651 lines
44 KiB
YAML
Executable File
651 lines
44 KiB
YAML
Executable File
l_spanish:
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city: "Ciudad"
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town: "Pueblo"
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rural_settlement: "Asentamiento rural"
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city_desc: "Además de la mismísima personificación de la civilización, una ciudad es una bulliciosa metrópolis de industria, grandes templos y bases de autoridad gubernamental que se extiende por múltiples distritos."
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town_desc: "El pueblo, un modesto asentamiento capaz de cumplir las necesidades de fabricación más básicas, marca los inicios de la vida urbana."
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rural_settlement_desc: "Un asentamiento rural es un pedazo de tierra listo para su explotación, por lo que puede incluir todo tipo de terreno, desde tierras salvajes hasta grupos de aldeas de la campiña."
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manpower: "Soldadesca"
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sailors: "Marineros"
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gold: "Ducados"
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stability: "Estabilidad"
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inflation: "Inflación"
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prestige: "Prestigio"
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war_exhaustion: "Agotamiento bélico"
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karma: "Karma"
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yanantin: "Yanantin"
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righteousness: "Rectitud"
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harmony: "Armonía"
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self_control: "Autocontrol"
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purity: "Pureza"
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honor: "Honor"
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doom: "Perdición"
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change_heir_selection: "Cambiar selección de heredero"
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change_naval_doctrine: "Cambiar doctrina naval"
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change_policy: "Adoptar [policy|el]"
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build_gravel_road: "Construir $gravel_road$"
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build_paved_road: "Construir $paved_road$"
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build_modern_road: "Construir $modern_road$"
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build_railroad: "Construir $railroad$"
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SCALING_WITH_OUR: "\nSe adapta con"
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NEWLINE_BREAK: "\n"
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DOOM_TT_TEXT: "Tenemos [CountryReligionLateralView.GetCountry.GetFixedPointCurrencyValue('doom')|W] de [doom|Vl] y cambia en [CountryReligionLateralView.GetCountry.GetModifierValue('monthly_doom')] cada mes."
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DOOM_TT_CURRENT_TEXT: "Con la [doom|Vl] en [Country.GetFixedPointCurrencyValue('doom')|W], conseguimos estos efectos:"
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SELF_CONTROL_TT_TEXT: "Tenemos [CountryReligionLateralView.GetCountry.GetFixedPointCurrencyValue('self_control')|W] de [self_control|Vl] y cambia en [CountryReligionLateralView.GetCountry.GetModifierValue('monthly_self_control')] cada mes."
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SELF_CONTROL_TT_CURRENT_TEXT: "Con el [self_control|Vl] en [Country.GetFixedPointCurrencyValue('self_control')|W], conseguimos estos efectos:"
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SELF_CONTROL_TT_IF_NEUTRAL_T: "Si tuviéramos el [self_control|Vl] entre #V -10#! y #V 10#!, conseguiríamos:"
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SELF_CONTROL_TT_IF_HIGH_T: "Si tuviéramos el [self_control|Vl] por encima de #V 10#!, conseguiríamos:"
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SELF_CONTROL_TT_IF_LOW_T: "Si tuviéramos el [self_control|Vl] por debajo de #V -10#!, conseguiríamos:"
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HARMONY_TT_TEXT: "Tenemos [CountryReligionLateralView.GetCountry.GetFixedPointCurrencyValue('harmony')|W] de [harmony|Vl] y cambia en [CountryReligionLateralView.GetCountry.GetModifierValue('monthly_harmony')] cada mes."
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HARMONY_TT_CURRENT_TEXT: "Con la [harmony|Vl] en [Country.GetFixedPointCurrencyValue('harmony')|W], conseguimos estos efectos:"
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HARMONY_TT_IF_NEUTRAL_T: "Si tuviéramos la [harmony|Vl] entre #V -10#! y #V 10#!, conseguiríamos:"
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HARMONY_TT_IF_HIGH_T: "Si tuviéramos la [harmony|Vl] por encima de #V 10#!, conseguiríamos:"
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HARMONY_TT_IF_LOW_T: "Si tuviéramos la [harmony|Vl] por debajo de #V -10#!, conseguiríamos:"
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YANANTIN_TT_TEXT: "Tenemos [CountryReligionLateralView.GetCountry.GetFixedPointCurrencyValue('yanantin')|W] de [yanantin|Vl] y cambia en [CountryReligionLateralView.GetCountry.GetModifierValue('monthly_yanantin')] cada mes."
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YANANTIN_TT_CURRENT_TEXT: "Con el [yanantin|Vl] en [Country.GetFixedPointCurrencyValue('yanantin')|W], conseguimos estos efectos:"
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YANANTIN_TT_IF_NEUTRAL_T: "Si tuviéramos el [yanantin|Vl] en #V 0#!, conseguiríamos:"
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YANANTIN_TT_IF_HIGH_T: "Si tuviéramos el [yanantin|Vl] por encima de #V 0#!, conseguiríamos:"
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YANANTIN_TT_IF_LOW_T: "Si tuviéramos el [yanantin|Vl] por debajo de #V 0#!, conseguiríamos:"
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PURITY_TT_TEXT: "Tenemos [CountryReligionLateralView.GetCountry.GetFixedPointCurrencyValue('purity')|W] de [purity|Vl] y cambia en [CountryReligionLateralView.GetCountry.GetModifierValue('monthly_purity')] cada mes."
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PURITY_TT_CURRENT_TEXT: "Con la [purity|Vl] en [Country.GetFixedPointCurrencyValue('purity')|W], conseguimos estos efectos:"
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PURITY_TT_IF_HIGH_T: "Si tuviéramos la [purity|Vl] por encima de #V 75#!, conseguiríamos:"
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PURITY_TT_IF_LOW_T: "Si tuviéramos la [purity|Vl] por debajo de #V 25#!, conseguiríamos:"
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HONOR_TT_TEXT: "Tenemos [CountryReligionLateralView.GetCountry.GetFixedPointCurrencyValue('honor')|W] de [honor|Vl] y cambia en [CountryReligionLateralView.GetCountry.GetModifierValue('monthly_honor')] cada mes."
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HONOR_TT_CURRENT_TEXT: "Con el [honor|Vl] en [Country.GetFixedPointCurrencyValue('honor')|W], conseguimos estos efectos:"
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KARMA_TT_TEXT: "Tenemos [CountryReligionLateralView.GetCountry.GetFixedPointCurrencyValue('karma')|W] de [karma|Vl] y cambia en [CountryReligionLateralView.GetCountry.GetModifierValue('monthly_karma')] cada mes."
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KARMA_TT_CURRENT_TEXT: "Con el [karma|Vl] en [Country.GetFixedPointCurrencyValue('karma')|W], conseguimos estos efectos:"
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KARMA_TT_IF_NEUTRAL_T: "Si tuviéramos el [karma|Vl] entre #V -33#! y #V 33#!, conseguiríamos:"
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KARMA_TT_IF_HIGH_T: "Si tuviéramos el [karma|Vl] por encima de #V 33#!, conseguiríamos:"
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KARMA_TT_IF_LOW_T: "Si tuviéramos el [karma|Vl] por debajo de #V -33#!, conseguiríamos:"
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RIGHTEOUSNESS_TT_TEXT: "Tenemos [Country.GetFixedPointCurrencyValue('righteousness')|W] de [righteousness|Vl] y cambia en [Country.GetModifierValue('monthly_righteousness')] cada mes."
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RIGHTEOUSNESS_TT_EFFECTS_TEXT: "Con la [righteousness|Vl] en [Country.GetFixedPointCurrencyValue('righteousness')|W], conseguimos estos efectos:"
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RIGHTEOUSNESS_TT_EFFECTS_TEXT_HIGH: "Con la [righteousness|Vl] en [Country.GetFixedPointCurrencyValue('righteousness')|W], conseguimos estos efectos:\n#V [GetAutoModifier('high_righteousness').GetName]#!:\n[Localize(ShowAutoModifierEffectForCountry(Country.Self,'righteousness'))]"
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RIGHTEOUSNESS_TT_EFFECTS_TEXT_HIGH_LOW: "Con la [righteousness|Vl] en [Country.GetFixedPointCurrencyValue('righteousness')|W], conseguimos estos efectos:\n#V [GetAutoModifier('low_righteousness').GetName]#!:\n[Localize(ShowAutoModifierEffectForCountry(Country.Self,'righteousness'))]"
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RELIGIOUS_SCHOOL_TT_CURRENT_TEXT: "Con el [ReligiousSchool.GetNameWithNoTooltip|l] como [religious_school|l], conseguimos estos efectos:"
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FROM_ESTATE_POWER: "Del [estate_power|el] del [estate|el] [ESTATE_TYPE.GetName]: $NUM|2$"
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FOREIGN_BUILDING_ENTRY: "[BUILDING.GetName] en [BUILDING.GetLocation.GetNameWithNoTooltip]: $VAL|2+=$@gold!"
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FOREIGN_BUILDING_ENTRY_EXTRA: "Y $VAL|0$ edificios más."
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FOREIGN_GOLD_BUILDINGS_T: "De edificios en el extranjero"
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FOREIGN_GOLD_BUILDINGS: "[buildings|e] en el extranjero"
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HISTORICAL_MAX_BALANCE: "#T Balance máximo#! Balance máximo en los últimos $AMOUNT$ meses."
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HISTORICAL_MIN_BALANCE: "#T Balance mínimo#! Balance mínimo en los últimos $AMOUNT$ meses."
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GET_LOAN: "#color_very_light_blue $game_concept_loan$#!"
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GET_LOAN_SIDEMENU: "Obtener préstamo"
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LOAN_TOOLTIP_T: "$game_concept_loan$"
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LOAN_TT_TEXT: "[EconomyView.GetTakeLoanInfo]\n\nTambién podríamos pedir un préstamo a la banca de un [country|el]."
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CURRENT_DEBT: "#color_very_light_blue [debt|e]#!"
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CURRENT_NUMBER_OF_LOANS: "Préstamos actuales"
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DEBT_TOOLTIP_T: "$game_concept_debt$ de [Player.GetNameWithNoTooltip]"
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DEBT_TT_TEXT: "La cantidad de [loans|el] actuales es de [Player.GetEconomy.GetNumberOfLoans|V], con una suma total de [EconomyView.GetTotalLoanDebt|2V] @gold!, incluidos los [interest|el]."
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INFLATION_TOOLTIP_T: "$game_concept_inflation$ en [Country.GetNameWithNoTooltip]"
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INFLATION_TT_TEXT: "La $game_concept_inflation$ actual es del [Country.GetCurrencyValue('inflation')|W], con una variación mensual del [EconomyView.GetInflationChange|2-=%].\n\nLa $game_concept_inflation$ incrementa todos los [prices|el] pagados en [gold|el] por nuestro [country|el]."
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INCOME_FROM_DIPLOMACY: "[diplomatic_income|e]: $VAL|<+=2$"
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INCOME_FROM_TRADE: "[trade_income|e]: $VAL|<+=2$[gold_i]"
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INCOME_FROM_FOOD: "[food|e]: $VAL|<+=2$[gold_i]"
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TAX_FROM_ESTATE: "[tax|e] al $RATE|%2V$ del estamento de [ESTATE.GetName|l]: $VAL|<+=2$[gold_i]"
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INCOME_FROM_FOREIGN_BUILDINGS: "[buildings|e] en el extranjero: $VAL|<+=2$[gold_i]"
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INCOME_FROM_SUBJECT_BUILDINGS: "[buildings|e] de [subjects|el]: $VAL|<+=2$[gold_i]"
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INCOME_FROM_LOANS: "[interest|E]: $VAL|<+=2$[gold_i]"
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EXPENSE_FROM_DIPLOMACY: "[diplomacy|e]: $VAL$"
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EXPENSE_FROM_IOS: "[international_organizations|e]: $VAL$"
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EXPENSE_FROM_LOANS: "[interest|E]: $VAL|<+=2$[gold_i]"
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EXPENSE_FROM_TRADE: "[trade_expense|e]: $VAL|<+=2$[gold_i]"
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EXPENSE_FROM_FOOD: "[food|e]: $VAL|<+=2$[gold_i]"
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EXPENSE_FROM_CULTURE: "[cultural_maintenance|e]: $VAL|<+=2$[gold_i]"
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EXPENSE_FROM_COLONIAL: "[colonial_maintenance|e]: $VAL|<+=2$[gold_i]"
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EXPENSE_FROM_DIPLO: "[diplomatic_maintenance|e]: $VAL|<+=2$[gold_i]"
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EXPENSE_FROM_COURT: "[court_maintenance|e]: $VAL|<+=2$[gold_i]"
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EXPENSE_FROM_FORT: "[fort_maintenance|e]: $VAL|<+=2$[gold_i]"
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EXPENSE_FROM_STABILITY: "[stability_investment|e]: $VAL|<+=2$[gold_i]"
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EXPENSE_FROM_UPKEEP: "[buildings|e]: $VAL|<+=2$[gold_i]"
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PRIVATEER_MAINTENANCE_COST: "[privateer_maintenance|e]: $VAL|<+=2$"
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SAILORS_FROM_POPS: "[sailors|e] de comunidades: $VAL$ [sailors_i|e]"
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MANPOWER_FROM_POPS: "[manpower|e] de comunidades: $VAL$ de [manpower_i|e]"
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MANPOWER_INCOME_WITH_BREAKDOWN: "[manpower|e] mensual: #TOOLTIP:$BREAKDOWN_TAG$ $VAL$ [manpower_i|e]#!"
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SAILORS_INCOME_WITH_BREAKDOWN: "[sailors|e] mensuales: #TOOLTIP:$BREAKDOWN_TAG$ $VAL$ [sailors_i|el]#!"
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EXPENSE_FROM_MERCENARIES: "[mercenary_expense|e]: $VAL|<+=2$[gold_i]"
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INCOME_FROM_MERCENARIES: "[mercenary_income|e]: $VAL|<+=2$[gold_i]"
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EXPENSE_FROM_SUBSIDIZE: "[subsidy_expense|e]: $VAL|<+=2$[gold_i]"
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INCOME_FROM_INFLATION: "[minting|e]: $VAL|<+=2$[gold_i]"
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EXPENSE_FROM_EXPLORATION: "Misiones de exploración: $VAL|<+=2$[gold_i]"
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EXPENSE_FROM_SUBSIDIES: "Edificios subvencionados: $VAL|<+=2$[gold_i]"
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TRADE_OVERVIEW_NON_ZERO_MERCHANTS: "Mercados con [merchant_capacity|el] [Player.GetAdjective|l]:"
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MARKET_WITH_TOTAL_MERCHANT_CAPACITY: "[MARKET.GetShortName]: [MARKET.GetMerchantTotalCapacity(Player.Self)|2+]"
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RESOURCES_FROM_LOCATIONS: "De [locations|el]: $VAL|<+=2$"
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RESOURCES_FROM_BUILDINGS: "De [buildings|el]: $VAL|<+=2$"
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army_tradition: "Tradición castrense"
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navy_tradition: "Tradición naval"
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FORMAT_CURRENCY_percent: "$VAL|2-=%$"
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FORMAT_CURRENCY_manpower: "$STR$"
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FORMAT_CURRENCY_sailors: "$STR$"
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FORMAT_CURRENCY_gold: "$VAL$"
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FORMAT_CURRENCY_inflation: "$VAL|2%$"
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FORMAT_CURRENCY_stability: "$VAL|0$"
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FORMAT_CURRENCY_war_exhaustion: "$VAL|0$"
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FORMAT_CURRENCY_prestige: "$VAL|0$"
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FORMAT_CURRENCY_army_tradition: "$VAL|2$"
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FORMAT_CURRENCY_navy_tradition: "$VAL|2$"
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FORMAT_CURRENCY_legitimacy: "$VAL|0$"
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FORMAT_CURRENCY_republican_tradition: "$VAL|0$"
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FORMAT_CURRENCY_devotion: "$VAL|0$"
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FORMAT_CURRENCY_horde_unity: "$VAL|2$"
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FORMAT_CURRENCY_tribal_cohesion: "$VAL|2$"
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FORMAT_CURRENCY_karma: "$VAL|2$"
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FORMAT_CURRENCY_purity: "$VAL|2$"
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FORMAT_CURRENCY_yanantin: "$VAL|2$"
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FORMAT_CURRENCY_righteousness: "$VAL|2$"
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FORMAT_CURRENCY_harmony: "$VAL|2$"
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FORMAT_CURRENCY_self_control: "$VAL|2$"
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FORMAT_CURRENCY_honor: "$VAL|0$"
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FORMAT_CURRENCY_doom: "$VAL|0$"
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FORMAT_CURRENCY_religious_influence: "$VAL|2$"
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FORMAT_CURRENCY_religious_influence_catholic: "$VAL|2$"
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FORMAT_CURRENCY_religious_influence_anglican: "$VAL|2$"
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FORMAT_CURRENCY_religious_influence_hussite: "$VAL|2$"
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FORMAT_CURRENCY_religious_influence_lollardy: "$VAL|2$"
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FORMAT_CURRENCY_religious_influence_lutheran: "$VAL|2$"
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FORMAT_CURRENCY_religious_influence_calvinist: "$VAL|2$"
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FORMAT_CURRENCY_rite_power: "$VAL|2$"
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FORMAT_CURRENCY_spy_network: "$VAL|0$"
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FORMAT_CURRENCY_favors: "$VAL|0$"
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FORMAT_CURRENCY_trust: "$VAL|0$"
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FORMAT_CURRENCY_spy_network_change: "$VAL|+=2$"
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FORMAT_CURRENCY_favors_change: "$VAL|+=2$"
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FORMAT_CURRENCY_trust_change: "$VAL|+=2$"
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FORMAT_CURRENCY_SHORT_manpower: "$STR$"
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FORMAT_CURRENCY_SHORT_sailors: "$STR$"
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FORMAT_CURRENCY_SHORT_gold: "$VAL|0$"
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FORMAT_CURRENCY_SHORT_inflation: "$VAL|0%$"
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FORMAT_CURRENCY_SHORT_stability: "$VAL|0$"
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FORMAT_CURRENCY_SHORT_war_exhaustion: "$VAL|0$"
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FORMAT_CURRENCY_SHORT_prestige: "$VAL|0$"
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FORMAT_CURRENCY_SHORT_army_tradition: "$VAL|0$"
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FORMAT_CURRENCY_SHORT_navy_tradition: "$VAL|0$"
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FORMAT_CURRENCY_SHORT_legitimacy: "$VAL|0$"
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FORMAT_CURRENCY_SHORT_republican_tradition: "$VAL|0$"
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FORMAT_CURRENCY_SHORT_devotion: "$VAL|0$"
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FORMAT_CURRENCY_SHORT_horde_unity: "$VAL|0$"
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FORMAT_CURRENCY_SHORT_tribal_cohesion: "$VAL|0$"
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FORMAT_CURRENCY_SHORT_karma: "$VAL|0$"
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FORMAT_CURRENCY_SHORT_purity: "$VAL|0$"
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FORMAT_CURRENCY_SHORT_yanantin: "$VAL|0$"
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FORMAT_CURRENCY_SHORT_righteousness: "$VAL|0$"
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FORMAT_CURRENCY_SHORT_harmony: "$VAL|0$"
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FORMAT_CURRENCY_SHORT_self_control: "$VAL|0$"
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FORMAT_CURRENCY_SHORT_honour: "$VAL|0$"
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FORMAT_CURRENCY_SHORT_religious_influence: "$VAL|0$"
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FORMAT_CURRENCY_SHORT_religious_influence_catholic: "$VAL|0$"
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FORMAT_CURRENCY_SHORT_religious_influence_hussite: "$VAL|0$"
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FORMAT_CURRENCY_SHORT_religious_influence_anglican: "$VAL|0$"
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FORMAT_CURRENCY_SHORT_religious_influence_lollardy: "$VAL|0$"
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FORMAT_CURRENCY_SHORT_religious_influence_calvinist: "$VAL|0$"
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FORMAT_CURRENCY_SHORT_religious_influence_lutheran: "$VAL|0$"
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FORMAT_CURRENCY_SHORT_rite_power: "$VAL|0$"
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FORMAT_CURRENCY_SHORT_spy_network: "$VAL|0$"
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FORMAT_CURRENCY_SHORT_favors: "$VAL|0$"
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FORMAT_CURRENCY_SHORT_trust: "$VAL|0$"
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FORMAT_CURRENCY_SHORT_spy_network_change: "$VAL|+=20$"
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FORMAT_CURRENCY_SHORT_favors_change: "$VAL|+=0$"
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FORMAT_CURRENCY_SHORT_trust_change: "$VAL|+=0$"
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FORMAT_CURRENCY_manpower_change: "$STR$"
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FORMAT_CURRENCY_sailors_change: "$STR$"
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FORMAT_CURRENCY_gold_change: "$VAL|+=2$"
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FORMAT_CURRENCY_inflation_change: "$VAL|-=2%$"
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FORMAT_CURRENCY_prestige_change: "$VAL|+=2$"
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FORMAT_CURRENCY_stability_change: "$VAL|+=2$"
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FORMAT_CURRENCY_war_exhaustion_change: "$VAL|-=2$"
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FORMAT_CURRENCY_army_tradition_change: "$VAL|+=2$"
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FORMAT_CURRENCY_navy_tradition_change: "$VAL|+=2$"
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FORMAT_CURRENCY_legitimacy_change: "$VAL|+=2$"
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FORMAT_CURRENCY_republican_tradition_change: "$VAL|+=2$"
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FORMAT_CURRENCY_devotion_change: "$VAL|+=2$"
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FORMAT_CURRENCY_horde_unity_change: "$VAL|+=2$"
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FORMAT_CURRENCY_tribal_cohesion_change: "$VAL|+=2$"
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FORMAT_CURRENCY_karma_change: "$VAL|+=2$"
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FORMAT_CURRENCY_purity_change: "$VAL|+=2$"
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FORMAT_CURRENCY_yanantin_change: "$VAL|+=2$"
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FORMAT_CURRENCY_righteousness_change: "$VAL|+=2$"
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FORMAT_CURRENCY_harmony_change: "$VAL|+=2$"
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FORMAT_CURRENCY_self_control_change: "$VAL|+=2$"
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FORMAT_CURRENCY_honor_change: "$VAL|+=2$"
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FORMAT_CURRENCY_doom_change: "$VAL|-=2$"
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FORMAT_CURRENCY_religious_influence_change: "$VAL|+=2$"
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FORMAT_CURRENCY_religious_influence_catholic_change: "$VAL|+=2$"
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FORMAT_CURRENCY_religious_influence_hussite_change: "$VAL|+=2$"
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FORMAT_CURRENCY_religious_influence_anglican_change: "$VAL|+=2$"
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FORMAT_CURRENCY_religious_influence_lollardy_change: "$VAL|+=2$"
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FORMAT_CURRENCY_religious_influence_calvinist_change: "$VAL|+=2$"
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FORMAT_CURRENCY_religious_influence_lutheran_change: "$VAL|+=2$"
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FORMAT_CURRENCY_rite_power_change: "$VAL|+=2$"
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FORMAT_CURRENCY_EFFECT_manpower: "$STR$ de [manpower|el]"
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FORMAT_CURRENCY_EFFECT_sailors: "$STR$ [sailors|el]"
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FORMAT_CURRENCY_EFFECT_gold: "$VAL|+=2$[gold_i]"
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FORMAT_CURRENCY_EFFECT_inflation: "$VAL|-=2%$ de [inflation|el]"
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FORMAT_CURRENCY_EFFECT_prestige: "$VAL|+=2$ de [prestige|el]"
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FORMAT_CURRENCY_EFFECT_stability: "$VAL|+=2$ de [stability|el]"
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FORMAT_CURRENCY_EFFECT_war_exhaustion: "$VAL|-=2$ de [war_exhaustion|el]"
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FORMAT_CURRENCY_EFFECT_army_tradition: "$VAL|+=2$ de [army_tradition|el]"
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FORMAT_CURRENCY_EFFECT_navy_tradition: "$VAL|+=2$ de [navy_tradition|el]"
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FORMAT_CURRENCY_EFFECT_legitimacy: "$VAL|+=2$ de [legitimacy|el]"
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FORMAT_CURRENCY_EFFECT_republican_tradition: "$VAL|+=2$ de [republican_tradition|el]"
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FORMAT_CURRENCY_EFFECT_devotion: "$VAL|+=2$ de [devotion|el]"
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FORMAT_CURRENCY_EFFECT_horde_unity: "$VAL|+=2$ de [horde_unity|el]"
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FORMAT_CURRENCY_EFFECT_tribal_cohesion: "$VAL|+=2$ de [tribal_cohesion|el]"
|
|
FORMAT_CURRENCY_EFFECT_karma: "$VAL|+=2$ de [karma|el]"
|
|
FORMAT_CURRENCY_EFFECT_purity: "$VAL|+=2$ de [purity|el]"
|
|
FORMAT_CURRENCY_EFFECT_yanantin: "$VAL|+=2$ de [yanantin|el]"
|
|
FORMAT_CURRENCY_EFFECT_righteousness: "$VAL|+=2$ de [righteousness|el]"
|
|
FORMAT_CURRENCY_EFFECT_harmony: "$VAL|+=2$ de [harmony|el]"
|
|
FORMAT_CURRENCY_EFFECT_self_control: "$VAL|+=2$ de [self_control|el]"
|
|
FORMAT_CURRENCY_EFFECT_honor: "$VAL|+=2$ de [honor|el]"
|
|
FORMAT_CURRENCY_EFFECT_doom: "$VAL|-=2$ de [doom|el]"
|
|
FORMAT_CURRENCY_EFFECT_religious_influence: "$VAL|+=2$ de [religious_influence|el]"
|
|
FORMAT_CURRENCY_EFFECT_rite_power: "$VAL|+=2$ de [rite_power|el]"
|
|
FORMAT_CURRENCY_EFFECT_spy_network: "$VAL|+=2$ de [spy_network|el] en [COUNTRY.GetName]"
|
|
FORMAT_CURRENCY_EFFECT_favors: "$VAL|+=2$ [favors|el] de [COUNTRY.GetName]"
|
|
FORMAT_CURRENCY_EFFECT_trust: "$VAL|+=2$ de [trust|el] con [COUNTRY.GetName]"
|
|
FORMAT_CURRENCY_EFFECT_manpower_INV: "$STR$ de [manpower|el]"
|
|
FORMAT_CURRENCY_EFFECT_sailors_INV: "$STR$ [sailors|el]"
|
|
FORMAT_CURRENCY_EFFECT_gold_INV: "$VAL|-=2$[gold_i]"
|
|
FORMAT_CURRENCY_EFFECT_inflation_INV: "$VAL|+=2%$ de [inflation|el]"
|
|
FORMAT_CURRENCY_EFFECT_prestige_INV: "$VAL|-=2$ de [prestige|el]"
|
|
FORMAT_CURRENCY_EFFECT_stability_INV: "$VAL|-=2$ de [stability|el]"
|
|
FORMAT_CURRENCY_EFFECT_war_exhaustion_INV: "$VAL|+=2$ de [war_exhaustion|el]"
|
|
FORMAT_CURRENCY_EFFECT_army_tradition_INV: "$VAL|-=2$ de [army_tradition|el]"
|
|
FORMAT_CURRENCY_EFFECT_navy_tradition_INV: "$VAL|-=2$ de [navy_tradition|el]"
|
|
FORMAT_CURRENCY_EFFECT_legitimacy_INV: "$VAL|-=2$ de [legitimacy|el]"
|
|
FORMAT_CURRENCY_EFFECT_republican_tradition_INV: "$VAL|-=2$ de [republican_tradition|el]"
|
|
FORMAT_CURRENCY_EFFECT_devotion_INV: "$VAL|-=2$ de [devotion|el]"
|
|
FORMAT_CURRENCY_EFFECT_horde_unity_INV: "$VAL|-=2$ de [horde_unity|el]"
|
|
FORMAT_CURRENCY_EFFECT_tribal_cohesion_INV: "$VAL|-=2$ de [tribal_cohesion|el]"
|
|
FORMAT_CURRENCY_EFFECT_karma_INV: "$VAL|-=2$ de [karma|el]"
|
|
FORMAT_CURRENCY_EFFECT_purity_INV: "$VAL|-=2$ de [purity|el]"
|
|
FORMAT_CURRENCY_EFFECT_yanantin_INV: "$VAL|-=2$ de [yanantin|el]"
|
|
FORMAT_CURRENCY_EFFECT_righteousness_INV: "$VAL|-=2$ de [righteousness|el]"
|
|
FORMAT_CURRENCY_EFFECT_harmony_INV: "$VAL|-=2$ de [harmony|el]"
|
|
FORMAT_CURRENCY_EFFECT_honor_INV: "$VAL|-=2$ de [honor|el]"
|
|
FORMAT_CURRENCY_EFFECT_doom_INV: "$VAL|+=2$ de [doom|el]"
|
|
FORMAT_CURRENCY_EFFECT_religious_influence_INV: "$VAL|-=2$ de [religious_influence|el]"
|
|
FORMAT_CURRENCY_EFFECT_rite_power_INV: "$VAL|-=2$ de [rite_power|el]"
|
|
FORMAT_CURRENCY_EFFECT_spy_network_INV: "$VAL|-=2$ de [spy_network|el] en [COUNTRY.GetName]"
|
|
FORMAT_CURRENCY_EFFECT_favors_INV: "$VAL|-=2$ [favors|el] de [COUNTRY.GetName]"
|
|
FORMAT_CURRENCY_EFFECT_trust_INV: "$VAL|-=2$ de [trust|el] con [COUNTRY.GetName]"
|
|
FORMAT_CURRENCY_TRIGGER_manpower: "$STR|Y$ de [manpower|el]"
|
|
FORMAT_CURRENCY_TRIGGER_sailors: "$STR|Y$ [sailors|el]"
|
|
FORMAT_CURRENCY_TRIGGER_gold: "$VAL|2Y$[gold_i]"
|
|
FORMAT_CURRENCY_TRIGGER_inflation: "$VAL|Y%2$ de [inflation|el]"
|
|
FORMAT_CURRENCY_TRIGGER_prestige: "$VAL|2Y$ de [prestige|el]"
|
|
FORMAT_CURRENCY_TRIGGER_stability: "$VAL|2Y$ de [stability|el]"
|
|
FORMAT_CURRENCY_TRIGGER_war_exhaustion: "$VAL|Y2$ de [war_exhaustion|el]"
|
|
FORMAT_CURRENCY_TRIGGER_army_tradition: "$VAL|2Y$ de [army_tradition|el]"
|
|
FORMAT_CURRENCY_TRIGGER_navy_tradition: "$VAL|2Y$ de [navy_tradition|el]"
|
|
FORMAT_CURRENCY_TRIGGER_legitimacy: "$VAL|2Y$ de [legitimacy|el]"
|
|
FORMAT_CURRENCY_TRIGGER_republican_tradition: "$VAL|2Y$ de [republican_tradition|el]"
|
|
FORMAT_CURRENCY_TRIGGER_devotion: "$VAL|2Y$ de [devotion|el]"
|
|
FORMAT_CURRENCY_TRIGGER_horde_unity: "$VAL|2Y$ de [horde_unity|el]"
|
|
FORMAT_CURRENCY_TRIGGER_tribal_cohesion: "$VAL|2Y$ de [tribal_cohesion|el]"
|
|
FORMAT_CURRENCY_TRIGGER_karma: "$VAL|2Y$ de [karma|el]"
|
|
FORMAT_CURRENCY_TRIGGER_purity: "$VAL|2Y$ de [purity|el]"
|
|
FORMAT_CURRENCY_TRIGGER_yanantin: "$VAL|2Y$ de [yanantin|el]"
|
|
FORMAT_CURRENCY_TRIGGER_righteousness: "$VAL|2Y$ de [righteousness|el]"
|
|
FORMAT_CURRENCY_TRIGGER_harmony: "$VAL|2Y$ de [harmony|el]"
|
|
FORMAT_CURRENCY_TRIGGER_self_control: "$VAL|2Y$ de [self_control|el]"
|
|
FORMAT_CURRENCY_TRIGGER_honor: "$VAL|2Y$ de [honor|el]"
|
|
FORMAT_CURRENCY_TRIGGER_doom: "$VAL|2Y$ de [doom|el]"
|
|
FORMAT_CURRENCY_TRIGGER_religious_influence: "$VAL|2Y$ de [religious_influence|el]"
|
|
FORMAT_CURRENCY_TRIGGER_rite_power: "$VAL|2Y$ de [rite_power|el]"
|
|
FORMAT_CURRENCY_TRIGGER_spy_network: "$VAL|0Y$ de [spy_network|el] en [COUNTRY.GetName]"
|
|
FORMAT_CURRENCY_TRIGGER_favors: "$VAL|0Y$ [favors|el] de [COUNTRY.GetName]"
|
|
FORMAT_CURRENCY_TRIGGER_trust: "$VAL|0Y$ de [trust|el] con [COUNTRY.GetName]"
|
|
FORMAT_CURRENCY_TRIGGER_PERCENTAGE_gold: "$VAL|Y%2$ [gold_i]"
|
|
FORMAT_CURRENCY_TRIGGER_PERCENTAGE_inflation: "$VAL|Y%2$ de [inflation|el]"
|
|
FORMAT_CURRENCY_TRIGGER_PERCENTAGE_prestige: "$VAL|Y%2$ de [prestige|el]"
|
|
FORMAT_CURRENCY_TRIGGER_PERCENTAGE_stability: "$VAL|Y%2$ de [stability|el]"
|
|
FORMAT_CURRENCY_TRIGGER_PERCENTAGE_war_exhaustion: "$VAL|Y%2$ de [war_exhaustion|el]"
|
|
FORMAT_CURRENCY_TRIGGER_PERCENTAGE_army_tradition: "$VAL|Y%2$ de [army_tradition|el]"
|
|
FORMAT_CURRENCY_TRIGGER_PERCENTAGE_navy_tradition: "$VAL|Y%2$ de [navy_tradition|el]"
|
|
FORMAT_CURRENCY_TRIGGER_PERCENTAGE_legitimacy: "$VAL|Y%2$ de [legitimacy|el]"
|
|
FORMAT_CURRENCY_TRIGGER_PERCENTAGE_republican_tradition: "$VAL|Y%2$ de [republican_tradition|el]"
|
|
FORMAT_CURRENCY_TRIGGER_PERCENTAGE_devotion: "$VAL|Y%2$ de [devotion|el]"
|
|
FORMAT_CURRENCY_TRIGGER_PERCENTAGE_horde_unity: "$VAL|Y%2$ de [horde_unity|el]"
|
|
FORMAT_CURRENCY_TRIGGER_PERCENTAGE_tribal_cohesion: "$VAL|Y%2$ de [tribal_cohesion|el]"
|
|
FORMAT_CURRENCY_TRIGGER_PERCENTAGE_karma: "$VAL|Y%2$ de [karma|el]"
|
|
FORMAT_CURRENCY_TRIGGER_PERCENTAGE_purity: "$VAL|Y%2$ de [purity|el]"
|
|
FORMAT_CURRENCY_TRIGGER_PERCENTAGE_yanantin: "$VAL|Y%2$ de [yanantin|el]"
|
|
FORMAT_CURRENCY_TRIGGER_PERCENTAGE_righteousness: "$VAL|Y%2$ de [righteousness|el]"
|
|
FORMAT_CURRENCY_TRIGGER_PERCENTAGE_harmony: "$VAL|Y%2$ de [harmony|el]"
|
|
FORMAT_CURRENCY_TRIGGER_PERCENTAGE_self_control: "$VAL|Y%2$ de [self_control|el]"
|
|
FORMAT_CURRENCY_TRIGGER_PERCENTAGE_honor: "$VAL|Y%2$ de [honor|el]"
|
|
FORMAT_CURRENCY_TRIGGER_PERCENTAGE_doom: "$VAL|Y%2$ de [doom|el]"
|
|
FORMAT_CURRENCY_TRIGGER_PERCENTAGE_religious_influence: "$VAL|Y%2$ de [religious_influence|el]"
|
|
FORMAT_CURRENCY_TRIGGER_PERCENTAGE_rite_power: "$VAL|Y%2$ de [rite_power|el]"
|
|
FORMAT_CURRENCY_TRIGGER_PERCENTAGE_spy_network: "$VAL|Y%2$ de [spy_network|el] en [COUNTRY.GetName]"
|
|
FORMAT_CURRENCY_TRIGGER_PERCENTAGE_favors: "$VAL|Y%2$ [favors|el] de [COUNTRY.GetName]"
|
|
FORMAT_CURRENCY_TRIGGER_PERCENTAGE_trust: "$VAL|Y%2$ de [trust|el] con [COUNTRY.GetName]"
|
|
CURRENCY_ENTRY_manpower: "$STR$ [$ICON$_i]"
|
|
CURRENCY_ENTRY_sailors: "$STR$ [$ICON$_i]"
|
|
CURRENCY_ENTRY_gold: "$VAL|+=2$ [$ICON$_i]"
|
|
CURRENCY_ENTRY_inflation: "$VAL|+=2$ [$ICON$_i]"
|
|
CURRENCY_ENTRY_prestige: "$VAL|+=2$ [$ICON$_i]"
|
|
CURRENCY_ENTRY_stability: "$VAL|+=2$ [$ICON$_i]"
|
|
CURRENCY_ENTRY_war_exhaustion_change: "$VAL|-=2$ [$ICON$_i]"
|
|
CURRENCY_ENTRY_army_tradition: "$VAL|+=2$ [$ICON$_i]"
|
|
CURRENCY_ENTRY_navy_tradition: "$VAL|+=2$ [$ICON$_i]"
|
|
CURRENCY_ENTRY_legitimacy: "$VAL|+=2$ [$ICON$_i]"
|
|
CURRENCY_ENTRY_republican_tradition: "$VAL|+=2$ [$ICON$_i]"
|
|
CURRENCY_ENTRY_devotion: "$VAL|+=2$ [$ICON$_i]"
|
|
CURRENCY_ENTRY_horde_unity: "$VAL|+=2$ [$ICON$_i]"
|
|
CURRENCY_ENTRY_tribal_cohesion: "$VAL|+=2$ [$ICON$_i]"
|
|
CURRENCY_ENTRY_karma: "$VAL|+=2$ [$ICON$_i]"
|
|
CURRENCY_ENTRY_purity: "$VAL|Y2$ [$ICON$_i]"
|
|
CURRENCY_ENTRY_yanantin: "$VAL|Y2$ [$ICON$_i]"
|
|
CURRENCY_ENTRY_righteousness: "$VAL|Y2$ [$ICON$_i]"
|
|
CURRENCY_ENTRY_harmony: "$VAL|Y2$ [$ICON$_i]"
|
|
CURRENCY_ENTRY_self_control: "$VAL|Y2$ [$ICON$_i]"
|
|
CURRENCY_ENTRY_honor: "$VAL|Y2$ [$ICON$_i]"
|
|
CURRENCY_ENTRY_doom: "$VAL|Y2$ [$ICON$_i]"
|
|
CURRENCY_ENTRY_religious_influence: "$VAL|=2$ [$ICON$_i]"
|
|
CURRENCY_ENTRY_religious_influence_catholic: "$VAL|=2$ [$ICON$_i]"
|
|
CURRENCY_ENTRY_rite_power: "$VAL|=2$ [$ICON$_i]"
|
|
CURRENCY_NO_MONTHLY_CHANGE: "Esto no cambia actualmente."
|
|
OUR_CURRENCY_MONTHLY_CHANGE: ""
|
|
CURRENCY_MONTHLY_CHANGE: ""
|
|
HISTORICAL_TAX_BASE_LABEL: "[tax_base|e] histórica entre [Country.GetHistoricalMinTaxBase|2L]@gold! y [Country.GetHistoricalMaxTaxBase|2L]@gold!"
|
|
ARMY_MAINTENANCE_COST: "Mantenimiento del ejército: #TOOLTIP:$BREAKDOWN_TAG$ $VAL$#!"
|
|
NAVY_MAINTENANCE_COST: "Mantenimiento de la armada: #TOOLTIP:$BREAKDOWN_TAG$ $VAL$#!"
|
|
ARMY_REINFORCE_COST: "Refuerzo de los ejércitos: #TOOLTIP:$BREAKDOWN_TAG$ $VAL$#!"
|
|
NAVY_REINFORCE_COST: "Reparaciones de barcos: #TOOLTIP:$BREAKDOWN_TAG$ $VAL$#!"
|
|
CURRENCY_DECAY: "Decadencia de $CURRENCY$: #TOOLTIP:$BREAKDOWN_TAG$ $VAL|+=2$#!"
|
|
STABILITY_DECAY: "Decadencia de estabilidad: #TOOLTIP: $BREAKDOWN_TAG$ $VAL|+=2$#!\n"
|
|
STABILITY_DECAY_BRK_TT: "#T Causas de la decadencia de estabilidad#!"
|
|
STABILITY_FORMAT: "$VAL|+=2$\n"
|
|
PRESTIGE_DECAY: "Decadencia de prestigio: #TOOLTIP:$BREAKDOWN_TAG$ $VAL|+=2$#!\n"
|
|
PRESTIGE_DECAY_BRK_TT: "#T Causas de la decadencia de prestigio#!"
|
|
KARMA_DECAY: "Decadencia de karma: $VAL|+=2$\n"
|
|
NAVY_TRADITION_DECAY: "Decadencia de tradición: $VAL|+=2$\n"
|
|
ARMY_TRADITION_DECAY: "Decadencia de tradición: $VAL|+=2$\n"
|
|
PRICE_NOT_ENOUGH_VALUE_GOOD: "@trigger_no! Nos falta: $NEED|2Y$ [$KEY$_i] del total que se necesita (actualmente $CURRENT$)."
|
|
PRICE_NOT_ENOUGH_VALUE_GOOD_OTHER: "@trigger_no! A $PROVIDER$ le falta: $NEED|2Y$ [$KEY$_i] del total que se necesita (actualmente $CURRENT$).\n"
|
|
PRICE_NOT_ENOUGH_VALUE_BAD: "@trigger_no! Tenemos exceso de [$KEY$_i] para añadir $NEED|Y$\n"
|
|
PRICE_NOT_ENOUGH_VALUE_BAD_OTHER: "@trigger_no! $PROVIDER$ tiene demasiadas [$KEY$_i] para añadir $NEED|Y$\n"
|
|
CAN_NOT_AFFORD_THE_PRICE_OF: "@trigger_no! No nos podemos permitir el coste de $PRICE$"
|
|
MAX_MANPOWER_TT: "Podemos almacenar hasta $YEARS|Y$ años de [manpower|el] de nuestra producción mensual, hasta un máximo de $VAL|Y$."
|
|
MAX_SAILORS_TT: "Podemos almacenar hasta $YEARS|Y$ años de [sailors|El] de nuestra producción mensual, hasta un máximo de $VAL|Y$."
|
|
GOODS_DEMAND_IMPACT_ON_PRICE: "[GOODS.GetName][GOODS.GetIcon]: $VAL|-=2%$ ($PRICE|2V$)"
|
|
MARKET_PRICE_IMPACT_HEADER: "El impacto en el [market_price|el] sobre el [gold|el] de [MARKET.GetName] es de $VAL|-=2%$:"
|
|
INFLATION_PRICE_IMPACT: " y una [inflation|El] de $VAL|Y%2$ incrementa todos nuestros precios un $VAL|-=2%$."
|
|
OUR_CURRENCY_MODIFIER_IMPACT: "$EFFECT$"
|
|
CURRENCY_MODIFIER_IMPACT: "$EFFECT$"
|
|
CURRENCY_CHANGE_TOOLTIP: "$NAME$ cada mes"
|
|
NO_CURRENCY_EFFECT: "(sin efecto en estos momentos)"
|
|
NO_MARKET: "(sin mercado)"
|
|
empty_unit_maintenance: "Mantenimiento de unidades"
|
|
set_cabine_action: "Asignar miembro del gabinete"
|
|
replace_cabinet_member: "Reemplazar miembro del gabinete"
|
|
set_policy: "Establecer política"
|
|
change_existing_policy: "Cambiar [policy|el]"
|
|
choose_new_policy: "Adoptar [policy|el]"
|
|
send_gift: "Enviar regalo"
|
|
replace_rival: "Reemplazar rival"
|
|
hire_mercenary: "Contratar mercenario"
|
|
hire_mercenary_premium: "Prima por contratar [mercenaries|el]"
|
|
hire_mercenary_leader: "Contratar líder mercenario"
|
|
bribe_units: "Sobornar unidades"
|
|
hire_prisoners: "Contratar prisioneros"
|
|
ransom_units: "Pagar rescate de unidades"
|
|
create_colonial_charter: "Crear carta colonial"
|
|
abandon_colonial_charter: "Abandonar carta colonial"
|
|
province_definition_population: "Población de la provincia"
|
|
area_population: "Población de la zona"
|
|
region_population: "Población de la región"
|
|
sub_continent_population: "Población del subcontinente"
|
|
continent_population: "Población del continente"
|
|
capital_movement: "Mover capital"
|
|
create_market: "Crear mercado"
|
|
merchants: "Comerciantes"
|
|
invite_religious_figure_same_school: "Invitar figura religiosa de la misma escuela"
|
|
invite_religious_figure_different_school: "Invitar figura religiosa de una escuela nueva"
|
|
dismiss_religious_figure: "Despedir figura religiosa"
|
|
propose_curia_action: "Proponer acción de la curia"
|
|
change_curia_vote: "Cambiar voto en la curia"
|
|
extend_regency: "Prorrogar regencia"
|
|
privateer_maintenance: "Mantenimiento de corsarios"
|
|
select_expensive_child_education: "Seleccionar educación infantil costosa"
|
|
deselect_expensive_child_education: "Detener educación infantil costosa"
|
|
exploring_area_card_name: "Explorar la zona de [PossibleExplorationItem.GetArea.GetNameWithNoTooltip] ([PossibleExplorationItem.GetArea.GetRegion.GetNameWithNoTooltip])"
|
|
explore_area_title: "Explorar la zona de [PossibleExplorationItem.GetArea.GetNameWithNoTooltip]"
|
|
explore_area_card_name: "Zona de [PossibleExplorationItem.GetArea.GetNameWithNoTooltip] ([PossibleExplorationItem.GetArea.GetRegion.GetNameWithNoTooltip])"
|
|
privatter_area_card_name: "Zona de [PossiblePrivateerItem.GetArea.GetNameWithNoTooltip] ([PossiblePrivateerItem.GetArea.GetRegion.GetNameWithNoTooltip])"
|
|
start_exploration: "Iniciar exploración"
|
|
start_exploration_on: "Empecemos a preparar una exploración por [Area.GetName]."
|
|
start_exploration_desc_tooltip: "Comenzaremos a preparar una nueva exploración, tras lo cual nos lanzaremos a lo desconocido."
|
|
start_exploration_desc: "[SCOPE.sCharacter('character').GetName] comenzará a preparar una nueva exploración de [SCOPE.sArea('target').GetName] en [SCOPE.sLocation('launch_location').GetName]. La preparación de durará [GetExplorationPreparationTimeDays(SCOPE.sCountry('actor'),SCOPE.sCharacter('character'),SCOPE.sLocation('launch_location'))] día(s), tras lo cual se lanzarán a lo desconocido."
|
|
start_exploration_land: "Iniciar exploración"
|
|
start_exploration_sea: "Iniciar exploración"
|
|
start_exploration_continue_land: "Continuar exploración"
|
|
start_exploration_continue_sea: "Continuar exploración"
|
|
EXPLORATION_PREPARATION_TIME: "#TOOLTIP:$BREAKDOWN_TAG$ $VAL|Y$#!"
|
|
EXPLORATION_PREPARATION_TIME_BASE: "Base: $VAL|Y$ día(s)"
|
|
EXPLORATION_PREPARATION_TIME_WAITING_FOR_OTHER_CONSTRUCTION: "Esperando [CONSTRUCTION.GetName]: $VAL|-Y$ día(s)"
|
|
change_explorer: "Cambiar explorador"
|
|
change_explorer_desc: "Selecciona un nuevo explorador para esta misión."
|
|
cancel_exploration: "Cancelar exploración"
|
|
cancel_exploration_desc: "Deja de explorar la zona objetivo."
|
|
recruit_explorer: "Reclutar explorador"
|
|
scaled_lost_war: "Guerra perdida"
|
|
national_church_power: "Costes de acciones de la Iglesia nacional"
|
|
hussite_wars_actions_price: "Coste de acciones de la situación de las $hussite_wars$"
|
|
city_upgrade: "Mejorar a ciudad"
|
|
town_upgrade: "Mejorar a pueblo"
|
|
rural_settlement_upgrade: "Mejora de asentamiento rural"
|
|
rural_settlement_downgrade: "Degradación de asentamiento rural"
|
|
p_building_age_1_traditions: "Edificios de la [ShowAgeNameWithNoTooltip('age_1_traditions')]"
|
|
p_building_age_2_renaissance: "Edificios de la [ShowAgeNameWithNoTooltip('age_2_renaissance')]"
|
|
p_building_age_3_discovery: "Edificios de la [ShowAgeNameWithNoTooltip('age_3_discovery')]"
|
|
p_building_age_4_reformation: "Edificios de la [ShowAgeNameWithNoTooltip('age_4_reformation')]"
|
|
p_building_age_5_absolutism: "Edificios de la [ShowAgeNameWithNoTooltip('age_5_absolutism')]"
|
|
p_building_age_6_revolutions: "Edificios de la [ShowAgeNameWithNoTooltip('age_6_revolutions')]"
|
|
p_expensive_building_age_1_traditions: "Edificios de la [ShowAgeNameWithNoTooltip('age_1_traditions')] costosos"
|
|
p_expensive_building_age_2_renaissance: "Edificios de la [ShowAgeNameWithNoTooltip('age_2_renaissance')] costosos"
|
|
p_expensive_building_age_3_discovery: "Edificios de la [ShowAgeNameWithNoTooltip('age_3_discovery')] costosos"
|
|
p_expensive_building_age_4_reformation: "Edificios de la [ShowAgeNameWithNoTooltip('age_4_reformation')] costosos"
|
|
p_expensive_building_age_5_absolutism: "Edificios de la [ShowAgeNameWithNoTooltip('age_5_absolutism')] costosos"
|
|
p_expensive_building_age_6_revolutions: "Edificios de la [ShowAgeNameWithNoTooltip('age_6_revolutions')] costosos"
|
|
small_foreign_building: "Edificio extranjero pequeño"
|
|
smuggler_cove_price: "Coste de $smuggler_cove$"
|
|
large_culture_building: "Edificio cultural grande"
|
|
small_culture_building: "Edificio cultural pequeño"
|
|
small_religion_building: "Edificio religioso pequeño"
|
|
small_estate_building: "Coste de edificio de estamento pequeño"
|
|
orthodox_monastery_building: "Coste de edificio de monasterio ortodoxo"
|
|
miaphysite_monastery_building: "Coste de edificio de monasterio miafisita"
|
|
cardinal_price: "Precio de cardenal"
|
|
free_building: "Edificio gratis"
|
|
cheap_building: "Edificio barato"
|
|
remove_lutheran_preacher: "Quitar predicador"
|
|
remove_panaqa_early: "Eliminación temprana del panaca"
|
|
army_infantry_build: "Coste de construcción de infantería"
|
|
army_infantry_reinforce: "Coste de refuerzo de infantería"
|
|
army_infantry_maintenance: "Coste de mantenimiento de infantería"
|
|
army_marine_build: "Coste de construcción de marina"
|
|
army_marine_reinforce: "Coste de refuerzo de marina"
|
|
army_marine_maintenance: "Coste de mantenimiento de marina"
|
|
archer_infantry_construction: "Construcción de infantería con arco"
|
|
archer_infantry_maintenance: "Mantenimiento de infantería con arco"
|
|
army_cavalry_build: "Coste de construcción de caballería"
|
|
army_cavalry_reinforce: "Coste de refuerzo de caballería"
|
|
army_cavalry_maintenance: "Coste de mantenimiento de caballería"
|
|
army_artillery_build: "Coste de construcción de artillería"
|
|
army_artillery_reinforce: "Coste de refuerzo de artillería"
|
|
army_artillery_maintenance: "Coste de mantenimiento de artillería"
|
|
army_auxiliary_build: "Coste de construcción de auxiliares"
|
|
army_auxiliary_reinforce: "Coste de refuerzo de auxiliares"
|
|
army_auxiliary_maintenance: "Coste de mantenimiento de auxiliares"
|
|
navy_heavy_ship_build: "Coste de construcción de barco pesado"
|
|
navy_heavy_ship_reinforce: "Coste de refuerzo de barco pesado"
|
|
navy_heavy_ship_maintenance: "Coste de mantenimiento de barco pesado"
|
|
navy_light_ship_build: "Coste de construcción de barco ligero"
|
|
navy_light_ship_reinforce: "Coste de refuerzo de barco ligero"
|
|
navy_light_ship_maintenance: "Coste de mantenimiento de barco ligero"
|
|
navy_galley_build: "Coste de construcción de galera"
|
|
navy_galley_reinforce: "Coste de refuerzo de galera"
|
|
navy_galley_maintenance: "Coste de mantenimiento de galera"
|
|
navy_transport_build: "Coste de construcción de transporte"
|
|
navy_transport_reinforce: "Coste de refuerzo de transporte"
|
|
navy_transport_maintenance: "Coste de mantenimiento de transportes"
|
|
subject_pays_vassal: "El vasallo paga al soberano"
|
|
subject_pays_samanta: "El $samanta$ paga al soberano"
|
|
subject_pays_maha_samanta: "El $maha_samanta$ paga al soberano"
|
|
subject_pays_pradhana_maha_samanta: "El $pradhana_maha_samanta$ paga al soberano"
|
|
subject_pays_colonial: "La nación colonial paga al soberano"
|
|
subject_pays_tributary: "El $tributary$ paga al soberano"
|
|
subject_pays_march: "La marca paga al soberano"
|
|
hanseatic_member_cost: "El miembro de la Hansa paga al soberano"
|
|
subject_pays_trade_company: "La compañía comercial paga al soberano"
|
|
rank_empire_upgrade: "Coste de mejorar a imperio"
|
|
rank_kingdom_upgrade: "Coste de mejorar a reino"
|
|
rank_duchy_upgrade: "Coste de mejorar a ducado"
|
|
UPGRADE_COUNTRY: "Mejora nuestro país a: [COUNTRY_RANK.GetNameWithNoTooltip|l]."
|
|
FORM_COUNTRY: "Formar [FORMABLE_COUNTRY.GetNameWithNoTooltip]"
|
|
FORM_COUNTRY_TITLE: "[FORMABLE_COUNTRY.GetNameWithNoTooltip|U]"
|
|
FORM_COUNTRY_LOCATION_PROGRESS_SUFFICIENT: "#P $PROGRESS$#!/$TOTAL$"
|
|
FORM_COUNTRY_LOCATION_PROGRESS_NONE: "#N $PROGRESS$#!/$TOTAL$"
|
|
FORM_COUNTRY_LOCATION_PROGRESS_INSUFFICIENT: "#N $PROGRESS$#!/$TOTAL$"
|
|
bridge_price: "Precio de puente"
|
|
pound_lock_canal_infrastructure_price: "Precio de canal con esclusas"
|
|
pound_lock_canal_infrastructure_maintenance: "Mantenimiento de canal con esclusas"
|
|
hanseatic_kontor_price: "Precio de $hanseatic_kontor$"
|
|
hanseatic_shipwright_guild_price: "Precio de $hanseatic_shipwright_guild$"
|
|
hanseatic_town_hall_price: "Precio de $hanseatic_town_hall$"
|
|
mamluk_barracks_price: "Precio de $mamluk_barracks$"
|
|
uc_bey_pays: "El $uc_bey$ paga al soberano"
|
|
#Diplomacy
|
|
excommunication_price: "Coste de excomunión"
|
|
catholic_country_interaction: "Coste de interacción nacional católica"
|
|
ennoble_price: "Coste de ennoblecer"
|
|
pardon_price: "Coste del indulto"
|
|
appoint_as_heir_price: "Coste de nombrar como heredero"
|
|
grant_cabinet_right_price: "Coste de $grant_cabinet_right$"
|
|
sow_discontent_monthly_cost: "$sow_discontent_relation$ Coste mensual"
|
|
corrupt_officials_monthly_cost: "$corrupt_officials_relation$ Coste mensual"
|
|
commission_art_price: "Coste de encargar arte"
|
|
abdicate_price: "Coste de abdicar"
|
|
rtr_grant_titles_price: "Coste de $rtr_grant_titles$"
|
|
rtr_negotiate_with_rebels_price: "Coste de $rtr_negotiate_with_rebels$"
|
|
rtr_appease_the_court_price: "Coste de $rtr_appease_the_court$"
|
|
rtr_rein_in_area_price: "Coste de $rtr_rein_in_area$"
|
|
change_employment_system_price: "Coste de $change_employment_system$"
|
|
restrict_peranakan_trading_rights_price: "Coste de $restrict_peranakan_trading_rights$"
|
|
ban_conversion_of_adipatis_price: "Coste de $ban_conversion_of_adipatis$"
|
|
control_the_bhres_price: "Coste de $control_the_bhres$"
|
|
rot_select_core_region_price: "Coste de $rot_select_core_region$"
|
|
rot_reform_into_monarchy_price: "Coste de $rot_reform_into_monarchy$"
|
|
reach_compromise_with_huguenots_price: "Coste del $reach_compromise_with_huguenots$"
|
|
coup_attempt_disaster_actions_price: "Coste de acciones de $coup_attempt$"
|
|
hyw_main_actions_price: "Coste de acciones principales de $hundred_years_war$"
|
|
revolution_actions_price: "Coste de acciones principales de $the_revolution$"
|
|
wotr_action_price: "Precio de acciones principales de $war_of_the_roses$"
|
|
peasants_war_actions_price: "Precio de acciones principales de $peasants_war$"
|
|
religious_turmoil_actions_price: "Precio de acciones principales de $religious_turmoil$"
|
|
change_government_type_price: "Cambiar precio de $game_concept_government_type$"
|
|
#Special Units
|
|
n_panokseon_build: "Coste de construcción de $n_panokseon$"
|
|
n_panokseon_reinforce: "Coste de refuerzo de $n_panokseon$"
|
|
n_panokseon_maintenance: "Coste de mantenimiento de $n_panokseon$"
|
|
a_clan_retainers_build: "Coste de construcción de $a_clan_retainers$"
|
|
a_clan_retainers_reinforce: "Coste de refuerzo de $a_clan_retainers$"
|
|
a_clan_retainers_maintenance: "Coste de mantenimiento de $a_clan_retainers$"
|
|
a_clan_retainer_cavalry_build: "Coste de construcción de $a_clan_retainer_cavalry$"
|
|
a_clan_retainer_cavalry_reinforce: "Coste de refuerzo de $a_clan_retainer_cavalry$"
|
|
a_clan_retainer_cavalry_maintenance: "Coste de mantenimiento de $a_clan_retainer_cavalry$"
|
|
TRADE_TEXT: "Intercambio comercial"
|
|
#New economy window
|
|
NAME_SORT: "Origen"
|
|
VOLUME_SORT: "Volumen"
|
|
IMPACT_SORT: "Impacto"
|
|
TAX_EFFICIENCY: "Eficiencia fiscal"
|
|
AUTOMATE_TEXT: "Automatizar"
|
|
FINANCES_TEXT: "Finanzas"
|
|
AUTOMATE_FINANCES_TEXT_JOIN: "Automatizar finanzas"
|
|
BALANCE_TEXT: "Balance"
|
|
BALANCE_BREAKDOWN_TEXT: "Desglose de balance"
|
|
CURRENT_LOANS_PLUS_NUMBER: "La cantidad de [loans|el] actuales es de [Player.GetEconomy.GetNumberOfLoans]"
|
|
AUTOMATE_FINANCES_TOOLTIP: "Automatizar tus finanzas"
|
|
SORT_BY_NAME_BUTTON: "Ordenar por origen"
|
|
SORT_BY_VOLUME_BUTTON: "Ordenar por volumen"
|
|
SORT_BY_IMPACT_BUTTON: "Ordenar por impacto"
|
|
TAX_EFFICIENCY_TOOLTIP_T: "Eficiencia fiscal de [Country.GetNameWithNoTooltip]"
|
|
TAX_EFFICIENCY_TOOLTIP: "La $game_concept_tax_efficiency$ de [Country.GetModifierValueNoFormat('tax_income_efficiency')] se debe a:"
|
|
TOTAL_DEBT: "[EconomyView.GetTotalLoanDebt|2] @gold! ([Player.GetEconomy.GetNumberOfLoans])"
|
|
SUBTAB_ECONOMY_NEEDS: "Necesidades actuales"
|
|
SUBTAB_ECONOMY_BUDGET: "Presupuesto"
|
|
RGO_BUILD: "AMPLIAR PRODUCCIÓN DE [ExpandProductionLateralView.GetGoods.GetName|l]"
|
|
TOTAL_PRODUCTION: "Producción total en el [country|el]"
|
|
GOOD_PRODUCTION: "Producción de [GOODS.GetName|l]"
|
|
SELECT_LOCATION: "Seleccionar ubicación"
|
|
EXPAND_PRODUCTION_SORT_NAME: "Ordenar por nombre de [location|el]"
|
|
EXPAND_PRODUCTION_SORT_PRICE: "Ordenar por precio en cada [market|el]"
|
|
EXPAND_PRODUCTION_SORT_PROD: "Ordenar por producción en cada [location|el]"
|
|
EXPAND_PRODUCTION_SORT_WORKERS: "Ordenar por trabajadores en cada [location|el]"
|
|
BUILD_B_FOR_G: "Construir"
|
|
GREATEST_SURPLUS: "Mayor excedente"
|
|
GREATEST_NEEDS: "Mayores necesidades"
|
|
MARKET_SURPLYS_LABEL_SHORT: "#TOOLTIP:$BREAKDOWN_TAG$ $VAL|+=2$#!"
|
|
MARKET_PRICE_WITH_CHANGE: "$VAL|2$@$DIFFERENCE$!@$ICON$!"
|
|
GOODS_MARKET_ENTRY_TITLE: "[GoodsMarketEntry.GetGoods.GetNameWithNoTooltip] en [Market.GetShortNameWithNoTooltip]"
|
|
GOODS_NOT_A_RAW_MATERIAL: "@trigger_no![GOODS.GetName] no es una [raw_material|el]"
|
|
GOODS_NOT_IN_THIS_MARKET: "@trigger_no! Actualmente no poseemos [locations|el] en [MARKET.GetName] que puedan producir más [GOODS.GetName|l] como [raw_material|el]."
|
|
GOODS_CLICK_TO_SELECT_WHERE: "Selecciona la ubicación a la que quieres expandirte."
|
|
GOODS_NOT_POSS_BUILDINGS: "@trigger_no! No hay [buildings|el] conocidos para [COUNTRY.GetName] que puedan producir [GOODS.GetName|l]"
|
|
GOODS_CLICK_TO_SELECT_WHERE_B: "Selecciona la ubicación en la que quieres construir."
|
|
GOODS_NOT_BUILD_IN_THIS_MARKET: "@trigger_no! No hay [locations|el] posibles entre las que tenemos la suerte de [own|el] para construir lo siguiente en [MARKET.GetName]: $INFO$"
|
|
SORT_BY_NAME_ECO_NEEDS_TT: "Ordenar por cantidad"
|
|
SORT_BY_NAME_ECO_MARKET_TT: "Ordenar por nombre de [market|el]"
|
|
SORT_BY_PRICE_ECO_TT: "Ordenar por [price|el] del [good|el]"
|
|
SORT_BY_FOOD_BALANCE_TT: "Ordenar por balance de [food|el] que tenemos en el [market|el]"
|
|
SORT_BY_MARKET_VALUE_TT: "Ordenar por valor de cantidad total intercambiado en el [market|el]"
|
|
SORT_BY_MARKET_CAPACITY_TT: "Ordenar por [merchant_capacity|el] total en el [market|el]"
|
|
SORT_BY_SURPLUS_MARKETS_TT: "Ordenar por excedente de los [goods|el] en el [market|el]"
|
|
SORT_BY_DEMAND_MARKETS_TT: "Ordenar por [goods|el] con mayor demanda en el [market|el]"
|
|
SORT_BY_SURPLUS_TT: "Ordenar por excedentes disponibles del [good|el] en el [market|el]"
|
|
SORT_BY_TRANSPORT_COST_TT: "Ordenar por coste de transporte del [good|el] en el [market|el]"
|
|
SORT_BY_MOVING_GOODS_AMOUNT_TT: "Ordenar por cantidad real de [goods|el] que se transportarán"
|
|
SORT_BY_STOCKPILE_AMOUNT_TT: "Ordenar por reserva de los [good|el] en el [market|el]"
|
|
SORT_BY_PROFIT_TT: "Ordenar por rentabilidad de la operación"
|
|
BUILD_BUILD_SELECT_TITLE: "Selecciona un edificio para producir más [GOODS.GetName|l]"
|
|
BUILD_LOC_SELECT_TITLE: "Selecciona dónde construir lo siguiente: [BUILDING_TYPE.GetName]"
|
|
CURRENT_NEEDS_TITLE: "#T Nuestras necesidades de [GOODS.GetNameWithNoTooltip|l] en [MARKET.GetNameWithNoTooltip]#!"
|
|
CURRENT_NEEDS_ENTRY: "$BULLET_WITH_TAB$$NAME$: $VAL|<+=2$"
|
|
CURRENT_NEEDS_EXTRA: "... y $VAL|+=2$ de $NUM$ fuentes más."
|
|
NO_POSSIBLE_BUILDINGTYPES: "No es posible"
|
|
TRADE_BALANCE: "Balance de intercambios comerciales"
|
|
ROAD_DISTANCE_COST_MULTIPLIER_WITH_ALREADY_DONE: "Distancia: $DISTANCE|0%-=$ (La distancia total sería de $DISTANCE_IN_TOTAL|0%-=$, pero ya se ha cubierto un $PERCENT_DONE|%$)."
|
|
ROAD_DISTANCE_COST_MULTIPLIER: "Distancia: $VAL|2-=%$"
|
|
ROAD_MOVEMENT_COST: "[ShowModifierTypeName('movement_cost')]: $VAL|2-=%$"
|
|
ROAD_MARKET_ACCESS: "Coste de [market_access|e]: $VAL|2-=%$"
|
|
ROAD_PROXIMITY_IMPACT: "Coste de [proximity|el]: $VAL|2-=$"
|
|
gravel_road: "Carretera de gravilla"
|
|
gravel_road_desc: "La superficie de la [road|el] está cubierta por gravilla suelta. Es mejor que el barro."
|
|
paved_road: "Carretera pavimentada"
|
|
paved_road_desc: "La [road|el] tiene una superficie pavimentada sólida que facilita los viajes."
|
|
modern_road: "Carretera moderna"
|
|
modern_road_desc: "La [road|el] tiene una superficie plana moderna y de buena calidad."
|
|
railroad: "Vía férrea"
|
|
railroad_desc: "La [road|el] se ha mejorado a una conexión ferroviaria, lo que aumenta en gran medida la velocidad de viaje y facilita la logística."
|
|
equality: "Igualdad"
|
|
equality_desc: "Los empleados disponibles se distribuyen por igual entre todos los edificios."
|
|
first_come_first_serve: "Por orden de creación"
|
|
first_come_first_serve_desc: "Los edificios se llenan en el orden en el que se construyeron."
|
|
capitalism: "Primero el más rentable"
|
|
capitalism_desc: "Los edificios se llenan en función de su rentabilidad."
|
|
capitalism_prioritising_infrastructure: "Infraestructura y luego la opción más rentable"
|
|
capitalism_prioritising_infrastructure_desc: "Los edificios se llenan primero en función de su infraestructura y después en función de su rentabilidad."
|
|
christian_tenet_price: "Precio de precepto de la religión $christian_ADJ$"
|
|
#Western Schism
|
|
western_schism_ri_actions_price: "Influir en el $western_schism$"
|
|
western_schism_gold_actions_price: "Capear el $western_schism$"
|
|
lia_actions_price: "Coste de acciones de la situación de la $little_ice_age$"
|
|
#Tatar Yoke
|
|
tatar_yoke_contribution_price: "Tributo del yugo"
|
|
tatar_yoke_leader_payments_price: "Pagos del yugo"
|