freeciv 1.9.0 - en to unknown language translation catalogue (40 entries)

en:  - A railroad increases the shield resources produced by a square by 50%.  (Depending on server options, railroads may also increase food and trade resources, or may increase shield resources by an amount other than 50%.)
target:  - A railway increases the shield resources produced by a square by 50%.  (Depending on server options, railways may also increase food and trade resources, or may increase shield resources by an amount other than 50%.)

en:  - Units expend no movement points when moving along a railroad. You may ride a railroad indefinitely.
target:  - Units expend no movement points when moving along a railway. You may ride a railway indefinitely.

en:  - farmland
     - irrigation
     - mining
     - a fortress
     - an airbase
     - a railroad
     - a road
target:  - farmland
     - irrigation
     - mining
     - a fortress
     - an airbase
     - a railway
     - a road

en: ?plural:Dunedan
target: Dúnedan

en: Allows %s to upgrade roads to railroads.
target: Allows %s to upgrade roads to railways.

en: Any terrain type (except Ocean) may have a River on it.  A River adds 1 trade to the resources produced by that tile.  It also increases a tile's defense factor by 50%.  Finally, land units may move along a River (but not diagonally); movement along a River costs only 1/3 of a movement point.
    
    Roads and railroads can only be built on River squares if your civilization has learned Bridge Building technology.
target: Any terrain type (except Ocean) may have a River on it.  A River adds 1 trade to the resources produced by that tile.  It also increases a tile's defense factor by 50%.  Finally, land units may move along a River (but not diagonally); movement along a River costs only 1/3 of a movement point.
    
    Roads and railways can only be built on River squares if your civilization has learned Bridge Building technology.

en: Armor
target: Armour

en: Auto Center on Combat
target: Auto Centre on Combat

en: Auto Center on Units
target: Auto Centre on Units

en: Build _Railroad
target: Build _Railway

en: Building a recycling center reduces the amount of pollution generated by production in a city by 66%.
target: Building a recycling centre reduces the amount of pollution generated by production in a city by 66%.

en: Center
target: Centre

en: Center View
target: Centre View

en: Center map when Popup city
target: Centre map when Popup city

en: Dishonorable
target: Dishonourable

en: Dunedain
target: Dúnedain

en: Game: %s canceled the meeting!
target: Game: %s cancelled the meeting!

en: Game: New hope sweeps like fire through the country as the discovery of railroad is announced.
          Workers spontaneously gather and upgrade all cities with railroads.
target: Game: New hope sweeps like fire through the country as the invention of railways is announced.
          Workers spontaneously gather and upgrade all cities with railways.

en: Game: The %s don't have the promised amount of gold! Treaty canceled!
target: Game: The %s don't have the promised amount of gold! Treaty cancelled!

en: Game: The people are pleased to hear that your scientists finally know about railroads.
          Workers spontaneously gather and upgrade all cities with railroads.
target: Game: The people are pleased to hear that your scientists finally know about railways.
          Workers spontaneously gather and upgrade all cities with railways.

en: Game: The people in %s are stunned by your technological insight!
          Workers spontaneously gather and upgrade the city with railroads.
target: Game: The people in %s are stunned by your technological insight!
          Workers spontaneously gather and upgrade the city with railways.

en: Game: We Love The %s Day canceled in %s.
target: Game: We Love The %s Day cancelled in %s.

en: Honorable
target: Honourable

en: In addition to providing for fishing, Rivers make for excellent lines of communications and trade.
    
    Roads and railroads can only be built on River squares if your civilization has learned Bridge Building technology.
target: In addition to providing for fishing, Rivers make for excellent lines of communications and trade.
    
    Roads and railways can only be built on River squares if your civilization has learned Bridge Building technology.

en: Increases trade resources by 50% on all squares with roads or railroads.
target: Increases trade resources by 50% on all squares with roads or railways.

en: Keyboard:
    =========
      a: (a)uto-settler  (settler units)
      a: (a)uto-attack  (military units)
      b: (b)uild city  (settler units)
      b: help (b)uild wonder  (caravan units)
      c: (c)enter view on unit
      C: unit (c)onnect  (then left-click mouse to select destination)
      d: (d)iplomat/spy actions  (diplomat/spy units)
      D: (D)isband unit
      e: build airbas(e)  (airbase units)
      f: (f)ortify unit  (military units)
      f: build (f)ortress  (settler units)
      F: open (F)ind City dialog
      g: unit (g)oto  (then left-click mouse to select destination)
      h: change (h)omecity  (to city at current location)
      i: build (i)rrigation/farmland  (settler units; may convert terr)
      l: go/air(l)ift to city
      L: open Work(L)ists dialog
      m: build (m)ine  (settler units; may convert terrain)
      n: clean (n)uclear fallout
      N: explode (N)uclear
      o: transf(o)rm terrain
      p: clean (p)ollution  (settler units)
      p: (p)aradrop  (paratroop units)
      P: (P)illage terrain alteration
      q: unit patrol  (then left-click mouse to select destination)
      r: build (r)oad/railroad  (settler units)
      r: establish trade (r)oute  (caravan units)
      R: incite a (R)evolution
      s: (s)entry unit
      t: show (t)iles city is using  (mouse over or near city)
      T: open (T)ax/Lux/Sci Rates dialog
      u: (u)nload boat
      w: (w)ait until later in turn
      W: (W)ake up other units on tile
      x: auto-e(x)plore
    
      1: move south-west                  F1: open City Report
      2: move south                       F2: open Unit Report
      3: move south-east                  F3: open Players dialog
      4: move west                        F5: open Economy Report
      5: focus on next unit               F6: open Science Report
      6: move east                        F7: open World Wonders
      7: move north-west                  F8: open Top Five Cities
      8: move north                      F10: open Messages dialog
      9: move north-east                 F11: open Demographics
                                         F12: open Spaceship
    
      arrows: move unit            Control-g: grid lines on/off
       space: unit stay put        Control-n: city names on/off
         tab: focus on next unit   Control-p: city production on/off
      return: turn done
target: Keyboard:
    =========
      a: (a)uto-settler  (settler units)
      a: (a)uto-attack  (military units)
      b: (b)uild city  (settler units)
      b: help (b)uild wonder  (caravan units)
      c: (c)entre view on unit
      C: unit (c)onnect  (then left-click mouse to select destination)
      d: (d)iplomat/spy actions  (diplomat/spy units)
      D: (D)isband unit
      e: build airbas(e)  (airbase units)
      f: (f)ortify unit  (military units)
      f: build (f)ortress on tile  (settler units)
      F: open (F)ind City dialog
      g: unit (g)oto  (then left-click mouse to select destination)
      h: change (h)omecity  (to city at current location)
      i: build (i)rrigation/farmland  (settler units; may convert terr)
      l: go/air(l)ift to city
      L: open Work(L)ists dialog
      m: build (m)ine  (settler units; may convert terrain)
      n: clean (n)uclear fallout
      N: explode (N)uclear
      o: transf(o)rm terrain
      p: clean (p)ollution  (settler units)
      p: (p)aradrop  (paratroop units)
      P: (P)illage terrain alteration
      q: unit patrol  (then left-click mouse to select destination)
      r: build (r)oad/railway  (settler units)
      r: establish trade (r)oute  (caravan units)
      R: incite a (R)evolution
      s: (s)entry unit
      t: show (t)iles city is using  (mouse over or near city)
      T: open (T)ax/Lux/Sci Rates dialog
      u: (u)nload boat
      w: (w)ait until later in turn
      W: (W)ake up other units on tile
      x: auto-e(x)plore
    
      1: move south-west                  F1: open City Report
      2: move south                       F2: open Unit Report
      3: move south-east                  F3: open Players dialog
      4: move west                        F5: open Economy Report
      5: focus on next unit               F6: open Science Report
      6: move east                        F7: open World Wonders
      7: move north-west                  F8: open Top Five Cities
      8: move north                      F10: open Messages dialog
      9: move north-east                 F11: open Demographics
                                         F12: open Spaceship
    
      arrows: move unit            Control-g: grid lines on/off
       space: unit stay put        Control-n: city names on/off
         tab: focus on next unit   Control-p: city production on/off
      return: turn done

en: Land units move on land, and suffer the movement effects of terrain, but benefit from roads and railroads.  They cannot move on ocean squares except when carried by an appropriate sea unit.  When at sea, they cannot attack or defend for themselves, but rely on the sea unit carrying them.  Land units are the only units subject to zones of control.  On land, land units can fortify to get a 50% defensive bonus; land units in cities automatically get this bonus, whether fortified or not.  When a land unit successfully attacks a city without City Walls, the city is reduced by one population point.  Land units with zero attack strength are non-military units: they require no upkeep, have no happiness effects, and cannot attack enemy units or capture enemy cities.
target: Land units move on land, and suffer the movement effects of terrain, but benefit from roads and railways.  They cannot move on ocean squares except when carried by an appropriate sea unit.  When at sea, they cannot attack or defend for themselves, but rely on the sea unit carrying them.  Land units are the only units subject to zones of control.  On land, land units can fortify to get a 50% defensive bonus; land units in cities automatically get this bonus, whether fortified or not.  When a land unit successfully attacks a city without City Walls, the city is reduced by one population point.  Land units with zero attack strength are non-military units: they require no upkeep, have no happiness effects, and cannot attack enemy units or capture enemy cities.

en: Mouse:
    ======
      Left-click:  (on city):  Pop up city window
                   (on unit):  Activate unit
      Center-click or
         Control-right-click:  Show tile info
      Right-click:             Center tile in view
      Shift-click:             Adjust city workers from main map
target: Mouse:
    ======
      Left-click:  (on city):  Pop up city window
                   (on unit):  Activate unit
      Centre-click or
         Control-right-click:  Show tile info
      Right-click:             Centre tile in view
      Shift-click:             Adjust city workers from main map

en: Only color displays are supported for now...
target: Only colour displays are supported for now...

en: Private colormap ran out of entries -  exiting.
target: Private colourmap ran out of entries -  exiting.

en: Railroad
target: Railway

en: Ran out of colors -  trying with a private colormap.
target: Ran out of colours -  trying with a private colourmap.

en: Recycling Center
target: Recycling Centre

en: Roads and railroads can be built on any square except Ocean.  (To build a road or railroad on a River square, though, you must know Bridge Building.)  Roads and railroads allow your units to move more quickly, and they increase the resources produced in cities.
target: Roads and railways can be built on any square except Ocean.  (To build a road or railway on a River square, though, you must know Bridge Building.)  Roads and railways allow your units to move more quickly, and they increase the resources produced in cities.

en: Settlers are one of the key units in the game.  They can be used to found new cities, irrigate land, build roads, railroads, fortresses and mines, and clean up pollution and nuclear fallout.  Upkeep for Settlers is in food as well as production, and a Settler can die if its supporting city runs out of food.
    
    Settlers may work together to decrease the amount of time required for long projects.  If two or more Settlers are both working on the same task in the same square, their efforts will be added together each turn until the task is finished.  Be careful not to dedicate too many workers to one task, though; excess effort can be wasted, and a group of Settlers is highly vulnerable to enemy attacks.
target: Settlers are one of the key units in the game.  They can be used to found new cities, irrigate land, build roads, railways, fortresses and mines, and clean up pollution and nuclear fallout.  Upkeep for Settlers is in food as well as production, and a Settler can die if its supporting city runs out of food.
    
    Settlers may work together to decrease the amount of time required for long projects.  If two or more Settlers are both working on the same task in the same square, their efforts will be added together each turn until the task is finished.  Be careful not to dedicate too many workers to one task, though; excess effort can be wasted, and a group of Settlers is highly vulnerable to enemy attacks.

en: Settlers are one of the key units in the game.  They can be used to found new cities, irrigate land, build roads, railroads, fortresses, airbases and mines, and clean up pollution and nuclear fallout.  Upkeep for Settlers is in food as well as production, and a Settler can die if its supporting city runs out of food.
    
    Settlers and Engineers may work together to decrease the amount of time required for long projects.  If two or more Settlers and/or Engineers are both working on the same task in the same square, their efforts will be added together each turn until the task is finished.  Be careful not to dedicate too many workers to one task, though; excess effort can be wasted, and a group of Settlers and/or Engineers is highly vulnerable to enemy attacks.
target: Setters are one of the key units in the game.  They can be used to found new cities, irrigate land, build roads, railways, fortresses, airbases and mines, and clean up pollution.  Upkeep for Settlers is in food as well as production, and a Setter can die if its supporting city runs out of food.
    
    Settlers and Engineers may work together to decrease the amount of time required for long projects.  If two or more Settlers and/or Engineers are both working on the same task in the same square, their efforts will be added together each turn until the task is finished.  Be careful not to dedicate too many workers to one task, though; excess effort can be wasted, and a group of Settlers and/or Engineers is highly vulnerable to enemy attacks.

en: Solid unit background color
target: Solid unit background colour

en: Tiles that do not have terrain alterations (farmland, irrigation, mining, fortress, airbase, railroad or road) cannot be pillaged. In addition, terrain conversions and transformations cannot be undone by pillaging.  For example, if you have irrigated a Forest tile to convert it into a Plain, pillaging will not convert it back into a Forest -- to do so, you would have to convert the tile again with a Settler or Engineer.
target: Terrain tiles that do not have alterations (farmland, irrigation, mining, fortress, airbase, railway or road) cannot be pillaged. In addition, terrain conversions and transformations cannot be undone by pillaging.  For example, if you have irrigated a Forest tile to convert it into a Plain, pillaging will not convert it back into a Forest -- to do so, you would have to convert the tile again with a Settler or Engineer.

en: Traveler's Report:
target: Traveller's Report:

en: _Center View
target: _Centre View
