文明5_10倍mod文明特性中文
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?<!--纯手工翻译,不喜勿下,谢谢!
首先把文件名更名为 10x_GameText.xml,(注意设置文件后缀名可见)然后把该文件替换到:C:\Users\Administrator\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's Civ V Trait BalanceGoldPrime++ (v 4)\10x -->
<?xml version="1.0" encoding="utf-8"?>
<!-- Created by ModBuddy on 12/26/2014 12:03:43 PM -->
<GameData>
<Language_en_US>
<!--IMPROVEMENTS-->
<!--Brazilwood Camp-->
<Delete Tag="TXT_KEY_CIV5_IMPROVEMENTS_BRAZILWOOD_CAMP_TEXT" />
<Row Tag="TXT_KEY_CIV5_IMPROVEMENTS_BRAZILWOOD_CAMP_TEXT">
<Text>Brazilwood is a tropical hardwood whose bark produces a bright crimson and deep purple extract used in dyes. Its wood is dense, and is prized for crafting stringed instruments (especially the bows) and cabinetry. The harvesting of brazilwood did not cease until 1875, by which time synthetic dyes dominated the textile industry and other hardwoods had been found to be better for musical instruments.[NEWLINE][NEWLINE]A Brazilwood Camp can only be built on a Jungle tile, and will also generate +20 [ICON_CULTURE] Culture once Acoustics is researched.
</Text>
</Row>
<!--Chateau-->
<Delete Tag="TXT_KEY_CIV5_IMPROVEMENTS_CHATEAU_TEXT" />
<Row Tag="TXT_KEY_CIV5_IMPROVEMENTS_CHATEAU_TEXT">
<Text>
A chateau is a manor house or country home of gentry, usually without fortifications. In the Middle Ages, a chateau was largely self-sufficient, being supported by the lord's demesne (hereditary lands). In the 1600s, the wealthy and aristocratic French lords dotted the countryside with elegant, luxuriant, architecturally refined mansions such as the Chateau de Maisons. Today, the term chateau is loosely used; for instance, it is common for any winery or inn, no matter how humble, to prefix its name with "Chateau."[NEWLINE][NEWLINE]A Chateau must be built adjacent to a Luxury resource. It may not be adjacent to another Chateau. It provides ten additional [ICON_GOLD] Gold and 20 [ICON_CULTURE] Culture. It also provides a +500% defense bonus. When Flight is researched its [ICON_CULTURE] Culture yield increases by 10 and its [ICON_GOLD] Gold output rises by 20. Must be built in French territory.
</Text>
</Row>
<!--Feitoria-->
<Delete Tag="TXT_KEY_CIV5_IMPROVEMENTS_FEITORIA_TEXT" />
<Row Tag="TXT_KEY_CIV5_IMPROVEMENTS_FEITORIA_TEXT">
<Text>The Feitoria - Portuguese for "factory" - were trading posts established in foreign territories during the Middle Ages. A feitoria served simultaneously as marketplace, warehouse, settlement, and staging point for exploration. Often established with a grant from the Portuguese crown, these private enterprises repaid their debt through the buying and
selling of goods on behalf of the crown and through collecting taxes on trade that passed through their gates. During the 15th and 16th centuries, a chain of over 50 feitoria were built along the coasts of west and east Africa, India, Malaya, China
and Japan. The feitoria allowed Portugal to dominate the Atlantic and Indian Ocean trade routes for three centuries.[NEWLINE][NEWLINE]A Feitoria can only be built in a City-State's lands, on a coastal tile without a resource. It provides ten copies of each Luxury Resource type that the City-State has connected, regardless of your status with that City-State, but that copy cannot be traded. It also provides a +500% defense bonus. Can only be built by the Portuguese.</Text>
</Row>
<!--TRAITS-->
<!--America-->
<Delete Tag="TXT_KEY_TRAIT_RIVER_EXPANSION" />
<Row Tag="TXT_KEY_TRAIT_RIVER_EXPANSION">
<Text>All land military units have +10 sight. 500% discount when purchasing tiles.</Text>
</Row>
<Row Tag="TXT_KEY_PROMOTION_JFD_AMERICA_HELP">
<Text>+10 Sight.</Text>
</Row>
<!--Arabia-->
<Delete Tag="TXT_KEY_TRAIT_LAND_TRADE_GOLD2" />
<Row Tag="TXT_KEY_TRAIT_LAND_TRADE_GOLD2">
<Text>Caravans gain 500% extended range. Your trade routes spread the home city's religion ten times as effectively. [ICON_OIL] Oil resources are quintupled.</Text>
</Row>
<!--Assyria-->
<Delete Tag="TXT_KEY_TRAIT_SLAYER_OF_TIAMAT" />
<Row Tag="TXT_KEY_TRAIT_SLAYER_OF_TIAMAT">
<Text>When a city is conquered, gain 10 free Technologies. Gaining a city through a trade deal does not count, and it can only happen once per enemy city.</Text>
</Row>
<!--Babylon-->
<Delete Tag="TXT_KEY_TRAIT_INGENIOUS" />
<Row Tag="TXT_KEY_TRAIT_INGENIOUS">
<Text>Receive 10 free Great Scientists when you discover Writing. Earn Great Scientists 250% faster.</Text>
</Row>
<!--Brazil-->
<Delete Tag="TXT_KEY_TRAIT_CARNIVAL" />
<Row Tag="TXT_KEY_TRAIT_CARNIVAL">
<Text>Tourism [ICON_TOURISM] output is +1000% during their Golden Ages. Earn Great Artists, Musicians, and Writers 500% faster during their Golden Ages.</Text>
</Row>
<!--Carthage-->
<Delete Tag="TXT_KEY_TRAIT_PHOENICIAN_HERITAGE" />
<Row Tag="TXT_KEY_TRAIT_PHOENICIAN_HERITAGE">
<Text>All coastal Cities get 10 free Harbors. Units may cross mountains after the first Great General is earned, taking 50 HP damage if they end a turn on a mountain.</Text>
</Row>
<!--Celts-->
<Delete Tag="TXT_KEY_TRAIT_FAITH_FROM_NATURE" />
<Row Tag="TXT_KEY_TRAIT_FAITH_FROM_NATURE">
<Text>+10 [ICON_PEACE] Fa
ith per city with an adjacent unimproved Forest. Bonus increases to +11 [ICON_PEACE] Faith in Cities with 3 or more adjacent unimproved Forest tiles.</Text>
</Row>
<!--China-->
<Delete Tag="TXT_KEY_TRAIT_ART_OF_WAR" />
<Row Tag="TXT_KEY_TRAIT_ART_OF_WAR">
<Text>The Great General combat bonus is increased by 150%, and their spawn rate is increased by 500%.</Text>
</Row>
<!--Denmark-->
<Delete Tag="TXT_KEY_TRAIT_VIKING_FURY" />
<Row Tag="TXT_KEY_TRAIT_VIKING_FURY">
<Text>Embarked units have +10 Movement [ICON_MOVES] and pay only 1 movement point to move from sea to land. Melee units pay no movement point cost to pillage.
</Text>
</Row>
<!--Egypt-->
<Delete Tag="TXT_KEY_TRAIT_WONDER_BUILDER" />
<Row Tag="TXT_KEY_TRAIT_WONDER_BUILDER">
<Text>+200% [ICON_PRODUCTION] Production towards Wonder construction. </Text>
</Row>
<!--England-->
<Delete Tag="TXT_KEY_TRAIT_OCEAN_MOVEMENT" />
<Row Tag="TXT_KEY_TRAIT_OCEAN_MOVEMENT">
<Text>+20 [ICON_MOVES] Movement for all naval units. 10 extra Spies.</Text>
</Row>
<Delete Tag="TXT_KEY_PROMOTION_OCEAN_MOVEMENT_HELP" />
<Row Tag="TXT_KEY_PROMOTION_OCEAN_MOVEMENT_HELP">
<Text>+20 [ICON_MOVES] Movement.</Text>
</Row>
<!--Ethiopia-->
<Delete Tag="TXT_KEY_TRAIT_BONUS_AGAINST_TECH" />
<Row Tag="TXT_KEY_TRAIT_BONUS_AGAINST_TECH">
<Text>Combat bonus (+200%) when fighting units from a Civilization with more Cities than Ethiopia.</Text>
</Row>
<!--France-->
<Delete Tag="TXT_KEY_TRAIT_ENHANCED_CULTURE" />
<Row Tag="TXT_KEY_TRAIT_ENHANCED_CULTURE">
<Text>Museum and World Wonder theming bonuses are decupled in their capital.</Text>
</Row>
<!--Germany-->
<Delete Tag="TXT_KEY_TRAIT_CONVERTS_LAND_BARBARIANS" />
<Row Tag="TXT_KEY_TRAIT_CONVERTS_LAND_BARBARIANS">
<Text>Upon defeating a Barbarian unit inside an encampment, there is a 670% chance you earn 250 [ICON_GOLD] Gold and they join your side. Pay 250% less for land unit maintenance.</Text>
</Row>
<!--Greece-->
<Delete Tag="TXT_KEY_TRAIT_CITY_STATE_FRIENDSHIP" />
<Row Tag="TXT_KEY_TRAIT_CITY_STATE_FRIENDSHIP">
<Text>City-State [ICON_INFLUENCE] Influence degrades at and recovers at ten times the normal rate.</Text>
</Row>
<!--Huns-->
<Delete Tag="TXT_KEY_TRAIT_RAZE_AND_HORSES" />
<Row Tag="TXT_KEY_TRAIT_RAZE_AND_HORSES">
<Text>Raze Cities at ten times the usual speed. Borrow City names from other in-game Civs. Start with Animal Husband
ry technology. +10 [ICON_PRODUCTION] Production per Pasture.</Text>
</Row>
<!--Korea-->
<Delete Tag="TXT_KEY_TRAIT_SCHOLARS_JADE_HALL" />
<Row Tag="TXT_KEY_TRAIT_SCHOLARS_JADE_HALL">
<Text>+20 [ICON_RESEARCH] science for all specialists and for all Great Person tile improvements. Receive a tech boost each time a scientific building/Wonder is built in the Korean capital.</Text>
</Row>
<!--Inca-->
<Delete Tag="TXT_KEY_TRAIT_GREAT_ANDEAN_ROAD" />
<Row Tag="TXT_KEY_TRAIT_GREAT_ANDEAN_ROAD">
<Text>Units ignore terrain costs when moving into any tile with Hills. No maintenance costs for improvements in Hills; 500% less cost elsewhere.</Text>
</Row>
<!--India-->
<Delete Tag="TXT_KEY_TRAIT_POPULATION_GROWTH" />
<Row Tag="TXT_KEY_TRAIT_POPULATION_GROWTH">
<Text>[ICON_HAPPINESS_4] Unhappiness from number of Cities decupled, [ICON_HAPPINESS_4] Unhappiness from number of [ICON_CITIZEN] Citizens reduced by 500%</Text>
</Row>
<!--Indonesia-->
<Delete Tag="TXT_KEY_TRAIT_SPICE" />
<Row Tag="TXT_KEY_TRAIT_SPICE">
<Text>The first 30 cities founded on continents other than where Indonesia started
each provide 20 unique Luxury Resources (and can never be razed).</Text>
</Row>
<!--Japan-->
<Delete Tag="TXT_KEY_TRAIT_FIGHT_WELL_DAMAGED" />
<Row Tag="TXT_KEY_TRAIT_FIGHT_WELL_DAMAGED">
<Text>Units fight as though they were at full strength even when damaged. +10 [ICON_CULTURE] Culture from each Fishing Boat and +20 [ICON_CULTURE] Culture from each Atoll.</Text>
</Row>
<!--Mongols-->
<Delete Tag="TXT_KEY_TRAIT_TERROR" />
<Row Tag="TXT_KEY_TRAIT_TERROR">
<Text>[ICON_STRENGTH] Combat Strength +300% when fighting City-State units or attacking a City-State itself. All mounted units have +10 [ICON_MOVES] Movement.</Text>
</Row>
<!--Morocco-->
<Delete Tag="TXT_KEY_TRAIT_GATEWAY_AFRICA" />
<Row Tag="TXT_KEY_TRAIT_GATEWAY_AFRICA">
<Text>Receives +30 Gold [ICON_GOLD] and +10 [ICON_CULTURE] Culture for each Trade Route with a different civ or City-State. The Trade Route owners receive +20 [ICON_GOLD] Gold for each Trade Route sent to Morocco.</Text>
</Row>
<!--Netherlands-->
<Delete Tag="TXT_KEY_TRAIT_LUXURY_RETENTION" />
<Row Tag="TXT_KEY_TRAIT_LUXURY_RETENTION">
<Text>Retains 500% of the [ICON_HAPPINESS_1] Happiness benefits from a Luxury Resource if your last copy of it is traded away.</Text>
</Row>
<!--Ottomans-->
<Delete Tag="TXT_KEY_TRAIT_CONVERTS_SEA_BARBARIANS" />
<Row Tag="TXT_KEY_TRAIT_CONVERTS_
SEA_BARBARIANS">
<Text>500% chance of converting an adjacent Barbarian naval unit to your side and earning 250 [ICON_GOLD] Gold. Pay 660% less for naval unit maintenance.</Text>
</Row>
<!--Persia-->
<Delete Tag="TXT_KEY_TRAIT_ENHANCED_GOLDEN_AGES" />
<Row Tag="TXT_KEY_TRAIT_ENHANCED_GOLDEN_AGES">
<Text>[ICON_GOLDEN_AGE] Golden Ages last 500% longer. During a Golden Age, units receive +5 [ICON_MOVES] Movement and a +100% [ICON_STRENGTH] Combat Strength bonus.</Text>
</Row>
<!--Poland-->
<Delete Tag="TXT_KEY_TRAIT_SOLIDARITY" />
<Row Tag="TXT_KEY_TRAIT_SOLIDARITY">
<Text>Receive 10 free Social Policies when you advance to the next era.</Text>
</Row>
<!--Polynesia-->
<Delete Tag="TXT_KEY_TRAIT_WAYFINDING" />
<Row Tag="TXT_KEY_TRAIT_WAYFINDING">
<Text>Can embark and move over Oceans immediately. +1 Sight when embarked. +100% [ICON_STRENGTH] Combat Strength bonus if within 20 tiles of a Moai.</Text>
</Row>
<!--Portugal-->
<Delete Tag="TXT_KEY_TRAIT_EXTRA_TRADE" />
<Row Tag="TXT_KEY_TRAIT_EXTRA_TRADE">
<Text>Resource diversity grants ten times as much [ICON_GOLD] Gold for Portugal in Trade Routes.</Text>
</Row>
<!--Rome-->
<Delete Tag="TXT_KEY_TRAIT_CAPITAL_BUILDINGS_CHEAPER" />
<Row Tag="TXT_KEY_TRAIT_CAPITAL_BUILDINGS_CHEAPER">
<Text>+250% [ICON_PRODUCTION] Production towards any buildings that already exist in the [ICON_CAPITAL] Capital.</Text>
</Row>
<!--Russia-->
<Delete Tag="TXT_KEY_TRAIT_STRATEGIC_RICHES" />
<Row Tag="TXT_KEY_TRAIT_STRATEGIC_RICHES">
<Text>Strategic Resources pro
vide +10 [ICON_PRODUCTION] Production and Horse, Iron and Uranium Resources provide decuple quantity.</Text>
</Row>
<!--Siam-->
<Delete Tag="TXT_KEY_TRAIT_CITY_STATE_BONUSES" />
<Row Tag="TXT_KEY_TRAIT_CITY_STATE_BONUSES">
<Text>[ICON_FOOD] Food and [ICON_CULTURE] Culture from friendly City-States increased by 500%.</Text>
</Row>
<!--Shoshone-->
<Delete Tag="TXT_KEY_TRAIT_GREAT_EXPANSE" />
<Row Tag="TXT_KEY_TRAIT_GREAT_EXPANSE">
<Text>Founded cities start with additional territory. Units receive a combat bonus when fighting within their own territory.</Text>
</Row>
<Delete Tag="TXT_KEY_TRAIT_BUFFALO_HORNS" />
<Row Tag="PROMOTION_HOMELAND_GUARDIAN_BOOGALOO">
<Text>+150% Bonus in combat in your territory</Text>
</Row>
<!--Songhai-->
<Delete Tag="TXT_KEY_TRAIT_AMPHIB_WARLORD" />
<Row Tag="TXT_KEY_TRAIT_AMPHIB_WARLORD">
&
lt;Text>Receive thirty times the usual [ICON_GOLD] Gold from Barbarian encampments and pillaging Cities. Land units gain the War Canoe and Amphibious promotions, strengthening them while embarked.</Text>
</Row>
<Delete Tag="TXT_KEY_PROMOTION_WAR_CANOES_HELP" />
<Row Tag="TXT_KEY_PROMOTION_WAR_CANOES_HELP">
<Text>Embarked units have twenty times the usual defense strength and see much, much, much, much further than a normal embarked unit.</Text>
</Row>
<!--Spain-->
<Delete Tag="TXT_KEY_TRAIT_SEVEN_CITIES" />
<Row Tag="TXT_KEY_TRAIT_SEVEN_CITIES">
<Text>[ICON_GOLD] Gold bonus for discovering a Natural Wonder (bonus enhanced if first to discover it). [ICON_CULTURE] Culture, [ICON_HAPPINESS_1] Happiness, and tile yields from Natural Wonders decupled.</Text>
</Row>
<!--Sweden-->
<Delete Tag="TXT_KEY_TRAIT_DIPLOMACY_GREAT_PEOPLE" />
<Row Tag="TXT_KEY_TRAIT_DIPLOMACY_GREAT_PEOPLE">
<Text>Gain 900 [ICON_INFLUENCE] Influence with a Great Person gift to a City-State. When declaring friendship, Sweden and their friend gain a +100% boost to Great Person generation.</Text>
</Row>
<!--Venice-->
<Delete Tag="TXT_KEY_TRAIT_SUPER_CITY_STATE" />
<Row Tag="TXT_KEY_TRAIT_SUPER_CITY_STATE">
<Text>Cannot gain settlers nor annex cities. Decuple the normal number of trade routes available. 10 Merchant of Venices appears after researching Optics. May purchase in puppeted cities.</Text>
</Row>
<!--Zulu-->
<Delete Tag="TXT_KEY_TRAIT_BUFFALO_HORNS" />
<Row Tag="TXT_KEY_TRAIT_BUFFALO_HORNS">
<Text>Melee units cost 500% less maintenance. All units require 250% less experience to earn their next promotion.</Text>
</Row>
</Language_en_US>
<!--以下是中文版本 -->
<Language_zh_CN>
<Delete Tag="TXT_KEY_CIV5_IMPROVEMENTS_BRAZILWOOD_CAMP_TEXT" />
<Row Tag="TXT_KEY_CIV5_IMPROVEMENTS_BRAZILWOOD_CAMP_TEXT">
<Text>巴西木是一个热带硬木,其树皮产生了一个明亮的深红色及用于染料深紫色提取物。它的木材致密,且珍贵的手工制作弦乐器(尤其是弓)和橱柜。
苏木的收获也没有停止,直到1875年,届时合成染料为主的纺织行业,并已发现的其他硬木成为乐器更好。[NEWLINE] [NEWLINE]一个巴西木营地只能建在丛林,同时一旦声学进行了研究还将产生+20[ICON_CULTURE]文化.
</Text>
</Row>
<!--Chateau-->
<Delete Tag="TXT_KEY_CIV5_IMPROVEMENTS_CHATEAU_TEXT" />
<Row Tag="TXT_KEY_CIV5_IMPROVEMENTS_CHATEAU_TEXT">
<Text>
一个城堡是贵族的庄园内,或乡间住宅,通常没有防御工事。
在中世纪,城堡一,主要是自给自足的,由领主的私有(遗传性土地)所支持。在17世纪,富商和贵族领主法国点缀着典雅,华丽,精致的建筑风格豪宅,如城堡Maisons酒店农村。今天,术语城堡是松散的使用;例如,它为任何酒厂或旅店常见,无论多么卑微,与前缀的名字“酒庄”。[NEWLINE] [NEWLINE]一个酒庄必须建立毗邻一个豪华的资源。它可能不相邻另一城堡。它提供了另外10 [ICON_GOLD]黄金和20 ICON_CULTURE]文化。它还提供了+ 500%的防御加成。当飞行由10及其[ICON_GOLD]黄金产量上升20点。其研究[ICON_CULTURE]文化的产量增加必须建立在法国领土.
</Text>
</Row>
<!--Feitoria-->
<Delete Tag="TXT_KEY_CIV5_IMPROVEMENTS_FEITORIA_TEXT" />
<Row Tag="TXT_KEY_CIV5_IMPROVEMENTS_FEITORIA_TEXT">
<Text>Feitoria - 葡萄牙语的“工厂” - 进行交易中世纪时期成立于外国领土的职位。一个feitoria同时担任市场,仓储,结算和中转站的探索。从葡萄牙冠的授权通常建立,这些民营企业通过商品代皇冠的买入和卖出,并通过收集,通过他们的门通过贸易税收偿还其债务。在15和16世纪,50 feitoria链沿西部和东部非洲,印度,马来西亚,中国和日本的海岸建成。该feitoria允许葡萄牙称霸大西洋和印度洋的贸易通道了三个世纪。[NEWLINE] [NEWLINE]一个Feitoria只能建立在一个城市国家的土地,在沿海瓷砖没有资源。它规定,市州已连接的每个奢侈品资源类型的十份,无论与城市国家的地位,但该副本不能买卖。它还提供了+ 500%的防御加成。只能由葡萄牙人建成.</Text>
</Row>
<!--TRAITS-->
<!--America-->
<Delete Tag="TXT_KEY_TRAIT_RIVER_EXPANSION" />
<Row Tag="TXT_KEY_TRAIT_RIVER_EXPANSION">
<Text>所有的陆地的军事单位有+10的视野。购买地块时,返还500%的金币.</Text>
</Row>
<Row Tag="TXT_KEY_PROMOTION_JFD_AMERICA_HELP">
<Text>+10 视野.</Text>
</Row>
<!--Arabia-->
<Delete Tag="TXT_KEY_TRAIT_LAND_TRADE_GOLD2" />
<Row Tag="TXT_KEY_TRAIT_LAND_TRADE_GOLD2">
<Text>商队获得500%的扩展范围。你的贸易路线传播家乡城市的宗教十倍效率。 [ICON_OIL]石油资源加五倍.</Text>
</Row>
<!--Assyria-->
<Delete Tag="TXT_KEY_TRAIT_SLAYER_OF_TIAMAT" />
<Row Tag="TXT_KEY_TRAIT_SLAYER_OF_TIAMAT">
<
Text>当攻占一个城市时,获得10个该文明免费技术。通过贸易协议获得一个城市不算,它只能每种敌城发生一次.</Text>
</Row>
<!--Babylon-->
<Delete Tag="TXT_KEY_TRAIT_INGENIOUS" />
<
Row Tag="TXT_KEY_TRAIT_INGENIOUS">
<Text>发明文字后获得10个免费大科学家。大科学家产生加250%的速度.</Text>
</Row>
<!--Brazil-->
<Delete Tag="TXT_KEY_TRAIT_CARNIVAL" />
<Row Tag="TXT_KEY_TRAIT_CARNIVAL">
<Text>旅游指数[ICON_TOURISM]输出在黄金时代期间+ 1000%。黄金时代期间大美术家,大音乐家和大作家产生加快500%.</Text>
</Row>
<!--Carthage-->
<Delete Tag="TXT_KEY_TRAIT_PHOENICIAN_HERITAGE" />
<Row Tag="TXT_KEY_TRAIT_PHOENICIAN_HERITAGE">
<Text>所有的沿海城市得到10个海港。当第一个大军事家出现后单位可以越过高山,如果他们在山脉停留会受到50 HP的伤害每回合.</Text>
</Row>
<!--Celts-->
<Delete Tag="TXT_KEY_TRAIT_FAITH_FROM_NATURE" />
<Row Tag="TXT_KEY_TRAIT_FAITH_FROM_NATURE">
<Text>与未被利用的树林相邻的每座城市+10[ICON_PEACE]信仰;与三个或者以上未被利用的树林相邻附加+20[ICON_PEACE]信仰.</Text>
</Row>
<!--China-->
<Delete Tag="TXT_KEY_TRAIT_ART_OF_WAR" />
<Row Tag="TXT_KEY_TRAIT_ART_OF_WAR">
<Text>大军事家的加成提高了150%,其产生率提高了500%。</Text>
</Row>
<!--Denmark-->
<Delete Tag="TXT_KEY_TRAIT_VIKING_FURY" />
<Row Tag="TXT_KEY_TRAIT_VIKING_FURY">
<Text>海上单位有+10移动力[ICON_MOVES]只需 1点移动从海上转移到陆地。近战单位不需要移动力在掠夺时。</Text>
</Row>
<!--Egypt-->
<Delete Tag="TXT_KEY_TRAIT_WONDER_BUILDER" />
<Row Tag="TXT_KEY_TRAIT_WONDER_BUILDER">
<Text>当建造世界奇观时+200% [ICON_PRODUCTION] 产能. </Text>
</Row>
<!--England-->
<Delete Tag="TXT_KEY_TRAIT_OCEAN_MOVEMENT" />
<Row Tag="TXT_KEY_TRAIT_OCEAN_MOVEMENT">
<Text>所有海上单位+20 [ICON_MOVES]移动力. 拥有10个额外间谍.</Text>
</Row>
<Delete Tag="TXT_KEY_PROMOTION_OCEAN_MOVEMENT_HELP" />
<Row Tag="TXT_KEY_PROMOTION_OCEAN_MOVEMENT_HELP">
<Text>+20 [ICON_MOVES] 移动力.</Text>
</Row>
<!--Ethiopia-->
<Delete Tag="TXT_KEY_TRAIT_BONUS_AGAINST_TECH" />
<Row Tag="TXT_KEY_TRAIT_BONUS_AGAINST_TECH">
<Text>与比埃塞俄比亚城市更多的文明战斗时加200%战斗力.</Text>
</Row>
<!--France-->
<Delete Tag="TXT_KEY_TRAIT_ENHANCED_CULTURE" />
<Row Tag="TXT_KEY_TRAIT_ENHANCED_CULTURE">
<Text>首都的博物馆和世界奇观主题效果加成十倍.</Text>
</Row>
<!--Germany-->
<Delete Tag="TXT_KEY_TRAIT_CONVERTS_LAND_B
ARBARIANS" />
<Row Tag="TXT_KEY_TRAIT_CONVERTS_LAND_BARBARIANS">
<Text>一旦占取了一个野蛮人的营地,有670%的几率一个蛮族单位加入你的势力并且获取250 [ICON_GOLD]。少付250%的陆地单位维护费.</Text>
</Row>
<!--Greece-->
<Delete Tag="TXT_KEY_TRAIT_CITY_STATE_FRIENDSHIP" />
<Row Tag="TXT_KEY_TRAIT_CITY_STATE_FRIENDSHIP">
<Text>对城邦[ICON_INFLUENCE]影响力下降速率-500%,恢复速度+1000%.</Text>
</Row>
<!--Huns-->
<Delete Tag="TXT_KEY_TRAIT_RAZE_AND_HORSES" />
<Row Tag="TXT_KEY_TRAIT_RAZE_AND_HORSES">
<Text>十倍于平常速率夷平城市。从其他的文明借用城市名称,一开始拥有畜牧业科技。+10[ICON_PRODUCTION]每片牧场.</Text>
</Row>
<!--Korea-->
<Delete Tag="TXT_KEY_TRAIT_SCHOLARS_JADE_HALL" />
<Row Tag="TXT_KEY_TRAIT_SCHOLARS_JADE_HALL">
<Text>所有专家和伟人设施+20[ICON_RESEARCH]科研;朝鲜首都完成科技建筑或奇观时获得科研奖励</Text>
</Row>
<!--Inca-->
<Delete Tag="TXT_KEY_TRAIT_GREAT_ANDEAN_ROAD" />
<Row Tag="TXT_KEY_TRAIT_GREAT_ANDEAN_ROAD">
<Text>单位进入丘陵地块不消耗额外移动力;丘陵上的设施不需要维护费;其他地形上设施维护费-500%.</Text>
</Row>
<!--India-->
<Delete Tag="TXT_KEY_TRAIT_POPULATION_GROWTH" />
<Row Tag="TXT_KEY_TRAIT_POPULATION_GROWTH">
<Text>城市数量导致的[ICON_HAPPINESS_4]不满十倍;市民数量[ICON_CITIZEN]导致的不满-500%.</Text>
</Row>
<!--Indonesia-->
<Delete Tag="TXT_KEY_TRAIT_SPICE" />
<Row Tag="TXT_KEY_TRAIT_SPICE">
<Text>前30座建立在大陆而非印尼起源地附近的城市,每座提供20种奢侈资源并且永远不能被夷平.</Text>
</Row>
<!--Japan-->
<Delete Tag="TXT_KEY_TRAIT_FIGHT_WELL_DAMAGED" />
<Row Tag="TXT_KEY_TRAIT_FIGHT_WELL_DAMAGED">
<Text>受损单位保持原有作战效率;每艘渔船+10[ICON_CULTURE]文化,每处环礁+20[ICON_CULTURE]文化.</Text>
</Row>
<!--Mongols-->
<Delete Tag="TXT_KEY_TRAIT_TERROR" />
<Row Tag="TXT_KEY_TRAIT_TERROR">
<Text>对城邦单位作战或攻击城邦+300%[ICON_STRENGTH]战斗力;骑乘单位+10[ICON_MOVES]移动力.</Text>
</Row>
<!--Morocco-->
<Delete Tag="TXT_KEY_TRAIT_GATEWAY_AFRICA" />
<Row Tag="TXT_KEY_TRAIT_GATEWAY_AFRICA">
<Text>每条与不同文明或城邦的贸易路线+30[ICON_GOLD]黄金和+10[ICON_CULTURE]文化;每条通往摩洛哥的贸易路线为
其拥有者+20[ICON_GOLD]黄金.</Text>
</Row>
<!--Netherlands-->
<Delete Tag="TXT_KEY_TRAIT_LUXURY_RETENTION" />
<Row Tag="TXT_KEY_TRAIT_LUXURY_RETENTION">
<Text>如果某种奢侈资源的地点全部被交易走,还可以从中获益;保留500% [ICON_HAPPINESS_1]幸福度.</Text>
</Row>
<!--Ottomans-->
<Delete Tag="TXT_KEY_TRAIT_CONVERTS_SEA_BARBARIANS" />
<Row Tag="TXT_KEY_TRAIT_CONVERTS_SEA_BARBARIANS">
<Text>在击败相邻的野蛮人海上单位后有500%的几率转换成你的部队,并获得 250[ICON_GOLD]黄金。支付海上部队维修费-660%.</Text>
</Row>
<!--Persia-->
<Delete Tag="TXT_KEY_TRAIT_ENHANCED_GOLDEN_AGES" />
<Row Tag="TXT_KEY_TRAIT_ENHANCED_GOL
DEN_AGES">
<Text>黄金时代[ICON_GOLDEN_AGE]比平常多500%时间。在一个黄金时代,单位收到+5[ICON_MOVES]移动力和+ 100%[ICON_STRENGTH]战力加成.</Text>
</Row>
<!--Poland-->
<Delete Tag="TXT_KEY_TRAIT_SOLIDARITY" />
<Row Tag="TXT_KEY_TRAIT_SOLIDARITY">
<Text>每前进到下一个时代获得10个免费的社会政策.</Text>
</Row>
<!--Polynesia-->
<Delete Tag="TXT_KEY_TRAIT_WAYFINDING" />
<Row Tag="TXT_KEY_TRAIT_WAYFINDING">
<Text>单位初始时即能进行海运并能进入大洋;海运单位+1视野;在摩艾石像群周边20格单位+100% [ICON_STRENGTH] 战斗力.</Text>
</Row>
<!--Portugal-->
<Delete Tag="TXT_KEY_TRAIT_EXTRA_TRADE" />
<Row Tag="TXT_KEY_TRAIT_EXTRA_TRADE">
<Text>资源多样性为葡萄牙在贸易路线上提供十倍的[ICON_GOLD]黄金.</Text>
</Row>
<!--Rome-->
<Delete Tag="TXT_KEY_TRAIT_CAPITAL_BUILDINGS_CHEAPER" />
<Row Tag="TXT_KEY_TRAIT_CAPITAL_BUILDINGS_CHEAPER">
<Text>在其他城市建造首都已有建筑时+250%[ICON_PRODUCTION]产能积累.</Text>
</Row>
<!--Russia-->
<Delete Tag="TXT_KEY_TRAIT_STRATEGIC_RICHES" />
<Row Tag="TXT_KEY_TRAIT_STRATEGIC_RICHES">
<Text>每处战略资源+10[ICON_PRODUCTION]产能;每处马、铁和轴资源储量加十倍.</Text>
</Row>
<!--Siam-->
<Delete Tag="TXT_KEY_TRAIT_CITY_STATE_BONUSES" />
<Row Tag="TXT_KEY_TRAIT_CITY_STATE_BONUSES">
<Text>来自友好城邦的[ICON_FOOD]食物、[ICON_CULTURE]文化点数+500%.</Text>
</Row>
<!--Shoshone-->
<Delete Tag="TXT_KEY_TRAIT_GREAT_EXPANSE" />
<Row Tag="TXT_KEY_TRAIT_GREAT_EXPANSE">
<Text>建立的城市开始时拥有 80格额外的领土;单位在自己的领土战斗
时获得%150战斗力加成.</Text>
</Row>
<Delete Tag="TXT_KEY_TRAIT_BUFFALO_HORNS" />
<Row Tag="PROMOTION_HOMELAND_GUARDIAN_BOOGALOO">
<Text>+150% 战斗力在己方领土.</Text>
</Row>
<!--Songhai-->
<Delete Tag="TXT_KEY_TRAIT_AMPHIB_WARLORD" />
<Row Tag="TXT_KEY_TRAIT_AMPHIB_WARLORD">
<Text>摧毁野蛮人营地与掠夺城市时获得30倍[ICON_GOLD]黄金;陆地单位获得"军用独木舟"和"两栖作战"特性.</Text>
</Row>
<Delete Tag="TXT_KEY_PROMOTION_WAR_CANOES_HELP" />
<Row Tag="TXT_KEY_PROMOTION_WAR_CANOES_HELP">
<Text>海上单位有二十倍于正常的防御力,能看到远远超出正常的单位.</Text>
</Row>
<!--Spain-->
<Delete Tag="TXT_KEY_TRAIT_SEVEN_CITIES" />
<Row Tag="TXT_KEY_TRAIT_SEVEN_CITIES">
<Text>发现自然奇观时获得10倍平常的黄金[ICON_GOLD]奖励,(第一个发现获得更多);自然奇观提供的[ICON_CULTURE]文化、 [ICON_HAPPINESS_1] 快乐和区块收益加十倍.</Text>
</Row>
<!--Sweden-->
<Delete Tag="TXT_KEY_TRAIT_DIPLOMACY_GREAT_PEOPLE" />
<Row Tag="TXT_KEY_TRAIT_DIPLOMACY_GREAT_PEOPLE">
<Text>用一伟人礼物影响一个城邦,获得900[ICON_INFLUENCE]影响力;当宣
布友谊时瑞典和他们的朋友共同获得伟人100%加速生成.</Text>
</Row>
<!--Venice-->
<Delete Tag="TXT_KEY_TRAIT_SUPER_CITY_STATE" />
<Row Tag="TXT_KEY_TRAIT_SUPER_CITY_STATE">
<Text>无法得到移民或附加城市;可用的正常贸易路线数量加十倍;在研究光学后10个威尼斯商人出现;可购买傀儡城市.</Text>
</Row>
<!--Zulu-->
<Delete Tag="TXT_KEY_TRAIT_BUFFALO_HORNS" />
<Row Tag="TXT_KEY_TRAIT_BUFFALO_HORNS">
<Text>近战单位成本-500%的维护费;所有单位升级所需经验-250%.</Text>
</Row>
<!--Aztec -->
<Delete Tag="TXT_KEY_TRAIT_CULTURE_FROM_KILLS" />
<Row Tag="TXT_KEY_TRAIT_CULTURE_FROM_KILLS">
<Txet>消灭敌方单位可获得10倍[ICON_CULTURE]相应文化奖励.</Text>
</Row>
</Language_zh_CN>
</GameData>