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yairm210 committed Dec 25, 2024
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4 changes: 2 additions & 2 deletions android/assets/jsons/Tutorials.json
Original file line number Diff line number Diff line change
Expand Up @@ -651,15 +651,15 @@
"name": "Differences from Civilization V",
"civilopediaText": [
{},
{"text":"Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept"},
{"text":"Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept."},
{},
{"text":"Science Queueing\nIn Civilization V, Science yield is calculated after production, so if you finish an item and have Science (or Gold) queued as a perpetual construction, the Production overflow from item will be converted into Science (or Gold), but the Production is not consumed, as this will only happen again on the next turn. By immediately swapping out your perpetual construction for an item on the next turn, you'll get this Science (or Gold) for free. This doesn't apply to Unciv, so don't bother."},
{},
{"text":"Double Aqueducts\nIn Civilization V, the game sells existing copies of the building for you before providing a free copy of the building. So, if you build an aqueduct in a city, and then in the turn of adopting Tradition Complete you sell a cheap building (e.g a shrine) beforehand, the game is unable to sell more than 1 building per turn, and thus you'll keep your aqueduct, together with the new free aqueduct. Not applicable to Unciv."},
{},
{"text":"Legalism Oxford\nIn Civilization V, national wonders such as Oxford University are considered culture buildings, so you can get them for free with Legalism. Not applicable to Unciv."},
{},
{"text":"Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents"},
{"text":"Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents."},
{},
{"text":"Citizen Conversion\nIn Civilization V, a citizen is born religious if the parent city is already converted. This is not the case in Unciv, which can lead to temporary deconversion of a city when it grows."},
{},
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12 changes: 6 additions & 6 deletions android/assets/jsons/translations/Afrikaans.properties
Original file line number Diff line number Diff line change
Expand Up @@ -3768,13 +3768,13 @@ Cannot intercept [mapUnitFilter] units =
# Requires translation!
[relativeAmount]% Gold cost of upgrading =
# Requires translation!
Earn [amount]% of the damage done to [combatantFilter] units as [civWideStat] =
Earn [amount]% of the damage done to [combatantFilter] units as [stockpile] =
# Requires translation!
Upon capturing a city, receive [amount] times its [stat] production as [civWideStat] immediately =
Upon capturing a city, receive [amount] times its [stat] production as [stockpile] immediately =
# Requires translation!
Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [civWideStat] =
Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [stockpile] =
# Requires translation!
Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [civWideStat] when killed within 4 tiles of a city following this religion =
Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [stockpile] when killed within 4 tiles of a city following this religion =
# Requires translation!
May capture killed [mapUnitFilter] units =
# Requires translation!
Expand Down Expand Up @@ -12492,15 +12492,15 @@ Example: The 'Open Github page' button on the Mod management screen. =
# Requires translation!
Differences from Civilization V =
# Requires translation!
Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept =
Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept. =
# Requires translation!
Science Queueing\nIn Civilization V, Science yield is calculated after production, so if you finish an item and have Science (or Gold) queued as a perpetual construction, the Production overflow from item will be converted into Science (or Gold), but the Production is not consumed, as this will only happen again on the next turn. By immediately swapping out your perpetual construction for an item on the next turn, you'll get this Science (or Gold) for free. This doesn't apply to Unciv, so don't bother. =
# Requires translation!
Double Aqueducts\nIn Civilization V, the game sells existing copies of the building for you before providing a free copy of the building. So, if you build an aqueduct in a city, and then in the turn of adopting Tradition Complete you sell a cheap building (e.g a shrine) beforehand, the game is unable to sell more than 1 building per turn, and thus you'll keep your aqueduct, together with the new free aqueduct. Not applicable to Unciv. =
# Requires translation!
Legalism Oxford\nIn Civilization V, national wonders such as Oxford University are considered culture buildings, so you can get them for free with Legalism. Not applicable to Unciv. =
# Requires translation!
Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents =
Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents. =
# Requires translation!
Citizen Conversion\nIn Civilization V, a citizen is born religious if the parent city is already converted. This is not the case in Unciv, which can lead to temporary deconversion of a city when it grows. =
# Requires translation!
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12 changes: 6 additions & 6 deletions android/assets/jsons/translations/Bangla.properties
Original file line number Diff line number Diff line change
Expand Up @@ -3268,13 +3268,13 @@ Cannot intercept [mapUnitFilter] units =
# Requires translation!
[relativeAmount]% Gold cost of upgrading =
# Requires translation!
Earn [amount]% of the damage done to [combatantFilter] units as [civWideStat] =
Earn [amount]% of the damage done to [combatantFilter] units as [stockpile] =
# Requires translation!
Upon capturing a city, receive [amount] times its [stat] production as [civWideStat] immediately =
Upon capturing a city, receive [amount] times its [stat] production as [stockpile] immediately =
# Requires translation!
Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [civWideStat] =
Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [stockpile] =
# Requires translation!
Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [civWideStat] when killed within 4 tiles of a city following this religion =
Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [stockpile] when killed within 4 tiles of a city following this religion =
# Requires translation!
May capture killed [mapUnitFilter] units =
# Requires translation!
Expand Down Expand Up @@ -11736,15 +11736,15 @@ Example: The 'Open Github page' button on the Mod management screen. =
# Requires translation!
Differences from Civilization V =
# Requires translation!
Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept =
Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept. =
# Requires translation!
Science Queueing\nIn Civilization V, Science yield is calculated after production, so if you finish an item and have Science (or Gold) queued as a perpetual construction, the Production overflow from item will be converted into Science (or Gold), but the Production is not consumed, as this will only happen again on the next turn. By immediately swapping out your perpetual construction for an item on the next turn, you'll get this Science (or Gold) for free. This doesn't apply to Unciv, so don't bother. =
# Requires translation!
Double Aqueducts\nIn Civilization V, the game sells existing copies of the building for you before providing a free copy of the building. So, if you build an aqueduct in a city, and then in the turn of adopting Tradition Complete you sell a cheap building (e.g a shrine) beforehand, the game is unable to sell more than 1 building per turn, and thus you'll keep your aqueduct, together with the new free aqueduct. Not applicable to Unciv. =
# Requires translation!
Legalism Oxford\nIn Civilization V, national wonders such as Oxford University are considered culture buildings, so you can get them for free with Legalism. Not applicable to Unciv. =
# Requires translation!
Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents =
Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents. =
# Requires translation!
Citizen Conversion\nIn Civilization V, a citizen is born religious if the parent city is already converted. This is not the case in Unciv, which can lead to temporary deconversion of a city when it grows. =
# Requires translation!
Expand Down
12 changes: 6 additions & 6 deletions android/assets/jsons/translations/Belarusian.properties
Original file line number Diff line number Diff line change
Expand Up @@ -3427,13 +3427,13 @@ Cannot intercept [mapUnitFilter] units =
# Requires translation!
[relativeAmount]% Gold cost of upgrading =
# Requires translation!
Earn [amount]% of the damage done to [combatantFilter] units as [civWideStat] =
Earn [amount]% of the damage done to [combatantFilter] units as [stockpile] =
# Requires translation!
Upon capturing a city, receive [amount] times its [stat] production as [civWideStat] immediately =
Upon capturing a city, receive [amount] times its [stat] production as [stockpile] immediately =
# Requires translation!
Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [civWideStat] =
Earn [amount]% of killed [mapUnitFilter] unit's [costOrStrength] as [stockpile] =
# Requires translation!
Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [civWideStat] when killed within 4 tiles of a city following this religion =
Earn [amount]% of [mapUnitFilter] unit's [costOrStrength] as [stockpile] when killed within 4 tiles of a city following this religion =
# Requires translation!
May capture killed [mapUnitFilter] units =
# Requires translation!
Expand Down Expand Up @@ -12177,15 +12177,15 @@ Example: The 'Open Github page' button on the Mod management screen. =
# Requires translation!
Differences from Civilization V =
# Requires translation!
Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept =
Production Focus\nIn Civilization V, the Food yield in a city is calculated first, then population grows by consuming stored food (growth), then production is calculated, and so on one by one the other stats are calculated. Thus, citizens can produce yields in the same turn as they are born. The city focus is set to Production to assign the newborn citizen to a hill so they'll contribute Production, and then manually reassigned to a growth tile on the next turn. Alternatively, you can set city focus to Gold (e.g. with Cerro de Potosi), Faith (e.g. with Mount Sinai) or whatever gains the most yields. In Unciv, citizens only start producing yields on the next turn, so you can ignore this whole concept. =
# Requires translation!
Science Queueing\nIn Civilization V, Science yield is calculated after production, so if you finish an item and have Science (or Gold) queued as a perpetual construction, the Production overflow from item will be converted into Science (or Gold), but the Production is not consumed, as this will only happen again on the next turn. By immediately swapping out your perpetual construction for an item on the next turn, you'll get this Science (or Gold) for free. This doesn't apply to Unciv, so don't bother. =
# Requires translation!
Double Aqueducts\nIn Civilization V, the game sells existing copies of the building for you before providing a free copy of the building. So, if you build an aqueduct in a city, and then in the turn of adopting Tradition Complete you sell a cheap building (e.g a shrine) beforehand, the game is unable to sell more than 1 building per turn, and thus you'll keep your aqueduct, together with the new free aqueduct. Not applicable to Unciv. =
# Requires translation!
Legalism Oxford\nIn Civilization V, national wonders such as Oxford University are considered culture buildings, so you can get them for free with Legalism. Not applicable to Unciv. =
# Requires translation!
Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents =
Roads and Forts\nIn Civilization V, you can't use roads and forts in enemy territory. In Unciv, you can use them, so instead of mindlessly constructing them everywhere when at war, you need to decide if and when they'll benefit you more than your opponents. =
# Requires translation!
Citizen Conversion\nIn Civilization V, a citizen is born religious if the parent city is already converted. This is not the case in Unciv, which can lead to temporary deconversion of a city when it grows. =
# Requires translation!
Expand Down
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