1 # Translation template for 0 A.D. — Empires Ascendant.
2 # Copyright (C) 2024 Wildfire Games
3 # This file is distributed under the same license as the 0 A.D. — Empires Ascendant
8 "Project-Id-Version: 0 A.D.\n"
9 "POT-Creation-Date: 2024-07-26 13:41+0000\n"
10 "PO-Revision-Date: 2014-06-19 17:53+0000\n"
11 "Language-Team: Bavarian (http://app.transifex.com/wildfire-games/0ad/language/bar/)\n"
13 "Content-Type: text/plain; charset=UTF-8\n"
14 "Content-Transfer-Encoding: 8bit\n"
16 "Plural-Forms: nplurals=2; plural=(n != 1);\n"
18 #: simulation/data/technologies/agoge.json
22 #: simulation/data/technologies/agoge.json
24 "Spartans were housed and trained from a young age to be superlative warriors"
25 " and to endure any hardship a military life can give them."
28 #: simulation/data/technologies/agoge.json
29 msgid "Champion Hoplites +25% health, but +5% training time."
32 #: simulation/data/technologies/agoge.json
33 #: simulation/data/technologies/art_of_war.json
34 #: simulation/data/technologies/attack_soldiers_will.json
35 #: simulation/data/technologies/barracks_batch_training.json
36 #: simulation/data/technologies/civil_engineering_02.json
37 #: simulation/data/technologies/civil_service_02.json
38 #: simulation/data/technologies/equine_transports.json
39 #: simulation/data/technologies/gather_capacity_carts.json
40 #: simulation/data/technologies/gather_farming_chain_pump.json
41 #: simulation/data/technologies/gather_farming_fertilizer.json
42 #: simulation/data/technologies/gather_lumbering_sharpaxes.json
43 #: simulation/data/technologies/gather_mining_silvermining.json
44 #: simulation/data/technologies/gather_mining_slaves.json
45 #: simulation/data/technologies/heal_range_2.json
46 #: simulation/data/technologies/heal_rate_2.json
47 #: simulation/data/technologies/health_regen_units.json
48 #: simulation/data/technologies/hellenistic_metropolis.json
49 #: simulation/data/technologies/immortals.json
50 #: simulation/data/technologies/long_walls.json
51 #: simulation/data/technologies/nisean_horses.json
52 #: simulation/data/technologies/ostracism.json
53 #: simulation/data/technologies/parade_of_daphne.json
54 #: simulation/data/technologies/pharaonic_cult.json
55 #: simulation/data/technologies/poison_arrows.json
56 #: simulation/data/technologies/poison_blades.json
57 #: simulation/data/technologies/pop_house_02.json
58 #: simulation/data/technologies/reformed_army_sele.json
59 #: simulation/data/technologies/roman_reforms.json
60 #: simulation/data/technologies/ship_capture_resistance.json
61 #: simulation/data/technologies/ship_cost_time.json
62 #: simulation/data/technologies/ship_movement_speed.json
63 #: simulation/data/technologies/siege_attack.json
64 #: simulation/data/technologies/siege_bolt_accuracy.json
65 #: simulation/data/technologies/siege_cost_time.json
66 #: simulation/data/technologies/siege_health.json
67 #: simulation/data/technologies/siege_pack_unpack.json
68 #: simulation/data/technologies/silk_road.json
69 #: simulation/data/technologies/silvershields.json
70 #: simulation/data/technologies/soldier_attack_melee_03.json
71 #: simulation/data/technologies/soldier_attack_melee_03_variant.json
72 #: simulation/data/technologies/soldier_attack_ranged_03.json
73 #: simulation/data/technologies/soldier_resistance_hack_03.json
74 #: simulation/data/technologies/soldier_resistance_pierce_03.json
75 #: simulation/data/technologies/stable_batch_training.json
76 #: simulation/data/technologies/subterranean_aqueducts.json
77 #: simulation/data/technologies/tower_health.json
78 #: simulation/data/technologies/tower_murderholes.json
79 #: simulation/data/technologies/trade_gain_02.json
80 #: simulation/data/technologies/traditional_army_sele.json
81 #: simulation/data/technologies/unlock_champion_cavalry.json
82 #: simulation/data/technologies/unlock_champion_chariots.json
83 #: simulation/data/technologies/unlock_champion_infantry.json
84 #: simulation/data/technologies/unlock_neodamodes.json
85 #: simulation/data/technologies/unlock_spies.json
86 #: simulation/data/technologies/warship_arrow_attack.json
87 #: simulation/data/technologies/warship_siege_attack.json
88 #: simulation/data/technologies/wonder_population_cap.json
89 msgid "Unlocked in City Phase."
92 #: simulation/data/technologies/archer_attack_spread.json
93 msgid "Archery Training"
96 #: simulation/data/technologies/archer_attack_spread.json
97 msgid "Encouraging soldiers to practice archery improves their accuracy."
100 #: simulation/data/technologies/archer_attack_spread.json
101 msgid "Archers −20% ranged attack spread."
104 #: simulation/data/technologies/archer_attack_spread.json
105 #: simulation/data/technologies/architecture_kush.json
106 #: simulation/data/technologies/cavalry_health.json
107 #: simulation/data/technologies/civil_engineering_01.json
108 #: simulation/data/technologies/civil_service_01.json
109 #: simulation/data/technologies/cost_healer.json
110 #: simulation/data/technologies/crossbow_training.json
111 #: simulation/data/technologies/dock_efficiency.json
112 #: simulation/data/technologies/garrison_heal.json
113 #: simulation/data/technologies/gather_capacity_wheelbarrow.json
114 #: simulation/data/technologies/gather_farming_harvester.json
115 #: simulation/data/technologies/gather_farming_training.json
116 #: simulation/data/technologies/gather_farming_water_weeding.json
117 #: simulation/data/technologies/gather_lumbering_strongeraxes.json
118 #: simulation/data/technologies/gather_mining_serfs.json
119 #: simulation/data/technologies/gather_mining_shaftmining.json
120 #: simulation/data/technologies/heal_range.json
121 #: simulation/data/technologies/heal_rate.json
122 #: simulation/data/technologies/hoplite_tradition.json
123 #: simulation/data/technologies/iphicratean_reforms.json
124 #: simulation/data/technologies/krypteia.json
125 #: simulation/data/technologies/pheidian_workshop.json
126 #: simulation/data/technologies/pop_house_01.json
127 #: simulation/data/technologies/roman_roads.json
128 #: simulation/data/technologies/serapis_cult.json
129 #: simulation/data/technologies/ship_health.json
130 #: simulation/data/technologies/soldier_attack_melee_01.json
131 #: simulation/data/technologies/soldier_attack_melee_02.json
132 #: simulation/data/technologies/soldier_attack_ranged_01.json
133 #: simulation/data/technologies/soldier_attack_ranged_02.json
134 #: simulation/data/technologies/soldier_resistance_hack_01.json
135 #: simulation/data/technologies/soldier_resistance_hack_02.json
136 #: simulation/data/technologies/soldier_resistance_pierce_01.json
137 #: simulation/data/technologies/soldier_resistance_pierce_02.json
138 #: simulation/data/technologies/tower_crenellations.json
139 #: simulation/data/technologies/tower_range.json
140 #: simulation/data/technologies/trade_commercial_treaty.json
141 #: simulation/data/technologies/trade_gain_01.json
142 #: simulation/data/technologies/trader_health.json
143 #: simulation/data/technologies/tyrtean_paeans.json
144 #: simulation/data/technologies/warship_ramming_speed.json
145 #: simulation/data/technologies/warship_resistance.json
146 msgid "Unlocked in Town Phase."
149 #: simulation/data/technologies/archery_tradition.json
150 msgid "Archery Tradition"
153 #: simulation/data/technologies/archery_tradition.json
155 "The Indian, Iranian, and Kushite peoples had a tradition of fine archery and"
156 " a penchant for using massed archers in battle."
159 #: simulation/data/technologies/archery_tradition.json
160 msgid "Archers +10 attack range."
163 #: simulation/data/technologies/archery_tradition.json
164 #: simulation/data/technologies/cavalry_movement_speed.json
165 #: simulation/data/technologies/fishing_boat_gather_rate.json
166 #: simulation/data/technologies/gather_capacity_basket.json
167 #: simulation/data/technologies/gather_farming_fertilizer_ptol.json
168 #: simulation/data/technologies/gather_farming_plows.json
169 #: simulation/data/technologies/gather_farming_seed_drill.json
170 #: simulation/data/technologies/gather_farming_training_ptol.json
171 #: simulation/data/technologies/gather_lumbering_ironaxes.json
172 #: simulation/data/technologies/health_females_01.json
173 #: simulation/data/technologies/ship_vision.json
174 #: simulation/data/technologies/tower_watch.json
175 msgid "Unlocked in Village Phase."
178 #: simulation/data/technologies/architecture_kush.json
179 msgid "Monumental Architecture"
182 #: simulation/data/technologies/architecture_kush.json
184 "Civic Structures +20% build time, +20% health, and +20% capture points."
187 #: simulation/data/technologies/architecture_pers.json
188 msgid "Achaemenid Architecture"
191 #: simulation/data/technologies/architecture_pers.json
193 "The Persians built the wonderful 1677 mile-long Royal Highway from Sardis to"
194 " Susa; Darius the Great and Xerxes also built the magnificent Persepolis; "
195 "Cyrus the Great greatly improved Ecbatana and virtually 'rebuilt' the old "
196 "Elamite capital of Susa."
199 #: simulation/data/technologies/architecture_pers.json
200 msgid "Structures +25% health and capture points, but also +20% build time."
203 #: simulation/data/technologies/arsenal_philon.json
204 msgid "Arsenal of Philon"
207 #: simulation/data/technologies/arsenal_philon.json
209 "The arsenal was mainly used as a warehouse for materials and instruments for"
210 " the equipment of warships."
213 #: simulation/data/technologies/arsenal_philon.json
214 msgid "Warships +1 health/second self-repair rate."
217 #: simulation/data/technologies/arsenal_philon.json
218 #: simulation/data/technologies/juggernauts.json
219 msgid "Unlocked in City Phase. Requires “Shipwrights.”"
222 #: simulation/data/technologies/art_of_war.json
223 msgid "Sun Tzu's \"The Art of War\""
226 #: simulation/data/technologies/art_of_war.json
230 #: simulation/data/technologies/art_of_war.json
232 "This famous and most important work of the Seven Military Classics teaches "
233 "Han commanders everything about planning battles, maintaining armies, and "
234 "defeating one's enemies."
237 #: simulation/data/technologies/art_of_war.json
238 msgid "All Citizen-Soldiers −20% required promotion experience."
241 #: simulation/data/technologies/attack_soldiers_will.json
242 msgid "Will to Fight"
245 #: simulation/data/technologies/attack_soldiers_will.json
247 "The will to fight is crucial to victory. Inspire your troops with higher "
251 #: simulation/data/technologies/attack_soldiers_will.json
252 msgid "Soldiers, Siege Engines, and Ships +25% attack damage."
255 #: simulation/data/technologies/attack_soldiers_will.json
259 #: simulation/data/technologies/barracks_batch_training.json
261 "Decreases training time of infantry if they are trained in batches or companies. Large batches will benefit more than small batches.\n"
262 "In mathematical terms: The training time of one batch gets divided by `batchSize^0.1`."
265 #: simulation/data/technologies/barracks_batch_training.json
266 msgid "Decreases batch training time of units trained in Barracks."
269 #: simulation/data/technologies/barracks_batch_training.json
270 #: simulation/data/technologies/stable_batch_training.json
274 #: simulation/data/technologies/cavalry_health.json
275 msgid "Horse Breeding"
278 #: simulation/data/technologies/cavalry_health.json
279 msgid "Selectively breed better war horses."
282 #: simulation/data/technologies/cavalry_health.json
283 msgid "Cavalry +10% health."
286 #: simulation/data/technologies/cavalry_movement_speed.json
290 #: simulation/data/technologies/cavalry_movement_speed.json
291 msgid "Train your horses to move faster."
294 #: simulation/data/technologies/cavalry_movement_speed.json
295 msgid "Cavalry +10% walk speed."
298 #: simulation/data/technologies/civbonuses/brit_woad_warriors.json
299 msgid "Woad Warriors"
302 #: simulation/data/technologies/civbonuses/brit_woad_warriors.json
304 "Britons paint their bodies with Woad, which produces a blue color and gives "
305 "them a fiercesome appearance in battle."
308 #: simulation/data/technologies/civbonuses/brit_woad_warriors.json
309 msgid "All Infantry Units +5% movement speed, and gain +1 loot taking."
312 #: simulation/data/technologies/civbonuses/cart_walls.json
316 #: simulation/data/technologies/civbonuses/cart_walls.json
318 "Carthaginians built their city walls in three concentric circuits. These "
319 "walls were never breached. Even when the city was taken by the Romans, it "
320 "was via the city's harbor, not by storming its walls."
323 #: simulation/data/technologies/civbonuses/cart_walls.json
324 msgid "City Walls +100% build time, +100% stone cost, and +200% health."
327 #: simulation/data/technologies/civbonuses/celt_structures.json
328 msgid "Wooden Construction"
331 #: simulation/data/technologies/civbonuses/celt_structures.json
332 msgid "Celtic structures were mostly made of wood with rubble foundations."
335 #: simulation/data/technologies/civbonuses/celt_structures.json
336 msgid "Structures −20% build time, −20% health, and −20% capture points."
339 #: simulation/data/technologies/civbonuses/delian_league.json
340 msgid "Delian League"
343 #: simulation/data/technologies/civbonuses/delian_league.json
345 "Shortly after the great naval victories at Salamis and Mykale, the Greek "
346 "city-states instituted the so-called Delian League in 478 BC, whose purpose "
347 "was to push the Persians out of the Aegean region. The allied states "
348 "contributed ships and money, while the Athenians offered their entire navy."
351 #: simulation/data/technologies/civbonuses/delian_league.json
352 msgid "Ships −25% construction time."
355 #: simulation/data/technologies/civbonuses/gaul_cavalry.json
356 msgid "Superior Cavalry"
359 #: simulation/data/technologies/civbonuses/gaul_cavalry.json
361 "The Gauls were well-known for their effective cavalry. Celtic mercenaries "
362 "were in demand throughout the Mediterranean."
365 #: simulation/data/technologies/civbonuses/gaul_cavalry.json
366 msgid "Cavalry +10% melee attack damage."
369 #: simulation/data/technologies/civbonuses/greek_structures.json
370 msgid "Hellenic Architecture"
373 #: simulation/data/technologies/civbonuses/greek_structures.json
374 msgid "The Greeks used stone construction from early Mycenaean times."
377 #: simulation/data/technologies/civbonuses/greek_structures.json
378 msgid "Structures +10% health and +10% capture points."
381 #: simulation/data/technologies/civbonuses/han_population.json
382 msgid "Federated States"
385 #: simulation/data/technologies/civbonuses/han_population.json
387 "By uniting China under one emperor, the Han Dynasty ruled over 40 million "
388 "people, one of the largest empires of antiquity by population."
391 #: simulation/data/technologies/civbonuses/han_population.json
392 #: simulation/data/technologies/civbonuses/maur_population.json
393 #: simulation/data/technologies/civbonuses/pers_population.json
394 msgid "+10% maximum population limit."
397 #: simulation/data/technologies/civbonuses/han_walls.json
401 #: simulation/data/technologies/civbonuses/han_walls.json
403 "The Han built massive walls made from rammed earth. These were gigantic "
404 "fortifications several meters thick and stretching for kilometers."
407 #: simulation/data/technologies/civbonuses/han_walls.json
408 msgid "City Walls +50% health."
411 #: simulation/data/technologies/civbonuses/mace_storehouse.json
412 msgid "Resource-Rich Economy"
415 #: simulation/data/technologies/civbonuses/mace_storehouse.json
416 msgid "The Macedonian economy relied greatly on their vast natural resources."
419 #: simulation/data/technologies/civbonuses/mace_storehouse.json
420 msgid "Storehouse technologies −100% research time."
423 #: simulation/data/technologies/civbonuses/maur_elephants.json
424 msgid "Elephant Tradition"
427 #: simulation/data/technologies/civbonuses/maur_elephants.json
429 "India is the land of the elephants. Elephant warfare originated in India and"
430 " continued for millennia. It was also the source of elephants for the "
431 "eastern Mediterranean. Indian kings were able to field large numbers of war "
435 #: simulation/data/technologies/civbonuses/maur_elephants.json
436 msgid "Elephants −30% training time."
439 #: simulation/data/technologies/civbonuses/maur_population.json
440 msgid "Emperor of Emperors"
443 #: simulation/data/technologies/civbonuses/maur_population.json
444 msgid "Chakravarti Samrāt"
447 #: simulation/data/technologies/civbonuses/maur_population.json
449 "The Mauryan Empire encompassed dozens of formerly independent kingdoms over "
450 "an area of 5 million square kilometers, with a population of close to 60 "
451 "million people. The Mauryan regents held the title Emperor of Emperors and "
452 "commanded a standing army of 600,000 infantry, 9000 elephants, 8000 "
453 "chariots, and 30,000 cavalry, making it arguably the largest army of its "
457 #: simulation/data/technologies/civbonuses/maur_walls.json
461 #: simulation/data/technologies/civbonuses/maur_walls.json
463 "The Mauryas built their city walls out of wood, an abundant natural resource"
467 #: simulation/data/technologies/civbonuses/maur_walls.json
468 msgid "City Walls −20% build time and −20% health."
471 #: simulation/data/technologies/civbonuses/pers_population.json
472 msgid "Great King's Levy"
475 #: simulation/data/technologies/civbonuses/pers_population.json
477 "The Persians could and did levy a large number of infantry during wartime "
478 "due to the sheer size of the Achaemenid Empire and the way in which it was "
479 "set-up. In general the Persian infantry was well trained and fought with "
480 "great tenacity. However while this was true the infantry were poor hand-to-"
481 "hand, close combat fighters. Also, with the exception of the elite "
482 "regiments, the Persian infantry was not a standing professional force."
485 #: simulation/data/technologies/civbonuses/ptol_structures.json
486 msgid "Sun-dried Mud Bricks"
489 #: simulation/data/technologies/civbonuses/ptol_structures.json
491 "Sun-dried mud bricks were a common building material in hot and dry areas, "
492 "especially where wood was scarce. Although not as strong and durable as "
493 "fired bricks or natural stone and vulnerable to constant rains and heavy "
494 "floods, mud bricks have the advantage they are cheap and easy to produce."
497 #: simulation/data/technologies/civbonuses/ptol_structures.json
499 "Houses and Economic Structures −40% wood cost, health, and capture points as"
500 " well as +50% build time."
503 #: simulation/data/technologies/civbonuses/rome_siege.json
504 msgid "Legionary Engineers"
507 #: simulation/data/technologies/civbonuses/rome_siege.json
508 msgid "Soldiers were well Trained to Operate Siege Engines."
511 #: simulation/data/technologies/civbonuses/rome_siege.json
513 "Siege Catapults and Onagers 10% faster fire rate and +20% movement speed."
516 #: simulation/data/technologies/civbonuses/sele_farms.json
517 msgid "Fertile Crescent"
520 #: simulation/data/technologies/civbonuses/sele_farms.json
522 "The Seleucid empire was located in a highly fertile region with productive "
523 "soils. Farms are cheaper and faster to build."
526 #: simulation/data/technologies/civbonuses/sele_farms.json
527 msgid "Farms −25% wood cost and −75% build time."
530 #: simulation/data/technologies/civil_engineering_01.json
531 msgid "Improved Construction"
534 #: simulation/data/technologies/civil_engineering_01.json
535 msgid "All structures −10% build time and −10% cost."
538 #: simulation/data/technologies/civil_engineering_01.json
539 #: simulation/data/technologies/civil_engineering_02.json
543 #: simulation/data/technologies/civil_engineering_02.json
544 msgid "Robust Architecture"
547 #: simulation/data/technologies/civil_engineering_02.json
548 msgid "All structures +20% health."
551 #: simulation/data/technologies/civil_service_01.json
552 msgid "Efficient Bureaucracy"
555 #: simulation/data/technologies/civil_service_01.json
556 msgid "Ministers −50% train time."
559 #: simulation/data/technologies/civil_service_01.json
560 #: simulation/data/technologies/civil_service_02.json
564 #: simulation/data/technologies/civil_service_02.json
565 msgid "Intensive Training"
568 #: simulation/data/technologies/civil_service_02.json
569 msgid "Ministers +50% health."
572 #: simulation/data/technologies/colonization.json
576 #: simulation/data/technologies/colonization.json
578 "Carthaginians established many trading centers as colonies and ultimately "
579 "held dominion over 300 cities and towns in North Africa alone."
582 #: simulation/data/technologies/colonization.json
584 "Civic Structures (Civic Center, Temples, and Houses) −25% build time and "
588 #: simulation/data/technologies/cost_healer.json
589 msgid "Sacrificial Ritual"
592 #: simulation/data/technologies/cost_healer.json
594 "Sacrificial rituals were quite common in ancient times, whether to satisfy "
595 "the gods, calm natural disasters, or even improve harvests."
598 #: simulation/data/technologies/cost_healer.json
599 msgid "Healers –40% training time, and the metal cost is removed."
602 #: simulation/data/technologies/crossbow_training.json
603 msgid "Crossbow Training"
606 #: simulation/data/technologies/crossbow_training.json
607 msgid "The Han had a penchant for using massed crossbowmen in battle."
610 #: simulation/data/technologies/crossbow_training.json
611 msgid "Crossbow Infantry −20% train time."
614 #: simulation/data/technologies/dock_efficiency.json
618 #: simulation/data/technologies/dock_efficiency.json
619 msgid "Faber Navalis"
622 #: simulation/data/technologies/dock_efficiency.json
624 "Docks work 20% faster (Ships −20% build time; Technologies −20% research "
625 "time) and are built 20% faster."
628 #: simulation/data/technologies/dock_efficiency.json
632 #: simulation/data/technologies/dock_efficiency.json
633 #: simulation/data/technologies/ship_cost_time.json
635 "Employ skilled shipwrights with specialized tools to speed up ship "
639 #: simulation/data/technologies/equine_transports.json
640 msgid "Equine Transports"
643 #: simulation/data/technologies/equine_transports.json
645 "Early Achaemenid rulers acted towards making Persia the first great Asian "
646 "empire to rule the seas. The Great King behaved favourably towards the "
647 "various sea peoples in order to secure their services, but also carried out "
648 "various marine initiatives. During the reign of Darius the Great, for "
649 "example, a canal was built in Egypt and a Persian navy was sent exploring "
650 "the Indus river. According to Herodotus, some 300 ships in the Persian navy "
651 "were retrofitted to carry horses and their riders."
654 #: simulation/data/technologies/equine_transports.json
655 msgid "Phoenician Triremes gain the ability to train Cavalry."
658 #: simulation/data/technologies/exploration.json
662 #: simulation/data/technologies/exploration.json
664 "Nobody knew better than the Carthaginians where in the ancient world they "
665 "were going and going to go; their merchant traders had missions to "
666 "everywhere. The Chinese were noted explorers, once sending a fleet of ships "
667 "into the Indian Ocean to expand their knowledge and open up new trade "
671 #: simulation/data/technologies/exploration.json
672 msgid "Unlocked in Village Phase. Requires “Lookouts.”"
675 #: simulation/data/technologies/exploration.json
676 msgid "Traders and Ships +20% vision range."
679 #: simulation/data/technologies/fishing_boat_gather_capacity.json
683 #: simulation/data/technologies/fishing_boat_gather_capacity.json
684 msgid "Salting allows to preserve fish longer."
687 #: simulation/data/technologies/fishing_boat_gather_capacity.json
688 msgid "Unlocked in Village Phase. Requires “Fishing Nets.”"
691 #: simulation/data/technologies/fishing_boat_gather_capacity.json
692 msgid "Fishing Boats +20 food capacity."
695 #: simulation/data/technologies/fishing_boat_gather_rate.json
699 #: simulation/data/technologies/fishing_boat_gather_rate.json
700 msgid "Use nets to improve the productivity of fishing boats."
703 #: simulation/data/technologies/fishing_boat_gather_rate.json
704 msgid "Fishing Boats +30% fish gather rate. Unlocks “Salt Curing.”"
707 #: simulation/data/technologies/garrison_heal.json
708 msgid "Living Conditions"
711 #: simulation/data/technologies/garrison_heal.json
712 msgid "Units regain health over time while garrisoned."
715 #: simulation/data/technologies/garrison_heal.json
716 msgid "Structures +1 garrison heal rate."
719 #: simulation/data/technologies/gather_ahimsa.json
723 #: simulation/data/technologies/gather_ahimsa.json
725 "Ahimsa is the ancient Indian principle of nonviolence which applies to "
726 "actions towards all living beings. It is a key virtue in Indian religions "
727 "like Jainism, Buddhism, Hinduism, and Sikhism."
730 #: simulation/data/technologies/gather_ahimsa.json
731 msgid "Units +100% fruit gather rate, but −80% meat and fish gather."
734 #: simulation/data/technologies/gather_animals_stockbreeding.json
735 msgid "Stockbreeding"
738 #: simulation/data/technologies/gather_animals_stockbreeding.json
739 msgid "Breed livestock to slaughter for meat."
742 #: simulation/data/technologies/gather_animals_stockbreeding.json
743 msgid "Domestic Animals −25% breeding time."
746 #: simulation/data/technologies/gather_capacity_basket.json
750 #: simulation/data/technologies/gather_capacity_basket.json
751 msgid "Workers use baskets. Increases shuttling capacity for all resources."
754 #: simulation/data/technologies/gather_capacity_basket.json
755 #: simulation/data/technologies/gather_capacity_carts.json
756 #: simulation/data/technologies/gather_capacity_wheelbarrow.json
757 msgid "Workers +5 resource capacity."
760 #: simulation/data/technologies/gather_capacity_carts.json
761 msgid "Horse-drawn Carts"
764 #: simulation/data/technologies/gather_capacity_carts.json
766 "Workers use horse-drawn carts. Increases shuttling capacity for all "
770 #: simulation/data/technologies/gather_capacity_wheelbarrow.json
774 #: simulation/data/technologies/gather_capacity_wheelbarrow.json
776 "Workers use wheelbarrows. Increases shuttling capacity for all resources."
779 #: simulation/data/technologies/gather_farming_chain_pump.json
783 #: simulation/data/technologies/gather_farming_chain_pump.json
784 msgid "Install a chain pump for improved irrigation."
787 #: simulation/data/technologies/gather_farming_chain_pump.json
788 #: simulation/data/technologies/gather_farming_fertilizer.json
789 #: simulation/data/technologies/gather_farming_fertilizer_ptol.json
790 #: simulation/data/technologies/gather_farming_plows.json
791 #: simulation/data/technologies/gather_farming_seed_drill.json
792 #: simulation/data/technologies/gather_farming_training.json
793 #: simulation/data/technologies/gather_farming_training_ptol.json
794 #: simulation/data/technologies/gather_farming_water_weeding.json
795 msgid "Workers +20% grain gather rate."
798 #: simulation/data/technologies/gather_farming_fertilizer.json
799 #: simulation/data/technologies/gather_farming_fertilizer_ptol.json
803 #: simulation/data/technologies/gather_farming_fertilizer.json
804 #: simulation/data/technologies/gather_farming_fertilizer_ptol.json
805 msgid "Extra nutrients for farms."
808 #: simulation/data/technologies/gather_farming_harvester.json
809 msgid "Harvesting Machine"
812 #: simulation/data/technologies/gather_farming_harvester.json
814 "The Gauls invented an harvesting machine, making it much easier to harvest "
818 #: simulation/data/technologies/gather_farming_harvester.json
819 msgid "Workers +10% grain gather rate."
822 #: simulation/data/technologies/gather_farming_plows.json
826 #: simulation/data/technologies/gather_farming_plows.json
828 "Equip your workers with iron plows, animal-drawn instruments to turn the "
832 #: simulation/data/technologies/gather_farming_seed_drill.json
836 #: simulation/data/technologies/gather_farming_seed_drill.json
837 msgid "Equip your workers with seed drills."
840 #: simulation/data/technologies/gather_farming_training.json
841 #: simulation/data/technologies/gather_farming_training_ptol.json
842 msgid "Gather Training"
845 #: simulation/data/technologies/gather_farming_training.json
846 #: simulation/data/technologies/gather_farming_training_ptol.json
847 msgid "Training for workers to increase farm gathering speed."
850 #: simulation/data/technologies/gather_farming_water_weeding.json
851 msgid "Water Weeding"
854 #: simulation/data/technologies/gather_farming_water_weeding.json
855 msgid "Remove water weeds to preserve nutrients for the rice plants."
858 #: simulation/data/technologies/gather_lumbering_ironaxes.json
859 msgid "Iron Axe Heads"
862 #: simulation/data/technologies/gather_lumbering_ironaxes.json
863 #: simulation/data/technologies/gather_lumbering_sharpaxes.json
864 #: simulation/data/technologies/gather_lumbering_strongeraxes.json
865 msgid "Increases wood gathering rates for trees."
868 #: simulation/data/technologies/gather_lumbering_ironaxes.json
869 #: simulation/data/technologies/gather_lumbering_sharpaxes.json
870 #: simulation/data/technologies/gather_lumbering_strongeraxes.json
871 msgid "Workers +25% wood gather rate."
874 #: simulation/data/technologies/gather_lumbering_sharpaxes.json
875 msgid "Sharp Axe Heads"
878 #: simulation/data/technologies/gather_lumbering_strongeraxes.json
882 #: simulation/data/technologies/gather_mining_serfs.json
886 #: simulation/data/technologies/gather_mining_serfs.json
890 #: simulation/data/technologies/gather_mining_serfs.json
892 "Compel serfs to help your workers quarry stone. Increases stone gathering "
896 #: simulation/data/technologies/gather_mining_serfs.json
897 #: simulation/data/technologies/gather_mining_servants.json
898 #: simulation/data/technologies/gather_mining_slaves.json
899 msgid "Workers +25% stone gather rate."
902 #: simulation/data/technologies/gather_mining_servants.json
906 #: simulation/data/technologies/gather_mining_servants.json
907 msgid "Hire servants to help quarry stone. Increases stone gathering rates."
910 #: simulation/data/technologies/gather_mining_servants.json
914 #: simulation/data/technologies/gather_mining_shaftmining.json
918 #: simulation/data/technologies/gather_mining_shaftmining.json
919 msgid "Develop shaft mining. Increases metal gathering rates."
922 #: simulation/data/technologies/gather_mining_shaftmining.json
923 #: simulation/data/technologies/gather_mining_silvermining.json
924 #: simulation/data/technologies/gather_mining_wedgemallet.json
925 msgid "Workers +25% metal gather rate."
928 #: simulation/data/technologies/gather_mining_silvermining.json
929 msgid "Silver Mining"
932 #: simulation/data/technologies/gather_mining_silvermining.json
933 msgid "Mines of Laureion"
936 #: simulation/data/technologies/gather_mining_silvermining.json
937 msgid "Mines of Krenides"
940 #: simulation/data/technologies/gather_mining_silvermining.json
941 msgid "Strike a vein of precious silver. Increases metal gathering rates."
944 #: simulation/data/technologies/gather_mining_slaves.json
948 #: simulation/data/technologies/gather_mining_slaves.json
952 #: simulation/data/technologies/gather_mining_slaves.json
954 "Buy slaves to help your workers quarry stone. Increases stone gathering "
958 #: simulation/data/technologies/gather_mining_slaves.json
962 #: simulation/data/technologies/gather_mining_wedgemallet.json
963 msgid "Wedge and Mallet"
966 #: simulation/data/technologies/gather_mining_wedgemallet.json
968 "Equip your workers with helpful tools. Increases metal gathering rates."
971 #: simulation/data/technologies/gather_wicker_baskets.json
972 #: simulation/data/technologies/gather_wicker_baskets_maur.json
973 msgid "Wicker Baskets"
976 #: simulation/data/technologies/gather_wicker_baskets.json
977 #: simulation/data/technologies/gather_wicker_baskets_maur.json
978 msgid "Equip your foragers with wicker baskets for foraging."
981 #: simulation/data/technologies/gather_wicker_baskets.json
982 #: simulation/data/technologies/gather_wicker_baskets_maur.json
983 msgid "Workers +50% fruit gather rate."
986 #: simulation/data/technologies/heal_range.json
987 msgid "Healing Range"
990 #: simulation/data/technologies/heal_range.json
991 msgid "Olympic Pantheon"
994 #: simulation/data/technologies/heal_range.json
995 #: simulation/data/technologies/heal_range_2.json
996 msgid "Increases the healing and vision range of all healers."
999 #: simulation/data/technologies/heal_range.json
1000 #: simulation/data/technologies/heal_range_2.json
1001 msgid "Healers +5 healing range."
1004 #: simulation/data/technologies/heal_range_2.json
1005 msgid "Healing Range 2"
1008 #: simulation/data/technologies/heal_range_2.json
1012 #: simulation/data/technologies/heal_rate.json
1013 msgid "Healing Rate"
1016 #: simulation/data/technologies/heal_rate.json
1020 #: simulation/data/technologies/heal_rate.json
1021 #: simulation/data/technologies/heal_rate_2.json
1022 msgid "Increases the healing rate of all healers."
1025 #: simulation/data/technologies/heal_rate.json
1026 #: simulation/data/technologies/heal_rate_2.json
1027 msgid "Healers −20% healing time."
1030 #: simulation/data/technologies/heal_rate_2.json
1031 msgid "Healing Rate 2"
1034 #: simulation/data/technologies/heal_rate_2.json
1035 msgid "Hippocratic Oath"
1038 #: simulation/data/technologies/health_females_01.json
1042 #: simulation/data/technologies/health_females_01.json
1044 "The loom allowed the creation of finer clothing for settlers. Women of the "
1045 "household were taught from a young age how to weave on the loom, and "
1046 "subsequently spent a large share of their lives working with it."
1049 #: simulation/data/technologies/health_females_01.json
1050 msgid "Female Citizens +100% health."
1053 #: simulation/data/technologies/health_regen_units.json
1054 msgid "Battlefield Medicine"
1057 #: simulation/data/technologies/health_regen_units.json
1058 msgid "Organic units will slowly regenerate health over time when idle."
1061 #: simulation/data/technologies/health_regen_units.json
1062 msgid "Idle Organic units +0.5 health regeneration rate."
1065 #: simulation/data/technologies/hellenistic_metropolis.json
1066 msgid "Hellenistic Metropolis"
1069 #: simulation/data/technologies/hellenistic_metropolis.json
1071 "Beginning with Alexander, the Hellenistic monarchs founded many cities "
1072 "throughout their empires, where Greek culture and art blended with local "
1073 "customs to create the motley Hellenistic civilization."
1076 #: simulation/data/technologies/hellenistic_metropolis.json
1077 msgid "Civic Centers +100% health and capture points, double default arrows."
1080 #: simulation/data/technologies/helot_economy.json
1081 msgid "Helot Economy"
1084 #: simulation/data/technologies/helot_economy.json
1086 "Helots were the servants of Greece. Unlike slaves, helots were owned by the "
1087 "state, which managed economic production. Helots must give a reasonable "
1088 "portion of their harvest to support a warrior and his family or widow."
1091 #: simulation/data/technologies/helot_economy.json
1093 "Infantry Javelineers +100% grain gather rate, but −10% ranged attack pierce "
1097 #: simulation/data/technologies/hoplite_tradition.json
1098 msgid "Hoplite Tradition"
1101 #: simulation/data/technologies/hoplite_tradition.json
1102 msgid "Hoplite soldiers constituted most of the armies of Greece."
1105 #: simulation/data/technologies/hoplite_tradition.json
1107 "Hoplites −25% training time, −50% promotion experience, and +10% health."
1110 #: simulation/data/technologies/immortals.json
1114 #: simulation/data/technologies/immortals.json
1116 "The Achaemenids maintained a 10,000-strong elite corps, referred to as "
1117 "Athanatoi (“Immortals”) by Greek authors."
1120 #: simulation/data/technologies/immortals.json
1121 msgid "Immortals −50% training time."
1124 #: simulation/data/technologies/iphicratean_reforms.json
1125 msgid "Iphicratean Reforms"
1128 #: simulation/data/technologies/iphicratean_reforms.json
1130 "Athenian gymnasium, docks and triremes can train Marines (Epibates "
1134 #: simulation/data/technologies/iphicratean_reforms.json
1136 "Athenian Docks and Triremes can train Marines and Cretan Mercenary Archers."
1139 #: simulation/data/technologies/juggernauts.json
1143 #: simulation/data/technologies/juggernauts.json
1144 msgid "Tessarakonterēs"
1147 #: simulation/data/technologies/juggernauts.json
1148 msgid "Siege Ships +50% health, +25% more projectiles, but −25% speed."
1151 #: simulation/data/technologies/krypteia.json
1155 #: simulation/data/technologies/krypteia.json
1157 "Krypteia was an Agoge rite of passage, during which soldiers learned how to "
1158 "camouflage themselves and gained combat experience. The Spartans declared "
1159 "war on the Helots annually, with no problem or guilt in murdering them. "
1160 "During this initiation, the youths slept during the day and roamed at night,"
1161 " murdering any Helot they encountered along the way."
1164 #: simulation/data/technologies/krypteia.json
1166 "Champion Hoplites +10% melee attack damage, but Citizen Infantry Javelineers"
1167 " +30% training time."
1170 #: simulation/data/technologies/long_walls.json
1171 msgid "Athenian Long Walls"
1174 #: simulation/data/technologies/long_walls.json
1176 "The Long Walls of Athens were constructed under the auspices of the wily "
1177 "Themistocles and extended 6 km from the city to the port of Piraeus. This "
1178 "secured the city's sea supply routes and prevented an enemy from starving "
1179 "out the city during a siege."
1182 #: simulation/data/technologies/long_walls.json
1183 msgid "Build Walls in own or neutral territory."
1186 #: simulation/data/technologies/nisean_horses.json
1187 msgid "Nisean War Horses"
1190 #: simulation/data/technologies/nisean_horses.json
1194 #: simulation/data/technologies/nisean_horses.json
1196 "The now-extinct Nisian breed of horse was one of the largest and robust "
1197 "horses of ancient times. They were highly sought after by the Seleucids and "
1198 "Persians as both rider and mount gained heavier armor as time progressed."
1201 #: simulation/data/technologies/nisean_horses.json
1202 msgid "Champion Cavalry Spearmen +20% health, but +10% training time."
1205 #: simulation/data/technologies/ostracism.json
1209 #: simulation/data/technologies/ostracism.json
1211 "In ancient Athens, ostracism was the process by which any citizen, including"
1212 " political leaders, could be expelled from the city-state for 10 years."
1215 #: simulation/data/technologies/ostracism.json
1216 msgid "Citizen soldiers +5% health, but Heroes −40% health."
1219 #: simulation/data/technologies/outpost_vision.json
1220 msgid "Carrier Pigeons"
1223 #: simulation/data/technologies/outpost_vision.json
1224 msgid "Increases outpost vision."
1227 #: simulation/data/technologies/outpost_vision.json
1228 msgid "Outposts +33% vision range."
1231 #: simulation/data/technologies/pair_gather_food_maur.json
1232 msgid "Wicker Basket vs Ahimsa"
1235 #: simulation/data/technologies/pair_unlock_champions_sele.json
1236 msgid "Traditional Army vs Reform Army"
1239 #: simulation/data/technologies/pair_unlock_civil_engineering_han.json
1240 msgid "Civil Engineering"
1243 #: simulation/data/technologies/pair_unlock_civil_service_han.json
1244 msgid "Civil Service"
1247 #: simulation/data/technologies/pair_unlock_cult_ptol.json
1251 #: simulation/data/technologies/parade_of_daphne.json
1252 msgid "Parade of Daphne"
1255 #: simulation/data/technologies/parade_of_daphne.json
1257 "The festival at Daphne was a major event of the Seleucid Empire: tens of "
1258 "thousands of well-equipped troops participated in the opening procession."
1261 #: simulation/data/technologies/parade_of_daphne.json
1262 msgid "Champions −20% training time."
1265 #: simulation/data/technologies/pharaonic_cult.json
1266 msgid "Pharaonic Cult"
1269 #: simulation/data/technologies/pharaonic_cult.json
1271 "The Pharaohs were worshipped as living gods. Their word was sacrosanct and "
1272 "beyond reproach, at least among the common people. The Ptolemaic dynasts "
1273 "certainly took advantage of this ancient custom to the fullest, to varying "
1274 "degrees of success."
1277 #: simulation/data/technologies/pharaonic_cult.json
1278 msgid "Heroes +2 health/second self-regen rate."
1281 #: simulation/data/technologies/phase_city.json
1283 "Dummy technology for use in templates requirements, replaced by "
1284 "phase_city_generic or phase_city_{civ}."
1287 #: simulation/data/technologies/phase_city.json
1288 #: simulation/data/technologies/phase_city_athen.json
1289 #: simulation/data/technologies/phase_city_generic.json
1290 #: simulation/data/technologies/phase_city_pers.json
1294 #: simulation/data/technologies/phase_city_athen.json
1296 "Advances from a bustling town to a veritable metropolis, full of the wonders"
1297 " of modern technology. This is the Athenian city phase, where metal "
1298 "gathering rates are boosted because of the 'Silver Owls' bonus."
1301 #: simulation/data/technologies/phase_city_athen.json
1303 "Advance to City Phase, which unlocks more entities and technologies. Civic "
1304 "Centers +25% territory influence radius. Structures +1 capture points "
1305 "regeneration rate for garrisoned units. Workers +10% metal gather rate."
1308 #: simulation/data/technologies/phase_city_athen.json
1309 #: simulation/data/technologies/phase_city_generic.json
1313 #: simulation/data/technologies/phase_city_athen.json
1314 #: simulation/data/technologies/phase_city_generic.json
1315 #: simulation/data/technologies/phase_city_pers.json
1316 msgid "Requires three Town Structures."
1319 #: simulation/data/technologies/phase_city_generic.json
1323 #: simulation/data/technologies/phase_city_generic.json
1325 "Advances from a bustling town to a veritable metropolis, full of the wonders"
1326 " of modern technology."
1329 #: simulation/data/technologies/phase_city_generic.json
1331 "Advance to City Phase, which unlocks more entities and technologies. Civic "
1332 "Centers +25% territory influence radius. Structures +1 capture points "
1333 "regeneration rate for garrisoned units."
1336 #: simulation/data/technologies/phase_city_pers.json
1338 "Advances from a bustling town to a veritable metropolis, full of the wonders of modern technology. This is the Persian city phase.\n"
1339 "The 'Times of War' bonus decreases the batch training time in Stables. Large batches will benefit more than small batches.\n"
1340 "In mathematical terms: The training time of one batch gets divided by `batchSize^0.1`."
1343 #: simulation/data/technologies/phase_city_pers.json
1345 "Advance to City Phase, which unlocks more entities and technologies. Civic "
1346 "Centers +25% territory influence radius. Structures +1 capture points "
1347 "regeneration rate for garrisoned units. Decrease batch training time of "
1348 "units trained in Stables."
1351 #: simulation/data/technologies/phase_town.json
1353 "Dummy technology for use in templates requirements, replaced by "
1354 "phase_town_generic or phase_town_{civ}."
1357 #: simulation/data/technologies/phase_town.json
1358 #: simulation/data/technologies/phase_town_athen.json
1359 #: simulation/data/technologies/phase_town_generic.json
1360 #: simulation/data/technologies/phase_town_pers.json
1364 #: simulation/data/technologies/phase_town_athen.json
1366 "Advances from a small village to a bustling town, ready to expand rapidly. "
1367 "This is the Athenian town phase, where metal gathering rates are boosted "
1368 "because of the 'Silver Owls' bonus."
1371 #: simulation/data/technologies/phase_town_athen.json
1373 "Advance to Town Phase, which unlocks more entities and technologies. Civic "
1374 "Centers +25% territory influence radius. Structures +0.5 capture points "
1375 "regeneration rate for garrisoned units. Workers +10% metal gather rate."
1378 #: simulation/data/technologies/phase_town_athen.json
1379 #: simulation/data/technologies/phase_town_generic.json
1383 #: simulation/data/technologies/phase_town_athen.json
1384 #: simulation/data/technologies/phase_town_generic.json
1385 #: simulation/data/technologies/phase_town_pers.json
1386 msgid "Requires five Village Structures."
1389 #: simulation/data/technologies/phase_town_generic.json
1393 #: simulation/data/technologies/phase_town_generic.json
1395 "Advances from a small village to a bustling town, ready to expand rapidly."
1398 #: simulation/data/technologies/phase_town_generic.json
1400 "Advance to Town Phase, which unlocks more entities and technologies. Civic "
1401 "Centers +25% territory influence radius. Structures +0.5 capture points "
1402 "regeneration rate for garrisoned units."
1405 #: simulation/data/technologies/phase_town_pers.json
1407 "Advances from a small village to a bustling town, ready to expand rapidly. This is the Persian town phase.\n"
1408 "The 'Times of War' bonus dercreases the batch training time in Stables. Large batches will benefit more than small batches.\n"
1409 "In mathematical terms: The training time of one batch gets divided by `batchSize^0.1`."
1412 #: simulation/data/technologies/phase_town_pers.json
1414 "Advance to Town Phase, which unlocks more entities and technologies. Civic "
1415 "Centers +25% territory influence radius. Structures +0.5 capture points "
1416 "regeneration rate for garrisoned units. Decrease batch training time of "
1417 "units trained in Stables."
1420 #: simulation/data/technologies/phase_village.json
1421 msgid "Village Phase"
1424 #: simulation/data/technologies/pheidian_workshop.json
1425 msgid "Pheidian Workshop"
1428 #: simulation/data/technologies/pheidian_workshop.json
1430 "Pheidias was a Greek sculptor, painter and architect, who lived in the 5th "
1431 "century BC, and is commonly regarded as one of the greatest of all sculptors"
1432 " of Classical Greece: Phidias' Statue of Zeus at Olympia was one of the "
1433 "Seven Wonders of the Ancient World. Phidias designed the statues of the "
1434 "goddess Athena on the Athenian Acropolis, namely the Athena Parthenos inside"
1435 " the Parthenon and the Athena Promachos, a colossal bronze statue of Athena "
1436 "which stood between it and the Propylaea, a monumental gateway that served "
1437 "as the entrance to the Acropolis in Athens."
1440 #: simulation/data/technologies/pheidian_workshop.json
1441 msgid "Temples and Wonder −50% stone cost and build time."
1444 #: simulation/data/technologies/poison_arrows.json
1445 msgid "Poison Arrows"
1448 #: simulation/data/technologies/poison_arrows.json
1449 msgid "Ranged Soldiers +20% attack damage."
1452 #: simulation/data/technologies/poison_blades.json
1453 msgid "Poison Blades"
1456 #: simulation/data/technologies/poison_blades.json
1457 msgid "Melee Soldiers +20% attack damage."
1460 #: simulation/data/technologies/pop_house_01.json
1464 #: simulation/data/technologies/pop_house_01.json
1468 #: simulation/data/technologies/pop_house_01.json
1472 #: simulation/data/technologies/pop_house_01.json
1474 "Home gardens ranged from simple fenced-in areas to large manicured and "
1475 "colonnaded enclosures."
1478 #: simulation/data/technologies/pop_house_01.json
1482 #: simulation/data/technologies/pop_house_01.json
1483 #: simulation/data/technologies/pop_house_02.json
1484 msgid "Houses +20% population bonus."
1487 #: simulation/data/technologies/pop_house_02.json
1491 #: simulation/data/technologies/pop_house_02.json
1495 #: simulation/data/technologies/pop_house_02.json
1497 "Homes tended to expand as the wealth and population of a settlement grew."
1500 #: simulation/data/technologies/reformed_army_sele.json
1504 #: simulation/data/technologies/reformed_army_sele.json
1505 msgid "The Roman-style core of the Seleucid army."
1508 #: simulation/data/technologies/reformed_army_sele.json
1509 msgid "Unlock the Champion Infantry Swordsman."
1512 #: simulation/data/technologies/roman_reforms.json
1513 msgid "Marian Reforms"
1516 #: simulation/data/technologies/roman_reforms.json
1518 "Regularize the army into a professional, organized force. The Marian reforms"
1519 " were a series of military reforms in the last century BC attributed to "
1520 "Gaius Marius involving the abolition of citzen cavalry, equipment changes, "
1521 "and standardization of the heavy infantry unit: the Legionary."
1524 #: simulation/data/technologies/roman_reforms.json
1526 "Convert Infantry to Marian Legionaries, Cavalry to Auxiliary Cavalry, unlock"
1527 " Onagers and Centurions, but lose access to Spear Cavalry and Italic Heavy "
1531 #: simulation/data/technologies/roman_roads.json
1535 #: simulation/data/technologies/roman_roads.json
1536 msgid "Viae Romanum"
1539 #: simulation/data/technologies/roman_roads.json
1540 msgid "All roads lead to Rome."
1543 #: simulation/data/technologies/roman_roads.json
1544 msgid "All Land Units +5% movement speed."
1547 #: simulation/data/technologies/serapis_cult.json
1548 msgid "Serapis Cult"
1551 #: simulation/data/technologies/serapis_cult.json
1553 "The cult of Serapis was introduced during the 3rd century BC on the orders "
1554 "of Ptolemy I of Egypt as a means to unify the Greeks and Egyptians in his "
1555 "realm. The god was depicted as Greek in appearance, but with Egyptian "
1556 "trappings, and combined iconography from a great many cults, signifying both"
1557 " abundance and resurrection. A serapeion was any temple or religious "
1558 "precinct devoted to Serapis. The cult of Serapis was spread as a matter of "
1559 "deliberate policy by the Ptolemaic kings, who also built an immense serapeum"
1563 #: simulation/data/technologies/serapis_cult.json
1564 msgid "+2.0 metal trickle per second."
1567 #: simulation/data/technologies/ship_capture_resistance.json
1571 #: simulation/data/technologies/ship_capture_resistance.json
1572 msgid "Marines were a vital part of ship defense and offense."
1575 #: simulation/data/technologies/ship_capture_resistance.json
1576 msgid "All Warships +40% capture resistance."
1579 #: simulation/data/technologies/ship_capture_resistance.json
1583 #: simulation/data/technologies/ship_cost_time.json
1584 msgid "Naval Architects"
1587 #: simulation/data/technologies/ship_cost_time.json
1588 msgid "Ships −20% construction time."
1591 #: simulation/data/technologies/ship_health.json
1592 msgid "Reinforced Hull"
1595 #: simulation/data/technologies/ship_health.json
1596 msgid "Wooden reinforcement beams for ship hulls."
1599 #: simulation/data/technologies/ship_health.json
1600 msgid "Ships +25% health, but −10% speed."
1603 #: simulation/data/technologies/ship_movement_speed.json
1604 msgid "Experienced Crews"
1607 #: simulation/data/technologies/ship_movement_speed.json
1609 "Train your oarsmen and sailors to move more efficiently and speed up your "
1613 #: simulation/data/technologies/ship_movement_speed.json
1614 msgid "Ships +10% movement speed."
1617 #: simulation/data/technologies/ship_vision.json
1621 #: simulation/data/technologies/ship_vision.json
1623 "Lookouts aboard ship were important for sighting land, spotting navigational"
1624 " hazards, and directing fire in battle."
1627 #: simulation/data/technologies/ship_vision.json
1629 "Ships and Boats +10% vision range; Scout Ships an additional +25% vision "
1630 "range. Unlocks “Exploration” for the Carthaginians and Han Chinese."
1633 #: simulation/data/technologies/ship_vision.json
1637 #: simulation/data/technologies/siege_attack.json
1638 msgid "Advanced Siege"
1641 #: simulation/data/technologies/siege_attack.json
1642 msgid "Advanced technologies improve siege efficiency."
1645 #: simulation/data/technologies/siege_attack.json
1646 msgid "Siege Engines +25% attack crush damage."
1649 #: simulation/data/technologies/siege_bolt_accuracy.json
1650 msgid "Bolt Accuracy"
1653 #: simulation/data/technologies/siege_bolt_accuracy.json
1654 msgid "Improvement to projectile accuracy."
1657 #: simulation/data/technologies/siege_bolt_accuracy.json
1658 msgid "Bolt Shooters −20% ranged attack spread."
1661 #: simulation/data/technologies/siege_cost_time.json
1665 #: simulation/data/technologies/siege_cost_time.json
1666 msgid "The science or craft of laying or carrying out sieges."
1669 #: simulation/data/technologies/siege_cost_time.json
1670 msgid "Siege Engines −20% construction time."
1673 #: simulation/data/technologies/siege_health.json
1674 msgid "Armor Plating"
1677 #: simulation/data/technologies/siege_health.json
1679 "Cover the exterior with iron plates to protect against fire and projectiles."
1682 #: simulation/data/technologies/siege_health.json
1683 msgid "Battering Rams and Siege Towers +25% health."
1686 #: simulation/data/technologies/siege_pack_unpack.json
1687 msgid "Military Engineers"
1690 #: simulation/data/technologies/siege_pack_unpack.json
1691 msgid "Military engineers are responsible for improvements in siege engines."
1694 #: simulation/data/technologies/siege_pack_unpack.json
1695 msgid "Siege Engines –40% pack and unpack time."
1698 #: simulation/data/technologies/silk_road.json
1702 #: simulation/data/technologies/silk_road.json
1703 msgid "Traders +20% international trade bonus."
1706 #: simulation/data/technologies/silvershields.json
1707 msgid "Silver Shields Regiment"
1710 #: simulation/data/technologies/silvershields.json
1712 "The Silver Shields, or Argyraspidai, were the elite heavy infantry arm of "
1713 "the Macedonian army."
1716 #: simulation/data/technologies/silvershields.json
1718 "Upgrade Shield Bearer Champion Infantry to Silver Shields, with more health "
1719 "and attack damage."
1722 #: simulation/data/technologies/soldier_attack_melee_01.json
1726 #: simulation/data/technologies/soldier_attack_melee_01.json
1730 #: simulation/data/technologies/soldier_attack_melee_01.json
1732 "Often, a soldier would carry a secondary weapon in addition to his primary "
1733 "weapon of choice, to be drawn when the primary weapon has failed or been "
1737 #: simulation/data/technologies/soldier_attack_melee_01.json
1741 #: simulation/data/technologies/soldier_attack_melee_01.json
1742 #: simulation/data/technologies/soldier_attack_melee_02.json
1743 msgid "Soldiers +15% melee attack damage."
1746 #: simulation/data/technologies/soldier_attack_melee_02.json
1747 msgid "Iron Weapons"
1750 #: simulation/data/technologies/soldier_attack_melee_02.json
1751 msgid "Using iron instead of bronze gave weapons additional power."
1754 #: simulation/data/technologies/soldier_attack_melee_03.json
1755 msgid "Carburization"
1758 #: simulation/data/technologies/soldier_attack_melee_03.json
1760 "By adding a small amount of carbon during the iron smelting process, a "
1761 "stronger material, steel, can be forged."
1764 #: simulation/data/technologies/soldier_attack_melee_03.json
1765 msgid "Soldiers +20% melee attack damage."
1768 #: simulation/data/technologies/soldier_attack_melee_03_variant.json
1769 msgid "Steel Working"
1772 #: simulation/data/technologies/soldier_attack_melee_03_variant.json
1776 #: simulation/data/technologies/soldier_attack_melee_03_variant.json
1777 msgid "Toledo Steel"
1780 #: simulation/data/technologies/soldier_attack_melee_03_variant.json
1782 "Secret steel working techniques give sword blades distinctive and beautiful "
1783 "markings. Not only that, but the steel's hardness is unparalleled."
1786 #: simulation/data/technologies/soldier_attack_melee_03_variant.json
1788 "Soldiers +20% melee attack damage. Swordsmen get an additional +20% bonus."
1791 #: simulation/data/technologies/soldier_attack_ranged_01.json
1792 msgid "Improved Fletching"
1795 #: simulation/data/technologies/soldier_attack_ranged_01.json
1797 "Improving the fletching of arrows increases their stability and speed, and "
1798 "thus their penetration."
1801 #: simulation/data/technologies/soldier_attack_ranged_01.json
1802 #: simulation/data/technologies/soldier_attack_ranged_02.json
1803 msgid "Soldiers +15% ranged attack damage."
1806 #: simulation/data/technologies/soldier_attack_ranged_02.json
1807 msgid "Iron Arrowheads"
1810 #: simulation/data/technologies/soldier_attack_ranged_02.json
1811 msgid "Projectile points made of iron enable missiles to penetrate deeper."
1814 #: simulation/data/technologies/soldier_attack_ranged_03.json
1815 msgid "Trilobate Arrowheads"
1818 #: simulation/data/technologies/soldier_attack_ranged_03.json
1819 msgid "Arrowheads with three lobes instead of two inflict larger wounds."
1822 #: simulation/data/technologies/soldier_attack_ranged_03.json
1823 msgid "Soldiers +20% ranged attack damage."
1826 #: simulation/data/technologies/soldier_ranged_experience.json
1827 msgid "Ranged Soldiers +25% promotion experience."
1830 #: simulation/data/technologies/soldier_resistance_hack_01.json
1831 msgid "Quilted Body Armor"
1834 #: simulation/data/technologies/soldier_resistance_hack_01.json
1835 msgid "Body armor made from quilted wool, linen, cotton, or leather."
1838 #: simulation/data/technologies/soldier_resistance_hack_01.json
1842 #: simulation/data/technologies/soldier_resistance_hack_01.json
1843 #: simulation/data/technologies/soldier_resistance_hack_02.json
1844 msgid "Soldiers +1 hack resistance."
1847 #: simulation/data/technologies/soldier_resistance_hack_02.json
1848 msgid "Laminated Linen Body Armor"
1851 #: simulation/data/technologies/soldier_resistance_hack_02.json
1852 msgid "Body armor made from laminated linen."
1855 #: simulation/data/technologies/soldier_resistance_hack_02.json
1859 #: simulation/data/technologies/soldier_resistance_hack_03.json
1860 msgid "Mail Body Armor"
1863 #: simulation/data/technologies/soldier_resistance_hack_03.json
1864 msgid "Body armor made of small metal rings linked together."
1867 #: simulation/data/technologies/soldier_resistance_hack_03.json
1868 msgid "Soldiers +2 hack resistance."
1871 #: simulation/data/technologies/soldier_resistance_pierce_01.json
1872 msgid "Wooden Shield"
1875 #: simulation/data/technologies/soldier_resistance_pierce_01.json
1877 "Wooden shields are heavier but much better able to resist projectiles and "
1878 "blows than wicker-frame shields."
1881 #: simulation/data/technologies/soldier_resistance_pierce_01.json
1882 #: simulation/data/technologies/soldier_resistance_pierce_02.json
1883 msgid "Soldiers +1 pierce resistance."
1886 #: simulation/data/technologies/soldier_resistance_pierce_02.json
1890 #: simulation/data/technologies/soldier_resistance_pierce_02.json
1891 msgid "Strengthen shields with a metal rim or spine."
1894 #: simulation/data/technologies/soldier_resistance_pierce_03.json
1895 msgid "Improved Shield Alloys"
1898 #: simulation/data/technologies/soldier_resistance_pierce_03.json
1899 msgid "Strengthen shields further with stronger metal alloys."
1902 #: simulation/data/technologies/soldier_resistance_pierce_03.json
1903 msgid "Soldiers +2 pierce resistance."
1906 #: simulation/data/technologies/spy_counter.json
1907 msgid "Counterintelligence"
1910 #: simulation/data/technologies/spy_counter.json
1911 msgid "Recruit a network of informants to watch over your people."
1914 #: simulation/data/technologies/spy_counter.json
1915 msgid "Make your units 50% more expensive to bribe."
1918 #: simulation/data/technologies/stable_batch_training.json
1920 "Decreases training time of cavalry if they are trained in batches or squadrons. Large batches will benefit more than small batches.\n"
1921 "In mathematical terms: The training time of one batch gets divided by `batchSize^0.1`."
1924 #: simulation/data/technologies/stable_batch_training.json
1925 msgid "Decrease batch training time of units trained in Stables."
1928 #: simulation/data/technologies/subterranean_aqueducts.json
1929 msgid "Subterranean Aqueducts"
1932 #: simulation/data/technologies/subterranean_aqueducts.json
1936 #: simulation/data/technologies/subterranean_aqueducts.json
1938 "Qanāt or Kārēz, a network of underground aqueducts connected to the yakhchal"
1942 #: simulation/data/technologies/subterranean_aqueducts.json
1943 msgid "Ice House +1 trickle food rate per second."
1946 #: simulation/data/technologies/tower_crenellations.json
1947 msgid "Crenellations"
1950 #: simulation/data/technologies/tower_crenellations.json
1952 "Crenellations on the battlements allow soldiers wider range of fire in "
1956 #: simulation/data/technologies/tower_crenellations.json
1957 msgid "Sentry and Stone Towers +40% more arrows per garrisoned Soldier."
1960 #: simulation/data/technologies/tower_health.json
1961 msgid "Sturdy Foundations"
1964 #: simulation/data/technologies/tower_health.json
1965 msgid "Reinforce the foundations in preparation of an attack."
1968 #: simulation/data/technologies/tower_health.json
1969 msgid "Towers +25% health."
1972 #: simulation/data/technologies/tower_murderholes.json
1973 msgid "Murder Holes"
1976 #: simulation/data/technologies/tower_murderholes.json
1977 msgid "Murder holes allow hitting enemies at the foot of the tower."
1980 #: simulation/data/technologies/tower_murderholes.json
1981 msgid "Sentry and Stone Towers have 0 minimum attack range."
1984 #: simulation/data/technologies/tower_range.json
1985 msgid "Arrow Shooters"
1988 #: simulation/data/technologies/tower_range.json
1989 msgid "Arrow shooters increase the maximum range of the fire arrows."
1992 #: simulation/data/technologies/tower_range.json
1993 msgid "Sentry and Stone Towers +8 attack range."
1996 #: simulation/data/technologies/tower_watch.json
2000 #: simulation/data/technologies/tower_watch.json
2004 #: simulation/data/technologies/tower_watch.json
2008 #: simulation/data/technologies/tower_watch.json
2009 msgid "A night's watch increases vigilance."
2012 #: simulation/data/technologies/tower_watch.json
2013 msgid "Sentry and Stone Towers +1 default arrow count."
2016 #: simulation/data/technologies/tower_watch.json
2017 msgid "Nyktophylakes"
2020 #: simulation/data/technologies/trade_commercial_treaty.json
2021 msgid "Commercial Treaty"
2024 #: simulation/data/technologies/trade_commercial_treaty.json
2025 msgid "Improve the international trading profit."
2028 #: simulation/data/technologies/trade_commercial_treaty.json
2029 msgid "Traders +10% trade profit between allies."
2032 #: simulation/data/technologies/trade_gain_01.json
2036 #: simulation/data/technologies/trade_gain_01.json
2037 #: simulation/data/technologies/trade_gain_02.json
2038 msgid "The progress in handicraft improves the trading profit."
2041 #: simulation/data/technologies/trade_gain_01.json
2042 #: simulation/data/technologies/trade_gain_02.json
2043 msgid "Traders +15% trade gain."
2046 #: simulation/data/technologies/trade_gain_02.json
2047 msgid "Advanced Handicraft"
2050 #: simulation/data/technologies/trader_health.json
2051 msgid "Trade Caravan"
2054 #: simulation/data/technologies/trader_health.json
2055 msgid "Traders traveling together in caravans are less vulnerable."
2058 #: simulation/data/technologies/trader_health.json
2059 msgid "Land Traders +50% health."
2062 #: simulation/data/technologies/traditional_army_sele.json
2063 msgid "Traditional Army"
2066 #: simulation/data/technologies/traditional_army_sele.json
2067 msgid "The Macedonian-style core of the Seleucid army."
2070 #: simulation/data/technologies/traditional_army_sele.json
2071 msgid "Unlock the Champion Infantry Pikeman."
2074 #: simulation/data/technologies/tyrtean_paeans.json
2075 msgid "Tyrtean Paeans"
2078 #: simulation/data/technologies/tyrtean_paeans.json
2080 "Paeans were battle hymns that were sung by the Hoplites when they charged "
2081 "the enemy lines. One of the first known Paeans was composed by Tirteus, a "
2082 "warrior poet of Sparta, during the First Messenian War."
2085 #: simulation/data/technologies/tyrtean_paeans.json
2086 msgid "Champion Hoplites +10% movement speed."
2089 #: simulation/data/technologies/unit_advanced.json
2091 "Advanced and Elite units +20% training time, +25% health, +0.7 capture "
2092 "attack strength, +20% loot, and −30% gather speed; Healers +5 healing "
2093 "strength and +3 healing range; Melee units +1 resistance and +20% attack "
2094 "damage; Ranged units −20% spread."
2097 #: simulation/data/technologies/unit_elite.json
2099 "Elite units +20% training time, +25% health, +0.8 capture attack strength, "
2100 "+20% loot, and −30% gather speed; Healers +5 healing strength and +3 healing"
2101 " range; Melee units +1 resistance and +20% attack damage; Ranged units −20% "
2105 #: simulation/data/technologies/unlock_champion_cavalry.json
2106 msgid "Unlock Champion Cavalry"
2109 #: simulation/data/technologies/unlock_champion_cavalry.json
2110 msgid "Unlock Champion Cavalry at the Stable."
2113 #: simulation/data/technologies/unlock_champion_cavalry.json
2114 #: simulation/data/technologies/unlock_champion_chariots.json
2115 #: simulation/data/technologies/unlock_champion_infantry.json
2117 "Guard units (Champions) are professionals who wield the best weapons and "
2118 "have the best training."
2121 #: simulation/data/technologies/unlock_champion_chariots.json
2122 msgid "Unlock Champion Chariots"
2125 #: simulation/data/technologies/unlock_champion_chariots.json
2126 msgid "Unlock Champion Chariots at the Stable."
2129 #: simulation/data/technologies/unlock_champion_infantry.json
2130 msgid "Unlock Champion Infantry"
2133 #: simulation/data/technologies/unlock_champion_infantry.json
2134 msgid "Regio Cohors"
2137 #: simulation/data/technologies/unlock_champion_infantry.json
2138 msgid "Unlock Champions Infantry at the Barracks."
2141 #: simulation/data/technologies/unlock_champion_infantry.json
2145 #: simulation/data/technologies/unlock_females_house.json
2146 msgid "Fertility Festival"
2149 #: simulation/data/technologies/unlock_females_house.json
2153 #: simulation/data/technologies/unlock_females_house.json
2154 msgid "A festival attended by women-only, to celebrate female fertility."
2157 #: simulation/data/technologies/unlock_females_house.json
2158 msgid "Unlock the ability to train women from houses."
2161 #: simulation/data/technologies/unlock_females_house.json
2162 msgid "Thesmophoria"
2165 #: simulation/data/technologies/unlock_neodamodes.json
2166 msgid "Unlock Neodamodes"
2169 #: simulation/data/technologies/unlock_neodamodes.json
2171 "In ancient Sparta, the Helots who were freed by the state in reward for "
2172 "military service were known as Neodamodes."
2175 #: simulation/data/technologies/unlock_neodamodes.json
2176 msgid "Unlock the ability to train Spearman Neodamodes at the Barracks."
2179 #: simulation/data/technologies/unlock_shared_dropsites.json
2183 #: simulation/data/technologies/unlock_shared_dropsites.json
2185 "The extension of trade leads to the permanent establishment of storekeepers "
2186 "and their families in foreign countries, allowing them to exploit the wealth"
2187 " of these countries."
2190 #: simulation/data/technologies/unlock_shared_dropsites.json
2191 msgid "Requires three Traders"
2194 #: simulation/data/technologies/unlock_shared_dropsites.json
2195 msgid "Allows using allied dropsites."
2198 #: simulation/data/technologies/unlock_shared_los.json
2202 #: simulation/data/technologies/unlock_shared_los.json
2204 "By means of trading and travelling people explored beyond the boundaries of "
2205 "their lands and drew maps of it in order to share and memorize their "
2209 #: simulation/data/technologies/unlock_shared_los.json
2211 "See what your allies see, browse their summary and check their resources and"
2212 " population count in the top panel."
2215 #: simulation/data/technologies/unlock_spies.json
2219 #: simulation/data/technologies/unlock_spies.json
2221 "Merchants' first goal was trading, but they also gathered information about "
2222 "the countries they crossed."
2225 #: simulation/data/technologies/unlock_spies.json
2227 "Allows bribing the units of other players in order to share their vision."
2230 #: simulation/data/technologies/upgrade_rank_advanced_mercenary.json
2231 msgid "Expertise In War"
2234 #: simulation/data/technologies/upgrade_rank_advanced_mercenary.json
2235 msgid "Hire professional mercenaries to fight in your army."
2238 #: simulation/data/technologies/upgrade_rank_advanced_mercenary.json
2239 msgid "Mercenaries start at Advanced rank."
2242 #: simulation/data/technologies/warship_arrow_attack.json
2243 msgid "Naval Oxybeles"
2246 #: simulation/data/technologies/warship_arrow_attack.json
2247 msgid "Mounting bolt shooters onto ships helped give added firepower."
2250 #: simulation/data/technologies/warship_arrow_attack.json
2251 msgid "Arrow Ships +10 crush attack damage and +10% attack range."
2254 #: simulation/data/technologies/warship_fireship_attack.json
2255 msgid "Burning Pitch"
2258 #: simulation/data/technologies/warship_fireship_attack.json
2260 "Pitch can be made from petroleum, coal tar, or pine tar. It can be used to "
2261 "help seal the hulls of boats as well as assist in igniting enemy ships."
2264 #: simulation/data/technologies/warship_fireship_attack.json
2265 msgid "Unlocked in City Phase. Requires “Naval Construction.”"
2268 #: simulation/data/technologies/warship_fireship_attack.json
2269 msgid "Fire Ships +25% health and +25% attack damage."
2272 #: simulation/data/technologies/warship_health.json
2273 msgid "Undergirding Cables"
2276 #: simulation/data/technologies/warship_health.json
2277 msgid "The hypozomata brace the structure of a ship."
2280 #: simulation/data/technologies/warship_health.json
2281 msgid "Unlocked in City Phase. Requires “Ship Cladding.”"
2284 #: simulation/data/technologies/warship_health.json
2285 msgid "Arrow Ships and Ramming Ships +25% health."
2288 #: simulation/data/technologies/warship_health.json
2292 #: simulation/data/technologies/warship_ramming_attack.json
2296 #: simulation/data/technologies/warship_ramming_attack.json
2297 msgid "A bronze beak at the prow of the ship, used for ramming enemy ships."
2300 #: simulation/data/technologies/warship_ramming_attack.json
2301 msgid "Unlocked in City Phase. Requires “Flanking Maneuvers.”"
2304 #: simulation/data/technologies/warship_ramming_attack.json
2305 msgid "Ramming Ships +30% attack damage."
2308 #: simulation/data/technologies/warship_ramming_attack.json
2312 #: simulation/data/technologies/warship_ramming_speed.json
2313 msgid "Flanking Maneuvers"
2316 #: simulation/data/technologies/warship_ramming_speed.json
2318 "The flanking maneuver was attempted in order to position the ship for a "
2319 "successful ram. To pull this off in the chaos of a sea battle, a ship's crew"
2320 " needed to be highly trained and well-motivated."
2323 #: simulation/data/technologies/warship_ramming_speed.json
2324 msgid "Ramming Ships +25% speed and acceleration. Unlocks “Bronze Rams.”"
2327 #: simulation/data/technologies/warship_ramming_speed.json
2331 #: simulation/data/technologies/warship_ranged_attack.json
2332 msgid "Flaming Projectiles"
2335 #: simulation/data/technologies/warship_ranged_attack.json
2337 "Flaming munitions were very useful against wooden targets such as ships."
2340 #: simulation/data/technologies/warship_ranged_attack.json
2341 msgid "Unlocked in City Phase. Requires “Naval Ballistae.”"
2344 #: simulation/data/technologies/warship_ranged_attack.json
2345 msgid "Ranged Warships +10% attack damage."
2348 #: simulation/data/technologies/warship_resistance.json
2349 msgid "Ship Cladding"
2352 #: simulation/data/technologies/warship_resistance.json
2353 msgid "Armor for the flanks of a warship."
2356 #: simulation/data/technologies/warship_resistance.json
2358 "Warships +1 pierce and crush armor. Unlocks “Undergirding Cables” for some "
2362 #: simulation/data/technologies/warship_siege_attack.json
2363 msgid "Naval Ballistae"
2366 #: simulation/data/technologies/warship_siege_attack.json
2367 msgid "Mounting stronger catapults onto ships helped give added firepower."
2370 #: simulation/data/technologies/warship_siege_attack.json
2371 msgid "Siege Ships +20% attack range and vision range."
2374 #: simulation/data/technologies/wonder_population_cap.json
2375 msgid "Glorious Expansion"
2378 #: simulation/data/technologies/wonder_population_cap.json
2379 msgid "The wonder attracts many more people to your civilization."
2382 #: simulation/data/technologies/wonder_population_cap.json
2384 "Enable the “Glorious Expansion” aura: +20% maximum population limit per "
2388 #: simulation/data/technologies/wonder_population_cap.json