所</mark>,可用于适当处理排泄物,以及<mark>桑拿房</mark>,能更有效地清除皮肤上的污染和其他碎屑。桑拿房可以从<mark>科技树</mark>解锁。\n\n请记住,每新增一位居民,卫生维护的需求也会随之增加,因此请持续为他们提供所需的清洁设施。"
"#TUTORIAL_NOTIFICATION_HOSTILE_HEADLINE","敌对居民"
"#TUTORIAL_NOTIFICATION_HOSTILE_MESSAGE","按此了解详情。"
"#TUTORIAL_DIALOG_HOSTILE_HEADLINE","敌对居民"
"#TUTORIAL_DIALOG_HOSTILE_MESSAGE","某些不满意的居民或幸存者可能偶尔反叛,成为<mark>敌对</mark>居民。他们会伤害其他居民、毁坏建筑,造成严重混乱。建造<mark>守卫亭</mark>部署守卫,招募<mark>枪械工匠</mark>制造武器以保护聚居地。"
"#CODEX_HOSTILE_HEADLINE","聚居地安全"
"#CODEX_HOSTILE","<mark>敌对</mark>居民不再工作,还会破坏聚居地。因此应将其视为入侵的<mark>土匪</mark>。\n\n居民越<mark>不幸福</mark>就越可能变得敌对。应当提供<mark>营养丰富的食物</mark>、<mark>卫生设施</mark>,改善<mark>居住环境</mark>,以提高其生活质量。你还需要考虑哪些人可以进入<mark>大门</mark>。\n\n<mark>守卫亭</mark>可迅速、高效应对任何敌对居民。可指派工人担任<mark>守卫</mark>,保障聚居地安全。\n\n<mark>枪械工匠</mark>提供高级武器,可用于武装守卫。武器使用一段时间后会损坏,请保证产量。"
"Colonists need a steady source of <mark>Meat</mark> and <mark>Vegetables</mark>. The Meat category, for example, includes <mark>Venison</mark>, <mark>Fish</mark> and some insects. Vegetables include <mark>Berries</mark> and most harvestable crop from <mark>Fields</mark>, like <mark>Corn</mark> and <mark>Potatoes</mark>.\n\nSome foods are only good for filling up the stomachs of colonists, but provide no nutrients for them to keep going in the long term.\n\n<mark>Well-Nourished</mark> colonists enjoy a varied diet of meats, vegetables and different meals. Good for you if you reached this status!\n\n<mark>Poorly Nourished</mark> colonists are not getting everything they need. Are you providing enough Meals to colonists or are they eating just raw foods? You can prepare meals in <mark>Cookhouses</mark> and <mark>Mess Halls</mark>.\n\n<mark>Malnourished</mark> colonists’ diet is severely lacking in one or more areas.","营养不良"
"#TUTORIAL_NOTIFICATION_MALNUTRITION_MESSAGE","按此了解详情。"
"#TUTORIAL_DIALOG_MALNUTRITION_HEADLINE","营养不良"
"#TUTORIAL_DIALOG_MALNUTRITION_MESSAGE","居民需要摄入多种食物,包括<mark>蔬菜</mark>和<mark>肉食</mark>,所以请确保提供充足的各类食物。<mark>营养不良</mark>非常严重,长期持续会导致死亡。"
"#CODEX_MALNUTRITION_HEADLINE","营养"
"#CODEX_MALNUTRITION","居民需要稳定的<mark>肉食</mark>和<mark>蔬菜</mark>来源。肉食包括<mark>野味</mark>、<mark>鱼肉</mark>和部分昆虫。蔬菜包括<mark>浆果</mark>和大部分<mark>农田</mark>中收获的庄稼,比如<mark>玉米</mark>和<mark>土豆</mark>。\n\n部分食物仅能果腹,但无法支撑居民长期生存。\n\n<mark>营养充足的</mark>居民摄入肉类、蔬菜等多种食物。祝你早日达到这种状态!\n\n<mark>营养摄入不足的</mark>居民没有获取足够的营养。你是否为居民提供了足够的餐食?还是他们只能吃到生的食物?可在<mark>伙房</mark>和<mark>食堂</mark>中准备餐食。\n\n<mark>营养不良的</mark>居民食谱严重缺乏某一种或多种食物。"
"#TOPIC_RESEARCH_FOOD","食物"
"#TOPIC_RESEARCH_PRODUCTION","生产"
"#TOPIC_RESEARCH_COLONY","聚居地"
......@@ -5874,3 +6195,7 @@
"#TOPIC_TECH_CAT_WORLD","世界地图"
"#TOPIC_TECH_CAT_WORLD_DESC","加强在世界地图上的行动"
"#TOPIC_ACTIVE_RESEARCH","可用研究"
"#TECH_WEAPON_CRAFTING","武器制造"
"#TECH_WEAPON_CRAFTING_DESC","浩劫过后,无论是与野生动物搏斗,还是对抗疯狂的土匪,近身肉搏绝不是理想选择。枪械工匠能提供合适的武器,供守卫保护聚居地。"
"#TECH_GUARDIANS","守卫"
"#TECH_GUARDIANS_DESC","守卫是保护聚居地免遭敌对动物和人群袭击的主力军。指派居民前往守卫亭,他们会穿好装备,专心保护自己聚居地的同胞。"
......@@ -989,6 +989,32 @@
"#ANNOUNCEMENT_PATCHNOTES_MS15_BARTER_TEXT","The trading system has gone through further changes this past month. Trading has a brand new interface and no longer uses Reputation as a form of payment, as we are introducing Coins into the mix. Coins can be traded in and exchanged at the cost of Resources. Also, the Societies have a new selection of Goods from Materials and Medicine to the likes of vehicles and Seeds. Get out there and find the best deals!"
"#ANNOUNCEMENT_PATCHNOTES_MS15_IMPROVEMENTS_SUBTITLE","Other improvements"
"#ANNOUNCEMENT_PATCHNOTES_MS15_IMPROVEMENTS_TEXT","Some other improvements include new building variations, lighting tweaks and visual improvements to the sky, new models for events and the tech tree has been rearranged to provide the best possible experience. Lastly, the new pre-game selection of Ideologies allows you to select what kind of a leader you’d be and what unique advancements you bring to the table. This feature will be expanded in the future."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_MS16_1","Hostile World"
"#ANNOUNCEMENT_PATCHNOTES_MS16_TITLE","Hostile World"
"#ANNOUNCEMENT_PATCHNOTES_MS16_DESC","This update brings you enemies at the Gate, but it also gives you a fighting chance against them with the new Colony Combat feature. Hostile forces might attack your Colony while mutated wildlife has grown more aggressive. There are also major improvements to Trading and Tech Tree plus new Vehicles and a modest Outhouse to help with early game hygiene."
"#ANNOUNCEMENT_PATCHNOTES_MS16_COMBAT_SUBTITLE","Colony combat"
"#ANNOUNCEMENT_PATCHNOTES_MS16_COMBAT_TEXT","Bandits and desperate people can now resort to direct attacks against the Colony. Fight back by upgrading the Gate and posting Guards to defend it. If the enemy breaks through, protect the Colony with your Specialists, which you can now control directly in the Colony view."
"#ANNOUNCEMENT_PATCHNOTES_MS16_WILDLIFE_SUBTITLE","Wildlife"
"#ANNOUNCEMENT_PATCHNOTES_MS16_WILDLIFE_TEXT","Mutated animals have grown more numerous and aggressive, and now pose a threat to your Colonists. Some of these wild beasts guard resource deposits around the Colony, and others will attack your people in a fit of rage. Colonists will fight back to defend themselves but Specialists are required to deal with more serious threats."
"#ANNOUNCEMENT_PATCHNOTES_MS16_BARTER_SUBTITLE","Special deals"
"#ANNOUNCEMENT_PATCHNOTES_MS16_BARTER_TEXT","Trading with Societies continues to be improved. They now offer new special deals with special discounts, which also raise your Reputation. And the better your Rep with them is the sweeter deals you'll get. But don't dump unwanted resources on them, as they'll pay less and be annoyed with you if you do."
"#ANNOUNCEMENT_PATCHNOTES_MS16_IMPROVEMENTS_SUBTITLE","Other improvements"
"#ANNOUNCEMENT_PATCHNOTES_MS16_IMPROVEMENTS_TEXT","Colonists will voice their opinions on various events. Research progress is now shown in the notification area. The new Van and Offroader vehicles can be found on the World Map and in trade deals. Buildings stop functioning in critical condition and some conditions prevent your Colonists from working. And the annoying Happiness change sound effect has been fixed!"
"#ANNOUNCEMENT_PATCHNOTES_MS16_CHANGES_SUBTITLE","Änderungen bei der Benutzeroberfläche"
"#ANNOUNCEMENT_PATCHNOTES_MS16_CHANGES_TEXT","Die Kamera wird jetzt mit der rechten Maustaste geschwenkt. Spezialisten werden mit der Schaltfläche ""Auf Weltkarte schicken"" in deren Infomenü in den Einsatz aus der Kolonie auf die Weltkarte beordert."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_MS17_1","Law and Order"
"#ANNOUNCEMENT_PATCHNOTES_MS17_TITLE","Law and Order"
"#ANNOUNCEMENT_PATCHNOTES_MS17_DESC","Avoiding Malnutrition requires you to supply your colonists with varied Food to eat. Guards protect the colony from external and internal threats, especially when equipped with the new rifles from the Gunsmith. Colonists may now turn hostile on you if you treat the poorly enough and cause havoc."
"#ANNOUNCEMENT_PATCHNOTES_MS17_MALNUTRITION_SUBTITLE","Malnutrition"
"#ANNOUNCEMENT_PATCHNOTES_MS17_MALNUTRITION_TEXT","The new nutrition system means that meat, vegetables and other food items must be served equally to keep hunger and malnutrition at bay. Ignoring this for long can cause severe consequences and is equally slow to recover from."
"#ANNOUNCEMENT_PATCHNOTES_MS17_GUARDS_SUBTITLE","Guards"
"#ANNOUNCEMENT_PATCHNOTES_MS17_GUARDS_TEXT","Colonists can be now assigned to Guard Posts to increase the safety of your people. Guards can be equipped with rifles as they patrol around their posts scanning for threats. They're also visually distinctive with heavier protective armor."
"#ANNOUNCEMENT_PATCHNOTES_MS17_HOSTILE_SUBTITLE","Going hostile"
"#ANNOUNCEMENT_PATCHNOTES_MS17_HOSTILE_TEXT","If the colony Happiness declines too much, some of your colonists might turn hostile. Hostile people must be dealt swiftly and decisively, so have some Guards at hand at all times. Keep an eye on colony Happiness and allow the people some time off to spend at a Memorial, Theater or an Arena."
"#ANNOUNCEMENT_PATCHNOTES_MS17_IMPROVEMENTS_SUBTITLE","Events"
"#ANNOUNCEMENT_PATCHNOTES_MS17_IMPROVEMENTS_TEXT","Event system has been expanded with certain results spawning wild beasts or bandits and the requested resources scale better to allow players more options to choose from. New events have been added especially to the early game."
"#ANNOUNCEMENT_PATCHNOTES_MS17_CHANGES_SUBTITLE","Other improvements"
"#ANNOUNCEMENT_PATCHNOTES_MS17_CHANGES_TEXT","Hostile units should overlap less during combat, wild animal visibility has been improved, colonist suffer injuries from engaging in combat and roads have gotten a visual overhaul with Dirt Roads becoming combinable into larger areas similar to Paved ones."
"#POPULATION","Bevölkerung"
"#RESOURCE_WOOD","Baumstämme"
"#RESOURCE_PLANK","Bretter"
......@@ -1491,29 +1517,29 @@
"#RESOURCE_PLANK_DESC","Baumaterial.\n\nEinfaches Baumaterial, das im Sägewerk produziert wird oder von Orten auf der Weltkarte geplündert wird."
"#RESOURCE_ENERGY_DESC","Eine Energieeinheit\n\nWird in Kraftwerken hergestellt und in Akkus gespeichert. Die meisten hochmodernen Gebäude benötigen Energie."
"#RESOURCE_FOOD_DESC","Lebensnotwendig für die Kolonisten und wird ständig nachgefragt. Eine große Auswahl an Nahrung, von Gemüse über Fleisch bis hin zu Insekten, ist für das Überleben wichtig."
"#RESOURCE_METAL_DESC","Baumaterial.\n\nPlündere Metall aus Metalllagern in der Kolonie mithilfe des Schürfzugs. An einigen Orte auf der Weltkarte sind auch kleine Mengen an Metall verfügbar."
"#RESOURCE_METAL_DESC","Baumaterial und weiterverarbeitbares Material.\n\nPlündere Metalllager, indem du einen Schürfzug baust. Einige Orte auf der Weltkarte sind reich an Metall."
"#RESOURCE_SCRAP_DESC","Weiterverarbeitbares Material.\n\nEin Nebenprodukt, wenn der Schürfzug nach Metall gräbt. Wird in der Werkstatt zu nützlichen Teilen weiterverarbeitet."
"#RESOURCE_PARTS_DESC","Baumaterial.\n\nFortschrittliche mechanische Teile, die in hochmodernen Gebäuden und -Gegenständen eingesetzt werden."
"#RESOURCE_TOOLS_DESC","Gegenstand eines Kolonisten.\n\nWerkzeuge zum Graben, Schneiden usw. Ohne sie geht die Arbeit in einem merklich langsamer vonstatten.\n\nWird im Werkzeugladen gefertigt oder auf der Weltkarte geplündert."
"#RESOURCE_TOOLS_DESC","Gegenstand eines Kolonisten.\n\nWerkzeuge zum Graben und Schneiden, die den Arbeitsfluss beschleunigen. Wird im Werkzeugladen gefertigt oder auf der Weltkarte geplündert."
"#RESOURCE_WATER_DESC","Die Basis für die Schaffung und Erhaltung von Leben, ein Kolonist ohne Wasser aus dem Brunnen wird schnell ums Leben kommen."
"#RESOURCE_CLOTH_DESC","Gegenstand eines Kolonisten.\n\nMehrere Kleidungsschichten bieten einen gewissen Schutz gegen die Elemente. Ein Kolonist ohne Kleidung wird sich unterkühlen."
"#RESOURCE_CLOTH_DESC","Gegenstand eines Kolonisten.\n\nGeschichtete Kleidung, die grundlegenden Schutz gegen den Einfluss der Elemente, Unterkühlung und Strahlung bietet."
"#RESOURCE_FIBER_DESC","Weiterverarbeitbares Material.\n\nVerschiedene Faserschichten, die lang und stark genug sind, um daraus beim Schneider Kleidung zu weben."
"#RESOURCE_DEBRIS_DESC","Weiterverarbeitbares Material.\n\nUnterschiedliche Metallstücke, die vom Schürfzug getrennt und gereinigt werden können, um sie zu Metall oder Abfallstoffe weiterzuverarbeiten."
"#RESOURCE_TRASH_DESC","Weiterverarbeitbares Material.\n\nAlter Müll, der vom Recycler getrennt und gesäubert werden kann, um daraus verwertbaren Plastik oder Fasern herzustellen."
"#RESOURCE_FIREWOOD_DESC","Weiterverarbeitbare Ressource.\n\nWird im Kochhaus oder der Kantine für die Zubereitung von gesunden Mahlzeiten eingesetzt. Herstellung erfolgt im Holzfällerlager."
"#RESOURCE_CONCRETE_DESC","Baumaterial.\n\nGrundlegendes Baumaterial, das aus Lagern oder auf der Weltkarte geplündert oder abgebaut wird."
"#RESOURCE_WEAPONS_DESC","Gegenstand eines Spezialisten.\n\nMithilfe der durch die Waffen gebotenen Feuerkraft gelingt es Spezialisten, die gut verteidigten Banditenlager auf der Weltkarte anzugreifen."
"#RESOURCE_WEAPONS_DESC","Gegenstand eines Spezialisten.\n\nWaffen liefern die nötige Feuerkraft, um die gut verteidigten Banditenlager auf der Weltkarte anzugreifen."
"#RESOURCE_ALCOHOL_DESC","TODO"
"#RESOURCE_FUEL_DESC","Brennbare Flüssigkeit, die für den Bau und die Reparatur von Fahrzeugen verwendet wird. Sehr begehrte Ware in der postapokalyptischen Welt."
"#RESOURCE_MEDS_DESC","Verschiedene medizinische Produkte mit denen die Verletzungen, die Strahlenkrankheit oder andere Dinge, an denen die Kolonisten leiden, geheilt werden können."
"#RESOURCE_COMPONENTS_DESC","Fortschrittliches Baumaterial.\n\nWird beim Bau von energieproduzierenden oder -verbrauchenden Gebäuden eingesetzt. Für den Einsatz in hochmodernen Gebäuden wird es zu Elektronik weiterverarbeitet."
"#RESOURCE_PLASTIC_DESC","Wird für den Bau und für Gegenstände verwendet.\n\nSammle Plastik aus den Lagern in der Nähe mit einem Recycler. Auch in verschiedenen Orten auf der Weltkarte kann Plastik geplündert werden."
"#RESOURCE_ENTERTAINMENT_DESC","Baumaterial.\n\nEine Auswahl aus verschiedenen Unterhaltungsprodukten aus der alten Welt. Wird von allen Unterhaltungsgebäuden benötigt und ist nur auf der Weltkarte zu finden."
"#RESOURCE_COMPONENTS_DESC","Fortschrittliches Baumaterial.\n\nWird beim Bau von energieproduzierenden oder -verbrauchenden Gebäuden eingesetzt."
"#RESOURCE_PLASTIC_DESC","Baumaterial und weiterverarbeitbares Material.\n\nSammle Plastik aus den Lagern in der Nähe mit einem Recycler. Plastik kann an bestimmten Orten der Weltkarte geplündert werden."
"#RESOURCE_ENTERTAINMENT_DESC","Baumaterial.\n\nUnterhaltungsprodukte aus der alten Welt. Wird von allen Unterhaltungsgebäuden benötigt und ist nur auf der Weltkarte zu finden."
"#RESOURCE_HERBAL_DESC","Einfache Naturheilmittel gegen verschiedene Beschwerden. Verfügen nur über eine begrenzte Effektivität bei der Behandlung von Beschwerden.\n\nWächst in: Gewächshaus\nWachstumsrate: langsam\nErtrag: niedrig"
"#RESOURCE_IODINE_DESC","Tabletten mit strahlenabsorbierendem Jod. Wird für die Heilung der Strahlenkrankheit verwendet. Der Einsatz von Jodtabletten beschleunigt den Heilungsprozess merklich."
"#RESOURCE_ANTIBIOTICS_DESC","Ein effektives Heilmittel gegen alle Infektionen. Der Einsatz von Antibiotika beschleunigt den Heilungsprozess merklich."
"#RESOURCE_VACCINE_DESC","Antitoxine, um den Körper von Schadstoffen zu befreien. Heilt Vergiftungen."
"#RESOURCE_ELECTRONICS_DESC","Baumaterial.\n\nEin höchst modernes Material für die fortschrittlichsten Gebäude. Wird aus Komponenten gewonnen oder in Orten auf der Weltkarte geplündert."
"#RESOURCE_ELECTRONICS_DESC","Baumaterial.\n\nEin höchst modernes Material für die fortschrittlichsten Gebäude. Wird aus Komponenten gewonnen oder auf der Weltkarte geplündert."
"#RESOURCE_SCIENCE_DESC","Angesammeltes Wissen, das verwendet wird, um neue Technologien im Technologiebaum freizuschalten."
"#TOPIC_ITEMS","Gegenstände"
"#TOPIC_MATERIALS","Materialien"
......@@ -1532,13 +1558,13 @@
"#TOOLTIP_RADIO_CONTENT","Hier spielt die Musik - finde deinen neuen Lieblingssender."
"#MENU_PHOTO_MODE","FOTOMODUS"
"#RESOURCE_FLOUR","Mehl"
"#RESOURCE_FLOUR_DESC","Wird aus Weizen hergestellt, der von den Feldern oder aus den Gewächshäusern stammt.\n\nDas Mehl selbst kann nur als Rohstoff für die Herstellung von Broten in der Bäckerei genutzt werden."
"#RESOURCE_FLOUR_DESC","Wird aus Weizen hergestellt.\n\nDas Mehl selbst kann nur als Rohstoff für die Herstellung von Broten in der Bäckerei genutzt werden."
"#RESOURCE_CORN_DESC","Der Mais wächst schnell und kann in kurzer Zeit mehrere kleine Ernten hervorbringen. Sehr geringe Ausdauer gegen Katastrophen.\n\nWachstumsrate: normal\nErtrag: niedrig"
"#RESOURCE_FISH_DESC","Lokal gefangener Fisch, direkt aus dem Teich. Gute Quelle für essenzielle Fette und Nährstoffe."
"#RESOURCE_POTATO_DESC","Kartoffeln wachsen langsam, aber liefern eine beachtliche Ernte. Da der essbare Teil unter der Erde wächst, überlebt sie Katastrophen besser als andere Nutzpflanzen.\n\nWachstumsrate: langsam\nErtrag: mittel"
"#RESOURCE_VENISON_DESC","Frischfleisch von örtlichen Wildtieren, wie Hirsche oder das ein oder andere Kaninchen. Wird von deinem Fallensteller gefangen."
"#RESOURCE_WHEAT_DESC","Eine Getreidesorte, die für ihr unglaublich vielseitiges Verarbeitungspotenzial bekannt ist. Wächst relativ schnell und ergibt einen guten Ertrag. Kann sofort gegessen oder zur Herstellung von Brot und anderen Teigwaren verwendet werden.\n\nWachstumsrate: normal\nErtrag: mittel\nWiderstandsfähigkeit: mittel"
"#RESOURCE_POLLUTION_DESC","Gefährliches radioaktives Material, das in verhältnismäßig sicheren Behältern gelagert wird. Seine Verarbeitung erfolgt in der Umweltstation und es wird im Atommülllager endgelagert."
"#RESOURCE_POLLUTION_DESC","Gefährliches radioaktives Material, das in relativ sicheren Behältern gelagert wird. Seine Verarbeitung erfolgt in der Umweltstation. Wird im Atommülllager gelagert."
"#RESOURCE_COMPONENT","Komponente"
"#RESOURCE_COMPONENT_DESC","Fortschrittliches Baumaterial.\n\nWird in energieproduzierenden oder -verbrauchenden Gebäuden eingesetzt. Für den Einsatz in hochmodernen Gebäuden wird es zu Elektronik weiterverarbeitet."
"#RESOURCE_BREAD","Brot"
......@@ -1604,7 +1630,7 @@
"#RESOURCE_PROTEINBARS","Proteinriegel"
"#RESOURCE_PROTEINBARS_DESC","Qualitativ hochwertige Nahrung.\n\nProteinreiche, abgepackte Riegel mit Nüssen, Getreide und anderen Zutaten. Trocken, aber essbar. Kann nur auf der Weltkarte gefunden werden."
"#RESOURCE_CANNEDFRUIT","Obstkonserven"
"#RESOURCE_CANNEDFRUIT_DESC","Qualitativ hochwertige Nahrung.\n\nEine Mischung aus verschiedenen Obstkonserven, die in zuckerhaltigem Wasser eingekocht wurden. Enthalten viel Energie und Flüssigkeit. Kann nur auf der Weltkarte gefunden werden."
"#RESOURCE_CANNEDFRUIT_DESC","Qualitativ hochwertige Nahrung.\n\nObstkonserven, die in zuckerhaltigem Wasser eingekocht wurden und viel Energie enthalten. Können nur auf der Weltkarte gefunden werden."
"#TOPIC_TECH_UNLOCKED","FREIGESCHALTET"
"#TOPIC_PLACE","PLATZIEREN"
"#TOPIC_PLACE_MANY","MEHRERE PLATZIEREN"
......@@ -1645,7 +1671,7 @@
"#RECIPE_MEAL_MEAT_NAME","Fleischmahl"
"#RECIPE_MEAL_MEAT_DESC","Ein Fleischmahl ist ein deftiger Fleischeintopf aus verschiedenen Fleischsorten. Fisch wird übrigens auch als Fleisch gezählt."
"#RECIPE_MEAL_VEGMEAT_NAME","Nahrhafte Mahlzeit"
"#RECIPE_MEAL_VEGMEAT_DESC","Eine Mahlzeit, die aus einer Mischung aus verfügbarem Gemüse und Fleisch zubereitet wurde. Eine gesunde Option, die dir all die wichtigen Makro- und Mikronährstoffe liefert, durch die eine Unterernährung vermieden werden kann."
"#RECIPE_MEAL_VEGMEAT_DESC","Eine Mahlzeit, die aus einer Mischung von Gemüse und Fleisch zubereitet wurde. Eine gesunde Option, die dir all die wichtigen Makro- und Mikronährstoffe liefert, durch die eine Unterernährung vermieden werden kann."
"#RECIPE_SOUP_MEAL_NAME","Suppe"
"#RECIPE_SOUP_MEAL_DESC","Eine warme Suppe, die aus den gerade verfügbaren Nahrungsressourcen zubereitet wird. Zwar füllt sie den Magen, aber Suppenkonsum über einen langen Zeitraum senkt die Moral und reduziert die Zufriedenheit der Kolonisten."
"#RECIPE_MEAL_INSECT_NAME","Insektenmahl"
......@@ -1846,7 +1872,7 @@
"#TOPIC_HARVESTABLE_CROPS","Erntefähige Nutzpflanzen"
"#RESOURCE_SUNFLOWER","Sonnenblumen"
"#DESC_FOOD_SUNFLOWER","Dieser Typ SONNENBLUME wird nicht für die Herstellung von Nahrung angebaut, sondern als Energiequelle. Die gesammelten Kerne werden zu Öl gepresst und in Raffinerien zu Benzin verarbeitet.\n\nWachstumsrate: mittel\nErtrag: niedrig\nWiderstandsfähigkeit: mittel"
"#RESOURCE_SUNFLOWER_DESC","Diese Variante von Sonnenblumen wird nicht für die Herstellung von Nahrung angebaut, sondern als Energiequelle. Die gesammelten Kerne werden zu Öl gepresst und in Raffinerien zu Benzin verarbeitet."
"#RESOURCE_SUNFLOWER_DESC","Eine Variante von Sonnenblumen, die nicht für die Herstellung von Nahrung, sondern als Energiequelle angebaut wird. Die gesammelten Kerne werden zu Öl gepresst und in Raffinerien zu Benzin verarbeitet."
"#RESOURCE_FLAX_SEED","Saatgut: Flachs"
"#RESOURCE_SUNFLOWER_SEED","Saatgut: Sonnenblumen"
"#RESOURCE_OIL","Öl"
......@@ -2002,8 +2028,50 @@
"#TOOLTIP_TRADE_CATEGORY_OTHER_CONTENT","Diverse Ressourcen und Materialien"
"#TOPIC_ALREADY_TRADING","Bereits am Handeln"
"#RESOURCE_TOILET_PAPER","Toilettenpapier"
"#TOPIC_TRADE_ONGOING","HANDEL (LAUFEND)"
"#TOPIC_NOT_ENOUGH_COINS","Nicht genug {0}"
"#TOOLTIP_COLONY_VIEW","Koloniesicht"
"#TOPIC_GATE_HEALTH","Tor"
"#TOPIC_RAIDERS_HEALTH","Plünderer"
"#TOPIC_COLONY_COMBAT","Koloniekampf"
"#TOPIC_COMBAT_COUNT","Kämpfe"
"#TOPIC_COMBATS_WON","Gewonnene Kämpfe"
"#TOPIC_KILLED_ENEMIES","Getötete Feinde"
"#TOPIC_LOST_COLONISTS","Verlorene Kolonisten"
"#TOPIC_LOST_SPECIALISTS","Verlorene Spezialisten"
"#TOPIC_LOST_BUILDINGS","Zerstörte Gebäude"
"#NOTIFICATION_COLONY_COMBAT","Feinde in der Kolonie!"
"#NOTIFICATION_COLONY_COMBAT_DESC","Verteidige deine Leute!"
"#RESOURCE_GUARD_RIFLE","Jagdgewehr"
"#RESOURCE_GUARD_RIFLE_DESC","Diese einfache und sehr effektive Schusswaffe wird von Wachen bei der Verteidigung der Kolonie eingesetzt. Geht mit der Zeit kaputt."
"#NOTIFICATION_PERSON_HOSTILE","Kolonist {0} ist feindselig geworden!"
"#NOTIFICATION_PERSON_HOSTILE_MANY","{0} Kolonisten sind feindselig geworden!"
"#ANIMAL_KODIAK_KILLER","Killerkodiak"
"#NOTIFICATION_COMBAT_UNDER_ATTACK_MANY","Kolonisten nehmen Schaden!"
"#NOTIFICATION_COMBAT_UNDER_ATTACK_MANY_DESC","Diverse Koloniemitglieder sind in Gefahr"
"#ITEM_WEAPON_EMPTY","Armbrust"
"#ITEM_WEAPON_EMPTY_DESC","Simple Armbrust mit niedrigem Schaden. Standardwaffe für alle Wachen."
"#ITEM_WEAPON_1","Jagdgewehr"
"#ITEM_WEAPON_1_DESC","Einfaches Gewehr mit mittlerem Schaden und niedriger Feuerrate."
"#TOOLTIP_ASSIGN_COLONIST","Kolonisten zuweisen"
"#TOOLTIP_ASSIGN_COLONIST_CONTENT","Kolonisten für die Arbeit an diesem Gebäude zuweisen."
"#DEATH_COMBAT","Im Kampf gestorben"
"#DEATH_BY_BANDIT","Getötet von einem Banditen"
"#DEATH_BY_WILD_BEAST","Getötet von einer wilden Bestie"
"#DEATH_DEFINED_ENEMY","Getötet von {0}"
"#TOOLTIP_RENAME_SPECIALIST","Rename specialist"
"#TOOLTIP_RENAME_SPECIALIST_CONTENT","Here you can rename your specialist."
"#TOOLTIP_RENAME_COLONIST","Rename colonist"
"#TOOLTIP_RENAME_COLONIST_CONTENT","Here you can rename your colonist."
"#NOTIFICATION_COMBAT_SPECIALIST_UNDER_ATTACK","Specialist is under attack!"
"#NOTIFICATION_COMBAT_SPECIALIST_UNDER_ATTACK_DESC","Your specialist is engaged in combat."
"#NOTIFICATION_PERSON_MALNOURISHED_DESC","Make more nutritious food from meat and vegetables"
"#NOTIFICATION_PERSON_MALNOURISHED_MANY_DESC","Your colonists need more nutritious food soon!"
"#TOOLTIP_GIVE_FEEDBACK","Bug reporting"
"#TOOLTIP_GIVE_FEEDBACK_CONTENT","Give us feedback or report a bug."
"#NOTIFICATION_BUILDING_UNDER_ATTACK","Building is under attack"
"#NOTIFICATION_SPECIFIC_BUILDING_UNDER_ATTACK","{0} is under attack"
"#NOTIFICATION_BUILDING_UNDER_ATTACK_DESC","Use guards or specialists to defeat the attacker"
"#CATEGORY_HOUSING","Unterkünfte"
"#CATEGORY_STORAGE","Lager"
"#CATEGORY_FOOD","Nahrung"
......@@ -2443,6 +2511,12 @@
"#DESC_OUTHOUSE","Grundlegende Hygiene ist ein Muss, um die Kolonie gesund zu halten. Hier können sich die Kolonisten wachsen und ihren Bedürfnissen nachgehen. Baue die Latrinen nicht zu nah an Wasserquellen, um Verschmutzungen zu vermeiden."
"#PARKINGLOT","Parkplatz"
"#DESC_PARKINGLOT","Behelfsmäßig eingerichtete Anlage zur Aufbewahrung von Fahrzeugen für Spezialisten."
"#GUARD_POST","Wachposten"
"#DESC_GUARD_POST","Wachposten schützen deine Kolonie vor Feinden. Wachen patrouillieren rund um das Gebäude und reagieren automatisch auf jede Gefahr in ihrem Revier. \n\nKolonisten, die als Wachen arbeiten, können mit Waffen ausgerüstet werden, was ihre Effektivität erhöht."
"#DESC_GUARD_POST_DIRECT_CONTROL","Wachposten schützen deine Kolonie vor Feinden. Wachen patrouillieren rund um das Gebäude und reagieren automatisch auf jede Gefahr in ihrem Revier. Sie können auch direkt ausgewählt und angeordnet werden, andere Feinde anzugreifen. \n\nKolonisten, die als Wachen arbeiten, können mit Waffen ausgerüstet werden, was ihre Effektivität erhöht."
"#GUNSMITH","Waffenschmied"
"#DESC_GUNSMITH","Waffenschmiede stellen Waffen her, damit Kolonisten nicht mit Messern gegen Gewehre kämpfen müssen. Die Herstellung guter Waffen ist weder schnell, noch billig."
"#INFO_GATE_WAIT_COMBAT_END_TO_REPAIR","Wait for the combat to end to start repairs"
"#PERSON_CONDITION_TITLE","Zustand"
"#PERSON_STATE_IDLE","Tut nichts"
"#PERSON_STATE_WALKING","Geht"
......@@ -2977,7 +3051,7 @@
"#PERSON_CONDITION_HOMELESS_DESC","Obdachlose Kolonisten müssen ohne ein Dach über dem Kopf leben. Sie sind anfälliger für Verletzungen, Erschöpfung oder andere tödliche Zustände. Lange Perioden unter dem verschmutzten Himmel wirken sich auch auf ihre Zufriedenheit aus."
"#PERSON_CONDITION_SICK_DESC","Eine leichte Erkrankung, die zu einer Infektion führen kann."
"#PERSON_CONDITION_INFECTED_DESC","Eine schwerwiegende Krankheit sorgt für eine kontinuierliche Verschlechterung der Gesundheit und eine Reduzierung der Effektivität der Kolonisten. Unbehandelte Infektionen führen zum Tod. Mithilfe von Antibiotika wird der Heilungsprozess beschleunigt. Infizierte Kolonisten verbrauchen doppelt so viel Wasser wie gesunde Bewohner."
"#PERSON_CONDITION_MALNOURISHED_DESC","Eine einseitige Diät sorgt langfristig für Mangelernährung. An erster Stelle steht ein voller Magen, aber früher oder später ist für das Überleben auch eine ausgewogenere Ernährung notwendig. Füge die notwendigen Vitamine und Nährstoffe durch eine ausbalancierte Produktion von Gemüse, Fleisch oder Insekten hinzu, die dann in den Mahlzeiten verarbeitet werden."
"#PERSON_CONDITION_MALNOURISHED_DESC","Unterernährung ist ein gefährlicher Zustand, der durch einseitige Ernährung ausgelöst wird, bei der die Kolonisten nicht ausreichend mit Nährstoffen versorgt werden. Nahrung kann in drei Hauptkategorien unterteilt werden. Grundnahrungsmittel machen den Bauch voll, sind aber nicht besonders nahrhaft. Deshalb müssen Kolonisten ausreichend mit Fleisch und Gemüse versorgt werden. Damit werden die Siedler nicht nur satt, sondern auch gesund. Unterernährte Kolonisten sind schwach und oft vom Tode bedroht. Es dauert lange, um sich davon zu erholen. Dazu muss ein unterernährter Kolonist über längere Zeit ausgewogen ernährt werden."
"#PERSON_CONDITION_POISONED_DESC","Gift strömt durch die Adern, das für kontinuierliche Verschlechterung der Gesundheit sorgt. Muss mit Medikamenten oder einem Sanitäter oder Arzt geheilt werden."
"#PERSON_CONDITION_CRIMINAL_DESC","Kriminelle Tendenzen gewinnen die Oberhand. Nimm die Täter fest und bestrafe sie entsprechend."
"#PERSON_CONDITION_NOTOOLS_DESC","Ein Kolonist ohne Werkzeug arbeitet mit einem erheblich reduzierten Tempo. Stelle mehr her oder plündere es."
......@@ -3124,7 +3198,7 @@
"#COLONIST_COMMENT_RESEARCH_COMPLETED_03","Hey, wir haben es endlich geschafft!"
"#COLONIST_COMMENT_SPECIALIST_JOINED_01","Dieser Spezialist sieht taff aus!"
"#COLONIST_COMMENT_ISSUE_SPECIALIST_JOINED_02","Ich wette, dass {0} viel durchgemacht hat"
"#COLONIST_COMMENT_SPECIALIST_JOINED_03","Ich freue mich, einen Profi bei uns zu haben."
"#COLONIST_COMMENT_SPECIALIST_JOINED_03","Ich bin froh, dass wir jemanden dabeihaben, auf den wir uns verlassen können."
"#COLONIST_COMMENT_ISSUE_SPECIALIST_JOINED_04","{0} scheint einiges herausbekommen zu haben."
"#COLONIST_COMMENT_ISSUE_SPECIALIST_JOINED_05","Wir können froh sein, {0} bei uns zu haben!"
"#COLONIST_COMMENT_SPECIALIST_JOINED_06","Hast du den neuen Spezialisten gesehen?"
......@@ -3136,13 +3210,21 @@
"#COLONIST_COMMENT_GAME_START_CAR_03","Was für ein Dreck... Wir scheinen steckengeblieben zu sein."
"#COLONIST_COMMENT_GAME_START_HIKE_01","Keinen Schritt weiter. Ich bin durch!"
"#COLONIST_COMMENT_GAME_START_HIKE_02","Okay, Leute, der lange Marsch ist vorbei!"
"#COLONIST_COMMENT_GAME_START_HIKE_03","Ich denke, dieser Ort ist so gut wie jeder andere, um neu anzufangen."
"#COLONIST_COMMENT_GAME_START_HIKE_03","Das sieht nach einem guten Ort für einen Neuanfang aus!"
"#COLONIST_COMMENT_SPECIALIST_JOINED_07","Ich hoffe, dass uns dieser Spezialist beschützen wird."
"#COLONIST_COMMENT_SPECIALIST_JOINED_08","Wir können von Glück reden, dass du uns hilfst!"
"#PERSON_STATE_SANITIZING","Abwasch"
"#PERSON_STATE_COMBAT","Im Kampf"
"#PERSON_CONDITION_UNCLEAN","Dreckig"
"#PERSON_CONDITION_UNCLEAN_DESC","Die persönliche Hygiene dieser Kolonisten lässt sehr zu wünschen übrig, was Infektionen nach sich ziehen kann, wenn sie keine Waschmöglichkeit bekommen."
"#PERSON_VALUE_NOURISHMENT","Ernährung"
"#PERSON_STATUS_MALNOURISHED","Colonist is suffering from malnourishment"
"#PERSON_CONDITION_POORLY_NOURISHED","Poorly nourished"
"#PERSON_CONDITION_POORLY_NOURISHED_DESC","Food does not contain enough nutritions to stay healthy. Add more diversity to food to avoid malnourishment."
"#PERSON_CONDITION_NORMAL_NOURISHED","Adequate nourishment"
"#PERSON_CONDITION_NORMAL_NOURISHED_DESC","There is enough nutritions and variety in the food to stay healthy. "
"#PERSON_CONDITION_WELL_NOURISHED","Well nourished"
"#PERSON_CONDITION_WELL_NOURISHED_DESC","Food offers diversity and is balanced between meat and vegetables. Also the quality of the food is good. Healthy diet makes people happy."
"#SPECIALIST_NAME_SPECIALIST1","Rose"
"#SPECIALIST_ARCHETYPE_SPECIALIST1","Plünderer"
"#SPECIALIST_DESCRIPTION_SPECIALIST1","Von Kindesbeinen an schon eine sprachliche Schaumschlägerin, ist sie die Art von Mensch, die dich mühelos um ihren Finger wickelt. Sie ist mit Leichtigkeit in das Handelsgeschäft der Familie eingestiegen und machte als Ein-Frau-Unternehmung gute Geschäfte kurz bevor die Katastrophe geschah."
......@@ -4779,6 +4861,231 @@
"#EVENT_BANDIT_ATTACK_04_SUCCESS_DESC","Der Anführer macht eine tiefe theatralische Verbeugung. ""Vielen Dank, ihr guten Leute. Wir werden uns bald wieder bei uns bedienen!"" Die Banditen sammeln ihre Beute ein und ziehen ab. Fürs Erste seid ihr sicher."
"#EVENT_BANDIT_ATTACK_04_DENY_NAME","Hartes Angebot"
"#EVENT_BANDIT_ATTACK_04_DENY_DESC","Der Anführer schwingt seine Waffe. ""Ihr haltet euch wohl für tapfer, hä? Na gut, dann lass uns sehen, was ihr sagt, wenn wir mit euch fertig sind."""
"#EVENT_UPRISING_01_NOTIFICATION_HEADER","Ist das Pulverfass kurz vor dem Explodieren?"
"#EVENT_UPRISING_01_NOTIFICATION_DESC","Der Zorn der Kolonisten wächst"
"#EVENT_UPRISING_01_NAME","Aufstand der Kolonisten"
"#EVENT_UPRISING_01_DESC","Die unverändert harschen Bedingungen fordern ihren Tribut und die Unzufriedenheit unter den Kolonisten wächst. Manche meinen, du würdest nicht genug tun, selbst von Korruption ist hier und da die Rede. Angesichts der Gerüchte, du würdest Ressourcen horten, könnte das Ganze sehr schnell böse enden."
"#EVENT_UPRISING_01_REWARD","Verteile Ressourcen an die Kolonisten"
"#EVENT_UPRISING_01_IGNORE","Ignoriere die bösen Zungen"
"#EVENT_UPRISING_01_REWARD_NAME","Aufstand der Kolonisten"
"#EVENT_UPRISING_01_REWARD_DESC","Du suchst ein paar Ressourcen zusammen und verteilst sie an die Kolonisten. Damit scheinen die Gerüchte und Anschuldigungen zu verstummen... wenigstens für eine Weile."
"#EVENT_UPRISING_01_IGNORE_NAME","Aufstand der Kolonisten"
"#EVENT_UPRISING_01_IGNORE_DESC","Üble Nachrede zu belohnen setzt kein gutes Signal. Die Gerüchteküche wird schon verstummen, wenn du deine Sache so gewissenhaft machst, wie bisher."
"#EVENT_UPRISING_01B_REWARD_NOTIFICATION_HEADER","Die Stimmung in der Kolonie scheint sich geändert zu haben"
"#EVENT_UPRISING_01B_REWARD_NOTIFICATION_DESC","Es geht wieder aufwärts"
"#EVENT_UPRISING_01B_REWARD_NAME","Großzügigkeit lohnt sich"
"#EVENT_UPRISING_01B_REWARD_DESC","Bei deinen Gängen durch die Kolonie grüßen dich die Leute neuerdings freundlicher, als früher. Sie scheinen wirklich dankbar zu sein, dass du der Siedlung vorstehst. Deine Geschenke haben ihre Wirkung erreicht und die öffentliche Meinung geändert."
"#EVENT_UPRISING_01B_IGNORE_NOTIFICATION_HEADER","Die Zufriedenheit der Leute nimmt ab"
"#EVENT_UPRISING_01B_IGNORE_NOTIFICATION_DESC","Manche greifen auf drastische Methoden zurück"
"#EVENT_UPRISING_01B_IGNORE_NAME","Die Verachteten und die Gehässigen"
"#EVENT_UPRISING_01B_IGNORE_DESC","In der Kolonie wenden sich die Dinge zum Schlechteren. Durch das Ignorieren der Missgunst deiner Kolonisten hast du noch zusätzlich Öl ins Feuer gegossen. Die Unzufriedenheit der Leute wächst und viele wenden sich gegen dich."
"#EVENT_SECOND_CHANCES_01_NOTIFICATION_HEADER","Verdächtige Leute nähern sich dem Tor"
"#EVENT_SECOND_CHANCES_01_NOTIFICATION_DESC","Deine Kolonisten scheinen sie zu kennen"
"#EVENT_SECOND_CHANCES_01_NAME","Zweite Chancen"
"#EVENT_SECOND_CHANCES_01_DESC","Eine Gruppe zwielichtiger Individuen steht vor dem Tor und bittet um Einlass. Einer deiner Kolonisten flüstert dir zu: ""Wir können diese Leute nicht hereinlassen! Ich kenne sie, das widerliche Gesinde! Sie verdienen den Tod und nichts anderes!"" Die Gruppe weist alle Vorwürfe von sich und fleht dich um Gnade an."
"#EVENT_SECOND_CHANCES_01_ALLOW","Lass sie herein"
"#EVENT_SECOND_CHANCES_01_DENY","Weise sie zurück"
"#EVENT_SECOND_CHANCES_01_ALLOW_NAME","Zweite Chancen"
"#EVENT_SECOND_CHANCES_01_ALLOW_DESC","Die Vorwürfe der Kolonisten klingen zwar gravierend, doch du willst die Leute nicht ihrem sicheren Tod überlassen. Du lässt sie herein, wofür sie sehr dankbar sind – im Gegensatz zu den Kolonisten, deren hasserfüllte Blicke du im Rücken spürst."
"#EVENT_SECOND_CHANCES_01_DENY_NAME","Zweite Chancen"
"#EVENT_SECOND_CHANCES_01_DENY_DESC","Du nickst deinen Kolonisten zu, weil du ihnen auf jeden Fall mehr vertraust, als dieser verdächtigen Truppe. Als die Ankömmlinge hören, dass sie abziehen sollen, verwandeln sich ihre Bitten in Flüche und böse Blicke, bis sie schließlich gehen."
"#EVENT_SECOND_CHANCES_01B_ALLOW_NOTIFICATION_HEADER","Ein Kampf bricht aus"
"#EVENT_SECOND_CHANCES_01B_ALLOW_NOTIFICATION_DESC","Du kannst Leute jubeln hören"
"#EVENT_SECOND_CHANCES_01B_ALLOW_NAME","Gescheiterte Integration"
"#EVENT_SECOND_CHANCES_01B_ALLOW_DESC","Eine Gruppe von Kolonisten prügelt gerade auf die Leute ein, die du vorhin hereingelassen hattest. ""Ich hab's dir doch gesagt! Es sind Diebe! Diese Ratten müssen die Kolonie verlassen!"", schreit einer deiner Siedler, als die Kämpfenden getrennt werden. Auf Druck der Gruppe hin wirfst du die Kriminellen raus, doch die angeblich geklauten Sachen lassen sich nirgends finden."
"#EVENT_SECOND_CHANCES_01B_DENY_NOTIFICATION_HEADER","Ein Kolonist kommt auf dich zu"
"#EVENT_SECOND_CHANCES_01B_DENY_NOTIFICATION_DESC","Er schielt auf eine kleine Notiz"
"#EVENT_SECOND_CHANCES_01B_DENY_NAME","Früchte des Vertrauens"
"#EVENT_SECOND_CHANCES_01B_DENY_DESC","Der Kolonist sieht etwas nervös aus, schafft es aber doch irgendwie, sein Anliegen vorzutragen: ""Ähm, Boss, ich wollte mich nur bei dir bedanken für die Art und Weise, wie du letztens das Problem am Tor gelöst hast. Das waren ein paar echt böse Leute! Ich bin sehr froh, jemandem zu folgen, der die richtige Entscheidung getroffen hat. Ich habe ein gutes Wort für dich eingelegt!"""
"#EVENT_ACCUSATIONS_01_NOTIFICATION_HEADER","Eine Verbrecherin wurde gefasst"
"#EVENT_ACCUSATIONS_01_NOTIFICATION_DESC","Entscheide über ihr Schicksal"
"#EVENT_ACCUSATIONS_01_NAME","Fragwürdige Vorwürfe"
"#EVENT_ACCUSATIONS_01_DESC","Man bringt eine Frau zu dir, die dabei erwischt wurde, wie sie Berichte über deine Kolonie verfasste, mit Angaben zu Bevölkerungszahl, Ressourcen, Verteidigungsanlagen und anderen Bereichen. Die Kolonisten beschuldigen sie, die Notizen für Banditen in der Wildnis auszulegen, was sie jedoch bestreitet: ""Ich wollte nur neue Siedler anlocken und ihnen mitteilen, dass es hier einen sicheren Ort gibt."""
"#EVENT_ACCUSATIONS_01_PUNISHMENT","Bestrafe sie mit dem Gefängnis"
"#EVENT_ACCUSATIONS_01_EXONERATE","Sei nachsichtig mit ihr"
"#EVENT_ACCUSATIONS_01_PUNISHMENT_NAME","Fragwürdige Vorwürfe"
"#EVENT_ACCUSATIONS_01_PUNISHMENT_DESC","Wer Fremden zu viele Informationen über die Kolonie verrät, bringt alle in Gefahr. Du lässt die Frau festnehmen und ordnest ihre Befragung an. Vielleicht wird sie es sich in Zukunft zweimal überlegen, bevor sie euch wieder in Gefahr bringt."
"#EVENT_ACCUSATIONS_01_EXANNORATE_NAME","Fragwürdige Vorwürfe"
"#EVENT_ACCUSATIONS_01_EXANNORATE_DESC","Es gibt keine handfesten Beweise, also ist das einzige, was du im Namen des Gesetzes tun kannst, die Frau gehen zu lassen. Sie dankt dir überschwänglich und verspricht, in Zukunft vorsichtiger zu sein. Ihre Ankläger dagegen schäumen vor Wut."
"#EVENT_ACCUSATION_01B_PUNISHMENT_NOTIFICATION_HEADER","Eine wohlbekannte Dame droht zu gehen"
"#EVENT_ACCUSATION_01B_PUNISHMENT_NOTIFICATION_DESC","Sie scheint sich bereits entschieden zu haben"
"#EVENT_ACCUSATION_01B_PUNISHMENT_NAME","Der Preis der Freundlichkeit"
"#EVENT_ACCUSATION_01B_PUNISHMENT_DESC","Die Frau, die du vor kurzem festnehmen ließt, eilt Richtung Tor. Begleitet wird sie von Kolonisten, die sie anflehen, zu bleiben. Sie wirft dir einen bösen Blick zu, ihr Gesicht steinhart. ""Ich sagte es dir doch, ich wollte nur anderen helfen. Wenn du denkst, du könntest mich dazu zwingen, gemein zu sein... Dann hast du dich getäuscht."" Du schaust zu, wie sie durchs Tor geht und in der Wildnis verschwindet."
"#EVENT_ACCUSATION_01B_EXONERATE_NOTIFICATION_HEADER","Eine wohlbekannte Dame tritt an dich heran"
"#EVENT_ACCUSATION_01B_EXONERATE_NOTIFICATION_DESC","Sie scheint einen Ausflug gemacht zu haben"
"#EVENT_ACCUSATION_01B_EXONERATE_NAME","Verhärtet eure Herzen"
"#EVENT_ACCUSATION_01B_EXONERATE_DESC","Die Frau, die du gegen die anderen Kolonisten verteidigt hattest, tritt an dich heran. Sie hält einen Haufen abgewetzter Zettel in den Händen. ""Schau, ich... Das sind die Zettel, die ich rund um die Kolonie ausgelegt hatte. Ich will uns nicht in Gefahr bringen, also... Es tut mir leid"", sagt sie und zerreißt die Zettel. ""Ich werde es nie wieder tun. Ich will versuchen, die Kolonie sicherer zu machen. Versprochen."""
"#EVENT_TRIBE_01_NOTIFICATION_HEADER","Rund um die Kolonie wurden seltsame Fußspuren entdeckt"
"#EVENT_TRIBE_01_NOTIFICATION_DESC","Es sind definitiv nicht deine"
"#EVENT_TRIBE_01_NAME","Betrügerische Spuren"
"#EVENT_TRIBE_01_DESC","Vor der Kolonie wurden seltsame Spuren entdeckt, die zwar wie Tierspuren aussehen, aber einem menschlichen Muster folgen. Die Kolonisten sind besorgt und fragen sich, welche abartigen Kreaturen wohl um ihre Siedlung schleichen..."
"#EVENT_TRIBE_01_INVESTIGATE","Untersuchen"
"#EVENT_TRIBE_01_IGNORE","Ignorieren"
"#EVENT_TRIBE_01_TRAP","Falle bauen"
"#EVENT_TRIBE_01_INVESTIGATE_NAME","Betrügerische Spuren"
"#EVENT_TRIBE_01_INVESTIGATE_DESC","Eine kleine Gruppe macht sich auf, um den Spuren zu folgen. Sie schlagen sich immer tiefer in den Wald und gelangen schließlich zu einer Werkzeugkiste, die in einem hohlen Baum versteckt liegt. Die Fußspuren enden dort und es sieht ganz danach aus, als würdet ihr nicht nur mit Tieren zu tun haben."
"#EVENT_TRIBE_01_IGNORE_NAME","Betrügerische Spuren"
"#EVENT_TRIBE_01_IGNORE_DESC","Obwohl das Ganze seltsam anmutet, ist es wohl nichts, um das man sich Sorgen machen müsste. Im Moment gibt es wichtigere Probleme."
"#EVENT_TRIBE_01_TRAP_NAME","Betrügerische Spuren"
"EVENT_TRIBE_01_TRAP_DESC","Du zimmerst eine einfache Falle zusammen und stellst sie auf. Als du später nachschaust, hat sie zwar zugeschnappt, doch es ist nichts drin. Der Eindringling, der über sie gestolpert ist, scheint das Seil durchgeschnitten zu haben... hat dabei aber auch seinen Rucksack mit Vorräten liegenlassen."
"#EVENT_TRIBE_02_NOTIFICATION_HEADER","Ein Eindringling wurde erspäht"
"#EVENT_TRIBE_02_NOTIFICATION_DESC","Er ist gerade dabei, zu flüchten"
"#EVENT_TRIBE_02_NAME","Hungrige Mäuler, fleißige Hände"
"#EVENT_TRIBE_02_DESC","Deine Kolonisten eilen auf dich zu und ziehen dich zu einem Baum am Rand der Kolonie. Du schaust hoch und erkennst schemenhaft die Umrisse eines Räubers, der sich als Tier verkleidet hat und mit einem Sack voll gestohlener Nahrung flieht."
"#EVENT_TRIBE_02_FOOD","Hol dir deine Nahrung zurück"
"#EVENT_TRIBE_02_FREE","Lass ihn laufen"
"#EVENT_TRIBE_02_ATTACK","Greife den Dieb an"
"#EVENT_TRIBE_02_FOOD_NAME","Hungrige Mäuler, fleißige Hände"
"#EVENT_TRIBE_02_FOOD_DESC","Du sagst dem Dieb, er soll dir das Essen zurückgeben, oder... Es raschelt in der Baumkrone... und bevor du dich versiehst, springt er zu einem anderen Baum. Deine Kolonisten wollen die Verfolgung aufnehmen, doch da ist der Dieb schon längst am Boden und flieht."
"#EVENT_TRIBE_02_FREE_NAME","Hungrige Mäuler, fleißige Hände"
"#EVENT_TRIBE_02_FREE_DESC","Du hast Mitleid mit dem verzweifelten Dieb und sagst ihm, er könne die Nahrung behalten, schließlich möchte niemand hungern. Deine Kolonisten mosern zwar herum, ziehen sich aber auf dein Geheiß zurück."
"#EVENT_TRIBE_02_ATTACK_NAME","Hungrige Mäuler, fleißige Hände"
"#EVENT_TRIBE_02_ATTACK_DESC","Du trägst deinen Kolonisten auf, mit dem Dieb kurzen Prozess zu machen. Sie schütteln am Baum und bewerfen den Dieb mit Steinen. Schon bald darauf fällt eine selbstgenähte Tasche mit Nahrung zu Boden. Während du die Beute untersuchst, ergreift der Dieb seine Chance und flieht."
"#EVENT_TRIBE_03_NOTIFICATION_HEADER","Ein seltsames Gebilde ist vor den Toren der Kolonie aufgetaucht"
"#EVENT_TRIBE_03_NOTIFICATION_DESC","Wer weiß, wozu es gut sein soll"
"#EVENT_TRIBE_03_NAME","Mysteriöse Opfergabe"
"#EVENT_TRIBE_03_DESC","Ein seltsamer Altar wurde vor den Toren der Kolonie aufgebaut. Die Steinblöcke sind mit Tierzeichnungen verziert und die davor gespannte Haut trägt primitive Zeichnungen von Nahrung – Fleisch, Gemüse und Getreide."
"#EVENT_TRIBE_03_FOOD","Lege Nahrung auf dem Altar ab"
"#EVENT_TRIBE_03_IGNORE","Ignoriere den Altar"
"#EVENT_TRIBE_03_SPOILED","Lege verdorbene Nahrung auf dem Altar ab"
"#EVENT_TRIBE_03_FOOD_NAME","Mysteriöse Opfergabe"
"#EVENT_TRIBE_03_FOOD_DESC","Du lässt Nahrung zusammentragen und legst sie auf dem Altar ab. Als du später wiederkommst, ist das Essen verschwunden. An dessen Stelle liegt ein Haufen Samen auf einer reich verzierten Holzplatte."
"#EVENT_TRIBE_03_IGNORE_NAME","Mysteriöse Opfergabe"
"#EVENT_TRIBE_03_IGNORE_DESC","Du ignorierst den Altar, weil du nicht gewillt bist, deine kostbaren Ressourcen für wahnhafte Rituale irgendwelcher Fanatiker zu verschwenden. Als du später wiederkommst, um nach dem Altar zu sehen, ist er verschwunden."
"#EVENT_TRIBE_03_SPOILED_NAME","Mysteriöse Opfergabe"
"#EVENT_TRIBE_03_SPOILED_DESC","Du trägst den Kolonisten auf, verdorbene Nahrung zu sammeln und auf dem Altar abzulegen. Als du kurze Zeit später nachschaust, liegen die Überreste des Opfertischs zerschmettert am Boden."
"#EVENT_TRIBE_04A_NOTIFICATION_HEADER","Ein altbekannter Stamm nähert sich der Kolonie"
"#EVENT_TRIBE_04A_NOTIFICATION_DESC","Du bist schon einmal mit ihnen aneinandergeraten"
"#EVENT_TRIBE_04A_NAME","Der Ruf der Zivilisation"
"#EVENT_TRIBE_04A_DESC","Ein kleiner, in Tierfelle und Knochenschmuck gehüllter Stamm, erscheint vor den Toren der Kolonie. Eine ältere Frau mit einem Hirschgeweih auf dem Kopf tritt vor. ""Freunde. Verzeiht, dass wir um eure Siedlung schleichen und uns nicht zeigen. Doch ihr seid so gut zu uns gewesen, dass wir eine letzte Bitte haben: Zwei von uns möchten aus den Wäldern heraustreten und bei euch wohnen. Werdet ihr sie im Tausch gegen eine Opfergabe aufnehmen?"""
"#EVENT_TRIBE_04A_ACCEPT","Nimm die Leute auf"
"#EVENT_TRIBE_04A_REFUSE","Lehne das Angebot ab"
"#EVENT_TRIBE_04A_ACCEPT_NAME","Der Ruf der Zivilisation"
"#EVENT_TRIBE_04A_ACCEPT_DESC","Zwei Mitglieder des Stammes verabschieden sich rührend von ihrer alten Familie und betreten die Kolonie. Sie tragen eine reiche Opfergabe bei sich. Die alte Frau nickt. ""Gehabt euch wohl. Lasst uns alle überleben und gedeihen."""
"#EVENT_TRIBE_04A_REFUSE_NAME","Der Ruf der Zivilisation"
"#EVENT_TRIBE_04A_REFUSE_DESC","In den Augen der Stammesleute ist Enttäuschung zu sehen. ""Es tut uns leid, das zu hören, doch nicht jedes Rudel ist in der Lage, neue Mäuler zu stopfen. Wir hoffen, dass ihr an Stärke gewinnt und Erfolg habt. Lebt wohl."""
"#EVENT_TRIBE_04B_NOTIFICATION_HEADER","Ein altbekannter Stamm nähert sich der Kolonie"
"#EVENT_TRIBE_04B_NOTIFICATION_DESC","Du bist schon einmal mit ihnen aneinandergeraten"
"#EVENT_TRIBE_04B_NAME","Von Verzweiflung getrieben"
"#EVENT_TRIBE_04B_DESC","Ein kleiner, in Tierfelle und Knochenschmuck gehüllter Stamm, erscheint vor den Toren der Kolonie. Eine ältere Frau mit einem Hirschgeweih auf dem Kopf tritt vor. ""Seid gegrüßt. Ich bin mir sehr wohl bewußt, dass es zwischen uns Feindseligkeiten gegeben hat und viele Linien überschritten wurden. Doch jetzt sind wir verzweifelt und flehen euch deshalb um Hilfe an: Bitte, gebt uns Nahrung. Wir brauchen sie verzweifelt."""
"#EVENT_TRIBE_04B_ACCEPT","Gib ihnen Nahrung"
"#EVENT_TRIBE_04B_REFUSE","Lehne ab"
"#EVENT_TRIBE_04B_ACCEPT_NAME","Von Verzweiflung getrieben"
"#EVENT_TRIBE_04B_ACCEPT_DESC","Der Stamm dankt dir überschwänglich, als er deine Gabe annimmt. ""Danke, danke. Hier, nehmt das hier an. Es ist nicht viel, aber wir haben keinen Gebrauch mehr dafür"", sagt die Weise und übergibt dir einige alte Bücher."
"#EVENT_TRIBE_04B_REFUSE_NAME","Von Verzweiflung getrieben"
"#EVENT_TRIBE_04B_REFUSE_DESC","Die Augen der alten Frau verengen sich zu zwei hasserfüllten Punkten. ""Gibt es denn kein Mitgefühl mehr in euren Herzen? Na gut, dann werdet ihr zusehen müssen, wie alle um euch herum sterben. Mal sehen, wie euch das gefällt."" Der Stamm zieht sich in die Wälder zurück, kurz darauf fliegen Molotowcocktails in die Kolonie und setzen Gebäude in Brand – der letzte Affront des beleidigten Stamms."
"#EVENT_SHELTER_01_NOTIFICATION_HEADER","Mit einem Unterschlupf ist etwas nicht in Ordnung"
"#EVENT_SHELTER_01_NOTIFICATION_DESC","Beim Bau wurde ordentlich gepfuscht"
"#EVENT_SHELTER_01_NAME","Schlechtes Fundament"
"#EVENT_SHELTER_01_DESC","Begnadete Baumeister fallen bekanntlich nicht vom Himmel, doch einer deiner Kolonisten scheint darin besonders schlecht zu sein. Sein <mark>Zelt</mark> sieht so aus, als ob es jeden Moment zusammenbrechen würde. Die dürftig zusammengeklebten Planen fallen langsam auseinander. Trotzdem beharrt er darauf, zu wissen, was er tut."
"#EVENT_SHELTER_01_IMPROVE","Verbessere das Zelt"
"#EVENT_SHELTER_01_IGNORE","Lass es so, wie es ist"
"#EVENT_SHELTER_01_IMPROVE_NAME","Schlechtes Fundament"
"#EVENT_SHELTER_01_IMPROVE_DESC","Du entscheidest dich gegen den Willen des Kolonisten und nimmst Verbesserungen an seiner Behausung vor. Er ist über die ganze Angelegenheit nicht gerade froh, ringt sich aber doch zu einem Dank durch, sobald die Arbeit abgeschlossen ist."
"#EVENT_SHELTER_01_IGNORE_NAME","Schlechtes Fundament"
"#EVENT_SHELTER_01_IGNORE_DESC","Bevor du dich versiehst, geben die Stützpfeiler nach und das lausig zusammengebaute Zelt bricht zusammen. Etwas im Inneren geht in Flamen auf und der Kolonist kämpft sich ins Freie. Du hörst ihn über die schwedische Gebrauchsanweisung schimpfen."
"#EVENT_EXTORTION_01_NOTIFICATION_HEADER","Ein einsamer Söldner nähert sich der Kolonie"
"#EVENT_EXTORTION_01_NOTIFICATION_DESC","Er möchte mit dir reden"
"#EVENT_EXTORTION_01_NAME","Nichts ist umsonst"
"#EVENT_EXTORTION_01_DESC","Ein Mann in einer Söldneruniform nähert sich dem Tor. ""Eine schöne Kolonie hast du da – bist du sicher, dass sie gut geschützt ist? Ich und meine Kameraden könnten deine Siedlung vor wilden Tieren und Banditen schützen – zu einem sehr fairen Preis""."
"#EVENT_EXTORTION_01_PAY","Zahle Schutzgeld"
"#EVENT_EXTORTION_01_POSTPONE","Verlange nach Bedenkzeit"
"#EVENT_EXTORTION_01_DECLINE","Danke, wir kommen zurecht"
"#EVENT_EXTORTION_01_PAY_DESC","""Danke, werter Anführer! Ich hab's auf den ersten Blick gewusst, dass du ein gescheiter Kerl bist. Dieser Deal wir uns beiden nützen."" Bevor du fragen kannst, wie der angebotene Schutz funktionieren soll, ist der Söldner verschwunden."
"#EVENT_EXTORTION_01_POSTPONE_DESC","""Sicher, wir sind schließlich seriöse Leute! Ich komme also später vorbei und in der Zwischenzeit könnt ihr die nötigen Ressourcen zusammensuchen."""
"#EVENT_EXTORTION_01_DECLINE_DESC","""Ich glaube, du hast mich nicht richtig verstanden. Wir wollten es auf die nette Art versuchen, aber du lässt uns keine andere Wahl. Jungs, erteilt ihnen eine Lektion!"" Kaum hat er diese Worte ausgesprochen, nähern sich Jeeps mit bewaffneten Banditen dem Tor, bereit zum Angriff."
"#EVENT_EXTORTION_01B_NOTIFICATION_HEADER","Ein bekanntes Gesicht steht vor dem Tor"
"#EVENT_EXTORTION_01B_NOTIFICATION_DESC","Der Söldner möchte mit dir reden"
"#EVENT_EXTORTION_01B_NAME","Nichts ist umsonst"
"#EVENT_EXTORTION_01B_DESC","Ein dir bekannt vorkommender Mann in einem Söldneroutfit nähert sich dem Tor und er ist nicht allein. ""Es ist Zeit für die nächste Zahlung – du kennst das Prozedere. Ihr zahlt und wir beschützen euch vor sol... vor Bestien und Banditen!"
"#EVENT_EXTORTION_01B_PAY","Zahle Schutzgeld"
"#EVENT_EXTORTION_01B_POSTPONE","Verlange nach Bedenkzeit"
"#EVENT_EXTORTION_01B_DECLINE","Danke, wir kommen zurecht"
"#EVENT_EXTORTION_01B_PAY_DESC","""Ausgezeichnet – ein erstklassiger Deal für beide Seiten, da bin ich mir sicher. Bis zum nächsten Mal!"" Wieder verschwindet der Mann mit deinen Ressourcen im Wald."
"#EVENT_EXTORTION_01B_POSTPONE_DESC","""Nein, so läuft das nicht. Ich hatte euch jede Menge Zeit gegeben, um die Ressourcen zu sammeln. Ich denke, es ist an der Zeit, euch eine Lektion in Sachen Demut und Pünktlichkeit zu geben. Und die ist kostenlos!"" Kurz darauf greifen Bewaffnete das Tor an."
"#EVENT_EXTORTION_01B_DECLINE_DESC","""Ich glaube, du hast mich nicht richtig verstanden. Wir wollten es auf die nette Art versuchen, aber du lässt uns keine andere Wahl. Jungs, erteilt ihnen eine Lektion!"" Kaum hat er diese Worte ausgesprochen, springen bewaffnete Banditen aus den Jeeps und greifen an."
"#EVENT_WELL_01_NOTIFICATION_HEADER","Eine verzweifelte Frau tritt an dich heran"
"#EVENT_WELL_01_NOTIFICATION_DESC","Leute werden krank"
"#EVENT_WELL_01_NAME","Sauber infiziert"
"#EVENT_WELL_01_DESC","Eine verzweifelte Frau tritt an dich heran. ""Mein Freund ist krank geworden, was angesichts seiner dürftigen persönlichen Hygiene nicht verwundert. Dasselbe aber ist auch mit meinem Nachbarn passiert, der ebenfalls aus diesem Brunnen getrunken hat. Wir müssen etwas unternehmen!"" Du kannst jemanden damit beauftragen, den Brunnen zu bewachen oder ihn renovieren und säubern."
"#EVENT_WELL_01_GUARD","Postiere einen Kolonisten am Brunnen"
"#EVENT_WELL_01_CLEAN","Lasse den Brunnen säubern"
"#EVENT_WELL_01_DECLINE","Dafür habe ich keine Zeit"
"#EVENT_WELL_01_GUARD_DESC","Du ordnest einige Kolonisten an, den Brunnen im Auge zu behalten und alles Außergewöhnliche zu melden. Die Frau begrüßt deine Entscheidung und entspannt sich."
"#EVENT_WELL_01_CLEAN_DESC","Du ordnest an, den Brunnen ordentlich zu säubern und zu renovieren, um sicherzustellen, dass nichts unerwünschtes ins Brunnenwasser sickert. Die Frau begrüßt deine Entscheidung und entspannt sich."
"#EVENT_WELL_01_DECLINE_DESC","Die Frau ist bestürzt darüber, dass du ihre Sorgen nicht teilst und offenbar wichtigeres zu tun hast."
"#EVENT_WELL_01B_NOTIFICATION_HEADER","Der Brunnenwächter tritt an dich heran"
"#EVENT_WELL_01B_NOTIFICATION_DESC","Er hat etwas gefunden"
"#EVENT_WELL_01B_NAME","Sauber infiziert"
"#EVENT_WELL_01B_DESC","Ein Kolonist, den du damit beauftragt hast, den Brunnen zu beobachten, tritt an dich heran. ""Ich habe den Brunnen beobachtet, Boss. Und schau, was ich gefunden habe!"" Er zieht einen kleinen Jungen zu dir heran. ""Er hat alles mögliche in den Brunnen geworfen, Stöcke, Glühsteine, Molche... Hat sich wohl gelangweilt."""
"#EVENT_WELL_01B_SCOLD","Schimpfe den Jungen aus"
"#EVENT_WELL_01B_LET","Lass ihn laufen"
"#EVENT_WELL_01C_NOTIFICATION_HEADER","Eine alte Bekannte tritt an dich heran"
"#EVENT_WELL_01C_NOTIFICATION_DESC","Die Infektionen haben nicht aufgehört"
"#EVENT_WELL_01C_NAME","Sauber infiziert"
"#EVENT_WELL_01C_DESC","Die besorgte Frau von vorhin tritt wieder an dich heran. ""Ich denke nicht, dass die Säuberungsaktion erfolgreich war, es werden immer mehr Leute krank!"". Sie ist sich sicher, dass jemand mit bösen Absichten dahintersteckt!"
"#EVENT_WELL_01C_POST","Postiere einen Kolonisten am Brunnen"
"#EVENT_WELL_01C_DECLINE","Lass die Sache ruhen"
"#EVENT_WELL_01C_POST_DESC","Du ordnest einige Kolonisten an, den Brunnen im Auge zu behalten und alles Außergewöhnliche zu melden. Die Frau begrüßt deine Entscheidung und entspannt sich."
"#EVENT_WELL_01C_DECLINE_DESC","Die Frau ist bestürzt darüber, dass du ihre Sorgen nicht teilst und offenbar wichtigeres zu tun hast. Die Infektionen breiten sich weiter aus, bis einige Kolonisten beschließen, den Brunnen auch ohne deine Erlaubnis zu untersuchen. Am Grund finden sich Stöcke, Glühsteine und sogar kleine Tiere, die bestimmt nicht von selbst dorthin gelangt sind."
"#EVENT_VERMIN_01_NOTIFICATION_HEADER","Ein Kolonist verheimlicht etwas"
"#EVENT_VERMIN_01_NOTIFICATION_DESC","Du könntest einen Befall am Hals haben"
"#EVENT_VERMIN_01_NAME","Ungezieferzucht"
"#EVENT_VERMIN_01_DESC","Dir ist zu Ohren gekommen, dass ein Kolonist heimlich <mark>Rattenkäfer</mark> in der Kolonie züchtet. Der Züchter wird von erbosten Siedlern umstellt, die Antworten von ihm fordern. Er versucht zu erklären, dass Rattenkäfer völlig missverstandene, im Grunde aber sanfte und sogar intelligente Kreaturen wären. Er fleht dich an, die Tiere behalten zu können, doch die anderen Kolonisten machen sich Sorgen um die möglichen Konsequenzen."
"#EVENT_VERMIN_01_CONSERVE","Du hast keine Bedenken"
"#EVENT_VERMIN_01_EXTERMINATE","Werde die Tiere los"
"#EVENT_VERMIN_01_CONSERVE_NAME","Ungezieferzucht"
"#EVENT_VERMIN_01_CONSERVE_DESC","Du löst die Menge auf und erklärst das Ganze für ein, wenn auch etwas seltsames, Hobby. Der Züchter beeilt sich, dir die Hand zu schütteln und verspricht enthusiastisch, die Rattenkäfer unter Kontrolle zu haben. Dabei schweift er ab und beschreibt dir im Detail seine Forschungen zu den Fortpflanzungsqualitäten der Insekten."
"#EVENT_VERMIN_01_EXTERMINATE_NAME","Ungezieferzucht"
"#EVENT_VERMIN_01_EXTERMINATE_DESC","Du weist die anderen Kolonisten an, das Ungeziefer zu konfiszieren und zu vernichten. Der Züchter ist von dieser Idee natürlich nicht begeistert. ""Das sind meine Babys! Nur über meine Leiche!"", schreit er und lässt seine Tiere auf die Kolonisten los."
"#EVENT_LAZY_01_NOTIFICATION_HEADER","In letzter Zeit bleibt viel Arbeit liegen"
"#EVENT_LAZY_01_NOTIFICATION_DESC","Jemand vernachlässigt seine Pflichten"
"#EVENT_LAZY_01_NAME","Auf der faulen Haut"
"#EVENT_LAZY_01_DESC","Es ist ein hektischer Tag, doch aus dem Augenwinkel beobachtest du einen Kolonisten, der auf dem Rücken liegt und einfach in den Himmel starrt. Auf deine Nachfrage schenkt er dir ein großes, zahnloses Lächeln und seufzt: ""Nach allem, was passiert ist, darf man wohl seine zweites Leben genießen, oder? Warum tust du's nicht auch?"""
"#EVENT_LAZY_01_SCOLD","""Lass den Quatsch und an die Arbeit."""
"#EVENT_LAZY_01_CHILL","Leiste dem Kolonisten Gesellschaft"
"#EVENT_LAZY_01_SCOLD_NAME","Auf der faulen Haut"
"#EVENT_LAZY_01_SCOLD_DESC","Du setzt ein autoritäres Gesicht auf und weist den Kolonisten an, seinen Verpflichtungen nachzugehen, wie alle anderen auch. Er schneidet eine Grimasse, steht dann aber doch auf und macht sich an die Arbeit. ""Im Leben zählen die kleinen Dinge. Irgendwann wirst du's auch erkennen"", wirft er dir zu und schlurft davon. Die anderen freuen sich über einen weiteren Helfer."
"#EVENT_LAZY_01_CHILL_NAME","Auf der faulen Haut"
"#EVENT_LAZY_01_CHILL_DESC","Kaum hast du die Worte des Kolonisten vernommen, wird dir bewusst, dass du schon lange nichts mehr gemacht hast, wozu du einfach mal Lust hattest. Du beobachtest die vorüberziehenden Wolken, wirst auf einmal total entspannt und beginnst von früher zu erzählen. Am Ende gibt dir der Kolonist eine seltsame hölzerne Box. ""Möge etwas Spaß von früher wiederkommen."" Die anderen Kolonisten sind jedoch gar nicht froh, dass ihnen mehr Arbeit zufällt."
"#EVENT_RELIGION_01_NOTIFICATION_HEADER","Die Kolonisten haben etwas glänzendes gefunden"
"#EVENT_RELIGION_01_NOTIFICATION_DESC","Ist es ein Zeichen von oben?"
"#EVENT_RELIGION_01_NAME","Gruß aus der Urzeit"
"#EVENT_RELIGION_01_DESC","Ein paar Kolonisten zeigen dir etwas ""außergewöhnliches"", was sie im nahen Wald gefunden haben. Eine wunderschöne, golden schimmernde Statue. Darin sind zwei glänzende Steine als Augen eingefasst, in denen sich dein Antlitz spiegelt. Die Kolonisten sind davon überzeugt, dass es ein Glückssymbol ist und möchten zu seinen Ehren eine Zeremonie abhalten."
"#EVENT_RELIGION_01_ALLOW","Erlaube die Anbetung"
"#EVENT_RELIGION_01_FORBID","Lasse die Statue einschmelzen"
"#EVENT_RELIGION_01_CEREMONY_NAME","Gruß aus der Urzeit"
"#EVENT_RELIGION_01_CEREMONY_DESC","Du hast kein Problem damit, das Relikt in die Kolonie zu bringen, schließlich könnten alle eine Aufmunterung von ""ganz oben"" gebrauchen. Am Rand der Kolonie wird eine kleine Zeremonie vorbereitet, die Leute bringen Opfergaben dar und erinnern sich an alte Lieder. Auch wenn die Versammlung schnell von Wildschweinen gestört wird, schauen die Kolonisten wieder zuversichtlicher in die Zukunft."
"#EVENT_RELIGION_01_FIGHT_NAME","Gruß aus der Urzeit"
"#EVENT_RELIGION_01_FIGHT_DESC","Du hast kein Problem damit, das Relikt in die Kolonie zu bringen, schließlich könnten alle eine Aufmunterung von ""ganz oben"" gebrauchen. Gleich darauf bricht ein Streit aus, weil nicht alle damit einverstanden sind, wertvolle Ressourcen auf so einen Humbug zu verschwenden. Es fliegen Fäuste und andere Objekte, ebenso wie üble Beschimpfungen. Als es dir gelingt, die Kämpfenden zu trennen, ist die Statue verschwunden. Ob gestohlen oder im Matsch verloren – vielleicht ist das besser so."
"#EVENT_RELIGION_01_FORBID_NAME","Gruß aus der Urzeit"
"#EVENT_RELIGION_01_FORBID_DESC","Eine seltsame Götterfigur in die Kolonie zu bringen, kann nur ein Unglück nach sich ziehen. Du entscheidest dich stattdessen dafür, die Statue einzuschmelzen. Zu deiner Überraschung wird daraus kein flüssiges Gold, sondern ein stinkende Plastikpampe. Auch wenn du einige böse Blicke erntest, ist die Hoffnung große, dass deine Kolonisten ihren Glauben nicht allzu ernst genommen haben."
"#EVENT_CHILD_01_NOTIFICATION_HEADER","Ein seltsames Kind wurde unweit der Kolonie gesichtet"
"#EVENT_CHILD_01_NOTIFICATION_DESC","Es ist schon lange vor uns hier gewesen"
"#EVENT_CHILD_01_NAME","In den Trümmern"
"#EVENT_CHILD_01_DESC","Auf der Suche nach Ressourcen hat ein <mark>Recycler</mark> ein Kind entdeckt, das in einem Haufen Schrott wohnt. Da es kein Kind aus deiner Kolonie ist, muss es schon lange dort hausen. Du folgst dem Arbeiter zu einer improvisierten Behausung aus Plastikflaschen und Gummibändern. ""Das ist mein Zuhause. Es ist das einzige, was ich habe"", flüstert das Kind und schaut zu Boden."
"#EVENT_CHILD_01_REJECT","Vertreibe den Jungen"
"#EVENT_CHILD_01_WELCOME","Nimm den Jungen auf"
"#EVENT_CHILD_01_REJECT_NAME","In den Trümmern"
"#EVENT_CHILD_01_REJECT_DESC","Du ordnest an, das Kind vom Gelände zu schmeißen. Du hast zu wenig Ressourcen, um ein weiteres hungriges Maul zu stopfen, erst recht nicht ein Kind, das nicht für seinen Lebensunterhalt aufkommen kann. Der Junge wird aus seiner Behausung geholt und für die Abreise fertig gemacht. Du schaust zum Tor hinaus und siehst, wie der Junge seinen kleinen Rucksack festhält und dich mit einem leeren Blick anschaut. Mit kleinen, unsicheren Schritten verschwindet er in der Wildnis."
"#EVENT_CHILD_01_WELCOME_NAME","In den Trümmern"
"#EVENT_CHILD_01_WELCOME_DESC","Du schaust zu dem Kind hinüber, das mit eingefallenen Wangen und dunklen Ringen unter den Augen auf einem Trümmerhaufen sitzt und bietest ihm an, sich der Kolonie anzuschließen. Dabei erklärst du, dass der Schrott zu einem späteren Zeitpunkt noch Verwendung finden soll. Das Kind ist weder traurig, noch froh, nickt aber und nimmt deine Hand. Gemeinsam geht ihr zur Kolonie."
"#EVENT_WELL_02_NOTIFICATION_HEADER","Das Wetter ändert sich schlagartig"
"#EVENT_WELL_02_NOTIFICATION_DESC","Es sind keine gewöhnlichen Wolken"
"#EVENT_WELL_02_NAME","Saurer Regen"
"#EVENT_WELL_02_DESC","Das Wetter in der postapokalyptischen Welt ist unberechenbar und diese Wolken sind wie aus dem Nichts aufgetaucht. Schwere schwarze Tropfen fallen vom Himmel und zischen laut, sobald sie irgendwo aufkommen. ""Saurer Regen. Alle in Deckung"", schreist du und lässt alle in Deckung gehen. Jemand erinnert sich an den offen gelassenen Zufluss zu den <mark>Brunnen</mark> – das Wasser könnte vergiften werden."
"#EVENT_WELL_02_WAIT","Warte ab, bis das Schlimmste vorbei ist"
"#EVENT_WELL_02_PROTECT","Improvisiere eine Abdeckung"
"#EVENT_WELL_02_RISK","Riskiere es"
"#EVENT_WELL_02_WAIT_NAME","Saurer Regen"
"#EVENT_WELL_02_WAIT_DESC","Du entscheidest, dass niemand wegen dieser Sache sein Leben riskieren sollte. Der Regen ist nicht von langer Dauer und schon bald versammeln sich alle neugierig um den Brunnen, keiner traut sich jedoch, vom Wasser zu probieren. Einer der weniger beliebten Kolonisten wird schließlich dazu gezwungen, nimmt einen Schluck und fällt krank auf die Knie. Ihr solltet fürs Erste Mineralwasser aus Flaschen trinken."
"#EVENT_WELL_02_PROTECT_NAME","Saurer Regen"
"#EVENT_WELL_02_PROTECT_DESC","Einer der tapfersten Kolonisten hüllt sich in wasserdichte Schutzkleidung und läuft in den Regen hinaus, um den Zufluss zum Brunnen abzusperren. Als er wiederkommt und alle jubeln, winkt er nur ab, aber seine Heldentat hat den Geist der Gruppe erhoben."
"#EVENT_WELL_02_RISK_NAME","Saurer Regen"
"#EVENT_WELL_02_RISK_DESC","Einer der tapfersten Kolonisten läuft in den Regen hinaus, um den Brunnen zu sichern. Als er zurückkehrt, kannst du schon von Weitem sehen, dass ihm schlecht ist und dann fällt er auch noch in eine Pfütze mit ätzendem Regen. Als er es endlich zu den anderen schafft, muss er sofort verarztet werden. Die Kolonisten jubeln und sind froh, dass die Wasserversorgung fürs Erste gerettet ist."
"#EVENT_RESULT_INCREASE_REPUTATION","{1} Reputation in {0} gewonnen"
"#EVENT_RESULT_DECREASE_REPUTATION","{1} Reputation in {0} verloren"
"#EVENT_RESULT_SET_REPUTATION","Reputation in {0} liegt bei {1}"
"#LOCATION_PLAYER","Deine Kolonie"
"#LOCATION_HOSPITAL","Krankenhaus"
"#LOCATION_WATER","Wasser"
......@@ -5254,6 +5561,8 @@
"#TRADE_DONE_LEADER14_POSITIVE1","Ich strahle geradezu vor Freude!"
"#TRADE_DONE_LEADER14_NEUTRAL1","Fertig – wollt ihr geröstete Schabe als Snack für die Reise?"
"#TRADE_DONE_LEADER14_NEGATIVE1","Jetzt verschwinde, bevor ich dich in die Grube schmeiße."
"#TOPIC_HAZARD_LEVEL_TITLE","Risikostufe"
"#TOPIC_DANGER_LEVEL_TITLE","Gefahrenstufe"
"#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"
......@@ -5293,7 +5602,7 @@
"#TUTORIAL_NOTIFICATION_WORLDMAP_HEADLINE","Zugriff auf die Weltkarte"
"#TUTORIAL_NOTIFICATION_WORLDMAP_MESSAGE","Du hast jetzt Zugriff auf die Weltkarte."
"#TUTORIAL_DIALOG_WORLDMAP_HEADLINE","WELTKARTE"
"#TUTORIAL_DIALOG_WORLDMAP_MESSAGE","Die Weltkarte ist jetzt geöffnet und andere <mark>Überlebende</mark> und <mark>Spezialisten</mark> treffen nach und nach an deinem <mark>Tor</mark> ein. Und jetzt mach dich auf und finde heraus, was in der Welt so vor sich geht!"
"#TUTORIAL_DIALOG_WORLDMAP_MESSAGE","Die Weltkarte ist jetzt geöffnet und andere <mark>Überlebende</mark> und <mark>Spezialisten</mark> treffen nach und nach an deinem <mark>Tor</mark> ein. Du kannst Spezialisten auf die Weltkarte schicken, indem du sie auswählst und die Option <mark>Auf Weltkarte schicken</mark> in ihrem Infomenü auswählst. Finde heraus, was in der Welt so vor sich geht, indem du die große Weltkarte rechts unten im Bildschirm anklickst!"
"#TUTORIAL_NOTIFICATION_WM_ACTION_HEADLINE","Plündern"
"#TUTORIAL_NOTIFICATION_WM_ACTION_MESSAGE","Drücke hier, um zu erfahren, wie du das anstellst."
"#TUTORIAL_DIALOG_WM_ACTION_HEADLINE","PLÜNDERN"
......@@ -5529,6 +5838,18 @@
"#TUTORIAL_DIALOG_HYGIENE_MESSAGE","Für Kolonisten kann es bisweilen schwer sein, in der Einöde auf ihre persönliche <mark>Hygiene</mark> zu achten. Schmutzige Kolonisten werden schnell unzufrieden und fangen sich öfter Krankheiten ein. Hilf ihnen, indem du eine <mark>Latrine</mark> im Gebäudemenü baust!"
"#CODEX_HYGIENE_HEADLINE","HYGIENE"
"#CODEX_HYGIENE","Kolonisten werden <mark>ungepflegt</mark>, wenn sie keinen Zugang zu Sanitätsgebäuden haben. Dazu gehören <mark>Latrinen</mark>, die hygienische Grundversorgung gewährleisten und <mark>Saunas</mark>, in denen sich die Kolonisten gründlich säubern können. Eine Sauna kannst du im <mark>Technologiebaum</mark> freischalten.\n\nDenke daran, dass der Bedarf nach Hygieneeinrichtungen mit jedem neuen Kolonisten wächst und du die entsprechenden Anlagen in ausreichender Menge zur Verfügung stellen musst."
"#TUTORIAL_NOTIFICATION_HOSTILE_HEADLINE","Feindselige Kolonisten"
"#TUTORIAL_NOTIFICATION_HOSTILE_MESSAGE","Drücke hier, um mehr zu erfahren."
"#TUTORIAL_DIALOG_HOSTILE_HEADLINE","FEINDSELIGE KOLONISTEN"
"#TUTORIAL_DIALOG_HOSTILE_MESSAGE","Unzufriedene Kolonisten oder Überlebende können manchmal <mark>feindselig</mark> werden und sich gegen dich wenden. Sie verletzen dann andere und beschädigen Gebäude. Errichte <mark>Wachtürme</mark>, um Wachen und <mark>Waffenschmiede</mark> einzusetzen und zum Schutz der Kolonie adäquate Waffen herzustellen."
"#CODEX_HOSTILE_HEADLINE","SICHERHEIT DER KOLONIE"
"#CODEX_HOSTILE","<mark>Feindselige</mark> Kolonisten arbeiten nicht mehr, sondern sabotieren die Kolonie. Sie werden deshalb wie eindringende <mark>Banditen</mark> behandelt.\n\nJe <mark>unglücklicher</mark> die Kolonisten, desto eher werden sie feindselig. Erhöhe den Lebensstandard, indem du für <mark>nahrhafte Speisen</mark>, <mark>sanitäre Anlagen</mark> und bessere <mark>Unterkünfte</mark>. Du solltest dir auch gut überlegen, wen du durch das <mark>Tor</mark> in die Kolonie lässt.\n\n<mark>Wachposten</mark> garantieren, dass neue feindseligen Kolonisten schnell und effektiv beseitigt werden. Zugewiesene Arbeiter agieren als <mark>Wachen</mark> und sorgen für die Sicherheit der Kolonie. \n\n<mark>Waffenschmiede</mark> versorgen Wachen mit aufgerüsteten Waffen. Diese Waffen nutzen sich mit der Zeit ab, du solltest also die Produktion aufrecht erhalten."
"Colonists need a steady source of <mark>Meat</mark> and <mark>Vegetables</mark>. The Meat category, for example, includes <mark>Venison</mark>, <mark>Fish</mark> and some insects. Vegetables include <mark>Berries</mark> and most harvestable crop from <mark>Fields</mark>, like <mark>Corn</mark> and <mark>Potatoes</mark>.\n\nSome foods are only good for filling up the stomachs of colonists, but provide no nutrients for them to keep going in the long term.\n\n<mark>Well-Nourished</mark> colonists enjoy a varied diet of meats, vegetables and different meals. Good for you if you reached this status!\n\n<mark>Poorly Nourished</mark> colonists are not getting everything they need. Are you providing enough Meals to colonists or are they eating just raw foods? You can prepare meals in <mark>Cookhouses</mark> and <mark>Mess Halls</mark>.\n\n<mark>Malnourished</mark> colonists’ diet is severely lacking in one or more areas.","Unterernährung"
"#TUTORIAL_NOTIFICATION_MALNUTRITION_MESSAGE","Drücke hier, um mehr zu erfahren."
"#TUTORIAL_DIALOG_MALNUTRITION_HEADLINE","UNTERERNÄHRUNG"
"#TUTORIAL_DIALOG_MALNUTRITION_MESSAGE","Deine Kolonisten benötigen eine ausgewogene Diät aus <mark>Gemüse</mark> und <mark>Fleisch</mark>, du musst also dafür sorgen, dass beides ständig verfügbar ist. <mark>Unterernährung</mark> kann bei anhaltendem Zustand zum Tode führen."
"#CODEX_MALNUTRITION_HEADLINE","ERNÄHRUNG"
"#CODEX_MALNUTRITION","Kolonisten benötigen eine kontinuierliche Versorgung mit <mark>Fleisch</mark> und <mark>Gemüse</mark>. Zu Fleisch gehört unter anderem <mark>Wild</mark>, <mark>Fisch</mark> und einige Insekten. Gemüse umfasst <mark>Beeren</mark> und die meisten Getreidesorten, die auf <mark>Feldern</mark> angebaut werden, wie <mark>Mais</mark> und <mark>Kartoffeln</mark>.\n\nEinige Lebensmittel eignen sich zwar gut dafür, die Mägen der Kolonisten zu füllen, verfügen jedoch über keine Nährstoffe, um sie langfristig am Leben zu halten.\n\n<mark>Wohlgenährte</mark> Kolonisten genießen eine vielseitige Diät aus Fleisch, Gemüse und ausgewogenen Mahlzeiten.\n\n<mark>Unterernährten</mark> Kolonisten mangelt es an lebenswichtigen Stoffen. Bietest du deinen Leuten ausgewogene Mahlzeiten an oder müssen sie mit Rohkost vorlieb nehmen? Mahlzeiten können in <mark>Kochhäusern</mark> und <mark>Kantinen</mark> zubereitet werden.\n\nBei der Diät von <mark>Unterernährten</mark> werden einer oder mehrere Bereiche arg vernachlässigt."
"#TOPIC_RESEARCH_FOOD","NAHRUNG"
"#TOPIC_RESEARCH_PRODUCTION","PRODUKTION"
"#TOPIC_RESEARCH_COLONY","KOLONIE"
......@@ -5873,3 +6194,7 @@
"#TOPIC_TECH_CAT_WORLD","Weltkarte"
"#TOPIC_TECH_CAT_WORLD_DESC","Steigert die Möglichkeiten der Weltkarte"
"#TOPIC_ACTIVE_RESEARCH","Aktive Erforschung"
"#TECH_WEAPON_CRAFTING","Waffenherstellung"
"#TECH_WEAPON_CRAFTING_DESC","Wer gegen postapokalyptische Wildtiere und verrückte Banditen kämpfen muss, braucht dafür die richtigen Waffen. Waffenschmiede versorgen die Kolonie mit adäquaten Kampfwerkzeugen zum Schutz der Kolonie."
"#TECH_GUARDIANS","Wächter"
"#TECH_GUARDIANS_DESC","Wachen bilden das Rückgrat der Verteidigungslinien der Kolonie gegen wilde Tiere und Feinde. Weise deine Leute Wachposten zu und rüste sie gut aus, damit sie sich darauf konzentrieren können, die anderen Kolonisten zu schützen."
......@@ -111,7 +111,7 @@
"#EVENT_RESULT_GIVE_RESOURCES","- {0}"
"#EVENT_RESULT_RECEIVE_COLONISTS","+ {0} colonist(s)"
"#EVENT_RESULT_GIVE_COLONISTS","- {0} colonist(s)"
"#EVENT_RESULT_SET_CONDITION","{0} colonists(s) {1}"
"#EVENT_RESULT_SET_CONDITION","{0} colonist(s) {1}"
"#USER_FEEDBACK_TITLE","Feedback"
"#USER_FEEDBACK_BUTTON_TITLE","User Feedback"
"#USER_FEEDBACK_BUTTON_DESC","Send us your thoughts!"
......@@ -990,17 +990,30 @@
"#ANNOUNCEMENT_PATCHNOTES_MS15_IMPROVEMENTS_TEXT","Some other improvements include new building variations, lighting tweaks and visual improvements to the sky, new models for events and the tech tree has been rearranged to provide the best possible experience. Lastly, the new pre-game selection of Ideologies allows you to select what kind of a leader you’d be and what unique advancements you bring to the table. This feature will be expanded in the future."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_MS16_1","Hostile World"
"#ANNOUNCEMENT_PATCHNOTES_MS16_TITLE","Hostile World"
"#ANNOUNCEMENT_PATCHNOTES_MS16_DESC","This update brings enemies at your gate, but it also gives you a fighting chance against them with the new colony combat feature. Hostile forces might attack your colony while mutated wildlife has grown more aggressive. There are also major improvements to Trading and Tech Tree plus new vehicles and a modest Outhouse to help with early game hygiene."
"#ANNOUNCEMENT_PATCHNOTES_MS16_DESC","This update brings you enemies at the Gate, but it also gives you a fighting chance against them with the new Colony Combat feature. Hostile forces might attack your Colony while mutated wildlife has grown more aggressive. There are also major improvements to Trading and Tech Tree plus new Vehicles and a modest Outhouse to help with early game hygiene."
"#ANNOUNCEMENT_PATCHNOTES_MS16_COMBAT_SUBTITLE","Colony combat"
"#ANNOUNCEMENT_PATCHNOTES_MS16_COMBAT_TEXT","Bandits and desperate people can now resort to direct attacks against the colony. Fight back by upgrading the Gate and posting Guards to defend it. If the enemy breaks through, protect the colony with your Specialists, which you can now control directly in the colony view as well. "
"#ANNOUNCEMENT_PATCHNOTES_MS16_COMBAT_TEXT","Bandits and desperate people can now resort to direct attacks against the Colony. Fight back by upgrading the Gate and posting Guards to defend it. If the enemy breaks through, protect the Colony with your Specialists, which you can now control directly in the Colony view."
"#ANNOUNCEMENT_PATCHNOTES_MS16_WILDLIFE_SUBTITLE","Wildlife"
"#ANNOUNCEMENT_PATCHNOTES_MS16_WILDLIFE_TEXT","Mutated animals have grown more numerous and aggressive, and now pose a threat to your colonists. Some of these wild beasts guard resource deposits around the colony and others will attack your people in a fit of rage. Colonists will fight back to defend themselves but Specialists are required to deal with the more serious threats."
"#ANNOUNCEMENT_PATCHNOTES_MS16_WILDLIFE_TEXT","Mutated animals have grown more numerous and aggressive, and now pose a threat to your Colonists. Some of these wild beasts guard resource deposits around the Colony, and others will attack your people in a fit of rage. Colonists will fight back to defend themselves but Specialists are required to deal with more serious threats."
"#ANNOUNCEMENT_PATCHNOTES_MS16_BARTER_SUBTITLE","Special deals"
"#ANNOUNCEMENT_PATCHNOTES_MS16_BARTER_TEXT","Trading with Societies continues to be improved. They now offer new special deals with special discounts, which also raise your Reputation. And the better your Rep with them is, the sweeter deals you'll get. But don't dump unwanted resources on them, as they'll pay less and be annoyed with you as well if you do."
"#ANNOUNCEMENT_PATCHNOTES_MS16_BARTER_TEXT","Trading with Societies continues to be improved. They now offer new special deals with special discounts, which also raise your Reputation. And the better your Rep with them is the sweeter deals you'll get. But don't dump unwanted resources on them, as they'll pay less and be annoyed with you if you do."
"#ANNOUNCEMENT_PATCHNOTES_MS16_IMPROVEMENTS_SUBTITLE","Other improvements"
"#ANNOUNCEMENT_PATCHNOTES_MS16_IMPROVEMENTS_TEXT","Colonists will voice their opinions on various events. Reseach progress is now shown in the notification area. The new Van and Offroader vehicles can be found on the World Map and in trade deals. Buildings stop functioning in critical condition and some conditions prevent your colonists from working. And the annoying Happiness change sound effect has been fixed!"
"#ANNOUNCEMENT_PATCHNOTES_MS16_IMPROVEMENTS_TEXT","Colonists will voice their opinions on various events. Research progress is now shown in the notification area. The new Van and Offroader vehicles can be found on the World Map and in trade deals. Buildings stop functioning in critical condition and some conditions prevent your Colonists from working. And the annoying Happiness change sound effect has been fixed!"
"#ANNOUNCEMENT_PATCHNOTES_MS16_CHANGES_SUBTITLE","User interface changes"
"#ANNOUNCEMENT_PATCHNOTES_MS16_CHANGES_TEXT","Camera is now panned with the right mouse button. Specialists are ordered from the colony to the World Map via the ""Send to world map"" button on their info panel."
"#ANNOUNCEMENT_PATCHNOTES_MS16_CHANGES_TEXT","The Camera is now panned with the right mouse button. Specialists are ordered from the Colony to the World Map via the ""Send to World Map"" button on their info panel."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_MS17_1","Law and Order"
"#ANNOUNCEMENT_PATCHNOTES_MS17_TITLE","Law and Order"
"#ANNOUNCEMENT_PATCHNOTES_MS17_DESC","Avoiding Malnutrition requires you to supply your colonists with varied Food to eat. Guards protect the colony from external and internal threats, especially when equipped with the new rifles from the Gunsmith. Colonists may now turn hostile on you if you treat the poorly enough and cause havoc."
"#ANNOUNCEMENT_PATCHNOTES_MS17_MALNUTRITION_SUBTITLE","Malnutrition"
"#ANNOUNCEMENT_PATCHNOTES_MS17_MALNUTRITION_TEXT","The new nutrition system means that meat, vegetables and other food items must be served equally to keep hunger and malnutrition at bay. Ignoring this for long can cause severe consequences and is equally slow to recover from."
"#ANNOUNCEMENT_PATCHNOTES_MS17_GUARDS_SUBTITLE","Guards"
"#ANNOUNCEMENT_PATCHNOTES_MS17_GUARDS_TEXT","Colonists can be now assigned to Guard Posts to increase the safety of your people. Guards can be equipped with rifles as they patrol around their posts scanning for threats. They're also visually distinctive with heavier protective armor."
"#ANNOUNCEMENT_PATCHNOTES_MS17_HOSTILE_SUBTITLE","Going hostile"
"#ANNOUNCEMENT_PATCHNOTES_MS17_HOSTILE_TEXT","If the colony Happiness declines too much, some of your colonists might turn hostile. Hostile people must be dealt swiftly and decisively, so have some Guards at hand at all times. Keep an eye on colony Happiness and allow the people some time off to spend at a Memorial, Theater or an Arena."
"#ANNOUNCEMENT_PATCHNOTES_MS17_IMPROVEMENTS_SUBTITLE","Events"
"#ANNOUNCEMENT_PATCHNOTES_MS17_IMPROVEMENTS_TEXT","Event system has been expanded with certain results spawning wild beasts or bandits and the requested resources scale better to allow players more options to choose from. New events have been added especially to the early game."
"#ANNOUNCEMENT_PATCHNOTES_MS17_CHANGES_SUBTITLE","Other improvements"
"#ANNOUNCEMENT_PATCHNOTES_MS17_CHANGES_TEXT","Hostile units should overlap less during combat, wild animal visibility has been improved, colonist suffer injuries from engaging in combat and roads have gotten a visual overhaul with Dirt Roads becoming combinable into larger areas similar to Paved ones."
"#POPULATION","Population"
"#RESOURCE_WOOD","Logs"
"#RESOURCE_PLANK","Planks"
......@@ -1073,22 +1086,22 @@
"#ITEM_TOOLS_2","Advanced tools"
"#TOPIC_BALANCE","Balance"
"#DESC_FOOD_NONE","No food selected.\n\nPick a crop from below."
"#DESC_FOOD_FISH","Locally sourced fish straight from the pond. Good source of essential fats and nutrients."
"#DESC_FOOD_FISH","Locally sourced fish straight from the pond. Good source of essential fats and nutrients.\nNutritions: Average"
"#DESC_FOOD_MEAT","One of the basic Food types each colonists need to avoid Malnutrition. Just eating bellies full is not enough in the long term. People also need all vitamins and nutrients that come from a diverse food palette.\n\nFish, Venison and Insects are counted as Meat."
"#DESC_FOOD_EGG","A very good source of Protein. Chickens in a Ranch lay Eggs that can be used for colonist Food."
"#DESC_FOOD_LETTUCE","Lettuce Description TODO"
"#DESC_FOOD_CORN","CORN or maize is a fast grower that can yield multiple small harvests in a short amount of time. Very low endurance against catastrophes.\n\nGrowth rate: Normal\nYield: Low\nResilience: Low"
"#DESC_FOOD_POTATO","POTATOES grows slowly but provides a nice harvest. As the edible parts are underground, it endures catastrophes better than many other crops.\n\nGrowth rate: Slow\nYield: Medium\nResilience: High"
"#DESC_FOOD_WHEAT","WHEAT: A type of grain famous for its incredibly versatile processing potential. Grows relatively fast and gives a good yield.\n\nGrowth rate: Normal\nYield: Medium\nResilience: Medium"
"#DESC_FOOD_CABBAGE","CABBAGE: Easy to grow, resistant and yielding a good harvest, cabbages are a fine choice for a post-apocalyptic farmer.\n\nGrowth rate: Normal\nYield: Medium\nResilience: High"
"#DESC_FOOD_CARROT","CARROTS are a fast-growing crop with adequate yield but low resistance, packed with beneficial nutrients for the whole family.\n\nGrowth rate: Fast\nYield: Medium\nResilience: Low"
"#DESC_FOOD_PEANUT","PEANUTS: Mostly hidden underground inside nature's own packaging, give a good harvest and endure against catastrophes fairly well.\n\nGrowth rate: Very fast\nYield: Medium\nResilience: Medium"
"#DESC_FOOD_SOYBEAN","SOYBEANS: Luscious and plentiful in harvest, can supply a large community with necessary protein but withers easily.\n\nGrowth rate: Normal\nYield: High\nResilience: Low"
"#DESC_FOOD_CRICKETS","CRICKETS are common and nutritious edible insects. They grow quickly but offer a mediocre yield.\n\nGrowth rate: Fast\nYield: Low"
"#DESC_FOOD_COCKROACHES","COCKROACHES have an acute sense of taste and smell, helping them avoid toxics. This, along with natural immunities, helps them grow quickly and in large numbers.\n\nGrowth rate: Slow\nYield: Medium"
"#DESC_FOOD_MEALWORMS","MEALWORMS are the larval form of beetles. They grow at a medium pace and offer a good yield.\n\nGrowth rate: Medium\nYield: Medium"
"#DESC_FOOD_BUFFALOWORMS","BUFFALOWORMS turn from a milky color to yellow once they are ready for harvest. They grow rather slowly but offer a substantial yield.\n\nGrowth rate: Slow\nYield: High"
"#DESC_FOOD_WAXWORMS","WAXWORMS are low in protein but high in fat and are simple to grow. They mature fast and offer a medium-sized yield.\n\nGrowth rate: Fast\nYield: Medium"
"#DESC_FOOD_CORN","CORN or maize is a fast grower that can yield multiple small harvests in a short amount of time. Very low endurance against catastrophes.\n\nGrowth rate: Normal\nYield: Low\nResilience: Low\nNutrition: Poor"
"#DESC_FOOD_POTATO","POTATOES grow slowly but provides a nice harvest. As the edible parts are underground, it endures catastrophes better than many other crops.\n\nGrowth rate: Slow\nYield: Medium\nResilience: High\nNutrition: Poor"
"#DESC_FOOD_WHEAT","WHEAT is a type of grain famous for its incredibly versatile processing potential. Grows relatively fast and gives a good yield.\n\nGrowth rate: Normal\nYield: Medium\nResilience: Medium\nNutrition: None"
"#DESC_FOOD_CABBAGE","CABBAGE is easy to grow, resistant and yield a good harvest. Cabbages are a fine choice for a post-apocalyptic farmer.\n\nGrowth rate: Normal\nYield: Medium\nResilience: High\nNutrition: Average"
"#DESC_FOOD_CARROT","CARROTS are a fast-growing crop with adequate yield but low resistance, packed with beneficial nutrients for the whole family.\n\nGrowth rate: Fast\nYield: Medium\nResilience: Low\nNutrition: Average"
"#DESC_FOOD_PEANUT","PEANUTS are mostly hidden underground inside nature's own packaging. They give a good harvest and endure against catastrophes fairly well.\n\nGrowth rate: Very fast\nYield: Medium\nResilience: Medium\nNutrition: Poor"
"#DESC_FOOD_SOYBEAN","SOYBEANS are luscious and plentiful in harvest. They can supply a large community with necessary protein but withers easily.\n\nGrowth rate: Normal\nYield: High\nResilience: Low\nNutrition: Poor"
"#DESC_FOOD_CRICKETS","CRICKETS are common and nutritious edible insects. They grow quickly but offer a mediocre yield.\n\nGrowth rate: Fast\nYield: Low\nNutrition: Poor"
"#DESC_FOOD_COCKROACHES","COCKROACHES have an acute sense of taste and smell, helping them avoid toxics. This, along with natural immunities, helps them grow quickly and in large numbers.\n\nGrowth rate: Slow\nYield: Medium\nNutrition: Poor"
"#DESC_FOOD_MEALWORMS","MEALWORMS are the larval form of beetles. They grow at a medium pace and offer a good yield.\n\nGrowth rate: Medium\nYield: Medium\nNutrition: Poor"
"#DESC_FOOD_BUFFALOWORMS","BUFFALOWORMS turn from a milky color to yellow once they are ready for harvest. They grow rather slowly but offer a substantial yield.\n\nGrowth rate: Slow\nYield: High\nNutrition: Average"
"#DESC_FOOD_WAXWORMS","WAXWORMS are low in protein but high in fat and are simple to grow. They mature fast and offer a medium-sized yield.\n\nGrowth rate: Fast\nYield: Medium\nNutrition: Poor"
"#DEPOSIT_PLANK","Plank"
"#DEPOSIT_CONRETE_LARGE","Large Concrete Ruin"
"#DEPOSIT_CONRETE_SMALL","Small Concrete Ruin"
......@@ -1503,29 +1516,29 @@
"#RESOURCE_PLANK_DESC","Building material.\n\nBasic building material produced at the Sawmill or scavenged from locations around the World Map."
"#RESOURCE_ENERGY_DESC","A unit of power.\n\nProduced at Power Plants and stored in Batteries, required by most high-end buildings."
"#RESOURCE_FOOD_DESC","Crucial for colonists and in constant demand, a wide variety of food from vegetables to meat and insects is critical for survival."
"#RESOURCE_METAL_DESC","Building material.\n\nScavenge Metal from Metal deposits around the colony using the Scrapper building. Some locations in the World Map also have small quantities of Metal available."
"#RESOURCE_METAL_DESC","Material for refining and building.\n\nScavenge from Metal deposits by building a Scrapper. Some locations in the World Map contain Metal."
"#RESOURCE_SCRAP_DESC","Refinable material.\n\nA by-product from a Scrapper digging for Metal, refined into useful Parts at the Mechanic Shop."
"#RESOURCE_PARTS_DESC","Building material.\n\nHigh-end mechanical bits used for advanced buildings and items."
"#RESOURCE_TOOLS_DESC","Colonist item.\n\nTools for digging, cutting etc. Without them work is considerably slower.\n\nCreated at the Toolshop or scavenged from the World Map."
"#RESOURCE_TOOLS_DESC","Colonist item.\n\nTools for digging and cutting that speed up work considerably. Created at the Toolshop or scavenged from the World Map."
"#RESOURCE_WATER_DESC","A basic element of creating and sustaining life, a Colonist without Water from a Well will quickly perish."
"#RESOURCE_CLOTH_DESC","Colonist item.\n\nA set of layered clothes offering some measure of protection against the elements. A Colonist without them is more susceptible to get hypothermic or become irradiated."
"#RESOURCE_CLOTH_DESC","Colonist item.\n\nLayered clothes offering some protection against the elements, hypothermia and radiation."
"#RESOURCE_FIBER_DESC","Refinable material.\n\nVarious sheets of fiber large and strong enough for weaving to create Clothing at the Tailor."
"#RESOURCE_DEBRIS_DESC","Refinable material.\n\nMiscellaneous metal bits which can be separated and cleaned up for Metal or Junk by the Scrapper."
"#RESOURCE_TRASH_DESC","Refinable material.\n\nOld trash which can be separated and cleaned up for usable Plastic or Fiber by the Recycler."
"#RESOURCE_FIREWOOD_DESC","Refined resource.\n\nUsed for cooking raw food into nutritious Meals at the Cookhouse or Mess Hall. Created by the Logging Camp."
"#RESOURCE_CONCRETE_DESC","Building material.\n\nBasic building material that can be found from the ruins around the colony and from various locations in the World Map."
"#RESOURCE_WEAPONS_DESC","Specialist item.\n\nWeapons provide firepower necessary for Specialists to attack the well-defended bandit camps across the World Map."
"#RESOURCE_WEAPONS_DESC","Specialist item.\n\nWeapons provide necessary firepower to attack the well-defended bandit camps across the World Map."
"#RESOURCE_ALCOHOL_DESC","TODO"
"#RESOURCE_FUEL_DESC","Combustible liquid used in the construction and repair of vehicles. Highly sought-after commodity in the post-apocalypse."
"#RESOURCE_MEDS_DESC","Various medicinal products used for treating Colonists with injuries, radiation sickness and so on."
"#RESOURCE_COMPONENTS_DESC","Advanced building material.\n\nUsed for building structures that produce or consume energy and refined further into Electronics for high-end buildings."
"#RESOURCE_PLASTIC_DESC","Used for construction and items.\n\nScavenge Plastic from nearby deposits with a Recycler. Certain World Map locations can be scavenged for Plastic."
"#RESOURCE_ENTERTAINMENT_DESC","Building material.\n\nA selection of various entertainment products from the old world. Required by all entertainment buildings. Can only be found on the World Map."
"#RESOURCE_COMPONENTS_DESC","Advanced building material.\n\nUsed for buildings that produce or consume Energy."
"#RESOURCE_PLASTIC_DESC","Material for refining and building.\n\nScavenge Plastic from deposits with a Recycler. Certain World Map locations can be scavenged to get it."
"#RESOURCE_ENTERTAINMENT_DESC","Building material.\n\nEntertainment products from the old world required by entertainment buildings. Can only be found on the World Map."
"#RESOURCE_HERBAL_DESC","Simple natural remedies against various ailments. Limited effectiveness in treating Injuries.\n\nGrown in: Greenhouse\nGrowth rate: Slow\nYield: Low"
"#RESOURCE_IODINE_DESC","Pills containing radiation-absorbing Iodine. Used for curing Radiation Sickness. Using Iodine Pills speeds up the healing process considerably."
"#RESOURCE_ANTIBIOTICS_DESC","An effective cure against all Infections. Using antibiotics against infections speed up the healing considerably."
"#RESOURCE_VACCINE_DESC","Antitoxins meant for purifying the body of harmful agents. Cures Poisoning."
"#RESOURCE_ELECTRONICS_DESC","Building material.\n\nA very high-end material for the most advanced buildings. Refined from Components or scavenged from World Map locations."
"#RESOURCE_ELECTRONICS_DESC","Building material.\n\nA very high-end material for the most advanced buildings. Refined from Components or scavenged from the World Map."
"#RESOURCE_SCIENCE_DESC","Accumulated knowledge used for unlocking new technologies in the Tech Tree."
"#TOPIC_ITEMS","Items"
"#TOPIC_MATERIALS","Materials"
......@@ -1544,17 +1557,17 @@
"#TOOLTIP_RADIO_CONTENT","Tune in to one of the various radio stations."
"#MENU_PHOTO_MODE","PHOTO MODE"
"#RESOURCE_FLOUR","Flour"
"#RESOURCE_FLOUR_DESC","Processed from Wheat grown in fields or greenhouses.\n\nFlour itself cannot be used as a food but as raw material for Bread made in a Bakery."
"#RESOURCE_FLOUR_DESC","Processed from Wheat.\n\nFlour itself cannot be used as a food but as raw material for Bread made in a Bakery.\nNutrition: Not edible"
"#RESOURCE_CORN_DESC","Corn or maize is a fast grower that can yield multiple small harvests in a short amount of time. Very low endurance against catastrophes.\n\nGrowth rate: Normal\nYield: Low"
"#RESOURCE_FISH_DESC","Fish is one of the Meat types in the game. Locally sourced fish straight from the pond is a good source of essential fats and nutrients."
"#RESOURCE_POTATO_DESC","Potato grows slowly but provides a nice harvest. As the edible parts are underground, it endures catastrophes better than many other crops.\n\nGrowth rate: Slow\nYield: Medium"
"#RESOURCE_VENISON_DESC","Fresh meat from local wild animals such as deer and the occasional rabbit, caught by your trapper."
"#RESOURCE_WHEAT_DESC","A type of grain famous for its incredibly versatile processing potential. Grows relatively fast and gives a good yield. Can't be eaten directly, but it can be used to bake Bread and other baked goodies.\n\nGrowth rate: Normal\nYield: Medium\nResilience: Medium"
"#RESOURCE_POLLUTION_DESC","Hazardous radioactive material stored in a relatively safe containers. Processed at the Environmental Station and stored in the Nuclear Waste Storage."
"#RESOURCE_POLLUTION_DESC","Hazardous radioactive material stored in a relatively safe containers. Stored in the Nuclear Waste Storage."
"#RESOURCE_COMPONENT","Component"
"#RESOURCE_COMPONENT_DESC","Advanced building material.\n\nUsed for structures that produce or consume energy and refined further into Electronics for high-end buildings."
"#RESOURCE_BREAD","Bread"
"#RESOURCE_BREAD_DESC","High quality Food.\n\nIs manufactured in Bakeries. Increases happiness and keeps hunger away for longer."
"#RESOURCE_BREAD_DESC","High quality Food.\n\nIs manufactured in Bakeries. Increases happiness and keeps hunger away for longer.\nNutrition: None"
"#RESOURCE_BUFFALOWORMS_DESC","Young Buffaloworms turn from a milky color to yellow once they are ready for harvest. They grow rather slowly but offer a substantial yield.\n\nGrowth rate: Slow\nYield: High"
"#RESOURCE_CABBAGE_DESC","Easy to grow and yielding a good harvest, cabbage is a good choice for a post-apocalyptic farmer.\n\nGrowth rate: Normal\nYield: Medium"
"#RESOURCE_COCKROACHES_DESC","Cockroaches have an acute sense of taste and smell, helping them avoid toxics. This, along with natural immunities, helps them grow quickly and in large numbers.\n\nGrowth rate: Slow\nYield: Medium"
......@@ -1612,11 +1625,11 @@
"#TOPIC_SURVIVOR_GROUP_INFO","SURVIVOR GROUP"
"#TOPIC_SURVIVOR_SUPPLIES","Supplies"
"#RESOURCE_JERKY","Jerky"
"#RESOURCE_JERKY_DESC","High quality Food.\n\nCured meat jerky, tough but full of energy and protein. Can be found only from the World Map"
"#RESOURCE_PROTEINBARS","Protein Bars"
"#RESOURCE_PROTEINBARS_DESC","High quality Food.\n\nProtein-rich packaged bars of nuts, grains and other ingredients. Dry but edible. Can be found only from the World Map."
"#RESOURCE_JERKY_DESC","High quality Food.\n\nCured meat jerky, tough but full of energy and protein. Can be found only from the World Map.\nNutrition: None"
"#RESOURCE_PROTEINBARS","Candy Bars"
"#RESOURCE_PROTEINBARS_DESC","It is not a bit more healthy than it was back in the day, but even the stale taste cracks a smile on your face. Can be found only from the World Map.\nNutrition: None"
"#RESOURCE_CANNEDFRUIT","Canned Fruit"
"#RESOURCE_CANNEDFRUIT_DESC","High quality Food.\n\nA mix of various canned fruit preserved in sugary water. Contains lots of energy with hydration to boot. Can be found only from the World Map."
"#RESOURCE_CANNEDFRUIT_DESC","High quality Food.\n\nCanned fruits preserved in sugary water containing lots of energy. Can be found only from the World Map.\nNutrition: None"
"#TOPIC_TECH_UNLOCKED","UNLOCKED"
"#TOPIC_PLACE","PLACE"
"#TOPIC_PLACE_MANY","PLACE MANY"
......@@ -1653,15 +1666,15 @@
"#NOTIFICATION_NEED_BUILDING_MEDICAL","Colonists need medical assistance"
"#NOTIFICATION_NEED_BUILDING_MEDICAL_DESC","Build a medical facility to cure their conditions"
"#RECIPE_MEAL_VEG_NAME","Vegetable Meal"
"#RECIPE_MEAL_VEG_DESC","A Veggie Meal is delicious vegetable stew made made from any combination of available vegetables."
"#RECIPE_MEAL_VEG_DESC","A Vegetable Meal is delicious vegetable stew made made from any combination of available vegetables.\nNutrition: Average"
"#RECIPE_MEAL_MEAT_NAME","Meat Meal"
"#RECIPE_MEAL_MEAT_DESC","A Meat Meal is a hearty cooked meat stew made from any combination of meats. Fish is counted as Meat."
"#RECIPE_MEAL_MEAT_DESC","A Meat Meal is a hearty cooked meat stew made from any combination of meats. Fish is counted as Meat.\nNutrition: Average"
"#RECIPE_MEAL_VEGMEAT_NAME","Nutrient Meal"
"#RECIPE_MEAL_VEGMEAT_DESC","Meal prepared from any available combination of Vegetables and Meat. A healthy option that gives you all the right macro- and micronutrients to avoid malnutrition."
"#RECIPE_MEAL_VEGMEAT_DESC","A Meal prepared from a combination of Vegetables and Meat. A healthy option that gives you all the right macro- and micronutrients to avoid Malnutrition."
"#RECIPE_SOUP_MEAL_NAME","Soup"
"#RECIPE_SOUP_MEAL_DESC","Warm Soup can be prepared from any combination of available Food resources. It keeps bellies full, but eating soup long-term will affect morale and reduce colonist happiness."
"#RECIPE_SOUP_MEAL_DESC","Warm Soup can be prepared from any combination of available Food resources. It keeps bellies full, but eating soup long-term will affect morale and reduce colonist happiness.\nNutrition: None"
"#RECIPE_MEAL_INSECT_NAME","Insect Meal"
"#RECIPE_MEAL_INSECTMEAL_DESC","An Insect Meal is an unusual stew made from every type of available insect. Insects are a good alternative to meat."
"#RECIPE_MEAL_INSECTMEAL_DESC","An Insect Meal is an unusual stew made from every type of available insect. Insects are a good alternative to meat.\nNutrition: Average"
"#RESOURCE_MEALINSECT","Insect Meal"
"#RESOURCE_MEALINSECT_DESC","An alternative option to meals made of Meat."
"#RESOURCE_TOOLS_2_DESC","Durable Tools"
......@@ -1676,7 +1689,7 @@
"#NOTIFICATION_DISASTER_HEAT_WAVE_ARRIVED","Heat Wave is upon us"
"#NOTIFICATION_DISASTER_HEAT_WAVE_ARRIVED_DESC","Water use doubled, crops might wither."
"#RESOURCE_MEALMIXED","Mixed Meal"
"#RESOURCE_MEALMIXED_DESC","A balanced and nutritious meal of cooked meat and vegetables."
"#RESOURCE_MEALMIXED_DESC","A balanced and nutritious meal of cooked meat and vegetables.\nNutrition: Good"
"#TOPIC_SURVIVOR_GROUP_SURVIVORS","Survivor Group"
"#TOPIC_SUMMARY_COLONY_HAPPINESS","Colony Happiness"
"#TOPIC_SUMMARY_POPULATION","Population"
......@@ -1691,8 +1704,8 @@
"#RESOURCE_BIOFUEL","Biofuel"
"#RESOURCE_BIOFUEL_DESC","A barrel of Fuel made from renewable energy crops."
"#RECIPE_MEAL_MIXED_DESC","A Mixed Meal includes both Meat and Vegetables and contain all vitamins and nutrients a colonist needs to survive and avoid malnutrition."
"#DESC_FOOD_VENISON","Type of Meat the Trapper produces by hunting wild animals around the colony."
"#DESC_FOOD_BERRIES","Wild, slightly mutated, colorful berries that grow around the colony. A good source of Food in the early game or a supplement to help through hard times. Use the work area of the Food Storage to gather Berries."
"#DESC_FOOD_VENISON","Type of Meat the Trapper produces by hunting wild animals around the colony.\nNutrition: Poor"
"#DESC_FOOD_BERRIES","Wild, slightly mutated, colorful berries that grow around the colony. A good source of Food in the early game or a supplement to help through hard times. Use the work area of the Food Storage to gather Berries.\nNutrition: Average"
"#NOTIFICATION_DISASTER_ARRIVED_MANY","Multiple catastrophes are upon the colony!"
"#NOTIFICATION_DISASTER_MUTATION_INCOMING","Someone is about to get mutated!"
"#NOTIFICATION_PERSON_MUTATED","A colonist is suffering from serious mutations."
......@@ -1803,7 +1816,7 @@
"#NOTIFICATION_PERSON_MUTATED_MANY","{0} colonists are suffering from serious mutations."
"#RESOURCE_RESEARCH","Science Points"
"#RESOURCE_FLAX","Flax"
"#DESC_FOOD_FLAX","FLAX is grown for its Fiber content rather than food, providing the colony a stable source of tailoring materials. Produces Fiber but no Food.\n\nGrowth rate: Medium\nYield: Low\nResilience: Medium"
"#DESC_FOOD_FLAX","FLAX is grown for its Fiber content rather than food, providing the colony a stable source of tailoring materials. Produces Fiber but no Food.\n\nGrowth rate: Medium\nYield: Low\nResilience: Medium\nNutrition: Not edible"
"#BUTTON_EXPAND_CHART","Expand Chart"
"#RESOURCE_SEED","Seed"
"#TOPIC_TRADE_IMPORT","Import"
......@@ -1857,7 +1870,7 @@
"#TOPIC_GRAPHS_AXIS_QUANTITY","Quantity"
"#TOPIC_HARVESTABLE_CROPS","Harvestable Crops"
"#RESOURCE_SUNFLOWER","Sunflowers"
"#DESC_FOOD_SUNFLOWER","SUNFLOWER type is not grown for Food but for its energy potential. Harvested seeds are turned to Oil to be processed at a Refinery for Fuel.\n\nGrowth rate: Medium\nYield: Low\nResilience: Medium"
"#DESC_FOOD_SUNFLOWER","SUNFLOWER type is not grown for Food but for its energy potential. Harvested seeds are turned to Oil to be processed at a Refinery for Fuel.\n\nGrowth rate: Medium\nYield: Low\nResilience: Medium\nNutrition: Not edible"
"#RESOURCE_SUNFLOWER_DESC","This variant of Sunflower is not grown for Food but for their energy potential. Harvested seeds are turned into Oil and then processed at a Refinery to keep vehicles running."
"#RESOURCE_FLAX_SEED","Seed: Flax"
"#RESOURCE_SUNFLOWER_SEED","Seed: Sunflower"
......@@ -2019,6 +2032,45 @@
"#TOOLTIP_COLONY_VIEW","Colony View"
"#TOPIC_GATE_HEALTH","Gate"
"#TOPIC_RAIDERS_HEALTH","Raiders"
"#TOPIC_COLONY_COMBAT","Colony Combat"
"#TOPIC_COMBAT_COUNT","Combats"
"#TOPIC_COMBATS_WON","Combats Won"
"#TOPIC_KILLED_ENEMIES","Enemies Killed"
"#TOPIC_LOST_COLONISTS","Colonists Lost"
"#TOPIC_LOST_SPECIALISTS","Specialists Lost"
"#TOPIC_LOST_BUILDINGS","Buildings Vandalized"
"#NOTIFICATION_COLONY_COMBAT","Hostiles in the colony!"
"#NOTIFICATION_COLONY_COMBAT_DESC","Defend your people!"
"#RESOURCE_GUARD_RIFLE","Hunting Rifle"
"#RESOURCE_GUARD_RIFLE_DESC","A crude yet effective basic firearm for Guards to defend the Colony with. Prone to eventually breaking down."
"#NOTIFICATION_PERSON_HOSTILE","Colonist {0} has turned hostile!"
"#NOTIFICATION_PERSON_HOSTILE_MANY","{0} colonists have turned hostile!"
"#ANIMAL_KODIAK_KILLER","Killer Kodiak"
"#NOTIFICATION_COMBAT_UNDER_ATTACK_MANY","Colonists taking damage!"
"#NOTIFICATION_COMBAT_UNDER_ATTACK_MANY_DESC","Several colony members in danger"
"#ITEM_WEAPON_EMPTY","Crossbow"
"#ITEM_WEAPON_EMPTY_DESC","A crude crossbow with low damage. Default weapon for all guards."
"#ITEM_WEAPON_1","Hunting Rifle"
"#ITEM_WEAPON_1_DESC","A simple rifle with medium damage and a slow fire rate."
"#TOOLTIP_ASSIGN_COLONIST","Assign colonist"
"#TOOLTIP_ASSIGN_COLONIST_CONTENT","Assign colonist to work in this building."
"#DEATH_COMBAT","Combat"
"#DEATH_BY_BANDIT","Killed by a bandit"
"#DEATH_BY_WILD_BEAST","Killed by a wild beast"
"#DEATH_DEFINED_ENEMY","Killed by {0}"
"#TOOLTIP_RENAME_SPECIALIST","Rename specialist"
"#TOOLTIP_RENAME_SPECIALIST_CONTENT","Here you can rename your specialist."
"#TOOLTIP_RENAME_COLONIST","Rename colonist"
"#TOOLTIP_RENAME_COLONIST_CONTENT","Here you can rename your colonist."
"#NOTIFICATION_COMBAT_SPECIALIST_UNDER_ATTACK","Specialist is under attack!"
"#NOTIFICATION_COMBAT_SPECIALIST_UNDER_ATTACK_DESC","Your specialist is engaged in combat."
"#NOTIFICATION_PERSON_MALNOURISHED_DESC","Make more nutritious food from meat and vegetables"
"#NOTIFICATION_PERSON_MALNOURISHED_MANY_DESC","Your colonists need more nutritious food soon!"
"#TOOLTIP_GIVE_FEEDBACK","Bug reporting"
"#TOOLTIP_GIVE_FEEDBACK_CONTENT","Give us feedback or report a bug."
"#NOTIFICATION_BUILDING_UNDER_ATTACK","Building is under attack"
"#NOTIFICATION_SPECIFIC_BUILDING_UNDER_ATTACK","{0} is under attack"
"#NOTIFICATION_BUILDING_UNDER_ATTACK_DESC","Use guards or specialists to defeat the attacker"
"#CATEGORY_HOUSING","Shelters"
"#CATEGORY_STORAGE","Storage"
"#CATEGORY_FOOD","Food"
......@@ -2458,6 +2510,12 @@
"#DESC_OUTHOUSE","Basic hygiene is a must for a healthy colony. Allows colonists to wash and relieve themselves. Keep the Outhouses away from Water sources to avoid contamination."
"#PARKINGLOT","Parking Lot"
"#DESC_PARKINGLOT","A simple makeshift area to store unused vehicles for Specialist to use."
"#GUARD_POST","Guard Post"
"#DESC_GUARD_POST","The Guard Posts protect your Colony against all enemies. Guards patrol around the building and automatically react to threats inside their work area. \n\nColonists working as Guards can be equipped with weapons, which make them more effective."
"#DESC_GUARD_POST_DIRECT_CONTROL","The Guard Posts protect your Colony against all enemies. Guards patrol around the building and automatically react to threats inside their Work Area. They can also be selected and directly commanded to attack other enemies as well. \n\nColonists working as Guards can be equipped with weapons, which make them more effective."
"#GUNSMITH","Gunsmith"
"#DESC_GUNSMITH","Gunsmith creates weapons so Colonists won't have to bring a knife into a gunfight. Creating reliable firearms isn't fast or cheap."
"#INFO_GATE_WAIT_COMBAT_END_TO_REPAIR","Wait for the combat to end to start repairs"
"#PERSON_CONDITION_TITLE","Conditions"
"#PERSON_STATE_IDLE","Idling"
"#PERSON_STATE_WALKING","Walking"
......@@ -2981,7 +3039,7 @@
"#PERSON_CONDITION_DEHYDRATED_DESC","A very serious condition caused by lack of access to potable Water.\n\nCan lead to Death."
"#PERSON_CONDITION_HUNGRY_DESC","Hunger is a familiar companion for every survivor, but it leads to Starvation if food is scarce for too long. It is good to always have Food in storages when hard working colonists come to find their daily meals. Keeping your colonists' bellies full keep them happier and working more effectively."
"#PERSON_CONDITION_STARVING_DESC","Starving colonists have not eaten for a long while and will die soon if they don't get something to eat."
"#PERSON_CONDITION_TIRED_DESC","Colonists get tired when they work and take care of everyday tasks in the colony. Make sure that there are enough shelters for all colonists so they get a good nights sleep every day. Without a proper shelter they might get Exhausted eventually."
"#PERSON_CONDITION_TIRED_DESC","Colonists get tired when they work and take care of everyday tasks in the colony. Make sure that there are enough shelters for all colonists so they get a good night's sleep every day. Without a proper shelter they might eventually get Exhausted."
"#PERSON_CONDITION_EXHAUSTED_DESC","Prolonged sleep deprivation due to lack of shelter is affecting ability to work. Penalty to Production Speed."
"#PERSON_CONDITION_INJURED_DESC","Any kind of accident in the daily life can lead to Injury. Untreated Injuries will lead to death, but they are easy to heal in any medical facility. Having Medicine at hand helps injured colonists to heal faster."
"#PERSON_CONDITION_WOUNDED_DESC","A severe wound is causing continuous health loss and Production Speed penalties until healed by a Medic or Doctor."
......@@ -2992,7 +3050,7 @@
"#PERSON_CONDITION_HOMELESS_DESC","Homeless colonists are forced to live without a shelter. Homeless colonists are more susceptible to get injured, exhausted or catch any other of the deadly conditions. Long periods of living under polluted skies also affects their happiness."
"#PERSON_CONDITION_SICK_DESC","Minor disease that can lead to Infection."
"#PERSON_CONDITION_INFECTED_DESC","A major disease is causing continued health loss and penalties to colonist effectiveness. Untreated Infections lead to death. Antibiotics will speed up healing considerably. Infected colonists consume twice the amount of Water as healthy colonists."
"#PERSON_CONDITION_MALNOURISHED_DESC","Eating one-sided diet in the long term will lead to malnutrition. First priority is to have bellies full, but eventually they also need to have a diverse food palette to survive. Add necessary vitamins and nutrients by having a balanced production of vegetable, meat and insect based foods and meals."
"#PERSON_CONDITION_MALNOURISHED_DESC","Malnourishment is a serious condition that results from eating too small a variety of food, where Colonists do not get enough nutrients. Food can be divided into three main types. Basic food keeps bellies full but is very low on nutrients. The other two that every Colonist needs in sufficient quantities are Meats and Vegetables. Eating both of these keep bellies full and Colonists healthy. Malnourished Colonists are weak and they are very likely to die. Recovering from Malnourishment is a very slow process and demands that the one with a condition gets to eat diverse Food for a long period of time."
"#PERSON_CONDITION_POISONED_DESC","Poison is coursing through their veins, causing continuous health loss. Heal with meds or by a Medic or Doctor."
"#PERSON_CONDITION_CRIMINAL_DESC","Criminal tendencies have taken over. Apprehend and punish accordingly."
"#PERSON_CONDITION_NOTOOLS_DESC","A Colonist without Tools works at a greatly reduced speed. Manufacture or scavenge more."
......@@ -3139,7 +3197,7 @@
"#COLONIST_COMMENT_RESEARCH_COMPLETED_03","Hey, we finally figured it out!"
"#COLONIST_COMMENT_SPECIALIST_JOINED_01","That specialist looks tough!"
"#COLONIST_COMMENT_ISSUE_SPECIALIST_JOINED_02","I bet {0} has gone through a lot"
"#COLONIST_COMMENT_SPECIALIST_JOINED_03","Glad to have someone we can rely on with us."
"#COLONIST_COMMENT_SPECIALIST_JOINED_03","Glad to have someone with us we can rely on."
"#COLONIST_COMMENT_ISSUE_SPECIALIST_JOINED_04","{0} seems to have things figured out."
"#COLONIST_COMMENT_ISSUE_SPECIALIST_JOINED_05","We sure are lucky to have {0} with us!"
"#COLONIST_COMMENT_SPECIALIST_JOINED_06","Did you see that new specialist?"
......@@ -3158,6 +3216,14 @@
"#PERSON_STATE_COMBAT","In combat"
"#PERSON_CONDITION_UNCLEAN","Dirty"
"#PERSON_CONDITION_UNCLEAN_DESC","This colonist's personal hygiene is low, and it might lead to infections if they have no place to wash."
"#PERSON_VALUE_NOURISHMENT","Diet"
"#PERSON_STATUS_MALNOURISHED","Colonist is suffering from malnourishment"
"#PERSON_CONDITION_POORLY_NOURISHED","Poorly nourished"
"#PERSON_CONDITION_POORLY_NOURISHED_DESC","Food does not contain enough nutritions to stay healthy. Add more diversity to food to avoid malnourishment."
"#PERSON_CONDITION_NORMAL_NOURISHED","Adequate nourishment"
"#PERSON_CONDITION_NORMAL_NOURISHED_DESC","There is enough nutritions and variety in the food to stay healthy. "
"#PERSON_CONDITION_WELL_NOURISHED","Well nourished"
"#PERSON_CONDITION_WELL_NOURISHED_DESC","Food offers diversity and is balanced between meat and vegetables. Also the quality of the food is good. Healthy diet makes people happy."
"#SPECIALIST_NAME_SPECIALIST1","Rose"
"#SPECIALIST_ARCHETYPE_SPECIALIST1","Scavenger"
"#SPECIALIST_DESCRIPTION_SPECIALIST1","Born and raised a natural fast-talker, she is the type of person who wraps you around her finger without noticing. She picked up the family trading business with ease and was doing just fine for herself before the catastrophe."
......@@ -3325,7 +3391,7 @@
"#SPECIALIST_DESCRIPTION_SPECIALIST55","She has experienced drastic changes both in her personal and professional life. As a biologist, she has always been fascinated with butterflies and their complete transformation from one form into another. Perhaps humanity could achieve something similar as well?"
"#SPECIALIST_NAME_SPECIALIST56","Mishka"
"#SPECIALIST_ARCHETYPE_SPECIALIST56","Leader"
"#SPECIALIST_DESCRIPTION_SPECIALIST56","There's a softness to him which only a few medic could still hang onto. The desire to help, comfort and heal is always with him in whatever he does. Patients who curse and fight back are the ones who get the biggest, warmest smile from him."
"#SPECIALIST_DESCRIPTION_SPECIALIST56","There's a softness to him which only a few medics could still hang onto. The desire to help, comfort and heal is always with him in whatever he does. Patients who curse and fight back are the ones who get the biggest, warmest smile from him."
"#SPECIALIST_NAME_SPECIALIST57","Domino"
"#SPECIALIST_ARCHETYPE_SPECIALIST57","Scavenger"
"#SPECIALIST_DESCRIPTION_SPECIALIST57","She dreamt of being a singer, touring bars and venues for years, but never got her big break. Afterwards, her intelligence and compassion drove her to practise medicine. But she never stopped singing, not even while doing surgeries."
......@@ -3334,7 +3400,7 @@
"#SPECIALIST_DESCRIPTION_SPECIALIST58","His world collapsed in size along with the society around him: He used to reach towards the stars, inching himself just a little bit closer. Now his days are filled with just trying to find ways to survive in a world barely stretching outside the borders of the colony."
"#SPECIALIST_NAME_SPECIALIST59","Ivy"
"#SPECIALIST_ARCHETYPE_SPECIALIST59","Scientist"
"#SPECIALIST_DESCRIPTION_SPECIALIST59","With numerous extreme conditions threatening plants and crops, botanists like her are invaluable for humanity's survival. Outside of her work she holds a notable passion for jokes and has a bad habit of waking up others in the middle of the night with her roaring laughter."
"#SPECIALIST_DESCRIPTION_SPECIALIST59","With numerous extreme conditions threatening plants and crops, botanists like her are invaluable for humanity's survival. Outside of her work, she holds a notable passion for jokes and has a bad habit of waking up others in the middle of the night with her roaring laughter."
"#SPECIALIST_NAME_SPECIALIST60","Polo"
"#SPECIALIST_ARCHETYPE_SPECIALIST60","Scout"
"#SPECIALIST_DESCRIPTION_SPECIALIST60","He grew up reading about the days the world was still uncharted with new lands waiting beyond the horizon. That attitude stuck, and even today he'll get excited just by finding something he hasn't seen before and he has a knack for spotting something truly unique."
......@@ -4706,7 +4772,7 @@
"#EVENT_RELIGION_ATTACK_02_RESOURCES_NAME","The Great Purge"
"#EVENT_RELIGION_ATTACK_02_RESOURCES_DESC","The leader laughs, ”Material goods hold no value for us. There is only one thing we desire—blood.”"
"#EVENT_RELIGION_ATTACK_02_THREAT_NAME","The Great Purge"
"#EVENT_RELIGION_ATTACK_02_THREAT_DESC","Your threat sends a cheerful chant through the followers. ”Yes, good, this will be a glorious hunt then!” the leader proclaims. His staff swing to point straight at you."
"#EVENT_RELIGION_ATTACK_02_THREAT_DESC","Your threat sends a cheerful chant through the followers. ”Yes, good, this will be a glorious hunt then!” the leader proclaims. His staff swings to point straight at you."
"#EVENT_RELIGION_ATTACK_02_MOCK_NAME","The Great Purge"
"#EVENT_RELIGION_ATTACK_02_MOCK_DESC","The fanatics let out enraged screams, though few do turn their heads down rather self-consciously. The leader raises his weapon. ”Mock us as much as you’d like, it makes no difference. Prepare to be cleansed.”"
"#EVENT_GROUP_ATTACK_01_NOTIFICATION_HEADER","Ragged people are gathering outside the gate"
......@@ -4794,6 +4860,231 @@
"#EVENT_BANDIT_ATTACK_04_SUCCESS_DESC","The leader makes a deep, theatrical bow. ”Much appreciated, my good folk. Looks like we’ll be visiting your establishment in the future as well!” The bandits gather their spoils and turn away. You are safe, for now."
"#EVENT_BANDIT_ATTACK_04_DENY_NAME","Hard Bargains"
"#EVENT_BANDIT_ATTACK_04_DENY_DESC","The leader gives his weapon a spin. ”Brave folks, eh? Fine, let’s see you run your mouth after we’re done with you.”"
"#EVENT_UPRISING_01_NOTIFICATION_HEADER","Powder keg ready to explode?"
"#EVENT_UPRISING_01_NOTIFICATION_DESC","The colonists are getting angry"
"#EVENT_UPRISING_01_NAME","Colonist Uprising"
"#EVENT_UPRISING_01_DESC","Lately, you have spotted noticeable distain from the colonists as the harsh conditions are taking their toll. Some say that you are not doing enough, even accusations of corruption are thrown around. With rumors spreading of you hoarding resources, things could get very ugly very fast."
"#EVENT_UPRISING_01_REWARD","Distribute resources to colonists"
"#EVENT_UPRISING_01_IGNORE","Ignore the badmouthing"
"#EVENT_UPRISING_01_REWARD_NAME","Colonist Uprising"
"#EVENT_UPRISING_01_REWARD_DESC","You gather up some resources and share them with the rest of the colony. With this, the whispers and accusations seem to quiet down… at least for a while."
"#EVENT_UPRISING_01_IGNORE_NAME","Colonist Uprising"
"#EVENT_UPRISING_01_IGNORE_DESC","Rewarding baseless slander doesn’t sound like the best of ideas. Surely things will quiet down on their own, as long as you keep proving yourself the usual way."
"#EVENT_UPRISING_01B_REWARD_NOTIFICATION_HEADER","The mood in the colony seems to have changed"
"#EVENT_UPRISING_01B_REWARD_NOTIFICATION_DESC","Things are looking up"
"#EVENT_UPRISING_01B_REWARD_NAME","Generosity Rewarded"
"#EVENT_UPRISING_01B_REWARD_DESC","As you walk around the colony, you notice people greeting you more cheerfully than usual. They look positively grateful to have you around. Looks like your recent gifts were effective in turning public opinion around."
"#EVENT_UPRISING_01B_IGNORE_NOTIFICATION_HEADER","People’s happiness keeps falling"
"#EVENT_UPRISING_01B_IGNORE_NOTIFICATION_DESC","Some are resorting to drastic methods"
"#EVENT_UPRISING_01B_IGNORE_NAME","The Spiteful and Ignored"
"#EVENT_UPRISING_01B_IGNORE_DESC","The colony has taken a turn for the worse. By ignoring the distrust of your colonists, you only added fuel to the fire. People’s unhappiness is on the rise, and many are turning against you."
"#EVENT_SECOND_CHANCES_01_NOTIFICATION_HEADER","Some suspicious folks approach the gate"
"#EVENT_SECOND_CHANCES_01_NOTIFICATION_DESC","Your colonists seem to recognize them"
"#EVENT_SECOND_CHANCES_01_NAME","Second Chances"
"#EVENT_SECOND_CHANCES_01_DESC","A group of shady looking individuals stand behind the gate, begging the colonists to let you in. One of the colonists turns to you and says, “We can’t let these people in! I recognize them, they’re vile people who deserve to die and rot!” The group denies all accusations and pleads you for mercy, lest they surely perish."
"#EVENT_SECOND_CHANCES_01_ALLOW","Let them in"
"#EVENT_SECOND_CHANCES_01_DENY","Turn them away"
"#EVENT_SECOND_CHANCES_01_ALLOW_NAME","Second Chances"
"#EVENT_SECOND_CHANCES_01_ALLOW_DESC","The colonists’ accusations sound worrisome, but you’re not going to just let these people die. You invite them in, and while they are grateful, you can feel the eyes of your colonists burning your back with searing hate."
"#EVENT_SECOND_CHANCES_01_DENY_NAME","Second Chances"
"#EVENT_SECOND_CHANCES_01_DENY_DESC","You give your colonists a nod—you certainly trust them more than this suspicious lot. The group is told to leave, and their pleading immediately turns to spiteful looks and curses as they walk away."
"#EVENT_SECOND_CHANCES_01B_ALLOW_NOTIFICATION_HEADER","A fight has started"
"#EVENT_SECOND_CHANCES_01B_ALLOW_NOTIFICATION_DESC","You can hear people cheering"
"#EVENT_SECOND_CHANCES_01B_ALLOW_NAME","The Failure of Forgiveness"
"#EVENT_SECOND_CHANCES_01B_ALLOW_DESC","You arrive to find a group of colonists battering the people you let in earlier. “I told you! They were stealing, these rats need to be thrown out!” one of the colonists yells as the fighters are torn from each other. The pressure of the group forces you to exile the criminals, but the supposedly stolen goods are nowhere to be found."
"#EVENT_SECOND_CHANCES_01B_DENY_NOTIFICATION_HEADER","One of the colonists approaches you"
"#EVENT_SECOND_CHANCES_01B_DENY_NOTIFICATION_DESC","He’s reading a small note"
"#EVENT_SECOND_CHANCES_01B_DENY_NAME","Rewards of Trust"
"#EVENT_SECOND_CHANCES_01B_DENY_DESC","The colonist looks a bit nervous but manages to gather his words nonetheless, “Look, boss, I just wanted to thank you for what you did at the gate a while back. Those were some bad people, so I’m glad to follow someone who was able to make the right choice. I’ve been putting in a good word for you, it’s the least I can do.”"
"#EVENT_ACCUSATIONS_01_NOTIFICATION_HEADER","A criminal has been captured"
"#EVENT_ACCUSATIONS_01_NOTIFICATION_DESC","Decide her fate"
"#EVENT_ACCUSATIONS_01_NAME","Unclear Accusations"
"#EVENT_ACCUSATIONS_01_DESC","A woman is brought before you. She was found writing reports on your colony, detailing your population, resources, defenses and the like. The other colonists accuse her of leaving notes in the wild for bandits to find, but she denies it, “I just wanted to guide people here, let them know there’s a safe place waiting for them.”"
"#EVENT_ACCUSATIONS_01_PUNISHMENT","Punish her with imprisonment"
"#EVENT_ACCUSATIONS_01_EXONERATE","Cut her some slack"
"#EVENT_ACCUSATIONS_01_PUNISHMENT_NAME","Unclear Accusations"
"#EVENT_ACCUSATIONS_01_PUNISHMENT_DESC","Letting outsiders know about your colony puts you all in grave danger. You order the woman to be questioned. Perhaps this will make her think twice about endangering you in the future."
"#EVENT_ACCUSATIONS_01_EXANNORATE_NAME","Unclear Accusations"
"#EVENT_ACCUSATIONS_01_EXANNORATE_DESC","There is not any hard evidence, so in the name of justice the only option is to let the woman go. She thanks you profusely and promises to be more careful in the future. Her accusers, on the other hand, look almost enraged by your leniency."
"#EVENT_ACCUSATION_01B_PUNISHMENT_NOTIFICATION_HEADER","A familiar woman is threatening to leave"
"#EVENT_ACCUSATION_01B_PUNISHMENT_NOTIFICATION_DESC","Her mind seems to be made up"
"#EVENT_ACCUSATION_01B_PUNISHMENT_NAME","The Price of Kindness"
"#EVENT_ACCUSATION_01B_PUNISHMENT_DESC","The woman you imprisoned a while back is rushing toward the gate, trailed by other colonists who are pleading with her to stay. She glances at you, her face hard like stone. “I told you, I just wanted to help others. If you think you can force me to be cruel… think again.” You can only watch as she walks out of the gate and disappears into the wilderness."
"#EVENT_ACCUSATION_01B_EXONERATE_NOTIFICATION_HEADER","A familiar woman approaches you"
"#EVENT_ACCUSATION_01B_EXONERATE_NOTIFICATION_DESC","She seems to have taken a trip outside"
"#EVENT_ACCUSATION_01B_EXONERATE_NAME","Harden Your Hearts"
"#EVENT_ACCUSATION_01B_EXONERATE_DESC","The woman you defended against other colonists is approaching you. She is holding a pile of notes, each covered in dirt and grime. “Look, I… These are the notes I left around the colony for others to find. I don’t want to endanger us so… I’m sorry,” she says and tears the notes apart. “I won’t be as weak in the future. I’ll help you keep the colony safe, I promise.”"
"#EVENT_TRIBE_01_NOTIFICATION_HEADER","Strange footprints have been found around the colony"
"#EVENT_TRIBE_01_NOTIFICATION_DESC","They are definitely not yours"
"#EVENT_TRIBE_01_NAME","Tracks of Deceit"
"#EVENT_TRIBE_01_DESC","Peculiar footprints were found outside the colony, shaped like an animal’s but with a human-like pattern. This causes worry around the colony—what sort of twisted creatures could be roaming around this place?"
"#EVENT_TRIBE_01_INVESTIGATE","Investigate"
"#EVENT_TRIBE_01_IGNORE","Ignore"
"#EVENT_TRIBE_01_TRAP","Build a trap"
"#EVENT_TRIBE_01_INVESTIGATE_NAME","Tracks of Deceit"
"#EVENT_TRIBE_01_INVESTIGATE_DESC","A small group ventures forth to follow the trail of footsteps. As they reach deeper into the forest, the trail leads them to a hidden cache of tools buried inside a hollow tree. The footprints don’t reach much further, but it looks like you’re dealing with something more than simple animals."
"#EVENT_TRIBE_01_IGNORE_NAME","Tracks of Deceit"
"#EVENT_TRIBE_01_IGNORE_DESC","Though the situation looks peculiar, it’s probably nothing to be worried about. There are more pressing issues for you to worry about right now."
"#EVENT_TRIBE_01_TRAP_NAME","Tracks of Deceit"
"EVENT_TRIBE_01_TRAP_DESC","You manage to cobble together a simple trap, one which should catch any wandering beast. It is left alone, and once you return to check on it, you find it sprung, but with nothing caught. The intruder who stumbled across it seems to have cut the rope… But they also left a backpack filled with supplies."
"#EVENT_TRIBE_02_NOTIFICATION_HEADER","An intruder has been spotted"
"#EVENT_TRIBE_02_NOTIFICATION_DESC","They are about to get away"
"#EVENT_TRIBE_02_NAME","Hungry Mouths, Busy Hands"
"#EVENT_TRIBE_02_DESC","Your colonists suddenly approach you and drag you to one of the trees at the edge the colony. Looking up, you can just barely see a faint silhouette among the brush—a silent thief dressed like the animal who has poached some of your food."
"#EVENT_TRIBE_02_FOOD","Demand your food back"
"#EVENT_TRIBE_02_FREE","Let them go"
"#EVENT_TRIBE_02_ATTACK","Attack the thief"
"#EVENT_TRIBE_02_FOOD_NAME","Hungry Mouths, Busy Hands"
"#EVENT_TRIBE_02_FOOD_DESC","You tell the thief that they better give the food back, or else. There’s some rustling in the treetop, and before you have time to notice, the thief has jumped to another tree. Your colonists are about to give chase, but the culprit is already on the ground and running off."
"#EVENT_TRIBE_02_FREE_NAME","Hungry Mouths, Busy Hands"
"#EVENT_TRIBE_02_FREE_DESC","You take pity on the desperate thief and tell them to keep the food, no one enjoys going hungry, after all. Your colonists grumble but head back to the colony nonetheless, as per your instructions."
"#EVENT_TRIBE_02_ATTACK_NAME","Hungry Mouths, Busy Hands"
"#EVENT_TRIBE_02_ATTACK_DESC","You tell your colonists to give the thief their worst. They begin shaking the tree and throwing rocks at the thief. Soon enough, a makeshift bag of food drops down to the ground. As you’re going through the loot, the thief takes their chance and slips away."
"#EVENT_TRIBE_03_NOTIFICATION_HEADER","A strange structure has appeared in front of the colony"
"#EVENT_TRIBE_03_NOTIFICATION_DESC","Who knows what it’s for"
"#EVENT_TRIBE_03_NAME","Mysterious Offerings"
"#EVENT_TRIBE_03_DESC","An odd altar has been erected in front of the colony. The stone slabs are painted with animal prints and the hide in front bears crude paintings of different foods—meat, vegetables and grain."
"#EVENT_TRIBE_03_FOOD","Leave food on the altar"
"#EVENT_TRIBE_03_IGNORE","Ignore the altar"
"#EVENT_TRIBE_03_SPOILED","Leave spoiled food on the altar"
"#EVENT_TRIBE_03_FOOD_NAME","Mysterious Offerings"
"#EVENT_TRIBE_03_FOOD_DESC","You gather some food and leave it on the altar. When you come to check on it later, the food has been removed, replaced by a pile of seeds presented on an ornate wooden plate."
"#EVENT_TRIBE_03_IGNORE_NAME","Mysterious Offerings"
"#EVENT_TRIBE_03_IGNORE_DESC","You let the altar be. You’re not going to waste your precious resources on some fanatic’s delusional rituals. When you return to check on the altar again, it has disappeared."
"#EVENT_TRIBE_03_SPOILED_NAME","Mysterious Offerings"
"#EVENT_TRIBE_03_SPOILED_DESC","You tell the colonists to gather any spoiled food they might find and place them onto the altar. Sometime after, you notice that whoever left the altar must’ve come back, based on the smashed remains you find."
"#EVENT_TRIBE_04A_NOTIFICATION_HEADER","A familiar tribe approaches the colony"
"#EVENT_TRIBE_04A_NOTIFICATION_DESC","You seem to have clashed with them before"
"#EVENT_TRIBE_04A_NAME","The Call of Civilization"
"#EVENT_TRIBE_04A_DESC","The small tribe, all donning pelts and other animalistic memorabilia, arrive at the edge of your colony. One of them, an elderly woman wearing deer antlers, steps forward. ”Friends, we apologize for sulking around your home and not showing ourselves. However, you have been kind to us, so we have one final request—two of our own wish to step out of the woods and live among you. In exchange for an offering, will you take them in?”"
"#EVENT_TRIBE_04A_ACCEPT","Accept them"
"#EVENT_TRIBE_04A_REFUSE","Refuse the offer"
"#EVENT_TRIBE_04A_ACCEPT_NAME","The Call of Civilization"
"#EVENT_TRIBE_04A_ACCEPT_DESC","Two of the tribe members give their old family a bittersweet goodbye and step inside your colony, carrying bountiful offerings with them. The old woman nods. “Be well. Let us both survive and thrive.”"
"#EVENT_TRIBE_04A_REFUSE_NAME","The Call of Civilization"
"#EVENT_TRIBE_04A_REFUSE_DESC","There is disappointment in the tribe members’ eyes. “We are sorry to hear that, but not every pack can afford new mouths to feed. We hope you will grow stronger and succeed. Farewell.”"
"#EVENT_TRIBE_04B_NOTIFICATION_HEADER","A familiar tribe approaches the colony"
"#EVENT_TRIBE_04B_NOTIFICATION_DESC","You seem to have clashed with them before"
"#EVENT_TRIBE_04B_NAME","Driven by Desperation"
"#EVENT_TRIBE_04B_DESC","The small tribe, all donning pelts and other animalistic memorabilia, arrive at the edge of your colony. One of them, an elderly woman wearing deer antlers, steps forward. ”Greetings. I’m aware that there have been hostilities between us, lines that have been crossed. But we are desperate now, we need your help. We beg you, please, give us food. We are in dire need of it.”"
"#EVENT_TRIBE_04B_ACCEPT","Give them food"
"#EVENT_TRIBE_04B_REFUSE","Refuse"
"#EVENT_TRIBE_04B_ACCEPT_NAME","Driven by Desperation"
"#EVENT_TRIBE_04B_ACCEPT_DESC","The tribe thanks you profusely as they accept your gift. ”Thank you, thank you. Here, take this. It is not much, but we have no need for these anymore,” the elder says and offers you old books carefully wrapped in deer hides."
"#EVENT_TRIBE_04B_REFUSE_NAME","Driven by Desperation"
"#EVENT_TRIBE_04B_REFUSE_DESC","The elder’s eyes shrink down into two points of burning. “Have you no humanity left in your hearts? Fine, you can watch everyone around you die then and see how you like it.” As the tribe steps into the forest, you see something flying through the air... A row of Molotov cocktails hits your buildings and sets them ablaze—the tribe’s final insult."
"#EVENT_SHELTER_01_NOTIFICATION_HEADER","Something off with a shelter"
"#EVENT_SHELTER_01_NOTIFICATION_DESC","Some shortcuts have been made during building"
"#EVENT_SHELTER_01_NAME","Poor Foundations"
"#EVENT_SHELTER_01_DESC","Not everybody is equally skilled in the art of building, but one of your colonists seems extraordinarily bad at it. Their <mark>Tent</mark> looks like it could collapse at any moment, as the poorly glued together plastic slowly rips apart. Regardless, the colonist insists they know what they are doing."
"#EVENT_SHELTER_01_IMPROVE","Improve the tent"
"#EVENT_SHELTER_01_IGNORE","Leave be"
"#EVENT_SHELTER_01_IMPROVE_NAME","Poor Foundations"
"#EVENT_SHELTER_01_IMPROVE_DESC","You decide against the colonist's will to make some adjustments to their home. The colonist seems displeased by the whole ordeal but manages to mumble their thanks after the work has been done."
"#EVENT_SHELTER_01_IGNORE_NAME","Poor Foundations"
"#EVENT_SHELTER_01_IGNORE_DESC","Before you could turn on your heels, the supporting poles give in and the flimsy tent comes tumbling down. Something inside bursts into flames as the colonist fights their way out of the ruins. You can hear them shouting curses about a faulty, old Swedish manual."
"#EVENT_EXTORTION_01_NOTIFICATION_HEADER","Lone mercenary approaches"
"#EVENT_EXTORTION_01_NOTIFICATION_DESC","He wants to talk to you"
"#EVENT_EXTORTION_01_NAME","Highlife Lowlifes"
"#EVENT_EXTORTION_01_DESC","A lone man in a merc outfit approaches the gate. “Nice colony you got here,” he says. “You sure this thing’s gonna protect it well enough? Me and my associates can defend your people from wildlife, bandits and the like for a very reasonable price.”"
"#EVENT_EXTORTION_01_PAY","Pay up"
"#EVENT_EXTORTION_01_POSTPONE","I need more time"
"#EVENT_EXTORTION_01_DECLINE","Thanks, but we’re fine"
"#EVENT_EXTORTION_01_PAY_DESC","“Thank you, dear leader! I figured you a reasonable person the moment I laid eyes on you and this here fine village. This’ll secure prosperity for us both.” Before you manage to ask about how this supposed protection works, he’s long gone."
"#EVENT_EXTORTION_01_POSTPONE_DESC","“Sure, we’re not unreasonable people! I’ll pop in at a later date and you can procure the necessary items in the meantime.”"
"#EVENT_EXTORTION_01_DECLINE_DESC","“I don’t think you quite figured out what I said. We meant to do it the polite way, but you leave us no choice. Boys, let’s teach ‘em a lesson!” As soon as he’s done, vehicles speed up to the gate and armed bandits hop out, ready to attack."
"#EVENT_EXTORTION_01B_NOTIFICATION_HEADER","A familiar man at the gate"
"#EVENT_EXTORTION_01B_NOTIFICATION_DESC","The mercenary wants a word"
"#EVENT_EXTORTION_01B_NAME","Highlife Lowlifes"
"#EVENT_EXTORTION_01B_DESC","You see a familiar-looking man in a merc outfit approaching the gate, and he's not alone. “It’s time for your next installment—you know the drill. Pay up and we’ll make sure others lik… beasts and bandits don’t attack your community!”"
"#EVENT_EXTORTION_01B_PAY","Pay up"
"#EVENT_EXTORTION_01B_POSTPONE","I need more time"
"#EVENT_EXTORTION_01B_DECLINE","Thanks, but we’re fine"
"#EVENT_EXTORTION_01B_PAY_DESC","“Most excellent—a lucrative deal for both, I’m sure. Until next time!.” The man disappears yet again into the distance with your resources."
"#EVENT_EXTORTION_01B_POSTPONE_DESC","“Nope, that ain’t how this works. I gave you plenty of time to get the goods. I figure you just need a lesson in humility and punctuality. And that you get for free!” As soon as he’s done talking, his armed thugs assault the gate."
"#EVENT_EXTORTION_01B_DECLINE_DESC","“I don’t think you quite figured out what I said. We meant to do it the polite way, but you leave us no choice. Boys, let’s give ‘em a lesson!” As soon as he’s done, several armed men step outside the vehicles and attack."
"#EVENT_WELL_01_NOTIFICATION_HEADER","A distressed woman approaches you"
"#EVENT_WELL_01_NOTIFICATION_DESC","People are getting sick"
"#EVENT_WELL_01_NAME","Well-infected"
"#EVENT_WELL_01_DESC","A distressed woman comes up to you. “My friend’s gotten ill, which isn’t surprising considering their personal hygiene. But now the same has happened to my neighbor as well after drinking water from that well. You have to do something about this!. You could post someone to keep an eye on the well or have it repaired and cleaned.”"
"#EVENT_WELL_01_GUARD","Post a colonist at the well"
"#EVENT_WELL_01_CLEAN","Have the well cleaned"
"#EVENT_WELL_01_DECLINE","I don’t have time for this"
"#EVENT_WELL_01_GUARD_DESC","You order a couple of your colonists to keep an eye on the well during their normal duties to see if something’s odd about it. The woman seems pleased by your decision."
"#EVENT_WELL_01_CLEAN_DESC","You order the well thoroughly repaired and cleaned to make sure nothing unwanted seeps into the water from the soil. The woman seems pleased by your decision."
"#EVENT_WELL_01_DECLINE_DESC","Much to the woman’s dismay, you wave her worry off claiming you have better things to do right now."
"#EVENT_WELL_01B_NOTIFICATION_HEADER","The well guard approaches"
"#EVENT_WELL_01B_NOTIFICATION_DESC","He has found something"
"#EVENT_WELL_01B_NAME","Well-infected"
"#EVENT_WELL_01B_DESC","One of the colonists you tasked to keep an eye on that well comes up to you. “I did what you asked, boss, and found this.” He drags a small boy in front of you. “He was tossin’ sticks, glowin’ rocks, newts and whatnot in the well, out of boredom apparently.”"
"#EVENT_WELL_01B_SCOLD","Scold the kid"
"#EVENT_WELL_01B_LET","Let it be"
"#EVENT_WELL_01C_NOTIFICATION_HEADER","A familiar woman approaches"
"#EVENT_WELL_01C_NOTIFICATION_DESC","The infections haven't stopped"
"#EVENT_WELL_01C_NAME","Well-infected"
"#EVENT_WELL_01C_DESC","The worried woman from before approaches you again. “I don’t think the cleanup worked, more people are sick! I’m sure someone with bad intentions is behind this!”"
"#EVENT_WELL_01C_POST","Post a colonist at the well"
"#EVENT_WELL_01C_DECLINE","Do nothing"
"#EVENT_WELL_01C_POST_DESC","You order a couple of your colonists to keep an eye on the well during their normal duties to see if something’s odd about it. The woman seems pleased by your decision."
"#EVENT_WELL_01C_DECLINE_DESC","Much to the woman’s dismay, you wave her worry off, claiming you have better things to do right now. Infections continue to spread, and some colonists decide to examine the well without your consent. Their investigation reveals that the bottom of the well is filled with random sticks, glowing rocks and even small animals that shouldn’t have gotten there on their own."
"#EVENT_VERMIN_01_NOTIFICATION_HEADER","A colonist is hiding something"
"#EVENT_VERMIN_01_NOTIFICATION_DESC","You might have an infestation"
"#EVENT_VERMIN_01_NAME","Breeding Vermin"
"#EVENT_VERMIN_01_DESC","It has come to your knowledge that a colonist has been secretly breeding <mark>Rat Beetles</mark> in the colony. The breeder has been surrounded by an angry flock of people demanding answers. The breeder tries to explain that Rat Beetles are actually misunderstood creatures, gentle and even intelligent by nature. They beg to get to keep the animals, but the other colonists are worried things might go south quickly if these pests are allowed to live."
"#EVENT_VERMIN_01_CONSERVE","Nothing alarming here"
"#EVENT_VERMIN_01_EXTERMINATE","Get rid of the animals"
"#EVENT_VERMIN_01_CONSERVE_NAME","Breeding Vermin"
"#EVENT_VERMIN_01_CONSERVE_DESC","You dispatch the crowd, declaring it’s just a hobby, even if an odd one. The breeder dashes to shake your hand and enthusiastically promises to keep the rat beetles under control. As a thank you, they even share some insight on their ongoing research about the insects’ regenerative capabilities."
"#EVENT_VERMIN_01_EXTERMINATE_NAME","Breeding Vermin"
"#EVENT_VERMIN_01_EXTERMINATE_DESC","You order the other colonists to confiscate the vermin and exterminate them. The breeder, however, is not too keen on the idea. “These are my babies! You can have them over my dead body!” they scream while unleashing the animals' fury on the colonists."
"#EVENT_LAZY_01_NOTIFICATION_HEADER","Work has begun to pile up"
"#EVENT_LAZY_01_NOTIFICATION_DESC","Someone is not doing their duties"
"#EVENT_LAZY_01_NAME","Lazy Solution"
"#EVENT_LAZY_01_DESC","It is a day filled with hustle and bustle, but from the corner of your eye you notice a colonist laying on their back, simply staring at the open sky. When questioned, they smile a wide, half-toothless smile and sigh, “After everything that’s happened, we were given a second chance at life. So why don’t you?”"
"#EVENT_LAZY_01_SCOLD","“Snap out of it. We got work to do.”"
"#EVENT_LAZY_01_CHILL","Join the colonist"
"#EVENT_LAZY_01_SCOLD_NAME","Lazy Solution"
"#EVENT_LAZY_01_SCOLD_DESC","You take up an authoritative role and command the colonist to do their part like everybody else. They smirk but get up nonetheless and begin their duties. “Life is in the little things. You’ll see eventually,” they tell you before trekking off. The others seem pleased in having another pair of helping hands."
"#EVENT_LAZY_01_CHILL_NAME","Lazy Solution"
"#EVENT_LAZY_01_CHILL_DESC","After hearing the colonists words, you realize you haven’t had any fun in the longest time. The atmosphere is calm as you watch the clouds drift by while nonchalantly talking about the ways of old. In the end, they give you a strange wooden box, “To bring some of the joy back.” Meanwhile, the other colonists were not as amused due to more work falling on their shoulders."
"#EVENT_RELIGION_01_NOTIFICATION_HEADER","The colonists have found something shiny"
"#EVENT_RELIGION_01_NOTIFICATION_DESC","Is it a sign from above?"
"#EVENT_RELIGION_01_NAME","Men before Us"
"#EVENT_RELIGION_01_DESC","Colonists come to you after having found something “extraordinary” from the nearby forest. A beautiful relic, sparkling gold in the light. It has two shiny rocks as eyes, so luminous you can make out your own reflection. The colonists are convinced that this is a sign of good fortune, and they want to have a ceremony in its honor."
"#EVENT_RELIGION_01_ALLOW","Allow the worship"
"#EVENT_RELIGION_01_FORBID","Melt the statue down"
"#EVENT_RELIGION_01_CEREMONY_NAME","Men before Us"
"#EVENT_RELIGION_01_CEREMONY_DESC","You see no harm in bringing the relic in as everybody here could use a pick-me-up from the higher-ups. A small ceremony is set up at the edge of the colony, where people start bringing in offerings and singing the few songs they still remember. Although the site is quickly overrun by Hogs, the colonists feel a little more hopeful toward the future."
"#EVENT_RELIGION_01_FIGHT_NAME","Men before Us"
"#EVENT_RELIGION_01_FIGHT_DESC","You see no harm in bringing the relic in as everybody here could use a pick-me-up from the higher-ups. Almost instantly, a quarrel breaks out, as not everyone is willing to waste materials on such “humbug.” Fists and objects are swinging through the air, as well as equally painful insults. After dragging people off each other’s throats, the idol is nowhere to be found. Stolen or forgotten in the mud, it might best be left that way."
"#EVENT_RELIGION_01_FORBID_NAME","Men before Us"
"#EVENT_RELIGION_01_FORBID_DESC","A strange deity figure in the colony is bound to bring nothing but harm. You decide resources are a lot more useful at this time. To your surprise, the idol does not melt down to gold, but instead the foul smell of the burning paint and plastic fills the air. While subjected to some vile stares, you hope the powers your colonists believed in were nothing but figments of imagination."
"#EVENT_CHILD_01_NOTIFICATION_HEADER","A strange child spotted near the colony"
"#EVENT_CHILD_01_NOTIFICATION_DESC","They have been here long before us"
"#EVENT_CHILD_01_NAME","Among the Debris"
"#EVENT_CHILD_01_DESC","While looking for materials, a worker from the <mark>Recycler</mark> has spotted a child living among the heaps of rubbish. Not one of yours, the child must have been there a long time. You come up to a rinky-dink place put together from plastic bottles and rubber bands. “This is my home. I have nowhere else to go,” the kid whispers while staring at the ground."
"#EVENT_CHILD_01_REJECT","Throw the kid out"
"#EVENT_CHILD_01_WELCOME","Take them in"
"#EVENT_CHILD_01_REJECT_NAME","Among the Debris"
"#EVENT_CHILD_01_REJECT_DESC","You order the kid to be thrown out of your premises. You have no spare resources to feed another mouth, especially a kid that can barely work to justify their existence. The kid is quietly removed from their home and prepared to leave. You peek above the gate to see the child holding tightly onto their tiny backpack, gazing back at you with lightless eyes. With small uncertain steps, they disappear into the wilderness."
"#EVENT_CHILD_01_WELCOME_NAME","Among the Debris"
"#EVENT_CHILD_01_WELCOME_DESC","You look at the child sitting on top of a debris pile, with its hollowed cheeks and dark circles under the eyes. You ask them to join your colony, explaining that these resources will slowly be put to other use. The child looks neither happy nor sad but quietly nods and takes your hand as you make your way back to the colony."
"#EVENT_WELL_02_NOTIFICATION_HEADER","The weather is quickly changing"
"#EVENT_WELL_02_NOTIFICATION_DESC","These are not your regular clouds"
"#EVENT_WELL_02_NAME","Well, well, Well"
"#EVENT_WELL_02_DESC","The weather in the aftermath is unpredictable, but these clouds seem to have appeared out of nowhere. Dark droplets, hissing on every surface they strike, start pouring down. “Acid Rain. Everybody take cover,” you shout and huddle everyone under something protective. Someone quickly points out the <mark>Water Well’s</mark> faucet has been left open, meaning the water inside might get infected."
"#EVENT_WELL_02_WAIT","Wait until the worst has passed"
"#EVENT_WELL_02_PROTECT","Create makeshift armor"
"#EVENT_WELL_02_RISK","Risk it"
"#EVENT_WELL_02_WAIT_NAME","Well, well, Well"
"#EVENT_WELL_02_WAIT_DESC","You decide there is no way anyone should be risking their lives over the matter. The pour does not last long, and soon enough everyone is curiously gathered over the well, but no one seems willing to take a sip. One of the more disliked colonists is forced to do the job, and immediately after drinking they fall weak on their knees. It might be best to drink stored water for a time."
"#EVENT_WELL_02_PROTECT_NAME","Well, well, Well"
"#EVENT_WELL_02_PROTECT_DESC","One of the bravest colonists, equipped with every protective layer you had to offer, dashes into the downpour to secure the well. They run back and brush off the cheers as if it was nothing, but this act of heroism has lifted everybody’s spirits."
"#EVENT_WELL_02_RISK_NAME","Well, well, Well"
"#EVENT_WELL_02_RISK_DESC","One of the bravest colonists dashes into the downpour to secure the well. While running back, you can already see they are in great pain but on top, they fall into a nasty puddle of burning water. As they make it back to the others, it is evident that they need treatment, quickly. The colonists are cheering, relieved that their water supply is secure, at least for the time being."
"#EVENT_RESULT_INCREASE_REPUTATION","Gained {1} reputation with {0}"
"#EVENT_RESULT_DECREASE_REPUTATION","Lost {1} reputation with {0}"
"#EVENT_RESULT_SET_REPUTATION","{0} reputation set to {1}"
"#LOCATION_PLAYER","Your colony"
"#LOCATION_HOSPITAL","Hospital"
"#LOCATION_WATER","Water"
......@@ -5441,7 +5732,7 @@
"#TUTORIAL_DIALOG_STORAGES_MESSAGE","A multitude of Resources are stored in different Buildings based on their type. Some resources cannot be used if not first stored properly.\n\n- <mark>Stockpile</mark>: Construction materials like Planks and Metal\n- <mark>Food Storage</mark>: All Food types\n- <mark>Warehouse</mark>: Refined items like Tools and Meds"
"#TUTORIAL_DIALOG_POLLUTION_DEPOSITS_MESSAGE_UPDATE","The post-apocalyptic landscape still holds some scars from the cataclysm. These pockets of pollution must be cleared before colonists can walk or build on them. <mark>Hazmat Engineering</mark> technology in the <mark>Security</mark> branch of the Tech Tree unlocks the <mark>Environmental Station</mark> for that specific purpose."
"#CODEX_SOIL_TYPES_HEADLINE","SOIL TYPES"
"#CODEX_SOIL_TYPES","The landscape is divided into three main soil types which affect construction, productivity and the effectiveness of different buildings.\n\n- <mark>Fertile:</mark> Moist and lush soil type, providing the best yields for your Fields and the best production for water wells.\n- <mark> Normal:</mark> Reasonably verdant soil, still a nice spot for Fields and Wells.\n- <mark>Barren:</mark> Inhospitable and dry, this soil cannot sustain any normal Fields. Water sources here are too deep for regular Wells.\n- <mark>Forests:</mark>Trees can appear on any soil type, but they have their unique effects on some of the buildings. Trappers are more effective in dense forests.\n\nThe dry starting condition alters the amount of soil types and their visuals, but you can still find Fertile areas even there."
"#CODEX_SOIL_TYPES","The landscape is divided into three main soil types which affect construction, productivity and the effectiveness of different buildings.\n\n- <mark>Fertile:</mark> Moist and lush soil type, providing the best yields for your Fields and the best production for water wells.\n- <mark>Normal:</mark> Reasonably verdant soil, still a nice spot for Fields and Wells.\n- <mark>Barren:</mark> Inhospitable and dry, this soil cannot sustain any normal Fields. Water sources here are too deep for regular Wells.\n- <mark>Forests:</mark> Trees can appear on any soil type, but they have their unique effects on some of the buildings. Trappers are more effective in dense forests.\n\nThe dry starting condition alters the amount of soil types and their visuals, but you can still find Fertile areas even there."
"#CODEX_LOCATION_PROPERTIES_HEADLINE","LOCATION PROPERTIES"
"#CODEX_LOCATION_PROPERTIES","Various World Map locations have different properties you might want to take into consideration.\n\nEach has a <mark>Defense</mark> value, indicating how well-dug in defenders are able to withstand attacks. Locations overtaken by Bandits and Bandit Camps use the Defense value to reduce your damage against them. <mark>Resources</mark> show which materials you can scavenge from it. <mark>Hazard</mark> rating tells how much damage your Specialist might take during a Scavenge mission and <mark>Danger</mark> how likely it is to happen.\n\nSome locations are in Bandit control and must be cleared before scavenging can commence. Sometimes, an entire area is controller by a powerful Bandit Camp, which must be cleared before any other actions can be taken.\n\nUse this information to choose which locations to go for and which Specialists to use."
"#TUTORIAL_NOTIFICATION_OUTPOSTS_HEADLINE","Outposts"
......@@ -5485,15 +5776,15 @@
"#TUTORIAL_DIALOG_PREPARE_FOR_A_DISASTER_HEADLINE","PREPARE FOR A DISASTER"
"#TUTORIAL_DIALOG_PREPARE_FOR_A_DISASTER_MESSAGE","A Catastrophe is drawing near, and you need to prepare. Specific details of the upcoming disaster are visible in the Disaster Notification. Build a <mark>Lighting Rod</mark> to keep your electrical buildings safe or <mark>Outhouses</mark> and <mark>Saunas</mark> to clear Colonists from lurking preconditions, even after the Catastrophe."
"#CODEX_PREPARE_FOR_A_DISASTER_HEADLINE","ANTI-CATASTROPHE BUILDINGS"
"#CODEX_PREPARE_FOR_A_DISASTER","<mark>Outhouse</mark>: Build Outhouses to keep colonists modestly clean and functioning. Outhouses are available from the beginning of the game and are the easiest way to avoid diseases spreading massively during <mark>Nuclear Fallouts</mark> and <mark>Pandemics</mark>.\n\nSome anti-Catastrophe buildings must be Unlocked from the Tech Tree by using <mark>Science Points</mark>. You can gain Science Points by exploring the World Map.\n\n<mark>Sauna</mark>: A more effective version of the Outhouse, a Sauna keeps people clean and makes them less likely to contract various diseases. A large Colony may need more than a few, so remember to keep up with the demand for these heated huts!\n\n<mark>Lightning Rod</mark>: Unlock and build Lightning Rods to protect your Energy producers and users during Magnetic Storms. This majestically tall conductor protects Buildings from electrical Damage. Build Lightning Rods near your Energy Buildings to keep them safe from nasty lightning bolts. The only drawback is that they need to be repaired frequently as they become overcharged easily."
"#CODEX_PREPARE_FOR_A_DISASTER","<mark>Outhouse</mark>: Build Outhouses to keep colonists modestly clean and functioning. Outhouses are available from the beginning of the game and are the easiest way to avoid diseases spreading massively during <mark>Nuclear Fallouts</mark> and <mark>Pandemics</mark>.\n\nSome anti-Catastrophe buildings must be Unlocked from the Tech Tree by using <mark>Science Points</mark>. You can gain Science Points by exploring the World Map.\n\n<mark>Sauna</mark>: A more effective version of the Outhouse, a Sauna keeps people clean and makes them less likely to contract various diseases. A large Colony may need more than a few, so remember to keep up with the demand for these heated huts!\n\n<mark>Lightning Rod</mark>: Unlock and build Lightning Rods to protect your energy producers and users during Magnetic Storms. When near enough, this majestically tall conductor keeps your buildings free from damage made by nasty lightning bolts. The only drawback is that they need to be repaired frequently as they easily become overcharged."
"#TUTORIAL_NOTIFICATION_DAMAGED_CROPS_HEADLINE","Damaged Crops"
"#TUTORIAL_NOTIFICATION_DAMAGED_CROPS_MESSAGE","Press here to learn more."
"#TUTORIAL_DIALOG_DAMAGED_CROPS_HEADLINE","DAMAGED CROPS"
"#TUTORIAL_DIALOG_DAMAGED_CROPS_MESSAGE","Crops can endure only so much. Crops can wither during Catastrophes like Heat Wave or Fallout or be damaged by events like the Rat Swarm. Protect your plants from dying or harvest them before it’s too late."
"#CODEX_DAMAGED_CROPS_HEADLINE","CROP RESILIENCE"
"#CODEX_DAMAGED_CROPS","Crops have different levels of <mark>resilience</mark>. Whereas <mark>Corn</mark> is easily affected, <mark>Potatoes</mark> can survive longer in less than ideal conditions. Resistance levels of all available Crops are visible in the Seed selection menu.\n\nRemember to check up on your plants from time to time to see if they are flourishing as expected!"
"#CODEX_HEAT_WAVE_HEADLINE","HEATWAVE"
"#CODEX_HEAT_WAVE","Intense and oppressive heat takes over the area as moisture evaporates. Colonists struggle to keep hydrated and cool while working. Plants wither in the cracked soil.\n\n- Colonists drink double the normal amount\n- Crop yields on open Fields suffer\n- Build and fill Water Towers and stockpile Food to survive."
"#CODEX_HEAT_WAVE_HEADLINE","HEAT WAVE"
"#CODEX_HEAT_WAVE","Intense and oppressive heat takes over the area as moisture evaporates. Colonists struggle to keep hydrated and cool while working. Plants wither in the cracked soil.\n\n- Colonists drink double the normal amount.\n- Crop yields on open Fields suffer.\n- Build and fill Water Towers and stockpile Food to survive."
"#TUTORIAL_CODEX_FOOD_STORAGE_BERRIES_HEADLINE","FEEDING COLONISTS"
"#TUTORIAL_CODEX_FOOD_STORAGE_BERRIES","Gather berries by moving the <mark>Work Area</mark> of your <mark>Food Storage</mark> on top of the bushes so your Colonists know where to go.\n\nMore permanent sources of Food can be established with <mark>Trappers</mark>, <mark>Fishing Huts</mark> and <mark>Fields</mark>.\n\n<mark>Hungry</mark> Colonists work less efficiently. Those who cannot eat will slowly starve to death. To avoid this, build some of the various Food-producing buildings.\n\nStable production of both <mark>Meat</mark> and <mark>Vegetables</mark> is advisable in the long term to avoid <mark>Malnutrition</mark>."
"#TUTORIAL_CODEX_SETTIME_HEADLINE","GAME SPEED"
......@@ -5529,12 +5820,12 @@
"#TUTORIAL_DIALOG_COLONY_COMBAT_HEADLINE","SPECIALISTS IN THE COLONY"
"#TUTORIAL_DIALOG_COLONY_COMBAT_MESSAGE","<mark>Specialists</mark> in the Colony can be ordered to <mark>Move</mark> or <mark>Attack</mark> enemies by first selecting them and then pointing at the target and giving a command to move or attack. Specialists play a vital role in protecting colonists against <mark>wild animals</mark> and more."
"#CODEX_COLONY_COMBAT_HEADLINE","ANIMALS"
"#CODEX_COLONY_COMBAT","There are various species roaming near the Colony. These animals vary in strength, and you should always take caution when setting buildings or ordering Colonists to collect Resources near their territories.\n\n<mark>Majestic Deer</mark>—A non-aggressive species that will nonetheless protect itself if provoked.\n\n<mark>Rat Beetle</mark>—These creatures can look innocent, but hordes of them can quickly surprise an unwary Colonist. They are especially easy to spot in the night as their eyes glow red in the dark!\n\n<mark>Wild Hog</mark>—Wild Hogs have spikes on their back and an overall fearsome look. These slightly-mutated hogs are not to be taken lightly.\n\n<mark>Killer Kodiak</mark>—Far from your average teddy, these “bears” mean business. Even a Specialist with combat expertise has a hard time taking a single one down.\n\n<mark>Sand worm</mark>—Sand worms are the most fearsome animal on the scale, having the ability to hide underground and take Colonists and Specialists by surprise. They have immense strength, so try to keep an eye to spot their heads peeking out on the surface."
"#CODEX_COLONY_COMBAT","There are various species roaming near the Colony. These animals vary in strength and you should always take caution when setting buildings or ordering Colonists to collect Resources near their territories.\n\n<mark>Majestic Deer</mark>—A non-aggressive species that will nonetheless protect itself if provoked.\n\n<mark>Rat Beetle</mark>—These creatures can look innocent, but hordes of them can quickly surprise an unwary Colonist. They are especially easy to spot in the night as their eyes glow red in the dark!\n\n<mark>Wild Hog</mark>—Wild Hogs have spikes on their back and an overall fearsome look. These slightly-mutated hogs are not to be taken lightly.\n\n<mark>Killer Kodiak</mark>—Far from your average teddy, these “bears” mean business. Even a Specialist with combat expertise will have a hard time taking one down.\n\n<mark>Sandworm</mark>—Sandworms are the most fearsome animal on the scale, having the ability to hide underground and take Colonists and Specialists by surprise. They have immense strength, so try to keep an eye to spot their heads peeking out on the surface."
"#TUTORIAL_NOTIFICATION_GATE_COMBAT_HEADLINE","Gate Combat"
"#TUTORIAL_NOTIFICATION_GATE_COMBAT_MESSAGE","Press here to learn more."
"#TUTORIAL_DIALOG_GATE_COMBAT_HEADLINE","BANDIT RAID"
"#TUTORIAL_DIALOG_GATE_COMBAT_MESSAGE","<mark>Bandits</mark> have arrived at the gate, and there is a good chance the conflict will escalate into a firefight. Call <mark>Specialists</mark> home and upgrade <mark>the Gate’s</mark> defenses to fend off the attackers. Good luck!"
"#CODEX_GATE_COMBAT_HEADLINE","ENEMIES IN COLONY"
"#CODEX_GATE_COMBAT_HEADLINE","ENEMIES IN THE COLONY"
"#CODEX_GATE_COMBAT","Colony battles are divided into three phases: <mark>Negotiation</mark>, <mark>combat at the Gate</mark> and if things go south, even <mark>Combat in Colony</mark>.\n\nSometimes the Bandits will propose a deal which may buy you some time and wise actions can de-escalate the situation entirely. Evading combat almost always requires Resources, so keeping a varied stock of them can come in handy.\n\nYet, combat is in some cases inevitable. An upgraded Gate will keep the Bandits busy for longer and might even keep them from <mark>breaching</mark> it.\n\nIf the gate is breached, the combat will move to its final phase inside the Colony's walls. Specialists and Colonists will both try to fend off the attackers, but some causalities can be expected."
"#TUTORIAL_NOTIFICATION_SPECIALIST_TO_WM_HEADLINE","Send Specialists to the World Map"
"#TUTORIAL_NOTIFICATION_SPECIALIST_TO_WM_MESSAGE","Press here to learn how."
......@@ -5546,6 +5837,18 @@
"#TUTORIAL_DIALOG_HYGIENE_MESSAGE","Colonists can have a hard time taking care of their <mark>Hygiene</mark> in the wasteland. Filthy Colonists quickly become discontent and are more prone to catching various diseases. Help them out by building an <mark>Outhouse</mark> in the Build Menu!"
"#CODEX_HYGIENE_HEADLINE","HYGIENE"
"#CODEX_HYGIENE","Colonists become <mark>filthy</mark> if they do not have appropriate access to buildings that improve their personal Hygiene. These buildings include <mark>Outhouses</mark>, for proper waste disposal, and <mark>Saunas</mark> to more effectively wash off the pollution and other debris from their skin. The Sauna can be unlocked from the <mark>Tech Tree</mark>.\n\nRemember, the demand for hygiene upkeep rises with each new colonist, so keep providing them the cleaning facilities they need."
"#TUTORIAL_NOTIFICATION_HOSTILE_HEADLINE","Hostile colonists"
"#TUTORIAL_NOTIFICATION_HOSTILE_MESSAGE","Press here to learn more."
"#TUTORIAL_DIALOG_HOSTILE_HEADLINE","HOSTILE COLONISTS"
"#TUTORIAL_DIALOG_HOSTILE_MESSAGE","Unhappy Colonists or survivors may occasionally turn against you by becoming <mark>Hostile</mark>. They are driven to create havoc by injuring others and damaging buildings. Build <mark>Guard Towers</mark> to deploy Guards and <mark>Gunsmiths</mark> to provide adequate weapons to protect the Colony."
"#CODEX_HOSTILE_HEADLINE","COLONY SAFETY"
"#CODEX_HOSTILE","<mark>Hostile</mark> Colonists no longer work but instead sabotage the Colony. Therefore, they are treated as intruding <mark>Bandits</mark>.\n\nColonists are more likely to turn Hostile the <mark>unhappier</mark> they are. Raise living standards by providing <mark>nutritious Food</mark>, <mark>sanitation</mark>, and better <mark>Shelters</mark>. You might also have to reconsider letting just anybody through <mark>the Gate</mark>.\n\n<mark>Guard Posts</mark> make sure any new Hostile Colonists are dealt with quickly and effectively. Assigned Workers act as <mark>Guards</mark>, overseeing the safety of the Colony. \n\n<mark>Gunsmiths</mark> provide upgraded firearms for Guards. These weapons degrade over time, so remember to keep up production."
"Colonists need a steady source of <mark>Meat</mark> and <mark>Vegetables</mark>. The Meat category, for example, includes <mark>Venison</mark>, <mark>Fish</mark> and some insects. Vegetables include <mark>Berries</mark> and most harvestable crop from <mark>Fields</mark>, like <mark>Corn</mark> and <mark>Potatoes</mark>.\n\nSome foods are only good for filling up the stomachs of colonists, but provide no nutrients for them to keep going in the long term.\n\n<mark>Well-Nourished</mark> colonists enjoy a varied diet of meats, vegetables and different meals. Good for you if you reached this status!\n\n<mark>Poorly Nourished</mark> colonists are not getting everything they need. Are you providing enough Meals to colonists or are they eating just raw foods? You can prepare meals in <mark>Cookhouses</mark> and <mark>Mess Halls</mark>.\n\n<mark>Malnourished</mark> colonists’ diet is severely lacking in one or more areas.","Malnutrition"
"#TUTORIAL_NOTIFICATION_MALNUTRITION_MESSAGE","Press here to learn more."
"#TUTORIAL_DIALOG_MALNUTRITION_HEADLINE","MALNUTRITION"
"#TUTORIAL_DIALOG_MALNUTRITION_MESSAGE","Your colonists need a varied diet of both <mark>Vegetables</mark> and <mark>Meat</mark>, so make sure you are steadily providing both options. <mark>Malnourishment</mark> is a serious condition that will lead to death when prolonged."
"#CODEX_MALNUTRITION_HEADLINE","NUTRITION"
"#CODEX_MALNUTRITION","Colonists need a steady source of <mark>Meat</mark> and <mark>Vegetables</mark>. The Meat category, for example, includes <mark>Venison</mark>, <mark>Fish</mark> and some insects. Vegetables include <mark>Berries</mark> and most harvestable crop from <mark>Fields</mark>, like <mark>Corn</mark> and <mark>Potatoes</mark>.\n\nSome foods are only good for filling up the stomachs of Colonists, but provide no nutrients for them to keep going in the long term.\n\n<mark>Well-Nourished</mark> Colonists enjoy a varied diet of Meat, Vegetables and different Meals. Good for you if you reached this status!\n\n<mark>Malnourished</mark> Colonists are not getting everything they need. Are you providing enough Meals to colonists or are they eating just raw food? You can prepare Meals in <mark>Cookhouses</mark> and <mark>Mess Halls</mark>.\n\n<mark>Malnourished</mark> Colonists’ diet is severely lacking in one or more areas."
"#TOPIC_RESEARCH_FOOD","FOOD"
"#TOPIC_RESEARCH_PRODUCTION","PRODUCTION"
"#TOPIC_RESEARCH_COLONY","COLONY"
......@@ -5890,3 +6193,7 @@
"#TOPIC_TECH_CAT_WORLD","World Map"
"#TOPIC_TECH_CAT_WORLD_DESC","Enhances actions on the World Map"
"#TOPIC_ACTIVE_RESEARCH","Active research"
"#TECH_WEAPON_CRAFTING","Weapon Crafting"
"#TECH_WEAPON_CRAFTING_DESC","Fighting post-apocalyptic wildlife and crazed bandits at melee range isn't the smartest thing one could do. A Gunsmith supplies Guards with proper weapons to defend the Colony."
"#TECH_GUARDIANS","Guardians"
"#TECH_GUARDIANS_DESC","Guards are the backbone of defending the Colony against hostile animals or people. Assign people to Guard Posts so they'll gear up and focus on protecting their fellow Colonists."
......@@ -989,6 +989,32 @@
"#ANNOUNCEMENT_PATCHNOTES_MS15_BARTER_TEXT","The trading system has gone through further changes this past month. Trading has a brand new interface and no longer uses Reputation as a form of payment, as we are introducing Coins into the mix. Coins can be traded in and exchanged at the cost of Resources. Also, the Societies have a new selection of Goods from Materials and Medicine to the likes of vehicles and Seeds. Get out there and find the best deals!"
"#ANNOUNCEMENT_PATCHNOTES_MS15_IMPROVEMENTS_SUBTITLE","Other improvements"
"#ANNOUNCEMENT_PATCHNOTES_MS15_IMPROVEMENTS_TEXT","Some other improvements include new building variations, lighting tweaks and visual improvements to the sky, new models for events and the tech tree has been rearranged to provide the best possible experience. Lastly, the new pre-game selection of Ideologies allows you to select what kind of a leader you’d be and what unique advancements you bring to the table. This feature will be expanded in the future."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_MS16_1","Hostile World"
"#ANNOUNCEMENT_PATCHNOTES_MS16_TITLE","Hostile World"
"#ANNOUNCEMENT_PATCHNOTES_MS16_DESC","This update brings you enemies at the Gate, but it also gives you a fighting chance against them with the new Colony Combat feature. Hostile forces might attack your Colony while mutated wildlife has grown more aggressive. There are also major improvements to Trading and Tech Tree plus new Vehicles and a modest Outhouse to help with early game hygiene."
"#ANNOUNCEMENT_PATCHNOTES_MS16_COMBAT_SUBTITLE","Colony combat"
"#ANNOUNCEMENT_PATCHNOTES_MS16_COMBAT_TEXT","Bandits and desperate people can now resort to direct attacks against the Colony. Fight back by upgrading the Gate and posting Guards to defend it. If the enemy breaks through, protect the Colony with your Specialists, which you can now control directly in the Colony view."
"#ANNOUNCEMENT_PATCHNOTES_MS16_WILDLIFE_SUBTITLE","Wildlife"
"#ANNOUNCEMENT_PATCHNOTES_MS16_WILDLIFE_TEXT","Mutated animals have grown more numerous and aggressive, and now pose a threat to your Colonists. Some of these wild beasts guard resource deposits around the Colony, and others will attack your people in a fit of rage. Colonists will fight back to defend themselves but Specialists are required to deal with more serious threats."
"#ANNOUNCEMENT_PATCHNOTES_MS16_BARTER_SUBTITLE","Special deals"
"#ANNOUNCEMENT_PATCHNOTES_MS16_BARTER_TEXT","Trading with Societies continues to be improved. They now offer new special deals with special discounts, which also raise your Reputation. And the better your Rep with them is the sweeter deals you'll get. But don't dump unwanted resources on them, as they'll pay less and be annoyed with you if you do."
"#ANNOUNCEMENT_PATCHNOTES_MS16_IMPROVEMENTS_SUBTITLE","Other improvements"
"#ANNOUNCEMENT_PATCHNOTES_MS16_IMPROVEMENTS_TEXT","Colonists will voice their opinions on various events. Research progress is now shown in the notification area. The new Van and Offroader vehicles can be found on the World Map and in trade deals. Buildings stop functioning in critical condition and some conditions prevent your Colonists from working. And the annoying Happiness change sound effect has been fixed!"
"#ANNOUNCEMENT_PATCHNOTES_MS16_CHANGES_SUBTITLE","Cambios en la interfaz de usuario"
"#ANNOUNCEMENT_PATCHNOTES_MS16_CHANGES_TEXT","La cámara ahora se ajusta usando el botón derecho del ratón. Es posible enviar especialistas desde la colonia al mapa del mundo usando el botón ""Enviar al mapa del mundo"" en su panel de información."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_MS17_1","Law and Order"
"#ANNOUNCEMENT_PATCHNOTES_MS17_TITLE","Law and Order"
"#ANNOUNCEMENT_PATCHNOTES_MS17_DESC","Avoiding Malnutrition requires you to supply your colonists with varied Food to eat. Guards protect the colony from external and internal threats, especially when equipped with the new rifles from the Gunsmith. Colonists may now turn hostile on you if you treat the poorly enough and cause havoc."
"#ANNOUNCEMENT_PATCHNOTES_MS17_MALNUTRITION_SUBTITLE","Malnutrition"
"#ANNOUNCEMENT_PATCHNOTES_MS17_MALNUTRITION_TEXT","The new nutrition system means that meat, vegetables and other food items must be served equally to keep hunger and malnutrition at bay. Ignoring this for long can cause severe consequences and is equally slow to recover from."
"#ANNOUNCEMENT_PATCHNOTES_MS17_GUARDS_SUBTITLE","Guards"
"#ANNOUNCEMENT_PATCHNOTES_MS17_GUARDS_TEXT","Colonists can be now assigned to Guard Posts to increase the safety of your people. Guards can be equipped with rifles as they patrol around their posts scanning for threats. They're also visually distinctive with heavier protective armor."
"#ANNOUNCEMENT_PATCHNOTES_MS17_HOSTILE_SUBTITLE","Going hostile"
"#ANNOUNCEMENT_PATCHNOTES_MS17_HOSTILE_TEXT","If the colony Happiness declines too much, some of your colonists might turn hostile. Hostile people must be dealt swiftly and decisively, so have some Guards at hand at all times. Keep an eye on colony Happiness and allow the people some time off to spend at a Memorial, Theater or an Arena."
"#ANNOUNCEMENT_PATCHNOTES_MS17_IMPROVEMENTS_SUBTITLE","Events"
"#ANNOUNCEMENT_PATCHNOTES_MS17_IMPROVEMENTS_TEXT","Event system has been expanded with certain results spawning wild beasts or bandits and the requested resources scale better to allow players more options to choose from. New events have been added especially to the early game."
"#ANNOUNCEMENT_PATCHNOTES_MS17_CHANGES_SUBTITLE","Other improvements"
"#ANNOUNCEMENT_PATCHNOTES_MS17_CHANGES_TEXT","Hostile units should overlap less during combat, wild animal visibility has been improved, colonist suffer injuries from engaging in combat and roads have gotten a visual overhaul with Dirt Roads becoming combinable into larger areas similar to Paved ones."
"#POPULATION","Población"
"#RESOURCE_WOOD","Troncos"
"#RESOURCE_PLANK","Tablones"
......@@ -1491,24 +1517,24 @@
"#RESOURCE_PLANK_DESC","Material de construcción.\n\nMaterial de construcción básico que se produce en la serrería o se recoge de lugares en el mapa."
"#RESOURCE_ENERGY_DESC","Una unidad de energía.\n\nSe produce en plantas eléctricas y se almacena en baterías. La consumen muchos edificios de alto nivel."
"#RESOURCE_FOOD_DESC","Para la sobrevivencia, es esencial una dieta variada que abarque verdura, carne e incluso insectos. Los alimentos son cruciales y se consumen constantemente."
"#RESOURCE_METAL_DESC","Material de construcción.\n\nRecoge metal de los depósitos de metal que rodean la colonia con el edificio de la chatarrería. Algunos lugares en el mapa del mundo también contienen pequeñas cantidades de metal."
"#RESOURCE_METAL_DESC","Material de construcción y refinable.\n\nConstruye una chatarrería para buscar en tus depósitos de metal. Algunas ubicaciones del mapa del mundo contienen metal."
"#RESOURCE_SCRAP_DESC","Material refinable.\n\nSubproducto de la búsqueda de metal de la chatarrería. En un taller mecánico se pueden crear piezas útiles con ella."
"#RESOURCE_PARTS_DESC","Material de construcción.\n\nElementos mecánicos de alto nivel para edificios y objetos avanzados."
"#RESOURCE_TOOLS_DESC","Objeto de colono.\n\nObjetos para excavar, cortar y más. Sin estas herramientas trabaja a una velocidad más reducida.\n\nSe crean en el taller de herramientas o se recuperan en el mapa del mundo."
"#RESOURCE_TOOLS_DESC","Objeto de colono.\n\nObjetos para excavar o cortar que permiten trabajar mucho más rápido. Se crean en el taller de herramientas o se recuperan en el mapa del mundo."
"#RESOURCE_WATER_DESC","Un elemento básico para la creación y el mantenimiento de la vida. Sin el agua de un pozo, los colonos morirán rápidamente."
"#RESOURCE_CLOTH_DESC","Objeto de colono.\n\nConjunto de ropa que protege al menos parcialmente contra los elementos. Un colono sin ropa sufrirá de hipotermia rápidamente."
"#RESOURCE_CLOTH_DESC","Objeto de colono.\n\nRopa con capas que ofrece protección ante los elementos, la hipotermia y la radiación."
"#RESOURCE_FIBER_DESC","Material refinable.\n\nVarias hebras de fibra lo bastante grande y resistente como para tejer ropa en la sastrería."
"#RESOURCE_DEBRIS_DESC","Material refinable.\n\nDiversos pedazos de metal que se dividen en chatarra y metal útil en una chatarrería."
"#RESOURCE_TRASH_DESC","Material refinable.\n\nBasura vieja que se divide en plástico y fibra en un reciclador."
"#RESOURCE_FIREWOOD_DESC","Recurso refinado.\n\nSe usa para cocinar alimentos crudos para hacer comida nutritiva en la cocina o la cantina. Se produce en el campamento maderero."
"#RESOURCE_CONCRETE_DESC","Material de construcción.\n\nMaterial básico de construcción recogido de depósitos y del mapa del mundo."
"#RESOURCE_WEAPONS_DESC","Objeto de especialista.\n\nLas armas dan a los especialistas la potencia de fuego necesaria para atacar campamentos de bandidos en el mapa del mundo."
"#RESOURCE_WEAPONS_DESC","Objeto de especialista.\n\nLas armas dan a los especialistas la potencia de fuego necesaria para atacar campamentos de bandidos bien protegidos en el mapa del mundo."
"#RESOURCE_ALCOHOL_DESC","PENDIENTE"
"#RESOURCE_FUEL_DESC","Combustible líquido muy utilizado en construcción y para reparar vehículos. Un recurso muy preciado en el postapocalipsis."
"#RESOURCE_MEDS_DESC","Diversos productos médicos para tratar heridas, radiación y otros problemas de tus colonos."
"#RESOURCE_COMPONENTS_DESC","Material de construcción avanzado.\n\nSe usa para crear edificios que producen o consumen energía y se puede refinar para producir electrónica para edificios de alto nivel."
"#RESOURCE_PLASTIC_DESC","Usado en la construcción y en objetos.\n\nSaquea plástico de los depósitos cercanos con un reciclador. Ciertos lugares del mapa del mundo pueden saquearse para obtener plásticos."
"#RESOURCE_ENTERTAINMENT_DESC","Material de construcción.\n\nUna selección de productos de entretenimiento preapocalípticos. Todos los edificios de entretenimiento las consumen. Solo se encuentran en el mapa del mundo."
"#RESOURCE_COMPONENTS_DESC","Material de construcción avanzado.\n\nSe usa para crear edificios que producen o consumen energía."
"#RESOURCE_PLASTIC_DESC","Material de construcción y refinable.\n\nBusca plástico de los depósitos cercanos con un reciclador. Ciertos lugares del mapa del mundo pueden contienen plástico."
"#RESOURCE_ENTERTAINMENT_DESC","Material de construcción.\n\nProductos de entretenimiento preapocalípticos. Los edificios de entretenimiento las consumen. Solo se encuentran en el mapa del mundo."
"#RESOURCE_HERBAL_DESC","Remedios naturales contra enfermedades. Eficacia limitada contra heridas.\n\nSe cultivan en: Invernadero\nVelocidad de crecimiento: Lenta\nProducción: Baja"
"#RESOURCE_IODINE_DESC","Píldoras que contienen yodo, que absorbe radiación. Sirven para tratar la irradiación y sus trastornos."
"#RESOURCE_ANTIBIOTICS_DESC","Una cura efectiva para cualquier infección. Los antibióticos aceleran mucho la recuperación de las infecciones."
......@@ -1532,13 +1558,13 @@
"#TOOLTIP_RADIO_CONTENT","Sintoniza una de las emisoras."
"#MENU_PHOTO_MODE","MODO FOTO"
"#RESOURCE_FLOUR","Harina"
"#RESOURCE_FLOUR_DESC","Se produce a partir del trigo cultivado en campos e invernaderos.\n\nLa harina en sí no se puede comer, pero con una panadería podrías hacer pan."
"#RESOURCE_FLOUR_DESC","Procesada del trigo.\n\nLa harina en sí no se puede comer, pero con una panadería podrías hacer pan."
"#RESOURCE_CORN_DESC","El maíz es un cultivo que crece rápido y puede proporcionar múltiples cosechas en un período de tiempo corto. Muy poca resistencia a catástrofes.\n\nVelocidad de crecimiento: Normal.\nProducción: Baja"
"#RESOURCE_FISH_DESC","Pescado local, sacado de las charcas. Buena fuente de nutrientes y grasas esenciales."
"#RESOURCE_POTATO_DESC","Las papas crecen lentamente pero la cosecha es buena. Como la parte comestible está bajo tierra, resisten las catástrofes mejor que muchos cultivos.\n\nVelocidad de crecimiento: Lenta\nProducción: Media"
"#RESOURCE_VENISON_DESC","Carne fresca de animales salvajes locales como ciervos o conejos. Los caza el trampero."
"#RESOURCE_WHEAT_DESC","Un cultivo conocido por su versatilidad y facilidad de procesado. Crece relativamente rápido y produce cantidades razonables.\n\nVelocidad de crecimiento: Normal\nProducción: Media\nResistencia: Media"
"#RESOURCE_POLLUTION_DESC","Material radiactivo peligroso almacenado en contenedores relativamente seguros. Son procesados en la estación medioambiental, y almacenados en el almacén de residuos nucleares."
"#RESOURCE_POLLUTION_DESC","Material radiactivo peligroso almacenado en contenedores relativamente seguros. Se guarda en el almacén de residuos nucleares."
"#RESOURCE_COMPONENT","Componente"
"#RESOURCE_COMPONENT_DESC","Material de construcción avanzado.\n\nSe usa para edificios que producen o consumen energía y se refina para producir electrónica para edificios de alto nivel."
"#RESOURCE_BREAD","Pan"
......@@ -1604,7 +1630,7 @@
"#RESOURCE_PROTEINBARS","Barritas de proteínas"
"#RESOURCE_PROTEINBARS_DESC","Comida de alta calidad.\n\nBarritas de frutos secos y grano ricas en proteínas. Secas pero comestibles. Solo se encuentran en el mapa del mundo."
"#RESOURCE_CANNEDFRUIT","Lata de fruta"
"#RESOURCE_CANNEDFRUIT_DESC","Comida de alta calidad.\n\nUna mezcla de varias frutas conservadas en almíbar. Proporciona mucha energía y algo de hidratación. Solo se encuentra en el mapa del mundo."
"#RESOURCE_CANNEDFRUIT_DESC","Alimentos de alta calidad.\n\nFrutas conservadas en almíbar que contienen una gran cantidad de energía. Solo se encuentran en el mapa del mundo."
"#TOPIC_TECH_UNLOCKED","DESBLOQUEADO"
"#TOPIC_PLACE","COLOCAR"
"#TOPIC_PLACE_MANY","COLOCAR VARIOS"
......@@ -1645,7 +1671,7 @@
"#RECIPE_MEAL_MEAT_NAME","Comida carnívora"
"#RECIPE_MEAL_MEAT_DESC","Una comida carnívora es un estofado de carne de varias carnes distintas. El pescado se considera carne."
"#RECIPE_MEAL_VEGMEAT_NAME","Comida nutritiva"
"#RECIPE_MEAL_VEGMEAT_DESC","Una comida preparada con carne y verduras. Una opción sana que te da vitaminas y nutrientes para no morir de malnutrición."
"#RECIPE_MEAL_VEGMEAT_DESC","Una comida preparada con carne y verduras. Una opción sana que te da los macro y micronutrientes necesarios para no morir de malnutrición."
"#RECIPE_SOUP_MEAL_NAME","Sopa"
"#RECIPE_SOUP_MEAL_DESC","Puedes preparar una sopa caliente con cualquier combinación de comida disponible. Llena el estómago, pero comer solo sopa hará que bajen la felicidad y la moral de los colonos."
"#RECIPE_MEAL_INSECT_NAME","Comida insectívora"
......@@ -1846,7 +1872,7 @@
"#TOPIC_HARVESTABLE_CROPS","Cultivos cosechables"
"#RESOURCE_SUNFLOWER","Girasoles"
"#DESC_FOOD_SUNFLOWER","Esta variante de los GIRASOLES no se cultiva para conseguir alimentos, sino por su potencial energético. Las semillas cosechadas se convierten en aceite que luego se procesa en la refinería para que funcionen tus vehículos.\n\nVelocidad de crecimiento: Media\nProducción: Baja\nResistencia: Media"
"#RESOURCE_SUNFLOWER_DESC","Esta variante de los girasoles no se cultiva para conseguir comida, sino por su potencial energético. Las semillas cosechadas se convierten en aceite que luego se procesa en la refinería para que funcionen tus vehículos."
"#RESOURCE_SUNFLOWER_DESC","Variante de los girasoles que no se cultiva para conseguir alimentos, sino por su potencial energético. Las semillas cosechadas se convierten en aceite que luego se procesa en la refinería para que funcionen tus vehículos."
"#RESOURCE_FLAX_SEED","Semillas: Lino"
"#RESOURCE_SUNFLOWER_SEED","Semillas: Girasol"
"#RESOURCE_OIL","Aceite"
......@@ -2002,8 +2028,50 @@
"#TOOLTIP_TRADE_CATEGORY_OTHER_CONTENT","Recursos y materiales varios"
"#TOPIC_ALREADY_TRADING","Ya estás comerciando"
"#RESOURCE_TOILET_PAPER","Papel higiénico"
"#TOPIC_TRADE_ONGOING","COMERCIO (ACTIVO)"
"#TOPIC_NOT_ENOUGH_COINS","Te faltan {0}."
"#TOOLTIP_COLONY_VIEW","Vista de colonia"
"#TOPIC_GATE_HEALTH","Puerta"
"#TOPIC_RAIDERS_HEALTH","Incursores"
"#TOPIC_COLONY_COMBAT","Combate en colonia"
"#TOPIC_COMBAT_COUNT","Combates"
"#TOPIC_COMBATS_WON","Combates ganados"
"#TOPIC_KILLED_ENEMIES","Enemigos eliminados"
"#TOPIC_LOST_COLONISTS","Colonos perdidos"
"#TOPIC_LOST_SPECIALISTS","Especialistas perdidos"
"#TOPIC_LOST_BUILDINGS","Edificios vandalizados"
"#NOTIFICATION_COLONY_COMBAT","¡Enemigos en la colonia!"
"#NOTIFICATION_COLONY_COMBAT_DESC","¡Defiende a tu gente!"
"#RESOURCE_GUARD_RIFLE","Rifle de caza"
"#RESOURCE_GUARD_RIFLE_DESC","Arma de fuego básica pero efectiva usada por los guardias para defender la colonia. Se desgasta con el tiempo."
"#NOTIFICATION_PERSON_HOSTILE","¡{0} se volvió hostil!"
"#NOTIFICATION_PERSON_HOSTILE_MANY","¡{0} colonos se volvieron hostiles!"
"#ANIMAL_KODIAK_KILLER","Oso loco"
"#NOTIFICATION_COMBAT_UNDER_ATTACK_MANY","¡Tus colonos reciben daños!"
"#NOTIFICATION_COMBAT_UNDER_ATTACK_MANY_DESC","Hay miembros de tu colonia en peligro"
"#ITEM_WEAPON_EMPTY","Ballesta"
"#ITEM_WEAPON_EMPTY_DESC","Esta ballesta de poco daño es el arma por defecto de los guardias."
"#ITEM_WEAPON_1","Rifle de caza"
"#ITEM_WEAPON_1_DESC","Este rifle de daño medio posee una cadencia de disparo lenta."
"#TOOLTIP_ASSIGN_COLONIST","Asignar colono"
"#TOOLTIP_ASSIGN_COLONIST_CONTENT","Asignar colono a trabajar en este edificio"
"#DEATH_COMBAT","Murió en combate"
"#DEATH_BY_BANDIT","Murió a manos de un bandido"
"#DEATH_BY_WILD_BEAST","Murió por ataque de un animal"
"#DEATH_DEFINED_ENEMY","Murió por causa de {0}"
"#TOOLTIP_RENAME_SPECIALIST","Rename specialist"
"#TOOLTIP_RENAME_SPECIALIST_CONTENT","Here you can rename your specialist."
"#TOOLTIP_RENAME_COLONIST","Rename colonist"
"#TOOLTIP_RENAME_COLONIST_CONTENT","Here you can rename your colonist."
"#NOTIFICATION_COMBAT_SPECIALIST_UNDER_ATTACK","Specialist is under attack!"
"#NOTIFICATION_COMBAT_SPECIALIST_UNDER_ATTACK_DESC","Your specialist is engaged in combat."
"#NOTIFICATION_PERSON_MALNOURISHED_DESC","Make more nutritious food from meat and vegetables"
"#NOTIFICATION_PERSON_MALNOURISHED_MANY_DESC","Your colonists need more nutritious food soon!"
"#TOOLTIP_GIVE_FEEDBACK","Bug reporting"
"#TOOLTIP_GIVE_FEEDBACK_CONTENT","Give us feedback or report a bug."
"#NOTIFICATION_BUILDING_UNDER_ATTACK","Building is under attack"
"#NOTIFICATION_SPECIFIC_BUILDING_UNDER_ATTACK","{0} is under attack"
"#NOTIFICATION_BUILDING_UNDER_ATTACK_DESC","Use guards or specialists to defeat the attacker"
"#CATEGORY_HOUSING","Refugios"
"#CATEGORY_STORAGE","Almacenaje"
"#CATEGORY_FOOD","Alimentos"
......@@ -2443,6 +2511,12 @@
"#DESC_OUTHOUSE","La higiene básica es vital para la salud de la colonia. Permite que los colonos se laven y hagan sus necesidades. Aparta las letrinas de las fuentes de agua para no contaminarlas."
"#PARKINGLOT","Estacionamiento de autos"
"#DESC_PARKINGLOT","Una sencilla zona improvisada para almacenar los autos de los especialistas."
"#GUARD_POST","Puesto de vigilancia"
"#DESC_GUARD_POST","El puesto de vigilancia protege tu colonia de los enemigos. Los guardias patrullan alrededor del edificio y reaccionan de forma automática a las amenazas que haya en su zona de trabajo. \n\nLos colonos que ejercen de guardias pueden llevar armas para ser más eficaces."
"#DESC_GUARD_POST_DIRECT_CONTROL","El puesto de vigilancia protege tu colonia de los enemigos. Los guardias patrullan alrededor del edificio y reaccionan de forma automática a las amenazas que haya en su zona de trabajo. También es posible seleccionarles y ordenarles atacar a otros enemigos.\n\nLos colonos que ejercen de guardias pueden llevar armas para ser más eficaces."
"#GUNSMITH","Armero"
"#DESC_GUNSMITH","El armero fabrica armas con el fin de que los colonos no necesiten sacar sus cuchillos en pleno tiroteo. Fabricar armas de fuego fiables no es rápido ni barato."
"#INFO_GATE_WAIT_COMBAT_END_TO_REPAIR","Wait for the combat to end to start repairs"
"#PERSON_CONDITION_TITLE","Estados"
"#PERSON_STATE_IDLE","Esperando"
"#PERSON_STATE_WALKING","Caminando"
......@@ -2977,7 +3051,7 @@
"#PERSON_CONDITION_HOMELESS_DESC","Los colonos sin hogar viven fuera de los refugios. Son más susceptibles a las heridas, el agotamiento y las enfermedades. Los periodos prolongados viviendo bajo el cielo contaminado también reducen su felicidad."
"#PERSON_CONDITION_SICK_DESC","Enfermedad menor que podría convertirse en infección."
"#PERSON_CONDITION_INFECTED_DESC","Una enfermedad grave hace que su salud disminuya y penaliza su velocidad de producción. Las infecciones sin tratar causan la muerte. Los antibióticos aceleran mucho la recuperación. Los colonos infectados consumen el doble de agua que los sanos."
"#PERSON_CONDITION_MALNOURISHED_DESC","Una dieta poco equilibrada acaba por causar malnutrición. La prioridad es llenar los estómagos, pero también necesitan una dieta variada. Añade verdura, carne o insectos para proporcionar las vitaminas y nutrientes que no reciben."
"#PERSON_CONDITION_MALNOURISHED_DESC","La malnutrición es una condición grave que deriva de una dieta desequilibrada por culpa de la cual los colonos no obtienen los nutrientes necesarios. Los alimentos más simples llenan el estómago, pero carecen de nutrientes. Los otros dos alimentos necesarios en cantidades razonables son la carne y la verdura; al nutrirse de ambos, los colonos mantienen el estómago lleno y buena salud. Por otro lado, los colonos malnutridos son más débiles y tienen una mayor probabilidad de perecer. Recuperarse de malnutrición es un proceso muy lento y requiere que la persona afectada lleve una dieta equilibrada por un tiempo largo."
"#PERSON_CONDITION_POISONED_DESC","El veneno fluye por sus venas, reduciendo constantemente su salud. Necesita medicinas o atención médica."
"#PERSON_CONDITION_CRIMINAL_DESC","Sus tendencias criminales salieron a la luz. Es necesario arrestar y castigar a esta persona."
"#PERSON_CONDITION_NOTOOLS_DESC","Un colono sin herramientas trabaja más lentamente. Fabrica o encuentra más."
......@@ -3124,7 +3198,7 @@
"#COLONIST_COMMENT_RESEARCH_COMPLETED_03","¡Ey! ¡Al final lo averiguamos!"
"#COLONIST_COMMENT_SPECIALIST_JOINED_01","¡Ese especialista parece duro!"
"#COLONIST_COMMENT_ISSUE_SPECIALIST_JOINED_02","Apuesto a que {0} ha sufrido mucho."
"#COLONIST_COMMENT_SPECIALIST_JOINED_03","Me alegra tener un profesional con nosotros."
"#COLONIST_COMMENT_SPECIALIST_JOINED_03","Qué bueno tener a alguien entre nosotros en quien podemos confiar."
"#COLONIST_COMMENT_ISSUE_SPECIALIST_JOINED_04","Parece que {0} ha averiguado algo."
"#COLONIST_COMMENT_ISSUE_SPECIALIST_JOINED_05","¡Tenemos mucha suerte de contar con {0}!"
"#COLONIST_COMMENT_SPECIALIST_JOINED_06","¿Has visto ese nuevo especialista?"
......@@ -3136,13 +3210,21 @@
"#COLONIST_COMMENT_GAME_START_CAR_03","Vaya desastre... Supongo que estamos atrapados aquí."
"#COLONIST_COMMENT_GAME_START_HIKE_01","No doy ni un paso más, ¡lo dejo!"
"#COLONIST_COMMENT_GAME_START_HIKE_02","¡Escuchen! ¡Hemos llegado!"
"#COLONIST_COMMENT_GAME_START_HIKE_03","Supongo que es un buen lugar para comenzar de cero."
"#COLONIST_COMMENT_GAME_START_HIKE_03","¡Parece un buen sitio para empezar de nuevo!"
"#COLONIST_COMMENT_SPECIALIST_JOINED_07","Espero que ese especialista nos proteja."
"#COLONIST_COMMENT_SPECIALIST_JOINED_08","¡Qué suerte tenemos de que te unas a nosotros!"
"#PERSON_STATE_SANITIZING","Limpieza"
"#PERSON_STATE_COMBAT","En combate"
"#PERSON_CONDITION_UNCLEAN","Sucio(a)"
"#PERSON_CONDITION_UNCLEAN_DESC","La higiene personal de este colono está baja, lo que puede llevar a infecciones si no tienen dónde lavarse."
"#PERSON_VALUE_NOURISHMENT","Dieta"
"#PERSON_STATUS_MALNOURISHED","Colonist is suffering from malnourishment"
"#PERSON_CONDITION_POORLY_NOURISHED","Poorly nourished"
"#PERSON_CONDITION_POORLY_NOURISHED_DESC","Food does not contain enough nutritions to stay healthy. Add more diversity to food to avoid malnourishment."
"#PERSON_CONDITION_NORMAL_NOURISHED","Adequate nourishment"
"#PERSON_CONDITION_NORMAL_NOURISHED_DESC","There is enough nutritions and variety in the food to stay healthy. "
"#PERSON_CONDITION_WELL_NOURISHED","Well nourished"
"#PERSON_CONDITION_WELL_NOURISHED_DESC","Food offers diversity and is balanced between meat and vegetables. Also the quality of the food is good. Healthy diet makes people happy."
"#SPECIALIST_NAME_SPECIALIST1","Rose"
"#SPECIALIST_ARCHETYPE_SPECIALIST1","Buscadora"
"#SPECIALIST_DESCRIPTION_SPECIALIST1","Nació con facilidad para hablar y practicó desde niña. Es la clase de persona que te convence de algo sin que te des cuenta. Siguió el negocio familiar y se hizo comerciante. Tuvo bastante éxito hasta que llegó la catástrofe."
......@@ -4779,6 +4861,231 @@
"#EVENT_BANDIT_ATTACK_04_SUCCESS_DESC","El líder se inclina de forma exagerada. ""Se lo agradecemos, amigos. Parece que visitaremos este lugar en el futuro"". Los bandidos toman los recursos y se van. Estás a salvo... por ahora."
"#EVENT_BANDIT_ATTACK_04_DENY_NAME","Negocios duros"
"#EVENT_BANDIT_ATTACK_04_DENY_DESC","El líder gira su arma. ""Son valientes, ¿eh? Bien, veamos si siguen hablando así cuando les acabemos""."
"#EVENT_UPRISING_01_NOTIFICATION_HEADER","¿Un polvorín a punto de explotar?"
"#EVENT_UPRISING_01_NOTIFICATION_DESC","Los colonos se están enojando"
"#EVENT_UPRISING_01_NAME","Alzamiento colono"
"#EVENT_UPRISING_01_DESC","Recientmente, notas cierto desdén por parte de los colonos como consecuencia de la situación. Algunos afirman que no estás haciendo lo suficiente, mientras que otros te acusan de corrupción. Esto, sumado a los rumores que afirman que estás acaparando recursos, podría empeorar mucho las cosas en poco tiempo."
"#EVENT_UPRISING_01_REWARD","Distribuir recursos entre los colonos"
"#EVENT_UPRISING_01_IGNORE","Ignorar los insultos"
"#EVENT_UPRISING_01_REWARD_NAME","Alzamiento colono"
"#EVENT_UPRISING_01_REWARD_DESC","Recolectas recursos y los compartes con el resto de la colonia. Gracias a esto consigues que las tensiones se calmen... al menos, de momento."
"#EVENT_UPRISING_01_IGNORE_NAME","Alzamiento colono"
"#EVENT_UPRISING_01_IGNORE_DESC","Darle cabida a rumores sin fundamento no es la mejor idea. Las cosas mejorarán con el tiempo, siempre y cuando vayas por el camino correcto."
"#EVENT_UPRISING_01B_REWARD_NOTIFICATION_HEADER","Parece que el estado de ánimo de la colonia cambió"
"#EVENT_UPRISING_01B_REWARD_NOTIFICATION_DESC","Las cosas mejoran"
"#EVENT_UPRISING_01B_REWARD_NAME","Generosidad recompensada"
"#EVENT_UPRISING_01B_REWARD_DESC","Mientras caminas por la colonia notas que los residentes te saludan con más alegría de lo habitual. Parece que agradecen tu presencia. Tus regalos surtieron efecto y cambiaron de opinión."
"#EVENT_UPRISING_01B_IGNORE_NOTIFICATION_HEADER","La felicidad de la gente sigue disminuyendo"
"#EVENT_UPRISING_01B_IGNORE_NOTIFICATION_DESC","Algunos recurren a métodos drásticos"
"#EVENT_UPRISING_01B_IGNORE_NAME","Los ignorados y rencorosos"
"#EVENT_UPRISING_01B_IGNORE_DESC","La colonia cambió a peor. Ignorar la desconfianza de tus colonos no fue más que echar leña al fuego. La infelicidad de la gente está en aumento y una gran parte se volvió contra ti."
"#EVENT_SECOND_CHANCES_01_NOTIFICATION_HEADER","Tipos sospechosos se acercan a la puerta"
"#EVENT_SECOND_CHANCES_01_NOTIFICATION_DESC","Tus colonos parecen reconocerlos"
"#EVENT_SECOND_CHANCES_01_NAME","Segundas oportunidades"
"#EVENT_SECOND_CHANCES_01_DESC","Un grupo de individuos con mal aspecto están tras la puerta, suplicando a tus colonos que les dejen pasar. Uno de los colonos te avisa: ""¡No podemos dejarles pasar! Los conozco, ¡son personas horribles que no merecen más que la peor de las muertes!"" El grupo niega todas las acusaciones y te suplica misericordia, su única alternativa es la muerte."
"#EVENT_SECOND_CHANCES_01_ALLOW","Dejarles pasar"
"#EVENT_SECOND_CHANCES_01_DENY","Rechazarlos"
"#EVENT_SECOND_CHANCES_01_ALLOW_NAME","Segundas oportunidades"
"#EVENT_SECOND_CHANCES_01_ALLOW_DESC","Las acusaciones de los colonos suenan preocupantes, pero no vas a dejar que esta gente muera sin más. Los invitas y, aunque ellos te agradecen, sientes el malestar y odio de tus colonos hacia ti."
"#EVENT_SECOND_CHANCES_01_DENY_NAME","Segundas oportunidades"
"#EVENT_SECOND_CHANCES_01_DENY_DESC","Asientes a tus colonos con la cabeza. Es evidente que confías más en ellos que en unos desconocidos. Se les exige que se marchen y sus ruegos se transforman de inmediato en miradas de odio e insultos mientras se van."
"#EVENT_SECOND_CHANCES_01B_ALLOW_NOTIFICATION_HEADER","Comenzó una pelea"
"#EVENT_SECOND_CHANCES_01B_ALLOW_NOTIFICATION_DESC","Escuchas a la gente vitorear"
"#EVENT_SECOND_CHANCES_01B_ALLOW_NAME","El fracaso del perdón"
"#EVENT_SECOND_CHANCES_01B_ALLOW_DESC","Te encuentras con un grupo de colonos apaleando a los desconocidos que dejaste entrar. ""¡Te lo dijimos! Son unos ladrones, ¡hay que largar a estas ratas de acá!"", grita uno de los colonos mientras se para la pelea. Le presión ejercida por el grupo te obliga a exiliar a los criminales. El problema es que los bienes robados no aparecen por ninguna parte."
"#EVENT_SECOND_CHANCES_01B_DENY_NOTIFICATION_HEADER","Uno de tus colonos se aproxima"
"#EVENT_SECOND_CHANCES_01B_DENY_NOTIFICATION_DESC","Lee una pequeña nota"
"#EVENT_SECOND_CHANCES_01B_DENY_NAME","Los frutos de la confianza"
"#EVENT_SECOND_CHANCES_01B_DENY_DESC","Pese al nerviosismo del colono, consigue pronunciar unas palabras de agradecimiento: ""Oye, solo quería agradecerte por lo que hiciste antes en la puerta. Eran malas personas, me alegro de que tomaras la decisión correcta. Me encargué de hablar bien de ti con el resto de colonos, era lo menos que podía hacer""."
"#EVENT_ACCUSATIONS_01_NOTIFICATION_HEADER","Capturamos a una criminal"
"#EVENT_ACCUSATIONS_01_NOTIFICATION_DESC","Decide su futuro"
"#EVENT_ACCUSATIONS_01_NAME","Acusaciones ambiguas"
"#EVENT_ACCUSATIONS_01_DESC","Te traen a una mujer. La encontraron escribiendo un informe sobre tu colonia, con detalles sobre tu población, recursos, defensas y otro tipo de información. Los otros colonos la acusan de dejar notas para los bandidos, pero ella lo niega: ""Solo quería traer a la gente acá y hacerles saber que un lugar seguro les aguarda""."
"#EVENT_ACCUSATIONS_01_PUNISHMENT","Encarcelarla como castigo"
"#EVENT_ACCUSATIONS_01_EXONERATE","Mostrar compasión"
"#EVENT_ACCUSATIONS_01_PUNISHMENT_NAME","Acusaciones ambiguas"
"#EVENT_ACCUSATIONS_01_PUNISHMENT_DESC","Permitir que unos desconocidos averigüen información sobre tu colonia es peligroso. Ordenas interrogar a la mujer. De esta manera, quizá se lo piense dos veces en el futuro."
"#EVENT_ACCUSATIONS_01_EXANNORATE_NAME","Acusaciones ambiguas"
"#EVENT_ACCUSATIONS_01_EXANNORATE_DESC","Como no hay pruebas, lo más justo es dejar a la mujer marchar. Te agradece de corazón y te promete que tendrá más cuidado. No obstante, los que la acusaban están enojados con tu misericordia."
"#EVENT_ACCUSATION_01B_PUNISHMENT_NOTIFICATION_HEADER","Una mujer de aspecto familiar amenaza con irse"
"#EVENT_ACCUSATION_01B_PUNISHMENT_NOTIFICATION_DESC","Parece estar convencida"
"#EVENT_ACCUSATION_01B_PUNISHMENT_NAME","El precio de la amabilidad"
"#EVENT_ACCUSATION_01B_PUNISHMENT_DESC","La mujer a la que encerraste antes se apresura hacia la puerta. Seguida por otros colonos, estos le suplican que se quede. Te mira y, con el rostro serio, te dice: ""Te avisé. Solo quería ayudar a otras personas. Si de verdad crees que puedes obligarme a ser cruel... te equivocaste"". Observas cómo sale por la puerta y desaparece entre la espesura."
"#EVENT_ACCUSATION_01B_EXONERATE_NOTIFICATION_HEADER","Una mujer de aspecto familiar se acerca"
"#EVENT_ACCUSATION_01B_EXONERATE_NOTIFICATION_DESC","Parece que salió fuera de la colonia"
"#EVENT_ACCUSATION_01B_EXONERATE_NAME","Endurezcan sus corazones"
"#EVENT_ACCUSATION_01B_EXONERATE_DESC","La mujer a la que defendiste de otros colonos se acerca a ti. En la mano tiene una serie de notas, cubiertas en barro y suciedad. ""Mira... Estas son las notas que esparcí acá afuera. No quiero causar peligro... Discúlpame"", dice mientras rompe las notas en trozos pequeños. ""No volveré a ser así de débil, les ayudaré a mantener la colonia a salvo. Lo prometo""."
"#EVENT_TRIBE_01_NOTIFICATION_HEADER","Se encontraron huellas cerca de la colonia"
"#EVENT_TRIBE_01_NOTIFICATION_DESC","Claramento, no son tuyas."
"#EVENT_TRIBE_01_NAME","Rastro engañoso"
"#EVENT_TRIBE_01_DESC","Se han encontrado unas huellas un tanto peculiares cerca de la colonia. Tienen forma de animal, pero su patrón es propio de un ser humano. La preocupación llena la colonia… ¿Qué clase de criatura podría andar merodeando por acá?"
"#EVENT_TRIBE_01_INVESTIGATE","Investigar"
"#EVENT_TRIBE_01_IGNORE","Ignorar"
"#EVENT_TRIBE_01_TRAP","Construir una trampa"
"#EVENT_TRIBE_01_INVESTIGATE_NAME","Rastro engañoso"
"#EVENT_TRIBE_01_INVESTIGATE_DESC","Un pequeño grupo se aventura a seguir las huellas. Conforme se van adentrando en el bosque, el rastro les lleva a un alijo de herramientas enterradas en un agujero en un árbol. Las huellas no llegan mucho más lejos, pero parece que estás ante algo más que animales cotidianos."
"#EVENT_TRIBE_01_IGNORE_NAME","Rastro engañoso"
"#EVENT_TRIBE_01_IGNORE_DESC","Aunque la situación sea extraña, probablemente no haya por qué preocuparse. Tienes otros temas de mayor importancia de los que preocuparte ahora mismo."
"#EVENT_TRIBE_01_TRAP_NAME","Rastro engañoso"
"EVENT_TRIBE_01_TRAP_DESC","Consigues preparar una trampa simple que debería bastar para atrapar a cualquier bestia. Te alejas de la trampa un tiempo y cuando vuelves la encuentras abierta, pero con nada dentro. Parece que el intruso que la pisó también cortó la cuerda… Al menos dejó una mochila llena de suministros."
"#EVENT_TRIBE_02_NOTIFICATION_HEADER","Hay un intruso"
"#EVENT_TRIBE_02_NOTIFICATION_DESC","Está a punto de escaparse"
"#EVENT_TRIBE_02_NAME","Bocas hambrientas, manos ocupadas"
"#EVENT_TRIBE_02_DESC","Tus colonos se acercan a ti y te llevan a uno de los árboles del borde de la colonia. Al mirar hacia arriba eres capaz de ver una silueta entre las ramas: se trata de un ladrón disfrazado de animal que ha robado parte de tu comida."
"#EVENT_TRIBE_02_FOOD","Reclamar tu comida"
"#EVENT_TRIBE_02_FREE","Dejar que se vaya"
"#EVENT_TRIBE_02_ATTACK","Atacar al ladrón"
"#EVENT_TRIBE_02_FOOD_NAME","Bocas hambrientas, manos ocupadas"
"#EVENT_TRIBE_02_FOOD_DESC","Le dices al ladrón que más le vale devolverte la comida. Escuchas un crujido entre las ramas del árbol y, antes de que te des cuenta, el ladrón ya saltó a otro árbol. Tus colonos se disponen a perseguirlo, pero el culpable ya está en tierra y a la fuga."
"#EVENT_TRIBE_02_FREE_NAME","Bocas hambrientas, manos ocupadas"
"#EVENT_TRIBE_02_FREE_DESC","El desesperado ladrón te da tristeza y le dices que se quede la comida. Después de todo, a nadie le gusta pasar hambre. Tus colonos están un poco molestos, pero siguen tus instrucciones y vuelven a la colonia."
"#EVENT_TRIBE_02_ATTACK_NAME","Bocas hambrientas, manos ocupadas"
"#EVENT_TRIBE_02_ATTACK_DESC","Ordenas a tus colonos que den una golpisa ak ladrón. Comienzan a agitar el árbol y a lanzarle piedras. De pronto, una bolsa repleta de comida cae del árbol. Mientras chequeas el botín, el ladrón aprovecha para huir."
"#EVENT_TRIBE_03_NOTIFICATION_HEADER","Hay una estructura extraña enfrente de la colonia"
"#EVENT_TRIBE_03_NOTIFICATION_DESC","No se conoce su propósito"
"#EVENT_TRIBE_03_NAME","Ofrendas misteriosas"
"#EVENT_TRIBE_03_DESC","Han erigido un altar en frente de tu colonia. Las losas están pintadas con huellas de animales y la piel con dibujos sin pulir de alimentos, concretamente carnes, verduras y grano."
"#EVENT_TRIBE_03_FOOD","Dejar comida en el altar"
"#EVENT_TRIBE_03_IGNORE","Ignorar el altar"
"#EVENT_TRIBE_03_SPOILED","Dejar comida podrida en el altar"
"#EVENT_TRIBE_03_FOOD_NAME","Ofrendas misteriosas"
"#EVENT_TRIBE_03_FOOD_DESC","Recolectas comida y la dejas en el altar. Al rato vuelves y la comida ha desaparecido. En su lugar hay un plato ornamentado de madera que contiene semillas."
"#EVENT_TRIBE_03_IGNORE_NAME","Ofrendas misteriosas"
"#EVENT_TRIBE_03_IGNORE_DESC","No interactúas con el altar. No piensas malgastar tus preciados recursos en los rituales de algún fanático demente. Cuando regreses al altar, ya no está."
"#EVENT_TRIBE_03_SPOILED_NAME","Ofrendas misteriosas"
"#EVENT_TRIBE_03_SPOILED_DESC","Les pides a tus colonos que agarren comida podrida y la coloquen en el altar. Poco después notas que quien quiera que lo montó regresó en algún momento, pues en el altar ahora solo hay restos."
"#EVENT_TRIBE_04A_NOTIFICATION_HEADER","Una tribu conocida se acerca a la colonia"
"#EVENT_TRIBE_04A_NOTIFICATION_DESC","Parece que ya se enfrentaron anteriormente"
"#EVENT_TRIBE_04A_NAME","Llamada a la civilización"
"#EVENT_TRIBE_04A_DESC","La pequeña tribu, vestida con pieles de animales y otros recuerdos animalísticos, se aproxima a tu colonia. Uno de los miembros, una mujer con astas de ciervo, da un paso adelante. ""Amigos, disculpen el entrometimiento y el no habernos mostrado. Como han sido agradables con nosotros, tenemos una última petición: que dos de los nuestros abandonen el bosque para vivir con ustedes. A cambio de una ofrenda, ¿aceptarán?"""
"#EVENT_TRIBE_04A_ACCEPT","Aceptarlos"
"#EVENT_TRIBE_04A_REFUSE","Rechazar la oferta"
"#EVENT_TRIBE_04A_ACCEPT_NAME","Llamada a la civilización"
"#EVENT_TRIBE_04A_ACCEPT_DESC","Dos miembros de la tribu se despiden entre lágrimas de su familia y entran en tu colonia, mientras portan sus ofrendas. La anciana asiente con la cabeza: ""Cuídense. Suerte en la vida""."
"#EVENT_TRIBE_04A_REFUSE_NAME","Llamada a la civilización"
"#EVENT_TRIBE_04A_REFUSE_DESC","Notas la decepción entre los miembros de la tribu. ""Lamentamos oír eso, pero no cualquiera puede permitirse nuevas bocas que alimentar. Esperamos que prosperen y tengan éxito. Hasta pronto""."
"#EVENT_TRIBE_04B_NOTIFICATION_HEADER","Una tribu conocida se acerca a la colonia"
"#EVENT_TRIBE_04B_NOTIFICATION_DESC","Parece que ya se enfrentaron anteriormente"
"#EVENT_TRIBE_04B_NAME","Desesperación"
"#EVENT_TRIBE_04B_DESC","La pequeña tribu, vestida con pieles de animales y otros recuerdos animalísticos, se aproxima a tu colonia. Uno de los miembros, una mujer con astas de ciervo, da un paso adelante. ""Saludos. Me consta que entre nosotros ha habido conflictos, límites sobrepasados. Pero ahora nos mata la desesperación, y les suplicamos ayuda: por favor, dennos comida. La necesitamos""."
"#EVENT_TRIBE_04B_ACCEPT","Darles comida"
"#EVENT_TRIBE_04B_REFUSE","Negarte"
"#EVENT_TRIBE_04B_ACCEPT_NAME","Desesperación"
"#EVENT_TRIBE_04B_ACCEPT_DESC","La tribu te lo agradece de corazón y aceptan tu regalo. ""Mil gracias, mil gracias. Tengan, tomen esto. No es mucho, pero ya no los necesitamos"", dice la anciana mientras te ofrece unos libros antiguos envueltos en piel de ciervo."
"#EVENT_TRIBE_04B_REFUSE_NAME","Desesperación"
"#EVENT_TRIBE_04B_REFUSE_DESC","Los ojos de la anciana se encogen y se tornan en dos focos de odio. ""¿Sus corazones ya no conocen el significado de la piedad? Así sea, entonces observa cómo los tuyos mueren. Veremos si te gusta"". Luego que la tribu se adentra en el bosque, ves algo volando por los aires: una fila de cócteles molotov cae sobre tus edificios y los prende en llamas. El último insulto de la tribu."
"#EVENT_SHELTER_01_NOTIFICATION_HEADER","Hay algo raro en un refugio"
"#EVENT_SHELTER_01_NOTIFICATION_DESC","Durante la construcción se omitieron algunos pasos"
"#EVENT_SHELTER_01_NAME","Cimientos mediocres"
"#EVENT_SHELTER_01_DESC","No todos poseen los mismos conocimientos sobre el arte de la construcción. En concreto, uno de tus colonos parece especialmente malo. Su <mark>tienda</mark> podría derrumbarse en cualquier momento: el plástico, horriblemente pegado, se está desprendiendo poco a poco. Aun así, el colono insiste en que sabe lo que hace."
"#EVENT_SHELTER_01_IMPROVE","Mejorar la tienda"
"#EVENT_SHELTER_01_IGNORE","Dejarla como está"
"#EVENT_SHELTER_01_IMPROVE_NAME","Cimientos mediocres"
"#EVENT_SHELTER_01_IMPROVE_DESC","Ignoras la opinión del colono de realizar algunos ajustes en su tienda. El colono no parece muy feliz con todo el alboroto, pero finalmente masculla en agradecimiento por el trabajo."
"#EVENT_SHELTER_01_IGNORE_NAME","Cimientos mediocres"
"#EVENT_SHELTER_01_IGNORE_DESC","Antes siquiera de echar la vista al suelo, los postes de apoyo ceden y la endeble tienda se desmorona. Algo en su interior se prende en llamas mientras el colono sale de los escombros como puede. Escuchas cómo maldice sobre un manual defectuoso en sueco."
"#EVENT_EXTORTION_01_NOTIFICATION_HEADER","Un mercenario se aproxima"
"#EVENT_EXTORTION_01_NOTIFICATION_DESC","Quiere hablar contigo"
"#EVENT_EXTORTION_01_NAME","Escoria con buena vida"
"#EVENT_EXTORTION_01_DESC","Un hombre vestido de mercenario se acerca a la puerta. ""Linda colonia la suya, pero… ¿de verdad creen que está lo suficientemente protegida? Mis socios y yo podríamos defenderles de animales, bandidos y demás por un precio razonable""."
"#EVENT_EXTORTION_01_PAY","Pagar"
"#EVENT_EXTORTION_01_POSTPONE","Necesito más tiempo"
"#EVENT_EXTORTION_01_DECLINE","Gracias, pero no hace falta"
"#EVENT_EXTORTION_01_PAY_DESC","""¡Gracias, líder! Desde la primera vez que mi mirada se encontró con usted y con esta linda aldea, supe que era una persona razonable. Gracias a esto ambos prosperaremos"". Cuando quieres preguntar cómo supuestamente les va a proteger, te das cuenta de que ya no está."
"#EVENT_EXTORTION_01_POSTPONE_DESC","""Claro, ¡somos gente razonable! Me dejaré caer en otro momento, mientras tanto consigan los objetos que necesitamos""."
"#EVENT_EXTORTION_01_DECLINE_DESC","""Creo que no me han entendido bien. Queríamos hacerlo por las buenas, pero no nos dejan elección. ¡Chicos, vamos a darles una lección!"". De pronto varios autos aceleran hacia la puerta y de ellos salen unos bandidos armados, listos para el ataque."
"#EVENT_EXTORTION_01B_NOTIFICATION_HEADER","Hay un hombre que conoces en la puerta"
"#EVENT_EXTORTION_01B_NOTIFICATION_DESC","El mercenario quiere hablar"
"#EVENT_EXTORTION_01B_NAME","Escoria con buena vida"
"#EVENT_EXTORTION_01B_DESC","Observas cómo un hombre con un aspecto familiar y vestido de mercenario se acerca a la puerta. No está solo. ""Es la hora del pago, ya saben cómo funciona. Paguen y seguiremos protegiéndoles de otros como no… ¡de bestias y bandidos!"""
"#EVENT_EXTORTION_01B_PAY","Pagar"
"#EVENT_EXTORTION_01B_POSTPONE","Necesito más tiempo"
"#EVENT_EXTORTION_01B_DECLINE","Gracias, pero no hace falta"
"#EVENT_EXTORTION_01B_PAY_DESC","""Excelente. Esto beneficiará a todos, sin duda. ¡Hasta la próxima!"" El hombre vuelve a desaparecer entre la espesura con tus recursos."
"#EVENT_EXTORTION_01B_POSTPONE_DESC","""No, no es así cómo funciona. Les dimos muchísimo tiempo para hacerse con los bienes. Opino que necesitan una lección de humildad y de puntualidad, ¡y la van a recibir gratis!"". Nada más terminar de hablar, sus bandidos, armados, golpean la puerta."
"#EVENT_EXTORTION_01B_DECLINE_DESC","""Creo que no me han entendido bien. Queríamos hacerlo por las buenas, pero no nos dejan elección. ¡Chicos, vamos a darles una lección!"". Nada más terminar de hablar, varios hombres armados salen de los autos y atacan."
"#EVENT_WELL_01_NOTIFICATION_HEADER","Una mujer en apuros se acerca a ti"
"#EVENT_WELL_01_NOTIFICATION_DESC","La gente está enfermando"
"#EVENT_WELL_01_NAME","Un pozo de infección"
"#EVENT_WELL_01_DESC","Una mujer en apuros camina hacia ti. ""Uno de mis amigos ha enfermado, aunque no me sorprende teniendo en cuenta su higiene personal. El problema es que a mi vecino le ha ocurrido lo mismo después de beber agua del pozo. ¡Tienes que hacer algo al respecto!"". Podrías encargar a alguien que vigile el pozo o repararlo y limpiarlo."
"#EVENT_WELL_01_GUARD","Que un colono vigile el pozo"
"#EVENT_WELL_01_CLEAN","Limpiar el pozo"
"#EVENT_WELL_01_DECLINE","No tengo tiempo"
"#EVENT_WELL_01_GUARD_DESC","Encargas a un par de tus colonos que vigilen el pozo mientras realizan sus tareas habituales para averiguar el problema. La mujer está contenta con tu decisión."
"#EVENT_WELL_01_CLEAN_DESC","Encargas la reparación y limpieza completas del pozo para asegurarte de que ninguna sustancia del suelo se filtra en el pozo. La mujer está contenta con tu decisión."
"#EVENT_WELL_01_DECLINE_DESC","Muy a tu pesar por la mujer, te despides de ella y le dices que tienes mejores cosas que hacer."
"#EVENT_WELL_01B_NOTIFICATION_HEADER","El vigilante del pozo se acerca"
"#EVENT_WELL_01B_NOTIFICATION_DESC","Encontró algo"
"#EVENT_WELL_01B_NAME","Un pozo de infección"
"#EVENT_WELL_01B_DESC","Uno de los colonos que encargaste a vigilar el pozo se acerca a ti. ""Hice lo que me pediste, jefe, y encontré esto"". De pronto arrastra a un niño hacia ti. ""Estaba tirando palos, piedras brillantes, tritones y más cosas en el pozo. Por aburrimiento, al parecer""."
"#EVENT_WELL_01B_SCOLD","Regañar al niño"
"#EVENT_WELL_01B_LET","Dejarlo pasar"
"#EVENT_WELL_01C_NOTIFICATION_HEADER","Una mujer de aspecto familiar se acerca"
"#EVENT_WELL_01C_NOTIFICATION_DESC","Las infecciones continúan"
"#EVENT_WELL_01C_NAME","Un pozo de infección"
"#EVENT_WELL_01C_DESC","La mujer en apuros de antes se acerca de nuevo. ""Creo que la limpieza no ha funcionado, ¡hay más enfermos!"". ¡Apuesto a que hay alguien detrás de todo esto!"
"#EVENT_WELL_01C_POST","Que un colono vigile el pozo"
"#EVENT_WELL_01C_DECLINE","No hacer nada"
"#EVENT_WELL_01C_POST_DESC","Encargas a un par de tus colonos que vigilen el pozo mientras realizan sus tareas habituales para averiguar el problema. La mujer está contenta con tu decisión."
"#EVENT_WELL_01C_DECLINE_DESC","Muy a tu pesar por la mujer, te despides de ella y le dices que tienes mejores cosas que hacer. Las infecciones siguen extendiéndose y algunos de los colonos deciden inspeccionar el pozo sin tu consentimiento. Descubren que está repleto de palos, piedras brillantes e incluso tritones que, por si mismos, no habrían llegado allá."
"#EVENT_VERMIN_01_NOTIFICATION_HEADER","Uno de los colonos oculta algo"
"#EVENT_VERMIN_01_NOTIFICATION_DESC","Puede que haya una plaga"
"#EVENT_VERMIN_01_NAME","Criando alimañas"
"#EVENT_VERMIN_01_DESC","Ha llegado a tus oídos que uno de los colonos ha estado criando <mark>escararratas</mark> dentro de la colonia. Un grupo de gente muy enojada ha rodeado al criador, exigiéndole respuestas. El criador trata de explicar que las escararratas son criaturas malinterpretadas, agradables e inteligentes por naturaleza. Suplica quedarse con los animales, pero a los otros colonos les preocupa que la situación se vuelva incontrolable si siguen vivas."
"#EVENT_VERMIN_01_CONSERVE","No hay por qué preocuparse"
"#EVENT_VERMIN_01_EXTERMINATE","Deshacerte de los animales"
"#EVENT_VERMIN_01_CONSERVE_NAME","Criando alimañas"
"#EVENT_VERMIN_01_CONSERVE_DESC","Despachas a la multitud afirmando que es solo un hobby, un hobby un tanto raro. El criador se apresura a estrecharte la mano y te promete que mantendrá a las escararratas bajo control. Para agradecértelo, comparte información referente a su investigación sobre las cualidades regenerativas de los insectos."
"#EVENT_VERMIN_01_EXTERMINATE_NAME","Criando alimañas"
"#EVENT_VERMIN_01_EXTERMINATE_DESC","Ordenas a los colonos que confisquen y exterminen a las alimañas. Al criador, sin embargo, no le gusta la idea. ""¡Son mis hijos! ¡Antes la muerte que perder mis ternuritas!"", grita mientras libera la furia de sus animales sobre los colonos."
"#EVENT_LAZY_01_NOTIFICATION_HEADER","El trabajo ha comenzado a acumularse"
"#EVENT_LAZY_01_NOTIFICATION_DESC","Alguien no está cumpliendo sus tareas"
"#EVENT_LAZY_01_NAME","Una solución perezosa"
"#EVENT_LAZY_01_DESC","Es un día lleno de ajetreo, pero con el rabillo del ojo distingues a un colono tumbado sobre su espalda y observando el cielo azul. Al preguntarle, esboza una sonrisa desdentada y suspira: ""Después de todo lo ocurrido, nos dieron una segunda oportunidad para vivir. ¿Por qué no la aprovecha?"""
"#EVENT_LAZY_01_SCOLD","""Deja de decir tonterías. Tenemos trabajo por hacer""."
"#EVENT_LAZY_01_CHILL","Unirte al colono"
"#EVENT_LAZY_01_SCOLD_NAME","Una solución perezosa"
"#EVENT_LAZY_01_SCOLD_DESC","Tomas un papel autoritario y ordenas al colono que haga su parte como todo el mundo. Esboza una sonrisita y se levanta con el fin de realizar sus tareas. ""La felicidad se encuentra en las pequeñas cosas. Algún día lo entenderás"", te dice antes de marchar. El resto parece alegrarse de disponer de otro par de manos."
"#EVENT_LAZY_01_CHILL_NAME","Una solución perezosa"
"#EVENT_LAZY_01_CHILL_DESC","Tras escuchar al colono, te das cuenta de que no tuviste un momento de ocio en mucho tiempo. Se respira un clima tranquilo, y mientras las nubes se dispersan platicas sobre la vida de antes. Poco después te da una extraña caja de madera: ""Para revivir los viejos tiempos"". Por otro lado, el resto de colonos no están tan contentos por culpa de la carga de trabajo que esto conlleva."
"#EVENT_RELIGION_01_NOTIFICATION_HEADER","Los colonos encontraron algo brillante"
"#EVENT_RELIGION_01_NOTIFICATION_DESC","¿Es una señal de arriba?"
"#EVENT_RELIGION_01_NAME","Nuestros predecesores"
"#EVENT_RELIGION_01_DESC","Los colonos se acercan a ti después de encontrar algo ""extraordinario"" en el bosque: una linda reliquia que destella oro a la luz. Posee dos piedras brillantes como ojos, tan luminosos que se puede percibir tu propio reflejo. Los colonos creen que es una señal de buena suerte. Quieren llevar a cabo una ceremonia en su honor."
"#EVENT_RELIGION_01_ALLOW","Permitir la veneración"
"#EVENT_RELIGION_01_FORBID","Derretir la estatua"
"#EVENT_RELIGION_01_CEREMONY_NAME","Nuestros predecesores"
"#EVENT_RELIGION_01_CEREMONY_DESC","No ves problema en traer la reliquia, a todos nos vendría bien un regalo de arriba. Se organiza una ceremonia en la colonia y los colonos traen consigo ofrendas y cantan canciones que no han olvidado. Pronto la zona es ocupada por jabalíes, pero los colonos se sienten más esperanzados de cara al futuro."
"#EVENT_RELIGION_01_FIGHT_NAME","Nuestros predecesores"
"#EVENT_RELIGION_01_FIGHT_DESC","No ves problema en traer la reliquia, a todos nos vendría bien un regalo de arriba. De repente estalla una pelea, ya que no todos están dispuestos a desperdiciar materiales en semejante ""engaño"". Se producen golpes y lanzamientos de objetos, además de insultos graves. Después de separar manos de gargantas, el ídolo no aparece por ninguna parte. Robado o perdido en el barro, quizá esté mejor así."
"#EVENT_RELIGION_01_FORBID_NAME","Nuestros predecesores"
"#EVENT_RELIGION_01_FORBID_DESC","La extraña figura de una deidad no trae más que problemas. Decides que los recursos son mucho más útiles en este momento. Para tu sorpresa, el ídolo no se derrite en oro. En su lugar un hedor a pintura quemándose y a plástico impregna el aire. Te expones a varias miradas de odio, pero solo esperas que los poderes en los que creían tus colonos no sean más que el fruto de su imaginación."
"#EVENT_CHILD_01_NOTIFICATION_HEADER","Un niño extraño cerca de la colonia"
"#EVENT_CHILD_01_NOTIFICATION_DESC","Lleva acá más tiempo que nosotros"
"#EVENT_CHILD_01_NAME","Entre los restos"
"#EVENT_CHILD_01_DESC","Mientras buscaba materiales, un trabajador del <mark>reciclador</mark> se encontró con un niño que habita entre los montones de basura. No es uno de los tuyos, así que el niño debe llevar allí un largo tiempo. Llegas a una zona construida con botellas de plástico y cintas de goma. “Este es mi hogar. No tengo lugar a donde ir”, susurra el niño con la mirada clavada en el suelo."
"#EVENT_CHILD_01_REJECT","Expulsar al niño"
"#EVENT_CHILD_01_WELCOME","Acogerlo"
"#EVENT_CHILD_01_REJECT_NAME","Entre los restos"
"#EVENT_CHILD_01_REJECT_DESC","Ordenas sacar al niño del lugar. No dispones de los recursos suficientes para alimentar otra boca, y menos la de un niño que apenas podría trabajar para justificar su presencia. Retiran al niño, ya preparado para salir, de su hogar. Te asomas sobre la puerta y observas cómo el niño abraza su diminuta mochila con fuerza mientras te mira con ojos apagados. Desaparece entre la espesura conforme da pasos entre cierta inseguridad."
"#EVENT_CHILD_01_WELCOME_NAME","Entre los restos"
"#EVENT_CHILD_01_WELCOME_DESC","Ves que el niño, que tiene ojeras y sus mejillas están huecas, se sienta en una pila de restos. Le pides que se una a tu colonia y le explicas que esos recursos, poco a poco, servirán para otros usos. El niño no aparenta estar ni feliz ni triste, pero asiente con la cabeza en silencio y agarra tu mano mientras regresáis a la colonia."
"#EVENT_WELL_02_NOTIFICATION_HEADER","El tiempo está cambiando rápidamente"
"#EVENT_WELL_02_NOTIFICATION_DESC","No son las mismas nubes de siempre"
"#EVENT_WELL_02_NAME","Nuestro pozo sin gozo"
"#EVENT_WELL_02_DESC","El tiempo es impredecible, y más ahora, en el Apocalipsis, pero esas nubes salieron de la nada. Llueven gotas oscuras que sisean al entrar en contacto con cualquier cosa materia. ""¡Lluvia ácida! ¡Cúbranse!"", gritas y juntas a todo el mundo bajo un techo protector. De pronto, alguien señala que el grifo del <mark>pozo de agua</mark> está abierto, lo que implica que el agua de dentro podría haberse contaminado."
"#EVENT_WELL_02_WAIT","Esperar hasta que haya pasado lo peor"
"#EVENT_WELL_02_PROTECT","Crear armadura improvisada"
"#EVENT_WELL_02_RISK","Arriesgarse"
"#EVENT_WELL_02_WAIT_NAME","Nuestro pozo sin gozo"
"#EVENT_WELL_02_WAIT_DESC","Decides que nadie debería arriesgar su vida. La lluvia no dura mucho tiempo, y pronto los colonos se apilan alrededor del pozo. Sin embargo, nadie se atreve a beber. Obligan a uno de los colonos menos queridos a hacerlo y, inmediatamente después, cae de rodillas. Será mejor beber agua almacenada, de momento."
"#EVENT_WELL_02_PROTECT_NAME","Nuestro pozo sin gozo"
"#EVENT_WELL_02_PROTECT_DESC","Uno de los colonos más valientes, armado con todas las corazas protectoras de las que disponían, sale afuera con el objetivo de salvar el pozo. Al regresar, le resta importancia al vitoreo. Como si nada. Sin embargo, dicho acto heroico ha animado a todos."
"#EVENT_WELL_02_RISK_NAME","Nuestro pozo sin gozo"
"#EVENT_WELL_02_RISK_DESC","Uno de los más audaces colonos sale afuera con el objetivo de salvar el pozo. Al regresar, observas cómo se retuerce de dolor y, además, cae en un charco de agua ardiente. Cuando consigue regresar con los demás, todos notan que necesita ser tratado con urgencia. Los colonos vitorean aliviados de que el suministro de agua haya sido salvado. Al menos, de momento."
"#EVENT_RESULT_INCREASE_REPUTATION","Obtuviste {1} de reputación con {0}"
"#EVENT_RESULT_DECREASE_REPUTATION","Perdiste {1} de reputación con {0}"
"#EVENT_RESULT_SET_REPUTATION","Reputación con {0} establecida en {1}"
"#LOCATION_PLAYER","Tu colonia"
"#LOCATION_HOSPITAL","Hospital"
"#LOCATION_WATER","Agua"
......@@ -5254,6 +5561,8 @@
"#TRADE_DONE_LEADER14_POSITIVE1","¡Estoy radiante de alegría!"
"#TRADE_DONE_LEADER14_NEUTRAL1","Listo. ¿Quieres una cucaracha gratis para el camino?"
"#TRADE_DONE_LEADER14_NEGATIVE1","Vete antes de que te lance a los tanques."
"#TOPIC_HAZARD_LEVEL_TITLE","Nivel de riesgo"
"#TOPIC_DANGER_LEVEL_TITLE","Nivel de peligro"
"#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"
......@@ -5293,7 +5602,7 @@
"#TUTORIAL_NOTIFICATION_WORLDMAP_HEADLINE","Acceso al mapa del mundo"
"#TUTORIAL_NOTIFICATION_WORLDMAP_MESSAGE","Ahora tienes acceso al mapa del mundo."
"#TUTORIAL_DIALOG_WORLDMAP_HEADLINE","MAPA DEL MUNDO"
"#TUTORIAL_DIALOG_WORLDMAP_MESSAGE","El mapa del mundo ahora está abierto, comienzan a llegar <mark>sobrevivientes</mark> y <mark>especialistas</mark> a tu <mark>puerta</mark>. ¡Ahora ve a explorar el exterior pulsando el botón de mapa del mundo abajo a la derecha!"
"#TUTORIAL_DIALOG_WORLDMAP_MESSAGE","El mapa del mundo ahora está abierto, comienzan a llegar <mark>sobrevivientes</mark> y <mark>especialistas</mark> a tu <mark>puerta</mark>. Puedes enviar especialistas al mapa del mundo seleccionándolos y escogiendo la opción <mark>Enviar al mapa del mundo</mark> en su panel de información. ¡Ahora ve a explorar el exterior pulsando el botón de mapa del mundo abajo a la derecha!"
"#TUTORIAL_NOTIFICATION_WM_ACTION_HEADLINE","Buscando"
"#TUTORIAL_NOTIFICATION_WM_ACTION_MESSAGE","Pulsa aquí para descubrir cómo."
"#TUTORIAL_DIALOG_WM_ACTION_HEADLINE","BUSCANDO"
......@@ -5529,6 +5838,18 @@
"#TUTORIAL_DIALOG_HYGIENE_MESSAGE","Es fácil que los colonos tengan problemas para cuidar de su <mark>higiene</mark> en el yermo. Los colonos sucios están descontentos y es más fácil que se contagien de enfermedades. ¡Ayúdales construyendo una <mark>Letrina</mark> en el menú de construcción!"
"#CODEX_HYGIENE_HEADLINE","HIGIENE"
"#CODEX_HYGIENE","Si un colono no tiene acceso a los edificios adecuados para cuidar de su higiene, acabará <mark>sucio</mark>. Estos edificios incluyen las <mark>letrinas</mark>, para hacer sus necesidades, y las <mark>saunas</mark>, donde es más fácil limpiarse la contaminación y otra mugre de la piel. Puedes desbloquear la sauna en el <mark>árbol de tecnología</mark>.\n\nRecuerda que cuantos más colonos tengas, más instalaciones de higiene necesitarás para atender sus necesidades, así que no dejes de construirlas."
"#TUTORIAL_NOTIFICATION_HOSTILE_HEADLINE","Colonos hostiles"
"#TUTORIAL_NOTIFICATION_HOSTILE_MESSAGE","Pulsa aquí para saber más."
"#TUTORIAL_DIALOG_HOSTILE_HEADLINE","COLONOS HOSTILES"
"#TUTORIAL_DIALOG_HOSTILE_MESSAGE","Los sobrevivientes o colonos infelices en ocasiones se volverán en tu contra convirtiéndose en <mark>hostiles</mark>, y sembrarán el caos hiriendo a otros y atacando edificios. Construye <mark>torres de vigilancia</mark> para enviar guardias y <mark>armeros</mark> para fabricar armas con las que proteger la colonia."
"#CODEX_HOSTILE_HEADLINE","SEGURIDAD DE LA COLONIA"
"#CODEX_HOSTILE","Los colonos <mark>hostiles</mark>, en lugar de trabajar, sabotean la colonia. Por eso se les trata como si fueran <mark>bandidos</mark>.\n\nMientras más <mark>infeliz</mark> sea un colono, más probabilidades habrá de que se vuelva hostil. Aumenta la calidad de vida proporcionando <mark>comida nutritiva</mark>, <mark>higiene</mark> y <mark>refugios</mark> mejores. También deberías considerar dejar permitir que cualquiera pase por <mark>la puerta</mark>.\n\nLos <mark>puestos de vigilancia</mark> se aseguran de lidiar con los colonos hostiles de forma rápida y eficaz. Los trabajadores asignados como <mark>guardias</mark> supervisan la colonia para mantenerla segura. \n\nLos <mark>armeros</mark> fabrican armas de fuego mejoradas para los guardias. Dado que estas armas se desgastan con el tiempo, es importante que mantengas la producción activa."
"Colonists need a steady source of <mark>Meat</mark> and <mark>Vegetables</mark>. The Meat category, for example, includes <mark>Venison</mark>, <mark>Fish</mark> and some insects. Vegetables include <mark>Berries</mark> and most harvestable crop from <mark>Fields</mark>, like <mark>Corn</mark> and <mark>Potatoes</mark>.\n\nSome foods are only good for filling up the stomachs of colonists, but provide no nutrients for them to keep going in the long term.\n\n<mark>Well-Nourished</mark> colonists enjoy a varied diet of meats, vegetables and different meals. Good for you if you reached this status!\n\n<mark>Poorly Nourished</mark> colonists are not getting everything they need. Are you providing enough Meals to colonists or are they eating just raw foods? You can prepare meals in <mark>Cookhouses</mark> and <mark>Mess Halls</mark>.\n\n<mark>Malnourished</mark> colonists’ diet is severely lacking in one or more areas.","Malnutrición"
"#TUTORIAL_NOTIFICATION_MALNUTRITION_MESSAGE","Pulsa aquí para saber más."
"#TUTORIAL_DIALOG_MALNUTRITION_HEADLINE","MALNUTRICIÓN"
"#TUTORIAL_DIALOG_MALNUTRITION_MESSAGE","Tus colonos requieren de una dieta variada a base de <mark>verduras</mark> y <mark>carne</mark>, así que asegúrate de que nunca les falta de nada. La <mark>malnutrición</mark> es un problema grave que, si se prolonga, ocasiona la muerte."
"#CODEX_MALNUTRITION_HEADLINE","NUTRICIÓN"
"#CODEX_MALNUTRITION","Los colonos necesitan una fuente estable de <mark>carne</mark> y <mark>verduras</mark>. Dentro de la categoría cárnica se incluyen el <mark>venado</mark>, el <mark>pescado</mark> y algunos insectos. Ejemplos de verduras son las <mark>bayas</mark> y la mayoría de cosechas procedentes de <mark>campos</mark>, como el <mark>maíz</mark> y las <mark>papas</mark>.\n\nAlgunos alimentos solo sirven para llenar el estómago de los colonos, pues no les aportan los nutrientes necesarios para vivir a la larga.\n\nLos colonos <mark>bien nutridos</mark> disfrutan de una gran dieta variada a base de carne, verduras y otros alimentos. Así que, si has llegado hasta ahí, ¡alégrate!\n\nLos colonos <mark>malnutridos</mark> no obtienen los nutrientes que necesitan. ¿Les das a tus colonos comidas, o solo alimentos crudos? Si es lo último, puedes preparar comida en <mark>cocinas</mark> y <mark>cantinas</mark>.\n\nLa dieta de los colonos <mark>malnutridos</mark> carece de al menos un grupo alimenticio."
"#TOPIC_RESEARCH_FOOD","ALIMENTOS"
"#TOPIC_RESEARCH_PRODUCTION","PRODUCCIÓN"
"#TOPIC_RESEARCH_COLONY","COLONIA"
......@@ -5873,3 +6194,7 @@
"#TOPIC_TECH_CAT_WORLD","Mapa del mundo"
"#TOPIC_TECH_CAT_WORLD_DESC","Mejora las acciones en el mapa del mundo"
"#TOPIC_ACTIVE_RESEARCH","Investigación activa"
"#TECH_WEAPON_CRAFTING","Fabricación de armas"
"#TECH_WEAPON_CRAFTING_DESC","Combatir con fauna postapocalíptica y bandidos dementes cuerpo a cuerpo no es lo más inteligente. Un armero proporciona a los guardias las armas apropiadas para defender la colonia."
"#TECH_GUARDIANS","Guardias"
"#TECH_GUARDIANS_DESC","Los guardias son la columna vertebral de la colonia a la hora de protegerla de animales y personas hostiles. Asigna colonos a los puestos de vigilancia, así se armarán y podrán proteger al resto."
......@@ -989,11 +989,32 @@
"#ANNOUNCEMENT_PATCHNOTES_MS15_BARTER_TEXT","The trading system has gone through further changes this past month. Trading has a brand new interface and no longer uses Reputation as a form of payment, as we are introducing Coins into the mix. Coins can be traded in and exchanged at the cost of Resources. Also, the Societies have a new selection of Goods from Materials and Medicine to the likes of vehicles and Seeds. Get out there and find the best deals!"
"#ANNOUNCEMENT_PATCHNOTES_MS15_IMPROVEMENTS_SUBTITLE","Other improvements"
"#ANNOUNCEMENT_PATCHNOTES_MS15_IMPROVEMENTS_TEXT","Some other improvements include new building variations, lighting tweaks and visual improvements to the sky, new models for events and the tech tree has been rearranged to provide the best possible experience. Lastly, the new pre-game selection of Ideologies allows you to select what kind of a leader you’d be and what unique advancements you bring to the table. This feature will be expanded in the future."
"#ANNOUNCEMENT_PATCHNOTES_MS16_COMBAT_SUBTITLE","Image: Gate attack (Dev diary)"
"#ANNOUNCEMENT_PATCHNOTES_MS16_WILDLIFE_SUBTITLE","Image: Animal compilation (Codex)"
"#ANNOUNCEMENT_PATCHNOTES_MS16_BARTER_SUBTITLE","Image: Trade window detail"
"#ANNOUNCEMENT_PATCHNOTES_MS16_IMPROVEMENTS_SUBTITLE","Image: Chatter"
"#ANNOUNCEMENT_PATCHNOTES_MS16_CHANGES_SUBTITLE","Send to world map UI"
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_MS16_1","Hostile World"
"#ANNOUNCEMENT_PATCHNOTES_MS16_TITLE","Hostile World"
"#ANNOUNCEMENT_PATCHNOTES_MS16_DESC","This update brings you enemies at the Gate, but it also gives you a fighting chance against them with the new Colony Combat feature. Hostile forces might attack your Colony while mutated wildlife has grown more aggressive. There are also major improvements to Trading and Tech Tree plus new Vehicles and a modest Outhouse to help with early game hygiene."
"#ANNOUNCEMENT_PATCHNOTES_MS16_COMBAT_SUBTITLE","Colony combat"
"#ANNOUNCEMENT_PATCHNOTES_MS16_COMBAT_TEXT","Bandits and desperate people can now resort to direct attacks against the Colony. Fight back by upgrading the Gate and posting Guards to defend it. If the enemy breaks through, protect the Colony with your Specialists, which you can now control directly in the Colony view."
"#ANNOUNCEMENT_PATCHNOTES_MS16_WILDLIFE_SUBTITLE","Wildlife"
"#ANNOUNCEMENT_PATCHNOTES_MS16_WILDLIFE_TEXT","Mutated animals have grown more numerous and aggressive, and now pose a threat to your Colonists. Some of these wild beasts guard resource deposits around the Colony, and others will attack your people in a fit of rage. Colonists will fight back to defend themselves but Specialists are required to deal with more serious threats."
"#ANNOUNCEMENT_PATCHNOTES_MS16_BARTER_SUBTITLE","Special deals"
"#ANNOUNCEMENT_PATCHNOTES_MS16_BARTER_TEXT","Trading with Societies continues to be improved. They now offer new special deals with special discounts, which also raise your Reputation. And the better your Rep with them is the sweeter deals you'll get. But don't dump unwanted resources on them, as they'll pay less and be annoyed with you if you do."
"#ANNOUNCEMENT_PATCHNOTES_MS16_IMPROVEMENTS_SUBTITLE","Other improvements"
"#ANNOUNCEMENT_PATCHNOTES_MS16_IMPROVEMENTS_TEXT","Colonists will voice their opinions on various events. Research progress is now shown in the notification area. The new Van and Offroader vehicles can be found on the World Map and in trade deals. Buildings stop functioning in critical condition and some conditions prevent your Colonists from working. And the annoying Happiness change sound effect has been fixed!"
"#ANNOUNCEMENT_PATCHNOTES_MS16_CHANGES_SUBTITLE","Changements dans l'Interface Utilisateur"
"#ANNOUNCEMENT_PATCHNOTES_MS16_CHANGES_TEXT","La caméra est maintenant déplacée avec le bouton droit de la souris. Les Spécialistes sont envoyés de la colonie à la Carte du monde via le bouton “Envoyer vers la Carte du monde” dans leur panneau d'information."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_MS17_1","Law and Order"
"#ANNOUNCEMENT_PATCHNOTES_MS17_TITLE","Law and Order"
"#ANNOUNCEMENT_PATCHNOTES_MS17_DESC","Avoiding Malnutrition requires you to supply your colonists with varied Food to eat. Guards protect the colony from external and internal threats, especially when equipped with the new rifles from the Gunsmith. Colonists may now turn hostile on you if you treat the poorly enough and cause havoc."
"#ANNOUNCEMENT_PATCHNOTES_MS17_MALNUTRITION_SUBTITLE","Malnutrition"
"#ANNOUNCEMENT_PATCHNOTES_MS17_MALNUTRITION_TEXT","The new nutrition system means that meat, vegetables and other food items must be served equally to keep hunger and malnutrition at bay. Ignoring this for long can cause severe consequences and is equally slow to recover from."
"#ANNOUNCEMENT_PATCHNOTES_MS17_GUARDS_SUBTITLE","Guards"
"#ANNOUNCEMENT_PATCHNOTES_MS17_GUARDS_TEXT","Colonists can be now assigned to Guard Posts to increase the safety of your people. Guards can be equipped with rifles as they patrol around their posts scanning for threats. They're also visually distinctive with heavier protective armor."
"#ANNOUNCEMENT_PATCHNOTES_MS17_HOSTILE_SUBTITLE","Going hostile"
"#ANNOUNCEMENT_PATCHNOTES_MS17_HOSTILE_TEXT","If the colony Happiness declines too much, some of your colonists might turn hostile. Hostile people must be dealt swiftly and decisively, so have some Guards at hand at all times. Keep an eye on colony Happiness and allow the people some time off to spend at a Memorial, Theater or an Arena."
"#ANNOUNCEMENT_PATCHNOTES_MS17_IMPROVEMENTS_SUBTITLE","Events"
"#ANNOUNCEMENT_PATCHNOTES_MS17_IMPROVEMENTS_TEXT","Event system has been expanded with certain results spawning wild beasts or bandits and the requested resources scale better to allow players more options to choose from. New events have been added especially to the early game."
"#ANNOUNCEMENT_PATCHNOTES_MS17_CHANGES_SUBTITLE","Other improvements"
"#ANNOUNCEMENT_PATCHNOTES_MS17_CHANGES_TEXT","Hostile units should overlap less during combat, wild animal visibility has been improved, colonist suffer injuries from engaging in combat and roads have gotten a visual overhaul with Dirt Roads becoming combinable into larger areas similar to Paved ones."
"#POPULATION","Population"
"#RESOURCE_WOOD","Bûches"
"#RESOURCE_PLANK","Planches"
......@@ -1496,29 +1517,29 @@
"#RESOURCE_PLANK_DESC","Matériaux de construction.\n\nDes matériaux de construction basiques produits à partir de la scierie ou recyclés depuis différentes zones de la carte du monde."
"#RESOURCE_ENERGY_DESC","Une unité d'énergie.\n\nElle est produite dans une centrale énergétique et stockée dans des batteries. La plupart des bâtiments modernes ont besoin d'énergie."
"#RESOURCE_FOOD_DESC","Fondamentale pour les colons, la nourriture est un besoin constant. Une grande variété de nourriture est disponible, depuis les légumes, jusqu'à la viande, en passant par les insectes. La nourriture est cruciale pour la survie."
"#RESOURCE_METAL_DESC","Matériaux de construction.\n\nRécupérez du métal dans les dépôts de métal autour de la colonie, grâce à un ferrailleur. Certaines zones de la carte du monde disposent aussi de petites quantités de métal."
"#RESOURCE_METAL_DESC","Matériau de construction ou pouvant être traité.\n\nÀ récupérer dans les piles de métal en construisant un Ferrailleur. Certains emplacements de la Carte du monde peuvent contenir du métal."
"#RESOURCE_SCRAP_DESC","Matériaux transformé.\n\nUn dérivé de métal récupéré par un ferrailleur, et transformé en pièces détachées utiles dans l'atelier de mécanique."
"#RESOURCE_PARTS_DESC","Matériau de construction.\n\nDes éléments mécaniques très avancés utilisés pour les bâtiments spécialisés et les objets."
"#RESOURCE_TOOLS_DESC","Objet de colon.\n\nOutils pour creuser, couper, etc. Un colon sans outil travaille beaucoup plus lentement.\n\nCréé dans l'atelier ou récupéré dans la carte du monde."
"#RESOURCE_TOOLS_DESC","Objet de colon.\n\nOutils pour creuser, couper, etc. qui accélèrent le travail des colons. Créé dans l'atelier ou récupéré dans la Carte du monde."
"#RESOURCE_WATER_DESC","Une ressource élémentaire pour créer la vie et survivre. Un colon sans eau issue d'un puits a toutes les chances de mourir."
"#RESOURCE_CLOTH_DESC","Objet de colon.\n\nUn ensemble de couches de vêtements qui offre une certaine protection contre les éléments. Un colon sans vêtements risque une hypothermie."
"#RESOURCE_CLOTH_DESC","Objet de colon.\n\nDes couches de vêtements apportent une protection contre les éléments, l'hypothermie et les radiations."
"#RESOURCE_FIBER_DESC","Matériau transformable.\n\nDifférentes fibres assez grandes et résistantes pour être tissées et créer des vêtements chez le tailleur."
"#RESOURCE_DEBRIS_DESC","Matériau transformable.\n\nDes morceaux variés de métal qui peuvent être triés et nettoyés par un ferrailleur pour obtenir du métal ou des débris."
"#RESOURCE_TRASH_DESC","Matériau transformable.\n\nDes vieux détritus qui peuvent être triés et nettoyés par un recycleur pour obtenir du plastique ou des fibres."
"#RESOURCE_FIREWOOD_DESC","Ressource transformée.\n\nUtilisé pour cuire de la nourriture crue et préparer des repas nutritifs dans la cuisine ou dans la cantine. Créé au camp de bûcheron."
"#RESOURCE_CONCRETE_DESC","Matériau de construction.\n\nDes matériaux basiques de construction recyclés à partir d'un tas ou récupérés sur la carte du monde."
"#RESOURCE_WEAPONS_DESC","Objet d'expert.\n\nLes armes fournissent la puissance de feu nécessaire pour que les experts attaquent les camps de bandits répartis sur la carte du monde."
"#RESOURCE_WEAPONS_DESC","Objet de Spécialiste.\n\nLes armes fournissent la puissance de feu nécessaire pour attaquer les camps de bandits bien défendus répartis sur la Carte du monde."
"#RESOURCE_ALCOHOL_DESC","TODO"
"#RESOURCE_FUEL_DESC","Un liquide combustible utilisé dans la construction et la réparation des véhicules. Produit très recherché dans un monde post-apocalyptique."
"#RESOURCE_MEDS_DESC","Produits médicaux utilisés pour soigner les colons et leurs blessures, ou leurs maladies liées aux radiations, entre autres."
"#RESOURCE_COMPONENTS_DESC","Matériaux avancés de construction.\n\nUtilisés pour bâtir des structures qui produisent ou consomment de l'énergie. Peuvent être transformés en éléments électroniques pour des bâtiments sophistiqués."
"#RESOURCE_PLASTIC_DESC","Utilisé pour la construction et les objets.\n\n Recyclez du plastique dans les dépôts à proximité avec un recycleur. Certains emplacements de la carte du monde peuvent être fouillés pour recycler du plastique."
"#RESOURCE_ENTERTAINMENT_DESC","Matériaux de construction.\n\nUne sélection de produits de divertissements venus de l'ancien monde. Nécessaire dans tous les bâtiments de divertissements. Ne se trouvent que sur la carte du monde."
"#RESOURCE_COMPONENTS_DESC","Matériaux avancés de construction.\n\nUtilisés pour bâtir des structures qui produisent ou consomment de l'énergie."
"#RESOURCE_PLASTIC_DESC","Matériau de construction ou pouvant être traité.\n\n Recyclez du plastique dans les dépôts à proximité avec un Recycleur. Certains emplacements de la Carte du monde peuvent être fouillés pour en obtenir."
"#RESOURCE_ENTERTAINMENT_DESC","Matériaux de construction.\n\nDes produits de divertissement venus de l'ancien monde, nécessaires pour tous les bâtiments de divertissement. Ne se trouvent que sur la Carte du monde."
"#RESOURCE_HERBAL_DESC","Remède simple et naturel contre différentes affections. Efficacité limitée contre les blessures.\n\nPousse dans : serre\nVitesse de croissance : lente\nRendement : limité"
"#RESOURCE_IODINE_DESC","Pilules d'iode qui absorbent les radiations. Utilisées pour soigner les maladies liées aux radiations. Les pilules iodées permettent d'accélérer le processus de guérison."
"#RESOURCE_ANTIBIOTICS_DESC","Un médicament efficace pour soigner toutes les maladies. Les antibiotiques permettent d'accélérer le processus de guérison."
"#RESOURCE_VACCINE_DESC","Antitoxines qui purifient le corps des agents nocifs. Soigne l'empoisonnement."
"#RESOURCE_ELECTRONICS_DESC","Matériaux de construction.\n\nDes matériaux de très grande sophistication pour les bâtiments les plus modernes. Transformés à partir de composants ou recyclés à partir de la carte du monde."
"#RESOURCE_ELECTRONICS_DESC","Matériaux de construction.\n\nDes matériaux de très grande sophistication pour les bâtiments les plus modernes. Transformés à partir de composants ou recyclés à partir de la Carte du monde."
"#RESOURCE_SCIENCE_DESC","Connaissance utilisée pour débloquer de nouvelles technologies dans l'arbre des technologies."
"#TOPIC_ITEMS","Objets"
"#TOPIC_MATERIALS","Matériaux"
......@@ -1537,13 +1558,13 @@
"#TOOLTIP_RADIO_CONTENT","Écoutez l'une des radios disponibles."
"#MENU_PHOTO_MODE","MODE PHOTO"
"#RESOURCE_FLOUR","Farine"
"#RESOURCE_FLOUR_DESC","Produit transformé à partir de blé qui a poussé dans les champs ou dans les serres.\n\nLa farine ne peut être consommée directement, mais elle entre dans la composition du pain fabriqué dans une boulangerie."
"#RESOURCE_FLOUR_DESC","Produit transformé à partir de blé.\n\nLa farine ne peut être consommée directement, mais elle entre dans la composition du pain fabriqué dans une boulangerie."
"#RESOURCE_CORN_DESC","Le maïs est une plante qui pousse rapidement et peut produire plusieurs petites récoltes en peu de temps. Très peu résistant face aux catastrophes.\n\nVitesse de croissance : normale\nRendement : limité"
"#RESOURCE_FISH_DESC","Du poisson pêché localement dans une mare. Une bonne source de graisses et de nutriments essentiels."
"#RESOURCE_POTATO_DESC","Les pommes de terre poussent lentement, mais offre de bonnes récoltes. La partie comestible se trouve sous terre, ce qui rend la pomme de terre plus résistante aux catastrophes que d'autres cultures.\n\nVitesse de croissance : lente\nRendement : moyen"
"#RESOURCE_VENISON_DESC","De la viande fraîche d'animaux sauvages comme le cerf ou parfois le lapin, chassés par votre trappeur."
"#RESOURCE_WHEAT_DESC","Un type de culture connu pour son incroyable potentiel d'acclimatation et sa polyvalence. Pousse relativement vite et donne de bonnes récoltes.\n\nVitesse de croissance : normale\nRendement : moyen\nRésilience : moyenne"
"#RESOURCE_POLLUTION_DESC","Une matière radioactive dangereuse stockée dans des conteneurs relativement sûrs. Traité à l'éco-station et stocké dans le Stockage de déchets nucléaires."
"#RESOURCE_POLLUTION_DESC","Une matière radioactive dangereuse stockée dans des conteneurs relativement sûrs. Stockée dans le Stockage de déchets nucléaires."
"#RESOURCE_COMPONENT","Composants"
"#RESOURCE_COMPONENT_DESC","Matériaux avancés de construction.\n\nUtilisés pour bâtir des structures qui produisent ou consomment de l'énergie. Peuvent être transformés en éléments électroniques pour des bâtiments sophistiqués."
"#RESOURCE_BREAD","Pain"
......@@ -1609,7 +1630,7 @@
"#RESOURCE_PROTEINBARS","Barres protéinées"
"#RESOURCE_PROTEINBARS_DESC","Nourriture de grande qualité.\n\nBarres protéinées renfermant des noix, des graines et d'autres ingrédients. Aliment assez sec, mais mangeable. Peut être trouvé uniquement sur la carte du monde."
"#RESOURCE_CANNEDFRUIT","Fruit en conserve"
"#RESOURCE_CANNEDFRUIT_DESC","Nourriture de grande qualité.\n\nUn mélange de fruits en conserve, préservés par un jus sucré. Contient beaucoup d'énergie et d'eau pour démarrer la journée. Peut être trouvé uniquement sur la carte du monde."
"#RESOURCE_CANNEDFRUIT_DESC","Nourriture de grande qualité.\n\nUn mélange de fruits en conserve, préservés par un jus sucré. Contient beaucoup d'énergie et d'eau. Peut être trouvé uniquement sur la Carte du monde."
"#TOPIC_TECH_UNLOCKED","DÉBLOQUÉ"
"#TOPIC_PLACE","PLACER"
"#TOPIC_PLACE_MANY","PLACER PLUSIEURS"
......@@ -1851,7 +1872,7 @@
"#TOPIC_HARVESTABLE_CROPS","Cultures récoltables"
"#RESOURCE_SUNFLOWER","Tournesols"
"#DESC_FOOD_SUNFLOWER","Cette variante de TOURNESOL n'est pas cultivée pour l'alimentation, mais pour son potentiel énergétique. Les graines récoltées sont transformées en huile puis traitées dans une raffinerie afin de les transformer en carburant.\n\nTaux de croissance : Moyen \nRendement : Faible\nRésilience : moyenne"
"#RESOURCE_SUNFLOWER_DESC","Cette variante de tournesol n'est pas cultivée pour l'alimentation, mais pour son potentiel énergétique. Les graines récoltées sont transformées en huile puis traitées dans une raffinerie afin de maintenir les véhicules en bon état de marche."
"#RESOURCE_SUNFLOWER_DESC","Cette variante de tournesol n'est pas cultivée pour l'alimentation, mais pour son potentiel énergétique. Les graines récoltées sont transformées en huile puis traitées dans une raffinerie afin de maintenir les véhicules en fonctionnement."
"#RESOURCE_FLAX_SEED","Graines : Lin"
"#RESOURCE_SUNFLOWER_SEED","Graines : Tournesol"
"#RESOURCE_OIL","Huile"
......@@ -2007,8 +2028,50 @@
"#TOOLTIP_TRADE_CATEGORY_OTHER_CONTENT","Autres ressources et matériaux"
"#TOPIC_ALREADY_TRADING","Déjà en cours d'échange"
"#RESOURCE_TOILET_PAPER","Papier toilette"
"#TOPIC_TRADE_ONGOING","COMMERCE (EN COURS)"
"#TOPIC_NOT_ENOUGH_COINS","Il manque des {0}"
"#TOOLTIP_COLONY_VIEW","Afficher la colonie"
"#TOPIC_GATE_HEALTH","Portail"
"#TOPIC_RAIDERS_HEALTH","Pillards"
"#TOPIC_COLONY_COMBAT","Combats dans la colonie"
"#TOPIC_COMBAT_COUNT","Combats"
"#TOPIC_COMBATS_WON","Combats gagnés"
"#TOPIC_KILLED_ENEMIES","Ennemis tués"
"#TOPIC_LOST_COLONISTS","Colons perdus"
"#TOPIC_LOST_SPECIALISTS","Spécialistes perdus"
"#TOPIC_LOST_BUILDINGS","Bâtiments vandalisés"
"#NOTIFICATION_COLONY_COMBAT","Hostiles dans la colonie !"
"#NOTIFICATION_COLONY_COMBAT_DESC","Défendez vos colons !"
"#RESOURCE_GUARD_RIFLE","Carabine de chasse"
"#RESOURCE_GUARD_RIFLE_DESC","Une arme à feu de base rudimentaire mais efficace pour les gardes, avec laquelle ils peuvent défendre la colonie. Susceptible de tomber en panne à terme."
"#NOTIFICATION_PERSON_HOSTILE","Le colon {0} est devenu hostile !"
"#NOTIFICATION_PERSON_HOSTILE_MANY","{0} colons sont devenus hostiles !"
"#ANIMAL_KODIAK_KILLER","Kodiak tueur"
"#NOTIFICATION_COMBAT_UNDER_ATTACK_MANY","Les colons subissent des dégâts !"
"#NOTIFICATION_COMBAT_UNDER_ATTACK_MANY_DESC","Quelques colons sont en danger"
"#ITEM_WEAPON_EMPTY","Arbalète"
"#ITEM_WEAPON_EMPTY_DESC","Une arbalète rudimentaire qui cause peu de dégâts. Arme par défaut de tous les gardes."
"#ITEM_WEAPON_1","Carabine de chasse"
"#ITEM_WEAPON_1_DESC","Une carabine de base, causant des dégâts modérés et avec une cadence de tir lente."
"#TOOLTIP_ASSIGN_COLONIST","Affecter un colon"
"#TOOLTIP_ASSIGN_COLONIST_CONTENT","Affecter un colon pour travailler dans ce bâtiment"
"#DEATH_COMBAT","Tué au combat"
"#DEATH_BY_BANDIT","Tué par un bandit"
"#DEATH_BY_WILD_BEAST","Tué par une bête sauvage"
"#DEATH_DEFINED_ENEMY","Tué par {0}"
"#TOOLTIP_RENAME_SPECIALIST","Rename specialist"
"#TOOLTIP_RENAME_SPECIALIST_CONTENT","Here you can rename your specialist."
"#TOOLTIP_RENAME_COLONIST","Rename colonist"
"#TOOLTIP_RENAME_COLONIST_CONTENT","Here you can rename your colonist."
"#NOTIFICATION_COMBAT_SPECIALIST_UNDER_ATTACK","Specialist is under attack!"
"#NOTIFICATION_COMBAT_SPECIALIST_UNDER_ATTACK_DESC","Your specialist is engaged in combat."
"#NOTIFICATION_PERSON_MALNOURISHED_DESC","Make more nutritious food from meat and vegetables"
"#NOTIFICATION_PERSON_MALNOURISHED_MANY_DESC","Your colonists need more nutritious food soon!"
"#TOOLTIP_GIVE_FEEDBACK","Bug reporting"
"#TOOLTIP_GIVE_FEEDBACK_CONTENT","Give us feedback or report a bug."
"#NOTIFICATION_BUILDING_UNDER_ATTACK","Building is under attack"
"#NOTIFICATION_SPECIFIC_BUILDING_UNDER_ATTACK","{0} is under attack"
"#NOTIFICATION_BUILDING_UNDER_ATTACK_DESC","Use guards or specialists to defeat the attacker"
"#CATEGORY_HOUSING","Abris"
"#CATEGORY_STORAGE","Bâtiment stockage"
"#CATEGORY_FOOD","Nourriture"
......@@ -2448,6 +2511,12 @@
"#DESC_OUTHOUSE","L'hygiène de base est indispensable pour que la colonie soit en bonne santé. Elle permet aux colons de se laver et de faire leurs besoins. Tenez les toilettes éloignées des sources d'eau pour éviter la contamination."
"#PARKINGLOT","Place de Parking"
"#DESC_PARKINGLOT","Une zone dégagée pour stocker les véhicules non utilisés en attendant que les Spécialistes les prennent."
"#GUARD_POST","Poste de garde"
"#DESC_GUARD_POST","Les postes de garde protègent votre colonie contre tous les ennemis. Les gardes patrouillent autour du bâtiment et réagissent automatiquement aux menaces survenant dans leur zone de travail. \n\nLes colons qui travaillent comme gardes peuvent être équipés d'armes, ce qui les rend plus efficaces."
"#DESC_GUARD_POST_DIRECT_CONTROL","Les postes de garde protègent votre colonie contre tous les ennemis. Les gardes patrouillent autour du bâtiment et réagissent automatiquement aux menaces dans leur zone de travail. Ils peuvent également être sélectionnés et directement commandés pour attaquer d'autres ennemis. \n\nLes colons qui travaillent comme gardes peuvent être équipés d'armes, ce qui les rend plus efficaces."
"#GUNSMITH","Armurier"
"#DESC_GUNSMITH","L'armurier crée des armes pour que les colons ne viennent pas se battre avec un couteau face à des gens armés de fusils. Créer des armes à feu fiables n'est ni rapide ni bon marché."
"#INFO_GATE_WAIT_COMBAT_END_TO_REPAIR","Wait for the combat to end to start repairs"
"#PERSON_CONDITION_TITLE","Maladies"
"#PERSON_STATE_IDLE","Ne fait rien"
"#PERSON_STATE_WALKING","Marche"
......@@ -2982,7 +3051,7 @@
"#PERSON_CONDITION_HOMELESS_DESC","Les colons sans maison sont contraints de vivre sans abri. Ils sont plus souvent sujets aux blessures, à l'épuisement, ou d'autres maladies potentiellement mortelles. Vivre longtemps à la belle étoile dans un univers pollué affecte également leur niveau de bonheur."
"#PERSON_CONDITION_SICK_DESC","Affection bénigne qui peut dégénérer en infection."
"#PERSON_CONDITION_INFECTED_DESC","Une maladie sérieuse qui inflige une perte de santé continuelle et des pénalités de vitesse de production. Si l'infection n'est pas traitée, elle risque d'entraîner la mort. Les antibiotiques peuvent accélérer considérablement la guérison. Les colons infectés consomment deux fois plus d'eau que les colons sains."
"#PERSON_CONDITION_MALNOURISHED_DESC","Un régime alimentaire déséquilibré peut causer une malnutrition. La priorité est d'avoir le ventre plein, mais vous allez devoir diversifier la palette nutritive si vous voulez survivre. Ajoutez des légumes, de la viande ou des insectes à votre régime pour obtenir de vitamines et des nutriments, et rééquilibrer l'ensemble."
"#PERSON_CONDITION_MALNOURISHED_DESC","La malnutrition est un état grave qui résulte de la consommation d'une nourriture unique, avec laquelle les colons n'obtiennent pas assez de nutriments. Les aliments peuvent être divisés en trois types principaux. Les aliments de base permettent de garder le ventre plein, mais sont très pauvres en nutriments. Les deux autres, dont chaque colon a besoin en quantité suffisante, sont les viandes et les légumes. La consommation de ces deux types de nourriture permet de garder les colons en bonne santé. Les colons mal nourris sont faibles et ont de fortes chances de mourir. Se remettre d'une malnutrition est un processus très lent et exige que la personne qui en souffre puisse manger des aliments variés pendant une longue période."
"#PERSON_CONDITION_POISONED_DESC","Ce colon est empoisonné, et perd peu à peu de la santé. Soignez-le avec des médicaments ou envoyez-le chez le médecin."
"#PERSON_CONDITION_CRIMINAL_DESC","Des tendances criminelles rejaillissent dans la colonie. Retrouvez les fautifs et punissez-les."
"#PERSON_CONDITION_NOTOOLS_DESC","Un colon sans outils travaille beaucoup moins vite. Pensez à en fabriquer ou à en récupérer davantage."
......@@ -3129,7 +3198,7 @@
"#COLONIST_COMMENT_RESEARCH_COMPLETED_03","Ah, on a enfin réussi à comprendre !"
"#COLONIST_COMMENT_SPECIALIST_JOINED_01","Ce Spécialiste a l'air de s'y connaître !"
"#COLONIST_COMMENT_ISSUE_SPECIALIST_JOINED_02","J'imagine que {0} a dû vivre beaucoup de choses."
"#COLONIST_COMMENT_SPECIALIST_JOINED_03","Nous sommes heureux qu'un professionnel soit avec nous."
"#COLONIST_COMMENT_SPECIALIST_JOINED_03","On est heureux d'avoir quelqu'un sur qui on peut compter."
"#COLONIST_COMMENT_ISSUE_SPECIALIST_JOINED_04","{0} semble maîtriser la situation."
"#COLONIST_COMMENT_ISSUE_SPECIALIST_JOINED_05","On a vraiment de la chance d'avoir {0} à nos côtés !"
"#COLONIST_COMMENT_SPECIALIST_JOINED_06","Vous avez vu ce nouveau Spécialiste ?"
......@@ -3141,13 +3210,21 @@
"#COLONIST_COMMENT_GAME_START_CAR_03","Bon sang... J'imagine qu'on est coincés ici."
"#COLONIST_COMMENT_GAME_START_HIKE_01","J'avance plus. J'en ai marre !"
"#COLONIST_COMMENT_GAME_START_HIKE_02","Écoutez-moi tout le monde, la longue marche est terminée !"
"#COLONIST_COMMENT_GAME_START_HIKE_03","J'imagine qu'ici n'est pas plus mal qu'ailleurs pour redémarrer."
"#COLONIST_COMMENT_GAME_START_HIKE_03","Ça a l'air d'être un bon endroit pour commencer."
"#COLONIST_COMMENT_SPECIALIST_JOINED_07","Espérons que ce spécialiste nous défende."
"#COLONIST_COMMENT_SPECIALIST_JOINED_08","On a de la chance que vous nous aidiez !"
"#PERSON_STATE_SANITIZING","Se lave"
"#PERSON_STATE_COMBAT","En train de combattre"
"#PERSON_CONDITION_UNCLEAN","Sale"
"#PERSON_CONDITION_UNCLEAN_DESC","L'hygiène personnelle de ce colon laisse à désirer, et cela peut conduire à des infections s'il n'a pas d'endroit pour se laver."
"#PERSON_VALUE_NOURISHMENT","Régime alimentaire"
"#PERSON_STATUS_MALNOURISHED","Colonist is suffering from malnourishment"
"#PERSON_CONDITION_POORLY_NOURISHED","Poorly nourished"
"#PERSON_CONDITION_POORLY_NOURISHED_DESC","Food does not contain enough nutritions to stay healthy. Add more diversity to food to avoid malnourishment."
"#PERSON_CONDITION_NORMAL_NOURISHED","Adequate nourishment"
"#PERSON_CONDITION_NORMAL_NOURISHED_DESC","There is enough nutritions and variety in the food to stay healthy. "
"#PERSON_CONDITION_WELL_NOURISHED","Well nourished"
"#PERSON_CONDITION_WELL_NOURISHED_DESC","Food offers diversity and is balanced between meat and vegetables. Also the quality of the food is good. Healthy diet makes people happy."
"#SPECIALIST_NAME_SPECIALIST1","Rose"
"#SPECIALIST_ARCHETYPE_SPECIALIST1","Recycleur"
"#SPECIALIST_DESCRIPTION_SPECIALIST1","Rose a toujours eu un débit de mitraillette. C'est le genre de personne qui vous embobine sans que vous vous en rendiez compte. Elle a tout naturellement repris le commerce familial et tout allait bien pour elle, avant la catastrophe."
......@@ -4784,6 +4861,231 @@
"#EVENT_BANDIT_ATTACK_04_SUCCESS_DESC","Le chef vous remercie en s'inclinant de façon théâtrale. “Nous apprécions beaucoup votre aide. Et pour vous remercier, nous reviendrons vous voir plus tard !” Les bandits récupèrent leur butin et s'en vont. Vous êtes en sécurité, pour le moment."
"#EVENT_BANDIT_ATTACK_04_DENY_NAME","Échange unilatéral"
"#EVENT_BANDIT_ATTACK_04_DENY_DESC","Le chef des bandits fait tourner sa lance. “Oh, des héros ? On va donc voir ce que vous avez dans le ventre, au propre comme au figuré”."
"#EVENT_UPRISING_01_NOTIFICATION_HEADER","Une poudrière prête à exploser ?"
"#EVENT_UPRISING_01_NOTIFICATION_DESC","Les colons sont en colère"
"#EVENT_UPRISING_01_NAME","Le soulèvement des colons"
"#EVENT_UPRISING_01_DESC","Ces derniers temps, vous avez constaté un mécontentement notable chez les colons : les conditions de vie difficiles ont fait des ravages à leur moral. Certains disent que vous n'en faites pas assez, et des accusations de corruption sont même lancées. Et des rumeurs se répandent, affirmant que vous accumulez pour vous des ressources : les choses pourraient vite mal tourner."
"#EVENT_UPRISING_01_REWARD","Distribuer des ressources aux colons"
"#EVENT_UPRISING_01_IGNORE","Ignorer les ragots"
"#EVENT_UPRISING_01_REWARD_NAME","Le soulèvement des colons"
"#EVENT_UPRISING_01_REWARD_DESC","Vous rassemblez quelques ressources et les partagez avec le reste de la colonie. Grâce à cela, les rumeurs et les accusations semblent se calmer... du moins pour un temps."
"#EVENT_UPRISING_01_IGNORE_NAME","Le soulèvement des colons"
"#EVENT_UPRISING_01_IGNORE_DESC","Donner raison à des rumeurs sans fondement ne semble pas être la meilleure des idées. Les choses se calmeront sûrement d'elles-mêmes, tant que vous continuerez à faire vos preuves de la manière habituelle."
"#EVENT_UPRISING_01B_REWARD_NOTIFICATION_HEADER","L'humeur dans la colonie semble avoir changé."
"#EVENT_UPRISING_01B_REWARD_NOTIFICATION_DESC","Les choses s'améliorent"
"#EVENT_UPRISING_01B_REWARD_NAME","La générosité récompensée"
"#EVENT_UPRISING_01B_REWARD_DESC","En vous promenant dans la colonie, vous remarquez que les gens vous saluent plus joyeusement que d'habitude. Ils ont l'air positivement reconnaissants de vous avoir à leurs côtés. Il semble que vos récents cadeaux aient réussi à faire changer l'opinion publique."
"#EVENT_UPRISING_01B_IGNORE_NOTIFICATION_HEADER","L'humeur des gens continue de se détériorer"
"#EVENT_UPRISING_01B_IGNORE_NOTIFICATION_DESC","Certains emploient des méthodes drastiques"
"#EVENT_UPRISING_01B_IGNORE_NAME","Ignorés et revanchards"
"#EVENT_UPRISING_01B_IGNORE_DESC","La colonie a pris un virage vers le pire. En ignorant la méfiance de vos colons, vous n'avez fait qu'ajouter de l'huile sur le feu. Le mécontentement des gens augmente et beaucoup se rebellent contre vous."
"#EVENT_SECOND_CHANCES_01_NOTIFICATION_HEADER","Des gens suspects s'approchent du portail"
"#EVENT_SECOND_CHANCES_01_NOTIFICATION_DESC","Vos colons semblent les reconnaitre"
"#EVENT_SECOND_CHANCES_01_NAME","Deuxième chance"
"#EVENT_SECOND_CHANCES_01_DESC","Un groupe d'individus à l'allure louche se tient derrière le portail, suppliant vos colons de vous laisser entrer. L'un des colons se tourne vers vous : “Nous ne pouvons pas laisser entrer ces gens ! Je les reconnais, ce sont des sales types, qui méritent de mourir et de pourrir !” Le groupe nie toute accusation et vous demande de faire preuve de clémence, sinon ils vont certainement mourir."
"#EVENT_SECOND_CHANCES_01_ALLOW","Les laisser entrer"
"#EVENT_SECOND_CHANCES_01_DENY","Leur dire de partir"
"#EVENT_SECOND_CHANCES_01_ALLOW_NAME","Deuxième chance"
"#EVENT_SECOND_CHANCES_01_ALLOW_DESC","Les accusations de vos colons semblent inquiétantes, mais vous n'allez pas laisser ces gens mourir. Vous les invitez donc à entrer. Pendant qu'ils vous remercient, vous pouvez sentir dans votre dos le regard de vos colons brûler de haine."
"#EVENT_SECOND_CHANCES_01_DENY_NAME","Deuxième chance"
"#EVENT_SECOND_CHANCES_01_DENY_DESC","Vous hochez la tête en donnant votre assentiment à vos colons - vous leur faites certainement plus confiance que ce groupe suspect. On demande au groupe de partir, et leurs supplications se transforment immédiatement en regards méchants et en jurons lorsqu'ils s'éloignent."
"#EVENT_SECOND_CHANCES_01B_ALLOW_NOTIFICATION_HEADER","Une bagarre a éclaté"
"#EVENT_SECOND_CHANCES_01B_ALLOW_NOTIFICATION_DESC","Vous pouvez entendre des gens encourager les combattants"
"#EVENT_SECOND_CHANCES_01B_ALLOW_NAME","L'échec de la rédemption"
"#EVENT_SECOND_CHANCES_01B_ALLOW_DESC","Vous trouvez un groupe de colons qui tabassent les gens que vous avez laissés entrer un peu plus tôt. “Je vous l'avais dit ! Ils étaient en train de voler. Ces rats doivent être jetés dehors”, crie l'un des colons, alors que les combattants sont séparés. La pression du groupe vous oblige à exiler les criminels, mais les biens supposés volés sont introuvables."
"#EVENT_SECOND_CHANCES_01B_DENY_NOTIFICATION_HEADER","L'un des colons s'approche de vous"
"#EVENT_SECOND_CHANCES_01B_DENY_NOTIFICATION_DESC","Il est en train de lire un petit mot"
"#EVENT_SECOND_CHANCES_01B_DENY_NAME","La confiance récompensée"
"#EVENT_SECOND_CHANCES_01B_DENY_DESC","Le colon semble un peu nerveux, mais parvient néanmoins à rassembler ses mots : “Écoutez, patron, je voulais juste vous remercier pour ce que vous avez fait au Portail, il y a quelque temps. Ces gens étaient de mauvais sujets, alors je suis heureux de suivre les ordres quelqu'un qui a su faire le bon choix. J'ai dit aux autres de bonnes choses sur vous, c'est le moins que je puisse faire”."
"#EVENT_ACCUSATIONS_01_NOTIFICATION_HEADER","Un criminel a été capturé"
"#EVENT_ACCUSATIONS_01_NOTIFICATION_DESC","Décidez de son destin"
"#EVENT_ACCUSATIONS_01_NAME","Accusations troubles"
"#EVENT_ACCUSATIONS_01_DESC","Une femme est amenée devant vous. On l'a trouvée en train de rédiger des rapports sur votre colonie, détaillant votre population, vos ressources, vos défenses et ce genre de choses. Les autres colons l'accusent d'avoir laissé ces notes dans la nature pour que les bandits les trouvent, mais elle nie : “Je voulais juste guider les gens ici, leur faire savoir qu'un endroit sûr les attendait.”"
"#EVENT_ACCUSATIONS_01_PUNISHMENT","La punir et l'emprisonner"
"#EVENT_ACCUSATIONS_01_EXONERATE","La laisser tranquille"
"#EVENT_ACCUSATIONS_01_PUNISHMENT_NAME","Accusations troubles"
"#EVENT_ACCUSATIONS_01_PUNISHMENT_DESC","Donner des informations sur votre colonie à des étrangers vous expose à un grave danger. Vous ordonnez que la femme soit interrogée. Peut-être que cela la fera réfléchir à deux fois avant de vous mettre en danger à l'avenir."
"#EVENT_ACCUSATIONS_01_EXANNORATE_NAME","Accusations troubles"
"#EVENT_ACCUSATIONS_01_EXANNORATE_DESC","Il n'y a pas de preuves tangibles : au nom de la justice, la seule option est de laisser tranquille cette femme. Elle vous remercie beaucoup et vous promet d'être plus prudente à l'avenir. Ses accusateurs, en revanche, semblent presque enragés par votre clémence."
"#EVENT_ACCUSATION_01B_PUNISHMENT_NOTIFICATION_HEADER","Une femme que vous connaissez bien menace de partir"
"#EVENT_ACCUSATION_01B_PUNISHMENT_NOTIFICATION_DESC","Elle semble avoir pris sa décision"
"#EVENT_ACCUSATION_01B_PUNISHMENT_NAME","Le prix de la gentillesse"
"#EVENT_ACCUSATION_01B_PUNISHMENT_DESC","La femme que vous avez emprisonnée il y a quelque temps se précipite vers le portail, suivie par d'autres colons qui la supplient de rester. Elle vous regarde, son visage dur comme de la pierre. “Je vous l'ai dit, je voulais juste aider les autres. Si vous pensez que vous pouvez me forcer à être cruelle... détrompez-vous.” Vous ne pouvez que la regarder franchir le portail et disparaître dans le désert."
"#EVENT_ACCUSATION_01B_EXONERATE_NOTIFICATION_HEADER","Une femme que vous connaissez s'approche de vous."
"#EVENT_ACCUSATION_01B_EXONERATE_NOTIFICATION_DESC","On dirait qu'elle revient d'une balade à l'extérieur"
"#EVENT_ACCUSATION_01B_EXONERATE_NAME","Un cœur endurci"
"#EVENT_ACCUSATION_01B_EXONERATE_DESC","La femme que vous avez défendue contre d'autres colons s'approche de vous. Elle tient une pile de notes, chacune couverte de saleté et de boue. “Regardez, je... Ce sont les notes que j'ai laissées autour de la colonie pour que d'autres les trouvent. Je ne veux pas nous mettre en danger, alors... je suis désolée”, dit-elle en déchirant les notes. “Je ne serai plus aussi faible à l'avenir. Je vous aiderai à garder la colonie en sécurité, je vous le promets.”"
"#EVENT_TRIBE_01_NOTIFICATION_HEADER","Des empreintes étranges ont été trouvées autour de la colonie"
"#EVENT_TRIBE_01_NOTIFICATION_DESC","Et ce ne sont certainement pas les vôtres"
"#EVENT_TRIBE_01_NAME","Piste trompeuse"
"#EVENT_TRIBE_01_DESC","Des empreintes de pas étranges ont été trouvées à l'extérieur de la colonie, et on n'arrive pas à savoir si ce sont des traces humaines ou animales. Cela suscite l'inquiétude dans la colonie - Quel genre de créatures bizarres pourrait errer dans cet endroit ?"
"#EVENT_TRIBE_01_INVESTIGATE","Enquêter"
"#EVENT_TRIBE_01_IGNORE","Ignorer"
"#EVENT_TRIBE_01_TRAP","Construire un piège"
"#EVENT_TRIBE_01_INVESTIGATE_NAME","Piste trompeuse"
"#EVENT_TRIBE_01_INVESTIGATE_DESC","Un petit groupe s'aventure pour remonter la piste des empreintes. En s'enfonçant dans la forêt, la piste les mène à une cache d'outils dissimulés dans un arbre creux. Les traces de pas ne vont pas beaucoup plus loin, mais on dirait qu'il s'agit de quelque chose de plus que de simples animaux."
"#EVENT_TRIBE_01_IGNORE_NAME","Piste trompeuse"
"#EVENT_TRIBE_01_IGNORE_DESC","Bien que ça soit étrange, il n'y a probablement pas lieu de s'inquiéter. Il y a des questions plus urgentes dont vous devez vous préoccuper en ce moment."
"#EVENT_TRIBE_01_TRAP_NAME","Piste trompeuse"
"EVENT_TRIBE_01_TRAP_DESC","Vous réussissez à bricoler un piège simple, qui devrait attraper n'importe quelle bête errante. Vous le laissez sur place, et une fois que revenu pour le vérifier, vous le trouvez déclenché, mais rien n'a été attrapé. L'intrus qui est tombé dessus semble avoir coupé la corde... mais il a aussi laissé un sac à dos rempli de provisions."
"#EVENT_TRIBE_02_NOTIFICATION_HEADER","Un intrus a été repéré"
"#EVENT_TRIBE_02_NOTIFICATION_DESC","Il est sur le point de s'enfuir"
"#EVENT_TRIBE_02_NAME","Bouches affamées, mains occupées"
"#EVENT_TRIBE_02_DESC","Vos colons s'approchent de vous et vous guident jusqu'à l'un des arbres en bordure de la colonie. En levant les yeux, vous pouvez à peine distinguer une silhouette dans les arbres – C'est un voleur silencieux et habillé comme un animal, qui a volé une partie de votre nourriture."
"#EVENT_TRIBE_02_FOOD","Demander qu'on vous rende votre nourriture"
"#EVENT_TRIBE_02_FREE","Le laisser filer"
"#EVENT_TRIBE_02_ATTACK","Attaquer le voleur"
"#EVENT_TRIBE_02_FOOD_NAME","Bouches affamées, mains occupées"
"#EVENT_TRIBE_02_FOOD_DESC","Vous dites au voleur qu'il ferait mieux de rendre la nourriture, s'il ne veut pas d'ennuis. Il y a du bruissement dans la cime des arbres... et avant que vous n'ayez eu le temps de vous en apercevoir, le voleur a sauté sur un autre arbre. Vos colons sont sur le point de le poursuivre, mais le coupable est déjà au sol et s'enfuit."
"#EVENT_TRIBE_02_FREE_NAME","Bouches affamées, mains occupées"
"#EVENT_TRIBE_02_FREE_DESC","Vous avez pitié du voleur désespéré et vous lui dites de garder la nourriture, personne n'aime avoir faim après tout. Vos colons sont un peu grognons, mais ils retournent quand même à la colonie, suivant vos instructions."
"#EVENT_TRIBE_02_ATTACK_NAME","Bouches affamées, mains occupées"
"#EVENT_TRIBE_02_ATTACK_DESC","Vous dites à vos colons de donner une bonne correction au voleur. Ils commencent à secouer l'arbre et à lancer des cailloux vers le voleur. Très vite, un sac de fortune rempli de nourriture tombe à terre. Pendant que vous fouillez le butin, le voleur tente sa chance et s'échappe."
"#EVENT_TRIBE_03_NOTIFICATION_HEADER","Une étrange structure est apparue devant la colonie"
"#EVENT_TRIBE_03_NOTIFICATION_DESC","Qui sait à quoi elle sert"
"#EVENT_TRIBE_03_NAME","Offrandes mystérieuses"
"#EVENT_TRIBE_03_DESC","Un étrange autel a été érigé devant la colonie. Des dalles de pierre sont peintes avec des empreintes d'animaux et une peau tendue porte des peintures grossières de différents aliments : de la viande, des légumes et des céréales."
"#EVENT_TRIBE_03_FOOD","Laisser de la nourriture sur l'autel"
"#EVENT_TRIBE_03_IGNORE","Ignorer l'autel"
"#EVENT_TRIBE_03_SPOILED","Laisser de la nourriture avariée sur l'autel"
"#EVENT_TRIBE_03_FOOD_NAME","Offrandes mystérieuses"
"#EVENT_TRIBE_03_FOOD_DESC","Vous ramassez quelques aliments et les laissez sur l'autel. Lorsque vous revenez plus tard voir l'autel, la nourriture a disparu, remplacée par un tas de graines posé sur une assiette en bois décoré."
"#EVENT_TRIBE_03_IGNORE_NAME","Offrandes mystérieuses"
"#EVENT_TRIBE_03_IGNORE_DESC","Vous ne touchez pas l'autel. Vous n'allez pas gaspiller vos précieuses ressources pour encourager les rituels délirants d'un fanatique. Quand vous revenez pour voir l'autel, il n'est plus là."
"#EVENT_TRIBE_03_SPOILED_NAME","Offrandes mystérieuses"
"#EVENT_TRIBE_03_SPOILED_DESC","Vous dites aux colons de rassembler de la nourriture avariée et de la déposer sur l'autel. Vous revenez un peu plus tard et vous remarquez que celui qui a construit l'autel a dû revenir, car il n'en reste que des morceaux brisés."
"#EVENT_TRIBE_04A_NOTIFICATION_HEADER","Une tribu que vous connaissez bien s'approche de la colonie"
"#EVENT_TRIBE_04A_NOTIFICATION_DESC","Vous vous rappelez vous être battu contre eux précédemment"
"#EVENT_TRIBE_04A_NAME","L'appel de la civilisation"
"#EVENT_TRIBE_04A_DESC","La petite tribu, dont les membres sont vêtus de peaux d'animaux et autres restes animaliers, entre dans le périmètre de votre colonie. Une femme âgée, portant des bois de cerf, s'avance. “Chers amis. Nous nous excusons de bouder votre colonie et de ne pas nous montrer. Cependant, comme vous avez été gentils avec nous, nous avons donc une dernière requête. Deux d'entre nous souhaitent quitter la forêt et vivre parmi vous. En échange d'une offrande, voulez-vous les accueillir ?”"
"#EVENT_TRIBE_04A_ACCEPT","Les accepter"
"#EVENT_TRIBE_04A_REFUSE","Refuser l'offre"
"#EVENT_TRIBE_04A_ACCEPT_NAME","L'appel de la civilisation"
"#EVENT_TRIBE_04A_ACCEPT_DESC","Deux des membres de la tribu font des adieux doux-amers à leur ancienne famille et entrent dans votre colonie, portant avec eux des offrandes généreuses. La vieille femme hoche la tête. “Portez-vous bien. Puissions-nous tous survivre et prospérer.”"
"#EVENT_TRIBE_04A_REFUSE_NAME","L'appel de la civilisation"
"#EVENT_TRIBE_04A_REFUSE_DESC","Vous pouvez lire la déception dans les yeux des membres de la tribu. “Nous sommes désolés d'entendre ça, mais nous comprenons que toutes les tribus ne peuvent pas accueillir de nouvelles bouches à nourrir. Nous vous souhaitons de croître et de prospérer. Adieu.”"
"#EVENT_TRIBE_04B_NOTIFICATION_HEADER","Une tribu que vous connaissez bien s'approche de la colonie"
"#EVENT_TRIBE_04B_NOTIFICATION_DESC","Vous vous rappelez vous être battu contre eux précédemment"
"#EVENT_TRIBE_04B_NAME","Poussés par le désespoir"
"#EVENT_TRIBE_04B_DESC","La petite tribu, dont les membres sont vêtus de peaux d'animaux et autres restes animaliers, entre dans le périmètre de votre colonie. Une femme âgée, portant des bois de cerf, s'avance. “Mes salutations. Je suis consciente qu'il y a eu des tensions entre nous, que des lignes ont été franchies. Mais nous sommes désespérés maintenant, alors nous vous supplions de nous aider. S'il vous plaît, donnez-nous de la nourriture. Nous en avons grand besoin.”"
"#EVENT_TRIBE_04B_ACCEPT","Leur donner de la nourriture"
"#EVENT_TRIBE_04B_REFUSE","Refuser"
"#EVENT_TRIBE_04B_ACCEPT_NAME","Poussés par le désespoir"
"#EVENT_TRIBE_04B_ACCEPT_DESC","La tribu vous remercie abondamment en acceptant votre cadeau. “Merci, merci. Tenez, prenez ça. Ce n'est pas beaucoup, mais nous n'en avons plus besoin”, dit l'Ancienne en vous offrant de vieux livres soigneusement emballés dans des peaux de cerf."
"#EVENT_TRIBE_04B_REFUSE_NAME","Poussés par le désespoir"
"#EVENT_TRIBE_04B_REFUSE_DESC","Les yeux de l'Ancienne se rétrécissent en deux points brûlants de haine pure. “N'avez-vous plus d'humanité dans vos cœurs ? Bien, vous pouvez donc regarder les gens mourir autour de vous et voir si vous aimez ça.” Alors que la tribu s'enfonce dans la forêt, vous voyez quelque chose qui vole dans les airs. Une pluie de cocktails Molotov frappe vos bâtiments et les incendie : telle est l'insulte finale de la tribu de la forêt."
"#EVENT_SHELTER_01_NOTIFICATION_HEADER","Quelque chose ne va pas avec un abri"
"#EVENT_SHELTER_01_NOTIFICATION_DESC","Sa construction a été bâclée"
"#EVENT_SHELTER_01_NAME","De mauvaises fondations"
"#EVENT_SHELTER_01_DESC","Tout le monde n'est pas doué dans l'art de construire, mais l'un de vos colons semble extraordinairement mauvais dans ce domaine. Sa <mark>tente</mark> semble vouloir s'effondrer à tout moment, car les feuilles de plastique mal collées se déchirent lentement. Quoi qu'il en soit, le colon insiste et dit qu'il sait ce qu'il fait."
"#EVENT_SHELTER_01_IMPROVE","Améliorer sa tente"
"#EVENT_SHELTER_01_IGNORE","La laisser telle quelle"
"#EVENT_SHELTER_01_IMPROVE_NAME","De mauvaises fondations"
"#EVENT_SHELTER_01_IMPROVE_DESC","Vous dites au colon de se taire et vous effectuez quelques opérations sur sa tente. Le colon semble mécontent de tout cela, peut-être à cause du regard moqueur de ses voisins, mais il vous marmonne des remerciements une fois que vous avez terminé."
"#EVENT_SHELTER_01_IGNORE_NAME","De mauvaises fondations"
"#EVENT_SHELTER_01_IGNORE_DESC","Juste au moment où vous alliez partir, les piquets de soutien cèdent et la tente s'écroule. Quelque chose à l'intérieur s'enflamme, alors que le colon se bat pour sortir des décombres. Vous pouvez l'entendre maudire un vieux manuel suédois défectueux."
"#EVENT_EXTORTION_01_NOTIFICATION_HEADER","Un mercenaire solitaire est arrivé"
"#EVENT_EXTORTION_01_NOTIFICATION_DESC","Il veut vous parler"
"#EVENT_EXTORTION_01_NAME","La belle vie des bandits"
"#EVENT_EXTORTION_01_DESC","Un homme vêtu d'une tenue de mercenaire s'approche du portail. “ Quelle belle colonie que vous avez – vous êtes sûr que ce truc va la protéger suffisamment bien ? Moi et mes associés pouvons défendre votre colonie contre les animaux sauvages, les bandits et autres dangers pour un prix très raisonnable”."
"#EVENT_EXTORTION_01_PAY","Payer"
"#EVENT_EXTORTION_01_POSTPONE","J'ai besoin de plus de temps"
"#EVENT_EXTORTION_01_DECLINE","Merci, ça ira"
"#EVENT_EXTORTION_01_PAY_DESC","“Merci, cher leader ! Je vous ai trouvé raisonnable dès que j'ai posé les yeux sur vous et sur ce beau village. Cela nous assurera à tous les deux la prospérité”. Avant que vous n'arriviez à demander les modalités de cette protection, le bandit est parti depuis longtemps."
"#EVENT_EXTORTION_01_POSTPONE_DESC","“Bien sûr, nous sommes des gens raisonnables ! Je reviendrais plus tard, pendant ce temps vous pourrez récupérer les objets nécessaires.”"
"#EVENT_EXTORTION_01_DECLINE_DESC","“Je pense que vous n'avez pas bien compris ce que je disais. On a été polis, mais vous ne nous laissez pas le choix. Les garçons, donnons-leur une leçon !”. Dès qu'il a fini de parler, des véhicules foncent jusqu'au portail et des bandits armés en sortent, prêts à attaquer."
"#EVENT_EXTORTION_01B_NOTIFICATION_HEADER","Un homme que vous connaissez bien vous attend au portail"
"#EVENT_EXTORTION_01B_NOTIFICATION_DESC","Le mercenaire veut vous parler"
"#EVENT_EXTORTION_01B_NAME","La belle vie des bandits"
"#EVENT_EXTORTION_01B_DESC","Vous voyez un homme d'apparence familière en tenue de mercenaire s'approcher du portail, mais cette fois il n'est pas seul. “C'est l'heure de votre prochain versement – vous connaissez la chanson. Payez et nous continuerons à vous protéger des autres dangers... comme les bêtes sauvages et les autres bandits !”"
"#EVENT_EXTORTION_01B_PAY","Payer"
"#EVENT_EXTORTION_01B_POSTPONE","J'ai besoin de plus de temps"
"#EVENT_EXTORTION_01B_DECLINE","Merci, ça ira"
"#EVENT_EXTORTION_01B_PAY_DESC","“Excellent - une affaire lucrative pour les deux, j'en suis sûr. À la prochaine fois !”. L'homme disparaît au loin, emportant une fois de plus avec lui vos ressources."
"#EVENT_EXTORTION_01B_POSTPONE_DESC","« Ah non, ce n'est pas comme ça que ça marche. Je t'ai donné tout le temps nécessaire pour récupérer les marchandises. Je pense que tu as juste besoin d'une leçon pour t'apprendre l'humilité et la ponctualité. Et tu l'auras gratuitement”. Dès qu'il a fini de parler, des voyous armés attaquent le portail."
"#EVENT_EXTORTION_01B_DECLINE_DESC","“Je pense que vous n'avez pas bien compris ce que je disais. On a été polis, mais vous ne nous laissez pas le choix. Les garçons, donnons-leur une leçon !”. Dès qu'il a fini de parler, des bandits armés sortent des véhicules et vous attaquent."
"#EVENT_WELL_01_NOTIFICATION_HEADER","Une femme à l'air affolée s'approche de vous"
"#EVENT_WELL_01_NOTIFICATION_DESC","Les gens tombent malades"
"#EVENT_WELL_01_NAME","Puits de microbes"
"#EVENT_WELL_01_DESC","Une femme à l'air affolée s'approche de vous. “Mon ami est tombé malade, ce qui n'est pas surprenant compte tenu de son hygiène personnelle. Mais maintenant, la même chose est arrivée à mon voisin, après avoir bu l'eau de ce puits. Vous devez faire quelque chose !” Vous pourriez poster quelqu'un pour surveiller le puits, ou faire réparer et nettoyer le puits."
"#EVENT_WELL_01_GUARD","Affecter un colon pour surveiller le puits"
"#EVENT_WELL_01_CLEAN","Faire nettoyer le puits"
"#EVENT_WELL_01_DECLINE","Je n'ai pas le temps de m'occuper de cela"
"#EVENT_WELL_01_GUARD_DESC","Vous ordonnez à deux de vos colons de surveiller le puits pendant la journée pour voir si quelque chose de bizarre s'y passe. La femme semble satisfaite de votre décision."
"#EVENT_WELL_01_CLEAN_DESC","Vous demandez à ce que le puits soit réparé et nettoyé à fond pour que rien d'indésirable ne s'infiltre dans l'eau depuis le sol. La femme semble satisfaite de votre décision."
"#EVENT_WELL_01_DECLINE_DESC","Au grand désarroi de la femme, vous lui dites de ne pas s'inquiéter, et que vous avez mieux à faire pour l'instant."
"#EVENT_WELL_01B_NOTIFICATION_HEADER","Le colon chargé de garder le puits vient vous voir"
"#EVENT_WELL_01B_NOTIFICATION_DESC","Il a trouvé quelque chose"
"#EVENT_WELL_01B_NAME","Puits de microbes"
"#EVENT_WELL_01B_DESC","Un des colons que vous avez affecté à la surveillance du puits vient vers vous. “J'ai fait ce que vous avez demandé, patron, et j'ai trouvé ça.” Il traîne un petit garçon par le bras, et le place devant vous. “Il jetait des bâtons, des pierres lumineuses, des tritons et autres saletés dans le puits, apparemment parce qu'il s'ennuyait”."
"#EVENT_WELL_01B_SCOLD","Gronder le gamin"
"#EVENT_WELL_01B_LET","Laisser faire"
"#EVENT_WELL_01C_NOTIFICATION_HEADER","Une femme que vous avez vue récemment s'approche"
"#EVENT_WELL_01C_NOTIFICATION_DESC","Les infections n'ont pas stoppé"
"#EVENT_WELL_01C_NAME","Puits de microbes"
"#EVENT_WELL_01C_DESC","La femme inquiète qui vous a parlé auparavant s'approche à nouveau. “Je ne pense pas que le nettoyage ait marché, d'autres personnes sont malades !”. Je suis sûr qu'un individu avec de mauvaises intentions est derrière tout ça !"
"#EVENT_WELL_01C_POST","Affecter un colon pour surveiller le puits"
"#EVENT_WELL_01C_DECLINE","Ne rien faire"
"#EVENT_WELL_01C_POST_DESC","Vous ordonnez à deux de vos colons de surveiller le puits pendant la journée pour voir si quelque chose de bizarre s'y passe. La femme semble satisfaite de votre décision."
"#EVENT_WELL_01C_DECLINE_DESC","Au grand désarroi de la femme, vous lui dites de ne pas s'inquiéter, et que vous avez mieux à faire pour l'instant. Les infections continuent de se propager et certains colons décident d'examiner le puits sans vous demander votre avis. Il s'avère que le fond est rempli de bâtons, de cailloux radioactifs brillants et même de petits animaux, qui n'ont pas pu y arriver tout seuls."
"#EVENT_VERMIN_01_NOTIFICATION_HEADER","Un colon cache quelque chose"
"#EVENT_VERMIN_01_NOTIFICATION_DESC","Vous avez peut-être une invasion d'insectes"
"#EVENT_VERMIN_01_NAME","Élevage de nuisibles"
"#EVENT_VERMIN_01_DESC","Vous avez appris qu'un colon a secrètement commencé un élevage de <mark>Rat-bousiers</mark> à l'intérieur de la colonie. L'éleveur a été entouré d'un groupe de personnes en colère qui exigeaient des explications. L'éleveur tente d'expliquer que ces coléoptères un peu rongeurs sont en fait des créatures incomprises, douces et même intelligentes par nature. Il vous supplie de pouvoir garder les animaux, mais les autres colons craignent que les choses ne dégénèrent rapidement si on laisse vivre ces parasites."
"#EVENT_VERMIN_01_CONSERVE","Pas de quoi s'énerver"
"#EVENT_VERMIN_01_EXTERMINATE","Se débarrasser des animaux"
"#EVENT_VERMIN_01_CONSERVE_NAME","Élevage de nuisibles"
"#EVENT_VERMIN_01_CONSERVE_DESC","Vous dissipez la foule en déclarant que ce n'est qu'un passe-temps inoffensif, aussi bizarre soit-il. L'éleveur se précipite pour vous serrer la main et promet avec enthousiasme de bien s'occuper de ses bestioles. En guise de remerciement, il partage même quelques informations sur ses recherches concernant les facultés régénératrices de ces animaux."
"#EVENT_VERMIN_01_EXTERMINATE_NAME","Élevage de nuisibles"
"#EVENT_VERMIN_01_EXTERMINATE_DESC","Vous donnez l'ordre aux autres colons de confisquer ces vermines et de les exterminer. L'éleveur n'est cependant pas très enthousiasmé par cette idée. “Ce sont mes bébés ! Vous devrez marcher sur mon cadavre pour les toucher !”, crie-t-il en lâchant ses animaux furieux sur les colons."
"#EVENT_LAZY_01_NOTIFICATION_HEADER","Le travail commence à prendre du retard"
"#EVENT_LAZY_01_NOTIFICATION_DESC","Quelqu'un ne fait pas sa part de travail"
"#EVENT_LAZY_01_NAME","La solution de facilité"
"#EVENT_LAZY_01_DESC","La colonie bourdonne à plein régime ce matin : les colons travaillent avec application. Mais du coin de l'œil, vous remarquez un colon dans l'herbe, allongé sur le dos, regardant passer les nuages. Lorsque vous l'interrogez, il vous répond par un large sourire à demi édenté en soupirant : “Après tout ce qui s'est passé, on nous a donné une seconde chance de vivre. Alors pourquoi ne pas vivre vraiment, vous aussi ?”"
"#EVENT_LAZY_01_SCOLD","“Arrêtez ces bêtises. On a du pain sur la planche.”"
"#EVENT_LAZY_01_CHILL","S'allonger à côté du colon"
"#EVENT_LAZY_01_SCOLD_NAME","La solution de facilité"
"#EVENT_LAZY_01_SCOLD_DESC","Vous faites preuve d'autorité et ordonnez au colon de faire sa part de travail, comme tout le monde. Il vous sourit, mais se lève cependant et part et commencer ses tâches. “La vie est dans les petits détails. Vous finirez par voir”, vous dit-il avant de partir travailler. Les autres colons semblent heureux d'avoir une paire de mains de plus pour les aider."
"#EVENT_LAZY_01_CHILL_NAME","La solution de facilité"
"#EVENT_LAZY_01_CHILL_DESC","Après avoir entendu les paroles de ce colon, vous vous rendez compte que vous n'avez pas passé un bon moment depuis une éternité. L'atmosphère est calme alors que vous regardez les nuages passer, tout en évoquant nonchalamment la vie d'autrefois. À la fin, le colon vous donne une étrange boîte en bois, “pour ramener un peu de joie”. Les autres colons n'apprécient guère, vu la quantité de travail supplémentaire qui s'abat sur leurs épaules."
"#EVENT_RELIGION_01_NOTIFICATION_HEADER","Les colons ont trouvé un objet brillant"
"#EVENT_RELIGION_01_NOTIFICATION_DESC","Est-ce un signe venu de l'espace ?"
"#EVENT_RELIGION_01_NAME","Les hommes avant nous"
"#EVENT_RELIGION_01_DESC","Les colons viennent vous voir, ils affirment avoir trouvé quelque chose “d'extraordinaire” dans la forêt voisine. Une belle relique scintille, brillante comme de l'or dans la lumière. Deux pierres brillantes lui servent d'yeux, et elles sont si claires que vous pouvez distinguer votre reflet en les regardant. Les colons sont convaincus que c'est un signe de chance, et veulent organiser une cérémonie en son honneur."
"#EVENT_RELIGION_01_ALLOW","Autoriser la cérémonie"
"#EVENT_RELIGION_01_FORBID","Fondre la statue"
"#EVENT_RELIGION_01_CEREMONY_NAME","Les hommes avant nous"
"#EVENT_RELIGION_01_CEREMONY_DESC","Vous ne voyez pas d'inconvénient à ramener la relique à la colonie, car tout le monde ici pourrait avoir besoin d'un petit coup de pouce d'entités célestes. Une petite cérémonie est organisée à la périphérie de la colonie. Les gens commencent à apporter des offrandes et à chanter les quelques chansons dont ils se souviennent encore. Bien que le site soit rapidement envahi par des sangliers, les colons se sentent un peu plus optimistes pour l'avenir."
"#EVENT_RELIGION_01_FIGHT_NAME","Les hommes avant nous"
"#EVENT_RELIGION_01_FIGHT_DESC","Vous ne voyez pas d'inconvénient à ramener la relique à la colonie, car tout le monde ici pourrait avoir besoin d'un petit coup de pouce d'entités célestes. Une querelle éclate presque instantanément, car tout le monde n'a pas envie de gaspiller des ressources pour une telle “bêtise”. Des poings et autres objets volent dans les airs, ainsi que des insultes tout aussi douloureuses. Après que les gens aient arrêté de se sauter à la gorge, l'idole est introuvable. Volée ou oubliée dans la boue, il vaut peut-être mieux la laisser là où elle est."
"#EVENT_RELIGION_01_FORBID_NAME","Les hommes avant nous"
"#EVENT_RELIGION_01_FORBID_DESC","Ramener une étrange statue de divinité dans la colonie ne peut vous apporter que des ennuis. Vous décidez que les ressources peuvent être dépensées de façon beaucoup plus utile. À votre grande surprise, l'idole ne se fond pas comme de l'or. Une odeur de peinture et de plastique brûlés remplit l'air. Malgré les nombreux regards noirs que l'on vous jette, vous espérez que les puissances auxquelles croyaient vos colons n'étaient que des produits de leur imagination."
"#EVENT_CHILD_01_NOTIFICATION_HEADER","Un enfant étrange est repéré près de la colonie"
"#EVENT_CHILD_01_NOTIFICATION_DESC","Il a dû vivre ici depuis longtemps"
"#EVENT_CHILD_01_NAME","Au milieu des débris"
"#EVENT_CHILD_01_DESC","Pendant qu'il fouillait à la recherche de ressources, un <mark>Recycleur</mark> a repéré un gamin qui vivait au milieu des tas d'ordures. Il n'est pas originaire de la colonie, et il a dû vivre ici depuis longtemps. Vous le trouvez dans une cabane faite de bouteilles et de feuilles de plastique maintenues par des élastiques. “C'est chez moi ici. J'ai nulle part où aller”, murmure l'enfant, les yeux baissés vers le sol."
"#EVENT_CHILD_01_REJECT","Lui dire de dégager"
"#EVENT_CHILD_01_WELCOME","L'accueillir"
"#EVENT_CHILD_01_REJECT_NAME","Au milieu des débris"
"#EVENT_CHILD_01_REJECT_DESC","Vous donnez l'ordre de faire dégager l'enfant de votre secteur. Vous n'avez pas assez de ressources pour une bouche à nourrir de plus, spécialement pour un enfant qui ne peut pas travailler et aider la colonie. L'enfant rassemble tranquillement ses affaires et se prépare à partir. Vous jetez un œil au portail et vous le voyez s'éloigner, serrant contre lui un petit sac à dos. Il vous renvoie votre regard, les yeux éteints. À petits pas hésitants, il disparaît dans la nature."
"#EVENT_CHILD_01_WELCOME_NAME","Au milieu des débris"
"#EVENT_CHILD_01_WELCOME_DESC","Vous regardez le gamin assis en haut d'une pile de débris. Ses joues creuses et les cercles sombres autour de ses yeux amplifient sa maigreur. Vous lui demandez de rejoindre votre colonie. Il n'a l'air ni heureux, ni triste. Il acquiesce tranquillement et vous prend par la main alors que vous revenez avec lui vers la colonie."
"#EVENT_WELL_02_NOTIFICATION_HEADER","Le temps est en train de changer"
"#EVENT_WELL_02_NOTIFICATION_DESC","Ce ne sont pas des nuages ordinaires"
"#EVENT_WELL_02_NAME","Sauver le puits"
"#EVENT_WELL_02_DESC","La météo post-apocalypse est imprévisible, mais ces nuages semblent sortir de nulle part. Des gouttes noires, émettant un sifflement sur tout ce qu'elles touchent, s'abattent de plus en plus violemment. “Pluie acide. Tout le monde à l'abri !”, criez-vous en menant vos colons sous un abri. Quelqu'un pointe du doigt le <mark>Puits</mark>, dont la margelle a été laissée ouverte. L'eau à l'intérieur risque d'être contaminée."
"#EVENT_WELL_02_WAIT","Attendre que le pire soit passé"
"#EVENT_WELL_02_PROTECT","Créer une protection improvisée"
"#EVENT_WELL_02_RISK","Ne rien faire"
"#EVENT_WELL_02_WAIT_NAME","Sauver le puits"
"#EVENT_WELL_02_WAIT_DESC","Vous décidez qu'il n'est pas question que quelqu'un risque sa vie pour cela. L'averse ne dure pas longtemps, et peu de temps après tout le monde est rassemblé autour du puits. Personne ne semble vouloir en prendre une gorgée. Un des colons les moins appréciés est forcé de faire le travail, et immédiatement après avoir bu, il tombe à terre. Il vaut peut-être mieux boire de l'eau des citernes pendant un certain temps."
"#EVENT_WELL_02_PROTECT_NAME","Sauver le puits"
"#EVENT_WELL_02_PROTECT_DESC","Un des colons les plus courageux, armé de toutes les couches de protection que vous aviez à offrir, se précipite dans la pluie pour fermer le puits. Il revient en courant sous les acclamations en affirmant que ce n'était rien, mais cet acte d'héroïsme a remonté le moral de tout le monde."
"#EVENT_WELL_02_RISK_NAME","Sauver le puits"
"#EVENT_WELL_02_RISK_DESC","L'un des colons les plus courageux se précipite sous la pluie pour fermer le puits. Il court pour revenir et on peut déjà voir qu'il va très mal. De plus, il trébuche vicieusement dans une flaque d'eau brûlante. Alors qu'il se retourne vers les autres, il est évident qu'il a besoin d'un traitement rapide. Mais les colons le félicitent et se réjouissent, soulagés que leur approvisionnement en eau soit assuré au moins pour le moment."
"#EVENT_RESULT_INCREASE_REPUTATION","Gain de {1} réputation avec {0}"
"#EVENT_RESULT_DECREASE_REPUTATION","Perte de {1} réputation avec {0}"
"#EVENT_RESULT_SET_REPUTATION","Réputation avec {0} établie à {1}"
"#LOCATION_PLAYER","Votre colonie"
"#LOCATION_HOSPITAL","Hôpital"
"#LOCATION_WATER","Eau"
......@@ -5259,6 +5561,8 @@
"#TRADE_DONE_LEADER14_POSITIVE1","Je rayonne positivement de joie !"
"#TRADE_DONE_LEADER14_NEUTRAL1","Marché conclu – Je vous offre un dernier cafard pour la route ?"
"#TRADE_DONE_LEADER14_NEGATIVE1","Maintenant partez, avant que je vous jette dans la fosse septique."
"#TOPIC_HAZARD_LEVEL_TITLE","Niveau de Catastrophe"
"#TOPIC_DANGER_LEVEL_TITLE","Niveau de Danger"
"#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"
......@@ -5298,7 +5602,7 @@
"#TUTORIAL_NOTIFICATION_WORLDMAP_HEADLINE","Accéder à la carte du monde"
"#TUTORIAL_NOTIFICATION_WORLDMAP_MESSAGE","Vous avez à présent accès à la carte du monde."
"#TUTORIAL_DIALOG_WORLDMAP_HEADLINE","CARTE DU MONDE"
"#TUTORIAL_DIALOG_WORLDMAP_MESSAGE","La carte du monde est désormais disponible et d'autres <mark>survivants</mark> et <mark>Spécialistes</mark> commencent à se presser jusqu'à votre <mark>portail</mark>. Allez voir ce qui se passe dans le monde en appuyant sur le gros bouton Carte du monde en bas à droite !"
"#TUTORIAL_DIALOG_WORLDMAP_MESSAGE","La Carte du monde est désormais disponible et d'autres <mark>Survivants</mark> et <mark>Spécialistes</mark> commencent à se presser devant votre <mark>Portail</mark>. Vous pouvez envoyer des <mark>Spécialistes</mark> sur la Carte du monde en les sélectionnant et en choisissant l'option <mark>Envoyer sur la Carte du monde</mark> dans leur volet d'information. Allez voir ce qui se passe dans le monde en appuyant sur le gros bouton Carte du monde en bas à droite !"
"#TUTORIAL_NOTIFICATION_WM_ACTION_HEADLINE","Recyclage"
"#TUTORIAL_NOTIFICATION_WM_ACTION_MESSAGE","Appuyez ici pour en savoir plus."
"#TUTORIAL_DIALOG_WM_ACTION_HEADLINE","RECYCLAGE"
......@@ -5534,6 +5838,18 @@
"#TUTORIAL_DIALOG_HYGIENE_MESSAGE","Les colons peuvent avoir du mal à prendre soin de leur <mark>hygiène</mark> dans les Terres Dévastées. Des colons sales sont mécontents et sont plus sujets à attraper des maladies. Aidez-les en construisant des <mark>Toilettes</mark> dans le menu construction !"
"#CODEX_HYGIENE_HEADLINE","HYGIÈNE"
"#CODEX_HYGIENE","Les colons peuvent devenir <mark>sales</mark> s'ils n'ont pas accès à des structures pour prendre soin de leur hygiène personnelle. Parmi ces bâtiments se trouvent des <mark>Toilettes</mark>, pour un meilleur traitement des déchets, et des <mark>Saunas</mark> pour pouvoir se nettoyer et ôter la pollution et autres saletés de leur peau. Le Sauna peut être déverrouillé depuis <mark>l'arbre des technologies</mark>.\n\nN'oubliez pas que la demande en hygiène augmente avec chaque nouveau colon : fournissez autant d'installations sanitaires qu'il est nécessaire."
"#TUTORIAL_NOTIFICATION_HOSTILE_HEADLINE","Colons hostiles"
"#TUTORIAL_NOTIFICATION_HOSTILE_MESSAGE","Appuyez ici pour en savoir plus."
"#TUTORIAL_DIALOG_HOSTILE_HEADLINE","COLONS HOSTILES"
"#TUTORIAL_DIALOG_HOSTILE_MESSAGE","Des colons ou des survivants mécontents peuvent parfois se retourner contre vous et devenir <mark>Hostiles</mark>. Ils vont semer le chaos en blessant les autres et en endommageant les bâtiments. Construisez des <mark>Tours de garde</mark> pour déployer des gardes et recrutez des <mark>Armuriers</mark> pour fournir à votre colonie des armes adéquates pour sa protection."
"#CODEX_HOSTILE_HEADLINE","SÉCURITÉ DE LA COLONIE"
"#CODEX_HOSTILE","Les colons <mark>hostiles</mark> ne travaillent plus, et sabotent la colonie à la place. Ainsi, ils sont donc traités comme s'ils étaient des <mark>Bandits</mark> ayant pénétré dans la colonie.\n\nPlus les colons sont <mark>mécontents</mark>, plus ils ont plus de chances de devenir hostiles. Améliorez leurs conditions de vie en leur procurant de la <mark>bonne nourriture</mark>, des <mark>installations sanitaires</mark> et de meilleurs <mark>abris</mark>. Vous devez également vous demander si vous devez laisser entrer tout le monde qui frappe au <mark>Portail</mark>. Les \n\n<mark>Postes de garde</mark> vous permettront de vous équiper efficacement et rapidement des colons hostiles. Des travailleurs peuvent être affectés comme <mark>Gardes</mark>, et surveillent la sécurité de la colonie. Les \n\n<mark>Armuriers</mark> fournissent des armes améliorées pour les gardes. Ces armes s'usent avec le temps, dont n'oubliez pas de maintenir leur production."
"Colonists need a steady source of <mark>Meat</mark> and <mark>Vegetables</mark>. The Meat category, for example, includes <mark>Venison</mark>, <mark>Fish</mark> and some insects. Vegetables include <mark>Berries</mark> and most harvestable crop from <mark>Fields</mark>, like <mark>Corn</mark> and <mark>Potatoes</mark>.\n\nSome foods are only good for filling up the stomachs of colonists, but provide no nutrients for them to keep going in the long term.\n\n<mark>Well-Nourished</mark> colonists enjoy a varied diet of meats, vegetables and different meals. Good for you if you reached this status!\n\n<mark>Poorly Nourished</mark> colonists are not getting everything they need. Are you providing enough Meals to colonists or are they eating just raw foods? You can prepare meals in <mark>Cookhouses</mark> and <mark>Mess Halls</mark>.\n\n<mark>Malnourished</mark> colonists’ diet is severely lacking in one or more areas.","Malnutrition"
"#TUTORIAL_NOTIFICATION_MALNUTRITION_MESSAGE","Appuyez ici pour en savoir plus."
"#TUTORIAL_DIALOG_MALNUTRITION_HEADLINE","MALNUTRITION"
"#TUTORIAL_DIALOG_MALNUTRITION_MESSAGE","Vos colons ont besoin de manger des <mark>légumes</mark> et de la <mark>viande</mark>. Assurez-vous de maintenir une production constante de ces deux éléments. La <mark>Malnutrition</mark> est une affliction sérieuse qui peut mener à la mort à long terme."
"#CODEX_MALNUTRITION_HEADLINE","NUTRITION"
"#CODEX_MALNUTRITION","Les colons ont besoin d'une source constante de <mark>Viande</mark> et de <mark>Légumes</mark>. La catégorie Viande inclut, par exemple, la <mark>Venaison</mark>, le <mark>Poisson</mark> et certains insectes. Les Légumes incluent les <mark>Baies</mark> et la plupart des récoltes des <mark>champs</mark> comme le <mark>Maïs</mark> et les <mark>Pommes de terre</mark>.\n\nCertains aliments ne sont bons qu'à remplir l'estomac des colons, mais ne leur fournissent aucun nutriment pour qu'ils puissent continuer à vivre sur le long terme.\n\nPour que les colons soient <mark>bien nourris</mark>, ils doivent bénéficier d'un régime varié à base de viande, de légumes et autres. Félicitation si vous y arrivez !\n\nDes colons <mark>mal nourris</mark> n'ont pas tout ce dont ils ont besoin. Fournissez-vous suffisamment de repas aux colons ou ceux-ci ne mangent-ils que des aliments crus ? Vous pouvez préparer des repas dans les <mark>Cuisines</mark> et les <mark>Réfectoires</mark>.\n\n<mark>Si les colons sont en état de </mark>Malnutrition, cela veut dire qu'un type de nourriture leur manque beaucoup dans leur régime."
"#TOPIC_RESEARCH_FOOD","NOURRITURE"
"#TOPIC_RESEARCH_PRODUCTION","PRODUCTION"
"#TOPIC_RESEARCH_COLONY","COLONIE"
......@@ -5878,3 +6194,7 @@
"#TOPIC_TECH_CAT_WORLD","Carte du monde"
"#TOPIC_TECH_CAT_WORLD_DESC","Améliore les actions sur la Carte du monde"
"#TOPIC_ACTIVE_RESEARCH","Recherches actives"
"#TECH_WEAPON_CRAFTING","Fabrication d'armes"
"#TECH_WEAPON_CRAFTING_DESC","Combattre de la faune post-apocalyptique et des bandits psychotiques au corps à corps n'est pas la chose la plus intelligente que l'on puisse faire. Un Armurier fournit aux gardes les armes adéquates pour défendre la colonie."
"#TECH_GUARDIANS","Gardiens"
"#TECH_GUARDIANS_DESC","Les gardes sont l'épine dorsale de la défense de la colonie contre les animaux ou les personnes hostiles. Affectez des colons aux Postes de garde afin qu'ils s'équipent et se concentrent sur la protection de leurs compagnons."
......@@ -989,6 +989,32 @@
"#ANNOUNCEMENT_PATCHNOTES_MS15_BARTER_TEXT","The trading system has gone through further changes this past month. Trading has a brand new interface and no longer uses Reputation as a form of payment, as we are introducing Coins into the mix. Coins can be traded in and exchanged at the cost of Resources. Also, the Societies have a new selection of Goods from Materials and Medicine to the likes of vehicles and Seeds. Get out there and find the best deals!"
"#ANNOUNCEMENT_PATCHNOTES_MS15_IMPROVEMENTS_SUBTITLE","Other improvements"
"#ANNOUNCEMENT_PATCHNOTES_MS15_IMPROVEMENTS_TEXT","Some other improvements include new building variations, lighting tweaks and visual improvements to the sky, new models for events and the tech tree has been rearranged to provide the best possible experience. Lastly, the new pre-game selection of Ideologies allows you to select what kind of a leader you’d be and what unique advancements you bring to the table. This feature will be expanded in the future."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_MS16_1","Hostile World"
"#ANNOUNCEMENT_PATCHNOTES_MS16_TITLE","Hostile World"
"#ANNOUNCEMENT_PATCHNOTES_MS16_DESC","This update brings you enemies at the Gate, but it also gives you a fighting chance against them with the new Colony Combat feature. Hostile forces might attack your Colony while mutated wildlife has grown more aggressive. There are also major improvements to Trading and Tech Tree plus new Vehicles and a modest Outhouse to help with early game hygiene."
"#ANNOUNCEMENT_PATCHNOTES_MS16_COMBAT_SUBTITLE","Colony combat"
"#ANNOUNCEMENT_PATCHNOTES_MS16_COMBAT_TEXT","Bandits and desperate people can now resort to direct attacks against the Colony. Fight back by upgrading the Gate and posting Guards to defend it. If the enemy breaks through, protect the Colony with your Specialists, which you can now control directly in the Colony view."
"#ANNOUNCEMENT_PATCHNOTES_MS16_WILDLIFE_SUBTITLE","Wildlife"
"#ANNOUNCEMENT_PATCHNOTES_MS16_WILDLIFE_TEXT","Mutated animals have grown more numerous and aggressive, and now pose a threat to your Colonists. Some of these wild beasts guard resource deposits around the Colony, and others will attack your people in a fit of rage. Colonists will fight back to defend themselves but Specialists are required to deal with more serious threats."
"#ANNOUNCEMENT_PATCHNOTES_MS16_BARTER_SUBTITLE","Special deals"
"#ANNOUNCEMENT_PATCHNOTES_MS16_BARTER_TEXT","Trading with Societies continues to be improved. They now offer new special deals with special discounts, which also raise your Reputation. And the better your Rep with them is the sweeter deals you'll get. But don't dump unwanted resources on them, as they'll pay less and be annoyed with you if you do."
"#ANNOUNCEMENT_PATCHNOTES_MS16_IMPROVEMENTS_SUBTITLE","Other improvements"
"#ANNOUNCEMENT_PATCHNOTES_MS16_IMPROVEMENTS_TEXT","Colonists will voice their opinions on various events. Research progress is now shown in the notification area. The new Van and Offroader vehicles can be found on the World Map and in trade deals. Buildings stop functioning in critical condition and some conditions prevent your Colonists from working. And the annoying Happiness change sound effect has been fixed!"
"#ANNOUNCEMENT_PATCHNOTES_MS16_CHANGES_SUBTITLE","Zmiany w interfejsie"
"#ANNOUNCEMENT_PATCHNOTES_MS16_CHANGES_TEXT","Przesuwanie kamery wykonuje się teraz prawym przyciskiem myszy. Specjalistów można oddelegować na Mapę świata przyciskiem „Wyślij na Mapę świata” dostępnym w panelu informacji."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_MS17_1","Law and Order"
"#ANNOUNCEMENT_PATCHNOTES_MS17_TITLE","Law and Order"
"#ANNOUNCEMENT_PATCHNOTES_MS17_DESC","Avoiding Malnutrition requires you to supply your colonists with varied Food to eat. Guards protect the colony from external and internal threats, especially when equipped with the new rifles from the Gunsmith. Colonists may now turn hostile on you if you treat the poorly enough and cause havoc."
"#ANNOUNCEMENT_PATCHNOTES_MS17_MALNUTRITION_SUBTITLE","Malnutrition"
"#ANNOUNCEMENT_PATCHNOTES_MS17_MALNUTRITION_TEXT","The new nutrition system means that meat, vegetables and other food items must be served equally to keep hunger and malnutrition at bay. Ignoring this for long can cause severe consequences and is equally slow to recover from."
"#ANNOUNCEMENT_PATCHNOTES_MS17_GUARDS_SUBTITLE","Guards"
"#ANNOUNCEMENT_PATCHNOTES_MS17_GUARDS_TEXT","Colonists can be now assigned to Guard Posts to increase the safety of your people. Guards can be equipped with rifles as they patrol around their posts scanning for threats. They're also visually distinctive with heavier protective armor."
"#ANNOUNCEMENT_PATCHNOTES_MS17_HOSTILE_SUBTITLE","Going hostile"
"#ANNOUNCEMENT_PATCHNOTES_MS17_HOSTILE_TEXT","If the colony Happiness declines too much, some of your colonists might turn hostile. Hostile people must be dealt swiftly and decisively, so have some Guards at hand at all times. Keep an eye on colony Happiness and allow the people some time off to spend at a Memorial, Theater or an Arena."
"#ANNOUNCEMENT_PATCHNOTES_MS17_IMPROVEMENTS_SUBTITLE","Events"
"#ANNOUNCEMENT_PATCHNOTES_MS17_IMPROVEMENTS_TEXT","Event system has been expanded with certain results spawning wild beasts or bandits and the requested resources scale better to allow players more options to choose from. New events have been added especially to the early game."
"#ANNOUNCEMENT_PATCHNOTES_MS17_CHANGES_SUBTITLE","Other improvements"
"#ANNOUNCEMENT_PATCHNOTES_MS17_CHANGES_TEXT","Hostile units should overlap less during combat, wild animal visibility has been improved, colonist suffer injuries from engaging in combat and roads have gotten a visual overhaul with Dirt Roads becoming combinable into larger areas similar to Paved ones."
"#POPULATION","Ludność"
"#RESOURCE_WOOD","Kłody"
"#RESOURCE_PLANK","Deski"
......@@ -1491,24 +1517,24 @@
"#RESOURCE_PLANK_DESC","Budulec.\n\nPodstawowy budulec produkowany w Tartaku lub zbierany w lokalizacjach na Mapie świata."
"#RESOURCE_ENERGY_DESC","Jednostka mocy.\n\nWytwarzana w elektrowniach i magazynowana w akumulatorach. Wymagana przez większość nowoczesnych budynków."
"#RESOURCE_FOOD_DESC","Jedzenie jest niezbędne kolonizatorom i ciągle go brakuje. Różnorodne produkty takie jak warzywa czy nawet owady są krytycznie ważne."
"#RESOURCE_METAL_DESC","Budulec.\n\nMetal można uzyskiwać w kolonii za pomocą budynku Przetwórnia. W niektórych miejscach na mapie świata również znajdziesz niewielkie ilości metalu."
"#RESOURCE_METAL_DESC","Budulec i materiał do obróbki.\n\nMożna pobierać ze złoża Metalu po wybudowaniu Przetwórni. Metal jest dostępny w niektórych lokalizacjach na Mapie świata."
"#RESOURCE_SCRAP_DESC","Materiał do obróbki.\n\nProdukt uboczny powstający podczas uzyskiwania metalu w Przetwórni. Można przekształcić w Części u Mechanika."
"#RESOURCE_PARTS_DESC","Budulec.\n\nKomponenty zaawansowane wymagane do tworzenia nowoczesnych urządzeń i budynków."
"#RESOURCE_TOOLS_DESC","Przedmiot kolonizatora.\n\nNarzędzia służące do kopania, cięcia itp. Bez Narzędzi praca idzie znacznie wolniej.\n\nMożna je tworzyć w Warsztacie lub zbierać na Mapie świata."
"#RESOURCE_TOOLS_DESC","Przedmiot kolonizatora.\n\nNarzędzia służące do kopania czy cięcia, które znacznie przyspieszają wykonywanie pracy. Można je tworzyć w Warsztacie lub zbierać na Mapie świata."
"#RESOURCE_WATER_DESC","Podstawa przeżycia. Kolonizatorzy bez wody szybko umrą."
"#RESOURCE_CLOTH_DESC","Przedmiot kolonizatora.\n\nZestaw ubrań chroniących przed czynnikami środowiskowymi. Kolonizator bez odzieży będzie wyziębiony."
"#RESOURCE_CLOTH_DESC","Przedmiot kolonizatora.\n\nWielowarstwowe ubrania chroniące przed czynnikami środowiskowymi takimi jak wyziębienie czy promieniowanie."
"#RESOURCE_FIBER_DESC","Materiał do obróbki.\n\nRóżne wytrzymałe włókna, z których Krawiec może uszyć ubrania."
"#RESOURCE_DEBRIS_DESC","Materiał do obróbki.\n\nRóżne części metalowe, które można rozmontować i uzyskać z nich Metal lub Śmieci w Przetwórni."
"#RESOURCE_TRASH_DESC","Materiał do obróbki.\n\nStare odpady, które można rozmontować i uzyskać z nich Plastik lub Włókna w Stacji recyklingowej."
"#RESOURCE_FIREWOOD_DESC","Materiał przetworzony.\n\nWytarzane w Chacie drwala. Pozwala przygotowywać pożywne Posiłki w Kuchniach lub Kantynach."
"#RESOURCE_CONCRETE_DESC","Budulec.\n\nPodstawowy materiał budowlany uzyskiwany ze złóż, znajdowany lub pobierany na Mapie świata."
"#RESOURCE_WEAPONS_DESC","Produkt specjalistyczny.\n\nBronie pozwalają Specjalistom atakować dobrze bronione obozy bandytów na Mapie świata."
"#RESOURCE_WEAPONS_DESC","Przedmiot specjalisty.\n\nBronie pozwalają atakować dobrze bronione obozy bandytów na Mapie świata."
"#RESOURCE_ALCOHOL_DESC","DO ZROBIENIA"
"#RESOURCE_FUEL_DESC","Łatwopalna ciecz używana na budowie i do naprawy pojazdów. Bardzo poszukiwany surowiec w postapokaliptycznym świecie."
"#RESOURCE_MEDS_DESC","Różne produkty medyczne pozwalające leczyć chorych i minimalizować skutki promieniowania."
"#RESOURCE_COMPONENTS_DESC","Zaawansowany materiał budowlany.\n\nPozwala konstruować budynki wytwarzające lub magazynujące energię; można przekształcić w Elektronikę niezbędną w zaawansowanych budynkach."
"#RESOURCE_PLASTIC_DESC","Wykorzystywany w budownictwie i przy wytwarzaniu przedmiotów.\n\nOdzyskaj Plastik z pobliskich złóż, korzystając ze Stacji recyklingowej. W niektórych lokalizacjach na mapie świata można znaleźć plastik."
"#RESOURCE_ENTERTAINMENT_DESC","Budulec.\n\nWiele różnych produktów rozrywkowych pamiętających stary świat, które są wymagane we wszystkich budynkach rozrywkowych. Można znaleźć tylko na Mapie świata."
"#RESOURCE_COMPONENTS_DESC","Zaawansowany materiał budowlany.\n\nPozwala konstruować budynki wytwarzające lub magazynujące energię."
"#RESOURCE_PLASTIC_DESC","Budulec i materiał do obróbki.\n\nOdzyskaj Plastik ze złóż, korzystając ze Stacji recyklingowej. W niektórych lokalizacjach na Mapie świata można znaleźć plastik."
"#RESOURCE_ENTERTAINMENT_DESC","Budulec.\n\nProdukty rozrywkowe pamiętające stary świat, które są wymagane we wszystkich budynkach rozrywkowych. Można znaleźć tylko na Mapie świata."
"#RESOURCE_HERBAL_DESC","Proste leki naturalne zwalczające większość chorób. Mało skuteczne w przypadku obrażeń.\n\nHodowla: szklarnia\nTempo wzrostu: powolne\nZbiory: małe"
"#RESOURCE_IODINE_DESC","Tabletki z jodem wchłaniającym promieniowanie. Pozwalają znacznie szybciej wyleczyć Chorobę popromienną."
"#RESOURCE_ANTIBIOTICS_DESC","Tabletki leczące wiele chorób i wszystkie Infekcje."
......@@ -1532,13 +1558,13 @@
"#TOOLTIP_RADIO_CONTENT","Posłuchaj różnych stacji radiowych."
"#MENU_PHOTO_MODE","TRYB FOTOGRAFICZNY"
"#RESOURCE_FLOUR","Mąka"
"#RESOURCE_FLOUR_DESC","Uzyskuje się ją z pszenicy uprawianej na polach lub w szklarniach.\n\nZ mąki można wypiekać Chleb w Piekarni."
"#RESOURCE_FLOUR_DESC","Uzyskuje się z pszenicy.\n\nMąki nie można spożywać, ale służy ona do wypiekania Chleba w Piekarni."
"#RESOURCE_CORN_DESC","Kukurydza rośnie szybko i w krótkim czasie można ją zebrać kilka razy. Bardzo niska odporność na katastrofy.\n\nTempo wzrostu: normalne\nZbiory: małe"
"#RESOURCE_FISH_DESC","Ryby prosto z jeziora. Dobre źródło niezbędnych tłuszczów i składników odżywczych."
"#RESOURCE_POTATO_DESC","Ziemniaki rosną powoli, ale zazwyczaj jest ich dużo. Bulwy ziemniaków rosną pod ziemią, więc wszelkie katastrofy znoszą one lepiej niż inne uprawy.\n\nTempo wzrostu: powolne\nZbiory: średnie"
"#RESOURCE_VENISON_DESC","Świeże mięso dzikich zwierząt, np. z jelenia czy królika upolowanego przez trapera."
"#RESOURCE_WHEAT_DESC","Zboże znane z tego, że można je przetwarzać na wiele różnych sposobów. Rośnie szybko i daje obfite plony. Nie można jej jeść na surowo, ale piecze się z niej Chleb i inne wypieki.\n\nTempo wzrostu: normalne\nZbiory: średnie\nOdporność: średnia"
"#RESOURCE_POLLUTION_DESC","Niebezpieczny materiał radioaktywny w stosunkowo bezpiecznych pojemnikach. Przetwarzany w Stacji ekologicznej, a następnie umieszczany na Składowisku odpadów promieniotwórczych."
"#RESOURCE_POLLUTION_DESC","Niebezpieczny materiał radioaktywny w stosunkowo bezpiecznych pojemnikach; przechowywany na Składowisku odpadów promieniotwórczych."
"#RESOURCE_COMPONENT","Podzespół"
"#RESOURCE_COMPONENT_DESC","Zaawansowany materiał budowlany.\n\nPozwala konstruować budynki wytwarzające lub magazynujące energię; można przekształcać w Elektronikę niezbędną w zaawansowanych budynkach."
"#RESOURCE_BREAD","Chleb"
......@@ -1604,7 +1630,7 @@
"#RESOURCE_PROTEINBARS","Batoniki proteinowe"
"#RESOURCE_PROTEINBARS_DESC","Wysokojakościowa żywność.\n\nBatoniki proteinowe zawierają orzechy, ziarna i inne składniki. Są suche, ale pożywne. Można znaleźć tylko na mapie świata."
"#RESOURCE_CANNEDFRUIT","Owoce w puszce"
"#RESOURCE_CANNEDFRUIT_DESC","Wysokojakościowa żywność.\n\nMieszanka puszkowanych owoców w syropie dających mnóstwo energii i zabezpieczających przed odwodnieniem. Można znaleźć tylko na mapie świata."
"#RESOURCE_CANNEDFRUIT_DESC","Wysokojakościowa żywność.\n\nPuszkowane owoce w syropie dające mnóstwo energii. Można znaleźć tylko na Mapie świata."
"#TOPIC_TECH_UNLOCKED","ODBLOKOWANE"
"#TOPIC_PLACE","ROZSTAW"
"#TOPIC_PLACE_MANY","ROZSTAW WIELE"
......@@ -1645,7 +1671,7 @@
"#RECIPE_MEAL_MEAT_NAME","Posiłek mięsny"
"#RECIPE_MEAL_MEAT_DESC","Mięsny posiłek to konkretny gulasz z wielu rodzajów mięs. Ryby to też mięso."
"#RECIPE_MEAL_VEGMEAT_NAME","Pożywny posiłek"
"#RECIPE_MEAL_VEGMEAT_DESC","Posiłek przygotowany z wielu warzyw i mięs. Doskonałe źródło mikro- i makroelementów pozwalające uniknąć niedożywienia."
"#RECIPE_MEAL_VEGMEAT_DESC","Posiłek przygotowany z warzyw i mięsa. Doskonałe źródło mikro- i makroelementów pozwalające uniknąć niedożywienia."
"#RECIPE_SOUP_MEAL_NAME","Zupa"
"#RECIPE_SOUP_MEAL_DESC","Gorącą Zupę można przygotować z różnych rodzajów żywności. Zupa daje poczucie sytości, ale na dłuższą metę obniża morale i poziom szczęścia kolonizatorów."
"#RECIPE_MEAL_INSECT_NAME","Posiłek z owadów"
......@@ -2002,8 +2028,50 @@
"#TOOLTIP_TRADE_CATEGORY_OTHER_CONTENT","Różne zasoby i materiały"
"#TOPIC_ALREADY_TRADING","Handel już trwa"
"#RESOURCE_TOILET_PAPER","Papier toaletowy"
"#TOPIC_TRADE_ONGOING","HANDEL (W TRAKCIE)"
"#TOPIC_NOT_ENOUGH_COINS","Za mało: {0}"
"#TOOLTIP_COLONY_VIEW","Widok kolonii"
"#TOPIC_GATE_HEALTH","Brama"
"#TOPIC_RAIDERS_HEALTH","Najeźdźcy"
"#TOPIC_COLONY_COMBAT","Kolonia – walka"
"#TOPIC_COMBAT_COUNT","Walki"
"#TOPIC_COMBATS_WON","Wygrane walki"
"#TOPIC_KILLED_ENEMIES","Zabici wrogowie"
"#TOPIC_LOST_COLONISTS","Zabici kolonizatorzy"
"#TOPIC_LOST_SPECIALISTS","Zabici specjaliści"
"#TOPIC_LOST_BUILDINGS","Zniszczone budynki"
"#NOTIFICATION_COLONY_COMBAT","Wróg w kolonii!"
"#NOTIFICATION_COLONY_COMBAT_DESC","Chronić ludzi!"
"#RESOURCE_GUARD_RIFLE","Strzelba myśliwska"
"#RESOURCE_GUARD_RIFLE_DESC","Prosta, ale efektywna broń dla Strażników broniących kolonii. Czasami się psuje."
"#NOTIFICATION_PERSON_HOSTILE","{0} – ten kolonizator przeszedł na stronę wroga!"
"#NOTIFICATION_PERSON_HOSTILE_MANY","{0} kolonizatorów przeszło na stronę wroga!"
"#ANIMAL_KODIAK_KILLER","Zabójczy kodiak"
"#NOTIFICATION_COMBAT_UNDER_ATTACK_MANY","Kolonizatorzy są atakowani!"
"#NOTIFICATION_COMBAT_UNDER_ATTACK_MANY_DESC","Kilku kolonizatorów jest w niebezpieczeństwie"
"#ITEM_WEAPON_EMPTY","Kusza"
"#ITEM_WEAPON_EMPTY_DESC","Prosta kusza zadająca małe obrażenia. Broń podstawowa każdego strażnika."
"#ITEM_WEAPON_1","Strzelba myśliwska"
"#ITEM_WEAPON_1_DESC","Prosta strzelba o niskiej szybkostrzelności i średnim poziomie zadawanych obrażeń."
"#TOOLTIP_ASSIGN_COLONIST","Przypisz kolonizatora"
"#TOOLTIP_ASSIGN_COLONIST_CONTENT","Przypisz kolonizatora do pracy w tym budynku."
"#DEATH_COMBAT","Padł w walce"
"#DEATH_BY_BANDIT","Zabity przez bandytę"
"#DEATH_BY_WILD_BEAST","Zabity przez dzikie zwierzę"
"#DEATH_DEFINED_ENEMY","Zabity przez – {0}"
"#TOOLTIP_RENAME_SPECIALIST","Rename specialist"
"#TOOLTIP_RENAME_SPECIALIST_CONTENT","Here you can rename your specialist."
"#TOOLTIP_RENAME_COLONIST","Rename colonist"
"#TOOLTIP_RENAME_COLONIST_CONTENT","Here you can rename your colonist."
"#NOTIFICATION_COMBAT_SPECIALIST_UNDER_ATTACK","Specialist is under attack!"
"#NOTIFICATION_COMBAT_SPECIALIST_UNDER_ATTACK_DESC","Your specialist is engaged in combat."
"#NOTIFICATION_PERSON_MALNOURISHED_DESC","Make more nutritious food from meat and vegetables"
"#NOTIFICATION_PERSON_MALNOURISHED_MANY_DESC","Your colonists need more nutritious food soon!"
"#TOOLTIP_GIVE_FEEDBACK","Bug reporting"
"#TOOLTIP_GIVE_FEEDBACK_CONTENT","Give us feedback or report a bug."
"#NOTIFICATION_BUILDING_UNDER_ATTACK","Building is under attack"
"#NOTIFICATION_SPECIFIC_BUILDING_UNDER_ATTACK","{0} is under attack"
"#NOTIFICATION_BUILDING_UNDER_ATTACK_DESC","Use guards or specialists to defeat the attacker"
"#CATEGORY_HOUSING","Schronienia"
"#CATEGORY_STORAGE","Przechowywanie"
"#CATEGORY_FOOD","Żywność"
......@@ -2443,6 +2511,12 @@
"#DESC_OUTHOUSE","Higiena to podstawa; bez niej kolonizatorzy będą chorować. Pozwala kolonizatorom umyć się i pozbyć się balastu. Rozstawiaj Wychodki z dala od źródeł wody, aby uniknąć skażenia."
"#PARKINGLOT","Parking"
"#DESC_PARKINGLOT","Prowizoryczny obszar do parkowania nieużywanych pojazdów dla specjalistów."
"#GUARD_POST","Posterunek strażników"
"#DESC_GUARD_POST","Posterunki strażników chronią kolonizatorów przed wrogami. Strażnicy patrolują teren wokół budynku i automatycznie reagują na zagrożenia pojawiające się w obszarze ich działania. \n\nKolonizatorów pełniących funkcję strażników można wyposażyć w broń, przez co są bardziej wydajni w swojej roli."
"#DESC_GUARD_POST_DIRECT_CONTROL","Posterunki strażników chronią kolonizatorów przed wrogami. Strażnicy patrolują teren wokół budynku i automatycznie reagują na zagrożenia pojawiające się w obszarze ich działania. Ponadto można ich wybrać i bezpośrednio wysłać w celu zaatakowania wskazanego wroga. \n\nKolonizatorów pełniących funkcję strażników można wyposażyć w broń, przez co są bardziej wydajni w swojej roli."
"#GUNSMITH","Rusznikarz"
"#DESC_GUNSMITH","Rusznikarz wytwarza broń, aby kolonizatorzy nie musieli chodzić na pojedynki strzeleckie z finką. Niezawodna broń powstaje długo i nie jest tania."
"#INFO_GATE_WAIT_COMBAT_END_TO_REPAIR","Wait for the combat to end to start repairs"
"#PERSON_CONDITION_TITLE","Warunki"
"#PERSON_STATE_IDLE","Nic nie robi"
"#PERSON_STATE_WALKING","Chodzi"
......@@ -2978,7 +3052,7 @@
"#PERSON_CONDITION_HOMELESS_DESC","Bezdomni kolonizatorzy są bardziej podatni na obrażenia, szybciej się męczą i łatwiej ogólnie podupadają na zdrowiu. Długotrwałe mieszkanie bez dachu nad głową obniża również poziom szczęścia."
"#PERSON_CONDITION_SICK_DESC","Niezbyt groźna choroba może przerodzić się w Infekcję."
"#PERSON_CONDITION_INFECTED_DESC","Poważna choroba powoduje ciągłą utratę zdrowia i obniża wydajność w pracy. Nieleczone Infekcje powodują śmierć. Antybiotyki znacznie przyspieszają tempo leczenia. Zainfekowani kolonizatorzy wypijają dwukrotnie więcej wody niż zdrowi."
"#PERSON_CONDITION_MALNOURISHED_DESC","Monotonna dieta po dłuższym czasie powoduje niedożywienie. Najpierw trzeba zabezpieczyć pożywienie ogólnie, ale później ważna jest zbilansowana dieta. Nie zapominaj w swojej diecie o witaminach, wszystkich składnikach odżywczych, warzywach, mięsach i owadach."
"#PERSON_CONDITION_MALNOURISHED_DESC","Niedożywienie to poważna przypadłość wynikająca ze spożywania nieurozmaiconych posiłków. Pożywienie można podzielić na trzy główne rodzaje. Podstawowe pożywienie dostarcza kalorie, ale jest ubogie w składniki odżywcze. Pozostałe dwa rodzaje to Mięsa i Warzywa – spożywanie obydwu zapewnia kalorie i składniki odżywcze. Niedożywieni kolonizatorzy mogą umrzeć. Leczenie niedożywienia trwa długo i wymaga zróżnicowanej diety serwowanej przez długi czas."
"#PERSON_CONDITION_POISONED_DESC","Trucizna w organizmie powoduje utratę zdrowia. Wylecz tę osobę za pomocą leków lub odeślij do medyka bądź lekarza."
"#PERSON_CONDITION_CRIMINAL_DESC","Pojawiają się problemy z przestępczością. Aresztuj i odpowiednio ukarz sprawcę."
"#PERSON_CONDITION_NOTOOLS_DESC","Kolonizatorzy bez narzędzi pracują znacznie wolniej. Wytwórz lub znajdź więcej narzędzi."
......@@ -3125,7 +3199,7 @@
"#COLONIST_COMMENT_RESEARCH_COMPLETED_03","Hej, w końcu nam się udało!"
"#COLONIST_COMMENT_SPECIALIST_JOINED_01","Ten specjalista wygląda na twardziela!"
"#COLONIST_COMMENT_ISSUE_SPECIALIST_JOINED_02","Założę się {0} ma bogatą historię."
"#COLONIST_COMMENT_SPECIALIST_JOINED_03","Cieszę się, że jest z nami profesjonalista."
"#COLONIST_COMMENT_SPECIALIST_JOINED_03","Dobrze mieć kogoś, na kim można polegać."
"#COLONIST_COMMENT_ISSUE_SPECIALIST_JOINED_04","Wygląda na to, że {0} zna się na rzeczy."
"#COLONIST_COMMENT_ISSUE_SPECIALIST_JOINED_05","Cieszę się, że {0} jest z nami!"
"#COLONIST_COMMENT_SPECIALIST_JOINED_06","Niezły ten nowy specjalista, nie?"
......@@ -3137,13 +3211,21 @@
"#COLONIST_COMMENT_GAME_START_CAR_03","Co za syf... Chyba tu utknęliśmy."
"#COLONIST_COMMENT_GAME_START_HIKE_01","Ani kroku więcej. Mam dość!"
"#COLONIST_COMMENT_GAME_START_HIKE_02","No i koniec wielkiej wędrówki!"
"#COLONIST_COMMENT_GAME_START_HIKE_03","Przypuszczam, że można tu zacząć wszystko od nowa."
"#COLONIST_COMMENT_GAME_START_HIKE_03","Tu naprawdę można zacząć nowe życie!"
"#COLONIST_COMMENT_SPECIALIST_JOINED_07","Mam nadzieję, że ten specjalista nas obroni."
"#COLONIST_COMMENT_SPECIALIST_JOINED_08","Mamy szczęście, że nam pomagasz!"
"#PERSON_STATE_SANITIZING","Zmywanie"
"#PERSON_STATE_COMBAT","Walka"
"#PERSON_CONDITION_UNCLEAN","Brudny"
"#PERSON_CONDITION_UNCLEAN_DESC","Higiena osobista tego kolonizatora pozostawia wiele do życzenia. Jeśli nie ma się gdzie umyć, to może się rozchorować."
"#PERSON_VALUE_NOURISHMENT","Dieta"
"#PERSON_STATUS_MALNOURISHED","Colonist is suffering from malnourishment"
"#PERSON_CONDITION_POORLY_NOURISHED","Poorly nourished"
"#PERSON_CONDITION_POORLY_NOURISHED_DESC","Food does not contain enough nutritions to stay healthy. Add more diversity to food to avoid malnourishment."
"#PERSON_CONDITION_NORMAL_NOURISHED","Adequate nourishment"
"#PERSON_CONDITION_NORMAL_NOURISHED_DESC","There is enough nutritions and variety in the food to stay healthy. "
"#PERSON_CONDITION_WELL_NOURISHED","Well nourished"
"#PERSON_CONDITION_WELL_NOURISHED_DESC","Food offers diversity and is balanced between meat and vegetables. Also the quality of the food is good. Healthy diet makes people happy."
"#SPECIALIST_NAME_SPECIALIST1","Rose"
"#SPECIALIST_ARCHETYPE_SPECIALIST1","Poszukiwacz"
"#SPECIALIST_DESCRIPTION_SPECIALIST1","W rozmowie potrafi omotać każdego. Błyskawicznie przejęła rodzinną firmę handlową i przed katastrofą doskonale ją prowadziła."
......@@ -4780,6 +4862,231 @@
"#EVENT_BANDIT_ATTACK_04_SUCCESS_DESC","Przywódca robi głęboki teatralny wdech: „Bardzo doceniam wasz gest, dobrzy ludzie. Z pewnością odwiedzimy was znów w najbliższej przyszłości!” Bandyci biorą łupy i odchodzą. Jesteście bezpieczni. Przez jakiś czas..."
"#EVENT_BANDIT_ATTACK_04_DENY_NAME","Ciężkie negocjacje"
"#EVENT_BANDIT_ATTACK_04_DENY_DESC","Przywódca bawi się swoją bronią: „Odważni jesteście, co? Zobaczymy, jacy będziecie wygadani, kiedy z wami skończymy!”"
"#EVENT_UPRISING_01_NOTIFICATION_HEADER","Beczka prochu zaraz wybuchnie"
"#EVENT_UPRISING_01_NOTIFICATION_DESC","Kolonizatorzy się denerwują"
"#EVENT_UPRISING_01_NAME","Powstanie kolonizatorów"
"#EVENT_UPRISING_01_DESC","Ostatnio zauważasz, że kolonizatorzy są zdystansowani – ciężka sytuacja odcisnęła na nich swoje piętno. Ludzie mówią, że nie starasz się za bardzo, padają nawet oskarżenia o korupcję. Dochodzą też plotki, że gromadzisz zasoby, a to już może spowodować prawdziwe komplikacje."
"#EVENT_UPRISING_01_REWARD","Rozdaj zasoby kolonizatorom"
"#EVENT_UPRISING_01_IGNORE","Zignoruj złorzeczenia"
"#EVENT_UPRISING_01_REWARD_NAME","Powstanie kolonizatorów"
"#EVENT_UPRISING_01_REWARD_DESC","Zbierasz trochę zasobów i dzielisz się nimi z resztą kolonii. Dzięki temu oskarżenia znikają... Przynajmniej na jakiś czas."
"#EVENT_UPRISING_01_IGNORE_NAME","Powstanie kolonizatorów"
"#EVENT_UPRISING_01_IGNORE_DESC","Nie nagradza się bezpodstawnych oszczerstw. Na pewno sprawy uspokoją się same, o ile tylko będziesz nadal dobrze robić swoją robotę."
"#EVENT_UPRISING_01B_REWARD_NOTIFICATION_HEADER","Nastroje w kolonii zmieniły się"
"#EVENT_UPRISING_01B_REWARD_NOTIFICATION_DESC","Zaczyna być lepiej"
"#EVENT_UPRISING_01B_REWARD_NAME","Nagroda za hojność"
"#EVENT_UPRISING_01B_REWARD_DESC","Przechadzając się po kolonii zauważasz, że ludzie witają cię bardziej przyjacielsko niż zwykle. Wyglądają, jakby rzeczywiście się cieszyli, że tu jesteś. Pewnie twoje prezenty przyczyniły się do uspokojenia nastrojów."
"#EVENT_UPRISING_01B_IGNORE_NOTIFICATION_HEADER","Ludziom jest gorzej"
"#EVENT_UPRISING_01B_IGNORE_NOTIFICATION_DESC","Niektórzy uciekają się do drastycznych metod"
"#EVENT_UPRISING_01B_IGNORE_NAME","Ignorowani i złośliwi"
"#EVENT_UPRISING_01B_IGNORE_DESC","W kolonii dzieje się gorzej. Ignorując nieufność kolonizatorów, tylko dolałeś benzyny do ognia. Ludzie są bardzo niezadowoleni i wielu zwraca się przeciwko tobie."
"#EVENT_SECOND_CHANCES_01_NOTIFICATION_HEADER","Jacyś podejrzani ludzie podchodzą do bramy"
"#EVENT_SECOND_CHANCES_01_NOTIFICATION_DESC","Kolonizatorzy wydają się ich znać"
"#EVENT_SECOND_CHANCES_01_NAME","Druga szansa"
"#EVENT_SECOND_CHANCES_01_DESC","Grupa podejrzanych indywiduów stoi przed bramą, błagając kolonizatorów, aby ich wpuścili. Jeden z kolonizatorów zwraca się do ciebie: „Nie możemy ich wpuścić! Znam ich – banda gnojów, którzy zasłużyli na śmierć!” Grupa przed bramą zaprzecza oskarżeniom i błaga o litość – bez twojej pomocy zginą."
"#EVENT_SECOND_CHANCES_01_ALLOW","Wpuść ich"
"#EVENT_SECOND_CHANCES_01_DENY","Nie wpuszczaj ich"
"#EVENT_SECOND_CHANCES_01_ALLOW_NAME","Druga szansa"
"#EVENT_SECOND_CHANCES_01_ALLOW_DESC","Oskarżenia kolonizatorów niepokoją cię, ale nie pozwolisz tym ludziom po prostu umrzeć. Zapraszasz ich do środka, i choć widzisz ich wdzięczność, czujesz też wzrok kolonizatorów, pałających nienawiścią."
"#EVENT_SECOND_CHANCES_01_DENY_NAME","Druga szansa"
"#EVENT_SECOND_CHANCES_01_DENY_DESC","Ufasz swoim kolonizatorom – z pewnością wiedzą lepiej, kim są ci ludzie. Kiedy każesz odejść grupie, ich błagania natychmiast zmieniają się w złośliwe spojrzenia i przekleństwa, ale oddalają się."
"#EVENT_SECOND_CHANCES_01B_ALLOW_NOTIFICATION_HEADER","Zaczęła się walka"
"#EVENT_SECOND_CHANCES_01B_ALLOW_NOTIFICATION_DESC","Słyszysz wiwaty"
"#EVENT_SECOND_CHANCES_01B_ALLOW_NAME","Bez przebaczenia"
"#EVENT_SECOND_CHANCES_01B_ALLOW_DESC","Zauważasz, że kolonizatorzy tłuką ludzi, których wcześniej wpuściliście do obozu. „Mówiłem! To złodzieje! Trzeba się ich pozbyć!” Krzyczy jeden z kolonizatorów, gdy rozdzielasz walczących. Presja grupy zmusza cię do wygnania przestępców, ale rzekomo skradzionych towarów nie udaje się odnaleźć."
"#EVENT_SECOND_CHANCES_01B_DENY_NOTIFICATION_HEADER","Podchodzi do ciebie kolonizator"
"#EVENT_SECOND_CHANCES_01B_DENY_NOTIFICATION_DESC","Trzyma kartkę papieru"
"#EVENT_SECOND_CHANCES_01B_DENY_NAME","Nagroda za zaufanie"
"#EVENT_SECOND_CHANCES_01B_DENY_DESC","Kolonizator jest zdenerwowany, ale mimo to udaje mu się wydusić z siebie: „Słuchaj, szefie, chciałem podziękować za twoje zachowanie przy bramie kilka dni temu. To byli źli ludzie, a ja cieszę się, że mam takiego lidera, który dokonuje właściwych wyborów. Przed wszystkimi staram się mówić o tobie w samych superlatywach, przynajmniej tyle mogę zrobić”."
"#EVENT_ACCUSATIONS_01_NOTIFICATION_HEADER","Złapano przestępczynię"
"#EVENT_ACCUSATIONS_01_NOTIFICATION_DESC","Zdecyduj o jej losie"
"#EVENT_ACCUSATIONS_01_NAME","Mgliste oskarżenia"
"#EVENT_ACCUSATIONS_01_DESC","Ludzie doprowadzają przed twoje oblicze kobietę. Przyłapano ją na pisaniu raportów o waszej kolonii, w których mówiła o liczbie ludzi, zasobach, obronie i tego typu rzeczach. Inni kolonizatorzy oskarżają ją o przekazywanie tych informacji bandytom, ale ona zaprzecza: „Chciałam tylko sprowadzić tu innych ludzi i dać im znać, że jest tu bezpiecznie”."
"#EVENT_ACCUSATIONS_01_PUNISHMENT","Zamknij ją w więzieniu"
"#EVENT_ACCUSATIONS_01_EXONERATE","Nie karz jej"
"#EVENT_ACCUSATIONS_01_PUNISHMENT_NAME","Mgliste oskarżenia"
"#EVENT_ACCUSATIONS_01_PUNISHMENT_DESC","Informowanie obcych o waszej kolonii naraża was wszystkich na poważne niebezpieczeństwo. Rozkazujesz, aby kobietę przesłuchano. Może wtedy dwa razy się zastanowi nad narażeniem kolonii w przyszłości."
"#EVENT_ACCUSATIONS_01_EXANNORATE_NAME","Mgliste oskarżenia"
"#EVENT_ACCUSATIONS_01_EXANNORATE_DESC","Nie ma żadnych twardych dowodów na jej winę, więc nie można jej ukarać. Kobieta dziękuje ci i obiecuje być bardziej ostrożna w przyszłości. Jej oskarżyciele z kolei prawie pękają ze złości i nie zapomną twojej pobłażliwości."
"#EVENT_ACCUSATION_01B_PUNISHMENT_NOTIFICATION_HEADER","Znajomo wyglądająca kobieta chce opuścić kolonię"
"#EVENT_ACCUSATION_01B_PUNISHMENT_NOTIFICATION_DESC","Wygląda, jakby decyzję podjęła już dawno"
"#EVENT_ACCUSATION_01B_PUNISHMENT_NAME","Cena dobroci"
"#EVENT_ACCUSATION_01B_PUNISHMENT_DESC","Kobieta, która z twojego rozkazu skończyła w wiezieniu, pędzi do bramy, a za nią podąża grupa kolonizatorów, błagających ją, aby została. Patrzy na ciebie lodowatym spojrzeniem: „Mówiłam ci, że chciałam tylko pomóc innym ludziom. Jeśli myślisz, że możesz mnie zmusić do okrucieństwa... to się mylisz”. Patrzysz tylko, jak wychodzi przez bramę i znika w dziczy."
"#EVENT_ACCUSATION_01B_EXONERATE_NOTIFICATION_HEADER","Podchodzi do ciebie znajomo wyglądająca kobieta"
"#EVENT_ACCUSATION_01B_EXONERATE_NOTIFICATION_DESC","Była na wyprawie poza kolonią"
"#EVENT_ACCUSATION_01B_EXONERATE_NAME","Stwardniałe serca"
"#EVENT_ACCUSATION_01B_EXONERATE_DESC","Podchodzi do ciebie kobieta, której broniłeś przed innymi kolonizatorami. Trzyma kupę brudnych notatek. „To są informacje, które wokół kolonii zostawiałam dla innych ludzi. Nie chcę, aby nam się coś stało. Przepraszam”. Mówiąc to, rwie notatki na strzępy. „Nie zrobię już czegoś taki lekkomyślnego w przyszłości i pomogę ci chronić kolonię”."
"#EVENT_TRIBE_01_NOTIFICATION_HEADER","Wokół kolonii znaleziono dziwne ślady"
"#EVENT_TRIBE_01_NOTIFICATION_DESC","Na pewno nie należą do kolonizatorów"
"#EVENT_TRIBE_01_NAME","Ślady oszustwa"
"#EVENT_TRIBE_01_DESC","Wokół kolonii znaleziono osobliwe ślady stóp – kształtem przypominają zwierzęce, ale ich układ jest ludzki. Wywołuje to niepokój pośród kolonizatorów – jaki stwór kręci się w pobliżu?"
"#EVENT_TRIBE_01_INVESTIGATE","Zbadaj sprawę"
"#EVENT_TRIBE_01_IGNORE","Zignoruj to"
"#EVENT_TRIBE_01_TRAP","Zbuduj pułapkę"
"#EVENT_TRIBE_01_INVESTIGATE_NAME","Ślady oszustwa"
"#EVENT_TRIBE_01_INVESTIGATE_DESC","Niewielka grupa tropicieli wyrusza po śladach. Gdy wchodzą w głąb lasu, trop prowadzi ich do skrytki z narzędziami ukrytej w wydrążonym drzewie. Ślady nie sięgają wiele dalej, ale wygląda na to, że musisz się skonfrontować z czymś więcej niż tylko ze zwierzętami."
"#EVENT_TRIBE_01_IGNORE_NAME","Ślady oszustwa"
"#EVENT_TRIBE_01_IGNORE_DESC","Chociaż sytuacja wygląda dziwnie, to raczej nie ma się czym martwić. Masz na głowie bardziej naglące sprawy."
"#EVENT_TRIBE_01_TRAP_NAME","Ślady oszustwa"
"EVENT_TRIBE_01_TRAP_DESC","Buduje prostą pułapkę, w która powinno złapać się każde stworzenie. Rozstawiasz ją, a gdy po pewnym czasie wracasz, by ją sprawdzić, okazuje się, że zadziałała, ale nic się złapało. Stworzenie, które w nią wpadło musiało przeciąć linę... I zostawiło też plecak pełen zapasów."
"#EVENT_TRIBE_02_NOTIFICATION_HEADER","Namierzono intruzów"
"#EVENT_TRIBE_02_NOTIFICATION_DESC","Zaraz umkną"
"#EVENT_TRIBE_02_NAME","Głodne brzuchy, zajęte ręce"
"#EVENT_TRIBE_02_DESC","Kolonizatorzy nagle zaciągają cię do jednego z drzew na skraju kolonii. Spoglądasz w jego koronę i widzisz, że ktoś tam się kryje – cichy złodziej przebrany za zwierzę, które podkradało wasze zapasy żywności."
"#EVENT_TRIBE_02_FOOD","Żądaj zwrotu żywności"
"#EVENT_TRIBE_02_FREE","Puść go"
"#EVENT_TRIBE_02_ATTACK","Zaatakuj złodzieja"
"#EVENT_TRIBE_02_FOOD_NAME","Głodne brzuchy, zajęte ręce"
"#EVENT_TRIBE_02_FOOD_DESC","Mówisz złodziejowi, żeby lepiej zwrócił żywność, bo inaczej popamięta. Słyszysz szelest liści i gałęzi i zanim się orientujesz, to złodziej przeskakuje na inne drzewo. Kolonizatorzy rzucają się w pościg, ale złodziej już jest na ziemi i błyskawicznie ucieka."
"#EVENT_TRIBE_02_FREE_NAME","Głodne brzuchy, zajęte ręce"
"#EVENT_TRIBE_02_FREE_DESC","Litujesz się nad zdesperowanym złodziejem i pozwalasz mu zachować żywność, bo przecież nikt nie lubi głodować. Kolonizatorzy trochę marudzą, ale wracają pokornie do kolonii."
"#EVENT_TRIBE_02_ATTACK_NAME","Głodne brzuchy, zajęte ręce"
"#EVENT_TRIBE_02_ATTACK_DESC","Mówisz kolonizatorom, żeby dali popalić złodziejowi. Zaczynają potrząsać drzewem i rzucać kamieniami w jego kierunku. Wkrótce prowizoryczny worek pełen żywności spada na ziemię. Kiedy przeglądasz jego zawartość, złodziej korzysta ze sposobności i umyka."
"#EVENT_TRIBE_03_NOTIFICATION_HEADER","Przed kolonią pojawiła się dziwna struktura"
"#EVENT_TRIBE_03_NOTIFICATION_DESC","Nikt nie wie, co to"
"#EVENT_TRIBE_03_NAME","Tajemnicze ofiary"
"#EVENT_TRIBE_03_DESC","Przed kolonią stanął dziwaczny ołtarz – na kamiennych płytach malowane są zwierzęta, a na skórze wywieszonej z przodu wyrysowano proste piktogramy jedzenia: mięsa, warzyw i zboża."
"#EVENT_TRIBE_03_FOOD","Zostaw żywność na ołtarzu"
"#EVENT_TRIBE_03_IGNORE","Zignoruj ołtarz"
"#EVENT_TRIBE_03_SPOILED","Zostaw na ołtarzu zepsutą żywność"
"#EVENT_TRIBE_03_FOOD_NAME","Tajemnicze ofiary"
"#EVENT_TRIBE_03_FOOD_DESC","Na ołtarzu zostawiasz trochę żywności. Kiedy przychodzisz później, okazuje się, że żywność zniknęła, a w jej miejscu na ozdobnym, drewnianym talerzu leżą nasiona."
"#EVENT_TRIBE_03_IGNORE_NAME","Tajemnicze ofiary"
"#EVENT_TRIBE_03_IGNORE_DESC","Nie dotykasz ołtarza. Nie zamierzasz marnować swoich cennych zasobów na jakieś dyrdymały religijne. Później zauważasz, że ołtarz zniknął."
"#EVENT_TRIBE_03_SPOILED_NAME","Tajemnicze ofiary"
"#EVENT_TRIBE_03_SPOILED_DESC","Mówisz kolonizatorom, aby zebrali całe zepsute jedzenie i złożyli je na ołtarzu. Trochę później zauważysz, że ktoś rozrzucił zepsute jedzenie wokół ołtarza."
"#EVENT_TRIBE_04A_NOTIFICATION_HEADER","Znajome plemię zbliża się do kolonii"
"#EVENT_TRIBE_04A_NOTIFICATION_DESC","Mieliście już z nimi do czynienia"
"#EVENT_TRIBE_04A_NAME","Zew cywilizacji"
"#EVENT_TRIBE_04A_DESC","Mała grupa odziana w zwierzęce skóry i inne atrybuty fauny podchodzi do bramy kolonii. Jedna z nich, starsza kobieta z jelenim porożem na głowie, staje na czele: „Przyjaciele. Przepraszamy, że wałęsaliśmy się po waszym terenie i nie ujawniliśmy się. Jednak byliście dla nas mili, więc mamy ostatnią prośbę: dwoje z nas chce opuścić las i zamieszkać wśród was. Czy w zamian za dary przyjmiecie ich do siebie?”"
"#EVENT_TRIBE_04A_ACCEPT","Przyjmij ich"
"#EVENT_TRIBE_04A_REFUSE","Nie zgadzaj się"
"#EVENT_TRIBE_04A_ACCEPT_NAME","Zew cywilizacji"
"#EVENT_TRIBE_04A_ACCEPT_DESC","Dwoje członków plemienia żegna się ze swoją starą rodziną i dołącza do kolonii, niosąc ze sobą hojne dary. Staruszka kiwa głową. „Bądźcie zdrowi. Żyjmy i rozwijajmy się”."
"#EVENT_TRIBE_04A_REFUSE_NAME","Zew cywilizacji"
"#EVENT_TRIBE_04A_REFUSE_DESC","W oczach członków plemienia maluje się rozczarowanie. „Przykro nam to słyszeć, ale nie każde stado może przyjąć kolejną gębę do wykarmienia. Mamy nadzieję, że będziecie rosnąć w siłę. Żegnajcie”."
"#EVENT_TRIBE_04B_NOTIFICATION_HEADER","Znajome plemię zbliża się do kolonii"
"#EVENT_TRIBE_04B_NOTIFICATION_DESC","Mieliście już z nimi do czynienia"
"#EVENT_TRIBE_04B_NAME","Desperacja"
"#EVENT_TRIBE_04B_DESC","Mała grupa odziana w zwierzęce skóry i inne atrybuty fauny podchodzi do bramy kolonii. Jedna z nich, starsza kobieta z jelenim porożem na głowie, staje na czele: „Bądźcie pozdrowieni. Wiem, że było między nami nie było pokoju i granice zostały przekroczone. Ale teraz jesteśmy zdesperowani, więc błagamy o waszą pomoc: proszę, podzielcie się z nami żywnością, bo umieramy z głodu”."
"#EVENT_TRIBE_04B_ACCEPT","Daj im żywność"
"#EVENT_TRIBE_04B_REFUSE","Odmów"
"#EVENT_TRIBE_04B_ACCEPT_NAME","Desperacja"
"#EVENT_TRIBE_04B_ACCEPT_DESC","Plemię dziękuje ci serdecznie, przyjmując twoje dary. „Dziękujemy, dziękujemy. Przyjmijcie je. To niewiele, ale nie potrzebujemy ich”, mówi starsza kobieta, wręczając ci stare książki starannie oprawione w skóry jeleni."
"#EVENT_TRIBE_04B_REFUSE_NAME","Desperacja"
"#EVENT_TRIBE_04B_REFUSE_DESC","Oczy starej skurczyły się do dwóch rozżarzonych węgli nienawiści: „Czy w waszych sercach nie pozostała już ani krztyna człowieczeństwa? Wiec przyglądajcie się, jak wokoło was ludzie umierają z głodu”. Gdy plemię wraca do lasu, zauważasz, że coś leci w kierunku kolonii. Seria koktajli Mołotowa trafia w budynki i podpala je; oto ostateczna zemsta plemienia."
"#EVENT_SHELTER_01_NOTIFICATION_HEADER","Coś jest nie tak ze schronieniem"
"#EVENT_SHELTER_01_NOTIFICATION_DESC","Budowlańcy się nie przyłożyli"
"#EVENT_SHELTER_01_NAME","Marne fundamenty"
"#EVENT_SHELTER_01_DESC","Nie wszyscy są równie uzdolnionymi inżynierami, ale jeden z kolonizatorów wydaje się być nadzwyczajnie beznadziejnym konstruktorem. Jego <mark>Namiot</mark> wygląda jakby w każdej chwili miał się zawalić, a słabo sklejony plastik powoli się rozchodzi. Niemniej kolonizator idzie w zaparte, mówiąc, że wie, co robi."
"#EVENT_SHELTER_01_IMPROVE","Napraw namiot"
"#EVENT_SHELTER_01_IGNORE","Nie dotykaj go"
"#EVENT_SHELTER_01_IMPROVE_NAME","Marne fundamenty"
"#EVENT_SHELTER_01_IMPROVE_DESC","Wbrew woli kolonizatora reperujesz jego dom. Wydaje się on być niezadowolony z tego, ale pod nosem dziękuje ci za pomoc."
"#EVENT_SHELTER_01_IGNORE_NAME","Marne fundamenty"
"#EVENT_SHELTER_01_IGNORE_DESC","Zanim cokolwiek jesteś w stanie zrobić, tyczki wraz z całym namiotem zawalają się. Coś w środku zaczyna się palić, a kolonizatorzy starają się wydostać z pułapki. Słyszysz jak przeklinają starą szwedzką instrukcję montażu."
"#EVENT_EXTORTION_01_NOTIFICATION_HEADER","Zbliża się samotny najemnik"
"#EVENT_EXTORTION_01_NOTIFICATION_DESC","Chce z tobą rozmawiać"
"#EVENT_EXTORTION_01_NAME","Haracze"
"#EVENT_EXTORTION_01_DESC","Samotny najemnik zbliża się do bramy. „Ładna ta wasza kolonia. A dobrze jest chroniona? Bo ze wspólnikami możemy was obronić przed różnymi niebezpieczeństwami i bandytami. Oczywiście za godziwą opłatą”."
"#EVENT_EXTORTION_01_PAY","Zapłać"
"#EVENT_EXTORTION_01_POSTPONE","Zastanów się"
"#EVENT_EXTORTION_01_DECLINE","Nie płać"
"#EVENT_EXTORTION_01_PAY_DESC","„Dziękuję, drogi wodzu! Jak tylko spojrzałem na ciebie i twoją kolonie, to czuć było, że rozsądek, to twoja mocna strona. Obojgu będzie nam się dobrze żyło”. Zanim zdążysz dopytać, jak działa ta rzekoma ochrona, już dawno go nie ma."
"#EVENT_EXTORTION_01_POSTPONE_DESC","„Pewnie! Jesteśmy rozsądnymi ludźmi. Wpadniemy później, a wy się przygotujcie”."
"#EVENT_EXTORTION_01_DECLINE_DESC","„Chyba nie do końca zrozumiałeś, co powiedziałem. Chcieliśmy po dobroci, ale nie dajesz nam wyboru. Chłopcy, dajmy im lekcję!” Natychmiast pod bramę podjeżdżają pojazdy i wyskakują z nich uzbrojeni bandyci gotowi do ataku."
"#EVENT_EXTORTION_01B_NOTIFICATION_HEADER","Znajomy człowiek przy bramie"
"#EVENT_EXTORTION_01B_NOTIFICATION_DESC","Najemnik chce zamienić słówko"
"#EVENT_EXTORTION_01B_NAME","Haracze"
"#EVENT_EXTORTION_01B_DESC","Przy bramie widzisz znajomego najemnika; nie jest sam. „Czas zapłacić kolejną ratę. Nie utrudniaj nam pracy. Zapłać i nadal będziemy cię chronić przed takimi jak m... takimi bestiami i bandytami”."
"#EVENT_EXTORTION_01B_PAY","Zapłać"
"#EVENT_EXTORTION_01B_POSTPONE","Zastanów się"
"#EVENT_EXTORTION_01B_DECLINE","Nie płać"
"#EVENT_EXTORTION_01B_PAY_DESC","„Wspaniale! Idealny układ dla obu stron. Do zobaczenia następnym razem”, żegnając się, znika z twoimi zasobami."
"#EVENT_EXTORTION_01B_POSTPONE_DESC","„Nie, nie tak to działa. Dałem ci mnóstwo czasu na zdobycie zasobów. Teraz dostaniesz lekcję pokory i punktualności. Lekcja będzie darmowa!” Natychmiast pod bramę podjeżdżają pojazdy i wyskakują z nich uzbrojeni bandyci gotowi do ataku."
"#EVENT_EXTORTION_01B_DECLINE_DESC","„Chyba nie do końca zrozumiałeś, co powiedziałem. Chcieliśmy po dobroci, ale nie dajesz nam wyboru. Chłopcy, dajmy im lekcję!” Natychmiast z pojazdów wyskakują uzbrojeni bandyci i atakują kolonię."
"#EVENT_WELL_01_NOTIFICATION_HEADER","Podchodzi do ciebie zrozpaczona kobieta"
"#EVENT_WELL_01_NOTIFICATION_DESC","Ludzie chorują"
"#EVENT_WELL_01_NAME","Zakażona studnia"
"#EVENT_WELL_01_DESC","Zrozpaczona kobieta mówi, że jej przyjaciel zachorował, co samo w sobie nie jest niczym dziwnym, biorąc pod uwagę jego higienę osobistą, ale tą samą chorobą zaraził się sąsiad. Kobieta sądzi, że winna jest woda ze studni. Trzeba coś z tym zrobić. Możesz wysłać kogoś do pilnowania studni albo zlecić jej przegląd i czyszczenie."
"#EVENT_WELL_01_GUARD","Postaw kogoś na straży studni"
"#EVENT_WELL_01_CLEAN","Wyczyść studnię"
"#EVENT_WELL_01_DECLINE","Nie mam na to czasu"
"#EVENT_WELL_01_GUARD_DESC","Rozkazujesz kilku kolonizatorom pilnować studni w ramach ich normalnych obowiązków. Chcesz sprawdzić, czy przy niej nie dzieje się nic dziwnego. Kobieta jest zadowolona z twojej decyzji."
"#EVENT_WELL_01_CLEAN_DESC","Zlecasz gruntowny przegląd, naprawę i oczyszczenie studni, aby upewnić się, że nic niepożądanego nie przedostanie się do wody. Kobieta jest zadowolona z twojej decyzji."
"#EVENT_WELL_01_DECLINE_DESC","Nie uspokajasz kobiety, mówiąc, że masz teraz ważniejsze rzeczy do zrobienia."
"#EVENT_WELL_01B_NOTIFICATION_HEADER","Podchodzi strażnik studni"
"#EVENT_WELL_01B_NOTIFICATION_DESC","Coś znalazł"
"#EVENT_WELL_01B_NAME","Zakażona studnia"
"#EVENT_WELL_01B_DESC","Jeden z kolonizatorów, którym kazałeś pilnować studni, podchodzi, mówiąc „Pilnując studni, znalazłem to”. Za rękę ciągnie małego chłopca. „Wrzucał patyki, świecące kamienie, traszki i inne takie do studni. Pewnie z nudów”."
"#EVENT_WELL_01B_SCOLD","Zrugaj dzieciaka"
"#EVENT_WELL_01B_LET","Daj mu spokój"
"#EVENT_WELL_01C_NOTIFICATION_HEADER","Podchodzi znajomo wyglądająca kobieta"
"#EVENT_WELL_01C_NOTIFICATION_DESC","Zakażenia się nie skończyły"
"#EVENT_WELL_01C_NAME","Zakażona studnia"
"#EVENT_WELL_01C_DESC","Zmartwiona kobieta znów do ciebie podchodzi. „Czyszczenie studni nie pomogło, coraz więcej ludzi jest chorych!” Jestem pewna, że ktoś robi to specjalnie!"
"#EVENT_WELL_01C_POST","Postaw kogoś na straży studni"
"#EVENT_WELL_01C_DECLINE","Nic nie rób"
"#EVENT_WELL_01C_POST_DESC","Rozkazujesz kilku kolonizatorom pilnować studni w ramach ich normalnych obowiązków. Chcesz sprawdzić, czy przy niej nie dzieje się nic dziwnego. Kobieta jest zadowolona z twojej decyzji."
"#EVENT_WELL_01C_DECLINE_DESC","Nie uspokajasz kobiety, mówiąc, że masz teraz ważniejsze rzeczy do zrobienia. Zakażonych jest coraz więcej, a kolonizatorzy badają studnię bez twojej zgody. Okazuje się, że na dnie pełno jest patyków, świecących kamieni, a nawet małych zwierząt, które nie miały szansy wpaść tam same."
"#EVENT_VERMIN_01_NOTIFICATION_HEADER","Kolonizatorzy coś ukrywają"
"#EVENT_VERMIN_01_NOTIFICATION_DESC","Możesz mieć na głowie plagę"
"#EVENT_VERMIN_01_NAME","Hodowla szkodników"
"#EVENT_VERMIN_01_DESC","Dowiadujesz się, że potajemnie pewien kolonizator hoduje <mark>Szczurze żuki</mark> w kolonii. Hodowcę otoczyła gromada rozgniewanych ludzi, żądający wyjaśnień. Hodowca próbuje wyjaśniać że Szczurze żuki są pożyteczne i nawet dość inteligentne. Błaga, aby nie pozbywać się zwierząt, ale inni kolonizatorzy boją się, że te szkodniki wkrótce wymkną się spod kontroli."
"#EVENT_VERMIN_01_CONSERVE","Nic się nie dzieje"
"#EVENT_VERMIN_01_EXTERMINATE","Pozbądź się zwierząt"
"#EVENT_VERMIN_01_CONSERVE_NAME","Hodowla szkodników"
"#EVENT_VERMIN_01_CONSERVE_DESC","Rozganiasz zbiegowisko, mówiąc, że to tylko hobby, nawet jeśli jest dziwne. Hodowca ściska ci dłoń i z entuzjazmem obiecuje, że zwierzęta nie wymkną mu się spod kontroli. W ramach podziękowania dzieli się spostrzeżeniami na temat swoich badań nad regeneracyjnymi właściwościami tkanek owadów."
"#EVENT_VERMIN_01_EXTERMINATE_NAME","Hodowla szkodników"
"#EVENT_VERMIN_01_EXTERMINATE_DESC","Każesz kolonizatorom skonfiskować szkodniki i pozbyć się ich. Hodowcy nie podoba się ten pomysł. „To moje kochane zwierzaki! Nie oddam ich! Po moim trupie!”, krzyczy szczując zwierzęta na kolonizatorów."
"#EVENT_LAZY_01_NOTIFICATION_HEADER","Nazbierało się dużo pracy"
"#EVENT_LAZY_01_NOTIFICATION_DESC","Ktoś nie wykonuje swoich obowiązków"
"#EVENT_LAZY_01_NAME","Leniwiec"
"#EVENT_LAZY_01_DESC","Cały dzień jest co robić, ale kątem oka zauważasz kolonizatora, który się obija i gapi w niebo. Zapytany o to, dlaczego nic nie robi, wzdycha i mówi „Po tym wszystkim, co się wydarzyło, dostaliśmy drugą szansę. Więc dlaczego jej nie wykorzystać?”"
"#EVENT_LAZY_01_SCOLD","„Ogarnij się. Bierz się do roboty”."
"#EVENT_LAZY_01_CHILL","Dołącz do kolonizatora"
"#EVENT_LAZY_01_SCOLD_NAME","Leniwiec"
"#EVENT_LAZY_01_SCOLD_DESC","Autorytarnie rozkazujesz kolonizatorowi wziąć się do pracy. Uśmiecha się pod nosem, ale wstaje i bierze się do roboty. „Życie składa się z małych rzeczy. Kiedyś mnie zrozumiesz”, mówi, odchodząc. Reszta cieszy się z dodatkowego pomocnika."
"#EVENT_LAZY_01_CHILL_NAME","Leniwiec"
"#EVENT_LAZY_01_CHILL_DESC","Słysząc wypowiedź kolonizatora, uzmysławiasz sobie, że nie pamiętasz, kiedy ostatni raz się cieszyłeś czymś. Leniwie zaczynasz gapić się na płynące obłoki i nonszalancko opowiadasz o dawnych czasach. Masz też „misję”, aby przywrócić ludziom trochę radości. Tymczasem inni kolonizatorzy nie są zachwyceni dodatkową pracą, którą muszą wykonać."
"#EVENT_RELIGION_01_NOTIFICATION_HEADER","Kolonizatorzy znaleźli coś błyszczącego"
"#EVENT_RELIGION_01_NOTIFICATION_DESC","To znak z nieba?"
"#EVENT_RELIGION_01_NAME","Ludzie przed nami"
"#EVENT_RELIGION_01_DESC","Kolonizatorzy przynoszą ci coś „niezwykłego” z pobliskiego lasu. Piękna relikwia mieni się złoto w słonecznym świetle. Jej oczy zrobione są z 2 klejnotów, tak wyszlifowanych, że można się w nich przejrzeć. Kolonizatorzy są przekonani, że to szczęśliwy omen i chcą uczcić jej znalezienie."
"#EVENT_RELIGION_01_ALLOW","Pozwól im świętować"
"#EVENT_RELIGION_01_FORBID","Przetop statuetkę"
"#EVENT_RELIGION_01_CEREMONY_NAME","Ludzie przed nami"
"#EVENT_RELIGION_01_CEREMONY_DESC","Nie widzisz nic złego w celebrowaniu relikwii, ponieważ trochę rozrywki przyda się każdemu. Na obrzeżach kolonii odbywa się mała ceremonia, podczas której ludzie przynoszą ofiary i śpiewają kilka piosenek, które jeszcze pamiętają. I mimo tego, że szybko pojawiają się dziki, to w ludziach pojawia się promyk nadziei na lepsze jutro."
"#EVENT_RELIGION_01_FIGHT_NAME","Ludzie przed nami"
"#EVENT_RELIGION_01_FIGHT_DESC","Nie widzisz nic złego w celebrowaniu relikwii, ponieważ trochę rozrywki przyda się każdemu. Jednak prawie natychmiast wybucha sprzeczka, bo nie wszystkim się podoba marnowanie zasobów na takie „zabobony”. Ciosy i przekleństwa latają w powietrzu, a gdy ludzie się uspokajają, to okazuje się, że relikwia zniknęła. Ktoś ją ukradł albo utonęła w błocie. Może to i dobrze..."
"#EVENT_RELIGION_01_FORBID_NAME","Ludzie przed nami"
"#EVENT_RELIGION_01_FORBID_DESC","Dziwny bożek może sprowadzić na kolonię tylko nieszczęścia. Stwierdzasz, że zasoby są najważniejsze i nie można ich marnować. Ku twojemu zaskoczeniu, posążek nie jest wykonany ze złota, a z tandetnego lakierowanego plastiku. Niektórzy kolonizatorzy patrzą na ciebie wilkiem, ale masz nadzieję, że to im trochę otworzyło oczy."
"#EVENT_CHILD_01_NOTIFICATION_HEADER","W pobliżu kolonii pojawia się osobliwe dziecko"
"#EVENT_CHILD_01_NOTIFICATION_DESC","Byli tu na długo przed nami"
"#EVENT_CHILD_01_NAME","Pośród szczątków"
"#EVENT_CHILD_01_DESC","Szukając materiałów, wśród sterty śmieci obsługa <mark>Stacji recyklingowej</mark> zauważa dzieciaka. Dziecko nie pochodzi z kolonii i musiało od dawna mieszkać w śmieciach. Z niepokojem zbliżasz się do chatki z plastikowych butelek i gumek. „To jest mój dom. Nie mam gdzie się podziać”, szepcze dzieciak, gapiąc się w ziemię."
"#EVENT_CHILD_01_REJECT","Pozbądź się dzieciaka"
"#EVENT_CHILD_01_WELCOME","Zabierz go do kolonii"
"#EVENT_CHILD_01_REJECT_NAME","Pośród szczątków"
"#EVENT_CHILD_01_REJECT_DESC","Rozkazujesz pozbyć się dzieciaka z kolonii. Nie masz zasobów, aby nakarmić kolejną osobę, zwłaszcza tyczy się to dziecka, które ledwo może zapracować na swoje utrzymanie. Dzieciak zostanie po cichu usunięty ze śmietniska i wyprawiony z kolonii. Za bramą widzisz małego, jak kurczowo zaciska w dłoniach mały plecak. Jego oczy patrzą na ciebie bez nadziei. Małymi niepewnymi krokami zmierza ku dziczy."
"#EVENT_CHILD_01_WELCOME_NAME","Pośród szczątków"
"#EVENT_CHILD_01_WELCOME_DESC","Widzisz dziecko siedzące na stercie śmieci, jego zapadłe policzki i podkrążone oczy. Prosisz go, aby dołączył do kolonii, tłumacząc, że zasoby powoli zostaną wykorzystane do innych celów. Dziecko nie wygląda na zadowolone ani na smutne, ale w milczeniu kiwa głową i łapie cię za dłoń, wracając z tobą to kolonii."
"#EVENT_WELL_02_NOTIFICATION_HEADER","Pogoda szybko się zmienia"
"#EVENT_WELL_02_NOTIFICATION_DESC","To nie są normalne chmury"
"#EVENT_WELL_02_NAME","Studnia w niebezpieczeństwie"
"#EVENT_WELL_02_DESC","Postapokaliptyczna pogoda bywa nieprzewidywalna, ale te chmury rzeczywiście pojawiły się znikąd. Z nieba zaczynają spadać ciemne krople, wypalające dziury w każdym materiale. „Kwaśny deszcz. Wszyscy kryć się!”, krzyczysz i osłaniasz każdego, kogo widzisz. Ktoś zauważa, że kran w <mark>studni</mark> jest otwarty i opada może zatruć wodę."
"#EVENT_WELL_02_WAIT","Przeczekaj najgorsze"
"#EVENT_WELL_02_PROTECT","Zrób prowizoryczną osłonę"
"#EVENT_WELL_02_RISK","Zaryzykuj"
"#EVENT_WELL_02_WAIT_NAME","Studnia w niebezpieczeństwie"
"#EVENT_WELL_02_WAIT_DESC","Stwierdzasz, że nie ma mowy, aby ktokolwiek ryzykował teraz swoim życiem. Opad nie trwa długo, a po chwili wszyscy gromadzą się nad studnią, jednak nikt na ochotnika nie chce spróbować wody. Jeden z bardziej nielubianych kolonizatorów zostaje zmuszony do tego; zaraz po wypiciu łyka pada na kolana. Lepiej będzie przez jakiś czas pić wodę z bukłaków."
"#EVENT_WELL_02_PROTECT_NAME","Studnia w niebezpieczeństwie"
"#EVENT_WELL_02_PROTECT_DESC","Jeden z najodważniejszych kolonizatorów, okryty, czym się da, rzuca się w ulewę, aby zabezpieczyć studnię. Robi, co trzeba i po chwili wraca jakby nigdy nic. Ten heroiczny czyn podnosi wszystkich na duchu."
"#EVENT_WELL_02_RISK_NAME","Studnia w niebezpieczeństwie"
"#EVENT_WELL_02_RISK_DESC","Jeden z najodważniejszych kolonizatorów wbiega w ulewę, aby zabezpieczyć studnię. Wracając, widać już, że bardzo cierpi, a na dodatek wpada jeszcze w paskudną kałużę płonącej wody. Kiedy wraca, widać po nim, że lekarz musi się nim zając. Reszta kolonii się cieszy, że zapasy wody są zabezpieczone... Na jakiś czas."
"#EVENT_RESULT_INCREASE_REPUTATION","Zyskuje reputację {1} – {0}"
"#EVENT_RESULT_DECREASE_REPUTATION","Traci reputację {1} – {0}"
"#EVENT_RESULT_SET_REPUTATION","{0} – ustalona wartość reputacji: {1}"
"#LOCATION_PLAYER","Twoja kolonia"
"#LOCATION_HOSPITAL","Szpital"
"#LOCATION_WATER","Woda"
......@@ -5255,6 +5562,8 @@
"#TRADE_DONE_LEADER14_POSITIVE1","Aż promienieję z radości!"
"#TRADE_DONE_LEADER14_NEUTRAL1","Gotowe. Chcesz coś na drogę?"
"#TRADE_DONE_LEADER14_NEGATIVE1","A teraz znikaj, zanim wrzucę cię do kadzi."
"#TOPIC_HAZARD_LEVEL_TITLE","Poziom niebezpieczeństwa"
"#TOPIC_DANGER_LEVEL_TITLE","Poziom zagrożenia"
"#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"
......@@ -5294,7 +5603,7 @@
"#TUTORIAL_NOTIFICATION_WORLDMAP_HEADLINE","Dostęp do mapy świata"
"#TUTORIAL_NOTIFICATION_WORLDMAP_MESSAGE","Teraz już możesz wyświetlić mapę świata."
"#TUTORIAL_DIALOG_WORLDMAP_HEADLINE","MAPA ŚWIATA"
"#TUTORIAL_DIALOG_WORLDMAP_MESSAGE","Mapa świata jest dostępna, więc inni <mark>ocaleli</mark> oraz <mark>specjaliści</mark> zaczynają pukać do twoich <mark>bram</mark>. Wybierz się na wyprawę, naciskając duży przycisk Mapy świata w prawym dolnym rogu!"
"#TUTORIAL_DIALOG_WORLDMAP_MESSAGE","Mapa świata jest dostępna, więc inni <mark>ocaleli</mark> oraz <mark>specjaliści</mark> zaczynają pukać do twoich <mark>bram</mark>. Specjalistów możesz wysłać na Mapę świata, wskazując ich i wybierając opcję <mark>Wyślij na Mapę świata</mark> dostępną na panelu informacyjnym. Wybierz się na wyprawę, naciskając duży przycisk Mapy świata w prawym dolnym rogu!"
"#TUTORIAL_NOTIFICATION_WM_ACTION_HEADLINE","Przeszukuje"
"#TUTORIAL_NOTIFICATION_WM_ACTION_MESSAGE","Kliknij tutaj, aby dowiedzieć się, w jaki sposób."
"#TUTORIAL_DIALOG_WM_ACTION_HEADLINE","PRZESZUKUJE"
......@@ -5530,6 +5839,18 @@
"#TUTORIAL_DIALOG_HYGIENE_MESSAGE","Kolonizatorzy mogą mieć problemy z dbaniem o <mark>higienę</mark>. Brudni kolonizatorzy szybko stają się niezadowoleni i bardziej podatni na różne choroby. Pozwól im dbać o siebie i za pomocą menu budowania postaw <mark>Wychodek</mark>!"
"#CODEX_HYGIENE_HEADLINE","HIGIENA"
"#CODEX_HYGIENE","Kolonizatorzy <mark>brudzą się</mark>, jeśli nie mogą korzystać z budynków, w których mogą zadbać o higienę, czyli <mark>Wychodków</mark> (gdzie mogą ulżyć sobie) i <mark>Saun</mark> pozwalających na skuteczne zmycie z siebie wszelkich zanieczyszczeń. Saunę można odblokować w <mark>Drzewku technologii</mark>.\n\nPamiętaj, że zapotrzebowanie na budynki sanitarne wzrasta z każdym nowym kolonizatorem, więc stale musisz dbać o dostęp do tych udogodnień."
"#TUTORIAL_NOTIFICATION_HOSTILE_HEADLINE","Wrodzy kolonizatorzy"
"#TUTORIAL_NOTIFICATION_HOSTILE_MESSAGE","Kliknij tutaj, aby dowiedzieć się więcej."
"#TUTORIAL_DIALOG_HOSTILE_HEADLINE","WRODZY KOLONIZATORZY"
"#TUTORIAL_DIALOG_HOSTILE_MESSAGE","Niezadowoleni kolonizatorzy lub osoby ocalałe mogą czasami zwrócić się przeciwko tobie i stać się <mark>wrogami</mark>. Kieruje nimi żądza zniszczenia i będą atakować inne osoby i uszkadzać budynki. Postaw <mark>Wieże strażnicze</mark> i rozstaw Strażników oraz wybuduj warsztaty <mark>Rusznikarzy</mark>, aby zapewnić broń pozwalającą chronić Kolonię."
"#CODEX_HOSTILE_HEADLINE","BEZPIECZEŃSTWO KOLONII"
"#CODEX_HOSTILE","<mark>Wrodzy</mark> kolonizatorzy nie pracują, tylko sabotują działanie kolonii. Dlatego też są taktowani jak <mark>Bandyci</mark>.\n\nIm bardziej <mark>nieszczęśliwi</mark> są kolonizatorzy, tym większa szansa, że staną się wrodzy. Zwiększaj standard życia i zapewniaj <mark>zrównoważoną dietę</mark>, <mark>dobre warunki sanitarne</mark> i lepsze <mark>schronienia</mark>. Trzeba też się zastanowić, czy każda osoba u <mark>Bram</mark> jest warta przyjęcia do kolonii.\n\n<mark>Posterunki strażników</mark> pozwalają sprawnie rozprawiać się z Wrogimi kolonizatorami. Przypisani do nich pracownicy stają się <mark>Strażnikami</mark> sprawującymi pieczę nad bezpieczeństwem kolonii. \n\n<mark>Rusznikarze</mark> dostarczają Strażnikom ulepszoną broń. Broń z czasem się niszczy, więc zawsze warto dbać o produkcję."
"Colonists need a steady source of <mark>Meat</mark> and <mark>Vegetables</mark>. The Meat category, for example, includes <mark>Venison</mark>, <mark>Fish</mark> and some insects. Vegetables include <mark>Berries</mark> and most harvestable crop from <mark>Fields</mark>, like <mark>Corn</mark> and <mark>Potatoes</mark>.\n\nSome foods are only good for filling up the stomachs of colonists, but provide no nutrients for them to keep going in the long term.\n\n<mark>Well-Nourished</mark> colonists enjoy a varied diet of meats, vegetables and different meals. Good for you if you reached this status!\n\n<mark>Poorly Nourished</mark> colonists are not getting everything they need. Are you providing enough Meals to colonists or are they eating just raw foods? You can prepare meals in <mark>Cookhouses</mark> and <mark>Mess Halls</mark>.\n\n<mark>Malnourished</mark> colonists’ diet is severely lacking in one or more areas.","Niedożywienie"
"#TUTORIAL_NOTIFICATION_MALNUTRITION_MESSAGE","Kliknij tutaj, aby dowiedzieć się więcej."
"#TUTORIAL_DIALOG_MALNUTRITION_HEADLINE","NIEDOŻYWIENIE"
"#TUTORIAL_DIALOG_MALNUTRITION_MESSAGE","Kolonizatorzy potrzebują diety składającej się z <mark>mięsa</mark> i <mark>warzyw</mark>, więc upewnij się, że produkcja obydwu produktów spożywczych jest zabezpieczona. <mark>Niedożywienie</mark> to poważna przypadłość, która nieleczona będzie prowadzić do śmierci."
"#CODEX_MALNUTRITION_HEADLINE","ŻYWIENIE"
"#CODEX_MALNUTRITION","Każdy kolonizator potrzebuje <mark>Mięsa</mark> i <mark>Warzyw</mark>. Mięso to na przykład <mark>Dziczyzna</mark>, <mark>Ryby</mark> i niektóre owady. Warzywa obejmują <mark>Jagody</mark> i większość plonów hodowanych na <mark>Polach</mark>, np. <mark>Kukurydzę</mark> i <mark>Ziemniaki</mark>.\n\nNiektóre produkty spożywcze nadają się tylko do zapełniania żołądka, ale nie zapewniają żadnych walorów odżywczych.\n\n<mark>Dobrze odżywiony</mark> kolonizator spożywa zróżnicowane posiłki składające się z mięs i warzyw serwowanych w rożnych potrawach. Jeśli zapewniasz zrównoważoną dietę, to gratulujemy!\n\n<mark>Niedożywiony</mark> kolonizator nie otrzymuje wszystkich wymaganych składników odżywczych. Czy twoi kolonizatorzy otrzymują Posiłki czy też spożywają surowe produkty? Posiłki można przygotowywać w <mark>Kuchni</mark> i <mark>Kantynie</mark>.\n\n<mark>Niedożywieni</mark> kolonizatorzy są pozbawieni co najmniej jednego ze składników zrównoważonej diety."
"#TOPIC_RESEARCH_FOOD","ŻYWNOŚĆ"
"#TOPIC_RESEARCH_PRODUCTION","PRODUKCJA"
"#TOPIC_RESEARCH_COLONY","KOLONIA"
......@@ -5874,3 +6195,7 @@
"#TOPIC_TECH_CAT_WORLD","Mapa świata"
"#TOPIC_TECH_CAT_WORLD_DESC","Rozszerza zakres działań na Mapie świata"
"#TOPIC_ACTIVE_RESEARCH","Aktywne badania"
"#TECH_WEAPON_CRAFTING","Wytwarzanie broni"
"#TECH_WEAPON_CRAFTING_DESC","Potyczki twarzą w twarz z postapokaliptycznymi bandziorami czy potworami nie należą do najrozsądniejszych działań. Rusznikarz może zaopatrzyć Strażników w broń, dzięki której sprawniej ochronią kolonię."
"#TECH_GUARDIANS","Strażnicy"
"#TECH_GUARDIANS_DESC","Strażnicy chronią kolonię przed agresywnymi zwierzętami i ludźmi. Przypisz ludzi do Posterunków strażników, wyposaż ich i rozkaż chronić innych członków społeczności."
......@@ -989,6 +989,32 @@
"#ANNOUNCEMENT_PATCHNOTES_MS15_BARTER_TEXT","The trading system has gone through further changes this past month. Trading has a brand new interface and no longer uses Reputation as a form of payment, as we are introducing Coins into the mix. Coins can be traded in and exchanged at the cost of Resources. Also, the Societies have a new selection of Goods from Materials and Medicine to the likes of vehicles and Seeds. Get out there and find the best deals!"
"#ANNOUNCEMENT_PATCHNOTES_MS15_IMPROVEMENTS_SUBTITLE","Other improvements"
"#ANNOUNCEMENT_PATCHNOTES_MS15_IMPROVEMENTS_TEXT","Some other improvements include new building variations, lighting tweaks and visual improvements to the sky, new models for events and the tech tree has been rearranged to provide the best possible experience. Lastly, the new pre-game selection of Ideologies allows you to select what kind of a leader you’d be and what unique advancements you bring to the table. This feature will be expanded in the future."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_MS16_1","Hostile World"
"#ANNOUNCEMENT_PATCHNOTES_MS16_TITLE","Hostile World"
"#ANNOUNCEMENT_PATCHNOTES_MS16_DESC","This update brings you enemies at the Gate, but it also gives you a fighting chance against them with the new Colony Combat feature. Hostile forces might attack your Colony while mutated wildlife has grown more aggressive. There are also major improvements to Trading and Tech Tree plus new Vehicles and a modest Outhouse to help with early game hygiene."
"#ANNOUNCEMENT_PATCHNOTES_MS16_COMBAT_SUBTITLE","Colony combat"
"#ANNOUNCEMENT_PATCHNOTES_MS16_COMBAT_TEXT","Bandits and desperate people can now resort to direct attacks against the Colony. Fight back by upgrading the Gate and posting Guards to defend it. If the enemy breaks through, protect the Colony with your Specialists, which you can now control directly in the Colony view."
"#ANNOUNCEMENT_PATCHNOTES_MS16_WILDLIFE_SUBTITLE","Wildlife"
"#ANNOUNCEMENT_PATCHNOTES_MS16_WILDLIFE_TEXT","Mutated animals have grown more numerous and aggressive, and now pose a threat to your Colonists. Some of these wild beasts guard resource deposits around the Colony, and others will attack your people in a fit of rage. Colonists will fight back to defend themselves but Specialists are required to deal with more serious threats."
"#ANNOUNCEMENT_PATCHNOTES_MS16_BARTER_SUBTITLE","Special deals"
"#ANNOUNCEMENT_PATCHNOTES_MS16_BARTER_TEXT","Trading with Societies continues to be improved. They now offer new special deals with special discounts, which also raise your Reputation. And the better your Rep with them is the sweeter deals you'll get. But don't dump unwanted resources on them, as they'll pay less and be annoyed with you if you do."
"#ANNOUNCEMENT_PATCHNOTES_MS16_IMPROVEMENTS_SUBTITLE","Other improvements"
"#ANNOUNCEMENT_PATCHNOTES_MS16_IMPROVEMENTS_TEXT","Colonists will voice their opinions on various events. Research progress is now shown in the notification area. The new Van and Offroader vehicles can be found on the World Map and in trade deals. Buildings stop functioning in critical condition and some conditions prevent your Colonists from working. And the annoying Happiness change sound effect has been fixed!"
"#ANNOUNCEMENT_PATCHNOTES_MS16_CHANGES_SUBTITLE","Mudanças na interface do usuário"
"#ANNOUNCEMENT_PATCHNOTES_MS16_CHANGES_TEXT","Agora a câmera está no botão direito do mouse. Os especialistas recebem ordens a partir da colônia para o mapa-múndi através do botão ""Enviar ao mapa-múndi"" em seu respectivo painel informativo."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_MS17_1","Law and Order"
"#ANNOUNCEMENT_PATCHNOTES_MS17_TITLE","Law and Order"
"#ANNOUNCEMENT_PATCHNOTES_MS17_DESC","Avoiding Malnutrition requires you to supply your colonists with varied Food to eat. Guards protect the colony from external and internal threats, especially when equipped with the new rifles from the Gunsmith. Colonists may now turn hostile on you if you treat the poorly enough and cause havoc."
"#ANNOUNCEMENT_PATCHNOTES_MS17_MALNUTRITION_SUBTITLE","Malnutrition"
"#ANNOUNCEMENT_PATCHNOTES_MS17_MALNUTRITION_TEXT","The new nutrition system means that meat, vegetables and other food items must be served equally to keep hunger and malnutrition at bay. Ignoring this for long can cause severe consequences and is equally slow to recover from."
"#ANNOUNCEMENT_PATCHNOTES_MS17_GUARDS_SUBTITLE","Guards"
"#ANNOUNCEMENT_PATCHNOTES_MS17_GUARDS_TEXT","Colonists can be now assigned to Guard Posts to increase the safety of your people. Guards can be equipped with rifles as they patrol around their posts scanning for threats. They're also visually distinctive with heavier protective armor."
"#ANNOUNCEMENT_PATCHNOTES_MS17_HOSTILE_SUBTITLE","Going hostile"
"#ANNOUNCEMENT_PATCHNOTES_MS17_HOSTILE_TEXT","If the colony Happiness declines too much, some of your colonists might turn hostile. Hostile people must be dealt swiftly and decisively, so have some Guards at hand at all times. Keep an eye on colony Happiness and allow the people some time off to spend at a Memorial, Theater or an Arena."
"#ANNOUNCEMENT_PATCHNOTES_MS17_IMPROVEMENTS_SUBTITLE","Events"
"#ANNOUNCEMENT_PATCHNOTES_MS17_IMPROVEMENTS_TEXT","Event system has been expanded with certain results spawning wild beasts or bandits and the requested resources scale better to allow players more options to choose from. New events have been added especially to the early game."
"#ANNOUNCEMENT_PATCHNOTES_MS17_CHANGES_SUBTITLE","Other improvements"
"#ANNOUNCEMENT_PATCHNOTES_MS17_CHANGES_TEXT","Hostile units should overlap less during combat, wild animal visibility has been improved, colonist suffer injuries from engaging in combat and roads have gotten a visual overhaul with Dirt Roads becoming combinable into larger areas similar to Paved ones."
"#POPULATION","População"
"#RESOURCE_WOOD","Toras"
"#RESOURCE_PLANK","Tábua"
......@@ -1491,29 +1517,29 @@
"#RESOURCE_PLANK_DESC","Material de construção.\n\nMaterial básico de construção produzido na serraria ou coletado em locais ao redor do mapa-múndi."
"#RESOURCE_ENERGY_DESC","Unidade de energia.\n\nProduzida nas usinas elétricas, armazenada em baterias e utilizada pela maioria das edificações de ponta."
"#RESOURCE_FOOD_DESC","Essencial para os colonos e sempre em demanda, o alimento é indispensável para a sobrevivência e inclui vegetais, carnes e insetos."
"#RESOURCE_METAL_DESC","Material de construção.\n\nVasculhe e recolha metal de depósitos de metal ao redor da colônia usando a edificação sucateiro. Alguns locais no mapa-múndi também têm pequenas quantidades de metal disponíveis."
"#RESOURCE_METAL_DESC","Material de construção e que pode ser refinado.\n\nPara encontrar, vasculhe depósitos de metal pela edificação sucateiro. Alguns locais no mapa-múndi contêm metal."
"#RESOURCE_SCRAP_DESC","Material que pode ser refinado.\n\nUm derivado do metal coletado pelo sucateiro, transformado em peças na oficina mecânica."
"#RESOURCE_PARTS_DESC","Material de construção.\n\nPeças mecânicas de ponta para edificações e itens avançados."
"#RESOURCE_TOOLS_DESC","Item de colono.\n\nFerramentas para cavar, cortar, etc. Sem elas, o trabalho fica bem mais devagar.\n\nCriadas na oficina de ferramentas ou coletadas no mapa-múndi."
"#RESOURCE_TOOLS_DESC","Item de colono.\n\nFerramentas para cavar, cortar, etc. que aceleram consideravelmente o trabalho. Criadas na oficina de ferramentas ou coletadas no mapa-múndi."
"#RESOURCE_WATER_DESC","Um elemento básico de criação e sustentação da vida. Colonos sem acesso à água de um poço morrerão rapidamente."
"#RESOURCE_CLOTH_DESC","Item de colono.\n\nRoupas vestidas em camadas que oferecem alguma proteção contra as mudanças climáticas. Colonos sem roupas podem ter hipotermia."
"#RESOURCE_CLOTH_DESC","Item de colono.\n\nRoupas em camadas que oferecem alguma proteção contra intempéries, hipotermia e radiação."
"#RESOURCE_FIBER_DESC","Material que pode ser refinado.\n\nFibras grandes e resistentes o bastante para serem utilizadas na fabricação de roupas na alfaiataria."
"#RESOURCE_DEBRIS_DESC","Material que pode ser refinado.\n\nRestos de metais diversos que podem ser separados e preparados pelo sucateiro para obter metal e ferro-velho."
"#RESOURCE_TRASH_DESC","Material que pode ser refinado.\n\nLixo velho que pode ser separado e preparado pelo reciclador para obter plástico e fibra."
"#RESOURCE_FIREWOOD_DESC","Recurso refinado.\n\nUsado para transformar alimentos crus em refeições nutritivas na cozinha e no refeitório. Obtido pela lenharia."
"#RESOURCE_CONCRETE_DESC","Material de construção.\n\nMaterial de construção básico obtido através de vasculhagem ou extraído de depósitos no mapa-múndi."
"#RESOURCE_WEAPONS_DESC","Item de especialista.\n\nArmas oferecem o poder de fogo necessário para os especialistas atacarem acampamentos de bandidos no mapa-múndi."
"#RESOURCE_WEAPONS_DESC","Item de especialista.\n\nAs armas oferecem o poder de fogo necessário para atacar os acampamentos de bandidos bem defendidos pelo mapa-múndi."
"#RESOURCE_ALCOHOL_DESC","TODO"
"#RESOURCE_FUEL_DESC","Líquido combustível utilizado na construção e reparo de veículos. Produto muito procurado no pós-apocalipse."
"#RESOURCE_MEDS_DESC","Medicamentos diversos usados no tratamento de colonos com ferimentos, doença por radiação e outros males."
"#RESOURCE_COMPONENTS_DESC","Material de construção avançado.\n\nUsado para construir estruturas que produzem ou consomem energia. Também pode ser transformado em eletrônicos para edificações de ponta."
"#RESOURCE_PLASTIC_DESC","Usado para construção e itens.\n\nVasculhe plástico de depósitos próximos com um reciclador. Você pode vasculhar certas localizações do mapa-múndi para encontrar plástico."
"#RESOURCE_ENTERTAINMENT_DESC","Material de construção.\n\nUma seleção de vários produtos de entretenimento do velho mundo. Utilizado por todas as edificações de entretenimento. Só pode ser encontrado no mapa-múndi."
"#RESOURCE_COMPONENTS_DESC","Material de construção avançado.\n\nUsado para edificações que produzem ou consomem energia."
"#RESOURCE_PLASTIC_DESC","Material de construção e que pode ser refinado.\n\nVasculhe plástico de depósitos com um reciclador. Você pode vasculhar certos locais do mapa-múndi para encontrar este material."
"#RESOURCE_ENTERTAINMENT_DESC","Material de construção.\n\nProdutos de entretenimento do velho mundo necessários para todas as edificações de entretenimento. Só pode ser encontrado no mapa-múndi."
"#RESOURCE_HERBAL_DESC","Remédios naturais simples para diversas enfermidades. Eficácia limitada no tratamento de ferimentos.\n\nCultivado em: estufa\nCrescimento: lento\nProdução: baixa"
"#RESOURCE_IODINE_DESC","Comprimidos de iodo capaz de absorver radiação. Usado para curar doença por radiação e envenenamento por radiação. O uso de comprimidos de iodo acelera consideravelmente o processo de cura."
"#RESOURCE_ANTIBIOTICS_DESC","Uma cura eficaz contra todas as infecções. Usar antibióticos contra infecções acelera consideravelmente o processo de cura."
"#RESOURCE_VACCINE_DESC","Antitoxinas usadas para livrar o corpo de agentes prejudiciais. Cura envenenamento."
"#RESOURCE_ELECTRONICS_DESC","Material de construção.\n\nUm material de ponta para edificações mais avançadas. Extraído de componentes ou coletado em locais do mapa-múndi."
"#RESOURCE_ELECTRONICS_DESC","Material de construção.\n\nUm material muito sofisticado para as edificações mais avançadas. Refinado a partir de componentes ou extraído do mapa-múndi."
"#RESOURCE_SCIENCE_DESC","Conhecimento acumulado usado para desbloquear novas tecnologias na árvore de tecnologia."
"#TOPIC_ITEMS","Itens"
"#TOPIC_MATERIALS","Materiais"
......@@ -1532,13 +1558,13 @@
"#TOOLTIP_RADIO_CONTENT","Sintonize em uma das diversas estações de rádio."
"#MENU_PHOTO_MODE","MODO FOTOGRAFIA"
"#RESOURCE_FLOUR","Farinha"
"#RESOURCE_FLOUR_DESC","Derivada do trigo cultivado em campos ou estufas.\n\nA farinha em si não serve como alimento, mas é utilizada para fazer pão na padaria."
"#RESOURCE_FLOUR_DESC","Processada a partir do trigo.\n\nA farinha em si não serve como alimento, mas é utilizada para fazer pão na padaria."
"#RESOURCE_CORN_DESC","O milho cresce rápido e produz múltiplas colheitas pequenas em um curto período. Possui resistência muito baixa a catástrofes.\n\nCrescimento: normal\nProdução: baixa"
"#RESOURCE_FISH_DESC","Peixe pescado em uma lagoa da região. Boa fonte de gorduras e nutrientes essenciais."
"#RESOURCE_POTATO_DESC","A batata cresce devagar, mas a colheita é farta. Como a parte comestível fica debaixo da terra, ela resiste melhor às catástrofes do que muitas outras plantações.\n\nCrescimento: lento\nProdução: média"
"#RESOURCE_VENISON_DESC","Carne fresca de animais selvagens da região como veados e coelhos, que são capturados pelo armadilheiro."
"#RESOURCE_WHEAT_DESC","Um grão conhecido pela impressionante versatilidade de uso. Cresce relativamente rápido e rende uma boa produção. Não pode ser consumido in natura, mas pode ser usado para fazer pão e outras guloseimas assadas.\n\nCrescimento: normal\nProdução: média\nResistência: média"
"#RESOURCE_POLLUTION_DESC","Material radioativo perigoso armazenado em recipientes relativamente seguros. Processado na estação ambiental e armazenado no depósito de resíduos nucleares."
"#RESOURCE_POLLUTION_DESC","Material radioativo perigoso armazenado em recipientes relativamente seguros no depósito de resíduos nucleares."
"#RESOURCE_COMPONENT","Componente"
"#RESOURCE_COMPONENT_DESC","Material de construção avançado.\n\nUsado em estruturas que produzem ou consomem energia. Também pode ser transformado em eletrônicos para edificações de ponta."
"#RESOURCE_BREAD","Pão"
......@@ -1604,7 +1630,7 @@
"#RESOURCE_PROTEINBARS","Barrinhas de proteína"
"#RESOURCE_PROTEINBARS_DESC","Alimento de alta qualidade.\n\nBarrinhas ricas em proteínas com castanhas, grãos e outros ingredientes. Secas, mas comestíveis. Só podem ser encontradas no mapa-múndi."
"#RESOURCE_CANNEDFRUIT","Frutas em calda"
"#RESOURCE_CANNEDFRUIT_DESC","Alimento de alta qualidade.\n\nUma mistura de frutas diversas preservadas em uma calda açucarada. Dá muita energia e hidrata também. Só podem ser encontradas no mapa-múndi."
"#RESOURCE_CANNEDFRUIT_DESC","Alimento de alta qualidade.\n\nFrutas enlatadas conservadas em uma calda açucarada contendo muita energia. Só podem ser encontradas no mapa-múndi."
"#TOPIC_TECH_UNLOCKED","DESBLOQUEADO"
"#TOPIC_PLACE","POSICIONAR"
"#TOPIC_PLACE_MANY","POSICIONAR VÁRIOS"
......@@ -1645,7 +1671,7 @@
"#RECIPE_MEAL_MEAT_NAME","Refeição de carne"
"#RECIPE_MEAL_MEAT_DESC","Uma refeição de carne é um ensopado de carne assada feito com qualquer combinação de carnes. Peixe também conta como carne."
"#RECIPE_MEAL_VEGMEAT_NAME","Refeição nutritiva"
"#RECIPE_MEAL_VEGMEAT_DESC","Refeição preparada com qualquer combinação de vegetais e carnes. Uma opção saudável que oferece as vitaminas e nutrientes necessários para evitar a desnutrição."
"#RECIPE_MEAL_VEGMEAT_DESC","Refeição preparada a partir de uma combinação de vegetais e carnes. Uma opção saudável que oferece as vitaminas e nutrientes necessários para evitar a desnutrição."
"#RECIPE_SOUP_MEAL_NAME","Sopa"
"#RECIPE_SOUP_MEAL_DESC","A sopa quentinha pode ser preparada com qualquer combinação de alimentos disponíveis. Ela satisfaz, mas ficar comendo sopa durante muito tempo desanima e diminui a felicidade dos colonos."
"#RECIPE_MEAL_INSECT_NAME","Refeição de inseto"
......@@ -1846,7 +1872,7 @@
"#TOPIC_HARVESTABLE_CROPS","Plantações colhíveis"
"#RESOURCE_SUNFLOWER","Girassóis"
"#DESC_FOOD_SUNFLOWER","Esta variante dos GIRASSÓIS não é cultivada para a alimentação, mas pelo seu potencial energético. As sementes colhidas são transformadas em óleo, que será processado numa refinaria e convertido em combustível.\n\nCrescimento: médio\nProdução: baixa\nResistência: média"
"#RESOURCE_SUNFLOWER_DESC","Esta variante dos girassóis não é cultivada para a alimentação, mas pelo seu potencial energético. As sementes colhidas são transformadas em óleo, depois processadas numa refinaria para manter os veículos em funcionamento."
"#RESOURCE_SUNFLOWER_DESC","Variante do girassol não cultivada para a alimentação, mas pelo seu potencial energético. As sementes colhidas são transformadas em óleo, depois processadas numa refinaria para manter os veículos em funcionamento."
"#RESOURCE_FLAX_SEED","Sementes: Linho"
"#RESOURCE_SUNFLOWER_SEED","Semente: Girassol"
"#RESOURCE_OIL","Óleo"
......@@ -2002,8 +2028,50 @@
"#TOOLTIP_TRADE_CATEGORY_OTHER_CONTENT","Recursos e materiais diversos"
"#TOPIC_ALREADY_TRADING","Já sendo negociado"
"#RESOURCE_TOILET_PAPER","Papel higiênico"
"#TOPIC_TRADE_ONGOING","NEGOCIAÇÃO (EM ANDAMENTO)"
"#TOPIC_NOT_ENOUGH_COINS","Sem {0} suficientes"
"#TOOLTIP_COLONY_VIEW","Visualização da colônia"
"#TOPIC_GATE_HEALTH","Portão"
"#TOPIC_RAIDERS_HEALTH","Salteadores"
"#TOPIC_COLONY_COMBAT","Combate à colônia"
"#TOPIC_COMBAT_COUNT","Combates"
"#TOPIC_COMBATS_WON","Combates vencidos"
"#TOPIC_KILLED_ENEMIES","Inimigos mortos"
"#TOPIC_LOST_COLONISTS","Colonos perdidos"
"#TOPIC_LOST_SPECIALISTS","Especialistas perdidos"
"#TOPIC_LOST_BUILDINGS","Edificações vandalizadas"
"#NOTIFICATION_COLONY_COMBAT","Pessoas hostis na colônia!"
"#NOTIFICATION_COLONY_COMBAT_DESC","Defenda seu povo!"
"#RESOURCE_GUARD_RIFLE","Fuzil de Caça"
"#RESOURCE_GUARD_RIFLE_DESC","Uma arma de fogo básica rudimentar, mas eficaz, para os guardas defenderem a colônia. Tende a acabar quebrando."
"#NOTIFICATION_PERSON_HOSTILE","Colono(a) {0} tornou-se hostil!"
"#NOTIFICATION_PERSON_HOSTILE_MANY","{0} colonos tornaram-se hostil!"
"#ANIMAL_KODIAK_KILLER","Urso-de-kodiak assassino"
"#NOTIFICATION_COMBAT_UNDER_ATTACK_MANY","Há colonos sofrendo danos!"
"#NOTIFICATION_COMBAT_UNDER_ATTACK_MANY_DESC","Há diversos membros da colônia em perigo"
"#ITEM_WEAPON_EMPTY","Balestra"
"#ITEM_WEAPON_EMPTY_DESC","Uma balestra rudimentar que causa poucos danos. Arma padrão para todos os guardas."
"#ITEM_WEAPON_1","Fuzil de Caça"
"#ITEM_WEAPON_1_DESC","Uma espingarda simples com danos medianos e cadência de tiro lenta."
"#TOOLTIP_ASSIGN_COLONIST","Designar colono"
"#TOOLTIP_ASSIGN_COLONIST_CONTENT","Designe um colono para trabalhar nesta edificação."
"#DEATH_COMBAT","Morreu em combate"
"#DEATH_BY_BANDIT","Morreu para um bandido"
"#DEATH_BY_WILD_BEAST","Morreu para um animal selvagem"
"#DEATH_DEFINED_ENEMY","Morreu para {0}"
"#TOOLTIP_RENAME_SPECIALIST","Rename specialist"
"#TOOLTIP_RENAME_SPECIALIST_CONTENT","Here you can rename your specialist."
"#TOOLTIP_RENAME_COLONIST","Rename colonist"
"#TOOLTIP_RENAME_COLONIST_CONTENT","Here you can rename your colonist."
"#NOTIFICATION_COMBAT_SPECIALIST_UNDER_ATTACK","Specialist is under attack!"
"#NOTIFICATION_COMBAT_SPECIALIST_UNDER_ATTACK_DESC","Your specialist is engaged in combat."
"#NOTIFICATION_PERSON_MALNOURISHED_DESC","Make more nutritious food from meat and vegetables"
"#NOTIFICATION_PERSON_MALNOURISHED_MANY_DESC","Your colonists need more nutritious food soon!"
"#TOOLTIP_GIVE_FEEDBACK","Bug reporting"
"#TOOLTIP_GIVE_FEEDBACK_CONTENT","Give us feedback or report a bug."
"#NOTIFICATION_BUILDING_UNDER_ATTACK","Building is under attack"
"#NOTIFICATION_SPECIFIC_BUILDING_UNDER_ATTACK","{0} is under attack"
"#NOTIFICATION_BUILDING_UNDER_ATTACK_DESC","Use guards or specialists to defeat the attacker"
"#CATEGORY_HOUSING","Abrigos"
"#CATEGORY_STORAGE","Armazenamento"
"#CATEGORY_FOOD","Alimento"
......@@ -2443,6 +2511,12 @@
"#DESC_OUTHOUSE","A higiene básica é fundamental para uma colônia saudável. Permite que os colonos se lavem e se aliviem. Mantenha as casinhas longe de fontes de água para evitar contaminação."
"#PARKINGLOT","Estacionamento"
"#DESC_PARKINGLOT","Uma área improvisada simples para armazenar veículos não utilizados para o uso de especialistas."
"#GUARD_POST","Guarita"
"#DESC_GUARD_POST","As guaritas protegem sua colônia contra todos os inimigos. Os guardas patrulham a edificação e reagem automaticamente às ameaças dentro de sua respectiva área de trabalho.\n\nÉ possível armar os colonos que trabalham como guardas para serem mais eficazes."
"#DESC_GUARD_POST_DIRECT_CONTROL","As guaritas protegem sua colônia contra todos os inimigos. Os guardas patrulham a edificação e reagem automaticamente às ameaças dentro de sua respectiva área de trabalho. Você também pode selecioná-los e mandá-los atacar outros inimigos diretamente.\n\nÉ possível armar os colonos que trabalham como guardas, para serem mais eficazes."
"#GUNSMITH","Armeiro"
"#DESC_GUNSMITH","O armeiro cria armas para que os colonos não precisem usar facas num tiroteio. Criar armas de fogo confiáveis não é rápido nem barato."
"#INFO_GATE_WAIT_COMBAT_END_TO_REPAIR","Wait for the combat to end to start repairs"
"#PERSON_CONDITION_TITLE","Condições"
"#PERSON_STATE_IDLE","Fazendo nada"
"#PERSON_STATE_WALKING","Andando"
......@@ -2977,7 +3051,7 @@
"#PERSON_CONDITION_HOMELESS_DESC","Os colonos sem-teto são forçados a viver sem abrigo. Esses estão mais propensos a ficarem feridos, exaustos ou pegarem qualquer outra das enfermidades mortais. Viver por longos períodos sob céus poluídos também afeta a felicidade."
"#PERSON_CONDITION_SICK_DESC","Doença menos grave que pode levar à infecção."
"#PERSON_CONDITION_INFECTED_DESC","Uma doença grave está causando perda contínua de vida e prejudicando a eficiência dos colonos. Infecções não tratadas podem acarretar em morte. Os antibióticos acelerarão consideravelmente o processo de cura. Colonos infectados consomem o dobro da quantidade de água dos saudáveis."
"#PERSON_CONDITION_MALNOURISHED_DESC","Comer uma dieta limitada pode levar à desnutrição no longo prazo. A maior prioridade é encher a barriga, mas, em algum momento, será necessário diversificar a paleta de alimentos para sobreviver. Adicione as vitaminas e nutrientes necessários tendo uma produção equilibrada de alimentos e refeições à base de vegetais, carne e insectos."
"#PERSON_CONDITION_MALNOURISHED_DESC","A desnutrição é uma condição grave resultante do consumo de alimentos limitados, impossibilitando a obtenção de nutrientes suficientes. Pode-se dividir os alimentos em três tipos principais. Os alimentos básicos mantém a barriga cheia, mas são muito pobres em nutrientes. Já os outros dois tipos necessários em quantidades suficientes são as carnes e os vegetais. Comer ambos mantém a barriga cheia e a pessoa saudável. Os colonos desnutridos são fracos e susceptíveis a morrer. A recuperação da desnutrição é um processo muito lento, exigindo do colono afetado o consumo de alimentos variados durante um longo período."
"#PERSON_CONDITION_POISONED_DESC","Um veneno está correndo nas veias, causando perda de vida. Trate com medicamento ou com um médico."
"#PERSON_CONDITION_CRIMINAL_DESC","A criminalidade falou mais alto. Prenda e puna de acordo."
"#PERSON_CONDITION_NOTOOLS_DESC","Um colono sem ferramenta trabalha muito mais devagar. Fabrique ou vasculhe em busca de mais."
......@@ -3124,7 +3198,7 @@
"#COLONIST_COMMENT_RESEARCH_COMPLETED_03","Ei, finalmente descobrimos!"
"#COLONIST_COMMENT_SPECIALIST_JOINED_01","Aquele(a) especialista parece ser valente!"
"#COLONIST_COMMENT_ISSUE_SPECIALIST_JOINED_02","Aposto que {0} já passou por muita coisa"
"#COLONIST_COMMENT_SPECIALIST_JOINED_03","Que bom que temos profissionais entre a gente."
"#COLONIST_COMMENT_SPECIALIST_JOINED_03","É um prazer ter alguém em quem podemos confiar."
"#COLONIST_COMMENT_ISSUE_SPECIALIST_JOINED_04","{0} parece ter tudo sob controle."
"#COLONIST_COMMENT_ISSUE_SPECIALIST_JOINED_05","Temos muita sorte de termos {0} conosco!"
"#COLONIST_COMMENT_SPECIALIST_JOINED_06","Você viu aquele(a) novo(a) especialista?"
......@@ -3136,13 +3210,21 @@
"#COLONIST_COMMENT_GAME_START_CAR_03","Isso foi feio... acho que estamos presos aqui."
"#COLONIST_COMMENT_GAME_START_HIKE_01","Nem mais um passo. Pra mim já chega!"
"#COLONIST_COMMENT_GAME_START_HIKE_02","Certo, pessoal. A longa caminhada acabou!"
"#COLONIST_COMMENT_GAME_START_HIKE_03","Acho que esse é um bom lugar para recomeçar."
"#COLONIST_COMMENT_GAME_START_HIKE_03","Este parece ser um bom lugar para recomeçar!"
"#COLONIST_COMMENT_SPECIALIST_JOINED_07","Espero que aquele(a) especialista nos defenda."
"#COLONIST_COMMENT_SPECIALIST_JOINED_08","Que sorte que temos você para nos ajudar!"
"#PERSON_STATE_SANITIZING","Se limpando"
"#PERSON_STATE_COMBAT","Em combate"
"#PERSON_CONDITION_UNCLEAN","Sujo(a)"
"#PERSON_CONDITION_UNCLEAN_DESC","A higiene pessoal deste colono é baixa, podendo acarretar infecções se não tiver onde se lavar."
"#PERSON_VALUE_NOURISHMENT","Dieta"
"#PERSON_STATUS_MALNOURISHED","Colonist is suffering from malnourishment"
"#PERSON_CONDITION_POORLY_NOURISHED","Poorly nourished"
"#PERSON_CONDITION_POORLY_NOURISHED_DESC","Food does not contain enough nutritions to stay healthy. Add more diversity to food to avoid malnourishment."
"#PERSON_CONDITION_NORMAL_NOURISHED","Adequate nourishment"
"#PERSON_CONDITION_NORMAL_NOURISHED_DESC","There is enough nutritions and variety in the food to stay healthy. "
"#PERSON_CONDITION_WELL_NOURISHED","Well nourished"
"#PERSON_CONDITION_WELL_NOURISHED_DESC","Food offers diversity and is balanced between meat and vegetables. Also the quality of the food is good. Healthy diet makes people happy."
"#SPECIALIST_NAME_SPECIALIST1","Rose"
"#SPECIALIST_ARCHETYPE_SPECIALIST1","Vasculhadora"
"#SPECIALIST_DESCRIPTION_SPECIALIST1","Boa de lábia desde pequena, ela é o tipo de pessoa que convence os outros a fazerem o que ela quer sem nem perceberem. Ela assumiu os negócios da família com facilidade e tinha uma vida boa antes da catástrofe."
......@@ -3319,7 +3401,7 @@
"#SPECIALIST_DESCRIPTION_SPECIALIST58","Seu mundo desmoronou junto da sociedade ao redor dele. Se antes ele podia praticamente tocar as estrelas, hoje seus dias se resumem a encontrar maneiras de sobreviver num mundo que mal ultrapassa as fronteiras da colônia."
"#SPECIALIST_NAME_SPECIALIST59","Ivy"
"#SPECIALIST_ARCHETYPE_SPECIALIST59","Cientista"
"#SPECIALIST_DESCRIPTION_SPECIALIST59","Com condições extremas variadas ameaçando a flora e as plantações, uma botânica ela é indispensável para a sobrevivência da humanidade. Fora do trabalho, ela adora uma boa piada e tem o hábito inconveniente de acordar os outros no meio da noite com suas gargalhadas."
"#SPECIALIST_DESCRIPTION_SPECIALIST59","Com condições extremas variadas ameaçando a flora e as plantações, botânicos como ela são indispensáveis para a sobrevivência da humanidade. Fora do trabalho, ela adora uma boa piada e tem o hábito inconveniente de acordar os outros no meio da noite com suas gargalhadas."
"#SPECIALIST_NAME_SPECIALIST60","Polo"
"#SPECIALIST_ARCHETYPE_SPECIALIST60","Patrulhar"
"#SPECIALIST_DESCRIPTION_SPECIALIST60","Cresceu lendo sobre os dias em que o mundo ainda não era explorado, quando havia terras desconhecidas além do horizonte. Isso o marcou, e até hoje fica empolgado quando descobre algo que nunca tinha visto antes, além de levar jeito para encontrar coisas realmente especiais."
......@@ -4779,6 +4861,231 @@
"#EVENT_BANDIT_ATTACK_04_SUCCESS_DESC","O líder faz uma reverência exagerada e teatral. “Muito agradecido, minha boa gente. Parece que também vamos visitar sua comunidade no futuro!"" Os bandidos recolhem os espólios e dão as costas. Vocês estão a salvo, por ora."
"#EVENT_BANDIT_ATTACK_04_DENY_NAME","Negociação Difícil"
"#EVENT_BANDIT_ATTACK_04_DENY_DESC","O líder gira a arma. ""Gente corajosa, é? Muito bem, vamos ver se são assim tão valentes depois que eu terminar com vocês."""
"#EVENT_UPRISING_01_NOTIFICATION_HEADER","Barril de pólvora prestes a explodir?"
"#EVENT_UPRISING_01_NOTIFICATION_DESC","Os colonos estão ficando com raiva"
"#EVENT_UPRISING_01_NAME","Motim dos Colonos"
"#EVENT_UPRISING_01_DESC","Nos últimos tempos, você tem percebido um desprezo visível dos colonos à medida que as condições adversas estão afetando a todos. Há quem diga que você não está se esforçando o suficiente, e estão espalhando por aí até mesmo acusações de corrupção. Com os rumores sobre seu acúmulo de recursos, as coisas podem ficar bem feias muito depressa."
"#EVENT_UPRISING_01_REWARD","Distribuir recursos aos colonos"
"#EVENT_UPRISING_01_IGNORE","Ignorar as críticas"
"#EVENT_UPRISING_01_REWARD_NAME","Motim dos Colonos"
"#EVENT_UPRISING_01_REWARD_DESC","Reunimos alguns recursos e dividimos entre o restante da colônia. Com isso, os boatos e as acusações parecem ter se acalmado... pelo menos por um tempo."
"#EVENT_UPRISING_01_IGNORE_NAME","Motim dos Colonos"
"#EVENT_UPRISING_01_IGNORE_DESC","Recompensar calúnias infundadas não parece a melhor das ideias. Com certeza as coisas vão se acalmar sozinhas, desde que você continue provando a si como sempre."
"#EVENT_UPRISING_01B_REWARD_NOTIFICATION_HEADER","O ambiente na colônia parece ter mudado"
"#EVENT_UPRISING_01B_REWARD_NOTIFICATION_DESC","A prosperidade está chegando"
"#EVENT_UPRISING_01B_REWARD_NAME","Generosidade Recompensada"
"#EVENT_UPRISING_01B_REWARD_DESC","À medida que você caminha pela colônia, nota-se que as pessoas lhe saúdam com mais alegria que o habitual. Mostram-se muito agradecidas por ter você por perto. Parece que seus presentes recentes surtiram efeito para mudar a opinião pública."
"#EVENT_UPRISING_01B_IGNORE_NOTIFICATION_HEADER","A felicidade das pessoas continua despencando"
"#EVENT_UPRISING_01B_IGNORE_NOTIFICATION_DESC","Alguns estão recorrendo a métodos drásticos"
"#EVENT_UPRISING_01B_IGNORE_NAME","Os Ignorados e Vingativos"
"#EVENT_UPRISING_01B_IGNORE_DESC","A colônia está indo de mal a pior. Ao ignorar a desconfiança dos seus colonos, você só deu combustível ao fogo. A insatisfação está cada vez maior, e muitas estão se voltando contra você."
"#EVENT_SECOND_CHANCES_01_NOTIFICATION_HEADER","Algumas pessoas suspeitas se aproximam do portão"
"#EVENT_SECOND_CHANCES_01_NOTIFICATION_DESC","Seus colonos parecem reconhecê-los"
"#EVENT_SECOND_CHANCES_01_NAME","Segundas Chances"
"#EVENT_SECOND_CHANCES_01_DESC","Um grupo de indivíduos com um ar estranho está atrás do portão, implorando que os colonos os deixem entrar. Um dos colonos se vira para você: ""Não podemos deixar estas pessoas entrar! Eu os reconheço, são pessoas desprezíveis que merecem morrer e apodrecer!"" O grupo nega todas as acusações e apela à sua misericórdia, senão com certeza sucumbirão."
"#EVENT_SECOND_CHANCES_01_ALLOW","Deixá-los entrar"
"#EVENT_SECOND_CHANCES_01_DENY","Mandá-los embora"
"#EVENT_SECOND_CHANCES_01_ALLOW_NAME","Segundas Chances"
"#EVENT_SECOND_CHANCES_01_ALLOW_DESC","As acusações dos colonos parecem preocupantes, mas você não vai deixar essas pessoas morrerem. Você os convida a entrar e, embora estejam gratos, é possível sentir os olhares de ódio dos seus colonos queimando suas costas."
"#EVENT_SECOND_CHANCES_01_DENY_NAME","Segundas Chances"
"#EVENT_SECOND_CHANCES_01_DENY_DESC","Você assente com a cabeça aos colonos: com certeza confia mais neles que num grupo suspeito. Pede ao grupo que vá embora, e aqueles súplicas se transformam imediatamente em olhares rancorosos e xingamentos à medida que se afastam."
"#EVENT_SECOND_CHANCES_01B_ALLOW_NOTIFICATION_HEADER","Começou uma luta"
"#EVENT_SECOND_CHANCES_01B_ALLOW_NOTIFICATION_DESC","Ouve-se as pessoas aplaudindo"
"#EVENT_SECOND_CHANCES_01B_ALLOW_NAME","O Fracasso do Perdão"
"#EVENT_SECOND_CHANCES_01B_ALLOW_DESC","Você chega só para descobrir que um grupo de colonos está batendo nas pessoas que você deixou entrar mais cedo. ""Bem que eu avisei! Eles estavam roubando, esses vermes precisam ser expulsos!"", grita um dos colonos enquanto separam os brigões. A pressão do grupo força você a exilar os criminosos, mas os bens supostamente roubados não se encontram em lugar nenhum."
"#EVENT_SECOND_CHANCES_01B_DENY_NOTIFICATION_HEADER","Um dos colonos se aproxima de você"
"#EVENT_SECOND_CHANCES_01B_DENY_NOTIFICATION_DESC","Ele está lendo uma pequena anotação"
"#EVENT_SECOND_CHANCES_01B_DENY_NAME","Benefícios da Confiança"
"#EVENT_SECOND_CHANCES_01B_DENY_DESC","O colono parece meio nervoso, mas mesmo assim consegue reunir suas palavras: ""Olha, chefe, só queria agradecer pelo que você fez no portão há algum tempo. Aquelas pessoas eram más, então estou contente por seguir alguém capaz de fazer a escolha certa. Eu tenho falado bem de você, é o mínimo que posso fazer""."
"#EVENT_ACCUSATIONS_01_NOTIFICATION_HEADER","Capturaram uma criminosa"
"#EVENT_ACCUSATIONS_01_NOTIFICATION_DESC","Decida seu destino"
"#EVENT_ACCUSATIONS_01_NAME","Acusações Hipotéticas"
"#EVENT_ACCUSATIONS_01_DESC","Trazem uma mulher à sua presença. Encontraram-na escrevendo relatórios sobre sua colônia, com detalhes sobre população, recursos, defesas e esse tipo de coisas. Os outros colonos estão acusando-a de deixar anotações na selva para que os bandidos as encontrem, mas ela nega: ""Eu só queria guiar as pessoas, avisar a quem vier que aqui tem um lugar seguro esperando por elas."""
"#EVENT_ACCUSATIONS_01_PUNISHMENT","Condená-la à prisão"
"#EVENT_ACCUSATIONS_01_EXONERATE","Dar um desconto para ela"
"#EVENT_ACCUSATIONS_01_PUNISHMENT_NAME","Acusações Hipotéticas"
"#EVENT_ACCUSATIONS_01_PUNISHMENT_DESC","Explicar sobre a colônia para pessoas de fora expõe todos a um grave perigo. Você dá ordens para que a mulher seja interrogada. Talvez assim ela pense duas vezes antes de arriscar vocês no futuro."
"#EVENT_ACCUSATIONS_01_EXANNORATE_NAME","Acusações Hipotéticas"
"#EVENT_ACCUSATIONS_01_EXANNORATE_DESC","Como não há provas concretas, em nome da justiça, a única opção é deixar a mulher ir. Ela agradece profusamente e promete ser mais cuidadosa no futuro. Seus acusadores, por outro lado, parecem quase enfurecidos com sua clemência."
"#EVENT_ACCUSATION_01B_PUNISHMENT_NOTIFICATION_HEADER","Uma mulher conhecida ameaça ir embora"
"#EVENT_ACCUSATION_01B_PUNISHMENT_NOTIFICATION_DESC","Parece que ela está decidida"
"#EVENT_ACCUSATION_01B_PUNISHMENT_NAME","O Preço da Bondade"
"#EVENT_ACCUSATION_01B_PUNISHMENT_DESC","A mulher que você mandou prender há um tempo está correndo em direção ao portão, seguida por outros colonos que estão implorando para ela ficar. Ela olha para você com o rosto endurecido feito pedra. ""Bem que eu te disse que só queria ajudar os outros. Se você acha que pode me forçar a ser cruel... reconsidere"". Só resta a você observá-la saindo do portão e desaparecendo no deserto."
"#EVENT_ACCUSATION_01B_EXONERATE_NOTIFICATION_HEADER","Uma mulher conhecida se aproxima de você"
"#EVENT_ACCUSATION_01B_EXONERATE_NOTIFICATION_DESC","Parece que ela fez uma viagem ao exterior"
"#EVENT_ACCUSATION_01B_EXONERATE_NAME","Endureça o Coração"
"#EVENT_ACCUSATION_01B_EXONERATE_DESC","A mulher que você defendeu contra outros colonos está se aproximando de você. Ela porta uma pilha de anotações, cada uma coberta de terra e sujeira. ""Olha, eu... Estas são as anotações que deixei em volta da colônia para outras pessoas acharem. Não quero pôr a colônia em perigo por isso... Sinto muito"", diz ela, rasgando as anotações. ""No futuro, não vou ser assim tão fraca. Vou ajudar você a manter a colônia segura, eu juro""."
"#EVENT_TRIBE_01_NOTIFICATION_HEADER","Encontraram pegadas estranhas em volta da colônia"
"#EVENT_TRIBE_01_NOTIFICATION_DESC","Definitivamente não são suas"
"#EVENT_TRIBE_01_NAME","Rastros Enganosos"
"#EVENT_TRIBE_01_DESC","Encontraram pegadas peculiares do lado de fora da colônia, com a forma das de algum animal, mas com um padrão semelhante ao humano. Isto causa preocupação pela colônia. Que tipo de criatura perversa pode estar rondando este lugar?"
"#EVENT_TRIBE_01_INVESTIGATE","Investigar"
"#EVENT_TRIBE_01_IGNORE","Ignorar"
"#EVENT_TRIBE_01_TRAP","Construir uma armadilha"
"#EVENT_TRIBE_01_INVESTIGATE_NAME","Rastros Enganosos"
"#EVENT_TRIBE_01_INVESTIGATE_DESC","Um pequeno grupo se arrisca para seguir o rastro das pegadas. À medida que adentram na floresta, os rastros levam para um esconderijo de ferramentas enterradas dentro de uma árvore oca. As pegadas não chegam muito mais longe, mas parece que você está lidando com algo mais do que simples animais."
"#EVENT_TRIBE_01_IGNORE_NAME","Rastros Enganosos"
"#EVENT_TRIBE_01_IGNORE_DESC","Embora a situação pareça peculiar, não deve ser nada digno de preocupação. Há questões mais urgentes para você se preocupar neste momento."
"#EVENT_TRIBE_01_TRAP_NAME","Rastros Enganosos"
"EVENT_TRIBE_01_TRAP_DESC","Você consegue improvisar uma armadilha simples, uma que deve apanhar qualquer animal rondando por aí. Você a deixa lá, e quando volta para conferi-la, descobre que foi ativada, mas não capturou nada. Parece que o intruso que tropeçou nela cortou a corda... mas também deixou uma mochila cheia de suprimentos."
"#EVENT_TRIBE_02_NOTIFICATION_HEADER","Avistaram um intruso"
"#EVENT_TRIBE_02_NOTIFICATION_DESC","A pessoa está prestes a fugir"
"#EVENT_TRIBE_02_NAME","Bocas Famintas, Mãos Ocupadas"
"#EVENT_TRIBE_02_DESC","Seus colonos se aproximam de repente e arrastam você para uma das árvores na fronteira da colônia. Ao olhar para cima, você mal consegue distinguir uma silhueta tênue entre as árvores: um ladrão silencioso vestido de animal roubou parte da sua comida."
"#EVENT_TRIBE_02_FOOD","Exigir sua comida de volta."
"#EVENT_TRIBE_02_FREE","Deixar o ladrão ir embora"
"#EVENT_TRIBE_02_ATTACK","Atacar o ladrão"
"#EVENT_TRIBE_02_FOOD_NAME","Bocas Famintas, Mãos Ocupadas"
"#EVENT_TRIBE_02_FOOD_DESC","Você diz ao ladrão que é melhor devolver a comida, ou vai ver só. No topo da árvore, ouve-se um barulho... e antes de você ter tempo para entender o que aconteceu, o ladrão já saltou para outra árvore. Seus colonos estão prestes a começar uma perseguição, mas o culpado já está no chão fugindo."
"#EVENT_TRIBE_02_FREE_NAME","Bocas Famintas, Mãos Ocupadas"
"#EVENT_TRIBE_02_FREE_DESC","Você tem pena do ladrão desesperado e diz para ficar com a comida, afinal ninguém gosta de passar fome. Seus colonos reclamam um tanto, mas voltam à colônia de acordo com as suas instruções."
"#EVENT_TRIBE_02_ATTACK_NAME","Bocas Famintas, Mãos Ocupadas"
"#EVENT_TRIBE_02_ATTACK_DESC","Você diz aos seus colonos para irem com tudo contra o ladrão. Eles começam a balançar a árvore e a atirar pedras na direção do bandido. Não demora muito para um saco improvisado cheio de comida cair ao chão. Ao passar pelo espólio, o ladrão aproveita a oportunidade e foge."
"#EVENT_TRIBE_03_NOTIFICATION_HEADER","Apareceu uma estrutura estranha em frente à colônia"
"#EVENT_TRIBE_03_NOTIFICATION_DESC","Quem sabe para que serve"
"#EVENT_TRIBE_03_NAME","Oferendas Misteriosas"
"#EVENT_TRIBE_03_DESC","Construíram um altar estranho em frente à colônia. As placas de pedra são pintadas com estampas de animais e a pele na frente apresenta pinturas toscas de diferentes alimentos: carnes, legumes e cereais."
"#EVENT_TRIBE_03_FOOD","Deixar os alimentos no altar"
"#EVENT_TRIBE_03_IGNORE","Ignorar o altar"
"#EVENT_TRIBE_03_SPOILED","Deixar os alimentos estragados no altar"
"#EVENT_TRIBE_03_FOOD_NAME","Oferendas Misteriosas"
"#EVENT_TRIBE_03_FOOD_DESC","Você junta alguns alimentos e deixa no altar. Quando vem conferir mais tarde, a comida foi retirada, substituída por uma pilha de sementes apresentadas num prato de madeira ornamentada."
"#EVENT_TRIBE_03_IGNORE_NAME","Oferendas Misteriosas"
"#EVENT_TRIBE_03_IGNORE_DESC","Você deixou o altar lá. Não vai desperdiçar seus preciosos recursos com os rituais delirantes de um fanático. Quando volta para conferir o altar, ele desapareceu."
"#EVENT_TRIBE_03_SPOILED_NAME","Oferendas Misteriosas"
"#EVENT_TRIBE_03_SPOILED_DESC","Você diz aos colonos para recolherem toda comida estragada que encontrarem e colocá-la no altar. Algum tempo depois, você repara que quem deixou o altar deve ter voltado, em vista dos restos esmagados que encontra."
"#EVENT_TRIBE_04A_NOTIFICATION_HEADER","Uma tribo conhecida se aproxima da colônia"
"#EVENT_TRIBE_04A_NOTIFICATION_DESC","Parece que você já os confrontou antes"
"#EVENT_TRIBE_04A_NAME","Chamado da Civilização"
"#EVENT_TRIBE_04A_DESC","A pequena tribo, todos vestidos com peles de animais e outras recordações animalistas, chega à fronteira da sua colônia. Um deles, uma mulher idosa com chifres de cervo, dá um passo à frente. ""Amigos, pedimos desculpa por ficarmos de cara feia em volta do seu lar, sem nos mostrar. No entanto, vocês foram bondosos com a gente, então temos um último pedido: dois dos nossos próprios desejam sair da floresta e viver entre vocês. Em troca de uma oferenda, você os aceitaria?""."
"#EVENT_TRIBE_04A_ACCEPT","Aceitar"
"#EVENT_TRIBE_04A_REFUSE","Recusar a oferta"
"#EVENT_TRIBE_04A_ACCEPT_NAME","Chamado da Civilização"
"#EVENT_TRIBE_04A_ACCEPT_DESC","Dois dos membros da tribo dão um adeus agridoce à antiga família e entram na sua colônia, levando consigo as oferendas abundantes. A velha acena com a cabeça. ""Fiquem bem. Que ambos sobrevivemos e prosperemos""."
"#EVENT_TRIBE_04A_REFUSE_NAME","Chamado da Civilização"
"#EVENT_TRIBE_04A_REFUSE_DESC","Há decepção nos olhos dos membros da tribo. ""Lamentamos ouvir isso, mas nem todo grupo pode se dar ao luxo de ter novas bocas para alimentar. Esperamos que se tornem mais fortes e que tenham êxito. Adeus""."
"#EVENT_TRIBE_04B_NOTIFICATION_HEADER","Uma tribo conhecida se aproxima da colônia"
"#EVENT_TRIBE_04B_NOTIFICATION_DESC","Parece que você já os confrontou antes"
"#EVENT_TRIBE_04B_NAME","Movidos pelo Desespero"
"#EVENT_TRIBE_04B_DESC","A pequena tribo, todos vestidos com peles de animais e outras recordações animalistas, chega à fronteira da sua colônia. Um deles, uma mulher idosa com chifres de cervo, dá um passo à frente. ""Saudações. Estou ciente de que houve hostilidades entre nós, inclusive exageros. Só que agora estamos desesperados, por isso imploramos sua ajuda: por favor, nos deem comida. Estamos precisando urgentemente""."
"#EVENT_TRIBE_04B_ACCEPT","Dar comida a eles"
"#EVENT_TRIBE_04B_REFUSE","Recusar"
"#EVENT_TRIBE_04B_ACCEPT_NAME","Movidos pelo Desespero"
"#EVENT_TRIBE_04B_ACCEPT_DESC","A tribo agradece profusamente enquanto aceita seu presente. ""Muito obrigado mesmo. Toma, aceite isso. Não é muito, mas já não precisamos mais"", diz a velha, oferecendo a você livros antigos embrulhados com cuidado em peles de cervo."
"#EVENT_TRIBE_04B_REFUSE_NAME","Movidos pelo Desespero"
"#EVENT_TRIBE_04B_REFUSE_DESC","Os olhos da velha se encolhem em dois pontos ardentes de ódio. ""Não lhes resta humanidade no coração? Muito que bem, então vejam todos nós morrendo à sua volta para ver se gostam"". À medida que a tribo entra na floresta, você percebe algo voando pelos ares: uma fila de coquetéis molotov, que atingem suas edificações e as incendeiam; a afronta final da tribo."
"#EVENT_SHELTER_01_NOTIFICATION_HEADER","Tem alguma coisa estranha com um abrigo"
"#EVENT_SHELTER_01_NOTIFICATION_DESC","Fizeram alguns atalhos durante sua construção"
"#EVENT_SHELTER_01_NAME","Fundações Medíocres"
"#EVENT_SHELTER_01_DESC","Nem todos são igualmente competentes na arte da construção, mas parece que um dos seus colonos é extraordinariamente péssimo. Sua <mark>barraca</mark> dá a impressão de que pode ruir a qualquer momento, já que o plástico colado precariamente está rasgando aos poucos. Independente disso, o colono insiste que sabe o que está fazendo."
"#EVENT_SHELTER_01_IMPROVE","Melhorar a barraca"
"#EVENT_SHELTER_01_IGNORE","Deixar para lá"
"#EVENT_SHELTER_01_IMPROVE_NAME","Fundações Medíocres"
"#EVENT_SHELTER_01_IMPROVE_DESC","Contra a vontade desse colono, você decide fazer uns ajustes na casa. A pessoa parece descontente com a situação toda, mas consegue murmurar um obrigado depois de o trabalho estar pronto."
"#EVENT_SHELTER_01_IGNORE_NAME","Fundações Medíocres"
"#EVENT_SHELTER_01_IGNORE_DESC","Antes de você dar as costas, as hastes de suporte cedem e a barraca frágil desaba. Algo lá dentro irrompe em chamas enquanto o colono luta para sair das ruínas. Ouvem-se gritos de maldições sobre um velho manual sueco defeituoso."
"#EVENT_EXTORTION_01_NOTIFICATION_HEADER","Um mercenário solitário se aproxima"
"#EVENT_EXTORTION_01_NOTIFICATION_DESC","Ele quer falar com você"
"#EVENT_EXTORTION_01_NAME","Vadios do Vidão"
"#EVENT_EXTORTION_01_DESC","Um homem solitário com traje de mercenário se aproxima do portão. ""Que bela colônia você tem aqui. Tem certeza que este negócio vai protegê-la bem o suficiente? Eu e meus associados podemos defender seu povo da vida selvagem, dos bandidos e sei lá o que mais por um preço muito razoável""."
"#EVENT_EXTORTION_01_PAY","Pagar"
"#EVENT_EXTORTION_01_POSTPONE","Preciso de mais tempo"
"#EVENT_EXTORTION_01_DECLINE","Obrigado, mas estamos bem"
"#EVENT_EXTORTION_01_PAY_DESC","""Obrigado, caro líder! Bem que te achei uma pessoa razoável no momento em que pus os olhos em você e nesta bela aldeia. Com certeza isto vai garantir a prosperidade para nós dois"". Antes que você consiga perguntar como funciona esta suposta proteção, ele já está bem longe."
"#EVENT_EXTORTION_01_POSTPONE_DESC","""Claro, somos razoáveis! Eu apareço mais tarde, assim você pode providenciar os itens necessários neste meio tempo""."
"#EVENT_EXTORTION_01_DECLINE_DESC","""Acho que você não percebeu bem o que eu disse. Queríamos fazer isso de uma forma educada, mas você não nos deixa outra alternativa. Rapazes, vamos dar uma lição neles!"". Assim que ele termina, veículos aceleram até ao portão e deles saltam bandidos armados e prontos para atacar."
"#EVENT_EXTORTION_01B_NOTIFICATION_HEADER","Aparece um homem conhecido no portão"
"#EVENT_EXTORTION_01B_NOTIFICATION_DESC","O mercenário quer um dedo de prosa"
"#EVENT_EXTORTION_01B_NAME","Vadios do Vidão"
"#EVENT_EXTORTION_01B_DESC","Você vê um homem de aparência familiar e roupas de mercenário se aproximando do portão, e ele não está sozinho. ""Está na hora da sua próxima prestação. Você já sabe como funciona: pague e a gente continua protegendo vocês de outros com... de feras e bandidos!"""
"#EVENT_EXTORTION_01B_PAY","Pagar"
"#EVENT_EXTORTION_01B_POSTPONE","Preciso de mais tempo"
"#EVENT_EXTORTION_01B_DECLINE","Obrigado, mas estamos bem"
"#EVENT_EXTORTION_01B_PAY_DESC","""Excelentíssimo: um negócio lucrativo para nós dois, tenho certeza. Até à próxima!"". Mais uma vez o homem desaparece na distância com seus recursos."
"#EVENT_EXTORTION_01B_POSTPONE_DESC","""Não, não é assim que isso funciona. Dei tempo de sobra pra você descolar os bens. Acho que você só precisa de uma lição de humildade e pontualidade. E essa você vai receber de graça!"". Ele nem bem termina de falar e seus bandidos armados atacam o portão."
"#EVENT_EXTORTION_01B_DECLINE_DESC","""Acho que você não percebeu bem o que eu disse. Queríamos fazer isso de uma forma educada, mas você não nos deixa outra alternativa. Rapazes, vamos dar uma lição neles!"". Assim que ele termina, vários homens armados saem dos veículos e atacam."
"#EVENT_WELL_01_NOTIFICATION_HEADER","Uma mulher angustiada se aproxima de você"
"#EVENT_WELL_01_NOTIFICATION_DESC","As pessoas estão adoecendo"
"#EVENT_WELL_01_NAME","Poço Infectado"
"#EVENT_WELL_01_DESC","Uma mulher aflita vem falar com você. ""Minha amiga adoeceu, mas nenhuma surpresa, tendo em conta sua higiene pessoal. Só que agora o mesmo aconteceu com meu vizinho, depois de ter bebido água desse poço. Você precisa fazer alguma coisa a esse respeito. Você podia deixar alguém vigiando o poço ou mandar alguém limpá-lo""."
"#EVENT_WELL_01_GUARD","Designar um colono para o poço"
"#EVENT_WELL_01_CLEAN","Mandar limpar o poço"
"#EVENT_WELL_01_DECLINE","Não tenho tempo para isso"
"#EVENT_WELL_01_GUARD_DESC","Você manda alguns dos seus colonos ficarem de olho no poço durante as tarefas normais, para ver se há algo de estranho. A mulher parece satisfeita com sua decisão."
"#EVENT_WELL_01_CLEAN_DESC","Você manda o poço ser consertado e limpo meticulosamente para garantir que nada indesejado se infiltre na água do solo. A mulher parece estar satisfeita com sua decisão."
"#EVENT_WELL_01_DECLINE_DESC","Para desgosto da mulher, você rejeita a preocupação dela, alegando ter coisas mais importantes para fazer no momento."
"#EVENT_WELL_01B_NOTIFICATION_HEADER","O guarda do poço se aproxima"
"#EVENT_WELL_01B_NOTIFICATION_DESC","Ele encontrou alguma coisa"
"#EVENT_WELL_01B_NAME","Poço Infectado"
"#EVENT_WELL_01B_DESC","Um dos colonos que você encarregou de vigiar esse poço vem falar com você. ""Eu fiz o que me pediu, chefe, e encontrei isso."" Ele arrasta um garoto na sua frente. ""Ele estava atirando paus, pedras brilhantes, lagartos e tudo mais dentro do poço, aparentemente por tédio""."
"#EVENT_WELL_01B_SCOLD","Repreender o garoto"
"#EVENT_WELL_01B_LET","Deixar para lá"
"#EVENT_WELL_01C_NOTIFICATION_HEADER","Uma mulher conhecida se aproxima"
"#EVENT_WELL_01C_NOTIFICATION_DESC","As infecções não pararam"
"#EVENT_WELL_01C_NAME","Poço Infectado"
"#EVENT_WELL_01C_DESC","A mulher preocupada de antes se aproxima de novo de você. ""Acho que a limpeza não funcionou, tem mais gente doente!"". Tenho certeza que alguém mal-intencionado está por trás disso!"
"#EVENT_WELL_01C_POST","Designar um colono para o poço"
"#EVENT_WELL_01C_DECLINE","Não fazer nada"
"#EVENT_WELL_01C_POST_DESC","Você manda alguns dos seus colonos ficarem de olho no poço durante as tarefas normais, para ver se há algo de estranho. A mulher parece satisfeita com sua decisão."
"#EVENT_WELL_01C_DECLINE_DESC","Para desgosto da mulher, você rejeita a preocupação dela, alegando ter coisas mais importantes para fazer no momento. As infecções continuam se espalhando, e alguns colonos decidem analisar o poço sem seu consentimento. Revela-se que o fundo está repleto de paus aleatórios, pedras brilhantes e até pequenos animais que não poderiam ter chegado lá sozinhos."
"#EVENT_VERMIN_01_NOTIFICATION_HEADER","Um colono está escondendo alguma coisa"
"#EVENT_VERMIN_01_NOTIFICATION_DESC","Talvez você esteja diante de uma infestação"
"#EVENT_VERMIN_01_NAME","Criação de Vermes"
"#EVENT_VERMIN_01_DESC","Chegou ao seu conhecimento que um colono anda reproduzindo <mark>besouros-ratos</mark> em segredo dentro da colônia. O criador está rodeado por um bando de gente furiosa que exige respostas. Ele tenta explicar que os besouros-ratos são, na verdade, criaturas incompreendidas, gentis e até inteligentes por natureza. Ele implora para ficar com os animais, mas os outros colonos estão preocupados que as coisas acabar mal rapidamente se estas pragas forem deixadas vivas."
"#EVENT_VERMIN_01_CONSERVE","Nada de alarmante aqui"
"#EVENT_VERMIN_01_EXTERMINATE","Livrar-se dos animais"
"#EVENT_VERMIN_01_CONSERVE_NAME","Criação de Vermes"
"#EVENT_VERMIN_01_CONSERVE_DESC","Você bota a multidão para correr, assegurando que é apenas um passatempo, mesmo que estranho. O criador corre para apertar sua mão e, com entusiasmo, promete manter os besouros-ratos sob controle. Como agradecimento, até divide algumas ideias sobre sua pesquisa em andamento sobre as qualidades regenerativas dos insetos."
"#EVENT_VERMIN_01_EXTERMINATE_NAME","Criação de Vermes"
"#EVENT_VERMIN_01_EXTERMINATE_DESC","Você manda esses outros colonos confiscarem os vermes e exterminem-nos. O criador, porém, não fica tão entusiasmado com a ideia. ""São meus bebês! Você só vai matá-los por cima do meu cadáver!"", grita ele enquanto libera a fúria dos animais sobre os colonos."
"#EVENT_LAZY_01_NOTIFICATION_HEADER","O trabalho começou a acumular"
"#EVENT_LAZY_01_NOTIFICATION_DESC","Alguém não está cumprindo suas obrigações"
"#EVENT_LAZY_01_NAME","Solução Preguiçosa"
"#EVENT_LAZY_01_DESC","O dia está bastante agitado, mas pelo canto do olho você repara num colono deitado de costas, simplesmente olhando para céu aberto. Quando interrogado, ele abre um sorriso largo meio desdentado e simplesmente suspira: ""Depois de tudo o que aconteceu, recebemos uma segunda oportunidade de viver. Por que você não começa, então?"""
"#EVENT_LAZY_01_SCOLD","""Cai na real. Temos trabalho a fazer""."
"#EVENT_LAZY_01_CHILL","Juntar-se ao colono"
"#EVENT_LAZY_01_SCOLD_NAME","Solução Preguiçosa"
"#EVENT_LAZY_01_SCOLD_DESC","Você assume um papel de autoridade e manda o colono fazer sua parte, como todos os outros. Ele sorri, mas levanta e começa suas funções. ""A vida está nas pequenas coisas. Você vai acabar percebendo."", diz ele antes de partir. Os outros parecem contentes por terem mais um par de mãos para ajudar."
"#EVENT_LAZY_01_CHILL_NAME","Solução Preguiçosa"
"#EVENT_LAZY_01_CHILL_DESC","Depois de ouvir as palavras do colono, você percebe que não se diverte há muito tempo. A atmosfera está calma enquanto você observa as nuvens passando, e ao mesmo tempo fala sem preocupações sobre os modos de antigamente. No final, ele te dá uma estranha caixa de madeira, ""Para trazer de volta um pouco de alegria"". Enquanto isso, os outros colonos não estavam se divertiram tanto assim, já que recaiu mais trabalho sobre seus ombros."
"#EVENT_RELIGION_01_NOTIFICATION_HEADER","Os colonos encontraram alguma coisa brilhante"
"#EVENT_RELIGION_01_NOTIFICATION_DESC","Seria um sinal vindo de cima?"
"#EVENT_RELIGION_01_NAME","Aqueles Antes de Nós"
"#EVENT_RELIGION_01_DESC","Os colonos vêm até você depois de terem encontrado alguma coisa ""extraordinária"" na floresta próxima: uma bela relíquia que reluz dourado na luz. Ela tem duas rochas brilhantes como olhos, tão reluzentes que você enxerga seu próprio reflexo. Os colonos estão convencidos de que ela é um sinal de boa sorte, e querem realizar uma cerimônia em sua honra."
"#EVENT_RELIGION_01_ALLOW","Permitir o culto"
"#EVENT_RELIGION_01_FORBID","Derreter a estátua"
"#EVENT_RELIGION_01_CEREMONY_NAME","Aqueles Antes de Nós"
"#EVENT_RELIGION_01_CEREMONY_DESC","Você não vê mal nenhum em trazer a relíquia, já que um incentivo do alto faria bem a todos. Realiza-se uma pequena cerimônia na fronteira da colônia, onde as pessoas começam a trazer oferendas e a cantar as poucas canções de que ainda se lembram. Apesar se o local ser rapidamente invadido por porcos, os colonos se sentem um pouco mais esperançosos em relação ao futuro."
"#EVENT_RELIGION_01_FIGHT_NAME","Aqueles Antes de Nós"
"#EVENT_RELIGION_01_FIGHT_DESC","Você não vê mal nenhum em trazer a relíquia, já que um estímulo dos superiores seria bom para todo mundo. Quase na mesma hora surge uma discussão, pois não é todo mundo que está disposto a desperdiçar materiais nessa ""lorota"". Lançam-se punhos e outros objetos, assim como insultos igualmente dolorosos. Depois de arrancar um colono da garganta do outro, o ídolo não se encontra em lugar nenhum. Roubado ou esquecido na lama, talvez seja melhor deixá-lo como está."
"#EVENT_RELIGION_01_FORBID_NAME","Aqueles Antes de Nós"
"#EVENT_RELIGION_01_FORBID_DESC","Uma estranha figura de divindade na colônia só pode trazer males. Você decide que os recursos são muito mais úteis neste momento. Para sua surpresa, o ídolo não derrete em ouro e, em vez disso, um cheiro desagradável de tinta e plástico queimados tomam o ar. Enquanto sofre olhares infames, você torce para que os poderes em que seus colonos estavam acreditando não passem de produto da imaginação."
"#EVENT_CHILD_01_NOTIFICATION_HEADER","Avistam uma estranha criança perto da colônia"
"#EVENT_CHILD_01_NOTIFICATION_DESC","Ela está aqui há muito tempo antes de nós"
"#EVENT_CHILD_01_NAME","Entre os Detritos"
"#EVENT_CHILD_01_DESC","Enquanto procurava materiais, um trabalhador do <mark>reciclador</mark> avistou uma criança vivendo no meio dos montes de lixo. Não é uma das suas, e deve estar lá há muito tempo. Você chega num lugar antiquado montado com garrafas de plástico e tiras de elástico. ""Esta é minha casa. Não tenho pra onde ir"", a criança sussurra enquanto olha para o chão."
"#EVENT_CHILD_01_REJECT","Abandonar a criança"
"#EVENT_CHILD_01_WELCOME","Levá-la para dentro"
"#EVENT_CHILD_01_REJECT_NAME","Entre os Detritos"
"#EVENT_CHILD_01_REJECT_DESC","Você manda que a criança seja expulsa das suas dependências. Você não tem recursos para alimentar outra boca, especialmente uma criança que mal consegue trabalhar para justificar sua existência. Ela é retirada em silêncio de sua casa e preparam-na para partir. Você espreita por cima do portão para vê-la criança agarrada à sua mochila minúscula, olhando de volta para você com os olhos sem luz. Com passinhos incertos, desaparece no deserto."
"#EVENT_CHILD_01_WELCOME_NAME","Entre os Detritos"
"#EVENT_CHILD_01_WELCOME_DESC","Você olha para a criança sentada em cima de uma pilha de detritos, com as bochechas secas e as olheiras escuras debaixo dos olhos. Pede para ela se juntar à sua colônia, explicando que esses recursos serão utilizados aos poucos. A criança não parece nem feliz nem triste, mas assente com a cabeça de forma calma, pegando na sua mão enquanto vocês voltam para a colônia."
"#EVENT_WELL_02_NOTIFICATION_HEADER","O tempo está mudando rapidamente"
"#EVENT_WELL_02_NOTIFICATION_DESC","Estas nuvens não são as de sempre"
"#EVENT_WELL_02_NAME","Poxa, Poço"
"#EVENT_WELL_02_DESC","O tempo no apocalipse é imprevisível, mas estas nuvens parecem ter surgido do nada. Gotas escuras, sibilando ao tocar em qualquer coisa, começam a cair aos montes. ""Chuva ácida. Abriguem-se, todos"", você grita e amontoa todos sob algo protetor. Logo alguém aponta para a torneira do <mark>poço d'água</mark> deixada aberta, o que significa que a água lá dentro pode ficar infectada."
"#EVENT_WELL_02_WAIT","Esperar até que o pior tenha passado"
"#EVENT_WELL_02_PROTECT","Criar uma armadura improvisada"
"#EVENT_WELL_02_RISK","Arriscar"
"#EVENT_WELL_02_WAIT_NAME","Poxa, Poço"
"#EVENT_WELL_02_WAIT_DESC","Você decide que ninguém deve arriscar a vida por isso. O temporal não dura muito e, em breve, todos estão curiosos e reunidos no poço, mas ninguém parece disposto a tomar um gole. Obrigam um dos colonos mais detestados a fazer o trabalho sujo, e imediatamente depois de beber, ele cai de joelhos sem forças. Talvez durante um tempo seja melhor beber água armazenada."
"#EVENT_WELL_02_PROTECT_NAME","Poxa, Poço"
"#EVENT_WELL_02_PROTECT_DESC","Um dos colonos mais corajosos, armado com todas as camadas protetoras que você tinha a oferecer, entra na chuva para proteger o poço. Ele corre de volta e rejeita os aplausos como se não fossem nada, mas este ato de heroísmo levantou o ânimo de todos."
"#EVENT_WELL_02_RISK_NAME","Poxa, Poço"
"#EVENT_WELL_02_RISK_DESC","Um dos colonos mais corajosos corre para a chuva para fechar o poço. Enquanto volta, você já percebe que está sofrendo muito e, como se não bastasse, ele cai numa poça de água que queima. Quando regressa aos outros, é evidente que precisa rapidamente de algum tratamento. Os colonos aplaudem, aliviados pelo fato de que o abastecimento de água está seguro, pelo menos por enquanto."
"#EVENT_RESULT_INCREASE_REPUTATION","Ganhou {1} de reputação com {0}"
"#EVENT_RESULT_DECREASE_REPUTATION","Perdeu {1} de reputação com {0}"
"#EVENT_RESULT_SET_REPUTATION","Reputação de {0} definida para {1}"
"#LOCATION_PLAYER","Sua colônia"
"#LOCATION_HOSPITAL","Hospital"
"#LOCATION_WATER","Água"
......@@ -5254,6 +5561,8 @@
"#TRADE_DONE_LEADER14_POSITIVE1","Com certeza estou radiante de contentamento!"
"#TRADE_DONE_LEADER14_NEUTRAL1","Pronto, quer que embrulhe pra viagem também, folgado(a)?"
"#TRADE_DONE_LEADER14_NEGATIVE1","Agora sai antes que eu atire você na latrina."
"#TOPIC_HAZARD_LEVEL_TITLE","Grau de periculosidade"
"#TOPIC_DANGER_LEVEL_TITLE","Nível de perigo"
"#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"
......@@ -5293,7 +5602,7 @@
"#TUTORIAL_NOTIFICATION_WORLDMAP_HEADLINE","Acesso ao mapa-múndi"
"#TUTORIAL_NOTIFICATION_WORLDMAP_MESSAGE","Agora você tem acesso ao mapa-múndi."
"#TUTORIAL_DIALOG_WORLDMAP_HEADLINE","MAPA-MÚNDI"
"#TUTORIAL_DIALOG_WORLDMAP_MESSAGE","Agora que o mapa-múndi está aberto, começam a aparecer outros <mark>sobreviventes</mark> e <mark>especialistas</mark> no seu <mark>portão</mark>. Vá já conferir o que tem do lado de fora apertando no grande botão de mapa-múndi no canto inferior direito."
"#TUTORIAL_DIALOG_WORLDMAP_MESSAGE","Agora que o mapa-múndi está aberto, começam a aparecer outros <mark>sobreviventes</mark> e <mark>especialistas</mark> no seu <mark>portão</mark>. Você pode enviar especialistas para o mapa-múndi primeiro selecionando-os, depois escolhendo a opção <mark>Enviar ao mapa-múndi</mark> em seu respectivo painel informativo. Vá já conferir o que tem do lado de fora apertando o grande botão de mapa-múndi no canto inferior direito."
"#TUTORIAL_NOTIFICATION_WM_ACTION_HEADLINE","Vasculhagem"
"#TUTORIAL_NOTIFICATION_WM_ACTION_MESSAGE","Aperte aqui para saber como."
"#TUTORIAL_DIALOG_WM_ACTION_HEADLINE","VASCULHANDO"
......@@ -5529,6 +5838,18 @@
"#TUTORIAL_DIALOG_HYGIENE_MESSAGE","Os colonos podem ter dificuldade para cuidar da <mark>higiene</mark> nessas terras desoladas. Colonos sujos logo ficam descontentes, sendo mais propensos a contrair várias doenças. Ajude-os a construir uma <mark>casinha</mark> no menu de construção!"
"#CODEX_HYGIENE_HEADLINE","HIGIENE"
"#CODEX_HYGIENE","Os colonos ficam <mark>sujos</mark> se não tiverem acesso adequado às edificações de manutenção da higiene pessoal. Estas edificações incluem <mark>casinhas</mark>, para eliminação adequada de resíduos, e <mark>saunas</mark>, para limpeza com mais eficiência a poluição e outros resquícios da pele. A sauna pode ser desbloqueada na <mark>Árvore de Tecnologia</mark>.\n\nLembre-se, a demanda por manutenção da higiene aumenta a cada novo colono; portanto, continue fornecendo as instalações de limpeza de que precisam."
"#TUTORIAL_NOTIFICATION_HOSTILE_HEADLINE","Colonos hostis"
"#TUTORIAL_NOTIFICATION_HOSTILE_MESSAGE","Aperte aqui para saber mais."
"#TUTORIAL_DIALOG_HOSTILE_HEADLINE","COLONOS HOSTIS"
"#TUTORIAL_DIALOG_HOSTILE_MESSAGE","Os colonos ou sobreviventes infelizes às vezes podem se virar contra você, tornando-se <mark>hostis</mark>. São levados a criar caos, seja ferindo os outros ou causando dano às edificações. Construa <mark>torres de guarda</mark> para mobilizar guardas e <mark>armeiros</mark> para proporcionar armas adequadas para proteger a colônia."
"#CODEX_HOSTILE_HEADLINE","SEGURANÇA DA COLÔNIA"
"#CODEX_HOSTILE","Os colonos <mark>hostis</mark> já não trabalham mais e, em vez disso, sabotam a colônia. Portanto, são tratados como <mark>bandidos</mark> intrusos.\n\nA propensão de um colono se tornar hostil aumenta quanto <mark>mais infeliz</mark> estiver. Aumente o padrão de vida da colônia fornecendo <mark>alimento nutritivo</mark>, <mark>saneamento</mark> e <mark>abrigos</mark> melhores. Talvez também seja apropriado reconsiderar deixar qualquer um entrar pelo <mark>portão</mark>.\n\nAs <mark>guaritas</mark> garantem que qualquer novo colono hostil seja tratado com rapidez e eficácia. Os trabalhadores designados atuam como <mark>guardas</mark>, supervisionando a segurança da colônia. \n\nOs <mark>armeiros</mark> fornecem armas de fogo melhoradas para os guardas. Como estas armas se deterioram com o tempo, lembre-se de manter a produção."
"Colonists need a steady source of <mark>Meat</mark> and <mark>Vegetables</mark>. The Meat category, for example, includes <mark>Venison</mark>, <mark>Fish</mark> and some insects. Vegetables include <mark>Berries</mark> and most harvestable crop from <mark>Fields</mark>, like <mark>Corn</mark> and <mark>Potatoes</mark>.\n\nSome foods are only good for filling up the stomachs of colonists, but provide no nutrients for them to keep going in the long term.\n\n<mark>Well-Nourished</mark> colonists enjoy a varied diet of meats, vegetables and different meals. Good for you if you reached this status!\n\n<mark>Poorly Nourished</mark> colonists are not getting everything they need. Are you providing enough Meals to colonists or are they eating just raw foods? You can prepare meals in <mark>Cookhouses</mark> and <mark>Mess Halls</mark>.\n\n<mark>Malnourished</mark> colonists’ diet is severely lacking in one or more areas.","Desnutrição"
"#TUTORIAL_NOTIFICATION_MALNUTRITION_MESSAGE","Aperte aqui para saber mais."
"#TUTORIAL_DIALOG_MALNUTRITION_HEADLINE","DESNUTRIÇÃO"
"#TUTORIAL_DIALOG_MALNUTRITION_MESSAGE","Como seus colonos precisam de uma dieta variada tanto de <mark>vegetais</mark> quanto de <mark>carnes</mark>, assegure a disponibilidade constante dessas duas opções. A <mark>desnutrição</mark> é uma condição séria que, quando prolongada, levará à morte."
"#CODEX_MALNUTRITION_HEADLINE","NUTRIÇÃO"
"#CODEX_MALNUTRITION","Os colonos precisam de uma fonte estável de <mark>carne</mark> e <mark>vegetais</mark>. A categoria carne inclui, por exemplo, <mark>carne de caça</mark>, <mark>peixes</mark> e alguns insetos. Já os vegetais incluem <mark>frutinhas</mark> e a maioria das plantações dos <mark>campos</mark>, como <mark>milho</mark> e <mark>batatas</mark>.\n\nAlguns alimentos são bons apenas para encher o estômago dos colonos, mas não fornecem nutrientes para mantê-los no longo prazo.\n\nOs colonos <mark>bem nutridos</mark> desfrutam de uma dieta variada de carnes, vegetais e diferentes refeições. Se você chegou a esta situação, parabéns!\n\nOs colonos <mark>desnutridos</mark> não estão ingerindo tudo que precisam. Será que você está disponibilizando refeições suficientes ou eles estão comendo apenas alimentos crus? É possível preparar refeições nas <mark>cozinhas</mark> e <mark>refeitórios</mark>.\n\nA dieta dos colonos <mark>desnutridos</mark> é gravemente deficiente em uma ou mais áreas."
"#TOPIC_RESEARCH_FOOD","ALIMENTO"
"#TOPIC_RESEARCH_PRODUCTION","PRODUÇÃO"
"#TOPIC_RESEARCH_COLONY","COLÔNIA"
......@@ -5873,3 +6194,7 @@
"#TOPIC_TECH_CAT_WORLD","Mapa-múndi"
"#TOPIC_TECH_CAT_WORLD_DESC","Melhora as ações no mapa-múndi"
"#TOPIC_ACTIVE_RESEARCH","Pesquisa ativa"
"#TECH_WEAPON_CRAFTING","Produção de armas"
"#TECH_WEAPON_CRAFTING_DESC","Lutar à curta distância contra a vida selvagem pós-apocalíptica e os bandidos desvairados não é a coisa mais inteligente que se pode fazer. Um armeiro fornece armas decentes para os guardas defenderem a colônia."
"#TECH_GUARDIANS","Guardiães"
"#TECH_GUARDIANS_DESC","Os guardas são a base de defesa da colônia contra inimigos e animais hostis. Designe pessoas para as guaritas, a fim de que se preparem e se concentrem na proteção de seus companheiros colonos."
......@@ -989,6 +989,32 @@
"#ANNOUNCEMENT_PATCHNOTES_MS15_BARTER_TEXT","The trading system has gone through further changes this past month. Trading has a brand new interface and no longer uses Reputation as a form of payment, as we are introducing Coins into the mix. Coins can be traded in and exchanged at the cost of Resources. Also, the Societies have a new selection of Goods from Materials and Medicine to the likes of vehicles and Seeds. Get out there and find the best deals!"
"#ANNOUNCEMENT_PATCHNOTES_MS15_IMPROVEMENTS_SUBTITLE","Other improvements"
"#ANNOUNCEMENT_PATCHNOTES_MS15_IMPROVEMENTS_TEXT","Some other improvements include new building variations, lighting tweaks and visual improvements to the sky, new models for events and the tech tree has been rearranged to provide the best possible experience. Lastly, the new pre-game selection of Ideologies allows you to select what kind of a leader you’d be and what unique advancements you bring to the table. This feature will be expanded in the future."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_MS16_1","Hostile World"
"#ANNOUNCEMENT_PATCHNOTES_MS16_TITLE","Hostile World"
"#ANNOUNCEMENT_PATCHNOTES_MS16_DESC","This update brings you enemies at the Gate, but it also gives you a fighting chance against them with the new Colony Combat feature. Hostile forces might attack your Colony while mutated wildlife has grown more aggressive. There are also major improvements to Trading and Tech Tree plus new Vehicles and a modest Outhouse to help with early game hygiene."
"#ANNOUNCEMENT_PATCHNOTES_MS16_COMBAT_SUBTITLE","Colony combat"
"#ANNOUNCEMENT_PATCHNOTES_MS16_COMBAT_TEXT","Bandits and desperate people can now resort to direct attacks against the Colony. Fight back by upgrading the Gate and posting Guards to defend it. If the enemy breaks through, protect the Colony with your Specialists, which you can now control directly in the Colony view."
"#ANNOUNCEMENT_PATCHNOTES_MS16_WILDLIFE_SUBTITLE","Wildlife"
"#ANNOUNCEMENT_PATCHNOTES_MS16_WILDLIFE_TEXT","Mutated animals have grown more numerous and aggressive, and now pose a threat to your Colonists. Some of these wild beasts guard resource deposits around the Colony, and others will attack your people in a fit of rage. Colonists will fight back to defend themselves but Specialists are required to deal with more serious threats."
"#ANNOUNCEMENT_PATCHNOTES_MS16_BARTER_SUBTITLE","Special deals"
"#ANNOUNCEMENT_PATCHNOTES_MS16_BARTER_TEXT","Trading with Societies continues to be improved. They now offer new special deals with special discounts, which also raise your Reputation. And the better your Rep with them is the sweeter deals you'll get. But don't dump unwanted resources on them, as they'll pay less and be annoyed with you if you do."
"#ANNOUNCEMENT_PATCHNOTES_MS16_IMPROVEMENTS_SUBTITLE","Other improvements"
"#ANNOUNCEMENT_PATCHNOTES_MS16_IMPROVEMENTS_TEXT","Colonists will voice their opinions on various events. Research progress is now shown in the notification area. The new Van and Offroader vehicles can be found on the World Map and in trade deals. Buildings stop functioning in critical condition and some conditions prevent your Colonists from working. And the annoying Happiness change sound effect has been fixed!"
"#ANNOUNCEMENT_PATCHNOTES_MS16_CHANGES_SUBTITLE","Изменения в интерфейсе"
"#ANNOUNCEMENT_PATCHNOTES_MS16_CHANGES_TEXT","Перемещать камеру теперь можно правой кнопкой мыши. Отправить специалиста из колонии на карту мира теперь можно по нажатию кнопки «Отправить на карту мира» на панели информации о специалисте."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_MS17_1","Law and Order"
"#ANNOUNCEMENT_PATCHNOTES_MS17_TITLE","Law and Order"
"#ANNOUNCEMENT_PATCHNOTES_MS17_DESC","Avoiding Malnutrition requires you to supply your colonists with varied Food to eat. Guards protect the colony from external and internal threats, especially when equipped with the new rifles from the Gunsmith. Colonists may now turn hostile on you if you treat the poorly enough and cause havoc."
"#ANNOUNCEMENT_PATCHNOTES_MS17_MALNUTRITION_SUBTITLE","Malnutrition"
"#ANNOUNCEMENT_PATCHNOTES_MS17_MALNUTRITION_TEXT","The new nutrition system means that meat, vegetables and other food items must be served equally to keep hunger and malnutrition at bay. Ignoring this for long can cause severe consequences and is equally slow to recover from."
"#ANNOUNCEMENT_PATCHNOTES_MS17_GUARDS_SUBTITLE","Guards"
"#ANNOUNCEMENT_PATCHNOTES_MS17_GUARDS_TEXT","Colonists can be now assigned to Guard Posts to increase the safety of your people. Guards can be equipped with rifles as they patrol around their posts scanning for threats. They're also visually distinctive with heavier protective armor."
"#ANNOUNCEMENT_PATCHNOTES_MS17_HOSTILE_SUBTITLE","Going hostile"
"#ANNOUNCEMENT_PATCHNOTES_MS17_HOSTILE_TEXT","If the colony Happiness declines too much, some of your colonists might turn hostile. Hostile people must be dealt swiftly and decisively, so have some Guards at hand at all times. Keep an eye on colony Happiness and allow the people some time off to spend at a Memorial, Theater or an Arena."
"#ANNOUNCEMENT_PATCHNOTES_MS17_IMPROVEMENTS_SUBTITLE","Events"
"#ANNOUNCEMENT_PATCHNOTES_MS17_IMPROVEMENTS_TEXT","Event system has been expanded with certain results spawning wild beasts or bandits and the requested resources scale better to allow players more options to choose from. New events have been added especially to the early game."
"#ANNOUNCEMENT_PATCHNOTES_MS17_CHANGES_SUBTITLE","Other improvements"
"#ANNOUNCEMENT_PATCHNOTES_MS17_CHANGES_TEXT","Hostile units should overlap less during combat, wild animal visibility has been improved, colonist suffer injuries from engaging in combat and roads have gotten a visual overhaul with Dirt Roads becoming combinable into larger areas similar to Paved ones."
"#POPULATION","Население"
"#RESOURCE_WOOD","Бревна"
"#RESOURCE_PLANK","Доски"
......@@ -1491,24 +1517,24 @@
"#RESOURCE_PLANK_DESC","Строительный материал.\n\nОсновной строительный материал, который можно изготовить на пилораме или найти на карте мира."
"#RESOURCE_ENERGY_DESC","Единица энергии.\n\nПроизводится на электростанциях и запасается в батареях. Требуется для работы большинства сложных зданий."
"#RESOURCE_FOOD_DESC","Пища — это незаменимый ресурс, который всегда в дефиците. В пищу колонисты могут употреблять самые разные продукты, от овощей и мяса до насекомых."
"#RESOURCE_METAL_DESC","Строительный материал.\n\nМеталл можно добыть на мусорных свалках при помощи станции по приему лома или в небольших количествах найти на карте мира."
"#RESOURCE_METAL_DESC","Строительный материал и сырье.\n\nДобывайте металл на свалках при помощи станции по приему лома или находите на карте мира."
"#RESOURCE_SCRAP_DESC","Сырье.\n\nПобочный продукт работы станции по приему лома, образующийся во время добычи металла. В механической мастерской из него можно сделать ценные детали."
"#RESOURCE_PARTS_DESC","Строительный материал.\n\nСложные механические детали, которые используются при постройке продвинутых зданий и изготовлении предметов."
"#RESOURCE_TOOLS_DESC","Предмет колониста.\n\nИнструменты для копания земли, рубки деревьев и прочих занятий. Без них работа идет гораздо медленнее.\n\nМожно изготовить в мастерской инструментов или найти на карте мира."
"#RESOURCE_TOOLS_DESC","Предмет колониста.\n\nИнструменты для копания земли и рубки деревьев, которые существенно ускоряют работу. Можно изготовить в мастерской инструментов или найти на карте мира."
"#RESOURCE_WATER_DESC","Без воды невозможно возникновение и поддержание жизни. Колония, у которой нет колодца для добычи этого ценнейшего ресурса, быстро погибнет."
"#RESOURCE_CLOTH_DESC","Предмет колониста.\n\nМногослойная одежда, которая немного защищает от природных катаклизмов. Без одежды колонисту грозит переохлаждение."
"#RESOURCE_CLOTH_DESC","Предмет колониста.\n\nМногослойная одежда дает некоторую защиту от природных факторов, переохлаждения и радиации."
"#RESOURCE_FIBER_DESC","Сырье.\n\nРазнокалиберные отрезы достаточно прочной ткани, из которой портной сможет пошить одежду."
"#RESOURCE_DEBRIS_DESC","Сырье.\n\nРазнокалиберные куски металла, которые на станции приема лома сортируются и превращаются в металл или утиль."
"#RESOURCE_TRASH_DESC","Сырье.\n\nРазный мусор, который на станции по переработке сортируется и превращается в пластик или волокно."
"#RESOURCE_FIREWOOD_DESC","Обработанный ресурс.\n\nИспользуется для превращения сырой пищи в питательные рационы на кухне или в столовой. Производится в лесозаготовочном лагере."
"#RESOURCE_CONCRETE_DESC","Строительный материал.\n\nОсновной строительный материал, который можно добыть на свалке или найти на карте мира."
"#RESOURCE_WEAPONS_DESC","Предмет специалиста.\n\nОружие необходимо специалистам, поскольку дает преимущество при нападении на хорошо охраняемые бандитские лагеря на карте мира."
"#RESOURCE_WEAPONS_DESC","Предмет специалиста.\n\nОружие дает специалистам столь необходимое преимущество при нападении на хорошо охраняемые бандитские лагеря на карте мира."
"#RESOURCE_ALCOHOL_DESC","ЗАГЛУШКА"
"#RESOURCE_FUEL_DESC","Жидкое топливо, которое используется для сборки и ремонта транспорта. В мире, пережившем апокалипсис, этот товар на вес золота."
"#RESOURCE_MEDS_DESC","Различные лекарства, которые можно использовать для лечения колонистов с травмами, лучевой болезнью и другими проблемами со здоровьем."
"#RESOURCE_COMPONENTS_DESC","Сложный строительный материал.\n\nИспользуется для возведения зданий, производящих или расходующих энергию. Можно преобразовать в электронику для зданий высшего технологического уровня."
"#RESOURCE_PLASTIC_DESC","Используется для строительства и производства предметов.\n\nСобирайте пластик на свалках при помощи станции по переработке или находите его на карте мира."
"#RESOURCE_ENTERTAINMENT_DESC","Строительный материал.\n\nНабор вещей из старого мира для развлечений. Эти артефакты прошлого необходимы для работы развлекательных сооружений. Можно найти только на карте мира."
"#RESOURCE_COMPONENTS_DESC","Сложный строительный материал.\n\nИспользуется для возведения зданий, производящих или расходующих энергию."
"#RESOURCE_PLASTIC_DESC","Строительный материал и сырье.\n\nСобирайте пластик на свалках при помощи станции по переработке или находите его на карте мира."
"#RESOURCE_ENTERTAINMENT_DESC","Строительный материал.\n\nНабор вещей из старого мира для развлечений, необходимых для работы развлекательных сооружений. Можно найти только на карте мира."
"#RESOURCE_HERBAL_DESC","Простые натуральные средства от различных недугов. Невысокая эффективность при лечении травм.\n\nМожно вырастить только в теплице.\nСкорость роста: низкая.\nУрожай: маленький."
"#RESOURCE_IODINE_DESC","Таблетки с йодом, поглощающие радиацию. Используются для лечения радиационного заражения и лучевой болезни."
"#RESOURCE_ANTIBIOTICS_DESC","Таблетки для лечения самых разных болезней. Лечат все инфекции и ускоряют выздоровление."
......@@ -1532,13 +1558,13 @@
"#TOOLTIP_RADIO_CONTENT","Поймайте одну из нескольких радиостанций."
"#MENU_PHOTO_MODE","ФОТОРЕЖИМ"
"#RESOURCE_FLOUR","Мука"
"#RESOURCE_FLOUR_DESC","Изготавливается из пшеницы, которую колонисты выращивают на полях и в теплицах.\n\nСама по себе мука в пищу не годится, зато пекарни могут превратить ее в хлеб."
"#RESOURCE_FLOUR_DESC","Изготавливается из пшеницы.\n\nСама по себе мука в пищу не годится, зато пекарни могут испечь из нее хлеб."
"#RESOURCE_CORN_DESC","Кукуруза растет быстро и за короткий срок может дать несколько урожаев. Очень боится катастроф.\n\nСкорость роста: обычная.\nУрожай: маленький."
"#RESOURCE_FISH_DESC","Местная рыба по вкусу и питательности ничуть не уступает мясу. Отличный источник незаменимых жиров и питательных веществ."
"#RESOURCE_POTATO_DESC","Картофель медленно растет, зато дает прекрасный урожай. Он переносит катастрофы лучше многих других культур, потому что его съедобные клубни развиваются под землей.\n\nСкорость роста: низкая.\nУрожай: средний."
"#RESOURCE_VENISON_DESC","Свежее мясо местных диких зверей, например оленей или кроликов, попавших в сети ваших звероловов."
"#RESOURCE_WHEAT_DESC","Зерновая культура, которая хорошо поддается переработке. Довольно быстро растет и дает отличный урожай.\n\nСкорость роста: обычная.\nУрожай: средний.\nСтойкость: средняя."
"#RESOURCE_POLLUTION_DESC","Опасный радиоактивный материал, запакованный в относительно надежные контейнеры. Перерабатывается на экологических станциях и складируется в хранилищах ядерных отходов."
"#RESOURCE_POLLUTION_DESC","Опасный радиоактивный материал, запакованный в относительно надежные контейнеры. Складируется в хранилищах ядерных отходов."
"#RESOURCE_COMPONENT","Комплектующие"
"#RESOURCE_COMPONENT_DESC","Сложный строительный материал.\n\nИспользуется для возведения зданий, производящих или расходующих энергию. Можно преобразовать в электронику для зданий высшего технологического уровня."
"#RESOURCE_BREAD","Хлеб"
......@@ -1604,7 +1630,7 @@
"#RESOURCE_PROTEINBARS","Протеиновые батончики"
"#RESOURCE_PROTEINBARS_DESC","Качественная пища.\n\nОбогащенные белком батончики, изготовленные из злаков, орехов и других ингредиентов. Сухие, но съедобные. Можно найти только на карте мира."
"#RESOURCE_CANNEDFRUIT","Консервированные фрукты"
"#RESOURCE_CANNEDFRUIT_DESC","Качественная пища.\n\nРазные консервированные фрукты в сахарном сиропе. Такие консервы очень питательны и вдобавок утоляют жажду. Можно найти только на карте мира."
"#RESOURCE_CANNEDFRUIT_DESC","Качественная пища.\n\nКонсервированные фрукты в сахарном сиропе очень питательны. Можно найти только на карте мира."
"#TOPIC_TECH_UNLOCKED","ОТКРЫТО"
"#TOPIC_PLACE","РАЗМЕСТИТЬ"
"#TOPIC_PLACE_MANY","РАЗМЕСТИТЬ НЕСКОЛЬКО"
......@@ -1645,7 +1671,7 @@
"#RECIPE_MEAL_MEAT_NAME","Мясные рационы"
"#RECIPE_MEAL_MEAT_DESC","Мясные рационы — это наваристая похлебка, которую можно приготовить из любого доступного мяса. Рыба тоже сойдет."
"#RECIPE_MEAL_VEGMEAT_NAME","Питательные рационы"
"#RECIPE_MEAL_VEGMEAT_DESC","Рационы, приготовленные из любой комбинации доступных овощей и мяса. Это здоровая пища, которая содержит все необходимые витамины и микроэлементы, а значит, спасает от недоедания."
"#RECIPE_MEAL_VEGMEAT_DESC","Рационы, приготовленные из овощей и мяса. Это здоровая пища, которая содержит все необходимые витамины и микроэлементы, а значит, спасает от недоедания."
"#RECIPE_SOUP_MEAL_NAME","Суп"
"#RECIPE_SOUP_MEAL_DESC","Горячий суп можно приготовить из любого сочетания доступных пищевых продуктов. Он позволяет насытиться, но если питаться только им, через какое-то время и боевой дух, и счастье колонистов пострадают."
"#RECIPE_MEAL_INSECT_NAME","Рационы из насекомых"
......@@ -2002,8 +2028,50 @@
"#TOOLTIP_TRADE_CATEGORY_OTHER_CONTENT","Различные ресурсы и материалы"
"#TOPIC_ALREADY_TRADING","Торговля уже идет"
"#RESOURCE_TOILET_PAPER","Туалетная бумага"
"#TOPIC_TRADE_ONGOING","ТОРГОВЛЯ (В ПРОЦЕССЕ)"
"#TOPIC_NOT_ENOUGH_COINS","Не хватает: {0}"
"#TOOLTIP_COLONY_VIEW","Колония"
"#TOPIC_GATE_HEALTH","Ворота"
"#TOPIC_RAIDERS_HEALTH","Налетчики"
"#TOPIC_COLONY_COMBAT","Сражения в колонии"
"#TOPIC_COMBAT_COUNT","Бои"
"#TOPIC_COMBATS_WON","Выигранные бои"
"#TOPIC_KILLED_ENEMIES","Убито врагов"
"#TOPIC_LOST_COLONISTS","Потеряно колонистов"
"#TOPIC_LOST_SPECIALISTS","Потеряно специалистов"
"#TOPIC_LOST_BUILDINGS","Зданий потеряно"
"#NOTIFICATION_COLONY_COMBAT","В колонии враги!"
"#NOTIFICATION_COLONY_COMBAT_DESC","Защищайте своих людей!"
"#RESOURCE_GUARD_RIFLE","Охотничье ружье"
"#RESOURCE_GUARD_RIFLE_DESC","Примитивное, но эффективное огнестрельное оружие, с которым охранникам будет проще защищать колонию. Довольно хрупкое и ненадежное."
"#NOTIFICATION_PERSON_HOSTILE","Теперь колонист {0} — ваш враг!"
"#NOTIFICATION_PERSON_HOSTILE_MANY","Колонисты ({0}) обернулись против вас!"
"#ANIMAL_KODIAK_KILLER","Бурый медведь-убийца"
"#NOTIFICATION_COMBAT_UNDER_ATTACK_MANY","На колониста напали!"
"#NOTIFICATION_COMBAT_UNDER_ATTACK_MANY_DESC","Несколько колонистов в опасности"
"#ITEM_WEAPON_EMPTY","Арбалет"
"#ITEM_WEAPON_EMPTY_DESC","Примитивное оружие с низким уроном. Стандартный вид оружия для всех охранников."
"#ITEM_WEAPON_1","Охотничье ружье"
"#ITEM_WEAPON_1_DESC","Простое ружье со средним уроном и низкой скорострельностью."
"#TOOLTIP_ASSIGN_COLONIST","Назначить колониста"
"#TOOLTIP_ASSIGN_COLONIST_CONTENT","Отправить колониста работать в этом здании."
"#DEATH_COMBAT","Смерть в бою"
"#DEATH_BY_BANDIT","Смерть от руки бандита"
"#DEATH_BY_WILD_BEAST","Смерть от лап и когтей зверя"
"#DEATH_DEFINED_ENEMY","Убийца: {0}"
"#TOOLTIP_RENAME_SPECIALIST","Rename specialist"
"#TOOLTIP_RENAME_SPECIALIST_CONTENT","Here you can rename your specialist."
"#TOOLTIP_RENAME_COLONIST","Rename colonist"
"#TOOLTIP_RENAME_COLONIST_CONTENT","Here you can rename your colonist."
"#NOTIFICATION_COMBAT_SPECIALIST_UNDER_ATTACK","Specialist is under attack!"
"#NOTIFICATION_COMBAT_SPECIALIST_UNDER_ATTACK_DESC","Your specialist is engaged in combat."
"#NOTIFICATION_PERSON_MALNOURISHED_DESC","Make more nutritious food from meat and vegetables"
"#NOTIFICATION_PERSON_MALNOURISHED_MANY_DESC","Your colonists need more nutritious food soon!"
"#TOOLTIP_GIVE_FEEDBACK","Bug reporting"
"#TOOLTIP_GIVE_FEEDBACK_CONTENT","Give us feedback or report a bug."
"#NOTIFICATION_BUILDING_UNDER_ATTACK","Building is under attack"
"#NOTIFICATION_SPECIFIC_BUILDING_UNDER_ATTACK","{0} is under attack"
"#NOTIFICATION_BUILDING_UNDER_ATTACK_DESC","Use guards or specialists to defeat the attacker"
"#CATEGORY_HOUSING","Жилища"
"#CATEGORY_STORAGE","Склады"
"#CATEGORY_FOOD","Пища"
......@@ -2443,6 +2511,12 @@
"#DESC_OUTHOUSE","Соблюдение базовых правил гигиены поможет колонистам оставаться здоровыми. Здесь они могут вымыться и справить нужду. Располагайте отхожие места подальше от источников воды, чтобы избежать загрязнения."
"#PARKINGLOT","Стоянка"
"#DESC_PARKINGLOT","Просто клочок земли, где можно хранить транспорт, пока он не понадобится."
"#GUARD_POST","Сторожевой пост"
"#DESC_GUARD_POST","Сторожевые посты защищают вашу колонию от всех типов врагов. Охранники патрулируют территорию вокруг здания и автоматически реагируют на угрозы в пределах своей рабочей зоны. \n\nКолонистов-охранников можно вооружить, чтобы повысить их эффективность."
"#DESC_GUARD_POST_DIRECT_CONTROL","Сторожевые посты защищают вашу колонию от всех типов врагов. Охранники патрулируют территорию вокруг здания и автоматически реагируют на угрозы в пределах своей рабочей зоны. Кроме того, вы можете выбрать охранника и отдать ему прямой приказ атаковать врага. \n\nКолонистов-охранников можно вооружить, чтобы повысить их эффективность."
"#GUNSMITH","Оружейная мастерская"
"#DESC_GUNSMITH","Оружейники изготавливают оружие, чтобы колонисты не оказались в серьезной перестрелке с одним ножом. Надежное оружие делается долго и стоит дорого."
"#INFO_GATE_WAIT_COMBAT_END_TO_REPAIR","Wait for the combat to end to start repairs"
"#PERSON_CONDITION_TITLE","Состояние"
"#PERSON_STATE_IDLE","Ожидание"
"#PERSON_STATE_WALKING","Идет"
......@@ -2977,7 +3051,7 @@
"#PERSON_CONDITION_HOMELESS_DESC","Бездомным колонистам приходится спать под открытым небом. Они чаще получают травмы, страдают от истощения и других малоприятных состояний, которые могут закончиться смертью. А еще долгая жизнь на улице отрицательно сказывается на уровне счастья."
"#PERSON_CONDITION_SICK_DESC","Легкое недомогание, которое может привести к инфицированию."
"#PERSON_CONDITION_INFECTED_DESC","Серьезная болезнь, вызывающая постоянную потерю здоровья и падение эффективности производства. Без лекарств и врачебной помощи инфекция может привести к смерти. Больные колонисты потребляют в два раза больше воды."
"#PERSON_CONDITION_MALNOURISHED_DESC","Несбалансированное питание ведет к недоеданию. Конечно, поначалу пережившим апокалипсис счастливчикам важно лишь набить животы, но в долгосрочной перспективе однообразное питание подорвет их здоровье. Добавьте в рацион колонистов новые овощи, мясо или насекомых, и они скажут вам спасибо."
"#PERSON_CONDITION_MALNOURISHED_DESC","Несбалансированный рацион не дает колонистам всех необходимых витаминов и ведет к недоеданию. Пища бывает трех основных типов. Базовые продукты позволяют колонистам набить животы, но полезных веществ в них немного. Два других типа продуктов — это мясо и овощи. В правильном сочетании и в достаточном количестве они не только не дают колонистам умереть от голода, но и укрепляют их здоровье, в то время как люди, страдающие от недоедания, чаще болеют и умирают. Здоровье, подорванное недоеданием, восстанавливается не сразу. Для этого человека нужно довольно долго кормить полезной и разнообразной пищей."
"#PERSON_CONDITION_POISONED_DESC","Колонист отравлен и из-за этого постоянно теряет здоровье. Вылечить беднягу помогут лекарства или врачи."
"#PERSON_CONDITION_CRIMINAL_DESC","Криминальные наклонности взяли верх над колонистом. А преступников нужно ловить и наказывать."
"#PERSON_CONDITION_NOTOOLS_DESC","Колонист без инструментов работает очень медленно. Найдите или изготовьте новые инструменты."
......@@ -3124,7 +3198,7 @@
"#COLONIST_COMMENT_RESEARCH_COMPLETED_03","Мы наконец-то все поняли!"
"#COLONIST_COMMENT_SPECIALIST_JOINED_01","А спец-то не промах!"
"#COLONIST_COMMENT_ISSUE_SPECIALIST_JOINED_02","{0} знает, почем фунт лиха"
"#COLONIST_COMMENT_SPECIALIST_JOINED_03","Приятно, что к нам присоединяются настоящие профи."
"#COLONIST_COMMENT_SPECIALIST_JOINED_03","Хорошо, что в колонии появляется все больше надежных людей"
"#COLONIST_COMMENT_ISSUE_SPECIALIST_JOINED_04","{0}, кажется, наконец-то на своем месте."
"#COLONIST_COMMENT_ISSUE_SPECIALIST_JOINED_05","Как хорошо, что {0} теперь с нами!"
"#COLONIST_COMMENT_SPECIALIST_JOINED_06","Как тебе новый специалист?"
......@@ -3136,13 +3210,21 @@
"#COLONIST_COMMENT_GAME_START_CAR_03","Какой ужас! Кажется, мы тут надолго застряли."
"#COLONIST_COMMENT_GAME_START_HIKE_01","Я больше с места не сдвинусь. Хватит с меня!"
"#COLONIST_COMMENT_GAME_START_HIKE_02","Ладно, ребята, наши скитания закончились!"
"#COLONIST_COMMENT_GAME_START_HIKE_03","Думаю, это место не хуже других."
"#COLONIST_COMMENT_GAME_START_HIKE_03","Кажется, именно здесь стоит начать новую жизнь!"
"#COLONIST_COMMENT_SPECIALIST_JOINED_07","Надеюсь, новый специалист будет нас защищать."
"#COLONIST_COMMENT_SPECIALIST_JOINED_08","Как хорошо, что ты теперь с нами!"
"#PERSON_STATE_SANITIZING","Моется"
"#PERSON_STATE_COMBAT","В бою"
"#PERSON_CONDITION_UNCLEAN","Пора вымыться"
"#PERSON_CONDITION_UNCLEAN_DESC","Этот специалист может заболеть, если не помоется в ближайшее время."
"#PERSON_VALUE_NOURISHMENT","Диета"
"#PERSON_STATUS_MALNOURISHED","Colonist is suffering from malnourishment"
"#PERSON_CONDITION_POORLY_NOURISHED","Poorly nourished"
"#PERSON_CONDITION_POORLY_NOURISHED_DESC","Food does not contain enough nutritions to stay healthy. Add more diversity to food to avoid malnourishment."
"#PERSON_CONDITION_NORMAL_NOURISHED","Adequate nourishment"
"#PERSON_CONDITION_NORMAL_NOURISHED_DESC","There is enough nutritions and variety in the food to stay healthy. "
"#PERSON_CONDITION_WELL_NOURISHED","Well nourished"
"#PERSON_CONDITION_WELL_NOURISHED_DESC","Food offers diversity and is balanced between meat and vegetables. Also the quality of the food is good. Healthy diet makes people happy."
"#SPECIALIST_NAME_SPECIALIST1","Роза"
"#SPECIALIST_ARCHETYPE_SPECIALIST1","Собиратель"
"#SPECIALIST_DESCRIPTION_SPECIALIST1","Она — прирожденный торговец. Она с детства умела обвести собеседника вокруг пальца и убедить его в чем угодно. Девочка с легкостью освоила все премудрости семейного ремесла и до катастрофы жила очень неплохо, ни в чем не нуждаясь."
......@@ -4779,6 +4861,231 @@
"#EVENT_BANDIT_ATTACK_04_SUCCESS_DESC","Главарь банды театрально кланяется: «Ох, покорнейше благодарю вас, добрые люди! Думаю, мы еще почтим вас своим визитом!». Бандиты забирают «дары» и уходят. Похоже, на этот раз беда миновала."
"#EVENT_BANDIT_ATTACK_04_DENY_NAME","Тяжелый торг"
"#EVENT_BANDIT_ATTACK_04_DENY_DESC","Главарь перехватывает оружие поудобнее: «Что, думаете, вы смелые, да? Посмотрим, как вы теперь запоете!»."
"#EVENT_UPRISING_01_NOTIFICATION_HEADER","Как на пороховой бочке"
"#EVENT_UPRISING_01_NOTIFICATION_DESC","Колонисты теряют терпение"
"#EVENT_UPRISING_01_NAME","Назревает мятеж"
"#EVENT_UPRISING_01_DESC","Колонисты все чаще выказывают свое недовольство. И неспроста: жизнь в колонии не сахар, и кое-кто обвиняет в этом вас. Ходят слухи о том, что вы берете взятки и гноите ресурсы на складах, не пуская их в дело. Похоже, дело принимает нехороший оборот."
"#EVENT_UPRISING_01_REWARD","Раздать ресурсы колонистам"
"#EVENT_UPRISING_01_IGNORE","Не обращать внимания на мятеж"
"#EVENT_UPRISING_01_REWARD_NAME","Назревает мятеж"
"#EVENT_UPRISING_01_REWARD_DESC","Вы собираете немного ресурсов и раздаете их колонистам. Слухи прекратились, а недовольства поубавилось… Вот только надолго ли?"
"#EVENT_UPRISING_01_IGNORE_NAME","Назревает мятеж"
"#EVENT_UPRISING_01_IGNORE_DESC","Поощрять болтунов и раздавать ценные ресурсы просто так не лучшая идея. Наверняка все утихнет само собой. Главное — продолжать все так же мудро править колонией."
"#EVENT_UPRISING_01B_REWARD_NOTIFICATION_HEADER","Похоже, настроения в колонии изменились"
"#EVENT_UPRISING_01B_REWARD_NOTIFICATION_DESC","А дела-то налаживаются"
"#EVENT_UPRISING_01B_REWARD_NAME","Щедрое вознаграждение"
"#EVENT_UPRISING_01B_REWARD_DESC","Прогуливаясь по колонии, вы обращаете внимание на то, что люди вокруг приветствуют вас с большей радостью, чем обычно. Похоже, они по-настоящему благодарны вам. Раздав ресурсы, вы сумели справиться с недовольством."
"#EVENT_UPRISING_01B_IGNORE_NOTIFICATION_HEADER","Уровень счастья падает"
"#EVENT_UPRISING_01B_IGNORE_NOTIFICATION_DESC","Люди готовы на крайние меры"
"#EVENT_UPRISING_01B_IGNORE_NAME","Злобные и несчастные"
"#EVENT_UPRISING_01B_IGNORE_DESC","Дела в колонии идут совсем плохо. Не обратив внимания на недоверие колонистов, вы лишь подлили масла в огонь их недовольства. Теперь они по-настоящему несчастны, и многие уже в открытую выступают против вас."
"#EVENT_SECOND_CHANCES_01_NOTIFICATION_HEADER","К воротам пришли подозрительные люди"
"#EVENT_SECOND_CHANCES_01_NOTIFICATION_DESC","Ваши колонисты, кажется, их узнали"
"#EVENT_SECOND_CHANCES_01_NAME","Второй шанс"
"#EVENT_SECOND_CHANCES_01_DESC","У ворот встала группа довольно подозрительных незнакомцев. Они умоляют вас приютить их. Один из жителей колонии обращается к вам: «Нам нельзя их впускать! Я знаю их, это настоящие злодеи! Пусть они подохнут и сгниют прямо тут!» Незнакомцы отрицают все обвинения и умоляют вас проявить милосердие. Без вашей помощи им, похоже, и впрямь не выжить."
"#EVENT_SECOND_CHANCES_01_ALLOW","Впустить их"
"#EVENT_SECOND_CHANCES_01_DENY","Отказать им"
"#EVENT_SECOND_CHANCES_01_ALLOW_NAME","Второй шанс"
"#EVENT_SECOND_CHANCES_01_ALLOW_DESC","Предупреждения колонистов действительно заставили вас задуматься, но и позволить этим людям умереть просто так вы не можете. Под благодарные возгласы незнакомцев вы впускаете их внутрь, но вас не покидает ощущение, что колонисты сверлят вас взглядами, полными ненависти."
"#EVENT_SECOND_CHANCES_01_DENY_NAME","Второй шанс"
"#EVENT_SECOND_CHANCES_01_DENY_DESC","Для вас вопрос уже решен: своим колонистам вы доверяете куда больше, чем этим мутным персонажам. Услышав отказ, несчастные незнакомцы, минуту назад умолявшие впустить их, тут же начинают ругать вас последними словами и уходят."
"#EVENT_SECOND_CHANCES_01B_ALLOW_NOTIFICATION_HEADER","Разгорелась драка"
"#EVENT_SECOND_CHANCES_01B_ALLOW_NOTIFICATION_DESC","До вас доносятся крики толпы"
"#EVENT_SECOND_CHANCES_01B_ALLOW_NAME","Напрасное прощение"
"#EVENT_SECOND_CHANCES_01B_ALLOW_DESC","Вы идете на шум и видите, как группа колонистов избивает людей, которых вы совсем недавно впустили в колонию. «Мы же вам говорили! Они воры, нужно выкинуть этих крыс прочь!», — кричит один из колонистов, пока те, что покрепче, разнимают дерущихся. Поддавшись уговорам и давлению колонистов, вы вынуждены прогнать воришек прочь. Жаль только, украденное добро найти так и не удалось."
"#EVENT_SECOND_CHANCES_01B_DENY_NOTIFICATION_HEADER","К вам обратился колонист"
"#EVENT_SECOND_CHANCES_01B_DENY_NOTIFICATION_DESC","В руках у него записка"
"#EVENT_SECOND_CHANCES_01B_DENY_NAME","Награда за доверие"
"#EVENT_SECOND_CHANCES_01B_DENY_DESC","Колонист нервничает, но наконец берет себя в руки и обращается к вам: «Слушайте, тут такое дело… Я просто хотел поблагодарить вас за то, что вы тогда поверили нам у ворот. Это и правда очень дурные люди, и я рад, что нами руководит человек, который не боится сделать правильный выбор. Всегда говорил, что на вас можно положиться. Я всегда буду на вашей стороне»."
"#EVENT_ACCUSATIONS_01_NOTIFICATION_HEADER","Пойман преступник"
"#EVENT_ACCUSATIONS_01_NOTIFICATION_DESC","Решите ее судьбу"
"#EVENT_ACCUSATIONS_01_NAME","Мутные обвинения"
"#EVENT_ACCUSATIONS_01_DESC","К вам приводят женщину. Она писала доклады о вашей колонии, отражая в них количество жителей, запасы ресурсов, оборонительные сооружения и все в таком духе. Колонисты обвиняют ее в том, что она работает наводчицей у бандитов, но она оправдывается тем, что пытается привлечь в колонию хороших людей, которым нужно убежище."
"#EVENT_ACCUSATIONS_01_PUNISHMENT","Поместить ее в заключение"
"#EVENT_ACCUSATIONS_01_EXONERATE","Отнестись к ней снисходительно"
"#EVENT_ACCUSATIONS_01_PUNISHMENT_NAME","Мутные обвинения"
"#EVENT_ACCUSATIONS_01_PUNISHMENT_DESC","Рассказывать всем вокруг о вашей чудесной колонии — значит, подвергнуть всех жителей огромной опасности. Вы приказываете допросить женщину. Возможно, в будущем она дважды подумает, прежде чем так рисковать."
"#EVENT_ACCUSATIONS_01_EXANNORATE_NAME","Мутные обвинения"
"#EVENT_ACCUSATIONS_01_EXANNORATE_DESC","Прямых доказательств дурных намерений у вас нет, поэтому справедливо будет отпустить женщину. Она горячо благодарит вас за это и клянется в будущем быть осторожнее. Тех же, кто обвинял ее в шпионаже, ваша снисходительность привела в настоящее бешенство."
"#EVENT_ACCUSATION_01B_PUNISHMENT_NOTIFICATION_HEADER","Старая знакомая грозится уйти"
"#EVENT_ACCUSATION_01B_PUNISHMENT_NOTIFICATION_DESC","Похоже, она уже все решила"
"#EVENT_ACCUSATION_01B_PUNISHMENT_NAME","Цена доброты"
"#EVENT_ACCUSATION_01B_PUNISHMENT_DESC","Женщина, которую вы не так давно отправили на допрос и в заключение, ломится к воротам, а собравшиеся вокруг колонисты умоляют ее остаться. Она замечает вас, и ее взгляд моментально тяжелеет: «Я же сказала вам, что только хотела помочь другим. Если вы думаете, что сможете заставить меня быть жестокой… то вы ошибаетесь!», — и с этими словами она выходит за ворота и удаляется прочь."
"#EVENT_ACCUSATION_01B_EXONERATE_NOTIFICATION_HEADER","К вам пришла старая знакомая"
"#EVENT_ACCUSATION_01B_EXONERATE_NOTIFICATION_DESC","Похоже, она недавно выбиралась за ворота"
"#EVENT_ACCUSATION_01B_EXONERATE_NAME","Время ожесточиться"
"#EVENT_ACCUSATION_01B_EXONERATE_DESC","К вам пришла женщина, которую вы защитили от гнева колонистов. В руках у нее — пачка объявлений, промокшие листы покрыты грязью. «В общем… Я разбрасывала эти объявления вокруг нашей колонии, чтобы нуждающиеся нашли их. Но я не хочу подвергать нас всех опасности… Простите меня», — говорит она вам и рвет объявления в клочки. «Больше никаких слабостей. Я не буду рисковать колонией, обещаю»."
"#EVENT_TRIBE_01_NOTIFICATION_HEADER","Вокруг колонии нашли странные следы"
"#EVENT_TRIBE_01_NOTIFICATION_DESC","Они точно не ваши"
"#EVENT_TRIBE_01_NAME","Лисьи повадки"
"#EVENT_TRIBE_01_DESC","Вокруг колонии появились какие-то загадочные следы. По форме они напоминают звериные, но такое ощущение, что оставил их все же человек. Это вызывает тревогу у колонистов: что за существо на этот раз нарезает круги вокруг вашей колонии?"
"#EVENT_TRIBE_01_INVESTIGATE","Разобраться"
"#EVENT_TRIBE_01_IGNORE","Проигнорировать"
"#EVENT_TRIBE_01_TRAP","Поставить капкан"
"#EVENT_TRIBE_01_INVESTIGATE_NAME","Лисьи повадки"
"#EVENT_TRIBE_01_INVESTIGATE_DESC","Небольшая группа разведчиков отправляется по следу. Забравшись в чащу леса, они обнаруживают схрон с инструментами внутри полого дерева. Здесь следы обрываются, а значит, оставил их почти наверняка не зверь."
"#EVENT_TRIBE_01_IGNORE_NAME","Лисьи повадки"
"#EVENT_TRIBE_01_IGNORE_DESC","Да, ситуация непонятная, но беспокоиться наверняка не о чем. В колонии и без того хватает дел, чтобы думать еще и о каких-то следах."
"#EVENT_TRIBE_01_TRAP_NAME","Лисьи повадки"
"EVENT_TRIBE_01_TRAP_DESC","Вы мастерите и устанавливаете рядом с колонией простенькую ловушку, которая вполне сгодится для того, чтобы поймать любопытного зверя. Придя проверить ее через некоторое время, вы замечаете, что она сработала, вот только в нее никто не попался. Похоже, загадочное существо перерезало веревку ловушки… и оставило поблизости рюкзак с припасами."
"#EVENT_TRIBE_02_NOTIFICATION_HEADER","Обнаружен нарушитель"
"#EVENT_TRIBE_02_NOTIFICATION_DESC","Догнать будет непросто!"
"#EVENT_TRIBE_02_NAME","Голодный человек готов на все"
"#EVENT_TRIBE_02_DESC","Колонисты подзывают вас и показывают на крону дерева, стоящего на границе колонии. Приглядевшись, вы с трудом различаете там силуэт вора, одетого в шкуру животного. Похоже, он стащил на складе вашей колонии немного еды, но не успел сбежать."
"#EVENT_TRIBE_02_FOOD","Потребовать вернуть всю еду"
"#EVENT_TRIBE_02_FREE","Отпустить вора"
"#EVENT_TRIBE_02_ATTACK","Напасть на вора"
"#EVENT_TRIBE_02_FOOD_NAME","Голодный человек готов на все"
"#EVENT_TRIBE_02_FOOD_DESC","Вы говорите вору, чтобы он вернул вам еду подобру-поздорову. Крона еле слышно шелестит листьями, и вы слишком поздно понимаете, что вор перепрыгнул на другое дерево. Ваши колонисты, спохватившись, бегут ловить вора, но он уже спрыгнул на землю и скрылся из виду."
"#EVENT_TRIBE_02_FREE_NAME","Голодный человек готов на все"
"#EVENT_TRIBE_02_FREE_DESC","Пожалев отчаявшегося вора, вы кричите ему, что он может оставить еду себе. В конце концов, его тоже можно понять. Колонисты раздосадованы вашим решением, но по вашей команде все же возвращаются в колонию."
"#EVENT_TRIBE_02_ATTACK_NAME","Голодный человек готов на все"
"#EVENT_TRIBE_02_ATTACK_DESC","Вы приказываете колонистам поймать вора и устроить ему взбучку. Они начинают трясти дерево и кидаться в бедолагу камнями, и вскоре на землю падает сумка, полная съестных припасов. Пока вы изучаете добычу незадачливого воришки, он спрыгивает на землю и пускается наутек."
"#EVENT_TRIBE_03_NOTIFICATION_HEADER","Перед колонией возникло загадочное сооружение"
"#EVENT_TRIBE_03_NOTIFICATION_DESC","А это что еще такое?"
"#EVENT_TRIBE_03_NAME","Загадочные дары"
"#EVENT_TRIBE_03_DESC","Прямо перед воротами вашей колонии словно из ниоткуда возник странный алтарь. Каменные глыбы украшены следами лап и шкурами животных, а также примитивными картинками, изображающими еду — овощи, зерно и мясо."
"#EVENT_TRIBE_03_FOOD","Оставить на алтаре еду"
"#EVENT_TRIBE_03_IGNORE","Игнорировать алтарь"
"#EVENT_TRIBE_03_SPOILED","Оставить на алтаре испорченную еду"
"#EVENT_TRIBE_03_FOOD_NAME","Загадочные дары"
"#EVENT_TRIBE_03_FOOD_DESC","Собрав немного еды, вы оставляете ее на алтаре. Вернувшись проверить алтарь через некоторое время, вы видите, что еда пропала, а на ее месте на резной деревянной тарелке лежит горка семян."
"#EVENT_TRIBE_03_IGNORE_NAME","Загадочные дары"
"#EVENT_TRIBE_03_IGNORE_DESC","Вы решаете не трогать алтарь. Незачем тратить бесценные ресурсы на непонятные ритуалы каких-то фанатиков. В следующий раз на этом месте алтаря уже не оказалось."
"#EVENT_TRIBE_03_SPOILED_NAME","Загадочные дары"
"#EVENT_TRIBE_03_SPOILED_DESC","Вы просите колонистов собрать всю испорченную еду и оставить ее на алтаре. Вернувшись к нему через некоторое время, вы понимаете, что те, кто оставил его, заходили проведать сооружение: повсюду раскиданы куски испорченной еды."
"#EVENT_TRIBE_04A_NOTIFICATION_HEADER","К колонии приближается уже знакомое племя"
"#EVENT_TRIBE_04A_NOTIFICATION_DESC","Кажется, раньше вы с ними сталкивались"
"#EVENT_TRIBE_04A_NAME","Зов цивилизации"
"#EVENT_TRIBE_04A_DESC","К границе вашей колонии приближается небольшое племя странных людей, одетых в шкуры зверей и увешанных талисманами из сушеных останков животных. Пожилая женщина, на голове которой красуются оленьи рога, делает шаг вперед: «Друзья! Простите нас, что мы ходим вокруг вашего дома, не показывая себя. Вы были добры к нам, и мы просим вас о последнем одолжении. Двое из нашего рода хотят покинуть леса и жить среди вас. Вы примете их в обмен на наше подношение?»"
"#EVENT_TRIBE_04A_ACCEPT","Принять их"
"#EVENT_TRIBE_04A_REFUSE","Отказать в просьбе"
"#EVENT_TRIBE_04A_ACCEPT_NAME","Зов цивилизации"
"#EVENT_TRIBE_04A_ACCEPT_DESC","Вы наблюдаете трогательную сцену прощания, и вот двое членов племени переступают ворота вашей колонии, неся с собой щедрые дары. Старуха кивает вам: «Мир вам! Надеюсь, все мы выживем и будем процветать»."
"#EVENT_TRIBE_04A_REFUSE_NAME","Зов цивилизации"
"#EVENT_TRIBE_04A_REFUSE_DESC","Вы видите разочарование в глазах всего племени: «Нам жаль слышать об этом, но ваша правда: не каждая стая может позволить себе прокормить еще два голодных рта. Надеемся, вы станете сильнее и богаче. Прощайте!»"
"#EVENT_TRIBE_04B_NOTIFICATION_HEADER","К колонии приближается уже знакомое племя"
"#EVENT_TRIBE_04B_NOTIFICATION_DESC","Кажется, раньше вы с ними сталкивались"
"#EVENT_TRIBE_04B_NAME","Ведомые отчаянием"
"#EVENT_TRIBE_04B_DESC","К границе вашей колонии приближается небольшое племя странных людей, одетых в шкуры зверей и увешанных талисманами из сушеных останков животных. Пожилая женщина, на голове которой красуются оленьи рога, делает шаг вперед: «Приветствую вас! Я знаю, что мы с вами однажды не сумели найти общий язык. Между нами вражда. Но сейчас мы отчаялись и умоляем вас о помощи. Пожалуйста, дайте нам еды. Иначе мы пропадем»."
"#EVENT_TRIBE_04B_ACCEPT","Дать им еду"
"#EVENT_TRIBE_04B_REFUSE","Отказать"
"#EVENT_TRIBE_04B_ACCEPT_NAME","Ведомые отчаянием"
"#EVENT_TRIBE_04B_ACCEPT_DESC","Племя рассыпается в благодарностях и принимает ваш подарок: «Спасибо, спасибо вам! Вот, возьмите. Это немного, но нам это все равно уже не нужно», — говорит вам старуха и протягивает стопку старых книг, бережно обернутых в оленью шкуру."
"#EVENT_TRIBE_04B_REFUSE_NAME","Ведомые отчаянием"
"#EVENT_TRIBE_04B_REFUSE_DESC","Старуха прищуривается, и вы буквально чувствуете ее обжигающую ненависть: «Неужели в вас не осталось совсем ничего человеческого? Что ж, тогда смотрите, как умрут все, кто рядом с вами!» С этими словами племя отступает обратно в лес, и вскоре оттуда за стены вашей колонии летит град бутылок с зажигательной смесью. Видимо, в качестве последнего довода племя решило поджечь ваше поселение."
"#EVENT_SHELTER_01_NOTIFICATION_HEADER","С одним из жилищ что-то не так"
"#EVENT_SHELTER_01_NOTIFICATION_DESC","Похоже на халтуру при строительстве"
"#EVENT_SHELTER_01_NAME","Плохой фундамент"
"#EVENT_SHELTER_01_DESC","Строить отличные дома дано не каждому, но одного из ваших колонистов, похоже, нельзя подпускать к стройке и на пушечный выстрел. Несчастная <mark>палатка</mark> выглядит так, как будто вот-вот развалится, а плохо приклеенный пластик отходит целыми листами. Вот только горе-строитель и слушать вас не желает, — говорит, что все под контролем."
"#EVENT_SHELTER_01_IMPROVE","Улучшить палатку"
"#EVENT_SHELTER_01_IGNORE","Оставить все как есть"
"#EVENT_SHELTER_01_IMPROVE_NAME","Плохой фундамент"
"#EVENT_SHELTER_01_IMPROVE_DESC","Вы решаете самостоятельно исправить палатку горе-строителя. Конечно, бедолага не рад этому, но из вежливости бурчит слова благодарности после того, как дело сделано."
"#EVENT_SHELTER_01_IGNORE_NAME","Плохой фундамент"
"#EVENT_SHELTER_01_IGNORE_DESC","Не успели вы развернуться и уйти, как одна из балок палатки складывается пополам, и неуклюжий тент оседает на землю. Внутри что-то вспыхивает, и оттуда с криками вылезает горе-строитель. Оказавшись снаружи, он осыпает градом проклятий каких-то шведских инженеров и их инструкции."
"#EVENT_EXTORTION_01_NOTIFICATION_HEADER","К колонии приближается одинокий наемник"
"#EVENT_EXTORTION_01_NOTIFICATION_DESC","Он хочет с вами поговорить"
"#EVENT_EXTORTION_01_NAME","Защита от защитников"
"#EVENT_EXTORTION_01_DESC","К воротам подошел одинокий мужчина, похожий на наемника. «Хорошая у вас колония! А вы уверены, что сможете себя защитить? Мы с приятелями можем охранять вас от диких зверей, бандитов и всего такого — и за очень разумную цену!», — сразу заявляет он вам."
"#EVENT_EXTORTION_01_PAY","Заплатить ему"
"#EVENT_EXTORTION_01_POSTPONE","Мне нужно время подумать"
"#EVENT_EXTORTION_01_DECLINE","Спасибо, мы справимся сами"
"#EVENT_EXTORTION_01_PAY_DESC","«Благодарю вас, мудрый предводитель! Я понял, что вы разумный человек, как только увидел вас и ваше уютное поселение! Думаю, эта сделка будет выгодна нам обоим», — рассыпается он в благодарностях и исчезает до того, как вы успеваете спросить, в чем же будет заключаться охрана."
"#EVENT_EXTORTION_01_POSTPONE_DESC","«О, разумеется, мы все разумные люди! Я зайду к вам чуть позже, а вы тем временем соберите необходимую плату»."
"#EVENT_EXTORTION_01_DECLINE_DESC","«Мне кажется, мы с вами друг друга не поняли. Я пытался быть вежливым, но вы не оставляете нам выбора. Парни, поучим их уму-разуму!», — отвечает вам наемник, и сразу после его слов к воротам подкатывают машины, из которых вылезают крепкие бандиты, готовые к бою."
"#EVENT_EXTORTION_01B_NOTIFICATION_HEADER","Старый знакомый у ворот"
"#EVENT_EXTORTION_01B_NOTIFICATION_DESC","Наемник просит на пару слов"
"#EVENT_EXTORTION_01B_NAME","Защита от защитников"
"#EVENT_EXTORTION_01B_DESC","Вы видите, как к воротам направляется уже знакомый вам наемник. На этот раз он привел с собой друзей: «Ну что ж, пришло время следующего платежа! Процедуру вы знаете. Давайте сюда нашу долю, и мы будем и дальше охранять вас от таких же… В смысле, от зверей и бандитов!»"
"#EVENT_EXTORTION_01B_PAY","Заплатить ему"
"#EVENT_EXTORTION_01B_POSTPONE","Мне нужно время подумать"
"#EVENT_EXTORTION_01B_DECLINE","Спасибо, мы справимся сами"
"#EVENT_EXTORTION_01B_PAY_DESC","«О, это потрясающе выгодная сделка для нас обоих, уверяю вас! Ну ладно, до встречи», — и радостный наемник вновь исчезает в неизвестном направлении, унося с собой вашу дань."
"#EVENT_EXTORTION_01B_POSTPONE_DESC","«Нет, так дело не пойдет. Я дал вам достаточно времени на то, чтобы собрать плату. Кажется, мне придется поучить вас покорности и исполнительности. Не бойтесь, это бесплатно!», — заявляет наемник, и его вооруженные головорезы тут же бросаются на штурм ворот."
"#EVENT_EXTORTION_01B_DECLINE_DESC","«Мне кажется, мы с вами друг друга не поняли. Я пытался быть вежливым, но вы не оставляете нам выбора. Парни, поучим их уму-разуму!», — отвечает вам наемник, и из стоящих у ворот машин выходят вооруженные люди, которые тут же бросаются в атаку."
"#EVENT_WELL_01_NOTIFICATION_HEADER","Женщина просит вас о помощи"
"#EVENT_WELL_01_NOTIFICATION_DESC","Люди болеют"
"#EVENT_WELL_01_NAME","Неприятная инфекция"
"#EVENT_WELL_01_DESC","К вам обращается перепуганная женщина: «Мои друзья разболелись. Казалось бы, ничего странного, учитывая их нелюбовь к гигиене, но совсем недавно заболел и мой сосед! Он выпил воды из колодца. Пожалуйста, разберитесь с этим!» Вы можете отправить кого-нибудь проследить за колодцем или починить и почистить его."
"#EVENT_WELL_01_GUARD","Поставить у колодца колониста"
"#EVENT_WELL_01_CLEAN","Приказать почистить колодец"
"#EVENT_WELL_01_DECLINE","У меня нет на это времени"
"#EVENT_WELL_01_GUARD_DESC","Вы даете паре колонистов приказ между делом приглядывать за колодцем — мало ли, вдруг они заметят что-нибудь подозрительное? Женщину ваше решение, кажется, устроило."
"#EVENT_WELL_01_CLEAN_DESC","Вы даете рабочим указание почистить и отремонтировать колодец, чтобы туда не попадала разная гадость из почвы. Женщину ваше решение, кажется, устроило."
"#EVENT_WELL_01_DECLINE_DESC","У вас хватает проблем и без этой истории, поэтому вы решаете отмахнуться от женщины — и она, разумеется, не в восторге от этого."
"#EVENT_WELL_01B_NOTIFICATION_HEADER","К вам подошел сторож"
"#EVENT_WELL_01B_NOTIFICATION_DESC","Он кое-что выяснил"
"#EVENT_WELL_01B_NAME","Неприятная инфекция"
"#EVENT_WELL_01B_DESC","К вам пришел один из колонистов, которому вы приказали приглядывать за колодцем. «Я сделал то, что вы сказали, босс, и вот кого нашел», — с этими словами он толкает к вам маленького парнишку. «Он кидал в колодец палки, светящиеся камушки, тритонов и всякое барахло. Со скуки, видать»."
"#EVENT_WELL_01B_SCOLD","Отругать мальчика"
"#EVENT_WELL_01B_LET","Отпустить его"
"#EVENT_WELL_01C_NOTIFICATION_HEADER","К вам пришла старая знакомая"
"#EVENT_WELL_01C_NOTIFICATION_DESC","Инфекция никуда не делась"
"#EVENT_WELL_01C_NAME","Неприятная инфекция"
"#EVENT_WELL_01C_DESC","К вам снова пришла уже знакомая вам взволнованная женщина: «Колодец почистили, но это не помогло! Люди продолжают болеть! Это неспроста. Наверняка тут замешан какой-то злодей!»"
"#EVENT_WELL_01C_POST","Поставить у колодца колониста"
"#EVENT_WELL_01C_DECLINE","Ничего не делать"
"#EVENT_WELL_01C_POST_DESC","Вы даете паре колонистов приказ между делом приглядывать за колодцем — мало ли, вдруг они заметят что-нибудь подозрительное? Женщину ваше решение, кажется, устроило."
"#EVENT_WELL_01C_DECLINE_DESC","У вас хватает проблем и без этой истории, поэтому вы решаете отмахнуться от женщины — и она, разумеется, не в восторге от этого. Инфекция продолжает распространяться, и группа колонистов решает заняться этим вопросом самостоятельно. Они залезли в колодец и нашли на его дне ветки, светящиеся камешки и даже трупики маленьких животных. Сами по себе они туда попасть не могли!"
"#EVENT_VERMIN_01_NOTIFICATION_HEADER","Колонист что-то скрывает"
"#EVENT_VERMIN_01_NOTIFICATION_DESC","Нашествие паразитов"
"#EVENT_VERMIN_01_NAME","Атака вредителей"
"#EVENT_VERMIN_01_DESC","Вам стало известно, что один из ваших колонистов в тайне разводит <mark>крысожуков</mark> прямо в колонии. Остальные жители, прознав про это, окружили горе-заводчика и призывают его к ответу. Бедняга пытается объяснить всем, что крысожуки на самом деле совершенно безобидные звери, очень умные и ласковые. Он умоляет вас разрешить ему и дальше разводить крысожуков, но колонисты беспокоятся, что если это безобразие не пресечь, колонии конец."
"#EVENT_VERMIN_01_CONSERVE","Переживать тут не о чем"
"#EVENT_VERMIN_01_EXTERMINATE","Нужно избавиться от животных"
"#EVENT_VERMIN_01_CONSERVE_NAME","Атака вредителей"
"#EVENT_VERMIN_01_CONSERVE_DESC","Вы заявляете, что в колонии каждый имеет право на хобби, даже если оно такое необычное. Толпа расходится, а заводчик жмет вам руку и горячо клянется, что будет присматривать за крысожуками. В знак благодарности он даже поделился с вами кое-какими результатами своих изысканий. Оказывается, он изучает регенерацию насекомых."
"#EVENT_VERMIN_01_EXTERMINATE_NAME","Атака вредителей"
"#EVENT_VERMIN_01_EXTERMINATE_DESC","Вы приказываете колонистам отобрать у горе-заводчика его вредителей и уничтожить их. Разумеется, сам плодильщик от этой идеи не в восторге. Он выпускает всю стаю крысожуков и вопит на всю колонию: «Это же мои детки! Вы заберете их только через мой труп!»"
"#EVENT_LAZY_01_NOTIFICATION_HEADER","Работа не волк"
"#EVENT_LAZY_01_NOTIFICATION_DESC","Кажется, кто-то отлынивает"
"#EVENT_LAZY_01_NAME","О пользе лени"
"#EVENT_LAZY_01_DESC","Очередной день суматохи и суеты. Все при деле, работа кипит, но краем глаза вы замечаете, что один из колонистов прилег неподалеку от остальных и считает облака. Вы призываете его к ответу, но он лишь широко улыбается щербатым ртом и вздыхает: «После всего, что с нами случилось, мы еще живы! Нам дали возможность наслаждаться жизнью! Чего же вы этого не делаете?»"
"#EVENT_LAZY_01_SCOLD","Ты чего несешь? У нас масса работы!"
"#EVENT_LAZY_01_CHILL","Присоединиться к колонисту"
"#EVENT_LAZY_01_SCOLD_NAME","О пользе лени"
"#EVENT_LAZY_01_SCOLD_DESC","Вы решили проявить строгость и скомандовали колонисту взяться за работу. Сейчас не время отдыхать! Колонист ухмыляется, но все же берется за дело со словами: «Жизнь — она же в мелочах. Ну ничего, скоро сами увидите». Остальные колонисты одобряют ваше решение: в конце концов, еще одна пара рабочих рук никогда не будет лишней."
"#EVENT_LAZY_01_CHILL_NAME","О пользе лени"
"#EVENT_LAZY_01_CHILL_DESC","Услышав это, вы понимаете, что и правда уже давно не отдыхали и не испытывали удовольствия от жизни. Наблюдая за облаками, вы чувствуете, как вами овладевает невероятный покой. Льется непринужденная беседа ни о чем. Наконец колонист дает вам странную деревянную коробочку со словами: «Это вам. Немного радости». Вы возвращаетесь к работе под неодобрительные взгляды других колонистов, которые все это время трудились."
"#EVENT_RELIGION_01_NOTIFICATION_HEADER","Колонисты нашли что-то блестящее"
"#EVENT_RELIGION_01_NOTIFICATION_DESC","Что это — знак с небес?"
"#EVENT_RELIGION_01_NAME","Те, что были до нас"
"#EVENT_RELIGION_01_DESC","К вам пришла группа колонистов. Они утверждают, что нашли в лесу поблизости что-то «невероятное» — потрясающей красоты статуэтку, которая отливает золотом в лучах солнца. Ее глаза изготовлены из двух светящихся камней, в которых, кажется, можно увидеть свое отражение. Колонисты убеждены, что это добрый знак, и хотят провести церемонию в честь нахождения этой реликвии."
"#EVENT_RELIGION_01_ALLOW","Позволить им поклоняться реликвии"
"#EVENT_RELIGION_01_FORBID","Расплавить статую"
"#EVENT_RELIGION_01_CEREMONY_NAME","Те, что были до нас"
"#EVENT_RELIGION_01_CEREMONY_DESC","Вы не видите ничего дурного в том, чтобы принести статуэтку в колонию: в конце концов, вера в небесных заступников никогда никому не вредила. На краю колонии вы проводите скромную церемонию, люди приносят к статуэтке дары и затягивают те немногие песни, которые они еще помнят. И хотя скоро это местечко облюбовали вепри, колонисты чувствуют большую уверенность в завтрашнем дне."
"#EVENT_RELIGION_01_FIGHT_NAME","Те, что были до нас"
"#EVENT_RELIGION_01_FIGHT_DESC","Вы не видите ничего дурного в том, чтобы принести статуэтку в колонию: в конце концов, вера в небесных заступников никогда никому не вредила. Однако среди колонистов тут же разражается ссора: не все готовы тратить силы и ресурсы на организацию алтаря. Короткая драка с бросанием подручных предметов друг в друга заканчивается, и вдруг все понимают, что идол пропал. То ли его кто-то украл, то ли в пылу драки его втоптали в грязь и потеряли… В любом случае, возможно, оно и к лучшему."
"#EVENT_RELIGION_01_FORBID_NAME","Те, что были до нас"
"#EVENT_RELIGION_01_FORBID_DESC","Вряд ли от фигурки неизвестного божества в колонии прибавится счастья. Вы решаете, что сейчас ресурсы важнее, чем религия. К вашему удивлению, фигурка оказалась с сюрпризом: расплавив ее, колонисты получили не увесистый слиток золота, а лужицу пластика и ужасный запах горелой краски. Многие жители колонии вообще восприняли ваше решение в штыки. Остается надеяться, что это божество не мстительно… и не существует."
"#EVENT_CHILD_01_NOTIFICATION_HEADER","Рядом с колонией заметили странного ребенка"
"#EVENT_CHILD_01_NOTIFICATION_DESC","Он живет тут дольше нас"
"#EVENT_CHILD_01_NAME","Среди руин"
"#EVENT_CHILD_01_DESC","Один из ваших собирателей в поисках мусора для <mark>станции по переработке</mark> нашел в развалинах маленького ребенка. Малыш точно не из вашей колонии, и живет он тут очень давно. Вы решаете зайти к нему в гости — в самодельный шалашик среди руин, сделанный из пластиковых бутылок, скрепленных резиновыми жгутами. «Это мой дом. Мне больше некуда пойти», — шепчет вам ребенок, опустив глаза."
"#EVENT_CHILD_01_REJECT","Выгнать ребенка"
"#EVENT_CHILD_01_WELCOME","Забрать ребенка в колонию"
"#EVENT_CHILD_01_REJECT_NAME","Среди руин"
"#EVENT_CHILD_01_REJECT_DESC","Вы приказываете выгнать ребенка с вашей территории. У вас нет лишних ресурсов, чтобы прокормить еще один голодный рот, — тем более ребенка, от которого сейчас все равно мало проку. Малыш тихонько собирает свои пожитки и собирается уходить. Стоя у ворот, вы наблюдаете за тем, как ребенок взваливает на спину свой крошечный рюкзачок, в последний раз с надеждой смотрит на вас, а затем отворачивается и нерешительным шагом грустно бредет прочь."
"#EVENT_CHILD_01_WELCOME_NAME","Среди руин"
"#EVENT_CHILD_01_WELCOME_DESC","Несчастный ребенок со впалыми щеками и темными кругами под глазами с надеждой смотрит на вас, сидя на куче мусора. Вы предлагаете малышу присоединиться к вашему поселению и объясняете, что весь этот мусор все равно постепенно перекочует в колонию. Ребенок тихо кивает и берет вас за руку. Его глаза не выражают ни радости, ни печали. Он уходит за вами."
"#EVENT_WELL_02_NOTIFICATION_HEADER","Погода быстро меняется"
"#EVENT_WELL_02_NOTIFICATION_DESC","Это не обычные облака"
"#EVENT_WELL_02_NAME","Бескрайний колодец небес"
"#EVENT_WELL_02_DESC","Погода в мире, пережившем конец света, и без того непредсказуема, а тут еще эти облака, которые появились из ниоткуда. Темные капли, падающие с неба, шипят, едва коснувшись земли и ваших построек. «Кислотный дождь! Все в укрытие!», — кричите вы. Скоро выясняется, что крышку одного из <mark>колодцев</mark> не успели закрыть, а значит, вода в нем испортится, и пить ее будет нельзя."
"#EVENT_WELL_02_WAIT","Дождаться, пока пройдет дождь"
"#EVENT_WELL_02_PROTECT","Сделать защиту от дождя"
"#EVENT_WELL_02_RISK","Рискнуть и закрыть колодец так"
"#EVENT_WELL_02_WAIT_NAME","Бескрайний колодец небес"
"#EVENT_WELL_02_WAIT_DESC","Вы решаете, что лучше не рисковать жизнями колонистов. Дождь не может длиться вечно, и совсем скоро все собираются у колодца. Никто не хочет рисковать и пить воду из колодца первым. Наконец все выбирают одного колониста, который все равно никому не нравится, и заставляют его попробовать воду. После первого же глотка бедняга падает на колени, и силы покидают его. Похоже, сейчас лучше пить воду из запасов."
"#EVENT_WELL_02_PROTECT_NAME","Бескрайний колодец небес"
"#EVENT_WELL_02_PROTECT_DESC","Отважный колонист, укрывшись несколькими слоями защитных материалов, бросается к колодцу и закрывает крышку, после чего тут же бежит обратно в укрытие. Он отмахивается от благодарностей и почестей, притворяясь, что не сделал ничего особенного, но его решительность подняла боевой дух в колонии."
"#EVENT_WELL_02_RISK_NAME","Бескрайний колодец небес"
"#EVENT_WELL_02_RISK_DESC","Отважный колонист бросается к колодцу сквозь стену ливня. Ему удается закрыть крышку колодца, но вы видите, что обратный путь дается ему с большим трудом. Он падает в огромную лужу обжигающей воды и корчится от боли, но все же доползает до убежища. Его тело покрыто ожогами, и ему совершенно точно нужна помощь врачей, однако колонисты рады, что источник воды удалось сохранить."
"#EVENT_RESULT_INCREASE_REPUTATION","{0}: получено {1} репутации"
"#EVENT_RESULT_DECREASE_REPUTATION","{0}: потеряно {1} репутации"
"#EVENT_RESULT_SET_REPUTATION","Репутация {0}: установлено на {1}"
"#LOCATION_PLAYER","Ваша колония"
"#LOCATION_HOSPITAL","Госпиталь"
"#LOCATION_WATER","Вода"
......@@ -5254,6 +5561,8 @@
"#TRADE_DONE_LEADER14_POSITIVE1","Я буквально свечусь от восторга!"
"#TRADE_DONE_LEADER14_NEUTRAL1","По рукам. Жареного таракана на дорожку?"
"#TRADE_DONE_LEADER14_NEGATIVE1","А теперь уходите, а то прикажу бросить вас в чан."
"#TOPIC_HAZARD_LEVEL_TITLE","Уровень угрозы"
"#TOPIC_DANGER_LEVEL_TITLE","Уровень опасности"
"#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"
......@@ -5293,7 +5602,7 @@
"#TUTORIAL_NOTIFICATION_WORLDMAP_HEADLINE","Доступ к карте мира"
"#TUTORIAL_NOTIFICATION_WORLDMAP_MESSAGE","Теперь вам доступна карта мира."
"#TUTORIAL_DIALOG_WORLDMAP_HEADLINE","КАРТА МИРА"
"#TUTORIAL_DIALOG_WORLDMAP_MESSAGE","Теперь вам доступна карта мира. К вашим <mark>воротам</mark> вот-вот начнут приходить новые <mark>выжившие</mark> и <mark>специалисты</mark>. Нажмите на большую кнопку с изображением карты в правом нижнем углу и посмотрите на мир вокруг вас!"
"#TUTORIAL_DIALOG_WORLDMAP_MESSAGE","Теперь вам доступна карта мира. К вашим <mark>воротам</mark> вот-вот начнут приходить новые <mark>выжившие</mark> и <mark>специалисты</mark>. Чтобы отправить специалиста изучать окрестности, выберите его и нажмите на кнопку <mark>Отправить на карту мира</mark> на информационной панели. Нажмите на большую кнопку с изображением карты в правом нижнем углу и посмотрите на мир вокруг вас!"
"#TUTORIAL_NOTIFICATION_WM_ACTION_HEADLINE","Собирательство"
"#TUTORIAL_NOTIFICATION_WM_ACTION_MESSAGE","Нажмите, чтобы узнать об этом."
"#TUTORIAL_DIALOG_WM_ACTION_HEADLINE","СОБИРАТЕЛЬСТВО"
......@@ -5529,6 +5838,18 @@
"#TUTORIAL_DIALOG_HYGIENE_MESSAGE","Поддерживать <mark>гигиену</mark> в пустошах непросто. Грязные колонисты редко бывают довольны жизнью, зато часто болеют. Помогите им: постройте в колонии <mark>отхожее место</mark>, выбрав его в меню строительства!"
"#CODEX_HYGIENE_HEADLINE","ГИГИЕНА"
"#CODEX_HYGIENE","Без доступа к зданиям, помогающим поддерживать гигиену, колонисты становятся <mark>грязными</mark>. Им помогут <mark>отхожие места</mark>, где можно справить нужду, и <mark>бани</mark>, в которых можно смыть с себя грязь и опасные бактерии. Баню можно открыть на <mark>древе технологий</mark>.\n\nНе забывайте, что с каждым новым колонистам требования к гигиене растут, поэтому следите за тем, чтобы в колонии всегда хватало бань и отхожих мест."
"#TUTORIAL_NOTIFICATION_HOSTILE_HEADLINE","Враждебные колонисты"
"#TUTORIAL_NOTIFICATION_HOSTILE_MESSAGE","Нажмите здесь, чтобы узнать подробности."
"#TUTORIAL_DIALOG_HOSTILE_HEADLINE","ВРАЖДЕБНЫЕ КОЛОНИСТЫ"
"#TUTORIAL_DIALOG_HOSTILE_MESSAGE","Недовольные колонисты или выжившие могут стать <mark>враждебными</mark>. Они устраивают беспорядки, избивают других жителей колонии и разрушают здания. Стройте <mark>сторожевые башни</mark> и выставляйте охрану, а также возводите <mark>оружейные мастерские</mark>, чтобы обеспечить колонию оружием для самозащиты."
"#CODEX_HOSTILE_HEADLINE","БЕЗОПАСНОСТЬ КОЛОНИИ"
"#CODEX_HOSTILE","<mark>Враждебные</mark> колонисты больше не работают, зато занимаются саботажем, а значит, и обращаться с ними нужно как с <mark>бандитами</mark>.\n\nЧем более <mark>несчастны</mark> колонисты, тем вероятнее они станут враждебны к вам. Повышайте уровень жизни, обеспечивая своих людей <mark>калорийной пищей</mark>, <mark>средствами гигиены</mark> и качественным <mark>жильем</mark>. Кроме того, дважды подумайте, прежде чем впустить в колонию выживших, пришедших к вашим <mark>воротам</mark>.\n\n<mark>Сторожевые посты</mark> помогают быстрее справиться с враждебными колонистами. Рабочие, закрепленные за такими постами, становятся <mark>охранниками</mark> и следят за порядком в поселении.\n\n<mark>Оружейные мастерские</mark> снабжают охрану качественным огнестрельным оружием. Со временем оно портится, поэтому производить его нужно постоянно."
"Colonists need a steady source of <mark>Meat</mark> and <mark>Vegetables</mark>. The Meat category, for example, includes <mark>Venison</mark>, <mark>Fish</mark> and some insects. Vegetables include <mark>Berries</mark> and most harvestable crop from <mark>Fields</mark>, like <mark>Corn</mark> and <mark>Potatoes</mark>.\n\nSome foods are only good for filling up the stomachs of colonists, but provide no nutrients for them to keep going in the long term.\n\n<mark>Well-Nourished</mark> colonists enjoy a varied diet of meats, vegetables and different meals. Good for you if you reached this status!\n\n<mark>Poorly Nourished</mark> colonists are not getting everything they need. Are you providing enough Meals to colonists or are they eating just raw foods? You can prepare meals in <mark>Cookhouses</mark> and <mark>Mess Halls</mark>.\n\n<mark>Malnourished</mark> colonists’ diet is severely lacking in one or more areas.","Недоедание"
"#TUTORIAL_NOTIFICATION_MALNUTRITION_MESSAGE","Нажмите здесь, чтобы узнать подробности."
"#TUTORIAL_DIALOG_MALNUTRITION_HEADLINE","НЕДОЕДАНИЕ"
"#TUTORIAL_DIALOG_MALNUTRITION_MESSAGE","Колонисты нуждаются в сбалансированной диете, включающей в себя <mark>овощи</mark> и <mark>мясо</mark>, и ваша задача — сделать так, чтобы в колонии всегда были эти продукты. <mark>Недоедание</mark> очень опасно, в перспективе оно приводит к гибели."
"#CODEX_MALNUTRITION_HEADLINE","ПИТАНИЕ"
"#CODEX_MALNUTRITION","Колонии необходимы надежные источники <mark>мяса</mark> и <mark>овощей</mark>. Мясо — это главным образом <mark>дичь</mark>, но сгодятся и <mark>рыба</mark>, и некоторые насекомые. Овощи — это <mark>картофель</mark> и <mark>кукуруза</mark>. Можно возделывать <mark>поля</mark>, чтобы выращивать зерно, и собирать <mark>ягоды</mark>.\n\nНекоторые продукты годятся только для того, чтобы колонисты могли по-быстрому набить желудки. В долгосрочной перспективе пользы от них никакой.\n\nЗалог <mark>хорошего питания</mark> — разнообразие. Если вы можете кормить колонистов разными видами мяса и овощей и готовить разнообразные рационы, то вы отлично справляетесь!\n\nКолонисты <mark>плохо питаются</mark>, если они недополучают питательных веществ. Это бывает, если они питаются базовыми продуктами вместо рационов. Готовить рационы можно на <mark>кухнях</mark> и в <mark>столовых</mark>.\n\nЕсли каких-то видов продуктов нет вовсе, то колонисты будут страдать от <mark>недоедания</mark>."
"#TOPIC_RESEARCH_FOOD","ПИЩА"
"#TOPIC_RESEARCH_PRODUCTION","ПРОИЗВОДСТВО"
"#TOPIC_RESEARCH_COLONY","КОЛОНИЯ"
......@@ -5873,3 +6194,7 @@
"#TOPIC_TECH_CAT_WORLD","Карта мира"
"#TOPIC_TECH_CAT_WORLD_DESC","Повышает эффективность на карте мира"
"#TOPIC_ACTIVE_RESEARCH","Активное исследование"
"#TECH_WEAPON_CRAFTING","Изготовление оружия"
"#TECH_WEAPON_CRAFTING_DESC","Сражаться с постапокалиптической фауной и кровожадными бандитами сподручнее, если у вас есть огнестрельное оружие. В оружейной мастерской охрану снабдят ружьями, а значит, защищать колонию будет проще."
"#TECH_GUARDIANS","Охрана"
"#TECH_GUARDIANS_DESC","Охранники играют ключевую роль в защите колонии от диких животных и бандитов. Закрепите людей за сторожевыми постами, и они возьмут в руки оружие, чтобы защищать свое поселение."
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment