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Thema: Diskussion: "Einheiten"

  1. #571
    FFH2 Übersetzungsteam Avatar von Kontrollator
    Registriert seit
    10.08.06
    Ort
    Bremen
    Beiträge
    7.744
    Ich bin gerade bei fall further am Übersetzen und brauche etwas hilfe bei einigen Pedia Texten

    Achtung Spoiler:
    <TEXT>
    <Tag>TXT_KEY_UNIT_GNOSLING_PEDIA</Tag>
    <English>Gnoslings are small creatures which inhabit Oghma's vault. A great many were caught in the initial assault by Mammon and slaughtered, while still more remain lost in the mists. Even though their concious memories are destroyed by the mist's effect - the Gnoslings retain their affinity for knowledge and passively seek for it, drifting toward centres of information. Sometimes, they will slip into Creation through portals created by mortals in search of the knowledge of men. The Kahdi have created permanent portals to encourage them to do so.</English>
    <French>Gnoslings are small creatures which inhabit Oghma's vault. A great many were caught in the initial assault by Mammon and slaughtered, while still more remain lost in the mists. Even though their concious memories are destroyed by the mist's effect - the Gnoslings retain their affinity for knowledge and passively seek for it, drifting toward centres of information. Sometimes, they will slip into Creation through portals created by mortals in search of the knowledge of men. The Kahdi have created permanent portals to encourage them to do so.</French>
    <German>Gnoslings are small creatures which inhabit Oghma's vault. A great many were caught in the initial assault by Mammon and slaughtered, while still more remain lost in the mists. Even though their concious memories are destroyed by the mist's effect - the Gnoslings retain their affinity for knowledge and passively seek for it, drifting toward centres of information. Sometimes, they will slip into Creation through portals created by mortals in search of the knowledge of men. The Kahdi have created permanent portals to encourage them to do so.</German>
    <Italian>Gnoslings are small creatures which inhabit Oghma's vault. A great many were caught in the initial assault by Mammon and slaughtered, while still more remain lost in the mists. Even though their concious memories are destroyed by the mist's effect - the Gnoslings retain their affinity for knowledge and passively seek for it, drifting toward centres of information. Sometimes, they will slip into Creation through portals created by mortals in search of the knowledge of men. The Kahdi have created permanent portals to encourage them to do so.</Italian>
    <Spanish>Gnoslings are small creatures which inhabit Oghma's vault. A great many were caught in the initial assault by Mammon and slaughtered, while still more remain lost in the mists. Even though their concious memories are destroyed by the mist's effect - the Gnoslings retain their affinity for knowledge and passively seek for it, drifting toward centres of information. Sometimes, they will slip into Creation through portals created by mortals in search of the knowledge of men. The Kahdi have created permanent portals to encourage them to do so.</Spanish>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_GNOSLING_STRATEGY</Tag>
    <English>Gnoslings are initially weak units, though numerous. They can also gain in strength through their Metamagic affinity. Additionally, a Gnosling who is victorious in combat may gain additional experience if it fought an opponent of an equal or higher level. All Gnoslings are able to cast Floating Eye and Dispel Magic.</English>
    <French>Gnoslings are initially weak units, though numerous. They can also gain in strength through their Metamagic affinity. Additionally, a Gnosling who is victorious in combat may gain additional experience if it fought an opponent of an equal or higher level. All Gnoslings are able to cast Floating Eye and Dispel Magic.</French>
    <German>Gnoslings are initially weak units, though numerous. They can also gain in strength through their Metamagic affinity. Additionally, a Gnosling who is victorious in combat may gain additional experience if it fought an opponent of an equal or higher level. All Gnoslings are able to cast Floating Eye and Dispel Magic.</German>
    <Italian>Gnoslings are initially weak units, though numerous. They can also gain in strength through their Metamagic affinity. Additionally, a Gnosling who is victorious in combat may gain additional experience if it fought an opponent of an equal or higher level. All Gnoslings are able to cast Floating Eye and Dispel Magic.</Italian>
    <Spanish>Gnoslings are initially weak units, though numerous. They can also gain in strength through their Metamagic affinity. Additionally, a Gnosling who is victorious in combat may gain additional experience if it fought an opponent of an equal or higher level. All Gnoslings are able to cast Floating Eye and Dispel Magic.</Spanish>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_THADE_PEDIA</Tag>
    <English>Thades are knowledge made manifest - similar to elementals, they are formed from the prime material of their plane. Appearing to mortal eyes as a glowing ball of ever changing light, they are able to flit unhindered across creation as well as project some minor magic like abilities.</English>
    <French>Thades are knowledge made manifest - similar to elementals, they are formed from the prime material of their plane. Appearing to mortal eyes as a glowing ball of ever changing light, they are able to flit unhindered across creation as well as project some minor magic like abilities.</French>
    <German>Thades are knowledge made manifest - similar to elementals, they are formed from the prime material of their plane. Appearing to mortal eyes as a glowing ball of ever changing light, they are able to flit unhindered across creation as well as project some minor magic like abilities.</German>
    <Italian>Thades are knowledge made manifest - similar to elementals, they are formed from the prime material of their plane. Appearing to mortal eyes as a glowing ball of ever changing light, they are able to flit unhindered across creation as well as project some minor magic like abilities.</Italian>
    <Spanish>Thades are knowledge made manifest - similar to elementals, they are formed from the prime material of their plane. Appearing to mortal eyes as a glowing ball of ever changing light, they are able to flit unhindered across creation as well as project some minor magic like abilities.</Spanish>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_THADE_STRATEGY</Tag>
    <English>Thades are stronger in combat that Gnoslings and most are able to cast a few Level 1 spells. They also have the more unusual ability to teleport moderate distances, ignoring intervening units and terrain.</English>
    <French>Thades are stronger in combat that Gnoslings and most are able to cast a few Level 1 spells. They also have the more unusual ability to teleport moderate distances, ignoring intervening units and terrain.</French>
    <German>Thades are stronger in combat that Gnoslings and most are able to cast a few Level 1 spells. They also have the more unusual ability to teleport moderate distances, ignoring intervening units and terrain.</German>
    <Italian>Thades are stronger in combat that Gnoslings and most are able to cast a few Level 1 spells. They also have the more unusual ability to teleport moderate distances, ignoring intervening units and terrain.</Italian>
    <Spanish>Thades are stronger in combat that Gnoslings and most are able to cast a few Level 1 spells. They also have the more unusual ability to teleport moderate distances, ignoring intervening units and terrain.</Spanish>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_THADE_HELP</Tag>
    <English>[ICON_BULLET]Can teleport upto 4 tiles</English>
    <French>[ICON_BULLET]Can teleport upto 4 tiles</French>
    <German>[ICON_BULLET]Can teleport upto 4 tiles</German>
    <Italian>[ICON_BULLET]Can teleport upto 4 tiles</Italian>
    <Spanish>[ICON_BULLET]Can teleport upto 4 tiles</Spanish>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_PSION_PEDIA</Tag>
    <English>Psions are creatures of Mammon's will made manifest. Powerful beings which dominate their foes and feed on their ambitions to maintain themselves in Creation - even a single Psion can be a formidable foe.</English>
    <French>Psions are creatures of Mammon's will made manifest. Powerful beings which dominate their foes and feed on their ambitions to maintain themselves in Creation - even a single Psion can be a formidable foe.</French>
    <German>Psions are creatures of Mammon's will made manifest. Powerful beings which dominate their foes and feed on their ambitions to maintain themselves in Creation - even a single Psion can be a formidable foe.</German>
    <Italian>Psions are creatures of Mammon's will made manifest. Powerful beings which dominate their foes and feed on their ambitions to maintain themselves in Creation - even a single Psion can be a formidable foe.</Italian>
    <Spanish>Psions are creatures of Mammon's will made manifest. Powerful beings which dominate their foes and feed on their ambitions to maintain themselves in Creation - even a single Psion can be a formidable foe.</Spanish>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_PSION_STRATEGY</Tag>
    <English>Psions grow more powerful with each source of Mind Mana you acquire and can cast all Mind spells from the start - including Domination. Any units they defeat in combat have a chance of being enslaved.</English>
    <French>Psions grow more powerful with each source of Mind Mana you acquire and can cast all Mind spells from the start - including Domination. Any units they defeat in combat have a chance of being enslaved.</French>
    <German>Psions grow more powerful with each source of Mind Mana you acquire and can cast all Mind spells from the start - including Domination. Any units they defeat in combat have a chance of being enslaved.</German>
    <Italian>Psions grow more powerful with each source of Mind Mana you acquire and can cast all Mind spells from the start - including Domination. Any units they defeat in combat have a chance of being enslaved.</Italian>
    <Spanish>Psions grow more powerful with each source of Mind Mana you acquire and can cast all Mind spells from the start - including Domination. Any units they defeat in combat have a chance of being enslaved.</Spanish>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_ADVISOR_PEDIA</Tag>
    <English>Even Kahd's closest advisors do not know the extent of his ambition, but they are in a position to help direct his orders. The position is tenuous however - when one of Kahd's advisors strongly opposed the attack on the Amurites, a younger and more ambitious follower took the opportunity to usurp his position at Kahd's ear, even going so far as to have the old advisor exiled. Since then, few have directly challenged Kahd's commands for fear of weakening themselves.</English>
    <French>Even Kahd's closest advisors do not know the extent of his ambition, but they are in a position to help direct his orders. The position is tenuous however - when one of Kahd's advisors strongly opposed the attack on the Amurites, a younger and more ambitious follower took the opportunity to usurp his position at Kahd's ear, even going so far as to have the old advisor exiled. Since then, few have directly challenged Kahd's commands for fear of weakening themselves.</French>
    <German>Even Kahd's closest advisors do not know the extent of his ambition, but they are in a position to help direct his orders. The position is tenuous however - when one of Kahd's advisors strongly opposed the attack on the Amurites, a younger and more ambitious follower took the opportunity to usurp his position at Kahd's ear, even going so far as to have the old advisor exiled. Since then, few have directly challenged Kahd's commands for fear of weakening themselves.</German>
    <Italian>Even Kahd's closest advisors do not know the extent of his ambition, but they are in a position to help direct his orders. The position is tenuous however - when one of Kahd's advisors strongly opposed the attack on the Amurites, a younger and more ambitious follower took the opportunity to usurp his position at Kahd's ear, even going so far as to have the old advisor exiled. Since then, few have directly challenged Kahd's commands for fear of weakening themselves.</Italian>
    <Spanish>Even Kahd's closest advisors do not know the extent of his ambition, but they are in a position to help direct his orders. The position is tenuous however - when one of Kahd's advisors strongly opposed the attack on the Amurites, a younger and more ambitious follower took the opportunity to usurp his position at Kahd's ear, even going so far as to have the old advisor exiled. Since then, few have directly challenged Kahd's commands for fear of weakening themselves.</Spanish>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_ADVISOR_STRATEGY</Tag>
    <English>Advisors are as powerful as Arch-magi, but a little easier to obtain thanks to their reduced level requirement. The upgrade cost to create an Advisor is still significant however, so be sure to have enough gold to pay for them.</English>
    <French>Advisors are as powerful as Arch-magi, but a little easier to obtain thanks to their reduced level requirement. The upgrade cost to create an Advisor is still significant however, so be sure to have enough gold to pay for them.</French>
    <German>Advisors are as powerful as Arch-magi, but a little easier to obtain thanks to their reduced level requirement. The upgrade cost to create an Advisor is still significant however, so be sure to have enough gold to pay for them.</German>
    <Italian>Advisors are as powerful as Arch-magi, but a little easier to obtain thanks to their reduced level requirement. The upgrade cost to create an Advisor is still significant however, so be sure to have enough gold to pay for them.</Italian>
    <Spanish>Advisors are as powerful as Arch-magi, but a little easier to obtain thanks to their reduced level requirement. The upgrade cost to create an Advisor is still significant however, so be sure to have enough gold to pay for them.</Spanish>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_FOLLOWER_PEDIA</Tag>
    <English>The followers of Kahd are quick students and ambitious learners. Carrying out magical experiments at a much younger age than more cautious magi and studying without oversight from more experienced wizards. They are also prone to travelling the wilds and engaging directly in combat. The result is that they develop a grasp of practical magic very quickly, though often neglect studies that would lead to a deeper understanding of the power they wield.</English>
    <French>The followers of Kahd are quick students and ambitious learners. Carrying out magical experiments at a much younger age than more cautious magi and studying without oversight from more experienced wizards. They are also prone to travelling the wilds and engaging directly in combat. The result is that they develop a grasp of practical magic very quickly, though often neglect studies that would lead to a deeper understanding of the power they wield.</French>
    <German>The followers of Kahd are quick students and ambitious learners. Carrying out magical experiments at a much younger age than more cautious magi and studying without oversight from more experienced wizards. They are also prone to travelling the wilds and engaging directly in combat. The result is that they develop a grasp of practical magic very quickly, though often neglect studies that would lead to a deeper understanding of the power they wield.</German>
    <Italian>The followers of Kahd are quick students and ambitious learners. Carrying out magical experiments at a much younger age than more cautious magi and studying without oversight from more experienced wizards. They are also prone to travelling the wilds and engaging directly in combat. The result is that they develop a grasp of practical magic very quickly, though often neglect studies that would lead to a deeper understanding of the power they wield.</Italian>
    <Spanish>The followers of Kahd are quick students and ambitious learners. Carrying out magical experiments at a much younger age than more cautious magi and studying without oversight from more experienced wizards. They are also prone to travelling the wilds and engaging directly in combat. The result is that they develop a grasp of practical magic very quickly, though often neglect studies that would lead to a deeper understanding of the power they wield.</Spanish>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_FOLLOWER_STRATEGY</Tag>
    <English>Followers have a lower level requirement than typical mages, allowing them access to the more powerful second tier spells earlier than other units (assuming the appropriate techs and manatypes are available). They also benefit from Kahd's traits - allowing them to gain experience quickly, especially in combat.</English>
    <French>Followers have a lower level requirement than typical mages, allowing them access to the more powerful second tier spells earlier than other units (assuming the appropriate techs and manatypes are available). They also benefit from Kahd's traits - allowing them to gain experience quickly, especially in combat.</French>
    <German>Followers have a lower level requirement than typical mages, allowing them access to the more powerful second tier spells earlier than other units (assuming the appropriate techs and manatypes are available). They also benefit from Kahd's traits - allowing them to gain experience quickly, especially in combat.</German>
    <Italian>Followers have a lower level requirement than typical mages, allowing them access to the more powerful second tier spells earlier than other units (assuming the appropriate techs and manatypes are available). They also benefit from Kahd's traits - allowing them to gain experience quickly, especially in combat.</Italian>
    <Spanish>Followers have a lower level requirement than typical mages, allowing them access to the more powerful second tier spells earlier than other units (assuming the appropriate techs and manatypes are available). They also benefit from Kahd's traits - allowing them to gain experience quickly, especially in combat.</Spanish>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_KAHDI_RIDER_PEDIA</Tag>
    <English>The Kahdi do not maintain horsemen in their military, but they do accept converts from other nations. If a convert shows a particular aptitude in the saddle, they may serve the Kahdi as a "Rider" - acting as a scout and protecting the borders of the Kahdi.</English>
    <French>The Kahdi do not maintain horsemen in their military, but they do accept converts from other nations. If a convert shows a particular aptitude in the saddle, they may serve the Kahdi as a "Rider" - acting as a scout and protecting the borders of the Kahdi.</French>
    <German>The Kahdi do not maintain horsemen in their military, but they do accept converts from other nations. If a convert shows a particular aptitude in the saddle, they may serve the Kahdi as a "Rider" - acting as a scout and protecting the borders of the Kahdi.</German>
    <Italian>The Kahdi do not maintain horsemen in their military, but they do accept converts from other nations. If a convert shows a particular aptitude in the saddle, they may serve the Kahdi as a "Rider" - acting as a scout and protecting the borders of the Kahdi.</Italian>
    <Spanish>The Kahdi do not maintain horsemen in their military, but they do accept converts from other nations. If a convert shows a particular aptitude in the saddle, they may serve the Kahdi as a "Rider" - acting as a scout and protecting the borders of the Kahdi.</Spanish>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_KAHDI_RIDER_STRATEGY</Tag>
    <English>A few Riders can be useful to intercept enemy units - especially barbarians - prowling around your border settlements, or for scouting out possible paths for expansion. They have improved sight range and ignore terrain movement costs, but are weaker than other horse units of their level.</English>
    <French>A few Riders can be useful to intercept enemy units - especially barbarians - prowling around your border settlements, or for scouting out possible paths for expansion. They have improved sight range and ignore terrain movement costs, but are weaker than other horse units of their level.</French>
    <German>A few Riders can be useful to intercept enemy units - especially barbarians - prowling around your border settlements, or for scouting out possible paths for expansion. They have improved sight range and ignore terrain movement costs, but are weaker than other horse units of their level.</German>
    <Italian>A few Riders can be useful to intercept enemy units - especially barbarians - prowling around your border settlements, or for scouting out possible paths for expansion. They have improved sight range and ignore terrain movement costs, but are weaker than other horse units of their level.</Italian>
    <Spanish>A few Riders can be useful to intercept enemy units - especially barbarians - prowling around your border settlements, or for scouting out possible paths for expansion. They have improved sight range and ignore terrain movement costs, but are weaker than other horse units of their level.</Spanish>
    </TEXT>


    Ich hoffe auf rege Teilnahme

  2. #572
    paranoider Irrer Avatar von The_J
    Registriert seit
    07.08.07
    Ort
    verrat ich nicht
    Beiträge
    13.297
    Einige Sachen (Namen von Zaubersprüchen, etc) konnt ich nicht nachgucken, und bin mir bei 1-2 Sachen aus der FfH2-Welt nicht sicher, muss halt noch mal jmd. drüber schauen.

    Und der andere Thread...morgen...irgendwann.

    Achtung Spoiler:

    <TEXT>
    <Tag>TXT_KEY_UNIT_GNOSLING_PEDIA</Tag>
    <English>Gnoslings are small creatures which inhabit Oghma's vault. A great many were caught in the initial assault by Mammon and slaughtered, while still more remain lost in the mists. Even though their concious memories are destroyed by the mist's effect - the Gnoslings retain their affinity for knowledge and passively seek for it, drifting toward centres of information. Sometimes, they will slip into Creation through portals created by mortals in search of the knowledge of men. The Kahdi have created permanent portals to encourage them to do so.</English>
    <German> Gnoslinge sind kleine einheiten, die Oghmas Gewölbe/Gruft/Himmel bewohnen. Viele wurden beim ersten Angriffs Mammons gefangen und abgeschlachtet, während viele mehr im Nebel (?) verschwanden. Auch wenn ihre bewussten Erinnerungen vom Nebel zerstört werden, behalten die Gnoslinge ihre Vorliebe für Wissen, und suchen unbewusst danach, werden zu Zentren der Weisheit getrieben. Manchmal schlüpfen sie durch die Portale, die die Sterblichen erschaffen haben, in Schöpfung, auf der Suche nach neuem Wissen. Die Kahdi haben dauerhafte Portale erschaffen, um sie darin zu unterstützen. </German>
    <TEXT>
    <Tag>TXT_KEY_UNIT_GNOSLING_STRATEGY</Tag>
    <English>Gnoslings are initially weak units, though numerous. They can also gain in strength through their Metamagic affinity. Additionally, a Gnosling who is victorious in combat may gain additional experience if it fought an opponent of an equal or higher level. All Gnoslings are able to cast Floating Eye and Dispel Magic.</English>
    <German>Gnoslinge sind schwache Einheiten, treten aber zahlreich auf. Sie können auch durch ihre Affinität zu Metamagie an Stärke gewinnen. Zusätzlich wird ein im Kampf siegreicher Gnosling mehr an Erfahrung gewinnen, wenn er gegen einen gleich starken oder übermächtigen Feind antrat. Alle Gnoslinge haben die Fähigkeit, die Zauber “suchendes Auge” und Dispel Magic (kann nicht nachgucken, was das heißt/welcher Spruch das ist) zu wirken.</German>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_THADE_PEDIA</Tag>
    <English>Thades are knowledge made manifest - similar to elementals, they are formed from the prime material of their plane. Appearing to mortal eyes as a glowing ball of ever changing light, they are able to flit unhindered across creation as well as project some minor magic like abilities.</English>
    <German>Thades sind Manifestationen von Wissen – ähnlich zu den Elementaren sind sie aus dem Material ihrer magischen Ebene gefertigt. Sie erscheinen den Sterblichen als ein Ball niemals verglühenden Lichtes, und sie sind dazu in der Lage, ungehindert durch die Schöpfung zu wandern, und etwas niedere Magie zu wirken wie Abilities (kann net nachgucken)</German>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_THADE_STRATEGY</Tag>
    <English>Thades are stronger in combat that Gnoslings and most are able to cast a few Level 1 spells. They also have the more unusual ability to teleport moderate distances, ignoring intervening units and terrain.</English>
    <German>Thades sind stärker im Kampf als Gnoslinge, und sie sind in der Lage, einige Level 1 Sprüche zu wirken. Auch besitzen sie die eher außergewöhnliche Fähigkeit, sich über kurze Distanzen zu teleportieren und dabei alle dazwischen liegenden Einheiten zu ignorieren.</German>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_THADE_HELP</Tag>
    <English>[ICON_BULLET]Can teleport upto 4 tiles</English>
    <German>[ICON_BULLET]Kann sich bis zu 4 Felder weit teleportieren</German>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_PSION_PEDIA</Tag>
    <English>Psions are creatures of Mammon's will made manifest. Powerful beings which dominate their foes and feed on their ambitions to maintain themselves in Creation - even a single Psion can be a formidable foe.</English>
    <German>Psions sind Mammons manifestierte Gedanken. Diese mächtigen Kreaturen beherrschen ihre Feinde, und treiben ihre Bestrebungen voran, in der Schöpfung gegenwärtig zu bleiben – auch wenn schon ein einzelner Psion ein starker Gegner sein kann.</German>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_PSION_STRATEGY</Tag>
    <English>Psions grow more powerful with each source of Mind Mana you acquire and can cast all Mind spells from the start - including Domination. Any units they defeat in combat have a chance of being enslaved.</English>
    <German>Psions werden mit jeder Resource Geistes-Mana, die man besitzt, stärker, und können alle Geistes-Zaubersprüche von Anfang wirken, inklusive “Kontrolle übernehmen” (heißt doch so, oder?). Bei allen von Psions besiegten Einheiten besteht eine Chance, dass sie versklavt werden.</German>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_ADVISOR_PEDIA</Tag>
    <English>Even Kahd's closest advisors do not know the extent of his ambition, but they are in a position to help direct his orders. The position is tenuous however - when one of Kahd's advisors strongly opposed the attack on the Amurites, a younger and more ambitious follower took the opportunity to usurp his position at Kahd's ear, even going so far as to have the old advisor exiled. Since then, few have directly challenged Kahd's commands for fear of weakening themselves.</English>
    <German>Selbst Kahds engste Berater wussten nicht um das Ausmaß seiner Bestrebungen, aber sie sind in der Position, allen seinen Anweisungen direkt Folge zu leisten. Diese Stellung ist allerdings bedeutungslos – wenn einer von Kahds Beratern zu stark gegen den Angriff der Amuriten opponierte, kam direkt ein jüngerer und ehrgeizigerer seiner Anhänger, um Möglichkeit auszunutzen, diese Stelle an Kahds Ohr zu übernehmen, auch wenn sie soweit gehen mussten, den alten Berater zu verbannen. Deswegen haben bisher nur wenige gewagt, sich Kahds befehlen zu widersetzen, um ihre eigene Position nicht zu schwächen .</German>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_ADVISOR_STRATEGY</Tag>
    <English>Advisors are as powerful as Arch-magi, but a little easier to obtain thanks to their reduced level requirement. The upgrade cost to create an Advisor is still significant however, so be sure to have enough gold to pay for them.</English>
    <German>Berater sind genauso mächtig wie Erzmagier, aber durch ihre herabgesetzten Level-Vorraussetzungen einfacher zu bekommen. Die Upgrade-Kosten für einen Berater sind aber noch immer sehr hoch, sei also sicher, dass du genug Geld in der Schatzkammer hast.</German>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_FOLLOWER_PEDIA</Tag>
    <English>The followers of Kahd are quick students and ambitious learners. Carrying out magical experiments at a much younger age than more cautious magi and studying without oversight from more experienced wizards. They are also prone to travelling the wilds and engaging directly in combat. The result is that they develop a grasp of practical magic very quickly, though often neglect studies that would lead to a deeper understanding of the power they wield.</English>
    <German>Die Anhänger Kahds sind kluge und fähige Studenten. Sie führen magische Rituale in viel jüngeren Jahren durch als vorsichtigere Magiere, und sie lernen ohne Aufsicht eines erfahrenen Zauberers. Sie haben auch eine Neigung dazu, durch die Wildniss zu reisen, und sich direkt im Kampf zu behaupten. Das Ergebnis ist, dass sie sehr schnell Fähigkeiten in angewandter Zauberei erlangen, auch wenn sie dadurch keine Studien zum tieferen Verständniss der Magie durchführen können.</German>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_FOLLOWER_STRATEGY</Tag>
    <English>Followers have a lower level requirement than typical mages, allowing them access to the more powerful second tier spells earlier than other units (assuming the appropriate techs and manatypes are available). They also benefit from Kahd's traits - allowing them to gain experience quickly, especially in combat.</English>
    <German>Die Anhänger haben eine niedrigere Level-Vorraussetzung als normale Magiere, sodass sie früher als andere Einheiten die mächtigen Zaubersprüche wirken könne (die entsprechenden Technologien und Mana-Arten vorrausgesetzt). Sie profitieren auch von Kahds Eigenschaften – sie können so sehr schnell Erfahrung erlangen, besonders im Kampf.</German>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_KAHDI_RIDER_PEDIA</Tag>
    <English>The Kahdi do not maintain horsemen in their military, but they do accept converts from other nations. If a convert shows a particular aptitude in the saddle, they may serve the Kahdi as a "Rider" - acting as a scout and protecting the borders of the Kahdi.</English>
    <German>Die Kahdi (?) bilden in ihrem Militär keine Reiter aus, aber sie heißen Konvertiten aus anderen Nationen willkommen. Falls einer dieser Überläufer besondere Fähigkeiten im Sattle beweist, darf er den Kahdi als “Reiter” dienen – als ein Scout, der die Grenzen der Kahdi bewacht.</German>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_KAHDI_RIDER_STRATEGY</Tag>
    <English>A few Riders can be useful to intercept enemy units - especially barbarians - prowling around your border settlements, or for scouting out possible paths for expansion. They have improved sight range and ignore terrain movement costs, but are weaker than other horse units of their level.</English>
    <German>Einige Reiter können nützlich sein, um feindliche Einheiten abzufangen – besonders Barbaren - welche um die Grenzsiedlungen herumtreiben, oder zur Aufklärung möglicher Expansionswege. Sie haben einen erhöhten Sichtradius und ignorieren Gelände-Fortbewegungskosten, aber sind dafür schwächer als andere berittene Einheiten auf dieser Stufe.</German>
    </TEXT>
    Zum Download bereit: Civ4-Mod "Mars, jetzt!"


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  3. #573
    FFH2 Übersetzungsteam Avatar von Kontrollator
    Registriert seit
    10.08.06
    Ort
    Bremen
    Beiträge
    7.744
    Sehr gut

    Hier die nächsten Texte

    Achtung Spoiler:
    <TEXT>
    <Tag>TXT_KEY_UNIT_TRIBESMAN_STRATEGY</Tag>
    <English>Archosian Tribesmen are limited to using only Bronze weapons. They do however enjoy a slight increase to City Defence and will defend their homes with great zeal. They also upgrade into the Brute unit, which can be powerful in the early game.</English>
    <French>Archosian Tribesmen are limited to using only Bronze weapons. They do however enjoy a slight increase to City Defence and will defend their homes with great zeal. They also upgrade into the Brute unit, which can be powerful in the early game.</French>
    <German>Archosian Tribesmen are limited to using only Bronze weapons. They do however enjoy a slight increase to City Defence and will defend their homes with great zeal. They also upgrade into the Brute unit, which can be powerful in the early game.</German>
    <Italian>Archosian Tribesmen are limited to using only Bronze weapons. They do however enjoy a slight increase to City Defence and will defend their homes with great zeal. They also upgrade into the Brute unit, which can be powerful in the early game.</Italian>
    <Spanish>Archosian Tribesmen are limited to using only Bronze weapons. They do however enjoy a slight increase to City Defence and will defend their homes with great zeal. They also upgrade into the Brute unit, which can be powerful in the early game.</Spanish>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_TRIBESMAN_PEDIA</Tag>
    <English>All Archosian Tribesmen are able to fight in defence of the nest, but the tribe has had little interest in weapon development relying instead on those tribesmen "better suited" by nature to fight.</English>
    <French>All Archosian Tribesmen are able to fight in defence of the nest, but the tribe has had little interest in weapon development relying instead on those tribesmen "better suited" by nature to fight.</French>
    <German>All Archosian Tribesmen are able to fight in defence of the nest, but the tribe has had little interest in weapon development relying instead on those tribesmen "better suited" by nature to fight.</German>
    <Italian>All Archosian Tribesmen are able to fight in defence of the nest, but the tribe has had little interest in weapon development relying instead on those tribesmen "better suited" by nature to fight.</Italian>
    <Spanish>All Archosian Tribesmen are able to fight in defence of the nest, but the tribe has had little interest in weapon development relying instead on those tribesmen "better suited" by nature to fight.</Spanish>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_BRUTE_STRATEGY</Tag>
    <English>Boasting an increased strength due to +1 Poison combat, Brutes will often not feel the effects of lacking Iron Weapons. Even without weapon upgrades, these units are a solid choice.</English>
    <French>Boasting an increased strength due to +1 Poison combat, Brutes will often not feel the effects of lacking Iron Weapons. Even without weapon upgrades, these units are a solid choice.</French>
    <German>Boasting and increased strength due to +1 Poison combat, Brutes will often not feel the effects of lacking Iron Weapons. Even without weapon upgrades, these units are a solid choice.</German>
    <Italian>Boasting and increased strength due to +1 Poison combat, Brutes will often not feel the effects of lacking Iron Weapons. Even without weapon upgrades, these units are a solid choice.</Italian>
    <Spanish>Boasting and increased strength due to +1 Poison combat, Brutes will often not feel the effects of lacking Iron Weapons. Even without weapon upgrades, these units are a solid choice.</Spanish>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_BRUTE_PEDIA</Tag>
    <English>Brutes are simply the fiercest and most aggressive of their tribe. Wielding a heavy stone or bronze axe, lashing out at times with teeth or clawed hand - these warriors show the first physical signs of Mother's toxic influence.</English>
    <French>Brutes are simply the fiercest and most aggressive of their tribe. Wielding a heavy stone or bronze axe, lashing out at times with teeth or clawed hand - these warriors show the first physical signs of Mother's toxic influence.</French>
    <German>Brutes are simply the fiercest and most aggressive of their tribe. Wielding a heavy stone or bronze axe, lashing out at times with teeth or clawed hand - these warriors show the first physical signs of Mother's toxic influence.</German>
    <Italian>Brutes are simply the fiercest and most aggressive of their tribe. Wielding a heavy stone or bronze axe, lashing out at times with teeth or clawed hand - these warriors show the first physical signs of Mother's toxic influence.</Italian>
    <Spanish>Brutes are simply the fiercest and most aggressive of their tribe. Wielding a heavy stone or bronze axe, lashing out at times with teeth or clawed hand - these warriors show the first physical signs of Mother's toxic influence.</Spanish>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_CHOSEN_STRATEGY</Tag>
    <English>Chosen are the first Archos unit able to make use of Iron Weapons. Whilst they lack the late-game benefit of Mithril Weapons, they enjoy an innate bonus of +1 Poison Combat.</English>
    <French>Chosen are the first Archos unit able to make use of Iron Weapons. Whilst they lack the late-game benefit of Mithril Weapons, they enjoy an innate bonus of +1 Poison Combat.</French>
    <German>Chosen are the first Archos unit able to make use of Iron Weapons. Whilst they lack the late-game benefit of Mithril Weapons, they enjoy an innate bonus of +1 Poison Combat.</German>
    <Italian>Chosen are the first Archos unit able to make use of Iron Weapons. Whilst they lack the late-game benefit of Mithril Weapons, they enjoy an innate bonus of +1 Poison Combat.</Italian>
    <Spanish>Chosen are the first Archos unit able to make use of Iron Weapons. Whilst they lack the late-game benefit of Mithril Weapons, they enjoy an innate bonus of +1 Poison Combat.</Spanish>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_CHOSEN_PEDIA</Tag>
    <English>The "Chosen" are those Archosians who display some physical mutation as a result of the time spent living in the spider's nest during the Age of Ice. In the most extreme cases, these mutations take the form of additional limbs or eyes. The Chosen are allowed entry to Mother's Nest itself and defend the cult from outsiders.</English>
    <French>The "Chosen" are those Archosians who display some physical mutation as a result of the time spent living in the spider's nest during the Age of Ice. In the most extreme cases, these mutations take the form of additional limbs or eyes. The Chosen are allowed entry to Mother's Nest itself and defend the cult from outsiders.</French>
    <German>The "Chosen" are those Archosians who display some physical mutation as a result of the time spent living in the spider's nest during the Age of Ice. In the most extreme cases, these mutations take the form of additional limbs or eyes. The Chosen are allowed entry to Mother's Nest itself and defend the cult from outsiders.</German>
    <Italian>The "Chosen" are those Archosians who display some physical mutation as a result of the time spent living in the spider's nest during the Age of Ice. In the most extreme cases, these mutations take the form of additional limbs or eyes. The Chosen are allowed entry to Mother's Nest itself and defend the cult from outsiders.</Italian>
    <Spanish>The "Chosen" are those Archosians who display some physical mutation as a result of the time spent living in the spider's nest during the Age of Ice. In the most extreme cases, these mutations take the form of additional limbs or eyes. The Chosen are allowed entry to Mother's Nest itself and defend the cult from outsiders.</Spanish>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_HUNTSMAN_STRATEGY</Tag>
    <English>Using +1 Poison combat to make up what he lacks offensively, the Archosian Huntsman is a good choice for defending your lands against early invasion (especially from the barbarians, if your "alliance" proves to be "unstable").</English>
    <French>Using +1 Poison combat to make up what he lacks offensively, the Archosian Huntsman is a good choice for defending your lands against early invasion (especially from the barbarians, if your "alliance" proves to be "unstable").</French>
    <German>Using +1 Poison combat to make up what he lacks offensively, the Archosian Huntsman is a good choice for defending your lands against early invasion (especially from the barbarians, if your "alliance" proves to be "unstable").</German>
    <Italian>Using +1 Poison combat to make up what he lacks offensively, the Archosian Huntsman is a good choice for defending your lands against early invasion (especially from the barbarians, if your "alliance" proves to be "unstable").</Italian>
    <Spanish>Using +1 Poison combat to make up what he lacks offensively, the Archosian Huntsman is a good choice for defending your lands against early invasion (especially from the barbarians, if your "alliance" proves to be "unstable").</Spanish>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_HUNTSMAN_PEDIA</Tag>
    <English>Archosian Huntsmen spend weeks in the wilds of Erebus, stalking prey with a spider companion. When it is time to strike, the spider attacks and paralyses the target with venom before the Huntsman deals the deathblow. The tribe have been living with spiders for so long that the venom in the carcass is no longer deadly to them - though it does take it's toll.</English>
    <French>Archosian Huntsmen spend weeks in the wilds of Erebus, stalking prey with a spider companion. When it is time to strike, the spider attacks and paralyses the target with venom before the Huntsman deals the deathblow. The tribe have been living with spiders for so long that the venom in the carcass is no longer deadly to them - though it does take it's toll.</French>
    <German>Archosian Huntsmen spend weeks in the wilds of Erebus, stalking prey with a spider companion. When it is time to strike, the spider attacks and paralyses the target with venom before the Huntsman deals the deathblow. The tribe have been living with spiders for so long that the venom in the carcass is no longer deadly to them - though it does take it's toll.</German>
    <Italian>Archosian Huntsmen spend weeks in the wilds of Erebus, stalking prey with a spider companion. When it is time to strike, the spider attacks and paralyses the target with venom before the Huntsman deals the deathblow. The tribe have been living with spiders for so long that the venom in the carcass is no longer deadly to them - though it does take it's toll.</Italian>
    <Spanish>Archosian Huntsmen spend weeks in the wilds of Erebus, stalking prey with a spider companion. When it is time to strike, the spider attacks and paralyses the target with venom before the Huntsman deals the deathblow. The tribe have been living with spiders for so long that the venom in the carcass is no longer deadly to them - though it does take it's toll.</Spanish>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_RECLUSE_STRATEGY</Tag>
    <English>A strong unit in the wilds, but relatively weak when attacking cities - the Recluse is best suited to intercepting enemies as they approach or hunting down wounded units.</English>
    <French>A strong unit in the wilds, but relatively weak when attacking cities - the Recluse is best suited to intercepting enemies as they approach or hunting down wounded units.</French>
    <German>A strong unit in the wilds, but relatively weak when attacking cities - the Recluse is best suited to intercepting enemies as they approach or hunting down wounded units.</German>
    <Italian>A strong unit in the wilds, but relatively weak when attacking cities - the Recluse is best suited to intercepting enemies as they approach or hunting down wounded units.</Italian>
    <Spanish>A strong unit in the wilds, but relatively weak when attacking cities - the Recluse is best suited to intercepting enemies as they approach or hunting down wounded units.</Spanish>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_RECLUSE_PEDIA</Tag>
    <English>When a hunting team survives the wilds long enough to become noteworthy, they may be sent further afield to hunt more dangerous prey. The spider becomes more deadly as it grows and the Recluse relies on it to a greater degree.</English>
    <French>When a hunting team survives the wilds long enough to become noteworthy, they may be sent further afield to hunt more dangerous prey. The spider becomes more deadly as it grows and the Recluse relies on it to a greater degree.</French>
    <German>When a hunting team survives the wilds long enough to become noteworthy, they may be sent further afield to hunt more dangerous prey. The spider becomes more deadly as it grows and the Recluse relies on it to a greater degree.</German>
    <Italian>When a hunting team survives the wilds long enough to become noteworthy, they may be sent further afield to hunt more dangerous prey. The spider becomes more deadly as it grows and the Recluse relies on it to a greater degree.</Italian>
    <Spanish>When a hunting team survives the wilds long enough to become noteworthy, they may be sent further afield to hunt more dangerous prey. The spider becomes more deadly as it grows and the Recluse relies on it to a greater degree.</Spanish>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_SPIDERKIN_STRATEGY</Tag>
    <English>Trading raw combat-prowess for deadly poison, the Spiderkin is a match for the Beastmasters of other races. In fact, his multiple additional limbs grant 1-3 first strikes, allowing him to more easily withstand attacks by groups of weaker opponents.</English>
    <French>Trading raw combat-prowess for deadly poison, the Spiderkin is a match for the Beastmasters of other races. In fact, his multiple additional limbs grant 1-3 first strikes, allowing him to more easily withstand attacks by groups of weaker opponents.</French>
    <German>Trading raw combat-prowess for deadly poison, the Spiderkin is a match for the Beastmasters of other races. In fact, his multiple additional limbs grant 1-3 first strikes, allowing him to more easily withstand attacks by groups of weaker opponents.</German>
    <Italian>Trading raw combat-prowess for deadly poison, the Spiderkin is a match for the Beastmasters of other races. In fact, his multiple additional limbs grant 1-3 first strikes, allowing him to more easily withstand attacks by groups of weaker opponents.</Italian>
    <Spanish>Trading raw combat-prowess for deadly poison, the Spiderkin is a match for the Beastmasters of other races. In fact, his multiple additional limbs grant 1-3 first strikes, allowing him to more easily withstand attacks by groups of weaker opponents.</Spanish>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_SPIDERKIN_PEDIA</Tag>
    <English>The most successful hunters may find that they develop mutations as they continue to eat the poisoned meat of their kills. This is seen as a "gift" from Mother and a sign that the hunter is favoured. In anycase, many of these mutations prove beneficial in combat and the Spiderkin is practically immune to further poisoning.</English>
    <French>The most successful hunters may find that they develop mutations as they continue to eat the poisoned meat of their kills. This is seen as a "gift" from Mother and a sign that the hunter is favoured. In anycase, many of these mutations prove beneficial in combat and the Spiderkin is practically immune to further poisoning.</French>
    <German>The most successful hunters may find that they develop mutations as they continue to eat the poisoned meat of their kills. This is seen as a "gift" from Mother and a sign that the hunter is favoured. In anycase, many of these mutations prove beneficial in combat and the Spiderkin is practically immune to further poisoning.</German>
    <Italian>The most successful hunters may find that they develop mutations as they continue to eat the poisoned meat of their kills. This is seen as a "gift" from Mother and a sign that the hunter is favoured. In anycase, many of these mutations prove beneficial in combat and the Spiderkin is practically immune to further poisoning.</Italian>
    <Spanish>The most successful hunters may find that they develop mutations as they continue to eat the poisoned meat of their kills. This is seen as a "gift" from Mother and a sign that the hunter is favoured. In anycase, many of these mutations prove beneficial in combat and the Spiderkin is practically immune to further poisoning.</Spanish>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_HARUSPEX_STRATEGY</Tag>
    <English>The Haruspex gains access to the Chaos sphere of magic, enabling a range of more aggressive spells. He lacks the potent summons of a normal druid however and must rely on his own strength and affinities to survive.</English>
    <French>The Haruspex gains access to the Chaos sphere of magic, enabling a range of more aggressive spells. He lacks the potent summons of a normal druid however and must rely on his own strength and affinities to survive.</French>
    <German>The Haruspex gains access to the Chaos sphere of magic, enabling a range of more aggressive spells. He lacks the potent summons of a normal druid however and must rely on his own strength and affinities to survive.</German>
    <Italian>The Haruspex gains access to the Chaos sphere of magic, enabling a range of more aggressive spells. He lacks the potent summons of a normal druid however and must rely on his own strength and affinities to survive.</Italian>
    <Spanish>The Haruspex gains access to the Chaos sphere of magic, enabling a range of more aggressive spells. He lacks the potent summons of a normal druid however and must rely on his own strength and affinities to survive.</Spanish>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_HARUSPEX_PEDIA</Tag>
    <English>Haruspex are the priests of the Archosian spider-cult, fiercely dedicated to Mother. They share some of the same abilities as Druids, but whilst a Druid serves to preserve the balance of nature, a Haruspex utilises a darker and more unforgiving aspect of the wild.</English>
    <French>Haruspex are the priests of the Archosian spider-cult, fiercely dedicated to Mother. They share some of the same abilities as Druids, but whilst a Druid serves to preserve the balance of nature, a Haruspex utilises a darker and more unforgiving aspect of the wild.</French>
    <German>Haruspex are the priests of the Archosian spider-cult, fiercely dedicated to Mother. They share some of the same abilities as Druids, but whilst a Druid serves to preserve the balance of nature, a Haruspex utilises a darker and more unforgiving aspect of the wild.</German>
    <Italian>Haruspex are the priests of the Archosian spider-cult, fiercely dedicated to Mother. They share some of the same abilities as Druids, but whilst a Druid serves to preserve the balance of nature, a Haruspex utilises a darker and more unforgiving aspect of the wild.</Italian>
    <Spanish>Haruspex are the priests of the Archosian spider-cult, fiercely dedicated to Mother. They share some of the same abilities as Druids, but whilst a Druid serves to preserve the balance of nature, a Haruspex utilises a darker and more unforgiving aspect of the wild.</Spanish>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_MOTHER_SPIDER_STRATEGY</Tag>
    <English>Releasing Mother upon the world is one of the highlights of playing the Archos, but be careful not to let enthusiasm get the better of her. Whilst she is a competent unit in combat, she is far from invincible - and let's face it, when you're *that* big, you're going to draw some unwanted attention from your enemies... [NEWLINE][NEWLINE]She can in-fact be released twice (using the Birthright Regained ritual),the tales of her first death were obviously greatly exaggerated (she was just pining for the Fjords). Only one instance of Mother can exist at a time however.</English>
    <French>Releasing Mother upon the world is one of the highlights of playing the Archos, but be careful not to let enthusiasm get the better of her. Whilst she is a competent unit in combat, she is far from invincible - and let's face it, when you're *that* big, you're going to draw some unwanted attention from your enemies... [NEWLINE][NEWLINE]She can in-fact be released twice (using the Birthright Regained ritual), the tales of her first death were obviously greatly exaggerated (she was just pining for the Fjords). Only one instance of Mother can exist at a time however.</French>
    <German>Releasing Mother upon the world is one of the highlights of playing the Archos, but be careful not to let enthusiasm get the better of her. Whilst she is a competent unit in combat, she is far from invincible - and let's face it, when you're *that* big, you're going to draw some unwanted attention from your enemies... [NEWLINE][NEWLINE]She can in-fact be released twice (using the Birthright Regained ritual), the tales of her first death were obviously greatly exaggerated (she was just pining for the Fjords). Only one instance of Mother can exist at a time however.</German>
    <Italian>Releasing Mother upon the world is one of the highlights of playing the Archos, but be careful not to let enthusiasm get the better of her. Whilst she is a competent unit in combat, she is far from invincible - and let's face it, when you're *that* big, you're going to draw some unwanted attention from your enemies... [NEWLINE][NEWLINE]She can in-fact be released twice (using the Birthright Regained ritual), the tales of her first death were obviously greatly exaggerated (she was just pining for the Fjords). Only one instance of Mother can exist at a time however.</Italian>
    <Spanish>Releasing Mother upon the world is one of the highlights of playing the Archos, but be careful not to let enthusiasm get the better of her. Whilst she is a competent unit in combat, she is far from invincible - and let's face it, when you're *that* big, you're going to draw some unwanted attention from your enemies... [NEWLINE][NEWLINE]She can in-fact be released twice (using the Birthright Regained ritual), the tales of her first death were obviously greatly exaggerated (she was just pining for the Fjords). Only one instance of Mother can exist at a time however.</Spanish>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_MOTHER_SPIDER_PEDIA</Tag>
    <English>Light. Bright. Prey outside. Hunt. Kill. Feed.[NEWLINE][NEWLINE]The massive form of the spider burst from the cave on legs like chitinous birch trees. The dwarves stood for a moment in shock as the beast speared the first of them. Panic swept the ranks of the Soldiers of Kilmorph and some began to run. Never before had they seen such a beast, and by Kandros' gold - it looked angry.[NEWLINE][NEWLINE]Kill. Feed. Kill. Feed. Kill. Protect the nest.[NEWLINE][NEWLINE]The Haruspex emerged from the cave next, leading a host of giant spiders. Beneath them, the floor moved as a carpet of Mother's young raced ahead. As the first spells were cast, the dwarves were in full flight. Huntsmen were already in pursuit, few of their warriors would make it back to their mountain homes. The Haruspex attended Mother, expecting her to return to the nest. She did not. [NEWLINE][NEWLINE]Hunt. Kill. Feed. Hunt...</English>
    <French>Light. Bright. Prey outside. Hunt. Kill. Feed.[NEWLINE][NEWLINE]The massive form of the spider burst from the cave on legs like chitinous birch trees. The dwarves stood for a moment in shock as the beast speared the first of them. Panic swept the ranks of the Soldiers of Kilmorph and some began to run. Never before had they seen such a beast, and by Kandros' gold - it looked angry.[NEWLINE][NEWLINE]Kill. Feed. Kill. Feed. Kill. Protect the nest.[NEWLINE][NEWLINE]The Haruspex emerged from the cave next, leading a host of giant spiders. Beneath them, the floor moved as a carpet of Mother's young raced ahead. As the first spells were cast, the dwarves were in full flight. Huntsmen were already in pursuit, few of their warriors would make it back to their mountain homes. The Haruspex attended Mother, expecting her to return to the nest. She did not. [NEWLINE][NEWLINE]Hunt. Kill. Feed. Hunt...</French>
    <German>Light. Bright. Prey outside. Hunt. Kill. Feed.[NEWLINE][NEWLINE]The massive form of the spider burst from the cave on legs like chitinous birch trees. The dwarves stood for a moment in shock as the beast speared the first of them. Panic swept the ranks of the Soldiers of Kilmorph and some began to run. Never before had they seen such a beast, and by Kandros' gold - it looked angry.[NEWLINE][NEWLINE]Kill. Feed. Kill. Feed. Kill. Protect the nest.[NEWLINE][NEWLINE]The Haruspex emerged from the cave next, leading a host of giant spiders. Beneath them, the floor moved as a carpet of Mother's young raced ahead. As the first spells were cast, the dwarves were in full flight. Huntsmen were already in pursuit, few of their warriors would make it back to their mountain homes. The Haruspex attended Mother, expecting her to return to the nest. She did not. [NEWLINE][NEWLINE]Hunt. Kill. Feed. Hunt...</German>
    <Italian>Light. Bright. Prey outside. Hunt. Kill. Feed.[NEWLINE][NEWLINE]The massive form of the spider burst from the cave on legs like chitinous birch trees. The dwarves stood for a moment in shock as the beast speared the first of them. Panic swept the ranks of the Soldiers of Kilmorph and some began to run. Never before had they seen such a beast, and by Kandros' gold - it looked angry.[NEWLINE][NEWLINE]Kill. Feed. Kill. Feed. Kill. Protect the nest.[NEWLINE][NEWLINE]The Haruspex emerged from the cave next, leading a host of giant spiders. Beneath them, the floor moved as a carpet of Mother's young raced ahead. As the first spells were cast, the dwarves were in full flight. Huntsmen were already in pursuit, few of their warriors would make it back to their mountain homes. The Haruspex attended Mother, expecting her to return to the nest. She did not. [NEWLINE][NEWLINE]Hunt. Kill. Feed. Hunt...</Italian>
    <Spanish>Light. Bright. Prey outside. Hunt. Kill. Feed.[NEWLINE][NEWLINE]The massive form of the spider burst from the cave on legs like chitinous birch trees. The dwarves stood for a moment in shock as the beast speared the first of them. Panic swept the ranks of the Soldiers of Kilmorph and some began to run. Never before had they seen such a beast, and by Kandros' gold - it looked angry.[NEWLINE][NEWLINE]Kill. Feed. Kill. Feed. Kill. Protect the nest.[NEWLINE][NEWLINE]The Haruspex emerged from the cave next, leading a host of giant spiders. Beneath them, the floor moved as a carpet of Mother's young raced ahead. As the first spells were cast, the dwarves were in full flight. Huntsmen were already in pursuit, few of their warriors would make it back to their mountain homes. The Haruspex attended Mother, expecting her to return to the nest. She did not. [NEWLINE][NEWLINE]Hunt. Kill. Feed. Hunt...</Spanish>
    </TEXT>

  4. #574
    paranoider Irrer Avatar von The_J
    Registriert seit
    07.08.07
    Ort
    verrat ich nicht
    Beiträge
    13.297
    Du willst wohl ärger .

    Einer ging nicht gescheit , und die müssen dringend v. jmd. überarbeitet werden, der sich mit auskennt..

    Achtung Spoiler:
    <TEXT>
    <Tag>TXT_KEY_UNIT_TRIBESMAN_STRATEGY</Tag>
    <English>Archosian Tribesmen are limited to using only Bronze weapons. They do however enjoy a slight increase to City Defence and will defend their homes with great zeal. They also upgrade into the Brute unit, which can be powerful in the early game.</English>
    <German>Archosianische (?) Stammeskrieger sind auf Bronze-Waffen beschränkt. Sie genießen einen geringen Bonus bei der Stadtverteidigung, und sie werden ihre Heime bis auf’s Blut verteidigen. Sie können außerdem zur „Brute“(?)-Einheit aufgewertet werden, welche in der frühen Spielphase sehr mächtig ist.</German>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_TRIBESMAN_PEDIA</Tag>
    <English>All Archosian Tribesmen are able to fight in defence of the nest, but the tribe has had little interest in weapon development relying instead on those tribesmen "better suited" by nature to fight.</English>
    <German>Alle archosianischen Stammeskrieger können im Schutz des Nestes kämpfen (was auch immer das heißt), aber der Stamm hat kein großes Interesse daran, bessere Waffen zu entwickeln, denn sie sind von Natur aus zum Kampf bestimmt (ähm...) .</German>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_BRUTE_STRATEGY</Tag>
    <English>Boasting an increased strength due to +1 Poison combat, Brutes will often not feel the effects of lacking Iron Weapons. Even without weapon upgrades, these units are a solid choice.</English>
    <German>Durch die erhöhte Stärke und durch +1 Vergiftung im Kampf augeputscht, werden die Brutes nie das Fehlen von Eisenwaffen zu beklagen haben. Auch ohne Waffen-Upgrades sind diese Einheiten eine gute Wahl.</German>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_BRUTE_PEDIA</Tag>
    <English>Brutes are simply the fiercest and most aggressive of their tribe. Wielding a heavy stone or bronze axe, lashing out at times with teeth or clawed hand - these warriors show the first physical signs of Mother's toxic influence.</English>
    <German>Brutes sind einfach die erbittersten und agressivsten Kämpfer ihres Stammes. Einen großen Stein oder eine Bronzeaxt schwingend, jederzeit mit Zähnen und klauenbewehrten Händen austeilend, verkörpern diese Kämpfer die ersten physischen Anzeichen von Mutters giftigen Einfluss.</German>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_CHOSEN_STRATEGY</Tag>
    <English>Chosen are the first Archos unit able to make use of Iron Weapons. Whilst they lack the late-game benefit of Mithril Weapons, they enjoy an innate bonus of +1 Poison Combat.</English>
    <German>Die Auserwählten (?) sind die ersten Einheiten der Archos, welche Eisenwaffen benutzen können. Sie müssen zwar auf den späten Bonus durch Mithril-Waffen verzichten, aber sie genießen einen Bonus von +1 Vergiftung.</German>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_CHOSEN_PEDIA</Tag>
    <English>The "Chosen" are those Archosians who display some physical mutation as a result of the time spent living in the spider's nest during the Age of Ice. In the most extreme cases, these mutations take the form of additional limbs or eyes. The Chosen are allowed entry to Mother's Nest itself and defend the cult from outsiders.</English>
    <German>Die Auserwählten sind die ersten der Archos, die einige physische Mutationen aufzeigen, als Ergebnis der langen Zeit, die sie im Spinnennest während der Zeit des Eises verbracht haben.</German>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_HUNTSMAN_STRATEGY</Tag>
    <English>Using +1 Poison combat to make up what he lacks offensively, the Archosian Huntsman is a good choice for defending your lands against early invasion (especially from the barbarians, if your "alliance" proves to be "unstable").</English>
    <German>Um den Nachteil, den er in der Offensive besitzt, auszugleichen, besitzt der archosianische Jägersmann (?) einen Bonus von +1 Vergiftung, und ist auch eine gute Wahl, um deine Ländereien gegen frühe Invasionen zu verteidigen (insbesondere gegen die Barbaren, falls deine „Allianz“ nicht mehr haltbar wird).</German>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_HUNTSMAN_PEDIA</Tag>
    <English>Archosian Huntsmen spend weeks in the wilds of Erebus, stalking prey with a spider companion. When it is time to strike, the spider attacks and paralyses the target with venom before the Huntsman deals the deathblow. The tribe have been living with spiders for so long that the venom in the carcass is no longer deadly to them - though it does take it's toll.</English>
    <German>Archosianische Jägersmann verbringen Wochen in der Wildniss von Erebus, um Beute mit ihrem Spinnen-Partner zu fangen. Wenn es Zeit ist, zuzuschlagen, greift die Spinne das Opfer an und paralysiert es mit Gift, bevor der Jägersmann der Beute den finalen Todesstoß versetzt. Der Stamm hat so lange mit den Spinnen gelebt, dass das Gift in dem Fleisch für sie nicht mehr tödlich wirkt – auch wenn es seinen Preis fordert.</German>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_RECLUSE_STRATEGY</Tag>
    <English>A strong unit in the wilds, but relatively weak when attacking cities - the Recluse is best suited to intercepting enemies as they approach or hunting down wounded units.</English>
    <German>Der Einsiedler/Die Einsiedlerspinne/(oder was ganz anderes) ist eine starke Einheit in der weiten Wildnis, aber schwach im Stadtangriff – der Einsiedler/die Einsiedlerspinne ist bestens dazu geeignet, feindliche Einheiten direkt nach ihrem Erscheinen abzufangen, oder um verwundeten Einheiten zu Tode zu hetzen.</German>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_RECLUSE_PEDIA</Tag>
    <English>When a hunting team survives the wilds long enough to become noteworthy, they may be sent further afield to hunt more dangerous prey. The spider becomes more deadly as it grows and the Recluse relies on it to a greater degree.</English>
    <German>Wenn ein Jagdteam die Wildnis lang genug überlebt, um beachtet zu werden, werden sie weiter hinaus geschickt, um gefährlichere Beute zu jagen. Die Spinne wird mit ihrem Wachstum immer tödlicher, und der Einsiedler verlässt sich in einem hohen Grad darauf.</German>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_SPIDERKIN_STRATEGY</Tag>
    <English>Trading raw combat-prowess for deadly poison, the Spiderkin is a match for the Beastmasters of other races. In fact, his multiple additional limbs grant 1-3 first strikes, allowing him to more easily withstand attacks by groups of weaker opponents.</English>
    <German>Durch den Austausch roher Kampfes-Fähigkeit gegen tödliches Gift, ist die Spinnensippe (?) das Gegestück zum Bestienmeister der anderen Rassen. Ihre zusätzlichen Beine erlauben ihr 1-3 Erstschläge, wodurch sie auch die Angriffe von Gruppen schwacher Gegner übersteht.</German>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_SPIDERKIN_PEDIA</Tag>
    <English>The most successful hunters may find that they develop mutations as they continue to eat the poisoned meat of their kills. This is seen as a "gift" from Mother and a sign that the hunter is favoured. In anycase, many of these mutations prove beneficial in combat and the Spiderkin is practically immune to further poisoning.</English>
    <German>Die erfolgreichsten Jäger werden bemerken, dass sie weiter mutieren,wenn sie das vergiftete Fleisch ihrer Beute zu sich nehmen. Dies wird als ein “Geschenk” von Mutter angesehen, und als ein Anzeichen, dass er von Mutter begünstigt ist (naja, mir fällt nix besseres ein). Viele dieser Mutationen erweisen sich als Vorteile im Kampf, und die Spinnensippe ist praktisch immun gegen weitere Vergiftungen.</German>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_HARUSPEX_STRATEGY</Tag>
    <English>The Haruspex gains access to the Chaos sphere of magic, enabling a range of more aggressive spells. He lacks the potent summons of a normal druid however and must rely on his own strength and affinities to survive.</English>
    <German>Der Haruspex erlangt Zugang zu der Chaos-Sphäre der Magie, was im das Erlernen von agressiveren Sprüchen erlaubt. Er kann zwar nicht die mächtigen Beschwörungszauber von normalen Druiden erlernen, und muss auf seine eigene Stärke und seine Affinität (zu Chaosmana vielleicht?) vertrauen, um zu überleben.</German>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_HARUSPEX_PEDIA</Tag>
    <English>Haruspex are the priests of the Archosian spider-cult, fiercely dedicated to Mother. They share some of the same abilities as Druids, but whilst a Druid serves to preserve the balance of nature, a Haruspex utilises a darker and more unforgiving aspect of the wild.</English>
    <German>Die Haruspex sind die Priester des archosianischen Spinnenkults, und komplett von Mutter abhängig. Sie teilen einige Fähigkeiten mit den Druiden, aber während die Druiden die Balance der Natur bewahren wollen, bemächtigen sich die Haruspex einem dunkleren und unerbittlicheren Teil der Wildnis.</German>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_MOTHER_SPIDER_STRATEGY</Tag>
    <English>Releasing Mother upon the world is one of the highlights of playing the Archos, but be careful not to let enthusiasm get the better of her. Whilst she is a competent unit in combat, she is far from invincible - and let's face it, when you're *that* big, you're going to draw some unwanted attention from your enemies... [NEWLINE][NEWLINE]She can in-fact be released twice (using the Birthright Regained ritual),the tales of her first death were obviously greatly exaggerated (she was just pining for the Fjords). Only one instance of Mother can exist at a time however.</English>
    <German>Mutter auf die Welt loszulassen, ist eins der Highlights beim Spiel mit den Archos, aber sei vorsichtig, dass nicht Enthusiasmus sie ergreift. Wenn sie nur eine Einheit unter vielen im Kampf ist, ist sie weit davon entfernt, unbesiegbar zu sein – und wenn du es darauf ankommen lässt, falls du so groß bist, willst du vielleicht ein Auge auf deine Gegner werfen.... [NEWLINE][NEWLINE]Sie kann eigentlich zweimal beschworen werden (durch das Ritual „Geburtsrecht wiedererlangen“), und die Geschichten ihres ersten Todes waren grandios übertrieben (sie hat sich nur nach den Fjorden gesehnt). Nur eine Instanz von Mutter kann zu einem Zeitpunkt existieren. (den Text versteh’ ich nicht, ist im Endeffekt wahrscheinlich teils falsch) </German>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_MOTHER_SPIDER_PEDIA</Tag>
    <English>Light. Bright. Prey outside. Hunt. Kill. Feed.[NEWLINE][NEWLINE]The massive form of the spider burst from the cave on legs like chitinous birch trees. The dwarves stood for a moment in shock as the beast speared the first of them. Panic swept the ranks of the Soldiers of Kilmorph and some began to run. Never before had they seen such a beast, and by Kandros' gold - it looked angry.[NEWLINE][NEWLINE]Kill. Feed. Kill. Feed. Kill. Protect the nest.[NEWLINE][NEWLINE]The Haruspex emerged from the cave next, leading a host of giant spiders. Beneath them, the floor moved as a carpet of Mother's young raced ahead. As the first spells were cast, the dwarves were in full flight. Huntsmen were already in pursuit, few of their warriors would make it back to their mountain homes. The Haruspex attended Mother, expecting her to return to the nest. She did not. [NEWLINE][NEWLINE]Hunt. Kill. Feed. Hunt...</English>
    <German>Licht. Helligkeit. Beute draußen. Jagen. Töten. Füttern. [NEWLINE][NEWLINE]Die massive Form dieses Spinnenausbruches aus den Höhlen, auf Beinen wie Birken aus Chitin. Die Zwerge standen für einen Moment unter Schock, als das Biest den ersten von ihnen aufspießte. Panik schwappte durch die Reihen der Soldaten von Kilmorph, und einige begannen davonzurennen. Sie hatten noch nie zuvor solch ein Monstrum gesehen, und bei Kandros Gold – es sah grauenhaft aus. [NEWLINE][NEWLINE]Töten. Füttern. Töten. Füttern. Das Nest beschützen. [NEWLINE][NEWLINE]Die Haruspex stiegen als nächste aus den Höhlen, eine Heerschar von Riesenspinnen anführend. Unter ihnen bewegte sich der Boden wie ein Teppich von Mutters aufgehetzten Jungen. Als die ersten Zauber gewirkt wurden, waren die Zwerge schon vollständig auf der Flucht. Jägersmänner hatten bereits die Verfolgung aufgenommen, wenige ihrer Krieger würden es bis zu den sicheren Bergen schaffen. Die Haruspex begleiteten Mutter, in der Erwartung, dass sie umkehren würde. Aber sie tat es nicht. [NEWLINE][NEWLINE]Jagen. Töten. Füttern. Jagen...</German>
    </TEXT>
    Zum Download bereit: Civ4-Mod "Mars, jetzt!"


    "Frei sein heißt wählen können, wessen Sklave man sein will." (Jeanne Moreau, 1928 - )

    "Immer wenn man die Meinung der Mehrheit teilt, ist es Zeit, sich zu besinnen." (Mark Twain, 1835 - 1910)


  5. #575
    FFH2 Übersetzungsteam Avatar von Kontrollator
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    Bei diesen Text fehlt noch was

    <TEXT>
    <Tag>TXT_KEY_UNIT_CHOSEN_PEDIA</Tag>
    <English>The "Chosen" are those Archosians who display some physical mutation as a result of the time spent living in the spider's nest during the Age of Ice. In the most extreme cases, these mutations take the form of additional limbs or eyes. The Chosen are allowed entry to Mother's Nest itself and defend the cult from outsiders.</English>
    <German>Die Auserwählten sind die ersten der Archos, die einige physische Mutationen aufzeigen, als Ergebnis der langen Zeit, die sie im Spinnennest während der Zeit des Eises verbracht haben.</German>
    </TEXT>

  6. #576
    FFH2 Übersetzungsteam
    Registriert seit
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    In den extremsten Fällen zeigen sich diese Mutationen in Form von zusätzlichen Gliedmaßen oder Augen. Den Auserwählten ist es gestattet, das Nest der Mutter zu betreten und den Kult gegen Außenstehende zu verteidigen.

  7. #577
    paranoider Irrer Avatar von The_J
    Registriert seit
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    verrat ich nicht
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    war früh am morgen.
    Zum Download bereit: Civ4-Mod "Mars, jetzt!"


    "Frei sein heißt wählen können, wessen Sklave man sein will." (Jeanne Moreau, 1928 - )

    "Immer wenn man die Meinung der Mehrheit teilt, ist es Zeit, sich zu besinnen." (Mark Twain, 1835 - 1910)


  8. #578
    FFH2 Übersetzungsteam Avatar von Kontrollator
    Registriert seit
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    Und weiter gehts bitte

    Achtung Spoiler:
    <TEXT>
    <Tag>TXT_KEY_UNIT_SPIRIT_HEALER_STRATEGY</Tag>
    <English>Spirit Healer's act are a support unit for offensive stacks. They boost the heal rate of friendly units and can remove Diseased, Plagued and Withered promotions. Additionally, they are able to cast Spirit Guide, ensuring that their wisdom is not completely lost upon their death.</English>
    <French>Spirit Healer's act are a support unit for offensive stacks. They boost the heal rate of friendly units and can remove Diseased, Plagued and Withered promotions. Additionally, they are able to cast Spirit Guide, ensuring that their wisdom is not completely lost upon their death.</French>
    <German>Spirit Healer's act are a support unit for offensive stacks. They boost the heal rate of friendly units and can remove Diseased, Plagued and Withered promotions. Additionally, they are able to cast Spirit Guide, ensuring that their wisdom is not completely lost upon their death.</German>
    <Italian>Spirit Healer's act are a support unit for offensive stacks. They boost the heal rate of friendly units and can remove Diseased, Plagued and Withered promotions. Additionally, they are able to cast Spirit Guide, ensuring that their wisdom is not completely lost upon their death.</Italian>
    <Spanish>Spirit Healer's act are a support unit for offensive stacks. They boost the heal rate of friendly units and can remove Diseased, Plagued and Withered promotions. Additionally, they are able to cast Spirit Guide, ensuring that their wisdom is not completely lost upon their death.</Spanish>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_SPIRIT_HEALER_PEDIA</Tag>
    <English>The Chislev are well aware of the science that exists in the world, which some of the other races hold in such high regard. They are also aware however that the others remain gladly ignorant of the world's own soul and the unique magic which the Spirit Healer calls upon to cure the children of the earth. Scholars of the other races have dismissed it as simple sorcery combined with superstition - the truth would seem to be a matter of perspective.</English>
    <French>The Chislev are well aware of the science that exists in the world, which some of the other races hold in such high regard. They are also aware however that the others remain gladly ignorant of the world's own soul and the unique magic which the Spirit Healer calls upon to cure the children of the earth. Scholars of the other races have dismissed it as simple sorcery combined with superstition - the truth would seem to be a matter of perspective.</French>
    <German>The Chislev are well aware of the science that exists in the world, which some of the other races hold in such high regard. They are also aware however that the others remain gladly ignorant of the world's own soul and the unique magic which the Spirit Healer calls upon to cure the children of the earth. Scholars of the other races have dismissed it as simple sorcery combined with superstition - the truth would seem to be a matter of perspective.</German>
    <Italian>The Chislev are well aware of the science that exists in the world, which some of the other races hold in such high regard. They are also aware however that the others remain gladly ignorant of the world's own soul and the unique magic which the Spirit Healer calls upon to cure the children of the earth. Scholars of the other races have dismissed it as simple sorcery combined with superstition - the truth would seem to be a matter of perspective.</Italian>
    <Spanish>The Chislev are well aware of the science that exists in the world, which some of the other races hold in such high regard. They are also aware however that the others remain gladly ignorant of the world's own soul and the unique magic which the Spirit Healer calls upon to cure the children of the earth. Scholars of the other races have dismissed it as simple sorcery combined with superstition - the truth would seem to be a matter of perspective.</Spanish>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_ROCK_RAVEN_STRATEGY</Tag>
    <English>Rock Ravens are natural hunter birds and more aggressive than a hawk in that it will attempt to attack larger prey. The damage done is generally minor, but a flock of vicious birds can prove a problem to an advancing army.</English>
    <French>Rock Ravens are natural hunter birds and more aggressive than a hawk in that it will attempt to attack larger prey. The damage done is generally minor, but a flock of vicious birds can prove a problem to an advancing army.</French>
    <German>Rock Ravens are natural hunter birds and more aggressive than a hawk in that it will attempt to attack larger prey. The damage done is generally minor, but a flock of vicious birds can prove a problem to an advancing army.</German>
    <Italian>Rock Ravens are natural hunter birds and more aggressive than a hawk in that it will attempt to attack larger prey. The damage done is generally minor, but a flock of vicious birds can prove a problem to an advancing army.</Italian>
    <Spanish>Rock Ravens are natural hunter birds and more aggressive than a hawk in that it will attempt to attack larger prey. The damage done is generally minor, but a flock of vicious birds can prove a problem to an advancing army.</Spanish>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_MESKWAKI_STRATEGY</Tag>
    <English>Meskwaki is a a potent support-mage for a warparty. His unique ability to inspire fury (grants the Furious promotion) in the warriors following him allow his frenzied attacks to succeed where prudence would suggest failure was inevitable.</English>
    <French>Meskwaki is a a potent support-mage for a warparty. His unique ability to inspire fury (grants the Furious promotion)in the warriors following him allow his frenzied attacks to succeed where prudence would suggest failure was inevitable.</French>
    <German>Meskwaki is a a potent support-mage for a warparty. His unique ability to inspire fury (grants the Furious promotion)in the warriors following him allow his frenzied attacks to succeed where prudence would suggest failure was inevitable.</German>
    <Italian>Meskwaki is a a potent support-mage for a warparty. His unique ability to inspire fury (grants the Furious promotion)in the warriors following him allow his frenzied attacks to succeed where prudence would suggest failure was inevitable.</Italian>
    <Spanish>Meskwaki is a a potent support-mage for a warparty. His unique ability to inspire fury (grants the Furious promotion)in the warriors following him allow his frenzied attacks to succeed where prudence would suggest failure was inevitable.</Spanish>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_MESKWAKI_PEDIA</Tag>
    <English>There is a piece of sage advice that is passed to each new generation of the Chislev people - "Do not anger the shaman". This advice was never so sound as when it was applied to Meskwaki, the shaman of Skeros.[PARAGRAPH:1][NEWLINE]Meskwaki opened his eyes slowly. He was back in the pit. Spirit knows he wished to be anywhere else, but here he lay again. The guttural language of the jeering orcs above drifted down through the dim light as the campfires threw strange shadows across the walls above. He had been here as a child. His village all but wiped out by the orcs as they drove the Chislev from their jungle home. The greenskins had banded together behind a barbarian king and their aggression knew no bounds. His life with the tribe had been peaceful, but there was no peace here anymore. Laying in a earthen pit with only the sound of a whimpering child and the stench of the tribesmen decaying on the other side of the hole. It was sometime before he again realised that the crying child was him. Anger flashed in his heart and the sobbing stopped. He heard the sound of his tribes drums, no longer played in celebration of the spirits, but a menacing war-beat. He rose to his feet and flung himself at the walls of the pit. Clawing his way up the sheer surface, fingers bloodied as he pushed them deep into the earth. Anger drove him on. He reached the rim of the pit. The camp was in turmoil. The tribesmen of the next village - led by Absaroke - had been roused to war and were cutting a furious path into the heart of the camp as the orcs struggled to ready themselves. Meskwaki clambered free of his prison and threw himself into the fray, clubbing at the orcs with his fists and kicking out at any he could. His fists were ineffective weapons against the bulk of an orc warrior, but his sheer ferocity allowed him to drive several back as the other tribesmen moved to cut them down. Then it all stopped. The sound was gone and the images fading. The sensation of warm blood trickling from the back of his scalp. Falling to the floor, he didn't see the orc, but he did catch sight the bloodied mace that had laid him down. The vision faded to blackness.[PARAGRAPH:1][NEWLINE]Meskwaki opened his eyes again. He was back in his own time, the visions of the past fading from his eyes but still burning in his heart. He still felt that rage. He had called for it. Now he would visit it upon the old-enemy. Striding from his tent, cold rage burning in his eyes he took his place at the head of the warparty. Today the greenskins would pay."</English>
    <French>There is a piece of sage advice that is passed to each new generation of the Chislev people - "Do not anger the shaman". This advice was never so sound as when it was applied to Meskwaki, the shaman of Skeros.[PARAGRAPH:1][NEWLINE]Meskwaki opened his eyes slowly. He was back in the pit. Spirit knows he wished to be anywhere else, but here he lay again. The guttural language of the jeering orcs above drifted down through the dim light as the campfires threw strange shadows across the walls above. He had been here as a child. His village all but wiped out by the orcs as they drove the Chislev from their jungle home. The greenskins had banded together behind a barbarian king and their aggression knew no bounds. His life with the tribe had been peaceful, but there was no peace here anymore. Laying in a earthen pit with only the sound of a whimpering child and the stench of the tribesmen decaying on the other side of the hole. It was sometime before he again realised that the crying child was him. Anger flashed in his heart and the sobbing stopped. He heard the sound of his tribes drums, no longer played in celebration of the spirits, but a menacing war-beat. He rose to his feet and flung himself at the walls of the pit. Clawing his way up the sheer surface, fingers bloodied as he pushed them deep into the earth. Anger drove him on. He reached the rim of the pit. The camp was in turmoil. The tribesmen of the next village - led by Absaroke - had been roused to war and were cutting a furious path into the heart of the camp as the orcs struggled to ready themselves. Meskwaki clambered free of his prison and threw himself into the fray, clubbing at the orcs with his fists and kicking out at any he could. His fists were ineffective weapons against the bulk of an orc warrior, but his sheer ferocity allowed him to drive several back as the other tribesmen moved to cut them down. Then it all stopped. The sound was gone and the images fading. The sensation of warm blood trickling from the back of his scalp. Falling to the floor, he didn't see the orc, but he did catch sight the bloodied mace that had laid him down. The vision faded to blackness.[PARAGRAPH:1][NEWLINE]Meskwaki opened his eyes again. He was back in his own time, the visions of the past fading from his eyes but still burning in his heart. He still felt that rage. He had called for it. Now he would visit it upon the old-enemy. Striding from his tent, cold rage burning in his eyes he took his place at the head of the warparty. Today the greenskins would pay.</French>
    <German>There is a piece of sage advice that is passed to each new generation of the Chislev people - "Do not anger the shaman". This advice was never so sound as when it was applied to Meskwaki, the shaman of Skeros.[PARAGRAPH:1][NEWLINE]Meskwaki opened his eyes slowly. He was back in the pit. Spirit knows he wished to be anywhere else, but here he lay again. The guttural language of the jeering orcs above drifted down through the dim light as the campfires threw strange shadows across the walls above. He had been here as a child. His village all but wiped out by the orcs as they drove the Chislev from their jungle home. The greenskins had banded together behind a barbarian king and their aggression knew no bounds. His life with the tribe had been peaceful, but there was no peace here anymore. Laying in a earthen pit with only the sound of a whimpering child and the stench of the tribesmen decaying on the other side of the hole. It was sometime before he again realised that the crying child was him. Anger flashed in his heart and the sobbing stopped. He heard the sound of his tribes drums, no longer played in celebration of the spirits, but a menacing war-beat. He rose to his feet and flung himself at the walls of the pit. Clawing his way up the sheer surface, fingers bloodied as he pushed them deep into the earth. Anger drove him on. He reached the rim of the pit. The camp was in turmoil. The tribesmen of the next village - led by Absaroke - had been roused to war and were cutting a furious path into the heart of the camp as the orcs struggled to ready themselves. Meskwaki clambered free of his prison and threw himself into the fray, clubbing at the orcs with his fists and kicking out at any he could. His fists were ineffective weapons against the bulk of an orc warrior, but his sheer ferocity allowed him to drive several back as the other tribesmen moved to cut them down. Then it all stopped. The sound was gone and the images fading. The sensation of warm blood trickling from the back of his scalp. Falling to the floor, he didn't see the orc, but he did catch sight the bloodied mace that had laid him down. The vision faded to blackness.[PARAGRAPH:1][NEWLINE]Meskwaki opened his eyes again. He was back in his own time, the visions of the past fading from his eyes but still burning in his heart. He still felt that rage. He had called for it. Now he would visit it upon the old-enemy. Striding from his tent, cold rage burning in his eyes he took his place at the head of the warparty. Today the greenskins would pay.</German>
    <Italian>There is a piece of sage advice that is passed to each new generation of the Chislev people - "Do not anger the shaman". This advice was never so sound as when it was applied to Meskwaki, the shaman of Skeros.[PARAGRAPH:1][NEWLINE]Meskwaki opened his eyes slowly. He was back in the pit. Spirit knows he wished to be anywhere else, but here he lay again. The guttural language of the jeering orcs above drifted down through the dim light as the campfires threw strange shadows across the walls above. He had been here as a child. His village all but wiped out by the orcs as they drove the Chislev from their jungle home. The greenskins had banded together behind a barbarian king and their aggression knew no bounds. His life with the tribe had been peaceful, but there was no peace here anymore. Laying in a earthen pit with only the sound of a whimpering child and the stench of the tribesmen decaying on the other side of the hole. It was sometime before he again realised that the crying child was him. Anger flashed in his heart and the sobbing stopped. He heard the sound of his tribes drums, no longer played in celebration of the spirits, but a menacing war-beat. He rose to his feet and flung himself at the walls of the pit. Clawing his way up the sheer surface, fingers bloodied as he pushed them deep into the earth. Anger drove him on. He reached the rim of the pit. The camp was in turmoil. The tribesmen of the next village - led by Absaroke - had been roused to war and were cutting a furious path into the heart of the camp as the orcs struggled to ready themselves. Meskwaki clambered free of his prison and threw himself into the fray, clubbing at the orcs with his fists and kicking out at any he could. His fists were ineffective weapons against the bulk of an orc warrior, but his sheer ferocity allowed him to drive several back as the other tribesmen moved to cut them down. Then it all stopped. The sound was gone and the images fading. The sensation of warm blood trickling from the back of his scalp. Falling to the floor, he didn't see the orc, but he did catch sight the bloodied mace that had laid him down. The vision faded to blackness.[PARAGRAPH:1][NEWLINE]Meskwaki opened his eyes again. He was back in his own time, the visions of the past fading from his eyes but still burning in his heart. He still felt that rage. He had called for it. Now he would visit it upon the old-enemy. Striding from his tent, cold rage burning in his eyes he took his place at the head of the warparty. Today the greenskins would pay.</Italian>
    <Spanish>There is a piece of sage advice that is passed to each new generation of the Chislev people - "Do not anger the shaman". This advice was never so sound as when it was applied to Meskwaki, the shaman of Skeros.[PARAGRAPH:1][NEWLINE]Meskwaki opened his eyes slowly. He was back in the pit. Spirit knows he wished to be anywhere else, but here he lay again. The guttural language of the jeering orcs above drifted down through the dim light as the campfires threw strange shadows across the walls above. He had been here as a child. His village all but wiped out by the orcs as they drove the Chislev from their jungle home. The greenskins had banded together behind a barbarian king and their aggression knew no bounds. His life with the tribe had been peaceful, but there was no peace here anymore. Laying in a earthen pit with only the sound of a whimpering child and the stench of the tribesmen decaying on the other side of the hole. It was sometime before he again realised that the crying child was him. Anger flashed in his heart and the sobbing stopped. He heard the sound of his tribes drums, no longer played in celebration of the spirits, but a menacing war-beat. He rose to his feet and flung himself at the walls of the pit. Clawing his way up the sheer surface, fingers bloodied as he pushed them deep into the earth. Anger drove him on. He reached the rim of the pit. The camp was in turmoil. The tribesmen of the next village - led by Absaroke - had been roused to war and were cutting a furious path into the heart of the camp as the orcs struggled to ready themselves. Meskwaki clambered free of his prison and threw himself into the fray, clubbing at the orcs with his fists and kicking out at any he could. His fists were ineffective weapons against the bulk of an orc warrior, but his sheer ferocity allowed him to drive several back as the other tribesmen moved to cut them down. Then it all stopped. The sound was gone and the images fading. The sensation of warm blood trickling from the back of his scalp. Falling to the floor, he didn't see the orc, but he did catch sight the bloodied mace that had laid him down. The vision faded to blackness.[PARAGRAPH:1][NEWLINE]Meskwaki opened his eyes again. He was back in his own time, the visions of the past fading from his eyes but still burning in his heart. He still felt that rage. He had called for it. Now he would visit it upon the old-enemy. Striding from his tent, cold rage burning in his eyes he took his place at the head of the warparty. Today the greenskins would pay.</Spanish>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_ROGUE_PEDIA</Tag>
    <English>The palace may reject foreign envoys, the army prevents the encroachment of foreign forces and the temple may reject the advances of foreign missionaries. The tavern however will never reject the coin of foreign drinkers and this is where the rogue tends to be found. Seemingly displaced individuals, they spend time in the cities of their rivals learning as much as is necessary to survive. They are not (all) criminals, but they do have a tendency to find themselves in places they do not belong.</English>
    <French>The palace may reject foreign envoys, the army prevents the encroachment of foreign forces and the temple may reject the advances of foreign missionaries. The tavern however will never reject the coin of foreign drinkers and this is where the rogue tends to be found. Seemingly displaced individuals, they spend time in the cities of their rivals learning as much as is necessary to survive. They are not (all) criminals, but they do have a tendency to find themselves in places they do not belong.</French>
    <German>The palace may reject foreign envoys, the army prevents the encroachment of foreign forces and the temple may reject the advances of foreign missionaries. The tavern however will never reject the coin of foreign drinkers and this is where the rogue tends to be found. Seemingly displaced individuals, they spend time in the cities of their rivals learning as much as is necessary to survive. They are not (all) criminals, but they do have a tendency to find themselves in places they do not belong.</German>
    <Italian>The palace may reject foreign envoys, the army prevents the encroachment of foreign forces and the temple may reject the advances of foreign missionaries. The tavern however will never reject the coin of foreign drinkers and this is where the rogue tends to be found. Seemingly displaced individuals, they spend time in the cities of their rivals learning as much as is necessary to survive. They are not (all) criminals, but they do have a tendency to find themselves in places they do not belong.</Italian>
    <Spanish>The palace may reject foreign envoys, the army prevents the encroachment of foreign forces and the temple may reject the advances of foreign missionaries. The tavern however will never reject the coin of foreign drinkers and this is where the rogue tends to be found. Seemingly displaced individuals, they spend time in the cities of their rivals learning as much as is necessary to survive. They are not (all) criminals, but they do have a tendency to find themselves in places they do not belong.</Spanish>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_ROGUE_STRATEGY</Tag>
    <English>Rogues are scout units that are able to travel through rival territory freely and investigate their cities. This information may be of use when planning for diplomacy, expansion or war.</English>
    <French>Rogues are scout units that are able to travel through rival territory freely and investigate their cities. This information may be of use when planning for diplomacy, expansion or war.</French>
    <German>Rogues are scout units that are able to travel through rival territory freely and investigate their cities. This information may be of use when planning for diplomacy, expansion or war.</German>
    <Italian>Rogues are scout units that are able to travel through rival territory freely and investigate their cities. This information may be of use when planning for diplomacy, expansion or war.</Italian>
    <Spanish>Rogues are scout units that are able to travel through rival territory freely and investigate their cities. This information may be of use when planning for diplomacy, expansion or war.</Spanish>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_TRACKER_PEDIA</Tag>
    <English>Whilst the Explorer travels in search of new discoveries and the unknown, the Tracker knows exactly what it is that he seeks. It might be an orc warband that has pillaged a nearby village or it may be the vanguard of a large enemy army. Whatever the quarry, the tracker will find it long before anyone else even suspects it is there.</English>
    <French>Whilst the Explorer travels in search of new discoveries and the unknown, the Tracker knows exactly what it is that he seeks. It might be an orc warband that has pillaged a nearby village or it may be the vanguard of a large enemy army. Whatever the quarry, the tracker will find it long before anyone else even suspects it is there.</French>
    <German>Whilst the Explorer travels in search of new discoveries and the unknown, the Tracker knows exactly what it is that he seeks. It might be an orc warband that has pillaged a nearby village or it may be the vanguard of a large enemy army. Whatever the quarry, the tracker will find it long before anyone else even suspects it is there.</German>
    <Italian>Whilst the Explorer travels in search of new discoveries and the unknown, the Tracker knows exactly what it is that he seeks. It might be an orc warband that has pillaged a nearby village or it may be the vanguard of a large enemy army. Whatever the quarry, the tracker will find it long before anyone else even suspects it is there.</Italian>
    <Spanish>Whilst the Explorer travels in search of new discoveries and the unknown, the Tracker knows exactly what it is that he seeks. It might be an orc warband that has pillaged a nearby village or it may be the vanguard of a large enemy army. Whatever the quarry, the tracker will find it long before anyone else even suspects it is there.</Spanish>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_TRACKER_STRATEGY</Tag>
    <English>This unit replaces the Ranger but is available earlier and fulfills a different role. The Tracker has the Sentry and Woodsman promotions and can gain the second level of both to make it a solid wilderness explorer, able to spot income threats from a great distance and travel quickly through forests. It also has the Adventurer promotion, granting it a bonus when exploring monster lairs and dungeons.</English>
    <French>This unit replaces the Ranger but is available earlier and fulfills a different role. The Tracker has the Sentry and Woodsman promotions and can gain the second level of both to make it a solid wilderness explorer, able to spot income threats from a great distance and travel quickly through forests. It also has the Adventurer promotion, granting it a bonus when exploring monster lairs and dungeons.</French>
    <German>This unit replaces the Ranger but is available earlier and fulfills a different role. The Tracker has the Sentry and Woodsman promotions and can gain the second level of both to make it a solid wilderness explorer, able to spot income threats from a great distance and travel quickly through forests. It also has the Adventurer promotion, granting it a bonus when exploring monster lairs and dungeons.</German>
    <Italian>This unit replaces the Ranger but is available earlier and fulfills a different role. The Tracker has the Sentry and Woodsman promotions and can gain the second level of both to make it a solid wilderness explorer, able to spot income threats from a great distance and travel quickly through forests. It also has the Adventurer promotion, granting it a bonus when exploring monster lairs and dungeons.</Italian>
    <Spanish>This unit replaces the Ranger but is available earlier and fulfills a different role. The Tracker has the Sentry and Woodsman promotions and can gain the second level of both to make it a solid wilderness explorer, able to spot income threats from a great distance and travel quickly through forests. It also has the Adventurer promotion, granting it a bonus when exploring monster lairs and dungeons.</Spanish>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_RECURVE_ARCHER_PEDIA</Tag>
    <English>A recurve bow is a form of bow defined by the side-view profile; in contrast to the simple longbow, a recurve bow has tips that curve away from the archer when the bow is unstrung. By one technical definition, the difference between recurve and other bows is that the string touches sections of the limbs of recurve bows when the bow is strung. A recurve bow stores more energy than an equivalent straight-limbed bow, giving a greater amount of cast to the arrow. A recurve will permit a shorter bow than the simple bow for a given arrow energy and this form was preferred by archers in environments where long weapons could be cumbersome, such as in brush and forest terrain, or while on horseback. By contrast, the traditional straight longbow tends to "stack" that is, the required draw force increases more rapidly per unit of draw length as the string is drawn back.</English>
    <French>A recurve bow is a form of bow defined by the side-view profile; in contrast to the simple longbow, a recurve bow has tips that curve away from the archer when the bow is unstrung. By one technical definition, the difference between recurve and other bows is that the string touches sections of the limbs of recurve bows when the bow is strung. A recurve bow stores more energy than an equivalent straight-limbed bow, giving a greater amount of cast to the arrow. A recurve will permit a shorter bow than the simple bow for a given arrow energy and this form was preferred by archers in environments where long weapons could be cumbersome, such as in brush and forest terrain, or while on horseback. By contrast, the traditional straight longbow tends to "stack" that is, the required draw force increases more rapidly per unit of draw length as the string is drawn back.</French>
    <German>A recurve bow is a form of bow defined by the side-view profile; in contrast to the simple longbow, a recurve bow has tips that curve away from the archer when the bow is unstrung. By one technical definition, the difference between recurve and other bows is that the string touches sections of the limbs of recurve bows when the bow is strung. A recurve bow stores more energy than an equivalent straight-limbed bow, giving a greater amount of cast to the arrow. A recurve will permit a shorter bow than the simple bow for a given arrow energy and this form was preferred by archers in environments where long weapons could be cumbersome, such as in brush and forest terrain, or while on horseback. By contrast, the traditional straight longbow tends to "stack" that is, the required draw force increases more rapidly per unit of draw length as the string is drawn back.</German>
    <Italian>A recurve bow is a form of bow defined by the side-view profile; in contrast to the simple longbow, a recurve bow has tips that curve away from the archer when the bow is unstrung. By one technical definition, the difference between recurve and other bows is that the string touches sections of the limbs of recurve bows when the bow is strung. A recurve bow stores more energy than an equivalent straight-limbed bow, giving a greater amount of cast to the arrow. A recurve will permit a shorter bow than the simple bow for a given arrow energy and this form was preferred by archers in environments where long weapons could be cumbersome, such as in brush and forest terrain, or while on horseback. By contrast, the traditional straight longbow tends to "stack" that is, the required draw force increases more rapidly per unit of draw length as the string is drawn back.</Italian>
    <Spanish>A recurve bow is a form of bow defined by the side-view profile; in contrast to the simple longbow, a recurve bow has tips that curve away from the archer when the bow is unstrung. By one technical definition, the difference between recurve and other bows is that the string touches sections of the limbs of recurve bows when the bow is strung. A recurve bow stores more energy than an equivalent straight-limbed bow, giving a greater amount of cast to the arrow. A recurve will permit a shorter bow than the simple bow for a given arrow energy and this form was preferred by archers in environments where long weapons could be cumbersome, such as in brush and forest terrain, or while on horseback. By contrast, the traditional straight longbow tends to "stack" that is, the required draw force increases more rapidly per unit of draw length as the string is drawn back.</Spanish>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_RECURVE_ARCHER_STRATEGY</Tag>
    <English>This longbow replacement is able to defend both in cities and in the wilds, thanks to the Woodsman Promotion. The shorter Recurve bow also allows them to loose arrows more quickly, giving them greater chance to strike first.</English>
    <French>This longbow replacement is able to defend both in cities and in the wilds, thanks to the Woodsman Promotion. The shorter Recurve bow also allows them to loose arrows more quickly, giving them greater chance to strike first.</French>
    <German>This longbow replacement is able to defend both in cities and in the wilds, thanks to the Woodsman Promotion. The shorter Recurve bow also allows them to loose arrows more quickly, giving them greater chance to strike first.</German>
    <Italian>This longbow replacement is able to defend both in cities and in the wilds, thanks to the Woodsman Promotion. The shorter Recurve bow also allows them to loose arrows more quickly, giving them greater chance to strike first.</Italian>
    <Spanish>This longbow replacement is able to defend both in cities and in the wilds, thanks to the Woodsman Promotion. The shorter Recurve bow also allows them to loose arrows more quickly, giving them greater chance to strike first.</Spanish>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_SHOREPARTY_PEDIA</Tag>
    <English>Whilst most sailors stick to sailing, the Austrin can't resist investigating newly discovered lands. All their seamen are experienced in tracking and wilderness survival and so will explore at least a short distance into any island they encouter before putting back out to sea.</English>
    <French>Whilst most sailors stick to sailing, the Austrin can't resist investigating newly discovered lands. All their seamen are experienced in tracking and wilderness survival and so will explore at least a short distance into any island they encouter before putting back out to sea.</French>
    <German>Whilst most sailors stick to sailing, the Austrin can't resist investigating newly discovered lands. All their seamen are experienced in tracking and wilderness survival and so will explore at least a short distance into any island they encouter before putting back out to sea.</German>
    <Italian>Whilst most sailors stick to sailing, the Austrin can't resist investigating newly discovered lands. All their seamen are experienced in tracking and wilderness survival and so will explore at least a short distance into any island they encouter before putting back out to sea.</Italian>
    <Spanish>Whilst most sailors stick to sailing, the Austrin can't resist investigating newly discovered lands. All their seamen are experienced in tracking and wilderness survival and so will explore at least a short distance into any island they encouter before putting back out to sea.</Spanish>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_SHOREPARTY_STRATEGY</Tag>
    <English>Shoreparties are summoned from Austrin ships and allow you to explore a landmass more thoroughly than is possible by simply sailing by. They cannot fight, but will move quickly over the terrain for a single turn before returning to their ship.</English>
    <French>Shoreparties are summoned from Austrin ships and allow you to explore a landmass more thoroughly than is possible by simply sailing by. They cannot fight, but will move quickly over the terrain for a single turn before returning to their ship.</French>
    <German>Shoreparties are summoned from Austrin ships and allow you to explore a landmass more thoroughly than is possible by simply sailing by. They cannot fight, but will move quickly over the terrain for a single turn before returning to their ship.</German>
    <Italian>Shoreparties are summoned from Austrin ships and allow you to explore a landmass more thoroughly than is possible by simply sailing by. They cannot fight, but will move quickly over the terrain for a single turn before returning to their ship.</Italian>
    <Spanish>Shoreparties are summoned from Austrin ships and allow you to explore a landmass more thoroughly than is possible by simply sailing by. They cannot fight, but will move quickly over the terrain for a single turn before returning to their ship.</Spanish>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_EXPLORER_PEDIA</Tag>
    <English>Most civilizations search the areas surrounding their lands to discover new resources and neighbouring civilizations. The Austrin however explore the world purely for the love of discovering the unknown. Often, that unknown can be hostile or even deadly, but the Exploration guild trains its members well and most fare well in the wild.</English>
    <French>Most civilizations search the areas surrounding their lands to discover new resources and neighbouring civilizations. The Austrin however explore the world purely for the love of discovering the unknown. Often, that unknown can be hostile or even deadly, but the Exploration guild trains its members well and most fare well in the wild.</French>
    <German>Most civilizations search the areas surrounding their lands to discover new resources and neighbouring civilizations. The Austrin however explore the world purely for the love of discovering the unknown. Often, that unknown can be hostile or even deadly, but the Exploration guild trains its members well and most fare well in the wild.</German>
    <Italian>Most civilizations search the areas surrounding their lands to discover new resources and neighbouring civilizations. The Austrin however explore the world purely for the love of discovering the unknown. Often, that unknown can be hostile or even deadly, but the Exploration guild trains its members well and most fare well in the wild.</Italian>
    <Spanish>Most civilizations search the areas surrounding their lands to discover new resources and neighbouring civilizations. The Austrin however explore the world purely for the love of discovering the unknown. Often, that unknown can be hostile or even deadly, but the Exploration guild trains its members well and most fare well in the wild.</Spanish>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_EXPLORER_STRATEGY</Tag>
    <English>This Hunter-replacement unit shares many of the hunter's strengths, whilst being available at Cartography and also able to traverse difficult terrain rapidly.</English>
    <French>This Hunter-replacement unit shares many of the hunter's strengths, whilst being available at Cartography and also able to traverse difficult terrain rapidly.</French>
    <German>This Hunter-replacement unit shares many of the hunter's strengths, whilst being available at Cartography and also able to traverse difficult terrain rapidly.</German>
    <Italian>This Hunter-replacement unit shares many of the hunter's strengths, whilst being available at Cartography and also able to traverse difficult terrain rapidly.</Italian>
    <Spanish>This Hunter-replacement unit shares many of the hunter's strengths, whilst being available at Cartography and also able to traverse difficult terrain rapidly.</Spanish>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_WINDSWORD_PEDIA</Tag>
    <English>The Windswords are considered to be an old legend by many Erubusians - even amongst the Austrin. They did once exist however, schooled in advanced swordsplay and able to move as unpredicatably as the wind. Inspired by the nature of Tali, the Windswords could keep their foe utterly off guard and scythe through their ranks as the wind cuts through a field of corn. [NEWLINE][NEWLINE]Rumours persist that there is still one person schooled in that ancient art - though Deirdra herself has searched since childhood for him with little success. With the combined resources of the Austrin empire however, perhaps she will have more success...</English>
    <French>The Windswords are considered to be an old legend by many Erubusians - even amongst the Austrin. They did once exist however, schooled in advanced swordsplay and able to move as unpredicatably as the wind. Inspired by the nature of Tali, the Windswords could keep their foe utterly off guard and scythe through their ranks as the wind cuts through a field of corn. [NEWLINE][NEWLINE]Rumours persist that there is still one person schooled in that ancient art - though Deirdra herself has searched since childhood for him with little success. With the combined resources of the Austrin empire however, perhaps she will have more success...</French>
    <German>The Windswords are considered to be an old legend by many Erubusians - even amongst the Austrin. They did once exist however, schooled in advanced swordsplay and able to move as unpredicatably as the wind. Inspired by the nature of Tali, the Windswords could keep their foe utterly off guard and scythe through their ranks as the wind cuts through a field of corn. [NEWLINE][NEWLINE]Rumours persist that there is still one person schooled in that ancient art - though Deirdra herself has searched since childhood for him with little success. With the combined resources of the Austrin empire however, perhaps she will have more success...</German>
    <Italian>The Windswords are considered to be an old legend by many Erubusians - even amongst the Austrin. They did once exist however, schooled in advanced swordsplay and able to move as unpredicatably as the wind. Inspired by the nature of Tali, the Windswords could keep their foe utterly off guard and scythe through their ranks as the wind cuts through a field of corn. [NEWLINE][NEWLINE]Rumours persist that there is still one person schooled in that ancient art - though Deirdra herself has searched since childhood for him with little success. With the combined resources of the Austrin empire however, perhaps she will have more success...</Italian>
    <Spanish>The Windswords are considered to be an old legend by many Erubusians - even amongst the Austrin. They did once exist however, schooled in advanced swordsplay and able to move as unpredicatably as the wind. Inspired by the nature of Tali, the Windswords could keep their foe utterly off guard and scythe through their ranks as the wind cuts through a field of corn. [NEWLINE][NEWLINE]Rumours persist that there is still one person schooled in that ancient art - though Deirdra herself has searched since childhood for him with little success. With the combined resources of the Austrin empire however, perhaps she will have more success...</Spanish>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_WINDSWORD_STRATEGY</Tag>
    <English>The Windswords are a national unit and replace the Phalanx of other civilizations. The unit is most notable for its special ability - "Bladewind" - which forces all foes to retreat away from the Windswords flashing blade, taking a small amount of damage in the process. Windswords excel against melee and ranged troops alike - with a 25% bonus against melee and an immunity to first strikes helping the to close with ranged troops.</English>
    <French>The Windswords are a national unit and replace the Phalanx of other civilizations. The unit is most notable for its special ability - "Bladewind" - which forces all foes to retreat away from the Windswords flashing blade, taking a small amount of damage in the process. Windswords excel against melee and ranged troops alike - with a 25% bonus against melee and an immunity to first strikes helping the to close with ranged troops.</French>
    <German>The Windswords are a national unit and replace the Phalanx of other civilizations. The unit is most notable for its special ability - "Bladewind" - which forces all foes to retreat away from the Windswords flashing blade, taking a small amount of damage in the process. Windswords excel against melee and ranged troops alike - with a 25% bonus against melee and an immunity to first strikes helping the to close with ranged troops.</German>
    <Italian>The Windswords are a national unit and replace the Phalanx of other civilizations. The unit is most notable for its special ability - "Bladewind" - which forces all foes to retreat away from the Windswords flashing blade, taking a small amount of damage in the process. Windswords excel against melee and ranged troops alike - with a 25% bonus against melee and an immunity to first strikes helping the to close with ranged troops.</Italian>
    <Spanish>The Windswords are a national unit and replace the Phalanx of other civilizations. The unit is most notable for its special ability - "Bladewind" - which forces all foes to retreat away from the Windswords flashing blade, taking a small amount of damage in the process. Windswords excel against melee and ranged troops alike - with a 25% bonus against melee and an immunity to first strikes helping the to close with ranged troops.</Spanish>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_PEGASUS_PEDIA</Tag>
    <English>The Pegasus is a mythical creature, generally remembered due to its namesake constellation. They are wild animals who have tasted the freedom of the skies, though they are also highly intelligent and will allow themselves to be ridden if the cause suits them.</English>
    <French>The Pegasus is a mythical creature, generally remembered due to its namesake constellation. They are wild animals who have tasted the freedom of the skies, though they are also highly intelligent and will allow themselves to be ridden if the cause suits them.</French>
    <German>The Pegasus is a mythical creature, generally remembered due to its namesake constellation. They are wild animals who have tasted the freedom of the skies, though they are also highly intelligent and will allow themselves to be ridden if the cause suits them.</German>
    <Italian>The Pegasus is a mythical creature, generally remembered due to its namesake constellation. They are wild animals who have tasted the freedom of the skies, though they are also highly intelligent and will allow themselves to be ridden if the cause suits them.</Italian>
    <Spanish>The Pegasus is a mythical creature, generally remembered due to its namesake constellation. They are wild animals who have tasted the freedom of the skies, though they are also highly intelligent and will allow themselves to be ridden if the cause suits them.</Spanish>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_PEGASUS_STRATEGY</Tag>
    <English>Pegasi are maginally useful as a unit, but far more useful as a mount for an existing high level unit. Using the "Ride Pegasus" ability, any Melee, Archer or Adept unit can ride the Pegasus, allowing it rapid and unrestricted movement.</English>
    <French>Pegasi are maginally useful as a unit, but far more useful as a mount for an existing high level unit. Using the "Ride Pegasus" ability, any Melee, Archer or Adept unit can ride the Pegasus, allowing it rapid and unrestricted movement.</French>
    <German>Pegasi are maginally useful as a unit, but far more useful as a mount for an existing high level unit. Using the "Ride Pegasus" ability, any Melee, Archer or Adept unit can ride the Pegasus, allowing it rapid and unrestricted movement.</German>
    <Italian>Pegasi are maginally useful as a unit, but far more useful as a mount for an existing high level unit. Using the "Ride Pegasus" ability, any Melee, Archer or Adept unit can ride the Pegasus, allowing it rapid and unrestricted movement.</Italian>
    <Spanish>Pegasi are maginally useful as a unit, but far more useful as a mount for an existing high level unit. Using the "Ride Pegasus" ability, any Melee, Archer or Adept unit can ride the Pegasus, allowing it rapid and unrestricted movement.</Spanish>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_HARMATT_PEDIA</Tag>
    <English>The ocean spread before him, Harmatt breathed in the salt-air. He had travelled the breadth of this land, from Telynohn to the Great Western Sea. Now he could travel no more, as the water stretched out to the north and south, forming a barrier. Yet the horizon still called him. This was not the edge of the world, he could feel it. There was more to find, to see.[NEWLINE][NEWLINE]As night fell, he crept back to the Amurite port. Ships travelled along the coast at all hours to dock at Glorairine, though they were mostly cargo ships - ugly, cumbersome and ill-suited to a voyage on untamed waves. Then he saw it. A cruiser - simple and elegant lines, designed for speed, belonging to some high-ranking mage who needed to travel between the Amurite cities and beyond rapidly.[NEWLINE][NEWLINE]Harmatt held no antipathy toward the Amurites - in fact they'd been nothing but accomadating when he'd paid Cervedes a visit. He needed to sail however and the cruiser was the key to that. He quickly slipped on board and darted across the main deck. The craft was designed for a crew of a dozen or more, but he had sailed far larger crafts alone in the past - the winds favoured him. Checking that there were none aboard, he sliced the mooring ropes and prepared to make way.[NEWLINE][NEWLINE]It would not move. He had spent minutes that felt like a lifetime trying to set sail, but the vessel was stuck fast. The small anchor had been raised, the moorings were cleared and the sails had been dropped enough to manoeuvre (though hopefully not enough to attract attention from the docks) - but still it refused to move. Knowing that time was short, Harmatt opened the sails full, hoping that a sail full of wind would pull him free of the unseen obstruction. The ship lurched uncertainly, then began to vibrate, but still it refused to move.[NEWLINE]A light on the dockside alerted him to the approach of guards, he could flee into the water, but despite being a strong swimmer, he doubted he could outpace an archer's arrow. He stood his ground as the guards laid a gang plank and boarded the ship.[NEWLINE][NEWLINE]At their head stood a mage. "What exactly are you doing here, in the dead of night? Speak quickly, lest I think you a thief"[NEWLINE][NEWLINE] "Surely not a thief", said Harmatt. "I am merely here to render this vessel seaworthy once more - something unseen has snared it and the owner wished me to free it". The Mage looked amused.[NEWLINE]This vessel will become seaworthy only when its owner wishes it to be so. This is the personal transport of Archmage Govannon - without his magic, it will never move."[NEWLINE] "Oh. Drat. I guess it's not what I needed afterall then. The water it is..." Before the Amurites could respond, he had darted back several feet and flung himself from the deck, over the side of the boat. The guards ran to the rail as something heavy splashed into the water and seconds later the area was showered with arrows. They waited several minutes, but naught but the thief's hat surfaced.[NEWLINE][NEWLINE]Hanging on grimly to the underside of the anchor, Harmatt lamented the loss of his hat and swordbelt - cast into the water as he made his escape. This was not turning out to be a good night...</English>
    <French>The ocean spread before him, Harmatt breathed in the salt-air. He had travelled the breadth of this land, from Telynohn to the Great Western Sea. Now he could travel no more, as the water stretched out to the north and south, forming a barrier. Yet the horizon still called him. This was not the edge of the world, he could feel it. There was more to find, to see.[NEWLINE][NEWLINE]As night fell, he crept back to the Amurite port. Ships travelled along the coast at all hours to dock at Glorairine, though they were mostly cargo ships - ugly, cumbersome and ill-suited to a voyage on untamed waves. Then he saw it. A cruiser - simple and elegant lines, designed for speed, belonging to some high-ranking mage who needed to travel between the Amurite cities and beyond rapidly.[NEWLINE][NEWLINE]Harmatt held no antipathy toward the Amurites - in fact they'd been nothing but accomadating when he'd paid Cervedes a visit. He needed to sail however and the cruiser was the key to that. He quickly slipped on board and darted across the main deck. The craft was designed for a crew of a dozen or more, but he had sailed far larger crafts alone in the past - the winds favoured him. Checking that there were none aboard, he sliced the mooring ropes and prepared to make way.[NEWLINE][NEWLINE]It would not move. He had spent minutes that felt like a lifetime trying to set sail, but the vessel was stuck fast. The small anchor had been raised, the moorings were cleared and the sails had been dropped enough to manoeuvre (though hopefully not enough to attract attention from the docks) - but still it refused to move. Knowing that time was short, Harmatt opened the sails full, hoping that a sail full of wind would pull him free of the unseen obstruction. The ship lurched uncertainly, then began to vibrate, but still it refused to move.[NEWLINE]A light on the dockside alerted him to the approach of guards, he could flee into the water, but despite being a strong swimmer, he doubted he could outpace an archer's arrow. He stood his ground as the guards laid a gang plank and boarded the ship.[NEWLINE][NEWLINE]At their head stood a mage. "What exactly are you doing here, in the dead of night? Speak quickly, lest I think you a thief"[NEWLINE][NEWLINE] "Surely not a thief", said Harmatt. "I am merely here to render this vessel seaworthy once more - something unseen has snared it and the owner wished me to free it". The Mage looked amused.[NEWLINE]This vessel will become seaworthy only when its owner wishes it to be so. This is the personal transport of Archmage Govannon - without his magic, it will never move."[NEWLINE] "Oh. Drat. I guess it's not what I needed afterall then. The water it is..." Before the Amurites could respond, he had darted back several feet and flung himself from the deck, over the side of the boat. The guards ran to the rail as something heavy splashed into the water and seconds later the area was showered with arrows. They waited several minutes, but naught but the thief's hat surfaced.[NEWLINE][NEWLINE]Hanging on grimly to the underside of the anchor, Harmatt lamented the loss of his hat and swordbelt - cast into the water as he made his escape. This was not turning out to be a good night...</French>
    <German>The ocean spread before him, Harmatt breathed in the salt-air. He had travelled the breadth of this land, from Telynohn to the Great Western Sea. Now he could travel no more, as the water stretched out to the north and south, forming a barrier. Yet the horizon still called him. This was not the edge of the world, he could feel it. There was more to find, to see.[NEWLINE][NEWLINE]As night fell, he crept back to the Amurite port. Ships travelled along the coast at all hours to dock at Glorairine, though they were mostly cargo ships - ugly, cumbersome and ill-suited to a voyage on untamed waves. Then he saw it. A cruiser - simple and elegant lines, designed for speed, belonging to some high-ranking mage who needed to travel between the Amurite cities and beyond rapidly.[NEWLINE][NEWLINE]Harmatt held no antipathy toward the Amurites - in fact they'd been nothing but accomadating when he'd paid Cervedes a visit. He needed to sail however and the cruiser was the key to that. He quickly slipped on board and darted across the main deck. The craft was designed for a crew of a dozen or more, but he had sailed far larger crafts alone in the past - the winds favoured him. Checking that there were none aboard, he sliced the mooring ropes and prepared to make way.[NEWLINE][NEWLINE]It would not move. He had spent minutes that felt like a lifetime trying to set sail, but the vessel was stuck fast. The small anchor had been raised, the moorings were cleared and the sails had been dropped enough to manoeuvre (though hopefully not enough to attract attention from the docks) - but still it refused to move. Knowing that time was short, Harmatt opened the sails full, hoping that a sail full of wind would pull him free of the unseen obstruction. The ship lurched uncertainly, then began to vibrate, but still it refused to move.[NEWLINE]A light on the dockside alerted him to the approach of guards, he could flee into the water, but despite being a strong swimmer, he doubted he could outpace an archer's arrow. He stood his ground as the guards laid a gang plank and boarded the ship.[NEWLINE][NEWLINE]At their head stood a mage. "What exactly are you doing here, in the dead of night? Speak quickly, lest I think you a thief"[NEWLINE][NEWLINE] "Surely not a thief", said Harmatt. "I am merely here to render this vessel seaworthy once more - something unseen has snared it and the owner wished me to free it". The Mage looked amused.[NEWLINE]This vessel will become seaworthy only when its owner wishes it to be so. This is the personal transport of Archmage Govannon - without his magic, it will never move."[NEWLINE] "Oh. Drat. I guess it's not what I needed afterall then. The water it is..." Before the Amurites could respond, he had darted back several feet and flung himself from the deck, over the side of the boat. The guards ran to the rail as something heavy splashed into the water and seconds later the area was showered with arrows. They waited several minutes, but naught but the thief's hat surfaced.[NEWLINE][NEWLINE]Hanging on grimly to the underside of the anchor, Harmatt lamented the loss of his hat and swordbelt - cast into the water as he made his escape. This was not turning out to be a good night...</German>
    <Italian>The ocean spread before him, Harmatt breathed in the salt-air. He had travelled the breadth of this land, from Telynohn to the Great Western Sea. Now he could travel no more, as the water stretched out to the north and south, forming a barrier. Yet the horizon still called him. This was not the edge of the world, he could feel it. There was more to find, to see.[NEWLINE][NEWLINE]As night fell, he crept back to the Amurite port. Ships travelled along the coast at all hours to dock at Glorairine, though they were mostly cargo ships - ugly, cumbersome and ill-suited to a voyage on untamed waves. Then he saw it. A cruiser - simple and elegant lines, designed for speed, belonging to some high-ranking mage who needed to travel between the Amurite cities and beyond rapidly.[NEWLINE][NEWLINE]Harmatt held no antipathy toward the Amurites - in fact they'd been nothing but accomadating when he'd paid Cervedes a visit. He needed to sail however and the cruiser was the key to that. He quickly slipped on board and darted across the main deck. The craft was designed for a crew of a dozen or more, but he had sailed far larger crafts alone in the past - the winds favoured him. Checking that there were none aboard, he sliced the mooring ropes and prepared to make way.[NEWLINE][NEWLINE]It would not move. He had spent minutes that felt like a lifetime trying to set sail, but the vessel was stuck fast. The small anchor had been raised, the moorings were cleared and the sails had been dropped enough to manoeuvre (though hopefully not enough to attract attention from the docks) - but still it refused to move. Knowing that time was short, Harmatt opened the sails full, hoping that a sail full of wind would pull him free of the unseen obstruction. The ship lurched uncertainly, then began to vibrate, but still it refused to move.[NEWLINE]A light on the dockside alerted him to the approach of guards, he could flee into the water, but despite being a strong swimmer, he doubted he could outpace an archer's arrow. He stood his ground as the guards laid a gang plank and boarded the ship.[NEWLINE][NEWLINE]At their head stood a mage. "What exactly are you doing here, in the dead of night? Speak quickly, lest I think you a thief"[NEWLINE][NEWLINE] "Surely not a thief", said Harmatt. "I am merely here to render this vessel seaworthy once more - something unseen has snared it and the owner wished me to free it". The Mage looked amused.[NEWLINE]This vessel will become seaworthy only when its owner wishes it to be so. This is the personal transport of Archmage Govannon - without his magic, it will never move."[NEWLINE] "Oh. Drat. I guess it's not what I needed afterall then. The water it is..." Before the Amurites could respond, he had darted back several feet and flung himself from the deck, over the side of the boat. The guards ran to the rail as something heavy splashed into the water and seconds later the area was showered with arrows. They waited several minutes, but naught but the thief's hat surfaced.[NEWLINE][NEWLINE]Hanging on grimly to the underside of the anchor, Harmatt lamented the loss of his hat and swordbelt - cast into the water as he made his escape. This was not turning out to be a good night...</Italian>
    <Spanish>The ocean spread before him, Harmatt breathed in the salt-air. He had travelled the breadth of this land, from Telynohn to the Great Western Sea. Now he could travel no more, as the water stretched out to the north and south, forming a barrier. Yet the horizon still called him. This was not the edge of the world, he could feel it. There was more to find, to see.[NEWLINE][NEWLINE]As night fell, he crept back to the Amurite port. Ships travelled along the coast at all hours to dock at Glorairine, though they were mostly cargo ships - ugly, cumbersome and ill-suited to a voyage on untamed waves. Then he saw it. A cruiser - simple and elegant lines, designed for speed, belonging to some high-ranking mage who needed to travel between the Amurite cities and beyond rapidly.[NEWLINE][NEWLINE]Harmatt held no antipathy toward the Amurites - in fact they'd been nothing but accomadating when he'd paid Cervedes a visit. He needed to sail however and the cruiser was the key to that. He quickly slipped on board and darted across the main deck. The craft was designed for a crew of a dozen or more, but he had sailed far larger crafts alone in the past - the winds favoured him. Checking that there were none aboard, he sliced the mooring ropes and prepared to make way.[NEWLINE][NEWLINE]It would not move. He had spent minutes that felt like a lifetime trying to set sail, but the vessel was stuck fast. The small anchor had been raised, the moorings were cleared and the sails had been dropped enough to manoeuvre (though hopefully not enough to attract attention from the docks) - but still it refused to move. Knowing that time was short, Harmatt opened the sails full, hoping that a sail full of wind would pull him free of the unseen obstruction. The ship lurched uncertainly, then began to vibrate, but still it refused to move.[NEWLINE]A light on the dockside alerted him to the approach of guards, he could flee into the water, but despite being a strong swimmer, he doubted he could outpace an archer's arrow. He stood his ground as the guards laid a gang plank and boarded the ship.[NEWLINE][NEWLINE]At their head stood a mage. "What exactly are you doing here, in the dead of night? Speak quickly, lest I think you a thief"[NEWLINE][NEWLINE] "Surely not a thief", said Harmatt. "I am merely here to render this vessel seaworthy once more - something unseen has snared it and the owner wished me to free it". The Mage looked amused.[NEWLINE]This vessel will become seaworthy only when its owner wishes it to be so. This is the personal transport of Archmage Govannon - without his magic, it will never move."[NEWLINE] "Oh. Drat. I guess it's not what I needed afterall then. The water it is..." Before the Amurites could respond, he had darted back several feet and flung himself from the deck, over the side of the boat. The guards ran to the rail as something heavy splashed into the water and seconds later the area was showered with arrows. They waited several minutes, but naught but the thief's hat surfaced.[NEWLINE][NEWLINE]Hanging on grimly to the underside of the anchor, Harmatt lamented the loss of his hat and swordbelt - cast into the water as he made his escape. This was not turning out to be a good night...</Spanish>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_HARMATT_STRATEGY</Tag>
    <English>Harmatt is an early hero though has some mid-game potential thanks to his Air-affinity. He is best used to explore and is able to deal with the worst that the wild can throw at him.</English>
    <French>Harmatt is an early hero though has some mid-game potential thanks to his Air-affinity. He is best used to explore and is able to deal with the worst that the wild can throw at him.</French>
    <German>Harmatt is an early hero though has some mid-game potential thanks to his Air-affinity. He is best used to explore and is able to deal with the worst that the wild can throw at him.</German>
    <Italian>Harmatt is an early hero though has some mid-game potential thanks to his Air-affinity. He is best used to explore and is able to deal with the worst that the wild can throw at him.</Italian>
    <Spanish>Harmatt is an early hero though has some mid-game potential thanks to his Air-affinity. He is best used to explore and is able to deal with the worst that the wild can throw at him.</Spanish>
    </TEXT>

  9. #579
    paranoider Irrer Avatar von The_J
    Registriert seit
    07.08.07
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    verrat ich nicht
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    13.297
    Ne, für diese ellenlangen Pedia-Einträge (und den Rest) hab ich jetzt wirklich keine Lust.

    Achtung Spoiler:
    <TEXT>
    <Tag>TXT_KEY_UNIT_SPIRIT_HEALER_STRATEGY</Tag>
    <English>Spirit Healer's act are a support unit for offensive stacks. They boost the heal rate of friendly units and can remove Diseased, Plagued and Withered promotions. Additionally, they are able to cast Spirit Guide, ensuring that their wisdom is not completely lost upon their death.</English>
    <German>Geistheiler/geistliche Heiler/wasweisich sind Unterstützer bei offensiven Attacken. Sie verstärken die Heilrate befreundeter Einheiten und können Krankheiten, Plagen und vertrocknete Beförderungen (???) heilen. Zusätzlich sind sie in der Lage, "Geistige Führung" (?) zu zaubern, was sicherstellt, dass ihr Wissen nach ihrem Tod nicht verloren ist..</German>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_SPIRIT_HEALER_PEDIA</Tag>
    <English>The Chislev are well aware of the science that exists in the world, which some of the other races hold in such high regard. They are also aware however that the others remain gladly ignorant of the world's own soul and the unique magic which the Spirit Healer calls upon to cure the children of the earth. Scholars of the other races have dismissed it as simple sorcery combined with superstition - the truth would seem to be a matter of perspective.</English>
    <German>Die Chislev sind sich durchaus der Wissenschaft bewusst, die es in der Welt gibt, die die anderen Rassen so hoch achten. Sie sind sich auch bewusst, wie die anderen Völker die eigene Seele und die natürliche Magie der Welt vollkommen ignorieren. Die Geistheiler/geistliche Heiler/wasweisich nutzen diese Magie, um segnende Kräfte auf die Kinder der Erde herabregnen zu lassen. Die Gelehrten der anderen Rassen verachten dies, sie bezeichnen sie als einfache Magie, vermischt mit Aberglauben. Die Wahrheit scheint Ansichtssache zu sein.</German>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_ROCK_RAVEN_STRATEGY</Tag>
    <English>Rock Ravens are natural hunter birds and more aggressive than a hawk in that it will attempt to attack larger prey. The damage done is generally minor, but a flock of vicious birds can prove a problem to an advancing army.</English>
    <German>Stein-Raben (?) sind geborene Jagdvögel und agressiver als ein Falke, wodurch sie auch schon mal größere Beute angreifen. Der angerichtete Schaden ist im Normalfall gering, aber ein ganzer Schwarm bösartiger Vögel kann ein echtes Problem auch für eine ausgewachsene Armee darstellen.</German>
    </TEXT>
    <TEXT>
    <Tag>TXT_KEY_UNIT_MESKWAKI_STRATEGY</Tag>
    <English>Meskwaki is a a potent support-mage for a warparty. His unique ability to inspire fury (grants the Furious promotion) in the warriors following him allow his frenzied attacks to succeed where prudence would suggest failure was inevitable.</English>
    <German>Meskwaki ist ein mächtiger Unterstützungs-Zauberer für jeden Kriegszug. Seine einzigartige Fähigkeit, Zorn zu sähen (?) (ermöglicht die "zornig" (?)-Beförderung) in den ihm folgenden Kämpfern, führt dazu, dass seine gewagten Attacken doch zum Erfolg führen, obwohl sie komplett aussichtslos erschienen.</German>
    </TEXT>
    Zum Download bereit: Civ4-Mod "Mars, jetzt!"


    "Frei sein heißt wählen können, wessen Sklave man sein will." (Jeanne Moreau, 1928 - )

    "Immer wenn man die Meinung der Mehrheit teilt, ist es Zeit, sich zu besinnen." (Mark Twain, 1835 - 1910)


  10. #580
    FFH2 Übersetzungsteam Avatar von Kontrollator
    Registriert seit
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    7.744
    Gibts es jemanden dem für diese neuen Einheiten schöne deutsche bezeichungen einfallen

    Verdandi

    The Verdandi impressed even their enemies. They tried to sack Cahir Abbey twice. Though both attacks were repelled once peace was reestablished the Elohim were so impressed that they hired the Verdandi to serve as an elite honor guard for their royalty. These giants looked unusual trotting beside the elegant carriages of the Elohim, but there was no doubting their effectiveness. Not only were no assassinations attempted while the Verdandi were in service, but diplomacy and trade negotiations were reported to be more successful when a few hulking Verdandi were standing watch over the proceedings. - from "Pack of Wolves" by Dentaro
    Circle of Urd
    Skuld

    [TAB]In the center of Urslo an ancient oak tree grows. To the Doviello it represents the eternity of the world and it is said that the greatest among them can share in the tree's immortality. Preferring the direct the Doviello have an extreme ritual for this bonding. They hang themselves from the tree's branches. After large battles as many as a dozen bodies may be hanging there.[PARAGRAPH:1]Come morning the city waits to see if any are reborn. Most of the time nothing happens and the corpses are cut down and dumped in tundra. But a few times the warrior will be reborn at the tree's base. These men are called the Skuld and they are the greatest of the Doviello's warriors. It is said that whenever they die they will be reborn again at the base of the oak tree of Urslo. - from "Pack of Wolves" by Dentaro
    Ich hoffe das sind nicht wieder Eigennamen, ich hasse Eigennamen

  11. #581
    FFH2 Übersetzungsteam
    Registriert seit
    02.06.08
    Beiträge
    177
    Tut mich sehr traurig Kontri, aber Urd, Skuld und Verdandi sind die drei Nornen, also sind es Eigennamen.

  12. #582
    FFH2 Übersetzungsteam Avatar von Kontrollator
    Registriert seit
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    7.744
    ich wusste es

    Naja wenigstens bin ich nun mit dem anpassen der zeilen in der excel dateil fertig und kann in aussicht stellen das es morgen oder sonntag eine neue Version geben wird

  13. #583
    Registrierter Benutzer
    Registriert seit
    04.03.07
    Beiträge
    4.694
    Wobei zumindest beim dritten was ganz anderes gemeint sind als alte Frauen die die Zukunft stricken Aber egal, sind Eigennanmen und damit vor zwanghaften eindeutschungen geschützt

  14. #584
    FFH2 Übersetzungsteam
    Registriert seit
    02.06.08
    Beiträge
    177
    Vll. ist ja eine alte, aber unsterbliche, Frau unter dem Baum begraben und speist so seine magischen Kräfte? ^^

  15. #585
    FFH2 Übersetzungsteam Avatar von Kontrollator
    Registriert seit
    10.08.06
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    7.744
    Was ist eigentlich supplies

    Unterstützer?

    vielleicht geht ja auch heinzelmännchen

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