├── Integrations
├── ML
│ ├── futuremodders.txt
│ ├── license.md
│ ├── UI
│ │ ├── Panels
│ │ │ └── modallenspanel.xml
│ │ └── Lenses
│ │ │ ├── modlens_cityoverlap.xml
│ │ │ ├── modlens_barbarian.lua
│ │ │ ├── modlens_wonder.lua
│ │ │ ├── modlens_resource.xml
│ │ │ ├── modlens_adjacencyyield.lua
│ │ │ ├── modlens_scout.lua
│ │ │ └── modlens_archaeologist.lua
│ └── Text
│ │ ├── morelenses_text_ko.xml
│ │ ├── morelenses_text_zh.xml
│ │ ├── morelenses_text_ru.xml
│ │ ├── morelenses_text_pl.xml
│ │ ├── morelenses_text_fr.xml
│ │ ├── morelenses_text_es.xml
│ │ └── morelenses_text.xml
├── IDS
│ └── Text
│ │ ├── ids_text_ko.xml
│ │ ├── ids_text_ru.xml
│ │ ├── ids_text_es.xml
│ │ ├── ids_text_zh.xml
│ │ ├── ids_text_pl.xml
│ │ ├── ids_text_fr.xml
│ │ ├── ids_text.xml
│ │ ├── ids_text_ja.xml
│ │ ├── ids_text_pt.xml
│ │ ├── ids_text_de.xml
│ │ └── ids_text_it.xml
├── BES
│ ├── Text
│ │ ├── bes_text.xml
│ │ ├── bes_text_it.xml
│ │ ├── bes_text_ru.xml
│ │ ├── bes_text_pt.xml
│ │ ├── bes_text_ja.xml
│ │ ├── bes_text_de.xml
│ │ └── bes_text_es.xml
│ └── Expansion1
│ │ └── Replacements
│ │ ├── espionagechooser_expansion1.lua
│ │ └── espionageoverview_expansion1.lua
├── BTS
│ ├── license.md
│ ├── UI
│ │ └── Choosers
│ │ │ └── tradeoriginchooser.xml
│ └── Text
│ │ ├── bts_text.xml
│ │ ├── bts_text_zh.xml
│ │ ├── bts_text_ko.xml
│ │ ├── bts_text_fr.xml
│ │ ├── bts_text_ja.xml
│ │ ├── bts_text_pl.xml
│ │ ├── bts_text_es.xml
│ │ ├── bts_text_ru.xml
│ │ └── bts_text_pt.xml
├── PQ
│ └── license
└── URS
│ └── Text
│ ├── urs_text_ko.xml
│ ├── urs_text_ru.xml
│ ├── urs_text_zh.xml
│ ├── urs_text.xml
│ ├── urs_text_es.xml
│ ├── urs_text_fr.xml
│ ├── urs_text_pl.xml
│ ├── urs_text_ja.xml
│ ├── urs_text_pt.xml
│ ├── urs_text_de.xml
│ └── urs_text_it.xml
├── .gitignore
├── Assets
├── cqui_main.lua
├── cqui_toplayer.lua
├── cqui_toplayer.xml
├── cqui_databaseschema.sql
├── UI
│ ├── ToolTips
│ │ └── plottooltip.xml
│ ├── Panels
│ │ └── statusmessagepanel.xml
│ ├── Instances
│ │ └── leadericon.xml
│ ├── Utilities
│ │ └── extendedrelationship.lua
│ ├── Popups
│ │ ├── policyreminderpopup.xml
│ │ ├── mappinlistpanel.xml
│ │ ├── mappinpopup.xml
│ │ └── policyreminderpopup.lua
│ ├── WorldView
│ │ └── plotinfo.xml
│ ├── partialscreenhooks.xml
│ ├── diplomacyribbon.xml
│ └── worldtracker.xml
└── Text
│ ├── cqui_text_general_ko.xml
│ ├── cqui_text_general_zh.xml
│ ├── cqui_text_general_pl.xml
│ ├── cqui_text_general_ru.xml
│ ├── cqui_InGameText_ja.xml
│ ├── cqui_InGameText.xml
│ ├── cqui_InGameText_it.xml
│ ├── cqui_InGameText_de.xml
│ ├── cqui_text_general_fr.xml
│ ├── cqui_text_general_es.xml
│ ├── cqui_text_general_ja.xml
│ ├── cqui_text_general_pt.xml
│ ├── cqui_text_general.xml
│ ├── cqui_text_general_de.xml
│ └── cqui_text_general_it.xml
├── .editorconfig
├── CQUI.dep
├── LICENSE
└── ArtDefs
└── Minimap.artdef
/Integrations/ML/futuremodders.txt:
--------------------------------------------------------------------------------
1 | ML/UI/MinimapPanel.lua requires special attention when updating, due to custom hooks into the CQUI mod options
2 |
--------------------------------------------------------------------------------
/.gitignore:
--------------------------------------------------------------------------------
1 | .idea/
2 | /.project
3 | cqui.sln
4 | cqui.luaproj
5 | .vs/cqui/v14/.suo
6 | cqui_settings_local.sql
7 | .bak
8 | *.bak
9 | .DS_Store
10 |
--------------------------------------------------------------------------------
/Assets/cqui_main.lua:
--------------------------------------------------------------------------------
1 | --This is the main CQUI script. There's not much here yet!
2 |
3 | function Initialize()
4 | print("CQUI Loaded! Update for v1.0.0.229 (2018-03-09)");
5 | end
6 |
7 | Initialize();
8 |
--------------------------------------------------------------------------------
/Assets/cqui_toplayer.lua:
--------------------------------------------------------------------------------
1 | --This is a layer that lives at the very top of the UI. It's an excellent place for catching inputs globally or displaying a custom overlay
2 |
3 | function Initialize()
4 | ContextPtr:SetHide(false);
5 | end
6 |
7 | Initialize();
8 |
--------------------------------------------------------------------------------
/.editorconfig:
--------------------------------------------------------------------------------
1 | ; top-most EditorConfig file
2 | ; http://editorconfig.org/
3 | root = true
4 |
5 | [*]
6 | indent_style = space
7 | indent_size = 2
8 | end_of_line = lf
9 | charset = utf-8
10 | trim_trailing_whitespace = true
11 | insert_final_newline = true
12 |
13 | [*.md]
14 | trim_trailing_whitespace = false
15 |
--------------------------------------------------------------------------------
/Integrations/IDS/Text/ids_text_ko.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 | 거래 현황
9 |
10 |
11 |
12 |
13 |
--------------------------------------------------------------------------------
/Integrations/IDS/Text/ids_text_ru.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 | Текущие Сделки
9 |
10 |
11 |
12 |
13 |
--------------------------------------------------------------------------------
/Integrations/IDS/Text/ids_text_es.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 | Acuerdos actuales
9 |
10 |
11 |
12 |
13 |
--------------------------------------------------------------------------------
/Integrations/IDS/Text/ids_text_zh.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 | 交易记录
9 |
10 |
11 |
12 |
13 |
--------------------------------------------------------------------------------
/Integrations/IDS/Text/ids_text_pl.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 | Aktualne umowy handlowe
9 |
10 |
11 |
12 |
13 |
--------------------------------------------------------------------------------
/Integrations/BES/Text/bes_text.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 | All
6 |
7 |
8 | Show Cities
9 |
10 |
11 |
12 |
--------------------------------------------------------------------------------
/Integrations/BES/Text/bes_text_it.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 | Tutto
6 |
7 |
8 | Mostra Città
9 |
10 |
11 |
12 |
--------------------------------------------------------------------------------
/Integrations/BES/Text/bes_text_ru.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 | Все
6 |
7 |
8 | Все города
9 |
10 |
11 |
12 |
--------------------------------------------------------------------------------
/Assets/cqui_toplayer.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
--------------------------------------------------------------------------------
/Integrations/BES/Text/bes_text_pt.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 | Todos
6 |
7 |
8 | Mostrar cidades
9 |
10 |
11 |
12 |
--------------------------------------------------------------------------------
/Integrations/BES/Text/bes_text_ja.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 | 全て
6 |
7 |
8 | 都市を表示
9 |
10 |
11 |
12 |
--------------------------------------------------------------------------------
/Integrations/BES/Text/bes_text_de.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 | Alle
7 |
8 |
9 | Zeige Städte
10 |
11 |
12 |
13 |
--------------------------------------------------------------------------------
/Integrations/BES/Text/bes_text_es.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 | Todo
7 |
8 |
9 | Mostrar ciudades
10 |
11 |
12 |
13 |
--------------------------------------------------------------------------------
/Integrations/IDS/Text/ids_text_fr.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 | Transactions actuelles
9 |
10 |
11 |
12 | Céder
13 |
14 |
15 |
16 |
17 |
--------------------------------------------------------------------------------
/Assets/cqui_databaseschema.sql:
--------------------------------------------------------------------------------
1 | /*
2 | Created by LordYanaek for CQUI mod by chaorace.
3 | This file contains queries used to create the mod's tables in the database.
4 | Don't touch this unless you know what you do.
5 | */
6 |
7 | CREATE TABLE 'CQUI_Bindings' (
8 | 'Action' TEXT NOT NULL,
9 | 'Keys' TEXT NOT NULL,
10 | 'keyMod' INTEGER,
11 | 'keyMain' INTEGER,
12 | PRIMARY KEY('Action')
13 | );
14 |
15 | CREATE TABLE 'CQUI_Settings' (
16 | 'Setting' TEXT NOT NULL,
17 | 'Value' INTEGER NOT NULL,
18 | PRIMARY KEY('Setting')
19 | );
20 |
--------------------------------------------------------------------------------
/CQUI.dep:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 | false
15 |
16 |
17 |
18 |
--------------------------------------------------------------------------------
/Assets/UI/ToolTips/plottooltip.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
--------------------------------------------------------------------------------
/Integrations/IDS/Text/ids_text.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 | Current Deals
9 |
10 |
11 | Deal Terms
12 |
13 |
14 | Cede
15 |
16 |
17 | Return
18 |
19 |
20 | [COLOR_Red]Trade[ENDCOLOR] with
21 |
22 |
23 | [COLOR_Civ6Blue]Suzerain[ENDCOLOR] of
24 |
25 |
26 | Untradeable
27 |
28 |
29 | Duplicate
30 |
31 |
32 |
33 |
34 |
--------------------------------------------------------------------------------
/Integrations/IDS/Text/ids_text_ja.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 | 現在の取引
9 |
10 |
11 | 取引条項
12 |
13 |
14 | 割譲
15 |
16 |
17 | 返還
18 |
19 |
20 | [COLOR_Red]取引[ENDCOLOR]
21 |
22 |
23 | [COLOR_Civ6Blue]輸入[ENDCOLOR]
24 |
25 |
26 | 取引不可
27 |
28 |
29 | 両国所持
30 |
31 |
32 |
33 |
--------------------------------------------------------------------------------
/Integrations/IDS/Text/ids_text_pt.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 | Ofertas atuais
9 |
10 |
11 | Termos da oferta
12 |
13 |
14 | Ceder
15 |
16 |
17 | Retornar
18 |
19 |
20 | [COLOR_Red]Comércio[ENDCOLOR] com
21 |
22 |
23 | [COLOR_Civ6Blue]Suserano[ENDCOLOR] de
24 |
25 |
26 | Não comercializável
27 |
28 |
29 | Duplicado
30 |
31 |
32 |
33 |
34 |
--------------------------------------------------------------------------------
/Integrations/BTS/license.md:
--------------------------------------------------------------------------------
1 | MIT License
2 |
3 | Copyright (c) 2016 astog
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE.
22 |
--------------------------------------------------------------------------------
/Integrations/ML/license.md:
--------------------------------------------------------------------------------
1 | MIT License
2 |
3 | Copyright (c) 2016 astog
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE.
22 |
--------------------------------------------------------------------------------
/Integrations/PQ/license:
--------------------------------------------------------------------------------
1 | MIT License
2 |
3 | Copyright (c) 2016 Kevin Blease
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE.
22 |
--------------------------------------------------------------------------------
/LICENSE:
--------------------------------------------------------------------------------
1 | MIT License
2 |
3 | Copyright (c) 2016-2017 Christopher Crockett
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE.
22 |
--------------------------------------------------------------------------------
/Integrations/IDS/Text/ids_text_de.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 | Handelsübersicht
9 |
10 |
11 | Handelsbedingungen
12 |
13 |
14 | Zurücktreten
15 |
16 |
17 | Zurück
18 |
19 |
20 | [COLOR_Red]Handel[ENDCOLOR] mit
21 |
22 |
23 | [COLOR_Civ6Blue]Suzerän[ENDCOLOR] von
24 |
25 |
26 | nicht handelbar
27 |
28 | Wiederholen
30 |
31 |
32 |
33 |
34 |
--------------------------------------------------------------------------------
/Integrations/IDS/Text/ids_text_it.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 | Scambi correnti
9 |
10 |
11 | Termini dell'accordo
12 |
13 |
14 | Ci cede
15 |
16 |
17 | Ritorna
18 |
19 |
20 | [COLOR_Red]Commercia[ENDCOLOR] con
21 |
22 |
23 | [COLOR_Civ6Blue]Sovrano[ENDCOLOR] di
24 |
25 |
26 | Non trattabile
27 |
28 |
29 | Duplicato
30 |
31 |
32 |
33 |
34 |
--------------------------------------------------------------------------------
/Assets/Text/cqui_text_general_ko.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 | CQUI
7 |
8 |
9 |
10 |
11 | 거래 기간
12 |
13 |
14 |
15 |
16 | 현재 연구 중인 사회 제도인
17 |
18 |
19 | 현재 연구 중인 과학기술인
20 |
21 |
22 | 의 상승 효과를 최대치로 받을 수 있는 턴까지 1턴 남았습니다.
23 |
24 |
25 | 이(가) 완료되었습니다.
26 |
27 |
28 |
29 |
30 | 유흥
31 |
32 |
33 |
34 |
35 | 경과:
36 |
37 |
38 |
39 |
40 |
--------------------------------------------------------------------------------
/Assets/Text/cqui_text_general_zh.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 | CQUI
7 |
8 |
9 |
10 |
11 | 交易期限
12 |
13 |
14 |
15 |
16 | 当前市政,
17 |
18 |
19 | 当前科技,
20 |
21 |
22 | ,离最充分利用尤里卡还有1回合。
23 |
24 |
25 | ,已完成。
26 |
27 |
28 |
29 |
30 | 娱乐
31 |
32 |
33 |
34 |
35 | 进度:
36 |
37 |
38 |
39 |
40 |
--------------------------------------------------------------------------------
/Assets/Text/cqui_text_general_pl.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 | CQUI
7 |
8 |
9 |
10 |
11 | Warunki umowy
12 |
13 |
14 |
15 |
16 | Obecny kodeks prawny,
17 |
18 |
19 | Obecne badanie,
20 |
21 |
22 | , jest jedną turę od osiągnięcia maksymalnego potencjału Inspiracji.
23 |
24 |
25 | , zakończono.
26 |
27 |
28 |
29 |
30 | Rozrywka
31 |
32 |
33 |
34 |
35 | Postęp:
36 |
37 |
38 |
39 |
40 |
--------------------------------------------------------------------------------
/Assets/Text/cqui_text_general_ru.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 | CQUI
7 |
8 |
9 |
10 |
11 | Срок действия сделки
12 |
13 |
14 |
15 |
16 | Текущий Соц. Институт,
17 |
18 |
19 | Текущее Исследование,
20 |
21 |
22 | , ещё один ход до максимального потенциала Вдохновения.
23 |
24 |
25 | , завершена.
26 |
27 |
28 |
29 |
30 | Развлечения
31 |
32 |
33 |
34 |
35 | Прогресс:
36 |
37 |
38 |
39 |
40 |
--------------------------------------------------------------------------------
/Integrations/URS/Text/urs_text_ko.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 | 거래 현황
9 |
10 |
11 | 도시 건물 숨기기
12 |
13 |
14 |
15 | 지출
16 |
17 |
18 | 수입
19 |
20 |
21 |
22 | 육군
23 |
24 |
25 | 공군
26 |
27 |
28 | 해군
29 |
30 |
31 | 이 유닛을 지도에서 봅니다.
32 |
33 |
34 | 보너스
35 |
36 |
37 |
38 |
39 |
--------------------------------------------------------------------------------
/Assets/Text/cqui_InGameText_ja.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 |
7 | 21位
8 |
9 |
10 | 22位
11 |
12 |
13 | 23位
14 |
15 |
16 | 24位
17 |
18 |
19 | 25位
20 |
21 |
22 | 26位
23 |
24 |
25 | 27位
26 |
27 |
28 | 28位
29 |
30 |
31 | 29位
32 |
33 |
34 | 30位
35 |
36 |
37 |
38 |
--------------------------------------------------------------------------------
/Integrations/URS/Text/urs_text_ru.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 | Текущие Сделки
9 |
10 |
11 | Скрыть городские постройки
12 |
13 |
14 |
15 | Исходящие
16 |
17 |
18 | Входящие
19 |
20 |
21 |
22 | Военный (Наземный)
23 |
24 |
25 | Военный (Воздушный)
26 |
27 |
28 | Военный (Морской)
29 |
30 |
31 | Показать юнит на карте.
32 |
33 |
34 | Бонусные:
35 |
36 |
37 |
38 |
39 |
--------------------------------------------------------------------------------
/Integrations/URS/Text/urs_text_zh.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 | 交易记录
9 |
10 |
11 | 隐藏建筑
12 |
13 |
14 |
15 | 支出
16 |
17 |
18 | 收入
19 |
20 |
21 |
22 | 军队(陆军)
23 |
24 |
25 | 军队(空军)
26 |
27 |
28 | 军队(海军)
29 |
30 |
31 | 在地图上查看该单位。
32 |
33 |
34 | 加成资源
35 |
36 |
37 |
38 |
39 |
--------------------------------------------------------------------------------
/Assets/Text/cqui_InGameText.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 |
7 | twenty-first
8 |
9 |
10 | twenty-second
11 |
12 |
13 | twenty-third
14 |
15 |
16 | twenty-fourth
17 |
18 |
19 | twenty-fifth
20 |
21 |
22 | twenty-sixth
23 |
24 |
25 | twenty-seventh
26 |
27 |
28 | twenty-eighth
29 |
30 |
31 | twenty-ninth
32 |
33 |
34 | thirtieth
35 |
36 |
37 |
38 |
--------------------------------------------------------------------------------
/Integrations/URS/Text/urs_text.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 | Current Deals
9 |
10 |
11 | Hide city buildings
12 |
13 |
14 |
15 | Outgoing
16 |
17 |
18 | Incoming
19 |
20 |
21 |
22 | Military (Land)
23 |
24 |
25 | Military (Air)
26 |
27 |
28 | Military (Sea)
29 |
30 |
31 | View this unit on the map.
32 |
33 |
34 | Bonuses
35 |
36 |
37 | Promotion Available
38 |
39 |
40 | In Formation
41 |
42 |
43 |
44 |
45 |
--------------------------------------------------------------------------------
/Assets/Text/cqui_InGameText_it.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 |
7 | ventunesimo
8 |
9 |
10 | ventiduesimo
11 |
12 |
13 | ventitreesimo
14 |
15 |
16 | ventiquattresimo
17 |
18 |
19 | venticinquesimo
20 |
21 |
22 | ventiseiesimo
23 |
24 |
25 | ventisettesimo
26 |
27 |
28 | ventottesimo
29 |
30 |
31 | ventinovesimo
32 |
33 |
34 | trentesimo
35 |
36 |
37 |
38 |
--------------------------------------------------------------------------------
/Integrations/URS/Text/urs_text_es.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 | Acuerdos actuales
9 |
10 |
11 | Ocultar edificios
12 |
13 |
14 |
15 | Saliente
16 |
17 |
18 | Entrante
19 |
20 |
21 |
22 | Militar (Tierra)
23 |
24 |
25 | Militar (Aire)
26 |
27 |
28 | Militar (Mar)
29 |
30 |
31 | Ver esta unidad en el mapa.
32 |
33 |
34 | Bonificaciones
35 |
36 |
37 |
38 |
39 |
--------------------------------------------------------------------------------
/Integrations/URS/Text/urs_text_fr.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 | Transactions actuelles
9 |
10 |
11 | Masquer les bâtiments de la ville
12 |
13 |
14 |
15 | Sortant
16 |
17 |
18 | Entrant
19 |
20 |
21 |
22 | Militaire (Terre)
23 |
24 |
25 | Militaire (Air)
26 |
27 |
28 | Militaire (Mer)
29 |
30 |
31 | Afficher cet unité sur la carte.
32 |
33 |
34 | Bonus
35 |
36 |
37 |
38 |
39 |
--------------------------------------------------------------------------------
/Assets/Text/cqui_InGameText_de.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 |
7 | einundzwanzigsten
8 |
9 |
10 | zweiundzwanzigsten
11 |
12 |
13 | dreiundzwanzigsten
14 |
15 |
16 | vierundzwanzigsten
17 |
18 |
19 | fünfundzwanzigsten
20 |
21 |
22 | sechsundzwanzigsten
23 |
24 |
25 | siebenundzwanzigsten
26 |
27 |
28 | achtundzwanzigsten
29 |
30 |
31 | neunundzwanzigsten
32 |
33 |
34 | dreißigsten
35 |
36 |
37 |
38 |
--------------------------------------------------------------------------------
/Integrations/URS/Text/urs_text_pl.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 | Aktualne umowy handlowe
9 |
10 |
11 | Ukryj budynki miejskie
12 |
13 |
14 |
15 | Wychodzące
16 |
17 |
18 | Przychodzące
19 |
20 |
21 |
22 | Jednoski militarne (Lądowe)
23 |
24 |
25 | Jednoski militarne (Powietrzne)
26 |
27 |
28 | Jednoski militarne (Morskie)
29 |
30 |
31 | Znajdź tę jednostkę na mapie.
32 |
33 |
34 | Premie
35 |
36 |
37 |
38 |
39 |
--------------------------------------------------------------------------------
/Integrations/URS/Text/urs_text_ja.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 | 現在の取引
9 |
10 |
11 | 都市の建造物を非表示
12 |
13 |
14 |
15 | 自国
16 |
17 |
18 | 相手
19 |
20 |
21 |
22 | 陸軍
23 |
24 |
25 | 空軍
26 |
27 |
28 | 海軍
29 |
30 |
31 | このユニットをマップから発見
32 |
33 |
34 | ボーナス
35 |
36 |
37 | レベルアップ可能
38 |
39 |
40 | 護衛陣形
41 |
42 |
43 |
44 |
45 |
--------------------------------------------------------------------------------
/Integrations/URS/Text/urs_text_pt.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 | Ofertas Atuais
9 |
10 |
11 | Esconder edificações da cidade
12 |
13 |
14 |
15 | Saindo
16 |
17 |
18 | Entrando
19 |
20 |
21 |
22 | Militar (Terra)
23 |
24 |
25 | Militar (Ar)
26 |
27 |
28 | Militar (Oceano)
29 |
30 |
31 | Veja esta unidade no mapa.
32 |
33 |
34 | Bônus
35 |
36 |
37 | Promoção Disponível
38 |
39 |
40 | Em formação
41 |
42 |
43 |
44 |
45 |
--------------------------------------------------------------------------------
/Integrations/URS/Text/urs_text_de.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 | Handelsübersicht
9 |
10 |
11 | Verstecke Stadtgebäude
12 |
13 |
14 |
15 | Ausgaben
16 |
17 |
18 | Einnahmen
19 |
20 |
21 |
22 | Militär (Heer)
23 |
24 |
25 | Militär (Luftwaffe)
26 |
27 |
28 | Militär (Marine)
29 |
30 |
31 | Zeige Einheit auf der Karte
32 |
33 |
34 | Boni
35 |
36 |
37 | Beförderung verfügbar
38 |
39 |
40 | In Ausbildung
41 |
42 |
43 |
44 |
--------------------------------------------------------------------------------
/Assets/Text/cqui_text_general_fr.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 | CQUI
7 |
8 |
9 |
10 |
11 | Durée de la transaction
12 |
13 |
14 |
15 |
16 | Le Dogme actuel,
17 |
18 |
19 | La Technologie actuelle,
20 |
21 |
22 | , n'est plus qu'à un tour du maximum potentiel d'Inspiration.
23 |
24 |
25 | , est terminée.
26 |
27 |
28 |
29 |
30 | Activité
31 |
32 |
33 |
34 |
35 | Progression:
36 |
37 |
38 |
39 |
40 | ATTAQUE À DISTANCE DU CAMPEMENT
41 |
42 |
43 | Votre campement peut attaquer à distance
44 |
45 |
46 |
47 |
48 |
--------------------------------------------------------------------------------
/Integrations/URS/Text/urs_text_it.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 | Scambi correnti
9 |
10 |
11 | Nascondi edifici cittadini
12 |
13 |
14 |
15 | In uscita
16 |
17 |
18 | In entrata
19 |
20 |
21 |
22 | Militari (terrestri)
23 |
24 |
25 | Militari (aeree)
26 |
27 |
28 | Militari (navali)
29 |
30 |
31 | Trova l'unità sulla mappa.
32 |
33 |
34 | Bonus
35 |
36 |
37 | Promozione Disponibile
38 |
39 |
40 | In Formazione
41 |
42 |
43 |
44 |
45 |
--------------------------------------------------------------------------------
/Assets/Text/cqui_text_general_es.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 | CQUI
7 |
8 |
9 |
10 |
11 | Término del reparto
12 |
13 |
14 |
15 |
16 | El Principio actual,
17 |
18 |
19 | La Tecnología actual,
20 |
21 |
22 | , está a un turno del potencial máximo por Inspiración.
23 |
24 |
25 | , se ha completado.
26 |
27 |
28 |
29 |
30 | Ocio
31 |
32 |
33 |
34 |
35 | Progreso:
36 |
37 |
38 |
39 |
40 | Ataque a Distancia desde Campamento
41 |
42 |
43 | Tu Campamento puede efectuar un ataque a distancia
44 |
45 |
46 |
47 |
48 |
--------------------------------------------------------------------------------
/Integrations/BES/Expansion1/Replacements/espionagechooser_expansion1.lua:
--------------------------------------------------------------------------------
1 | --[[
2 | -- Original Created by Keaton VanAuken, Oct 13 2017
3 | -- Original Copyright (c) Firaxis Games
4 | --]]
5 |
6 | -- ===========================================================================
7 | -- Base File
8 | -- ===========================================================================
9 | include("espionagechooser");
10 |
11 | -- ===========================================================================
12 | -- CACHE BASE FUNCTIONS
13 | -- ===========================================================================
14 | BASE_ShouldAddPlayer = ShouldAddPlayer;
15 | BASE_ShouldAddToFilter = ShouldAddToFilter;
16 |
17 | -- ===========================================================================
18 | -- Modified conditions (handles free cities, ie not adding them)
19 | -- ===========================================================================
20 | function ShouldAddPlayer(player:table)
21 | local localPlayer = Players[Game.GetLocalPlayer()];
22 | if (player:GetID() == localPlayer:GetID() or player:GetTeam() == -1 or localPlayer:GetTeam() == -1 or player:GetTeam() ~= localPlayer:GetTeam()) then
23 | if (not player:IsFreeCities()) then
24 | return true
25 | end
26 | end
27 | return false
28 | end
29 |
30 | -- ===========================================================================
31 | -- Modified to include city states
32 | -- ===========================================================================
33 | function ShouldAddToFilter(player:table)
34 | if (not player:IsFreeCities()) and HasMetAndAlive(player) and (not player:IsBarbarian()) then
35 | return true
36 | end
37 | return false
38 | end
39 |
--------------------------------------------------------------------------------
/Integrations/BES/Expansion1/Replacements/espionageoverview_expansion1.lua:
--------------------------------------------------------------------------------
1 | --[[
2 | -- Original Created by Keaton VanAuken on Nov 29 2017
3 | -- Original Copyright (c) Firaxis Games
4 | --]]
5 |
6 | -- ===========================================================================
7 | -- Base File
8 | -- ===========================================================================
9 | include("espionageoverview");
10 |
11 | -- ===========================================================================
12 | -- CACHE BASE FUNCTIONS
13 | -- ===========================================================================
14 | BASE_ShouldAddPlayer = ShouldAddPlayer;
15 | BASE_ShouldAddToFilter = ShouldAddToFilter;
16 |
17 | -- ===========================================================================
18 | -- Modified conditions (handles free cities, ie not adding them)
19 | -- ===========================================================================
20 | function ShouldAddPlayer(player:table)
21 | local localPlayer = Players[Game.GetLocalPlayer()];
22 | if (player:GetID() == localPlayer:GetID() or player:GetTeam() == -1 or localPlayer:GetTeam() == -1 or player:GetTeam() ~= localPlayer:GetTeam()) then
23 | if (not player:IsFreeCities()) then
24 | return true
25 | end
26 | end
27 | return false
28 | end
29 |
30 | -- ===========================================================================
31 | -- Modified to include city states
32 | -- ===========================================================================
33 | function ShouldAddToFilter(player:table)
34 | if (not player:IsFreeCities()) and HasMetAndAlive(player) and (not player:IsBarbarian()) then
35 | return true
36 | end
37 | return false
38 | end
39 |
--------------------------------------------------------------------------------
/Assets/UI/Panels/statusmessagepanel.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
17 |
18 |
19 |
20 |
21 |
22 |
23 |
24 |
29 |
30 |
31 |
32 |
33 |
34 |
--------------------------------------------------------------------------------
/Assets/UI/Instances/leadericon.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 |
16 |
17 |
18 |
19 |
20 |
21 |
22 |
23 |
24 |
25 |
26 |
27 |
28 |
29 |
30 |
31 |
--------------------------------------------------------------------------------
/Assets/UI/Utilities/extendedrelationship.lua:
--------------------------------------------------------------------------------
1 | -- Extended Relationship Tooltip creator
2 | -- Aristos and atggta
3 | function RelationshipGet(nPlayerID :number)
4 | local tPlayer :table = Players[nPlayerID];
5 | local nLocalPlayerID :number = Game.GetLocalPlayer();
6 | local tTooltips :table = tPlayer:GetDiplomaticAI():GetDiplomaticModifiers(nLocalPlayerID);
7 |
8 | if not tTooltips then return ""; end
9 |
10 | local tRelationship :table = {};
11 | local nRelationshipSum :number = 0;
12 | local sTextColor :string = "";
13 |
14 | for i, tTooltip in ipairs(tTooltips) do
15 | local nScore :number = tTooltip.Score;
16 | local sText :string = tTooltip.Text;
17 |
18 | if(nScore ~= 0) then
19 | if(nScore > 0) then
20 | sTextColor = "[COLOR_Civ6Green]";
21 | else
22 | sTextColor = "[COLOR_Civ6Red]";
23 | end
24 | table.insert(tRelationship, {nScore, sTextColor .. nScore .. "[ENDCOLOR] - " .. sText .. "[NEWLINE]"});
25 | nRelationshipSum = nRelationshipSum + nScore;
26 | end
27 | end
28 |
29 | table.sort(
30 | tRelationship,
31 | function(a, b)
32 | return a[1] > b[1];
33 | end
34 | );
35 |
36 | local sRelationshipSum :string = "";
37 | local sRelationship :string = "";
38 | if(nRelationshipSum >= 0) then
39 | sRelationshipSum = "[COLOR_Civ6Green]";
40 | else
41 | sRelationshipSum = "[COLOR_Civ6Red]";
42 | end
43 | sRelationshipSum = sRelationshipSum .. nRelationshipSum .. "[ENDCOLOR]"
44 | for nKey, tValue in pairs(tRelationship) do
45 | sRelationship = sRelationship .. tValue[2];
46 | end
47 | if sRelationship ~= "" then
48 | sRelationship = Locale.Lookup("LOC_DIPLOMACY_INTEL_RELATIONSHIPS") .. " " .. sRelationshipSum .. "[NEWLINE]" .. sRelationship:sub(1, #sRelationship - #"[NEWLINE]");
49 | end
50 |
51 | return sRelationship;
52 | end
53 |
--------------------------------------------------------------------------------
/Assets/Text/cqui_text_general_ja.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 | CQUI
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 | の研究がブーストの最大値直前まで到達しました。
18 |
19 |
20 | の研究が完了しました。
21 |
22 |
23 |
24 |
25 | 娯楽
26 |
27 |
28 | (人口から)
29 |
30 |
31 | 少数宗教
32 |
33 |
34 | [COLOR:StatBadCS](略奪)[ENDCOLOR]
35 |
36 |
37 |
38 |
39 | 次の国境拡張でこのタイルを取得する。
40 |
41 |
42 |
43 |
44 | 進捗:
45 |
46 |
47 |
48 |
49 | 兵営の遠隔攻撃
50 |
51 |
52 | 兵営から遠隔攻撃が可能
53 |
54 |
55 |
56 |
57 | 政策の通知
58 |
59 |
60 | 新たな政策が解禁されました。
61 |
62 |
63 | 政策の変更
64 |
65 |
66 | このターンは政策を変更できます。
67 |
68 |
69 |
70 |
71 |
--------------------------------------------------------------------------------
/Integrations/ML/UI/Panels/modallenspanel.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
15 |
16 |
17 |
18 |
19 |
20 |
21 |
22 |
23 |
24 |
25 |
26 |
27 |
28 |
29 |
30 |
31 |
32 |
33 |
34 |
35 |
36 |
37 |
38 |
39 |
--------------------------------------------------------------------------------
/Assets/Text/cqui_text_general_pt.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 | CQUI
7 |
8 |
9 |
10 |
11 | O atual cívico,
12 |
13 |
14 | A atual tecnologia,
15 |
16 |
17 | , está a um turno do máximo potencial de Inspiração.
18 |
19 |
20 | , está completado.
21 |
22 |
23 |
24 |
25 | Entretenimento
26 |
27 |
28 | da População
29 |
30 |
31 | Minorias Religiosas
32 |
33 |
34 | [COLOR:StatBadCS](Saqueado)[ENDCOLOR]
35 |
36 |
37 |
38 |
39 | A cidade se expandirá para este lote no próximo crescimento cultural das fronteiras
40 |
41 |
42 |
43 |
44 | Progresso:
45 |
46 |
47 |
48 |
49 | Ataque à distância do Acampamento
50 |
51 |
52 | Seu acampamento é capaz de realizar um ataque à distância
53 |
54 |
55 |
56 |
57 | LEMBRETE DE POLÍTICA
58 |
59 |
60 | Novos cartões de política foram desbloqueados.
61 |
62 |
63 | MUDANÇA POLÍTICA
64 |
65 |
66 | Você pode mudar sua política neste turno.
67 |
68 |
69 |
70 |
71 |
--------------------------------------------------------------------------------
/Integrations/ML/UI/Lenses/modlens_cityoverlap.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
21 |
22 |
23 |
24 |
25 |
26 |
27 |
--------------------------------------------------------------------------------
/Integrations/ML/UI/Lenses/modlens_barbarian.lua:
--------------------------------------------------------------------------------
1 | local LENS_NAME = "ML_BARBARIAN"
2 | local ML_LENS_LAYER = LensLayers.HEX_COLORING_APPEAL_LEVEL
3 |
4 | -- ===========================================================================
5 | -- Barbarian Lens Support
6 | -- ===========================================================================
7 |
8 | local function plotHasBarbCamp(plot)
9 | local improvementInfo = GameInfo.Improvements[plot:GetImprovementType()];
10 | if improvementInfo ~= nil and improvementInfo.ImprovementType == "IMPROVEMENT_BARBARIAN_CAMP" then
11 | return true;
12 | end
13 | return false;
14 | end
15 |
16 | -- ===========================================================================
17 | -- Exported functions
18 | -- ===========================================================================
19 |
20 | local function OnGetColorPlotTable()
21 | local mapWidth, mapHeight = Map.GetGridSize();
22 | local localPlayer :number = Game.GetLocalPlayer();
23 | local localPlayerVis:table = PlayersVisibility[localPlayer];
24 |
25 | local BarbarianColor = UI.GetColorValue("COLOR_BARBARIAN_BARB_LENS");
26 | local colorPlot:table = {};
27 | colorPlot[BarbarianColor] = {}
28 |
29 | for i = 0, (mapWidth * mapHeight) - 1, 1 do
30 | local pPlot:table = Map.GetPlotByIndex(i);
31 | if localPlayerVis:IsRevealed(pPlot:GetX(), pPlot:GetY()) and plotHasBarbCamp(pPlot) then
32 | table.insert(colorPlot[BarbarianColor], i);
33 | end
34 | end
35 |
36 | return colorPlot
37 | end
38 |
39 | --[[
40 | local function ShowBarbarianLens()
41 | LuaEvents.MinimapPanel_SetActiveModLens(LENS_NAME)
42 | UILens.ToggleLayerOn(ML_LENS_LAYER)
43 | end
44 |
45 | local function ClearBarbarianLens()
46 | if UILens.IsLayerOn(ML_LENS_LAYER) then
47 | UILens.ToggleLayerOff(ML_LENS_LAYER);
48 | end
49 | LuaEvents.MinimapPanel_SetActiveModLens("NONE");
50 | end
51 |
52 | local function OnInitialize()
53 | -- Nothing to do
54 | end
55 | ]]
56 |
57 | local BarbarianLensEntry = {
58 | LensButtonText = "LOC_HUD_BARBARIAN_LENS",
59 | LensButtonTooltip = "LOC_HUD_BARBARIAN_LENS_TOOLTIP",
60 | Initialize = nil,
61 | GetColorPlotTable = OnGetColorPlotTable
62 | }
63 |
64 | -- minimappanel.lua
65 | if g_ModLenses ~= nil then
66 | g_ModLenses[LENS_NAME] = BarbarianLensEntry
67 | end
68 |
69 | -- modallenspanel.lua
70 | if g_ModLensModalPanel ~= nil then
71 | g_ModLensModalPanel[LENS_NAME] = {}
72 | g_ModLensModalPanel[LENS_NAME].LensTextKey = "LOC_HUD_BARBARIAN_LENS"
73 | g_ModLensModalPanel[LENS_NAME].Legend = {
74 | {"LOC_TOOLTIP_BARBARIAN_LENS_ENCAPMENT", UI.GetColorValue("COLOR_BARBARIAN_BARB_LENS")}
75 | }
76 | end
77 |
--------------------------------------------------------------------------------
/Assets/UI/Popups/policyreminderpopup.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
34 |
35 |
36 |
37 |
38 |
39 |
40 |
41 |
42 |
43 |
44 |
45 |
46 |
47 |
48 |
--------------------------------------------------------------------------------
/Assets/Text/cqui_text_general.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 | CQUI
7 |
8 |
9 |
10 |
11 | The current Civic,
12 |
13 |
14 | The current Technology,
15 |
16 |
17 | , is one turn away from maximum Inspiration bonus.
18 |
19 |
20 | , is completed.
21 |
22 |
23 |
24 |
25 | Entertainment
26 |
27 |
28 | from Population
29 |
30 |
31 | Religious Minorities
32 |
33 |
34 | [COLOR:StatBadCS](Pillaged)[ENDCOLOR]
35 |
36 |
37 |
38 |
39 | The city will expand to this tile upon the next cultural borders growth
40 |
41 |
42 |
43 |
44 | Progress:
45 |
46 |
47 |
48 |
49 | Encampent Ranged Strike
50 |
51 |
52 | Your encampment is able to make a ranged strike
53 |
54 |
55 |
56 |
57 | POLICY REMINDER
58 |
59 |
60 | New policy cards have been unlocked.
61 |
62 |
63 | POLICY CHANGE
64 |
65 |
66 | You can change your policy this turn.
67 |
68 |
69 |
70 |
71 | Total
72 |
73 |
74 |
75 |
76 |
--------------------------------------------------------------------------------
/Assets/Text/cqui_text_general_de.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 | CQUI
7 |
8 |
9 |
10 |
11 | Die gegenwärtige Ausrichtung "
12 |
13 |
14 | Die Erforschung der Technologie "
15 |
16 |
17 | " ist eine Runde von maximaler Inspirations-Bonus entfernt.
18 |
19 |
20 | " ist abgeschlossen.
21 |
22 |
23 |
24 |
25 | Unterhaltung
26 |
27 |
28 | durch Bevölkerung
29 |
30 |
31 | Religiöse Minderheiten
32 |
33 |
34 | [COLOR:StatBadCS](geplündert)[ENDCOLOR]
35 |
36 |
37 |
38 |
39 | Hierhin wird sich die Stadt bei der nächsten Grenzausdehnung (Kultur) erweitern.
40 |
41 |
42 |
43 |
44 | Fortschritt:
45 |
46 |
47 |
48 |
49 | Fernangriff durch Lager
50 |
51 |
52 | Das Lager kann einen Fernangriff ausführen.
53 |
54 |
55 |
56 |
57 | Politik-Erinnerung
58 |
59 |
60 | Neue Politik-Optionen stehen zur Auswahl.
61 |
62 |
63 | Politik ändern
64 |
65 |
66 | Die Politik kann diese Runder verändert werden.
67 |
68 |
69 |
70 |
71 |
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/Assets/Text/cqui_text_general_it.xml:
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1 |
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6 | CQUI
7 |
8 |
9 |
10 |
11 | Progresso civico corrente,
12 |
13 |
14 | Tecnologia corrente,
15 |
16 |
17 | , è ad un turno dall'Ispirazione massima potenziale.
18 |
19 |
20 | , è completata.
21 |
22 |
23 |
24 |
25 | Svaghi
26 |
27 |
28 | dalla Popolazione
29 |
30 |
31 | Minoranze Religiose
32 |
33 |
34 | [COLOR:StatBadCS](Saccheggiato)[ENDCOLOR]
35 |
36 |
37 |
38 |
39 | La città si espanderà in questa casella alla prossima crescita dei confini culturali
40 |
41 |
42 |
43 |
44 | Progresso:
45 |
46 |
47 |
48 |
49 | Attacco a distanza Accampamento
50 |
51 |
52 | Il tuo accampamento è in grado di eseguire un attacco a distanza
53 |
54 |
55 |
56 |
57 | PROMEMORIA POLITICHE
58 |
59 |
60 | Sono state sbloccate nuove politiche sociali.
61 |
62 |
63 | CAMBIA POLITICHE
64 |
65 |
66 | In questo turno puoi modificare le tue politiche sociali.
67 |
68 |
69 |
70 |
71 |
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/Assets/UI/WorldView/plotinfo.xml:
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/Integrations/ML/UI/Lenses/modlens_wonder.lua:
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1 | include("LensSupport")
2 |
3 | local LENS_NAME = "ML_WONDER"
4 | local ML_LENS_LAYER = LensLayers.HEX_COLORING_APPEAL_LEVEL
5 |
6 | -- ===========================================================================
7 | -- Wonder Lens Support
8 | -- ===========================================================================
9 |
10 | -- ===========================================================================
11 | -- Exported functions
12 | -- ===========================================================================
13 |
14 | local function OnGetColorPlotTable()
15 | local mapWidth, mapHeight = Map.GetGridSize();
16 | local localPlayer :number = Game.GetLocalPlayer();
17 | local localPlayerVis:table = PlayersVisibility[localPlayer];
18 |
19 | local NaturalWonderColor :number = UI.GetColorValue("COLOR_NATURAL_WONDER_LENS");
20 | local PlayerWonderColor :number = UI.GetColorValue("COLOR_PLAYER_WONDER_LENS");
21 | local colorPlot:table = {};
22 | colorPlot[NaturalWonderColor] = {}
23 | colorPlot[PlayerWonderColor] = {}
24 |
25 | for i = 0, (mapWidth * mapHeight) - 1, 1 do
26 | local pPlot:table = Map.GetPlotByIndex(i);
27 | if localPlayerVis:IsRevealed(pPlot:GetX(), pPlot:GetY()) then
28 | -- check for player wonder.
29 | if plotHasWonder(pPlot) then
30 | table.insert(colorPlot[PlayerWonderColor], i);
31 | else
32 | -- Check for natural wonder
33 | local featureInfo = GameInfo.Features[pPlot:GetFeatureType()];
34 | if featureInfo ~= nil and featureInfo.NaturalWonder then
35 | table.insert(colorPlot[NaturalWonderColor], i)
36 | end
37 | end
38 | end
39 | end
40 |
41 | return colorPlot
42 | end
43 |
44 | --[[
45 | local function ShowWonderLens()
46 | LuaEvents.MinimapPanel_SetActiveModLens(LENS_NAME)
47 | UILens.ToggleLayerOn(ML_LENS_LAYER)
48 | end
49 |
50 | local function ClearWonderLens()
51 | if UILens.IsLayerOn(ML_LENS_LAYER) then
52 | UILens.ToggleLayerOff(ML_LENS_LAYER);
53 | end
54 | LuaEvents.MinimapPanel_SetActiveModLens("NONE");
55 | end
56 |
57 | local function OnInitialize()
58 | -- Nothing to do
59 | end
60 | ]]
61 |
62 | local WonderLensEntry = {
63 | LensButtonText = "LOC_HUD_WONDER_LENS",
64 | LensButtonTooltip = "LOC_HUD_WONDER_LENS_TOOLTIP",
65 | Initialize = nil,
66 | GetColorPlotTable = OnGetColorPlotTable
67 | }
68 |
69 | -- minimappanel.lua
70 | if g_ModLenses ~= nil then
71 | g_ModLenses[LENS_NAME] = WonderLensEntry
72 | end
73 |
74 | -- modallenspanel.lua
75 | if g_ModLensModalPanel ~= nil then
76 | g_ModLensModalPanel[LENS_NAME] = {}
77 | g_ModLensModalPanel[LENS_NAME].LensTextKey = "LOC_HUD_WONDER_LENS"
78 | g_ModLensModalPanel[LENS_NAME].Legend = {
79 | {"LOC_TOOLTIP_WONDER_LENS_NWONDER", UI.GetColorValue("COLOR_NATURAL_WONDER_LENS")},
80 | {"LOC_TOOLTIP_RESOURCE_LENS_PWONDER", UI.GetColorValue("COLOR_PLAYER_WONDER_LENS")}
81 | }
82 | end
83 |
--------------------------------------------------------------------------------
/Integrations/ML/UI/Lenses/modlens_resource.xml:
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/Assets/UI/Popups/mappinlistpanel.xml:
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/Assets/UI/partialscreenhooks.xml:
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/Integrations/ML/UI/Lenses/modlens_adjacencyyield.lua:
--------------------------------------------------------------------------------
1 | local LENS_NAME = "ML_ADJYIELD"
2 | local ML_LENS_LAYER = LensLayers.HEX_COLORING_APPEAL_LEVEL
3 |
4 | -- ===========================================================================
5 | -- AdjYield Lens Support
6 | -- ===========================================================================
7 |
8 | local function clamp(val, min, max)
9 | if val < min then
10 | return min
11 | elseif val > max then
12 | return max
13 | end
14 | return val
15 | end
16 |
17 | -- ===========================================================================
18 | -- Exported functions
19 | -- ===========================================================================
20 |
21 | local function OnGetColorPlotTable()
22 | local mapWidth, mapHeight = Map.GetGridSize();
23 | local localPlayer :number = Game.GetLocalPlayer();
24 | local localPlayerVis:table = PlayersVisibility[localPlayer];
25 |
26 | local colorPlot = {}
27 | for i = 1, 8 do
28 | colorPlot[UI.GetColorValue("COLOR_GRADIENT8_" .. tostring(i))] = {}
29 | end
30 |
31 | for i = 0, (mapWidth * mapHeight) - 1, 1 do
32 | local pPlot:table = Map.GetPlotByIndex(i);
33 | if localPlayerVis:IsRevealed(pPlot:GetX(), pPlot:GetY()) and pPlot:GetOwner() == localPlayer then
34 | if plotHasDistrict(pPlot) and (not pPlot:IsCity()) and (not plotHasWonder(pPlot)) then
35 | local pPlayer = Players[localPlayer];
36 | local districtID = pPlot:GetDistrictID()
37 | local pDistrict = pPlayer:GetDistricts():FindID(districtID);
38 | local pCity = pDistrict:GetCity();
39 | -- Get adjacency yield
40 | local iBonus = 0
41 | for yieldInfo in GameInfo.Yields() do
42 | iBonus = iBonus + pPlot:GetAdjacencyYield(localPlayer, pCity:GetID(), pPlot:GetDistrictType(), yieldInfo.Index);
43 | -- Don't break here, calculate net-yield
44 | end
45 | local colorKey:string = "COLOR_GRADIENT8_" .. tostring(clamp(iBonus,0,7)+1)
46 | -- print("Adding " .. tostring(i) .. " to " .. colorKey)
47 | table.insert(colorPlot[UI.GetColorValue(colorKey)], i)
48 | end
49 | end
50 | end
51 |
52 | return colorPlot
53 | end
54 |
55 | --[[
56 | local function ShowAdjYieldLens()
57 | LuaEvents.MinimapPanel_SetActiveModLens(LENS_NAME)
58 | UILens.ToggleLayerOn(ML_LENS_LAYER)
59 | end
60 |
61 | local function ClearAdjYieldLens()
62 | if UILens.IsLayerOn(ML_LENS_LAYER) then
63 | UILens.ToggleLayerOff(ML_LENS_LAYER);
64 | end
65 | LuaEvents.MinimapPanel_SetActiveModLens("NONE");
66 | end
67 |
68 | local function OnInitialize()
69 | -- Nothing to do
70 | end
71 | ]]
72 |
73 | local AdjYieldLensEntry = {
74 | LensButtonText = "LOC_HUD_ADJYIELD_LENS",
75 | LensButtonTooltip = "LOC_HUD_ADJYIELD_LENS_TOOLTIP",
76 | Initialize = nil,
77 | GetColorPlotTable = OnGetColorPlotTable
78 | }
79 |
80 | -- minimappanel.lua
81 | if g_ModLenses ~= nil then
82 | g_ModLenses[LENS_NAME] = AdjYieldLensEntry
83 | end
84 |
85 | -- modallenspanel.lua
86 | if g_ModLensModalPanel ~= nil then
87 | g_ModLensModalPanel[LENS_NAME] = {}
88 | g_ModLensModalPanel[LENS_NAME].Legend = {}
89 | g_ModLensModalPanel[LENS_NAME].LensTextKey = "LOC_HUD_ADJYIELD_LENS"
90 | for i = 1, 8 do
91 | local params:table = {
92 | "LOC_HUD_REPORTS_TAB_YIELDS",
93 | UI.GetColorValue("COLOR_GRADIENT8_" .. tostring(i)),
94 | nil, -- bonus icon
95 | "+ " .. tostring(i-1) -- bonus value
96 | }
97 | table.insert(g_ModLensModalPanel[LENS_NAME].Legend, params)
98 | end
99 | end
100 |
--------------------------------------------------------------------------------
/Integrations/BTS/UI/Choosers/tradeoriginchooser.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 |
7 |
32 |
33 |
34 |
35 |
36 |
37 |
38 |
39 |
40 |
41 |
42 |
43 |
44 |
45 |
46 |
47 |
48 |
49 |
50 |
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/ArtDefs/Minimap.artdef:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 | 3
5 | 0
6 | 186
7 | 62
8 |
9 |
10 |
11 |
12 |
13 | false
14 |
15 |
16 |
17 |
18 | 0.750000
19 |
20 |
21 |
22 | 255.000000
23 | 255.000000
24 | 255.000000
25 |
26 |
27 |
28 | 1.000000
29 |
30 |
31 |
32 |
33 |
34 |
35 | false
36 |
37 |
38 |
39 |
40 | false
41 |
42 |
43 |
44 |
45 | 14.000000
46 |
47 |
48 |
49 | 0.000000
50 | 255.000000
51 | 0.000000
52 |
53 |
54 |
55 | 1.000000
56 |
57 |
58 |
59 | 2.000000
60 |
61 |
62 |
63 |
64 |
65 |
66 | false
67 |
68 |
69 |
70 |
71 |
72 | 15.000000
73 |
74 |
75 |
76 | 0.000000
77 | 255.000000
78 | 0.000000
79 |
80 |
81 |
82 | 1.000000
83 |
84 |
85 |
86 | 2.000000
87 |
88 |
89 |
90 |
91 |
92 |
93 | false
94 |
95 |
96 |
97 |
98 |
99 |
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/Assets/UI/Popups/mappinpopup.xml:
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4 |
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6 |
7 |
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58 |
59 |
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61 |
62 |
63 |
64 |
65 |
66 |
67 |
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/Integrations/ML/UI/Lenses/modlens_scout.lua:
--------------------------------------------------------------------------------
1 | local LENS_NAME = "ML_SCOUT"
2 | local ML_LENS_LAYER = LensLayers.HEX_COLORING_APPEAL_LEVEL
3 |
4 | -- Should the scout lens auto apply, when a scout/ranger is selected.
5 | local AUTO_APPLY_SCOUT_LENS:boolean = true
6 |
7 | -- CQUI
8 | local function CQUI_OnSettingsUpdate()
9 | AUTO_APPLY_SCOUT_LENS = GameConfiguration.GetValue("CQUI_AutoapplyScoutLens");
10 | end
11 |
12 | -- ===========================================================================
13 | -- Scout Lens Support
14 | -- ===========================================================================
15 |
16 | local function plotHasGoodyHut(plot)
17 | local improvementInfo = GameInfo.Improvements[plot:GetImprovementType()];
18 | if improvementInfo ~= nil and improvementInfo.ImprovementType == "IMPROVEMENT_GOODY_HUT" then
19 | return true;
20 | end
21 | return false;
22 | end
23 |
24 | -- ===========================================================================
25 | -- Exported functions
26 | -- ===========================================================================
27 |
28 | local function OnGetColorPlotTable()
29 | -- print("Show scout lens")
30 | local mapWidth, mapHeight = Map.GetGridSize();
31 | local localPlayer :number = Game.GetLocalPlayer();
32 | local localPlayerVis:table = PlayersVisibility[localPlayer];
33 |
34 | local GoodyHutColor :number = UI.GetColorValue("COLOR_GHUT_SCOUT_LENS");
35 | local colorPlot = {}
36 | colorPlot[GoodyHutColor] = {}
37 |
38 | for i = 0, (mapWidth * mapHeight) - 1, 1 do
39 | local pPlot:table = Map.GetPlotByIndex(i);
40 | if localPlayerVis:IsRevealed(pPlot:GetX(), pPlot:GetY()) then
41 | if plotHasGoodyHut(pPlot) then
42 | table.insert(colorPlot[GoodyHutColor], i)
43 | end
44 | end
45 | end
46 |
47 | return colorPlot
48 | end
49 |
50 | -- Called when a scout is selected
51 | local function ShowScoutLens()
52 | LuaEvents.MinimapPanel_SetActiveModLens(LENS_NAME)
53 | UILens.ToggleLayerOn(ML_LENS_LAYER)
54 | end
55 |
56 | local function ClearScoutLens()
57 | if UILens.IsLayerOn(ML_LENS_LAYER) then
58 | UILens.ToggleLayerOff(ML_LENS_LAYER);
59 | end
60 | LuaEvents.MinimapPanel_SetActiveModLens("NONE");
61 | end
62 |
63 | local function OnUnitSelectionChanged( playerID:number, unitID:number, hexI:number, hexJ:number, hexK:number, bSelected:boolean, bEditable:boolean )
64 | if playerID == Game.GetLocalPlayer() then
65 | local unitType = GetUnitType(playerID, unitID);
66 | if unitType then
67 | if bSelected then
68 | if unitType == "UNIT_SCOUT" and AUTO_APPLY_SCOUT_LENS then
69 | ShowScoutLens();
70 | end
71 | -- Deselection
72 | else
73 | if unitType == "UNIT_SCOUT" and AUTO_APPLY_SCOUT_LENS then
74 | ClearScoutLens();
75 | end
76 | end
77 | end
78 | end
79 | end
80 |
81 | local function OnUnitRemovedFromMap( playerID: number, unitID : number )
82 | local localPlayer = Game.GetLocalPlayer()
83 | local lens = {}
84 | LuaEvents.MinimapPanel_GetActiveModLens(lens)
85 | if playerID == localPlayer then
86 | if lens[1] == LENS_NAME and AUTO_APPLY_SCOUT_LENS then
87 | ClearScoutLens();
88 | end
89 | end
90 | end
91 |
92 | local function OnInitialize()
93 | Events.UnitSelectionChanged.Add( OnUnitSelectionChanged );
94 | Events.UnitRemovedFromMap.Add( OnUnitRemovedFromMap );
95 |
96 | -- CQUI Handlers
97 | LuaEvents.CQUI_SettingsUpdate.Add( CQUI_OnSettingsUpdate );
98 | Events.LoadScreenClose.Add( CQUI_OnSettingsUpdate ); -- Astog: Update settings when load screen close
99 | end
100 |
101 | local ScoutLensEntry = {
102 | LensButtonText = "LOC_HUD_SCOUT_LENS",
103 | LensButtonTooltip = "LOC_HUD_SCOUT_LENS_TOOLTIP",
104 | Initialize = OnInitialize,
105 | GetColorPlotTable = OnGetColorPlotTable
106 | }
107 |
108 | -- minimappanel.lua
109 | if g_ModLenses ~= nil then
110 | g_ModLenses[LENS_NAME] = ScoutLensEntry
111 | end
112 |
113 | -- modallenspanel.lua
114 | if g_ModLensModalPanel ~= nil then
115 | g_ModLensModalPanel[LENS_NAME] = {}
116 | g_ModLensModalPanel[LENS_NAME].LensTextKey = "LOC_HUD_SCOUT_LENS"
117 | g_ModLensModalPanel[LENS_NAME].Legend = {
118 | {"LOC_TOOLTIP_SCOUT_LENS_GHUT", UI.GetColorValue("COLOR_GHUT_SCOUT_LENS")}
119 | }
120 | end
121 |
--------------------------------------------------------------------------------
/Assets/UI/diplomacyribbon.xml:
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/Integrations/ML/Text/morelenses_text_ko.xml:
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1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 | 건설자
9 |
10 |
11 | 건설자가 작업할 수 있는 타일을 나타냅니다.
12 |
13 |
14 | 자원/약탈당함/고유 능력
15 |
16 |
17 | 언덕
18 |
19 |
20 | 제거 가능한 지형 특성
21 |
22 |
23 | 일반 타일
24 |
25 |
26 | 할수 있는 작업 없음
27 |
28 |
29 |
30 |
31 | 고고학자
32 |
33 |
34 | 고고학자가 작업할 수 있는 타일을 나타냅니다.
35 |
36 |
37 | 사적지
38 |
39 |
40 | 난파선
41 |
42 |
43 |
44 |
45 | 도시 오버랩 6칸
46 |
47 |
48 | 얼마나 많은 도시가 6개 타일 범위에서 서로 중복되는지 보여줍니다.
49 |
50 |
51 |
52 |
53 | 도시 오버랩 9칸
54 |
55 |
56 | 얼마나 많은 도시가 9개 타일 범위에서 서로 중복되는지 보여줍니다.
57 |
58 |
59 |
60 |
61 | 야만인
62 |
63 |
64 | 야만인 전초기지를 나타냅니다.
65 |
66 |
67 | 야만인 전초기지
68 |
69 |
70 |
71 |
72 | 자원
73 |
74 |
75 | 자원의 상태를 나타냅니다.
76 |
77 |
78 | 개발한 사치 자원
79 |
80 |
81 | 미개발 사치 자원
82 |
83 |
84 | 개발한 전략 자원
85 |
86 |
87 | 미개발 전략 자원
88 |
89 |
90 | 개발한 보너스 자원
91 |
92 |
93 | 미개발 보너스 자원
94 |
95 |
96 |
97 |
98 | 자연경관/불가사의
99 |
100 |
101 | 자연경관과 불가사의를 나타냅니다.
102 |
103 |
104 | 자연경관
105 |
106 |
107 | 불가사의
108 |
109 |
110 |
111 |
112 | 인접 보너스 산출량
113 |
114 |
115 | 특수지구의 인접 보너스 산출량을 보여줍니다.
116 |
117 |
118 |
119 |
120 | 정잘병
121 |
122 |
123 | 부족 마을을 나타냅니다.
124 |
125 |
126 | 부족 마을
127 |
128 |
129 |
130 |
131 |
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/Integrations/ML/Text/morelenses_text_zh.xml:
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1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 | 建造者
9 |
10 |
11 | 高亮显示可以被建造者改良的地块
12 |
13 |
14 | 资源/可掠夺/可使用特殊能力
15 |
16 |
17 | 丘陵
18 |
19 |
20 | 可移除地貌
21 |
22 |
23 | 一般地块
24 |
25 |
26 | 无法改良
27 |
28 |
29 |
30 |
31 | 考古学家
32 |
33 |
34 | 高亮显示可被考古学家发掘的地块
35 |
36 |
37 | 考古现场
38 |
39 |
40 | 船只残骸
41 |
42 |
43 |
44 |
45 | 6格城市数
46 |
47 |
48 | 显示地块6格范围内的城市数量
49 |
50 |
51 |
52 |
53 | 9格城市数
54 |
55 |
56 | 显示地块9格范围内的城市数量
57 |
58 |
59 |
60 |
61 | 野蛮人
62 |
63 |
64 | 高亮显示地图上的野蛮人营地
65 |
66 |
67 | 野蛮人营地
68 |
69 |
70 |
71 |
72 | 资源
73 |
74 |
75 | 高亮显示地图上的资源
76 |
77 |
78 | 已开发奢侈资源
79 |
80 |
81 | 奢侈资源
82 |
83 |
84 | 已开发战略资源
85 |
86 |
87 | 战略资源
88 |
89 |
90 | 已开发奖励资源
91 |
92 |
93 | 奖励资源
94 |
95 |
96 |
97 |
98 | 奇观
99 |
100 |
101 | 高亮显示自然奇观和玩家建造的世界奇观
102 |
103 |
104 | 自然奇观
105 |
106 |
107 | 世界奇观
108 |
109 |
110 |
111 |
112 | 邻接收益
113 |
114 |
115 | 显示区域的邻接收益
116 |
117 |
118 |
119 |
120 | 侦查
121 |
122 |
123 | 高亮显示地图上的部落村庄
124 |
125 |
126 | 部落村庄
127 |
128 |
129 |
130 |
131 |
--------------------------------------------------------------------------------
/Integrations/BTS/Text/bts_text.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 | Group Settings
9 |
10 |
11 |
12 | Filter Settings
13 |
14 |
15 |
16 | Sort by [ICON_Food]Food.
17 |
18 |
19 |
20 | Sort by [ICON_Production]Production.
21 |
22 |
23 |
24 | Sort by [ICON_Gold]Gold.
25 |
26 |
27 |
28 | Sort by [ICON_Science]Science.
29 |
30 |
31 |
32 | Sort by [ICON_Culture]Culture.
33 |
34 |
35 |
36 | Sort by [ICON_Faith]Faith.
37 |
38 |
39 |
40 | Sort by [ICON_Turn]Turns to complete route.
41 |
42 |
43 |
44 | International Routes
45 |
46 |
47 |
48 | City-States with Trade Quest
49 |
50 |
51 |
52 |
53 | gains no benefits from this Route.
54 |
55 |
56 |
57 | Sort by:
58 |
59 |
60 |
61 | Origin A-Z
62 |
63 |
64 |
65 | Origin Z-A
66 |
67 |
68 |
69 | Destination A-Z
70 |
71 |
72 |
73 | Destination Z-A
74 |
75 |
76 |
77 | Exp:
78 |
79 |
80 |
81 | Col:
82 |
83 |
84 |
85 | Total amount of[ICON_Turn]to complete this trade route
86 |
87 |
88 |
89 | This route will take {1_TurnsRemaining}[Icon_Turn] to complete.
90 |
91 |
92 |
93 | ----------------------------
94 |
95 |
96 |
97 | Trade Route[ICON_Movement]: {1_TripsToDestination}
98 |
99 |
100 |
101 | Trips to destination: {1_TripsToDestination}
102 |
103 |
104 |
105 | Route will complete in [ICON_Turn]{1_TurnWhenCompleted}
106 |
107 |
108 |
109 | If started, route will take {1_TurnsToComplete} turns and will complete on turn {2_TurnWhenCompleted}
110 |
111 |
112 |
113 | Cancel this trade route's automation. The trader will be available, once this route completes.
114 |
115 |
116 |
117 |
118 | Repeat Route:
119 |
120 |
121 |
122 | Enable, to have this trader repeat its route. By default, the route repeated is the last one the trader made.
123 |
124 |
125 |
126 | From Top Sort Entry:
127 |
128 |
129 |
130 | The route repeated is the top route from the currently sort settings. The route gets picked when trader completes his last one.
131 |
132 |
133 |
134 |
135 | Choose a city
136 |
137 |
138 |
139 | TRANSFER TRADER TO...
140 |
141 |
142 |
143 | CONFIRM
144 |
145 |
146 |
147 |
148 |
--------------------------------------------------------------------------------
/Integrations/BTS/Text/bts_text_zh.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 | 设置分组筛选
9 |
10 |
11 |
12 | 设置过滤条件
13 |
14 |
15 |
16 | 按 [ICON_Food] 食物排序
17 |
18 |
19 |
20 | 按 [ICON_Production] 生产力排序
21 |
22 |
23 |
24 | 按 [ICON_Gold] 金币排序
25 |
26 |
27 |
28 | 按 [ICON_Science] 科技值排序
29 |
30 |
31 |
32 | 按 [ICON_Culture] 文化值排序
33 |
34 |
35 |
36 | 按 [ICON_Faith] 信仰值排序
37 |
38 |
39 |
40 | 按 [ICON_Turn] 剩余回合数排序
41 |
42 |
43 |
44 | 国际贸易路线
45 |
46 |
47 |
48 | 有贸易路线请求的城邦
49 |
50 |
51 |
52 |
53 | 不会从此贸易路线获得收益
54 |
55 |
56 |
57 | 排序:
58 |
59 |
60 |
61 | 展开
62 |
63 |
64 |
65 | 折叠
66 |
67 |
68 |
69 | 贸易路线剩余 [ICON_Turn] 回合数
70 |
71 |
72 |
73 | 此贸易路线将在 {1_TurnsRemaining}[Icon_Turn] 后完成
74 |
75 |
76 |
77 | 此贸易路线将在 {1_TurnsRemaining}[Icon_Turn] 内完成
78 |
79 |
80 |
81 | ----------------------------
82 |
83 |
84 |
85 | 贸易路线 [ICON_Movement]: {1_TripsToDestination}
86 |
87 |
88 |
89 | 到目的地: {1_TripsToDestination}
90 |
91 |
92 |
93 | 贸易路线将在 [ICON_Turn]{1_TurnWhenCompleted} 时完成
94 |
95 |
96 |
97 | 如果此时出发,贸易路线将在 [ICON_Turn]{1_TurnWhenCompleted} 时完成
98 |
99 |
100 |
101 | 取消自动贸易,一旦贸易完成,商队将等候派遣。
102 |
103 |
104 |
105 |
106 | 长期的贸易路线:
107 |
108 |
109 |
110 | 使商队进行长期(反复)的贸易。一般情况下,长期的贸易是商队一生进行的最后一次贸易(笑)。
111 |
112 |
113 |
114 | 从顶部排序:
115 |
116 |
117 |
118 | 长期贸易路线在最顶部,短期(不重复)的在最底部。
119 |
120 |
121 |
122 |
123 | 选择一个城市
124 |
125 |
126 |
127 | 转移商队至
128 |
129 |
130 |
131 | 确认
132 |
133 |
134 |
135 |
136 |
--------------------------------------------------------------------------------
/Integrations/BTS/Text/bts_text_ko.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 | 표시 그룹을 설정합니다.
10 |
11 |
12 |
13 | 표시 필터를 설정합니다.
14 |
15 |
16 |
17 | [ICON_Food]식량 순으로 정렬합니다.
18 |
19 |
20 |
21 | [ICON_Production]생산력 순으로 정렬합니다.
22 |
23 |
24 |
25 | [ICON_Gold]금 순으로 정렬합니다.
26 |
27 |
28 |
29 | [ICON_Science]과학 순으로 정렬합니다.
30 |
31 |
32 |
33 | [ICON_Culture]문화 순으로 정렬합니다.
34 |
35 |
36 |
37 | [ICON_Faith]신앙 순으로 정렬합니다.
38 |
39 |
40 |
41 | 교역에 필요한 [ICON_Turn]턴 수로 정렬합니다.
42 |
43 |
44 |
45 | 국제 교역로
46 |
47 |
48 |
49 | 교역로 설립을 요청한 도시 국가
50 |
51 |
52 |
53 |
54 | 이 교역로를 통해 얻는 이익이 없습니다.
55 |
56 |
57 |
58 | 정렬:
59 |
60 |
61 |
62 | 열기:
63 |
64 |
65 |
66 | 접기:
67 |
68 |
69 |
70 | 이 교역로에 필요한 [ICON_Turn]턴 수
71 |
72 |
73 |
74 | 이 교역로는 [Icon_Turn]{1_TurnsRemaining}턴 뒤에 완료됩니다.
75 |
76 |
77 |
78 | 이 교역로는 [Icon_Turn]{1_TurnsRemaining}턴 안에 완료됩니다.
79 |
80 |
81 |
82 | ----------------------------
83 |
84 |
85 |
86 | 교역로 편도 길이: [ICON_Movement]{1_TripsToDestination}
87 |
88 |
89 |
90 | 목적지까지의 여행: {1_TripsToDestination}
91 |
92 |
93 |
94 | 교역로가 [ICON_Turn]{1_TurnWhenCompleted}턴째에 완료됩니다.
95 |
96 |
97 |
98 | 지금 출발하면 [ICON_Turn]{1_TurnsToComplete}턴이 걸리고 [ICON_Turn]{2_TurnWhenCompleted}턴째에 완료됩니다.
99 |
100 |
101 |
102 | 이 교역로의 자동 교역을 끕니다. 교역이 끝나면 상인을 다시 사용할 수 있습니다.
103 |
104 |
105 |
106 |
107 | 자동 교역 활성화:
108 |
109 |
110 |
111 | 활성화하면 상인이 자동 교역을 시작합니다. 기본적으로 마지막 교역로가 다음번 교역로로 선택됩니다.
112 |
113 |
114 |
115 | 정렬 기준의 최상위 항목에서 선택:
116 |
117 |
118 |
119 | 활성화하면 현재 정렬 기준의 최상위 경로가 다음번 교역로로 선택됩니다. 자동 교역에만 적용됩니다.
120 |
121 |
122 |
123 |
124 | 도시 선택
125 |
126 |
127 |
128 | 다른 도시로 이전
129 |
130 |
131 |
132 | 확인
133 |
134 |
135 |
136 |
137 |
--------------------------------------------------------------------------------
/Integrations/BTS/Text/bts_text_fr.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 | Paramètres de groupe
9 |
10 |
11 | Paramètres de filtrage
12 |
13 |
14 | Trier par [ICON_Food]Nourriture.
15 |
16 |
17 | Trier par [ICON_Production]Production.
18 |
19 |
20 | Trier par [ICON_Gold]Or.
21 |
22 |
23 | Trier par [ICON_Science]Science.
24 |
25 |
26 | Trier par [ICON_Culture]Culture.
27 |
28 |
29 | Trier par [ICON_Faith]Foi.
30 |
31 |
32 | Trier par [ICON_Turn]Tours pour compléter la route.
33 |
34 |
35 | Routes internationales
36 |
37 |
38 | Cité-États avec une Quête Commerciale
39 |
40 |
41 |
42 |
43 | Aucun avantage bénéfique de cette Route.
44 |
45 |
46 | Trier par :
47 |
48 |
49 | Exp :
50 |
51 |
52 | Col :
53 |
54 |
55 | Nombre total de[ICON_Turn]pour compléter cette route commerciale.
56 |
57 |
58 | Cette route prendra {1_TurnsRemaining}[Icon_Turn] pour être terminée.
59 |
60 |
61 | ----------------------------
62 |
63 |
64 | Route commerciale[ICON_Movement] : {1_TripsToDestination}
65 |
66 |
67 | Voyages vers la destination : {1_TripsToDestination}
68 |
69 |
70 | La Route sera terminée dans [ICON_Turn]{1_TurnWhenCompleted}
71 |
72 |
73 | Si démarré, l'itinéraire prend {1_TurnsToComplete} tours et se terminera au tour {2_TurnWhenCompleted}
74 |
75 |
76 | Annulez l'automatisation de cette route commerciale. Le commerçant sera disponible, une fois cette route complète.
77 |
78 |
79 |
80 |
81 | Reproduire la route :
82 |
83 |
84 | Activer, pour que le marchand reproduise sa route. Par défaut, la route reproduite est la dernière que le marchand a faite.
85 |
86 |
87 | De Haut Tri Entrée:
88 |
89 |
90 | L'itinéraire reproduit est l'itinéraire le plus haut des paramètres de tri actuels. L'itinéraire est choisi lorsque le commerçant termine son dernier.
91 |
92 |
93 |
94 |
95 | Choisissez une ville
96 |
97 |
98 | TRANSFÉRER LE MARCHAND VERS...
99 |
100 |
101 | CONFIRMER
102 |
103 |
104 |
105 |
106 |
--------------------------------------------------------------------------------
/Integrations/BTS/Text/bts_text_ja.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 | グループ設定
9 |
10 |
11 |
12 | フィルタ設定
13 |
14 |
15 |
16 | [ICON_Food]食料で並べ替え
17 |
18 |
19 |
20 | [ICON_Production]生産力で並べ替え
21 |
22 |
23 |
24 | [ICON_Gold]ゴールドで並べ替え
25 |
26 |
27 |
28 | [ICON_Science]科学力で並べ替え
29 |
30 |
31 |
32 | [ICON_Culture]文化力で並べ替え
33 |
34 |
35 |
36 | [ICON_Faith]信仰力で並べ替え
37 |
38 |
39 |
40 | [ICON_Turn]終了までのターン数で並べ替え
41 |
42 |
43 |
44 | 国外交易路
45 |
46 |
47 |
48 | 交易路クエストのある都市国家
49 |
50 |
51 |
52 |
53 | この交易路によるボーナスなし
54 |
55 |
56 |
57 | 並べ替え:
58 |
59 |
60 |
61 | 出発地 (昇順)
62 |
63 |
64 |
65 | 出発地 (降順)
66 |
67 |
68 |
69 | 到着地 (昇順)
70 |
71 |
72 |
73 | 到着地 (降順)
74 |
75 |
76 |
77 | 開く:
78 |
79 |
80 |
81 | 閉じる:
82 |
83 |
84 |
85 | この交易路が終了するまでの合計[ICON_Turn]ターン数
86 |
87 |
88 |
89 | この交易路が終了するまで[Icon_Turn]{1_TurnsRemaining}ターン
90 |
91 |
92 |
93 | ----------------------------
94 |
95 |
96 |
97 | 交易距離: {1_TripsToDestination}タイル
98 |
99 |
100 |
101 | 往復回数: {1_TripsToDestination}
102 |
103 |
104 |
105 | 交易終了: {1_TurnWhenCompleted}ターン目
106 |
107 |
108 |
109 | 交易期間: {1_TurnsToComplete}ターン[NEWLINE]交易終了: {2_TurnWhenCompleted}ターン目
110 |
111 |
112 |
113 | この交易路の自動化を取り消す。次の終了時に割り当て可能。
114 |
115 |
116 |
117 |
118 | 交易路の繰り返し:
119 |
120 |
121 |
122 | 交易路を繰り返す。デフォルトでは、前回と同じ交易路を選択する。
123 |
124 |
125 |
126 | リストの一番上:
127 |
128 |
129 |
130 | 交易路の終了時、リストの一番上にある交易路を選択する。
131 |
132 |
133 |
134 |
135 | 都市を選択
136 |
137 |
138 |
139 | 交易商の移動先...
140 |
141 |
142 |
143 | 決定
144 |
145 |
146 |
147 |
148 |
--------------------------------------------------------------------------------
/Integrations/ML/Text/morelenses_text_ru.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 | Строитель
9 |
10 |
11 | Выделяет на каких клетках строитель может работать
12 |
13 |
14 | Ресурс / Разграблено / Уникальная способность
15 |
16 |
17 | Холм
18 |
19 |
20 | Удаляемая особенность
21 |
22 |
23 | Универсальная Клетка
24 |
25 |
26 | Нечего строить
27 |
28 |
29 |
30 |
31 | Археолог
32 |
33 |
34 | Выделяет места раскопок.
35 |
36 |
37 | Артефакт
38 |
39 |
40 | Кораблекрушение
41 |
42 |
43 |
44 |
45 | Общие клетки 6
46 |
47 |
48 | Показывает, как много городов (в диапазоне 6 клеток) c общими клетками
49 |
50 |
51 |
52 |
53 | Общие клетки 9
54 |
55 |
56 | Показывает, как много городов (в диапазоне 9 клеток) c общими клетками
57 |
58 |
59 |
60 |
61 | Варвары
62 |
63 |
64 | Выделяет лагеря варваров на карте
65 |
66 |
67 | Лагерь Варваров
68 |
69 |
70 |
71 |
72 | Ресурсы
73 |
74 |
75 | Выделяет ресурсы на карте
76 |
77 |
78 | Редкий
79 |
80 |
81 | Необработанный редкий
82 |
83 |
84 | Стратегический
85 |
86 |
87 | Необработанный стратегический
88 |
89 |
90 | Бонусный
91 |
92 |
93 | Необработанный бонусный
94 |
95 |
96 |
97 |
98 | Чудеса
99 |
100 |
101 | Выделяет чудеса природы и чудеса света, построенные игроками
102 |
103 |
104 | Чудо природы
105 |
106 |
107 | Чудо света
108 |
109 |
110 |
111 |
112 | Бонусы соседства
113 |
114 |
115 | Показывает бонусы соседства для районов
116 |
117 |
118 |
119 |
120 | Разведка
121 |
122 |
123 | Выделяет племенные поселения на карте
124 |
125 |
126 | Племенное поселение
127 |
128 |
129 |
130 |
131 |
--------------------------------------------------------------------------------
/Integrations/BTS/Text/bts_text_pl.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 | Ustawienia grup
9 |
10 |
11 |
12 | Ustawienia filtrów
13 |
14 |
15 | Sortuj po [ICON_Food]Jedzeniu.
16 |
17 |
18 |
19 | Sortuj po [ICON_Production]Produkcji.
20 |
21 |
22 |
23 | Sortuj po [ICON_Gold]Złocie.
24 |
25 |
26 |
27 | Sortuj po [ICON_Science]Nauce.
28 |
29 |
30 |
31 | Sortuj po [ICON_Culture]Kulturze.
32 |
33 |
34 |
35 | Sortuj po [ICON_Faith]Wierze.
36 |
37 |
38 |
39 | Sortuj po [ICON_Turn]liczbie tur do zakończenia szlaku.
40 |
41 |
42 |
43 | Międzynarodowe szlaki
44 |
45 |
46 |
47 | Miasta-państwa z zadaniami
48 |
49 |
50 |
51 |
52 | nie zyskuje nic z tego szlaku.
53 |
54 |
55 |
56 | Sortuj po:
57 |
58 |
59 |
60 | Rw:
61 |
62 |
63 |
64 | Zw:
65 |
66 |
67 |
68 | Całkowita ilość [ICON_Turn]do zakończenia tego szlaku handlowego
69 |
70 |
71 |
72 | Zakończenie tego szlaku zajmie {1_TurnsRemaining}[Icon_Turn].
73 |
74 |
75 |
76 | ----------------------------
77 |
78 |
79 |
80 | Szlak handlowy[ICON_Movement]: {1_TripsToDestination}
81 |
82 |
83 |
84 | Podróże do celu: {1_TripsToDestination}
85 |
86 |
87 |
88 | Szlak zakończy się w turze: [ICON_Turn]{1_TurnWhenCompleted}
89 |
90 |
91 |
92 | Jeśli rozpoczęty, szlak te zajmie {1_TurnsToComplete} turn i zostanie zakończony w turze {2_TurnWhenCompleted}.
93 |
94 |
95 |
96 | Wyłącz automatyzację tego szlaku handlowego. Kupiec będzie dostępny po zakończeniu szlaku.
97 |
98 |
99 |
100 |
101 | Powtarzaj:
102 |
103 |
104 |
105 | Włącz by ten kupiec powtarzał swój szlak. Standardowo, powtórzony zostanie ostatni szlak wykonany przez kupca.
106 |
107 |
108 |
109 | Powtarzaj według sortowania:
110 |
111 |
112 |
113 | Powtórzony zostanie szlak z góry aktualnie sortowanej listy. Szlak zostanie wybrany gdy kupiec zakończy ostatni szlak.
114 |
115 |
116 |
117 |
118 | Wybierz miasto
119 |
120 |
121 |
122 | PRZENIEŚ KUPCA DO...
123 |
124 |
125 |
126 | POTWIERDŹ
127 |
128 |
129 |
130 |
131 |
--------------------------------------------------------------------------------
/Integrations/BTS/Text/bts_text_es.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 | Grupo
9 |
10 |
11 |
12 | Filtro
13 |
14 |
15 |
16 | Ordenar por [ICON_Food]Alimentos.
17 |
18 |
19 |
20 | Ordenar por [ICON_Production]Producción.
21 |
22 |
23 |
24 | Ordenar por [ICON_Gold]Oro.
25 |
26 |
27 |
28 | Ordenar por [ICON_Science]Ciencia.
29 |
30 |
31 |
32 | Ordenar por [ICON_Culture]Cultura.
33 |
34 |
35 |
36 | Ordenar por [ICON_Faith]Fe.
37 |
38 |
39 |
40 | Ordenar por [ICON_Turn]Turnos para completar la ruta.
41 |
42 |
43 |
44 | Rutas Internacionales
45 |
46 |
47 |
48 | C-E con Misión Comercial
49 |
50 |
51 |
52 |
53 | no obtiene beneficios por esta ruta.
54 |
55 |
56 |
57 | Ordenar por:
58 |
59 |
60 |
61 | Exp:
62 |
63 |
64 |
65 | Con:
66 |
67 |
68 |
69 | Número de[ICON_Turn]para completar esta ruta
70 |
71 |
72 |
73 | Esta ruta se completará en {1_TurnsRemaining}[Icon_Turn].
74 |
75 |
76 |
77 | ----------------------------
78 |
79 |
80 |
81 | Ruta Comercial[ICON_Movement]: {1_TripsToDestination}
82 |
83 |
84 |
85 | Viajes hacia el destino: {1_TripsToDestination}
86 |
87 |
88 |
89 | La ruta se completará en [ICON_Turn]{1_TurnWhenCompleted}
90 |
91 |
92 |
93 | Una vez iniciada, la ruta durará {1_TurnsToComplete} turnos y se completará en el turno {2_TurnWhenCompleted}
94 |
95 |
96 |
97 | Cancela la automatización de esta ruta. El comerciante estará disponible una vez que la ruta se complete.
98 |
99 |
100 |
101 |
102 | Repetir
103 |
104 |
105 |
106 | Activa para que este comerciante repita la ruta. Por defecto, la ruta repetida es la última efectuada por el comerciante.
107 |
108 |
109 |
110 | Mejor ruta
111 |
112 |
113 |
114 | La ruta repetida es la mejor ruta según los criterios de ordenación seleccionados. La nueva mejor ruta se escoge cada vez que el comerciante complete su ruta actual.
115 |
116 |
117 |
118 |
119 | Escoge una ciudad
120 |
121 |
122 |
123 | TRANSFERIR COMERCIANTE A...
124 |
125 |
126 |
127 | CONFIRMAR
128 |
129 |
130 |
131 |
132 |
--------------------------------------------------------------------------------
/Integrations/ML/Text/morelenses_text_pl.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 | Budowniczowie
9 |
10 |
11 | Podświetla pola na których może pracować budowniczy
12 |
13 |
14 | Zasób/Zniszczone ulepszenie/Specjalna umiejętność
15 |
16 |
17 | Wzgórze
18 |
19 |
20 | Funkcja usuwania
21 |
22 |
23 | Standardowe pole
24 |
25 |
26 | Nic do zrobienia
27 |
28 |
29 |
30 |
31 | Archeolog
32 |
33 |
34 | Podświetla archeologiczne ślady przeszłości.
35 |
36 |
37 | Artefakt
38 |
39 |
40 | Wrak statku
41 |
42 |
43 |
44 |
45 | Miasta w zasięgu 6
46 |
47 |
48 | Pokazuje ile miast znajduje się w zasięgu 6 pól od danego pola
49 |
50 |
51 |
52 |
53 | Miasta w zasięgu 9
54 |
55 |
56 | Pokazuje ile miast znajduje się w zasięgu 9 pól od danego pola
57 |
58 |
59 |
60 |
61 | Barbarzyńcy
62 |
63 |
64 | Podświetla obozy barbarzyńców
65 |
66 |
67 | Obóz barbarzyńców
68 |
69 |
70 |
71 |
72 | Zasoby
73 |
74 |
75 | Podświetla zasoby na mapie
76 |
77 |
78 | Zasób luksusowy
79 |
80 |
81 | Nieprzyłączony zasób luksusowy
82 |
83 |
84 | Zasób strategiczny
85 |
86 |
87 | Nieprzyłączony zasób strategiczny
88 |
89 |
90 | Zasób dodatkowy
91 |
92 |
93 | Nieprzyłączony zasób dodatkowy
94 |
95 |
96 |
97 |
98 | Cuda
99 |
100 |
101 | Podświetla cuda natury oraz cuda zbudowane przez graczy
102 |
103 |
104 | Cud natury
105 |
106 |
107 | Cud zbudowany przez gracza
108 |
109 |
110 |
111 |
112 | Premia dochodu
113 |
114 |
115 | Pokazuje premie do dochodu dla dzielnic
116 |
117 |
118 |
119 |
120 | Zwiadowca
121 |
122 |
123 | Podświetla wioski plemienne
124 |
125 |
126 | Wioska plemienna
127 |
128 |
129 |
130 |
131 |
--------------------------------------------------------------------------------
/Integrations/BTS/Text/bts_text_ru.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 | Настройки Групп
9 |
10 |
11 |
12 | Настройки Фильтра
13 |
14 |
15 |
16 | Сортировать по [ICON_Food]Пище.
17 |
18 |
19 |
20 | Сортировать по [ICON_Production]Производству.
21 |
22 |
23 |
24 | Сортировать по [ICON_Gold]Золоту.
25 |
26 |
27 |
28 | Сортировать по [ICON_Science]Науке.
29 |
30 |
31 |
32 | Сортировать по [ICON_Culture]Культуре.
33 |
34 |
35 |
36 | Сортировать по [ICON_Faith]Вере.
37 |
38 |
39 |
40 | Сортировать по [ICON_Turn]Ходам до завершения пути.
41 |
42 |
43 |
44 | Международные пути
45 |
46 |
47 |
48 | Города-государства с торговым заданием
49 |
50 |
51 |
52 |
53 | Никакой выгоды от этого пути.
54 |
55 |
56 |
57 | Сортировать по:
58 |
59 |
60 |
61 | Развернуть все:
62 |
63 |
64 |
65 | Свернуть все:
66 |
67 |
68 |
69 | Общее количество [ICON_Turn] для завершения торгового пути
70 |
71 |
72 |
73 | Торговый путь завершится через {1_TurnsRemaining}[Icon_Turn].
74 |
75 |
76 |
77 | ----------------------------
78 |
79 |
80 |
81 | Торговый путь[ICON_Movement]: {1_TripsToDestination}
82 |
83 |
84 |
85 | Поездок в пункт назначения: {1_TripsToDestination}
86 |
87 |
88 |
89 | Ходов до завершения пути: [ICON_Turn]{1_TurnWhenCompleted}
90 |
91 |
92 |
93 | При запуске, путь займёт {1_TurnsToComplete} и завершится на {2_TurnWhenCompleted} ход.
94 |
95 |
96 |
97 | Отменить автоматизацию этого торгового пути. Торговец будет доступен, как только путь завершится.
98 |
99 |
100 |
101 |
102 | Повторить путь:
103 |
104 |
105 |
106 | Включите, чтобы торговец повторил торговый путь. По умолчанию, повторяется последний выбранный путь.
107 |
108 |
109 |
110 | Сортировать по убыванию:
111 |
112 |
113 |
114 | Повторённый путь — верхний в списке при текущей сортировке. Путь будет выбран, как только торговец завершит свой последний.
115 |
116 |
117 |
118 |
119 | Выберите город
120 |
121 |
122 |
123 | ПЕРЕМЕСТИТЬ ТОРГОВЦА В...
124 |
125 |
126 |
127 | ПОДТВЕРДИТЬ
128 |
129 |
130 |
131 |
132 |
--------------------------------------------------------------------------------
/Integrations/ML/Text/morelenses_text_fr.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 | Bâtisseur
9 |
10 |
11 | Montrer les cases sur lesquelles le bâtisseur peut travailler
12 |
13 |
14 | Ressource/Pillé/Capacité Unique
15 |
16 |
17 | Colline
18 |
19 |
20 | Fonction Amovible
21 |
22 |
23 | Case générique
24 |
25 |
26 | Rien à faire
27 |
28 |
29 |
30 |
31 | Archéologue
32 |
33 |
34 | Montrer les sites archéologiques.
35 |
36 |
37 | Artéfact
38 |
39 |
40 | Épave
41 |
42 |
43 |
44 |
45 | Superposition de ville 6
46 |
47 |
48 | Montrer le nombre de villes (dans un rayon de 6 cases) une case superpose
49 |
50 |
51 |
52 |
53 | Superposition de ville 9
54 |
55 |
56 | Montrer le nombre de villes (dans un rayon de 9 cases) une case superpose
57 |
58 |
59 |
60 |
61 | Barbare
62 |
63 |
64 | Montrer les campements barbares sur la carte
65 |
66 |
67 | Campement barbare
68 |
69 |
70 |
71 |
72 | Ressources
73 |
74 |
75 | Montrer les ressources sur la carte
76 |
77 |
78 | Ressource de Luxe
79 |
80 |
81 | Ressource de luxe inexploitée
82 |
83 |
84 | Ressource Stratégique
85 |
86 |
87 | Ressource stratégique inexploitée
88 |
89 |
90 | Ressource bonus
91 |
92 |
93 | Ressource bonus inexploitée
94 |
95 |
96 |
97 |
98 | Merveilles
99 |
100 |
101 | Montrer les merveilles naturelles et celles des joueurs
102 |
103 |
104 | Merveille Naturelle
105 |
106 |
107 | Merveille des Joueurs
108 |
109 |
110 |
111 |
112 | Bonus d'adjacence
113 |
114 |
115 | Montrer les bonus adjacents des quartiers
116 |
117 |
118 |
119 |
120 | Éclaireur
121 |
122 |
123 | Montrer les villages tribaux sur la carte
124 |
125 |
126 | Village Tribal
127 |
128 |
129 |
130 |
131 |
--------------------------------------------------------------------------------
/Integrations/ML/Text/morelenses_text_es.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 | Constructor
9 |
10 |
11 | Resalta los hexágonos en los que el constructor puede trabajar
12 |
13 |
14 | Recurso/Saqueado/Habilidad Única
15 |
16 |
17 | Colina
18 |
19 |
20 | Accidente Eliminable
21 |
22 |
23 | Casilla genérica
24 |
25 |
26 | Nada que hacer
27 |
28 |
29 |
30 |
31 | Arqueólogo
32 |
33 |
34 | Resalta puntos de excavación arqueológica.
35 |
36 |
37 | Artefacto
38 |
39 |
40 | Naufragio
41 |
42 |
43 |
44 |
45 | Solape ciudad 6
46 |
47 |
48 | Muestra cuantas ciudades (en un rango de 6 hexágonos) solapan en una casilla
49 |
50 |
51 |
52 |
53 | Solape ciudad 9
54 |
55 |
56 | Muestra cuantas ciudades (en un rango de 9 hexágonos) solapan en una casilla
57 |
58 |
59 |
60 |
61 | Bárbaros
62 |
63 |
64 | Resalta los Campamentos Bárbaros del mapa
65 |
66 |
67 | Campamento bárbaro
68 |
69 |
70 |
71 |
72 | Recursos
73 |
74 |
75 | Resalta los recursos del mapa
76 |
77 |
78 | Recursos de lujo
79 |
80 |
81 | Recursos de lujo no conectados
82 |
83 |
84 | Recursos estratégicos
85 |
86 |
87 | Recursos estratégicos no conectados
88 |
89 |
90 | Recursos adicionales
91 |
92 |
93 | Recursos adicionales no conectados
94 |
95 |
96 |
97 |
98 | Maravillas
99 |
100 |
101 | Resalta las maravillas naturales y las maravillas construidas por los jugadores
102 |
103 |
104 | Maravillas Naturales
105 |
106 |
107 | Maravillas Construidas
108 |
109 |
110 |
111 |
112 | Adyacencia
113 |
114 |
115 | Muestra las bonificaciones por adyacencia de los distritos
116 |
117 |
118 |
119 |
120 | Batidor
121 |
122 |
123 | Resalta las aldeas tribales del mapa
124 |
125 |
126 | Aldea Tribal
127 |
128 |
129 |
130 |
131 |
--------------------------------------------------------------------------------
/Assets/UI/Popups/policyreminderpopup.lua:
--------------------------------------------------------------------------------
1 | -- ===========================================================================
2 | -- Popups when policies can still be changed at the end of the turn
3 | -- ===========================================================================
4 | include("TechAndCivicSupport"); -- (Already includes Civ6Common and InstanceManager) PopulateUnlockablesForTech, PopulateUnlockablesForCivic, GetUnlockablesForCivic, GetUnlockablesForTech
5 |
6 | -- ===========================================================================
7 | -- CONSTANTS / MEMBERS
8 | -- ===========================================================================
9 | local m_unlockIM :table = InstanceManager:new( "UnlockInstance", "Top", Controls.UnlockStack );
10 |
11 | -- ===========================================================================
12 | function RefreshSize()
13 | Controls.BottomControlStack:CalculateSize();
14 | Controls.BottomControlStack:ReprocessAnchoring();
15 |
16 | Controls.PopupBackgroundImage:DoAutoSize();
17 | Controls.PopupDrowShadowGrid:DoAutoSize();
18 | end
19 |
20 | -- ===========================================================================
21 | function ShowPolicyReminderPopup(player:number, civic:number)
22 | local civicInfo:table = GameInfo.Civics[civic];
23 | if civicInfo ~= nil then
24 | local civicType = civicInfo.CivicType;
25 |
26 | -- Update Theme Icons
27 | Controls.TopLeftIcon:SetTexture(0, 0, "CompletedPopup_CivicTheme1");
28 | Controls.LeftBottomIcon:SetTexture(0, 0, "CompletedPopup_CivicTheme2");
29 | Controls.RightBottomIcon:SetTexture(0, 0, "CompletedPopup_CivicTheme3");
30 |
31 | -- Update Unlocked Icons
32 | m_unlockIM:ResetInstances();
33 |
34 | local unlockables = GetUnlockablesForCivic(civicType, player);
35 |
36 | if(unlockables and #unlockables > 0) then
37 | for i,v in ipairs(unlockables) do
38 | local typeName = v[1];
39 | local civilopediaKey = v[3];
40 | local typeInfo = GameInfo.Types[typeName];
41 |
42 | if(typeInfo and typeInfo.Kind == "KIND_POLICY") then
43 | local unlockIcon = m_unlockIM:GetInstance();
44 | local icon = GetUnlockIcon(typeName);
45 | unlockIcon.Icon:SetIcon("ICON_"..typeName);
46 | unlockIcon.Icon:SetHide(false);
47 |
48 | local textureOffsetX, textureOffsetY, textureSheet = IconManager:FindIconAtlas(icon,38);
49 | if textureSheet ~= nil then
50 | unlockIcon.UnlockIcon:SetTexture(textureOffsetX, textureOffsetY, textureSheet);
51 | end
52 |
53 | local toolTip = ToolTipHelper.GetToolTip(typeName, player);
54 |
55 | unlockIcon.UnlockIcon:LocalizeAndSetToolTip(toolTip);
56 | end
57 | end
58 | end
59 |
60 | Controls.UnlockStack:CalculateSize();
61 | Controls.UnlockStack:ReprocessAnchoring();
62 |
63 | Controls.ChangeGovernmentButton:SetText(Locale.Lookup("LOC_GOVT_CHANGE_POLICIES"));
64 | Controls.ChangeGovernmentButton:ClearCallback( eLClick );
65 | Controls.ChangeGovernmentButton:RegisterCallback( eLClick, OnChangePolicy );
66 | Controls.ChangeGovernmentButton:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
67 |
68 | -- Show Change Government Button
69 | Controls.ChangeGovernmentButton:SetHide(false);
70 | end
71 | end
72 |
73 | -- ===========================================================================
74 | function OnCQUIShowPolicyReminderPopup( player:number, civic:number)
75 | if player == Game.GetLocalPlayer() then
76 | ShowPolicyReminderPopup(player, civic);
77 | UIManager:QueuePopup( ContextPtr, PopupPriority.Current);
78 | RefreshSize();
79 | end
80 | end
81 |
82 | -- ===========================================================================
83 | function OnChangePolicy()
84 | Close();
85 | LuaEvents.OnCQUIPolicyReminderOpenedChangePolicy()
86 | LuaEvents.TechCivicCompletedPopup_GovernmentOpenPolicies(); -- Open Government Screen
87 | UI.PlaySound("Stop_Speech_Civics");
88 | end
89 |
90 | function OnClose()
91 | Close()
92 | LuaEvents.OnCQUIPolicyReminderClose()
93 | end
94 |
95 | -- ===========================================================================
96 | -- Closes the immediate popup, will raise more if queued.
97 | -- ===========================================================================
98 | function Close()
99 | -- Dequeue popup from UI mananger (will re-queue if another is about to show).
100 | UIManager:DequeuePopup( ContextPtr );
101 | end
102 |
103 | -- ===========================================================================
104 | function OnInputHandler( input )
105 | local msg = input:GetMessageType();
106 | if (msg == KeyEvents.KeyUp) then
107 | local key = input:GetKey();
108 | if key == Keys.VK_ESCAPE then
109 | OnClose();
110 | return true;
111 | end
112 | end
113 | return false;
114 | end
115 |
116 | -- ===========================================================================
117 | function Initialize()
118 | ContextPtr:SetHide(true)
119 | -- Controls Events
120 | Controls.CloseButton:RegisterCallback( eLClick, OnClose );
121 | Controls.CloseButton:RegisterCallback( Mouse.eMouseEnter, function() UI.PlaySound("Main_Menu_Mouse_Over"); end);
122 | ContextPtr:SetInputHandler( OnInputHandler, true );
123 | -- CQUI Events
124 | LuaEvents.CQUI_ShowPolicyReminderPopup.Add(OnCQUIShowPolicyReminderPopup);
125 | end
126 | Initialize();
127 |
--------------------------------------------------------------------------------
/Integrations/ML/Text/morelenses_text.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 | Builder
9 |
10 |
11 | Highlights what hexes the builder can work on
12 |
13 |
14 | Resource/Pillaged/Unique Ability
15 |
16 |
17 | Recommended Improve Feature
18 |
19 |
20 | Hill
21 |
22 |
23 | Removable Feature
24 |
25 |
26 | Generic Tile
27 |
28 |
29 | Nothing to do
30 |
31 |
32 |
33 |
34 | Archaeologist
35 |
36 |
37 | Highlights archaeologist dig sites.
38 |
39 |
40 | Artifact
41 |
42 |
43 | Shipwreck
44 |
45 |
46 |
47 |
48 | City Overlap
49 |
50 |
51 | Shows how many cities (in range of 6 hexes) a hex overlaps with
52 |
53 |
54 | Highlight outside border
55 |
56 |
57 | No Mouse
58 |
59 |
60 | Range Mouse
61 |
62 |
63 | Shows tiles and highlights cities within range (set below) from the tile under the mouse.
64 |
65 |
66 | Radius Mouse
67 |
68 |
69 |
70 |
71 | Barbarian
72 |
73 |
74 | Highlights barbarian encampments on the map
75 |
76 |
77 | Barbarian Encampment
78 |
79 |
80 |
81 |
82 | Resources
83 |
84 |
85 | Highlights resources on the map
86 |
87 |
88 | Luxury Resource
89 |
90 |
91 | Unconnected Luxury
92 |
93 |
94 | Strategic Resource
95 |
96 |
97 | Unconnected Strategic Resource
98 |
99 |
100 | Bonus Resource
101 |
102 |
103 | Unconnected Bonus Resource
104 |
105 |
106 |
107 |
108 | Wonders
109 |
110 |
111 | Highlights natural wonders and built wonders built by players
112 |
113 |
114 | Natural Wonder
115 |
116 |
117 | Player-made Wonder
118 |
119 |
120 |
121 |
122 | Adjacency Yield
123 |
124 |
125 | Shows the adjacency yield for districts
126 |
127 |
128 |
129 |
130 | Scout
131 |
132 |
133 | Highlights goody huts on the map
134 |
135 |
136 | Goody Hut
137 |
138 |
139 |
140 |
141 | Naturalist
142 |
143 |
144 | Highlights places where National Parks can be built
145 |
146 |
147 | Area is ready for National Park
148 |
149 |
150 | Tile could be used, if some other plot is fixed
151 |
152 |
153 | Needs fixing to be used for a park
154 |
155 |
156 |
157 |
158 |
--------------------------------------------------------------------------------
/Integrations/ML/UI/Lenses/modlens_archaeologist.lua:
--------------------------------------------------------------------------------
1 | local LENS_NAME = "ML_ARCHAEOLOGIST"
2 | local ML_LENS_LAYER = LensLayers.HEX_COLORING_APPEAL_LEVEL
3 |
4 | -- Should the archaeologist lens auto apply, when a archaeologist is selected.
5 | local AUTO_APPLY_ARCHEOLOGIST_LENS:boolean = true
6 |
7 | -- CQUI
8 | local function CQUI_OnSettingsUpdate()
9 | AUTO_APPLY_ARCHEOLOGIST_LENS = GameConfiguration.GetValue("CQUI_AutoapplyArchaeologistLens");
10 | end
11 |
12 | -- ===========================================================================
13 | -- Archaeologist Lens Support
14 | -- ===========================================================================
15 |
16 | local function plotHasAnitquitySite(plot)
17 | local resourceInfo = GameInfo.Resources[plot:GetResourceType()];
18 | if resourceInfo ~= nil and resourceInfo.ResourceType == "RESOURCE_ANTIQUITY_SITE" then
19 | return true;
20 | end
21 | return false
22 | end
23 |
24 | local function plotHasShipwreck(plot)
25 | local resourceInfo = GameInfo.Resources[plot:GetResourceType()];
26 | if resourceInfo ~= nil and resourceInfo.ResourceType == "RESOURCE_SHIPWRECK" then
27 | return true;
28 | end
29 | return false
30 | end
31 |
32 | -- ===========================================================================
33 | -- Exported functions
34 | -- ===========================================================================
35 |
36 | local function OnGetColorPlotTable()
37 | local mapWidth, mapHeight = Map.GetGridSize();
38 | local localPlayer :number = Game.GetLocalPlayer();
39 | local localPlayerVis:table = PlayersVisibility[localPlayer];
40 |
41 | local AntiquityColor = UI.GetColorValue("COLOR_ARTIFACT_ARCH_LENS");
42 | local ShipwreckColor = UI.GetColorValue("COLOR_SHIPWRECK_ARCH_LENS");
43 | local colorPlot = {}
44 | colorPlot[AntiquityColor] = {}
45 | colorPlot[ShipwreckColor] = {}
46 |
47 | for i = 0, (mapWidth * mapHeight) - 1, 1 do
48 | local pPlot:table = Map.GetPlotByIndex(i);
49 |
50 | if localPlayerVis:IsRevealed(pPlot:GetX(), pPlot:GetY()) and playerHasDiscoveredResource(localPlayer, i) then
51 | if plotHasAnitquitySite(pPlot) then
52 | table.insert(colorPlot[AntiquityColor], i)
53 | elseif plotHasShipwreck(pPlot) then
54 | table.insert(colorPlot[ShipwreckColor], i)
55 | end
56 | end
57 | end
58 |
59 | return colorPlot
60 | end
61 |
62 | -- Called when an archaeologist is selected
63 | local function ShowArchaeologistLens()
64 | LuaEvents.MinimapPanel_SetActiveModLens(LENS_NAME)
65 | UILens.ToggleLayerOn(ML_LENS_LAYER)
66 | end
67 |
68 | local function ClearArchaeologistLens()
69 | if UILens.IsLayerOn(ML_LENS_LAYER) then
70 | UILens.ToggleLayerOff(ML_LENS_LAYER);
71 | end
72 | LuaEvents.MinimapPanel_SetActiveModLens("NONE");
73 | end
74 |
75 | local function OnUnitSelectionChanged( playerID:number, unitID:number, hexI:number, hexJ:number, hexK:number, bSelected:boolean, bEditable:boolean )
76 | if playerID == Game.GetLocalPlayer() then
77 | local unitType = GetUnitType(playerID, unitID);
78 | if unitType then
79 | if bSelected then
80 | if unitType == "UNIT_ARCHAEOLOGIST" and AUTO_APPLY_ARCHEOLOGIST_LENS then
81 | ShowArchaeologistLens();
82 | end
83 | -- Deselection
84 | else
85 | if unitType == "UNIT_ARCHAEOLOGIST" and AUTO_APPLY_ARCHEOLOGIST_LENS then
86 | ClearArchaeologistLens();
87 | end
88 | end
89 | end
90 | end
91 | end
92 |
93 | local function OnUnitRemovedFromMap( playerID: number, unitID : number )
94 | local localPlayer = Game.GetLocalPlayer()
95 | local lens = {}
96 | LuaEvents.MinimapPanel_GetActiveModLens(lens)
97 | if playerID == localPlayer then
98 | if lens[1] == LENS_NAME and AUTO_APPLY_ARCHEOLOGIST_LENS then
99 | ClearArchaeologistLens();
100 | end
101 | end
102 | end
103 |
104 | -- For modded lens during multiplayer. Might need to test this further
105 | function OnUnitCaptured( currentUnitOwner, unit, owningPlayer, capturingPlayer )
106 | local localPlayer = Game.GetLocalPlayer()
107 | if owningPlayer == localPlayer then
108 | local unitType = GetUnitType(owningPlayer, unitID)
109 | if unitType and unitType == "UNIT_ARCHAEOLOGIST" and AUTO_APPLY_ARCHEOLOGIST_LENS then
110 | ClearArchaeologistLens();
111 | end
112 | end
113 | end
114 |
115 | local function OnInitialize()
116 | Events.UnitSelectionChanged.Add( OnUnitSelectionChanged );
117 | Events.UnitRemovedFromMap.Add( OnUnitRemovedFromMap );
118 | Events.UnitCaptured.Add( OnUnitCaptured );
119 |
120 | -- CQUI Handlers
121 | LuaEvents.CQUI_SettingsUpdate.Add( CQUI_OnSettingsUpdate );
122 | Events.LoadScreenClose.Add( CQUI_OnSettingsUpdate ); -- Astog: Update settings when load screen close
123 | end
124 |
125 | local ArchaeologistLensEntry = {
126 | LensButtonText = "LOC_HUD_ARCHAEOLOGIST_LENS",
127 | LensButtonTooltip = "LOC_HUD_ARCHAEOLOGIST_LENS_TOOLTIP",
128 | Initialize = OnInitialize,
129 | GetColorPlotTable = OnGetColorPlotTable
130 | }
131 |
132 | -- minimappanel.lua
133 | if g_ModLenses ~= nil then
134 | g_ModLenses[LENS_NAME] = ArchaeologistLensEntry
135 | end
136 |
137 | -- modallenspanel.lua
138 | if g_ModLensModalPanel ~= nil then
139 | g_ModLensModalPanel[LENS_NAME] = {}
140 | g_ModLensModalPanel[LENS_NAME].LensTextKey = "LOC_HUD_ARCHAEOLOGIST_LENS"
141 | g_ModLensModalPanel[LENS_NAME].Legend = {
142 | {"LOC_TOOLTIP_ARCHAEOLOGIST_LENS_ARTIFACT", UI.GetColorValue("COLOR_ARTIFACT_ARCH_LENS")},
143 | {"LOC_TOOLTIP_ARCHAEOLOGIST_LENS_SHIPWRECK", UI.GetColorValue("COLOR_SHIPWRECK_ARCH_LENS")}
144 | }
145 | end
146 |
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/Integrations/BTS/Text/bts_text_pt.xml:
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1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 | Configurações de Grupo
9 |
10 |
11 |
12 | Configurações de Filtro
13 |
14 |
15 |
16 | Ordenar por [ICON_Food]Comida.
17 |
18 |
19 |
20 | Ordenar por [ICON_Production]Production.
21 |
22 |
23 |
24 | Ordenar por [ICON_Gold]Ouro.
25 |
26 |
27 |
28 | Ordenar por [ICON_Science]Ciência.
29 |
30 |
31 |
32 | Ordenar por [ICON_Culture]Cultura.
33 |
34 |
35 |
36 | Ordenar por [ICON_Faith]Fé.
37 |
38 |
39 |
40 | Ordenar por [ICON_Turn]turnos para completar rota.
41 |
42 |
43 |
44 | Rotas Internationais
45 |
46 |
47 |
48 | Cidades-Estados com quests de comércio
49 |
50 |
51 |
52 |
53 | sem benefícios dessa rota.
54 |
55 |
56 |
57 | Ordenar por:
58 |
59 |
60 |
61 | Origem A-Z
62 |
63 |
64 |
65 | Origem Z-A
66 |
67 |
68 |
69 | Destino A-Z
70 |
71 |
72 |
73 | Destino Z-A
74 |
75 |
76 |
77 | Exp:
78 |
79 |
80 |
81 | Col:
82 |
83 |
84 |
85 | Quantidade total de [ICON_Turn]para completar esta rota comercial
86 |
87 |
88 |
89 | Essa rota levará{1_TurnsRemaining}[Icon_Turn] para completar.
90 |
91 |
92 |
93 | ----------------------------
94 |
95 |
96 |
97 | Rota Comercial[ICON_Movement]: {1_TripsToDestination}
98 |
99 |
100 |
101 | Viagens para destino: {1_TripsToDestination}
102 |
103 |
104 |
105 | Rota irá completar em [ICON_Turn]{1_TurnWhenCompleted}
106 |
107 |
108 |
109 | Se iniciado, rota levará {1_TurnsToComplete} turnos e irá se completar no turno {2_TurnWhenCompleted}
110 |
111 |
112 |
113 | Cancelar a automação dessa rota comercial. O comerciante estará disponível, uma vez que esta rota seja concluída.
114 |
115 |
116 |
117 |
118 | Repetir rota:
119 |
120 |
121 |
122 | Habilitar para que este comerciante repita sua rota. Por padrão, a rota repetida é a última feita pelo comerciante.
123 |
124 |
125 |
126 | Da ordenação da entrada superior:
127 |
128 |
129 |
130 | A rota repetida é a rota superior das configurações da ordenação atual. A rota é escolhida quando o comerciante completar sua última.
131 |
132 |
133 |
134 |
135 | Escolha uma cidade
136 |
137 |
138 |
139 | TRANSFERIR COMERCIANTE PARA...
140 |
141 |
142 |
143 | CONFIRMAR
144 |
145 |
146 |
147 |
148 |
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/Assets/UI/worldtracker.xml:
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