﻿language=Testii
locales=EN
fallback=English


# 1) To get started, navigate to the game's directory. There should be a folder StreamingAssets/Mods/kubi.example.localization.
# 2) Make a copy of this folder and give it a new name, e.g. "yourname.language.localization".
# 3) Open the ModInfo.xml in the folder, enter the mod name and description and your name (if you like).
# 4) When starting the game, the new language should be available in the settings. 
# 5) Whenever you start the game with a new translation file, it will automatically create a list of the missing translation lines. This is both useful to get started and to keep the translation up-to-date when new strings get added. The file can be found in C:\Users\<username>\AppData\LocalLow\MirkoStudio\Kubifaktorium\Missing_<language>.txt on Windows or ~/.config/unity3d/MirkoStudio/Kubifaktorium/ on Linux.

# The general format of the localization file for each line is <key> = <value>, for example "UI.BuildTrain = Build train". The <key> must not be changed, the <value> is to be translated, so e.g. "UI.BuildTrain = Baue Zug".
# A line starting with "#" is ignored and can be used for comments.
# The line "fallback=English" specifies which language to use when a certain string cannot be found. Usually English is a good choice as it is usually the most up-to-date but other languages can be chosen if they are closer to the target language.
# The game supports hyphenation for languages with long strings like German. To use it, use the "_" character to insert a soft hyphen at the spots where a word can be hyphenated. I recommend this for words longer than 12-15 characters. For example: "Recommen_dations" or "trans_portation".
# A string in the format "#<id>#" causes an icon to be inserted, e.g. "#sun#". Note that the id must not be translated, otherwise it will not be found and translated correctly.
# A string in the format "##<id>" creates a keyword. Keywords like "##daytime" will be translated to an underlined word "daytime". In addition, an explanation will be added underneath, usually in the tooltips. Again, the id must not be translated. However, the explanation text (the lines with keys like ##idle), should.
# Strings like "$1", "$2" etc are placeholders for numbers and other things which will be filled by the game. For example "Growth rate at daytime: $1%" will become "Growth rate at daytime: 75%" at runtime.
# If required for some reason, you can use <br> to create a line break. However I recommend not using it.

### Thank you for your help!! :)




MainMenu.NewCampaign = Newi Campaigni
MainMenu.ResumeCampaign = Resumi Gami
MainMenu.PlayTutorial = Playi Tutoriali
MainMenu.PlayCustomMap = Playi Customi Mappi
MainMenu.Settings = Settingsi
MainMenu.Mods = Useri Modi
MainMenu.ExitGame = Exiti gami