# Translation template for 0 A.D. — Empires Ascendant. # Copyright (C) 2024 Wildfire Games # This file is distributed under the same license as the 0 A.D. — Empires Ascendant # project. # Translators: # rollieoo, 2020-2021 # Bart Groeneveld, 2017 # bb, 2020 # bb, 2018 # Christof Verhoeven, 2016-2017 # Ellen Roels, 2015 # Floretta, 2014 # Freagarach, 2021 # Freagarach, 2019-2021 # Jan Jasper de Kroon, 2019 # Marijn Billiet, 2018 # 477f07d437f0da0e33ec4ecd7b8e2b62, 2017 # Michiel, 2014 # niektb, 2014-2015 # Paul Staring, 2019 # Piers T, 2019 # Pim de Graaf, 2019 # rollieoo, 2021-2024 # TheBuG, 2014 # Sander Deryckere, 2014-2016 # Stef Jansen, 2014 # Yannick Vanroy, 2014 msgid "" msgstr "" "Project-Id-Version: 0 A.D.\n" "POT-Creation-Date: 2024-07-26 13:41+0000\n" "PO-Revision-Date: 2014-06-19 17:53+0000\n" "Last-Translator: rollieoo, 2021-2024\n" "Language-Team: Dutch (http://app.transifex.com/wildfire-games/0ad/language/nl/)\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Language: nl\n" "Plural-Forms: nplurals=2; plural=(n != 1);\n" #: simulation/data/technologies/agoge.json msgid "The Agoge" msgstr "De Agoge" #: simulation/data/technologies/agoge.json msgid "" "Spartans were housed and trained from a young age to be superlative warriors" " and to endure any hardship a military life can give them." msgstr "De Spartanen werden van jonge leeftijd getraind om de beste krijgers te worden, en om elke ontbering door een militair leven aan te kunnen." #: simulation/data/technologies/agoge.json msgid "Champion Hoplites +25% health, but +5% training time." msgstr "Kampioen Hoplieten krijgen +25% gezondheid, maar kosten +5% meer rekruteringstijd." #: simulation/data/technologies/agoge.json #: simulation/data/technologies/art_of_war.json #: simulation/data/technologies/attack_soldiers_will.json #: simulation/data/technologies/barracks_batch_training.json #: simulation/data/technologies/civil_engineering_02.json #: simulation/data/technologies/civil_service_02.json #: simulation/data/technologies/equine_transports.json #: simulation/data/technologies/gather_capacity_carts.json #: simulation/data/technologies/gather_farming_chain_pump.json #: simulation/data/technologies/gather_farming_fertilizer.json #: simulation/data/technologies/gather_lumbering_sharpaxes.json #: simulation/data/technologies/gather_mining_silvermining.json #: simulation/data/technologies/gather_mining_slaves.json #: simulation/data/technologies/heal_range_2.json #: simulation/data/technologies/heal_rate_2.json #: simulation/data/technologies/health_regen_units.json #: simulation/data/technologies/hellenistic_metropolis.json #: simulation/data/technologies/immortals.json #: simulation/data/technologies/long_walls.json #: simulation/data/technologies/nisean_horses.json #: simulation/data/technologies/ostracism.json #: simulation/data/technologies/parade_of_daphne.json #: simulation/data/technologies/pharaonic_cult.json #: simulation/data/technologies/poison_arrows.json #: simulation/data/technologies/poison_blades.json #: simulation/data/technologies/pop_house_02.json #: simulation/data/technologies/reformed_army_sele.json #: simulation/data/technologies/roman_reforms.json #: simulation/data/technologies/ship_capture_resistance.json #: simulation/data/technologies/ship_cost_time.json #: simulation/data/technologies/ship_movement_speed.json #: simulation/data/technologies/siege_attack.json #: simulation/data/technologies/siege_bolt_accuracy.json #: simulation/data/technologies/siege_cost_time.json #: simulation/data/technologies/siege_health.json #: simulation/data/technologies/siege_pack_unpack.json #: simulation/data/technologies/silk_road.json #: simulation/data/technologies/silvershields.json #: simulation/data/technologies/soldier_attack_melee_03.json #: simulation/data/technologies/soldier_attack_melee_03_variant.json #: simulation/data/technologies/soldier_attack_ranged_03.json #: simulation/data/technologies/soldier_resistance_hack_03.json #: simulation/data/technologies/soldier_resistance_pierce_03.json #: simulation/data/technologies/stable_batch_training.json #: simulation/data/technologies/subterranean_aqueducts.json #: simulation/data/technologies/tower_health.json #: simulation/data/technologies/tower_murderholes.json #: simulation/data/technologies/trade_gain_02.json #: simulation/data/technologies/traditional_army_sele.json #: simulation/data/technologies/unlock_champion_cavalry.json #: simulation/data/technologies/unlock_champion_chariots.json #: simulation/data/technologies/unlock_champion_infantry.json #: simulation/data/technologies/unlock_neodamodes.json #: simulation/data/technologies/unlock_spies.json #: simulation/data/technologies/warship_arrow_attack.json #: simulation/data/technologies/warship_siege_attack.json #: simulation/data/technologies/wonder_population_cap.json msgid "Unlocked in City Phase." msgstr "Beschikbaar in grootstadsfase." #: simulation/data/technologies/archer_attack_spread.json msgid "Archery Training" msgstr "Boogschutterstraining" #: simulation/data/technologies/archer_attack_spread.json msgid "Encouraging soldiers to practice archery improves their accuracy." msgstr "Stimuleer soldaten om het boogschieten te oefenen zodat hun precisie verbetert." #: simulation/data/technologies/archer_attack_spread.json msgid "Archers −20% ranged attack spread." msgstr "Boogschutters -20% spreiding bij afstandsaanval." #: simulation/data/technologies/archer_attack_spread.json #: simulation/data/technologies/architecture_kush.json #: simulation/data/technologies/cavalry_health.json #: simulation/data/technologies/civil_engineering_01.json #: simulation/data/technologies/civil_service_01.json #: simulation/data/technologies/cost_healer.json #: simulation/data/technologies/crossbow_training.json #: simulation/data/technologies/dock_efficiency.json #: simulation/data/technologies/garrison_heal.json #: simulation/data/technologies/gather_capacity_wheelbarrow.json #: simulation/data/technologies/gather_farming_harvester.json #: simulation/data/technologies/gather_farming_training.json #: simulation/data/technologies/gather_farming_water_weeding.json #: simulation/data/technologies/gather_lumbering_strongeraxes.json #: simulation/data/technologies/gather_mining_serfs.json #: simulation/data/technologies/gather_mining_shaftmining.json #: simulation/data/technologies/heal_range.json #: simulation/data/technologies/heal_rate.json #: simulation/data/technologies/hoplite_tradition.json #: simulation/data/technologies/iphicratean_reforms.json #: simulation/data/technologies/krypteia.json #: simulation/data/technologies/pheidian_workshop.json #: simulation/data/technologies/pop_house_01.json #: simulation/data/technologies/roman_roads.json #: simulation/data/technologies/serapis_cult.json #: simulation/data/technologies/ship_health.json #: simulation/data/technologies/soldier_attack_melee_01.json #: simulation/data/technologies/soldier_attack_melee_02.json #: simulation/data/technologies/soldier_attack_ranged_01.json #: simulation/data/technologies/soldier_attack_ranged_02.json #: simulation/data/technologies/soldier_resistance_hack_01.json #: simulation/data/technologies/soldier_resistance_hack_02.json #: simulation/data/technologies/soldier_resistance_pierce_01.json #: simulation/data/technologies/soldier_resistance_pierce_02.json #: simulation/data/technologies/tower_crenellations.json #: simulation/data/technologies/tower_range.json #: simulation/data/technologies/trade_commercial_treaty.json #: simulation/data/technologies/trade_gain_01.json #: simulation/data/technologies/trader_health.json #: simulation/data/technologies/tyrtean_paeans.json #: simulation/data/technologies/warship_ramming_speed.json #: simulation/data/technologies/warship_resistance.json msgid "Unlocked in Town Phase." msgstr "Beschikbaar in Stadsfase." #: simulation/data/technologies/archery_tradition.json msgid "Archery Tradition" msgstr "Boogschutterstraditie" #: simulation/data/technologies/archery_tradition.json msgid "" "The Indian, Iranian, and Kushite peoples had a tradition of fine archery and" " a penchant for using massed archers in battle." msgstr "De Indiase, Iraanse en Koesjitische volkeren hadden een traditie van hoog ontwikkelde boogschutterij en zetten bij voorkeur grote groepen boogschutters in bij het gevecht." #: simulation/data/technologies/archery_tradition.json msgid "Archers +10 attack range." msgstr "Boogschutters +10 aanvalsbereik." #: simulation/data/technologies/archery_tradition.json #: simulation/data/technologies/cavalry_movement_speed.json #: simulation/data/technologies/fishing_boat_gather_rate.json #: simulation/data/technologies/gather_capacity_basket.json #: simulation/data/technologies/gather_farming_fertilizer_ptol.json #: simulation/data/technologies/gather_farming_plows.json #: simulation/data/technologies/gather_farming_seed_drill.json #: simulation/data/technologies/gather_farming_training_ptol.json #: simulation/data/technologies/gather_lumbering_ironaxes.json #: simulation/data/technologies/health_females_01.json #: simulation/data/technologies/ship_vision.json #: simulation/data/technologies/tower_watch.json msgid "Unlocked in Village Phase." msgstr "Beschikbaar in Dorpsfase." #: simulation/data/technologies/architecture_kush.json msgid "Monumental Architecture" msgstr "Monumentale Architectuur" #: simulation/data/technologies/architecture_kush.json msgid "" "Civic Structures +20% build time, +20% health, and +20% capture points." msgstr "Burgergebouwen +20% bouwtijd, +20% sterkte en +20% veroverpunten." #: simulation/data/technologies/architecture_pers.json msgid "Achaemenid Architecture" msgstr "Achaemenidische architectuur" #: simulation/data/technologies/architecture_pers.json msgid "" "The Persians built the wonderful 1677 mile-long Royal Highway from Sardis to" " Susa; Darius the Great and Xerxes also built the magnificent Persepolis; " "Cyrus the Great greatly improved Ecbatana and virtually 'rebuilt' the old " "Elamite capital of Susa." msgstr "De Perzen bouwden een wonderbaarlijke koninklijke weg van 1677 mijl (2700 km) van Sardis tot Susa. Darius de Grote en Xerxes bouwden ook het prachtige Perzepolis. Cyrus de Grote verbeterde de Ecbatana en bouwde de oude hoofdstad van Susa, Elamite, zowat opnieuw." #: simulation/data/technologies/architecture_pers.json msgid "Structures +25% health and capture points, but also +20% build time." msgstr "Gebouwen +25% sterkte en veroverpunten, maar ook +20% constructietijd." #: simulation/data/technologies/arsenal_philon.json msgid "Arsenal of Philon" msgstr "Arsenaal van Philon" #: simulation/data/technologies/arsenal_philon.json msgid "" "The arsenal was mainly used as a warehouse for materials and instruments for" " the equipment of warships." msgstr "Het arsenaal werd voornamelijk gebruikt als opslag van materialen en gereedschap voor de uitrusting van oorlogsschepen." #: simulation/data/technologies/arsenal_philon.json msgid "Warships +1 health/second self-repair rate." msgstr "Oorlogsschepen +1 sterkte/seconde auto-reparatiesnelheid." #: simulation/data/technologies/arsenal_philon.json #: simulation/data/technologies/juggernauts.json msgid "Unlocked in City Phase. Requires “Shipwrights.”" msgstr "Beschikbaar in Grootstadsfase. Vereist “Scheepstimmerlieden.”" #: simulation/data/technologies/art_of_war.json msgid "Sun Tzu's \"The Art of War\"" msgstr "\"De kunst van het oorlogvoeren\" door Sun Tzu" #: simulation/data/technologies/art_of_war.json msgid "Sūnzǐ BīngFǎ" msgstr "Sūnzǐ BīngFǎ" #: simulation/data/technologies/art_of_war.json msgid "" "This famous and most important work of the Seven Military Classics teaches " "Han commanders everything about planning battles, maintaining armies, and " "defeating one's enemies." msgstr "Dit beroemde en zeer belangrijke werk van de Zeven Militaire Klassieken onderwijst Han bevelhebbers alles wat ze moeten weten over het voorbereiden van een veldslag, de instandhouding van een leger en hoe de vijand te verslaan." #: simulation/data/technologies/art_of_war.json msgid "All Citizen-Soldiers −20% required promotion experience." msgstr "Alle burgersoldaten vereisen -20% ervaring voor promotie." #: simulation/data/technologies/attack_soldiers_will.json msgid "Will to Fight" msgstr "Wil om te vechten" #: simulation/data/technologies/attack_soldiers_will.json msgid "" "The will to fight is crucial to victory. Inspire your troops with higher " "pay." msgstr "De wil om te vechten is cruciaal voor de overwinning. Motiveer uw troepen met hoger loon." #: simulation/data/technologies/attack_soldiers_will.json msgid "Soldiers, Siege Engines, and Ships +25% attack damage." msgstr "Soldaten, belegeringswerktuigen en schepen +25% aanvalskracht." #: simulation/data/technologies/attack_soldiers_will.json msgid "Dynamis" msgstr "Dynamis" #: simulation/data/technologies/barracks_batch_training.json msgid "" "Decreases training time of infantry if they are trained in batches or companies. Large batches will benefit more than small batches.\n" "In mathematical terms: The training time of one batch gets divided by `batchSize^0.1`." msgstr "Verkort de rekruteringstijd van infanterie wanneer ze in groepen of compagnieën gerekruteerd worden. Grote groepen hebben hier meer voordeel van dan kleine.\nIn wiskundige termen: de rekruteringstijd van een groep wordt gedeeld door `batchSize^0.1`." #: simulation/data/technologies/barracks_batch_training.json msgid "Decreases batch training time of units trained in Barracks." msgstr "Maakt de rekruteringstijd van groepen eenheden in Kazernes korter." #: simulation/data/technologies/barracks_batch_training.json #: simulation/data/technologies/stable_batch_training.json msgid "Conscription" msgstr "Dienstplicht" #: simulation/data/technologies/cavalry_health.json msgid "Horse Breeding" msgstr "Paarden fokprogramma" #: simulation/data/technologies/cavalry_health.json msgid "Selectively breed better war horses." msgstr "Fok zorgvuldig betere oorlogspaarden." #: simulation/data/technologies/cavalry_health.json msgid "Cavalry +10% health." msgstr "Cavalerie +10% gezondheid." #: simulation/data/technologies/cavalry_movement_speed.json msgid "Horse Racing" msgstr "Paardenrennen" #: simulation/data/technologies/cavalry_movement_speed.json msgid "Train your horses to move faster." msgstr "Train uw paarden zodat ze sneller lopen." #: simulation/data/technologies/cavalry_movement_speed.json msgid "Cavalry +10% walk speed." msgstr "Cavalerie +10% loopsnelheid." #: simulation/data/technologies/civbonuses/brit_woad_warriors.json msgid "Woad Warriors" msgstr "Wede vechters" #: simulation/data/technologies/civbonuses/brit_woad_warriors.json msgid "" "Britons paint their bodies with Woad, which produces a blue color and gives " "them a fiercesome appearance in battle." msgstr "Britons verven hun huid met wede, wat ze door de blauwe kleur een vervaarlijk uiterlijk in het gevecht geeft." #: simulation/data/technologies/civbonuses/brit_woad_warriors.json msgid "All Infantry Units +5% movement speed, and gain +1 loot taking." msgstr "Alle infanterie-eenheden +5% snelheid en +1 buit." #: simulation/data/technologies/civbonuses/cart_walls.json msgid "Triple Walls" msgstr "Driedubbele muren" #: simulation/data/technologies/civbonuses/cart_walls.json msgid "" "Carthaginians built their city walls in three concentric circuits. These " "walls were never breached. Even when the city was taken by the Romans, it " "was via the city's harbor, not by storming its walls." msgstr "De Carthagers bouwden hun stadsmuren in drie concentrische banen. Deze muren zijn nooit doorbroken. Zelf wanneer de stad werd ingenomen door de Romeinen was dat via de haven en niet door hun muren te bestormen." #: simulation/data/technologies/civbonuses/cart_walls.json msgid "City Walls +100% build time, +100% stone cost, and +200% health." msgstr "Stadsmuren +100% bouwtijd, +100% steenkosten en +200% sterkte." #: simulation/data/technologies/civbonuses/celt_structures.json msgid "Wooden Construction" msgstr "Houten constructie" #: simulation/data/technologies/civbonuses/celt_structures.json msgid "Celtic structures were mostly made of wood with rubble foundations." msgstr "Keltische gebouwen waren grotendeels gemaakt uit hout met steengruis als fundering." #: simulation/data/technologies/civbonuses/celt_structures.json msgid "Structures −20% build time, −20% health, and −20% capture points." msgstr "Gebouwen −20% bouwtijd, −20% sterkte en −20% veroverpunten." #: simulation/data/technologies/civbonuses/delian_league.json msgid "Delian League" msgstr "Delische Bond" #: simulation/data/technologies/civbonuses/delian_league.json msgid "" "Shortly after the great naval victories at Salamis and Mykale, the Greek " "city-states instituted the so-called Delian League in 478 BC, whose purpose " "was to push the Persians out of the Aegean region. The allied states " "contributed ships and money, while the Athenians offered their entire navy." msgstr "Kort na de grote maritieme overwinningen te Salamis en Mykale stichtten de Griekse stadstaten in 478 V.C. de zogenoemde Delische Bond. Het doel van die bond was de Perzen uit de Egeïsche regio te houden. De geallieerde staten droegen schepen en geld bij, terwijl de Atheners hun volledige marine schonken." #: simulation/data/technologies/civbonuses/delian_league.json msgid "Ships −25% construction time." msgstr "Schepen -25% bouwtijd." #: simulation/data/technologies/civbonuses/gaul_cavalry.json msgid "Superior Cavalry" msgstr "Superieure cavalerie" #: simulation/data/technologies/civbonuses/gaul_cavalry.json msgid "" "The Gauls were well-known for their effective cavalry. Celtic mercenaries " "were in demand throughout the Mediterranean." msgstr "De Galliërs stonden bekend om hun effectieve cavalerie. Keltische huurlingen waren in het hele Middellandse Zeegebied in trek." #: simulation/data/technologies/civbonuses/gaul_cavalry.json msgid "Cavalry +10% melee attack damage." msgstr "Cavalerie +10% schade bij mêlee aanval." #: simulation/data/technologies/civbonuses/greek_structures.json msgid "Hellenic Architecture" msgstr "Hellenistische architectuur" #: simulation/data/technologies/civbonuses/greek_structures.json msgid "The Greeks used stone construction from early Mycenaean times." msgstr "De Grieken gebruikten al steen voor de constructie van gebouwen sinds de vroege Mycenische tijd." #: simulation/data/technologies/civbonuses/greek_structures.json msgid "Structures +10% health and +10% capture points." msgstr "Gebouwen -10% sterkte en +10% veroverpunten." #: simulation/data/technologies/civbonuses/han_population.json msgid "Federated States" msgstr "Verbond van Staten" #: simulation/data/technologies/civbonuses/han_population.json msgid "" "By uniting China under one emperor, the Han Dynasty ruled over 40 million " "people, one of the largest empires of antiquity by population." msgstr "Door China onder één keizer te verenigen heerste de Han-dynastie over 40 miljoen mensen, in bevolking een van de grootste rijken in de oudheid." #: simulation/data/technologies/civbonuses/han_population.json #: simulation/data/technologies/civbonuses/maur_population.json #: simulation/data/technologies/civbonuses/pers_population.json msgid "+10% maximum population limit." msgstr "+10% maximale bevolkingslimiet." #: simulation/data/technologies/civbonuses/han_walls.json msgid "Great Wall" msgstr "De Grote Muur" #: simulation/data/technologies/civbonuses/han_walls.json msgid "" "The Han built massive walls made from rammed earth. These were gigantic " "fortifications several meters thick and stretching for kilometers." msgstr "De Han bouwden massieve muren van aangestampte aarde. Dit waren enorme versterkingen, enkele meters dik en kilometers lang." #: simulation/data/technologies/civbonuses/han_walls.json msgid "City Walls +50% health." msgstr "Stadsmuren +50% sterkte." #: simulation/data/technologies/civbonuses/mace_storehouse.json msgid "Resource-Rich Economy" msgstr "Grondstoffen-gebaseerde econimie" #: simulation/data/technologies/civbonuses/mace_storehouse.json msgid "The Macedonian economy relied greatly on their vast natural resources." msgstr "De Macedonische economie was sterk afhankelijk van hun enorme natuurlijke hulpbronnen." #: simulation/data/technologies/civbonuses/mace_storehouse.json msgid "Storehouse technologies −100% research time." msgstr "Pakhuis technologieën -100% onderzoekstijd." #: simulation/data/technologies/civbonuses/maur_elephants.json msgid "Elephant Tradition" msgstr "Olifanttraditie" #: simulation/data/technologies/civbonuses/maur_elephants.json msgid "" "India is the land of the elephants. Elephant warfare originated in India and" " continued for millennia. It was also the source of elephants for the " "eastern Mediterranean. Indian kings were able to field large numbers of war " "elephants." msgstr "India is het land van de olifanten. Oorlogsvoering met olifanten ontstond in India en is duizenden jaren toegepast. Landen in de Levant haalden hun olifanten uit India. Indiase koningen konden grote aantallen oorlogsolifanten in de strijd werpen." #: simulation/data/technologies/civbonuses/maur_elephants.json msgid "Elephants −30% training time." msgstr "-30% rekruteringstijd voor olifanten." #: simulation/data/technologies/civbonuses/maur_population.json msgid "Emperor of Emperors" msgstr "Keizer der Keizers" #: simulation/data/technologies/civbonuses/maur_population.json msgid "Chakravarti Samrāt" msgstr "Chakravarti Samrāt" #: simulation/data/technologies/civbonuses/maur_population.json msgid "" "The Mauryan Empire encompassed dozens of formerly independent kingdoms over " "an area of 5 million square kilometers, with a population of close to 60 " "million people. The Mauryan regents held the title Emperor of Emperors and " "commanded a standing army of 600,000 infantry, 9000 elephants, 8000 " "chariots, and 30,000 cavalry, making it arguably the largest army of its " "time." msgstr "De Mauryadynastie regeerde over een gebied dat dozijnen oude koninkrijken omspande, wel 5 miljoen vierkante kilometer in totaal met een bevolking van zowat 60 miljoen. De Mauryaanse regenten voerden de titel van \"Keizer der Keizers\" en gaven bevelen aan een leger van 600.000 infanteriesoldaten, 9.000 olifanten, 8.000 paardenwagens en 30.000 ruiters, het grootste leger van die tijd." #: simulation/data/technologies/civbonuses/maur_walls.json msgid "Wooden Walls" msgstr "Houten schutting" #: simulation/data/technologies/civbonuses/maur_walls.json msgid "" "The Mauryas built their city walls out of wood, an abundant natural resource" " in India." msgstr "De Mauryas bouwden hun stadsmuren uit hout, een overvloedige natuurlijke hulpbron in India." #: simulation/data/technologies/civbonuses/maur_walls.json msgid "City Walls −20% build time and −20% health." msgstr "Stadsmuren -20% bouwtijd en -20% sterkte." #: simulation/data/technologies/civbonuses/pers_population.json msgid "Great King's Levy" msgstr "Belasting voor de Koning" #: simulation/data/technologies/civbonuses/pers_population.json msgid "" "The Persians could and did levy a large number of infantry during wartime " "due to the sheer size of the Achaemenid Empire and the way in which it was " "set-up. In general the Persian infantry was well trained and fought with " "great tenacity. However while this was true the infantry were poor hand-to-" "hand, close combat fighters. Also, with the exception of the elite " "regiments, the Persian infantry was not a standing professional force." msgstr "De Perzen wierven gedurende oorlogen een zeer groot aantal infanteriesoldaten. Dit was mogelijk door de enorme grootte van het Achaemenidische rijk en de manier waarop het was georganiseerd. In het algemeen was de Perzische infanterie goed getraind en vochten ze met een sterke vastberadenheid. De infanterie was echter niet goed in gevechten van man tot man. Met de uitzondering van eliteregimenten was de Perzische infanterie geen professioneel leger." #: simulation/data/technologies/civbonuses/ptol_structures.json msgid "Sun-dried Mud Bricks" msgstr "Zongedroogde bakstenen van modder" #: simulation/data/technologies/civbonuses/ptol_structures.json msgid "" "Sun-dried mud bricks were a common building material in hot and dry areas, " "especially where wood was scarce. Although not as strong and durable as " "fired bricks or natural stone and vulnerable to constant rains and heavy " "floods, mud bricks have the advantage they are cheap and easy to produce." msgstr "Zongedroogde bakstenen van modder waren een veelgebruikt bouwmateriaal in warme en droge streken, in het bijzonder waar hout schaars was. Hoewel niet zo sterk en duurzaam als gebakken baksteen of rotssteen en gevoelig voor constante regens en overstromingen, hebben bakstenen van modder het voordeel dat ze goedkoop zijn en eenvoudig te produceren." #: simulation/data/technologies/civbonuses/ptol_structures.json msgid "" "Houses and Economic Structures −40% wood cost, health, and capture points as" " well as +50% build time." msgstr "Huizen en economie gebouwen −40% houtkosten, gezondheid en veroverpunten en tevens +50% bouwtijd." #: simulation/data/technologies/civbonuses/rome_siege.json msgid "Legionary Engineers" msgstr "Legionair ingenieurs" #: simulation/data/technologies/civbonuses/rome_siege.json msgid "Soldiers were well Trained to Operate Siege Engines." msgstr "Soldaten ondergingen een grondige training met belegeringswerktuigen." #: simulation/data/technologies/civbonuses/rome_siege.json msgid "" "Siege Catapults and Onagers 10% faster fire rate and +20% movement speed." msgstr "Belegeringskatapulten en Onagers 10% vuursnelheid en +20% bewegingssnelheid." #: simulation/data/technologies/civbonuses/sele_farms.json msgid "Fertile Crescent" msgstr "Vruchtbare Halvemaan" #: simulation/data/technologies/civbonuses/sele_farms.json msgid "" "The Seleucid empire was located in a highly fertile region with productive " "soils. Farms are cheaper and faster to build." msgstr "Het Seleucidische Rijk bevond zich in een zeer vruchtbare regio met een productieve bodem. Boerderijen zijn goedkoper en sneller om te bouwen." #: simulation/data/technologies/civbonuses/sele_farms.json msgid "Farms −25% wood cost and −75% build time." msgstr "Boerderijen kosten −25% hout en −75% bouwtijd." #: simulation/data/technologies/civil_engineering_01.json msgid "Improved Construction" msgstr "Verbeterde bouwwijze" #: simulation/data/technologies/civil_engineering_01.json msgid "All structures −10% build time and −10% cost." msgstr "Alle gebouwen -10% bouwtijd en -10% kosten." #: simulation/data/technologies/civil_engineering_01.json #: simulation/data/technologies/civil_engineering_02.json msgid "Gōngchéng" msgstr "Gōngchéng" #: simulation/data/technologies/civil_engineering_02.json msgid "Robust Architecture" msgstr "Solide architectuur" #: simulation/data/technologies/civil_engineering_02.json msgid "All structures +20% health." msgstr "Gebouwen +20% sterkte." #: simulation/data/technologies/civil_service_01.json msgid "Efficient Bureaucracy" msgstr "Efficiëntie bureaucratie" #: simulation/data/technologies/civil_service_01.json msgid "Ministers −50% train time." msgstr "Kamerheren −50% rekruteringstijd." #: simulation/data/technologies/civil_service_01.json #: simulation/data/technologies/civil_service_02.json msgid "Guānliáo" msgstr "Guānliáo" #: simulation/data/technologies/civil_service_02.json msgid "Intensive Training" msgstr "Intensieve training" #: simulation/data/technologies/civil_service_02.json msgid "Ministers +50% health." msgstr "Kamerheren +50% gezondheid." #: simulation/data/technologies/colonization.json msgid "Colonization" msgstr "Kolonisatie" #: simulation/data/technologies/colonization.json msgid "" "Carthaginians established many trading centers as colonies and ultimately " "held dominion over 300 cities and towns in North Africa alone." msgstr "Carthagers stichtten veel handelscentra in de vorm van kolonies. Op het hoogtepunt bezaten ze meer dan 300 steden, alleen al in noord Afrika. " #: simulation/data/technologies/colonization.json msgid "" "Civic Structures (Civic Center, Temples, and Houses) −25% build time and " "resource costs." msgstr "Burgergebouwen (beschavingscentum, tempels en huizen) kosten −25% bouwtijd en grondstoffen." #: simulation/data/technologies/cost_healer.json msgid "Sacrificial Ritual" msgstr "Rituele offerande" #: simulation/data/technologies/cost_healer.json msgid "" "Sacrificial rituals were quite common in ancient times, whether to satisfy " "the gods, calm natural disasters, or even improve harvests." msgstr "Rituele offerandes waren gemeengoed in oude tijden, was het om de goden tevreden te stellen, natuurrampen te doen afnemen of eerst om de oogst te verbeteren." #: simulation/data/technologies/cost_healer.json msgid "Healers –40% training time, and the metal cost is removed." msgstr "Genezers –40% rekruteringstijd en geen metaal meer nodig." #: simulation/data/technologies/crossbow_training.json msgid "Crossbow Training" msgstr "Kruisboogtraining" #: simulation/data/technologies/crossbow_training.json msgid "The Han had a penchant for using massed crossbowmen in battle." msgstr "De Han hadden een voorliefde voor massaal gebruik van kruisboogschutters bij het gevecht." #: simulation/data/technologies/crossbow_training.json msgid "Crossbow Infantry −20% train time." msgstr "Kruisboog infanterie −20% rekruteringstijd." #: simulation/data/technologies/dock_efficiency.json msgid "Shipwrights" msgstr "Scheepstimmerlieden" #: simulation/data/technologies/dock_efficiency.json msgid "Faber Navalis" msgstr "Faber Navalis" #: simulation/data/technologies/dock_efficiency.json msgid "" "Docks work 20% faster (Ships −20% build time; Technologies −20% research " "time) and are built 20% faster." msgstr "Scheepswerven werken 20% harder (Schepen −20% bouwtijd; technologieën −20% onderzoekstijd) en zijn 20% sneller klaar." #: simulation/data/technologies/dock_efficiency.json msgid "Naupēgoi" msgstr "Naupēgoi" #: simulation/data/technologies/dock_efficiency.json #: simulation/data/technologies/ship_cost_time.json msgid "" "Employ skilled shipwrights with specialized tools to speed up ship " "construction." msgstr "Neem geschoolde scheepsbouwers met speciaal gereedschap in dienst om sneller schepen te bouwen." #: simulation/data/technologies/equine_transports.json msgid "Equine Transports" msgstr "Paardentransport" #: simulation/data/technologies/equine_transports.json msgid "" "Early Achaemenid rulers acted towards making Persia the first great Asian " "empire to rule the seas. The Great King behaved favourably towards the " "various sea peoples in order to secure their services, but also carried out " "various marine initiatives. During the reign of Darius the Great, for " "example, a canal was built in Egypt and a Persian navy was sent exploring " "the Indus river. According to Herodotus, some 300 ships in the Persian navy " "were retrofitted to carry horses and their riders." msgstr "Vroege Achaemenidische heersers wilden Perzië het eerste grote Aziatische rijk maken dat heerste over de zeeën. De Grote Koning bevorderde goede contacten met diverse kustvolkeren om op hun diensten te kunnen rekenen, maar deed ook initiatieven op marinegebied. Gedurende de regeringstijd van Darius de Grote werd een kanaal gegraven in Egypte en werd een Perzische vloot gestuurd om de Indus te verkennen. Volgens Herodotus werden zo'n 300 Perzische schepen aangepast om paarden en hun ruiters te kunnen vervoeren." #: simulation/data/technologies/equine_transports.json msgid "Phoenician Triremes gain the ability to train Cavalry." msgstr "Fenicische triremen kunnen cavalerie rekruteren." #: simulation/data/technologies/exploration.json msgid "Exploration" msgstr "Verkenning" #: simulation/data/technologies/exploration.json msgid "" "Nobody knew better than the Carthaginians where in the ancient world they " "were going and going to go; their merchant traders had missions to " "everywhere. The Chinese were noted explorers, once sending a fleet of ships " "into the Indian Ocean to expand their knowledge and open up new trade " "routes." msgstr "Niemand in de oude wereld wist beter waar ze zich bevonden en waar ze heen gingen dan de Carthagers; hun handelsreizigers waren overal naar onderweg. De Chinezen waren bekend om hun ontdekkingstochten, ze stuurden zelfs eens een vloot naar de Indische Oceaan om hun kennis te vergroten en om nieuwe handelsroutes te openen." #: simulation/data/technologies/exploration.json msgid "Unlocked in Village Phase. Requires “Lookouts.”" msgstr "Beschikbaar in Dorpsfase. Vereist “Uitkijk”." #: simulation/data/technologies/exploration.json msgid "Traders and Ships +20% vision range." msgstr "Handelaars en schepen kunnen 20% verder zien." #: simulation/data/technologies/fishing_boat_gather_capacity.json msgid "Salt Curing" msgstr "Pekelen" #: simulation/data/technologies/fishing_boat_gather_capacity.json msgid "Salting allows to preserve fish longer." msgstr "Pekelen zorgt ervoor dat vis langer bewaard kan worden." #: simulation/data/technologies/fishing_boat_gather_capacity.json msgid "Unlocked in Village Phase. Requires “Fishing Nets.”" msgstr "Beschikbaar in Dorpsfase. Vereist “Visnetten”." #: simulation/data/technologies/fishing_boat_gather_capacity.json msgid "Fishing Boats +20 food capacity." msgstr "Vissersboten +20 transportcapaciteit." #: simulation/data/technologies/fishing_boat_gather_rate.json msgid "Fishing Nets" msgstr "Visnetten" #: simulation/data/technologies/fishing_boat_gather_rate.json msgid "Use nets to improve the productivity of fishing boats." msgstr "Gebruik netten om de productiviteit van vissersboten te verhogen." #: simulation/data/technologies/fishing_boat_gather_rate.json msgid "Fishing Boats +30% fish gather rate. Unlocks “Salt Curing.”" msgstr "Vissersboten +30% visverzamelingssnelheid. Maakt “Pekelen” beschikbaar." #: simulation/data/technologies/garrison_heal.json msgid "Living Conditions" msgstr "Leefomstandigheden" #: simulation/data/technologies/garrison_heal.json msgid "Units regain health over time while garrisoned." msgstr "Eenheden herkrijgen gezondheid wanneer ze in de kazerne verblijven." #: simulation/data/technologies/garrison_heal.json msgid "Structures +1 garrison heal rate." msgstr "Gebouwen +1 genezing voor gelegerden." #: simulation/data/technologies/gather_ahimsa.json msgid "Ahimsa" msgstr "Ahimsa" #: simulation/data/technologies/gather_ahimsa.json msgid "" "Ahimsa is the ancient Indian principle of nonviolence which applies to " "actions towards all living beings. It is a key virtue in Indian religions " "like Jainism, Buddhism, Hinduism, and Sikhism." msgstr "Ahimsa is het oude Indiase principe van geweldloosheid in handelingen tegenover alle levende wezens. Het is een kardinale deugd in Indiase religies zoals het Jaïnisme, het Boeddhisme, en het Hindoe en Sikh geloof." #: simulation/data/technologies/gather_ahimsa.json msgid "Units +100% fruit gather rate, but −80% meat and fish gather." msgstr "Eenheden verzamelen +100% sneller fruit, maar −80% vlees en vis." #: simulation/data/technologies/gather_animals_stockbreeding.json msgid "Stockbreeding" msgstr "Veeteelt" #: simulation/data/technologies/gather_animals_stockbreeding.json msgid "Breed livestock to slaughter for meat." msgstr "Fok slachtvee voor vlees." #: simulation/data/technologies/gather_animals_stockbreeding.json msgid "Domestic Animals −25% breeding time." msgstr "Slachtvee -25% foktijd" #: simulation/data/technologies/gather_capacity_basket.json msgid "Baskets" msgstr "Rieten manden" #: simulation/data/technologies/gather_capacity_basket.json msgid "Workers use baskets. Increases shuttling capacity for all resources." msgstr "Arbeiders gebruiken rieten manden. Verhoogt draagcapaciteit voor alle grondstoffen." #: simulation/data/technologies/gather_capacity_basket.json #: simulation/data/technologies/gather_capacity_carts.json #: simulation/data/technologies/gather_capacity_wheelbarrow.json msgid "Workers +5 resource capacity." msgstr "Arbeiders +5 grondstofcapaciteit." #: simulation/data/technologies/gather_capacity_carts.json msgid "Horse-drawn Carts" msgstr "Kar met paard" #: simulation/data/technologies/gather_capacity_carts.json msgid "" "Workers use horse-drawn carts. Increases shuttling capacity for all " "resources." msgstr "Arbeiders gebruiken per paard getrokken karren. Verhoogt draagcapaciteit voor alle grondstoffen." #: simulation/data/technologies/gather_capacity_wheelbarrow.json msgid "Wheelbarrow" msgstr "Kruiwagen" #: simulation/data/technologies/gather_capacity_wheelbarrow.json msgid "" "Workers use wheelbarrows. Increases shuttling capacity for all resources." msgstr "Arbeiders gebruiken kruiwagens. Verhoogt draagcapaciteit voor alle grondstoffen." #: simulation/data/technologies/gather_farming_chain_pump.json msgid "Chain Pump" msgstr "Kettingpomp" #: simulation/data/technologies/gather_farming_chain_pump.json msgid "Install a chain pump for improved irrigation." msgstr "Bouw een kettingpomp om de bevloeiing te verbeteren." #: simulation/data/technologies/gather_farming_chain_pump.json #: simulation/data/technologies/gather_farming_fertilizer.json #: simulation/data/technologies/gather_farming_fertilizer_ptol.json #: simulation/data/technologies/gather_farming_plows.json #: simulation/data/technologies/gather_farming_seed_drill.json #: simulation/data/technologies/gather_farming_training.json #: simulation/data/technologies/gather_farming_training_ptol.json #: simulation/data/technologies/gather_farming_water_weeding.json msgid "Workers +20% grain gather rate." msgstr "Arbeiders verzamelen +20% sneller graan." #: simulation/data/technologies/gather_farming_fertilizer.json #: simulation/data/technologies/gather_farming_fertilizer_ptol.json msgid "Fertilizer" msgstr "Mest" #: simulation/data/technologies/gather_farming_fertilizer.json #: simulation/data/technologies/gather_farming_fertilizer_ptol.json msgid "Extra nutrients for farms." msgstr "Extra voedingsstoffen voor boerderijen." #: simulation/data/technologies/gather_farming_harvester.json msgid "Harvesting Machine" msgstr "Oogstmachine" #: simulation/data/technologies/gather_farming_harvester.json msgid "" "The Gauls invented an harvesting machine, making it much easier to harvest " "grain." msgstr "De Galliërs vonden een oogstmachine uit waardoor de graanoogst veel eenvoudiger werd." #: simulation/data/technologies/gather_farming_harvester.json msgid "Workers +10% grain gather rate." msgstr "Arbeiders verzamelen +10% sneller graan." #: simulation/data/technologies/gather_farming_plows.json msgid "Iron Plow" msgstr "IJzeren ploeg" #: simulation/data/technologies/gather_farming_plows.json msgid "" "Equip your workers with iron plows, animal-drawn instruments to turn the " "sod." msgstr "Voorzie uw arbeiders van ijzeren ploegen, diergedreven gereedschap om de zoden te keren." #: simulation/data/technologies/gather_farming_seed_drill.json msgid "Seed Drill" msgstr "Zaaimachine" #: simulation/data/technologies/gather_farming_seed_drill.json msgid "Equip your workers with seed drills." msgstr "Geef uw arbeiders een zaaimachine mee." #: simulation/data/technologies/gather_farming_training.json #: simulation/data/technologies/gather_farming_training_ptol.json msgid "Gather Training" msgstr "Verzameloefeningen" #: simulation/data/technologies/gather_farming_training.json #: simulation/data/technologies/gather_farming_training_ptol.json msgid "Training for workers to increase farm gathering speed." msgstr "Training voor werkers om de landbouwproductie te verhogen." #: simulation/data/technologies/gather_farming_water_weeding.json msgid "Water Weeding" msgstr "Waterplanten" #: simulation/data/technologies/gather_farming_water_weeding.json msgid "Remove water weeds to preserve nutrients for the rice plants." msgstr "Verwijder waterplanten om voedingsstoffen vrij te maken voor de rijstplanten." #: simulation/data/technologies/gather_lumbering_ironaxes.json msgid "Iron Axe Heads" msgstr "IJzeren bijlbladen" #: simulation/data/technologies/gather_lumbering_ironaxes.json #: simulation/data/technologies/gather_lumbering_sharpaxes.json #: simulation/data/technologies/gather_lumbering_strongeraxes.json msgid "Increases wood gathering rates for trees." msgstr "Verhoog werksnelheid van houthakkers." #: simulation/data/technologies/gather_lumbering_ironaxes.json #: simulation/data/technologies/gather_lumbering_sharpaxes.json #: simulation/data/technologies/gather_lumbering_strongeraxes.json msgid "Workers +25% wood gather rate." msgstr "Arbeiders verzamelen +25% sneller hout." #: simulation/data/technologies/gather_lumbering_sharpaxes.json msgid "Sharp Axe Heads" msgstr "Scherpere bijlen" #: simulation/data/technologies/gather_lumbering_strongeraxes.json msgid "Stronger Axe" msgstr "Sterkere bijl" #: simulation/data/technologies/gather_mining_serfs.json msgid "Serfs" msgstr "Slaven" #: simulation/data/technologies/gather_mining_serfs.json msgid "Heilōtes" msgstr "Heilōtes" #: simulation/data/technologies/gather_mining_serfs.json msgid "" "Compel serfs to help your workers quarry stone. Increases stone gathering " "rates." msgstr "Beveel slaven om uw arbeiders te helpen bij het steendelven. Verhoogt steenverzamelingssnelheid." #: simulation/data/technologies/gather_mining_serfs.json #: simulation/data/technologies/gather_mining_servants.json #: simulation/data/technologies/gather_mining_slaves.json msgid "Workers +25% stone gather rate." msgstr "Arbeiders verzamelen +25% sneller steen." #: simulation/data/technologies/gather_mining_servants.json msgid "Servants" msgstr "Dienaren" #: simulation/data/technologies/gather_mining_servants.json msgid "Hire servants to help quarry stone. Increases stone gathering rates." msgstr "Huur dienaren om te helpen bij het steendelven. Verhoogt steenverzamelingssnelheid." #: simulation/data/technologies/gather_mining_servants.json msgid "Douloi" msgstr "Douloi" #: simulation/data/technologies/gather_mining_shaftmining.json msgid "Shaft Mining" msgstr "Schachtmijnen" #: simulation/data/technologies/gather_mining_shaftmining.json msgid "Develop shaft mining. Increases metal gathering rates." msgstr "Ontwikkel schachtmijnen. Verhoogt metaalverzamelingssnelheid." #: simulation/data/technologies/gather_mining_shaftmining.json #: simulation/data/technologies/gather_mining_silvermining.json #: simulation/data/technologies/gather_mining_wedgemallet.json msgid "Workers +25% metal gather rate." msgstr "Arbeiders verzamelen +25% sneller metaal." #: simulation/data/technologies/gather_mining_silvermining.json msgid "Silver Mining" msgstr "Zilvermijnen" #: simulation/data/technologies/gather_mining_silvermining.json msgid "Mines of Laureion" msgstr "Mijnen van Laureion" #: simulation/data/technologies/gather_mining_silvermining.json msgid "Mines of Krenides" msgstr "Mijnen van Krenides" #: simulation/data/technologies/gather_mining_silvermining.json msgid "Strike a vein of precious silver. Increases metal gathering rates." msgstr "Ontdek een zilverader. Verhoogt metaalverzamelingssnelheid." #: simulation/data/technologies/gather_mining_slaves.json msgid "Slaves" msgstr "Slaven" #: simulation/data/technologies/gather_mining_slaves.json msgid "Servi" msgstr "Servi" #: simulation/data/technologies/gather_mining_slaves.json msgid "" "Buy slaves to help your workers quarry stone. Increases stone gathering " "rates." msgstr "Koop slaven om uw arbeiders te helpen bij het steendelven. Verhoogt steenverzamelingssnelheid." #: simulation/data/technologies/gather_mining_slaves.json msgid "Andrapoda" msgstr "Andrapoda" #: simulation/data/technologies/gather_mining_wedgemallet.json msgid "Wedge and Mallet" msgstr "Wig en hamer" #: simulation/data/technologies/gather_mining_wedgemallet.json msgid "" "Equip your workers with helpful tools. Increases metal gathering rates." msgstr "Voorzie uw arbeiders van nuttig gereedschap. Verhoogt metaalverzamelingssnelheid." #: simulation/data/technologies/gather_wicker_baskets.json #: simulation/data/technologies/gather_wicker_baskets_maur.json msgid "Wicker Baskets" msgstr "Rieten manden" #: simulation/data/technologies/gather_wicker_baskets.json #: simulation/data/technologies/gather_wicker_baskets_maur.json msgid "Equip your foragers with wicker baskets for foraging." msgstr "Voorzie uw verzamelaars van rieten manden voor het transport." #: simulation/data/technologies/gather_wicker_baskets.json #: simulation/data/technologies/gather_wicker_baskets_maur.json msgid "Workers +50% fruit gather rate." msgstr "Arbeiders +50% fruitverzamelingssnelheid." #: simulation/data/technologies/heal_range.json msgid "Healing Range" msgstr "Helingsbereik" #: simulation/data/technologies/heal_range.json msgid "Olympic Pantheon" msgstr "Olympisch Parthenon" #: simulation/data/technologies/heal_range.json #: simulation/data/technologies/heal_range_2.json msgid "Increases the healing and vision range of all healers." msgstr "Verhoogt het genezingsbereik en het gezichtsveld van alle helers." #: simulation/data/technologies/heal_range.json #: simulation/data/technologies/heal_range_2.json msgid "Healers +5 healing range." msgstr "Helers +5 bereik." #: simulation/data/technologies/heal_range_2.json msgid "Healing Range 2" msgstr "Helingsbereik 2" #: simulation/data/technologies/heal_range_2.json msgid "Akadēmeia" msgstr "Akadēmeia" #: simulation/data/technologies/heal_rate.json msgid "Healing Rate" msgstr "Genezingssnelheid" #: simulation/data/technologies/heal_rate.json msgid "Sphagia" msgstr "Sphagia" #: simulation/data/technologies/heal_rate.json #: simulation/data/technologies/heal_rate_2.json msgid "Increases the healing rate of all healers." msgstr "Verhoogt de genezingssnelheid van alle helers." #: simulation/data/technologies/heal_rate.json #: simulation/data/technologies/heal_rate_2.json msgid "Healers −20% healing time." msgstr "Helers -20% genezingstijd." #: simulation/data/technologies/heal_rate_2.json msgid "Healing Rate 2" msgstr "Genezingssnelheid 2" #: simulation/data/technologies/heal_rate_2.json msgid "Hippocratic Oath" msgstr "Eed van Hippocrates" #: simulation/data/technologies/health_females_01.json msgid "The Loom" msgstr "Het weefgetouw" #: simulation/data/technologies/health_females_01.json msgid "" "The loom allowed the creation of finer clothing for settlers. Women of the " "household were taught from a young age how to weave on the loom, and " "subsequently spent a large share of their lives working with it." msgstr "Het weefgetouw maakte het mogelijk om fijnere kleren te maken. Vrouwen van het huishouden werden al van jonge leeftijd geleerd om met het weefgetouw te werken. Daarna spendeerden ze een groot deel van hun leven aan het weefgetouw." #: simulation/data/technologies/health_females_01.json msgid "Female Citizens +100% health." msgstr "Vrouwelijke burgers +100% gezondheid." #: simulation/data/technologies/health_regen_units.json msgid "Battlefield Medicine" msgstr "Medicijn op het slagveld" #: simulation/data/technologies/health_regen_units.json msgid "Organic units will slowly regenerate health over time when idle." msgstr "Organische eenheden zullen langzaam gezonder worden wanneer ze inactief zijn." #: simulation/data/technologies/health_regen_units.json msgid "Idle Organic units +0.5 health regeneration rate." msgstr "Inactieve organische eenheden +0.5 genezingssnelheid." #: simulation/data/technologies/hellenistic_metropolis.json msgid "Hellenistic Metropolis" msgstr "Griekse metropool" #: simulation/data/technologies/hellenistic_metropolis.json msgid "" "Beginning with Alexander, the Hellenistic monarchs founded many cities " "throughout their empires, where Greek culture and art blended with local " "customs to create the motley Hellenistic civilization." msgstr "Vanaf Alexander hebben de Helleense monarchen veel steden gesticht doorheen hun rijken. Daar werd de Griekse en de lokale cultuur gemengd tot een bonte beschaving." #: simulation/data/technologies/hellenistic_metropolis.json msgid "Civic Centers +100% health and capture points, double default arrows." msgstr "Beschavingscentra +100% sterkte en veroverpunten en een dubbele hoeveelheid standaardpijlen." #: simulation/data/technologies/helot_economy.json msgid "Helot Economy" msgstr "Heloteneconomie" #: simulation/data/technologies/helot_economy.json msgid "" "Helots were the servants of Greece. Unlike slaves, helots were owned by the " "state, which managed economic production. Helots must give a reasonable " "portion of their harvest to support a warrior and his family or widow." msgstr "Heloten waren de bedienden van Griekenland. Anders dan slaven waren zij eigendom van de staat, die het economisch productieproces controleerde. Heloten moesten een redelijk deel van hun oogst afstaan om een strijder en zijn familie of weduwe te onderhouden." #: simulation/data/technologies/helot_economy.json msgid "" "Infantry Javelineers +100% grain gather rate, but −10% ranged attack pierce " "damage." msgstr "Infanterie speerwerpers verzamelen +100% meer graan maar hebben -10% steekschade bij afstandsaanval." #: simulation/data/technologies/hoplite_tradition.json msgid "Hoplite Tradition" msgstr "Hoplieten traditie" #: simulation/data/technologies/hoplite_tradition.json msgid "Hoplite soldiers constituted most of the armies of Greece." msgstr "De meeste Griekse legers bestonden voor een groot deel uit hoplieten." #: simulation/data/technologies/hoplite_tradition.json msgid "" "Hoplites −25% training time, −50% promotion experience, and +10% health." msgstr "Hoplieten −25% rekruteringstijd, −50% ervaringsopbouw en +10% gezondheid." #: simulation/data/technologies/immortals.json msgid "Immortals" msgstr "Onsterfelijken" #: simulation/data/technologies/immortals.json msgid "" "The Achaemenids maintained a 10,000-strong elite corps, referred to as " "Athanatoi (“Immortals”) by Greek authors." msgstr "De Achaemeniden onderhielden een elite corps van 10.000 soldaten, door Griekse auteurs de Athanatoi (\"onsterfelijken\") genoemd." #: simulation/data/technologies/immortals.json msgid "Immortals −50% training time." msgstr "Onsterfelijken −50% rekruteringstijd." #: simulation/data/technologies/iphicratean_reforms.json msgid "Iphicratean Reforms" msgstr "Hervormingen van Iphicrates" #: simulation/data/technologies/iphicratean_reforms.json msgid "" "Athenian gymnasium, docks and triremes can train Marines (Epibates " "Athenaikos)." msgstr "Atheense gymnasia, scheepswerven en triremen kunnen mariniers (Epibastes Athenaikos) rekruteren." #: simulation/data/technologies/iphicratean_reforms.json msgid "" "Athenian Docks and Triremes can train Marines and Cretan Mercenary Archers." msgstr "Atheense scheepswerven en triremen kunnen mariniers en Kretaanse huurling boogschutters rekruteren." #: simulation/data/technologies/juggernauts.json msgid "Juggernauts" msgstr "Juggernaut" #: simulation/data/technologies/juggernauts.json msgid "Tessarakonterēs" msgstr "Tessarakonterēs" #: simulation/data/technologies/juggernauts.json msgid "Siege Ships +50% health, +25% more projectiles, but −25% speed." msgstr "Belegeringsschepen +50% kracht, +25% meer projectielen, maar −25% snelheid." #: simulation/data/technologies/krypteia.json msgid "Krypteia" msgstr "Krypteia" #: simulation/data/technologies/krypteia.json msgid "" "Krypteia was an Agoge rite of passage, during which soldiers learned how to " "camouflage themselves and gained combat experience. The Spartans declared " "war on the Helots annually, with no problem or guilt in murdering them. " "During this initiation, the youths slept during the day and roamed at night," " murdering any Helot they encountered along the way." msgstr "Krypteia was een overgangsrite van de Agoge, waarbij soldaten leerden zich te camoufleren en waarin zij gevechtservaring opdeden. De Spartanen verklaarden de Heloten ieder jaar de oorlog en vermoordden ze zonder enige wroeging. Gedurende deze initiatie sliepen de jongeren overdag en zwierven zij 's nachts rond. Geen Heloot was dan veilig voor ze." #: simulation/data/technologies/krypteia.json msgid "" "Champion Hoplites +10% melee attack damage, but Citizen Infantry Javelineers" " +30% training time." msgstr "Kampioen Hoplieten +10% mêlee aanvalsschade maar Burger Infanterie Speerwerpers kosten +30% rekruteringstijd." #: simulation/data/technologies/long_walls.json msgid "Athenian Long Walls" msgstr "Atheense lange muren" #: simulation/data/technologies/long_walls.json msgid "" "The Long Walls of Athens were constructed under the auspices of the wily " "Themistocles and extended 6 km from the city to the port of Piraeus. This " "secured the city's sea supply routes and prevented an enemy from starving " "out the city during a siege." msgstr "De lange muren van Athene waren geconstrueerd onder Themistokles. Het waren 6km lange muren van de stad Athene tot aan de haven van Piraeus. Dit zorgde er voor dat Athene altijd kon voorzien worden van voedsel tijdens vijandige aanvallen." #: simulation/data/technologies/long_walls.json msgid "Build Walls in own or neutral territory." msgstr "Bouw muren in eigen of neutraal territorium." #: simulation/data/technologies/nisean_horses.json msgid "Nisean War Horses" msgstr "Niseaans oorlogspaard" #: simulation/data/technologies/nisean_horses.json msgid "Nisioi" msgstr "Nisioi" #: simulation/data/technologies/nisean_horses.json msgid "" "The now-extinct Nisian breed of horse was one of the largest and robust " "horses of ancient times. They were highly sought after by the Seleucids and " "Persians as both rider and mount gained heavier armor as time progressed." msgstr "Het uitgestorven Niseaanse paardenras was ooit het grootste en sterkste paardenras van de oudheid. Ze waren erg gegeerd door Seleuciden en Perzen. De ruiter en het ros kregen doorheen de geschiedenis zwaardere bepantsering." #: simulation/data/technologies/nisean_horses.json msgid "Champion Cavalry Spearmen +20% health, but +10% training time." msgstr "Kampioen cavalerie speervechters +20% gezondheid, maar +10% rekruteringstijd" #: simulation/data/technologies/ostracism.json msgid "Ostracism" msgstr "Ostracisme" #: simulation/data/technologies/ostracism.json msgid "" "In ancient Athens, ostracism was the process by which any citizen, including" " political leaders, could be expelled from the city-state for 10 years." msgstr "Ostracisme was het Atheense proces waarbij iedere burger, inclusief politieke leiders, voor 10 jaar uit de stadsstaat verbannen konden worden." #: simulation/data/technologies/ostracism.json msgid "Citizen soldiers +5% health, but Heroes −40% health." msgstr "Burgersoldaten +5% gezondheid, maar Helden -40%." #: simulation/data/technologies/outpost_vision.json msgid "Carrier Pigeons" msgstr "Postduif" #: simulation/data/technologies/outpost_vision.json msgid "Increases outpost vision." msgstr "Groter gezichtsveld uitkijkpost" #: simulation/data/technologies/outpost_vision.json msgid "Outposts +33% vision range." msgstr "Uitkijkposten +33% gezichtsveld." #: simulation/data/technologies/pair_gather_food_maur.json msgid "Wicker Basket vs Ahimsa" msgstr "Rieten manden of Ahimsa" #: simulation/data/technologies/pair_unlock_champions_sele.json msgid "Traditional Army vs Reform Army" msgstr "Traditioneel leger vs. hervormd leger" #: simulation/data/technologies/pair_unlock_civil_engineering_han.json msgid "Civil Engineering" msgstr "Civiele techniek" #: simulation/data/technologies/pair_unlock_civil_service_han.json msgid "Civil Service" msgstr "Burgerdienst" #: simulation/data/technologies/pair_unlock_cult_ptol.json msgid "Cult" msgstr "Cultus" #: simulation/data/technologies/parade_of_daphne.json msgid "Parade of Daphne" msgstr "Parade van Daphné" #: simulation/data/technologies/parade_of_daphne.json msgid "" "The festival at Daphne was a major event of the Seleucid Empire: tens of " "thousands of well-equipped troops participated in the opening procession." msgstr "Het festival van Daphne was een groots gebeuren in het Seleucidische Rijk: tienduizenden goed troepen in parade-uitrusting namen deel aan de openingsoptocht." #: simulation/data/technologies/parade_of_daphne.json msgid "Champions −20% training time." msgstr "−20% rekruteringstijd voor kampioenen." #: simulation/data/technologies/pharaonic_cult.json msgid "Pharaonic Cult" msgstr "Faraocultus" #: simulation/data/technologies/pharaonic_cult.json msgid "" "The Pharaohs were worshipped as living gods. Their word was sacrosanct and " "beyond reproach, at least among the common people. The Ptolemaic dynasts " "certainly took advantage of this ancient custom to the fullest, to varying " "degrees of success." msgstr "De faraos werden vereerd als levende goden. Hun woorden waren heilig en onberispelijk, tenminste voor het gewone volk. De Ptolemeïsche dynastieën maakten maximaal gebruik van deze oude zienswijze, met verschillende mate van succes." #: simulation/data/technologies/pharaonic_cult.json msgid "Heroes +2 health/second self-regen rate." msgstr "Helden +2 kracht auto-reparatiesnelheid per seconde" #: simulation/data/technologies/phase_city.json msgid "" "Dummy technology for use in templates requirements, replaced by " "phase_city_generic or phase_city_{civ}." msgstr "Dummy technologie voor gebruik in template benodigdheden, vervangen door phase_city_generic of phase_city_{civ}." #: simulation/data/technologies/phase_city.json #: simulation/data/technologies/phase_city_athen.json #: simulation/data/technologies/phase_city_generic.json #: simulation/data/technologies/phase_city_pers.json msgid "City Phase" msgstr "Grootstadsfase" #: simulation/data/technologies/phase_city_athen.json msgid "" "Advances from a bustling town to a veritable metropolis, full of the wonders" " of modern technology. This is the Athenian city phase, where metal " "gathering rates are boosted because of the 'Silver Owls' bonus." msgstr "Ga van een bruisend stadje naar een waarachtige metropool, vol wonderen van moderne technologie. Dit is de Atheense grootstadfase waar metaalmijnsnelheden nog een bonus krijgen dankzij de \"Zilveren Uilen\"." #: simulation/data/technologies/phase_city_athen.json msgid "" "Advance to City Phase, which unlocks more entities and technologies. Civic " "Centers +25% territory influence radius. Structures +1 capture points " "regeneration rate for garrisoned units. Workers +10% metal gather rate." msgstr "Ga door naar de grootstadsfase, die meer entiteiten en technologieën ontsluit. Beschavingscentra +25% territorium invloed. Gebouwen met bemanning +1 herstelsnelheid van veroverpunten. Arbeiders +10% metaal verzamelsnelheid." #: simulation/data/technologies/phase_city_athen.json #: simulation/data/technologies/phase_city_generic.json msgid "Megalopolis" msgstr "Megalopolis" #: simulation/data/technologies/phase_city_athen.json #: simulation/data/technologies/phase_city_generic.json #: simulation/data/technologies/phase_city_pers.json msgid "Requires three Town Structures." msgstr "Vereist drie stadsgebouwen." #: simulation/data/technologies/phase_city_generic.json msgid "Jùn" msgstr "Jùn" #: simulation/data/technologies/phase_city_generic.json msgid "" "Advances from a bustling town to a veritable metropolis, full of the wonders" " of modern technology." msgstr "Ga van een bruisend stadje naar een echte metropool, vol wonderen van moderne technologie." #: simulation/data/technologies/phase_city_generic.json msgid "" "Advance to City Phase, which unlocks more entities and technologies. Civic " "Centers +25% territory influence radius. Structures +1 capture points " "regeneration rate for garrisoned units." msgstr "Ga door naar de grootstadsfase, die meer entiteiten en technologieën ontsluit. Beschavingscentra +25% territorium invloed. Gebouwen met bemanning +1 herstelsnelheid van veroverpunten." #: simulation/data/technologies/phase_city_pers.json msgid "" "Advances from a bustling town to a veritable metropolis, full of the wonders of modern technology. This is the Persian city phase.\n" "The 'Times of War' bonus decreases the batch training time in Stables. Large batches will benefit more than small batches.\n" "In mathematical terms: The training time of one batch gets divided by `batchSize^0.1`." msgstr "Ontwikkel van een bedrijvig stadje tot een waarachtige metropolis, vol wonderen van moderne technologie. Dit is de Perzische Grootstadsfase.\nDe `Tijden van Oorlog` bonus verkort de rekruteringstijd van groepen in de Stallen. Grote groepen hebben hier meer voordeel van dan kleine.\nIn wiskundige termen: de rekruteringstijd van een groep wordt gedeeld door `batchSize^0.1`." #: simulation/data/technologies/phase_city_pers.json msgid "" "Advance to City Phase, which unlocks more entities and technologies. Civic " "Centers +25% territory influence radius. Structures +1 capture points " "regeneration rate for garrisoned units. Decrease batch training time of " "units trained in Stables." msgstr "Ga door naar de grootstadsfase, die meer entiteiten en technologieën ontsluit. Beschavingscentra +25% territorium invloed. Gebouwen met bemanning +1 herstelsnelheid van veroverpunten. Kortere rekruteringstijd voor groepen in de Stallen." #: simulation/data/technologies/phase_town.json msgid "" "Dummy technology for use in templates requirements, replaced by " "phase_town_generic or phase_town_{civ}." msgstr "Dummy technologie voor gebruik in template benodigdheden, vervangen door phase_town_generic of phase_town_{civ}." #: simulation/data/technologies/phase_town.json #: simulation/data/technologies/phase_town_athen.json #: simulation/data/technologies/phase_town_generic.json #: simulation/data/technologies/phase_town_pers.json msgid "Town Phase" msgstr "Stadsfase" #: simulation/data/technologies/phase_town_athen.json msgid "" "Advances from a small village to a bustling town, ready to expand rapidly. " "This is the Athenian town phase, where metal gathering rates are boosted " "because of the 'Silver Owls' bonus." msgstr "Ga van een klein dorpje naar een bloeiende stad, klaar om snel uit te breiden. Dit is de Atheense stadsfase waar metaalmijnsnelheden nog een bonus krijgen dankzij de \"Zilveren Uilen\"." #: simulation/data/technologies/phase_town_athen.json msgid "" "Advance to Town Phase, which unlocks more entities and technologies. Civic " "Centers +25% territory influence radius. Structures +0.5 capture points " "regeneration rate for garrisoned units. Workers +10% metal gather rate." msgstr "Ga door naar de stadsfase, die meer entiteiten en technologieën ontsluit. Beschavingscentra +25% territorium invloed. Gebouwen met bemanning +1 herstelsnelheid van veroverpunten. Arbeiders +10% metaal verzamelsnelheid." #: simulation/data/technologies/phase_town_athen.json #: simulation/data/technologies/phase_town_generic.json msgid "Kōmopolis" msgstr "Kōmopolis" #: simulation/data/technologies/phase_town_athen.json #: simulation/data/technologies/phase_town_generic.json #: simulation/data/technologies/phase_town_pers.json msgid "Requires five Village Structures." msgstr "Vereist 5 dorpsgebouwen." #: simulation/data/technologies/phase_town_generic.json msgid "Xìan" msgstr "Xìan" #: simulation/data/technologies/phase_town_generic.json msgid "" "Advances from a small village to a bustling town, ready to expand rapidly." msgstr "Ga van klein dorpje naar bloeiende stad, klaar om snel uit te breiden." #: simulation/data/technologies/phase_town_generic.json msgid "" "Advance to Town Phase, which unlocks more entities and technologies. Civic " "Centers +25% territory influence radius. Structures +0.5 capture points " "regeneration rate for garrisoned units." msgstr "Ga door naar de stadsfase, die meer entiteiten en technologieën ontsluit. Beschavingscentra +25% territorium invloed. Gebouwen met bemanning +0,5 herstelsnelheid van veroverpunten." #: simulation/data/technologies/phase_town_pers.json msgid "" "Advances from a small village to a bustling town, ready to expand rapidly. This is the Persian town phase.\n" "The 'Times of War' bonus dercreases the batch training time in Stables. Large batches will benefit more than small batches.\n" "In mathematical terms: The training time of one batch gets divided by `batchSize^0.1`." msgstr "Ontwikkel van een klein dorpje tot een bedrijvige stad, vol potentieel voor groei en uitbreiding. Dit is de Perzische Stadsfase.\nDe `Tijden van Oorlog` bonus verkort de rekruteringstijd van groepen in de Stallen. Grote groepen hebben hier meer voordeel van dan kleine.\nIn wiskundige termen: de rekruteringstijd van een groep wordt gedeeld door `batchSize^0.1`." #: simulation/data/technologies/phase_town_pers.json msgid "" "Advance to Town Phase, which unlocks more entities and technologies. Civic " "Centers +25% territory influence radius. Structures +0.5 capture points " "regeneration rate for garrisoned units. Decrease batch training time of " "units trained in Stables." msgstr "Ga door naar de stadsfase, die meer entiteiten en technologieën ontsluit. Beschavingscentra +25% territorium invloed. Gebouwen met bemanning +0.5 herstelsnelheid van veroverpunten. Kortere rekruteringstijd voor groepen in de Stallen." #: simulation/data/technologies/phase_village.json msgid "Village Phase" msgstr "Dorpsfase" #: simulation/data/technologies/pheidian_workshop.json msgid "Pheidian Workshop" msgstr "Werkplaats van Phidias" #: simulation/data/technologies/pheidian_workshop.json msgid "" "Pheidias was a Greek sculptor, painter and architect, who lived in the 5th " "century BC, and is commonly regarded as one of the greatest of all sculptors" " of Classical Greece: Phidias' Statue of Zeus at Olympia was one of the " "Seven Wonders of the Ancient World. Phidias designed the statues of the " "goddess Athena on the Athenian Acropolis, namely the Athena Parthenos inside" " the Parthenon and the Athena Promachos, a colossal bronze statue of Athena " "which stood between it and the Propylaea, a monumental gateway that served " "as the entrance to the Acropolis in Athens." msgstr "Phidias was een Griekse beeldhouwer, schilder en architect uit de 5e eeuw v. Chr. Hij wordt algemeen beschouwd als een van de beste beeldhouwers van het klassieke Griekenland: zijn beeld van Zeus in Olympia was een van de Zeven Wereldwonderen. Phidias ontwierp de de beelden van de godin Athene op de Atheense Acropolis, te weten de Athena Parthenos binnenin het Parthenon en de Athena Promachos, een enorm bronzen beeld van Athena dat tussen het Parthenon en de Propyleeën stond, een monumentaal poortgebouw dat dienst deed als toegang tot de Atheense Acropolis." #: simulation/data/technologies/pheidian_workshop.json msgid "Temples and Wonder −50% stone cost and build time." msgstr "Tempels en Het Wonder kosten −50% steen en bouwtijd." #: simulation/data/technologies/poison_arrows.json msgid "Poison Arrows" msgstr "Gifpijlen" #: simulation/data/technologies/poison_arrows.json msgid "Ranged Soldiers +20% attack damage." msgstr "Afstandssoldaten +20% aanvalsschade." #: simulation/data/technologies/poison_blades.json msgid "Poison Blades" msgstr "Vergiftigde bladen" #: simulation/data/technologies/poison_blades.json msgid "Melee Soldiers +20% attack damage." msgstr "Mêleesoldaten +20% aanvalsschade." #: simulation/data/technologies/pop_house_01.json msgid "Home Garden" msgstr "Siertuin" #: simulation/data/technologies/pop_house_01.json msgid "Paradaidām" msgstr "Paradaidām" #: simulation/data/technologies/pop_house_01.json msgid "Peristylium" msgstr "Peristylium" #: simulation/data/technologies/pop_house_01.json msgid "" "Home gardens ranged from simple fenced-in areas to large manicured and " "colonnaded enclosures." msgstr "Tuinen gingen van eenvoudige omheinde gebieden, tot grote, zorgvuldig gesnoeide en ommuurde vlaktes." #: simulation/data/technologies/pop_house_01.json msgid "Peristylon" msgstr "Peristylon" #: simulation/data/technologies/pop_house_01.json #: simulation/data/technologies/pop_house_02.json msgid "Houses +20% population bonus." msgstr "Huizen +20% bevolkingsbonus." #: simulation/data/technologies/pop_house_02.json msgid "Manors" msgstr "Gazonnen" #: simulation/data/technologies/pop_house_02.json msgid "Insulae" msgstr "Insulae" #: simulation/data/technologies/pop_house_02.json msgid "" "Homes tended to expand as the wealth and population of a settlement grew." msgstr "Huizen werden vaak groter naargelang de rijkdom en bevolking van een nederzetting groeide." #: simulation/data/technologies/reformed_army_sele.json msgid "Reform Army" msgstr "Gereformeerd leger" #: simulation/data/technologies/reformed_army_sele.json msgid "The Roman-style core of the Seleucid army." msgstr "Het Seleucidische leger naar Romeinse stijl." #: simulation/data/technologies/reformed_army_sele.json msgid "Unlock the Champion Infantry Swordsman." msgstr "Activeer de kampioen infanterie zwaardvechters." #: simulation/data/technologies/roman_reforms.json msgid "Marian Reforms" msgstr "Mariaanse hervormingen" #: simulation/data/technologies/roman_reforms.json msgid "" "Regularize the army into a professional, organized force. The Marian reforms" " were a series of military reforms in the last century BC attributed to " "Gaius Marius involving the abolition of citzen cavalry, equipment changes, " "and standardization of the heavy infantry unit: the Legionary." msgstr "Vorm het leger om naar een professionele, georganiseerde strijdmacht. De Mariaanse hervormingen waren een serie militaire maatregelen in de laatste eeuw v. Chr., toegeschreven aan Gaius Marius. Ze omvatten de afschaffing van de burger cavalerie, vernieuwingen van apparatuur en de standaardisering van de zware infanterie-eenheid: de Legionair." #: simulation/data/technologies/roman_reforms.json msgid "" "Convert Infantry to Marian Legionaries, Cavalry to Auxiliary Cavalry, unlock" " Onagers and Centurions, but lose access to Spear Cavalry and Italic Heavy " "Infantry." msgstr "Verander Infanterie naar Mariaanse Legionairs, Cavalerie naar Cavalerie Hulptroepen, maak Onagers en Centurions beschikbaar, maar verlies toegang tot Cavalerie Speervechters en Italische Zware Infanterie." #: simulation/data/technologies/roman_roads.json msgid "Roman Roads" msgstr "Romeinse wegen" #: simulation/data/technologies/roman_roads.json msgid "Viae Romanum" msgstr "Viae Romanum" #: simulation/data/technologies/roman_roads.json msgid "All roads lead to Rome." msgstr "Alle wegen leiden naar Rome." #: simulation/data/technologies/roman_roads.json msgid "All Land Units +5% movement speed." msgstr "Alle landeenheden +5% snelheid." #: simulation/data/technologies/serapis_cult.json msgid "Serapis Cult" msgstr "Cultus van Serapis" #: simulation/data/technologies/serapis_cult.json msgid "" "The cult of Serapis was introduced during the 3rd century BC on the orders " "of Ptolemy I of Egypt as a means to unify the Greeks and Egyptians in his " "realm. The god was depicted as Greek in appearance, but with Egyptian " "trappings, and combined iconography from a great many cults, signifying both" " abundance and resurrection. A serapeion was any temple or religious " "precinct devoted to Serapis. The cult of Serapis was spread as a matter of " "deliberate policy by the Ptolemaic kings, who also built an immense serapeum" " in Alexandria." msgstr "De cultus van Serapis werd door Ptolemeus I van Egypte in de derde eeuw v. Chr. geïntroduceerd met als doel de Grieken en Egyptenaren in zijn rijk te verenigen. De god werd als Grieks weergegeven, maar met Egyptische kenmerken, en combineerde de iconografie van veel verschillende cultussen, met als betekenissen overvloed en wederopstanding. Een serapeum was een tempel of een religieus gebied gewijd aan Serapis. De cultus van Serapis werd door de Ptolemaeïsche koningen opzettelijk gepropageerd, die daarvoor ook een immens serapeum in Alexandrië bouwden." #: simulation/data/technologies/serapis_cult.json msgid "+2.0 metal trickle per second." msgstr "+2.0 metaalverwerving per seconde." #: simulation/data/technologies/ship_capture_resistance.json msgid "Marines" msgstr "Mariniers" #: simulation/data/technologies/ship_capture_resistance.json msgid "Marines were a vital part of ship defense and offense." msgstr "Mariniers waren een essentieel onderdeel van de aanval en verdediging ter zee." #: simulation/data/technologies/ship_capture_resistance.json msgid "All Warships +40% capture resistance." msgstr "Alle Oorlogsschepen +40% veroveringsweerstand." #: simulation/data/technologies/ship_capture_resistance.json msgid "Epibatai" msgstr "Epibatai" #: simulation/data/technologies/ship_cost_time.json msgid "Naval Architects" msgstr "Marinearchitecten" #: simulation/data/technologies/ship_cost_time.json msgid "Ships −20% construction time." msgstr "Schepen -20% bouwtijd." #: simulation/data/technologies/ship_health.json msgid "Reinforced Hull" msgstr "Versterkte scheepsromp" #: simulation/data/technologies/ship_health.json msgid "Wooden reinforcement beams for ship hulls." msgstr "Houten versterkingen voor de scheepsboeg." #: simulation/data/technologies/ship_health.json msgid "Ships +25% health, but −10% speed." msgstr "Schepen +25% kracht, maar −10% snelheid." #: simulation/data/technologies/ship_movement_speed.json msgid "Experienced Crews" msgstr "Ervaren bemanning" #: simulation/data/technologies/ship_movement_speed.json msgid "" "Train your oarsmen and sailors to move more efficiently and speed up your " "ships." msgstr "Train uw roeiers en zeelieden om efficiënter te bewegen en uw schepen sneller te doen gaan." #: simulation/data/technologies/ship_movement_speed.json msgid "Ships +10% movement speed." msgstr "Schepen +10% snelheid." #: simulation/data/technologies/ship_vision.json msgid "Lookouts" msgstr "Uitkijk" #: simulation/data/technologies/ship_vision.json msgid "" "Lookouts aboard ship were important for sighting land, spotting navigational" " hazards, and directing fire in battle." msgstr "De uitkijk aan boord was belangrijk om land in zicht te krijgen, gevaren voor de navigatie op te merken en om de vuurrichting tijdens een gevecht aan te geven." #: simulation/data/technologies/ship_vision.json msgid "" "Ships and Boats +10% vision range; Scout Ships an additional +25% vision " "range. Unlocks “Exploration” for the Carthaginians and Han Chinese." msgstr "Schepen en boten +10% gezichtsveld; Verkenningsschepen krijgen nog eens +25% extra. Maakt “Ontdekkingsreizen” beschikbaar voor Carthago en de Han." #: simulation/data/technologies/ship_vision.json msgid "Prōratēs" msgstr "Prōratēs" #: simulation/data/technologies/siege_attack.json msgid "Advanced Siege" msgstr "Geavanceerde belegering" #: simulation/data/technologies/siege_attack.json msgid "Advanced technologies improve siege efficiency." msgstr "Geavanceerde technologieën voor belegering." #: simulation/data/technologies/siege_attack.json msgid "Siege Engines +25% attack crush damage." msgstr "Belegeringswerktuigen +25% verpletterkracht." #: simulation/data/technologies/siege_bolt_accuracy.json msgid "Bolt Accuracy" msgstr "Accuraatheid pijlen" #: simulation/data/technologies/siege_bolt_accuracy.json msgid "Improvement to projectile accuracy." msgstr "Verbeterde nauwkeurigheid voor projectielen." #: simulation/data/technologies/siege_bolt_accuracy.json msgid "Bolt Shooters −20% ranged attack spread." msgstr "-20% spreiding bij afstandsaanval voor pijlschieters." #: simulation/data/technologies/siege_cost_time.json msgid "Siegecraft" msgstr "Belegeringsvakmanschap" #: simulation/data/technologies/siege_cost_time.json msgid "The science or craft of laying or carrying out sieges." msgstr "De kennis en kunde van het belegeren en omsingelen." #: simulation/data/technologies/siege_cost_time.json msgid "Siege Engines −20% construction time." msgstr "Belegeringswerktuigen -20% bouwtijd." #: simulation/data/technologies/siege_health.json msgid "Armor Plating" msgstr "Bepantsering" #: simulation/data/technologies/siege_health.json msgid "" "Cover the exterior with iron plates to protect against fire and projectiles." msgstr "Bedek de buitenkant met ijzeren platen ter bescherming tegen vuur en projectielen." #: simulation/data/technologies/siege_health.json msgid "Battering Rams and Siege Towers +25% health." msgstr "Stormrammen en belegeringstorens +25% sterkte." #: simulation/data/technologies/siege_pack_unpack.json msgid "Military Engineers" msgstr "Militaire ingenieurs" #: simulation/data/technologies/siege_pack_unpack.json msgid "Military engineers are responsible for improvements in siege engines." msgstr "De genie is verantwoordelijk voor verbeteringen aan belegeringswerktuigen." #: simulation/data/technologies/siege_pack_unpack.json msgid "Siege Engines –40% pack and unpack time." msgstr "Belegeringswerktuigen –40% in- en uitlaadtijd." #: simulation/data/technologies/silk_road.json msgid "Silk Road" msgstr "Zijderoute" #: simulation/data/technologies/silk_road.json msgid "Traders +20% international trade bonus." msgstr "Handelaren +20% internationale handelsbonus." #: simulation/data/technologies/silvershields.json msgid "Silver Shields Regiment" msgstr "Regiment der Zilveren Schilden" #: simulation/data/technologies/silvershields.json msgid "" "The Silver Shields, or Argyraspidai, were the elite heavy infantry arm of " "the Macedonian army." msgstr "De Zilveren Schilden, of Argyraspidai, waren de elite zware infanterie van het Macedonische leger." #: simulation/data/technologies/silvershields.json msgid "" "Upgrade Shield Bearer Champion Infantry to Silver Shields, with more health " "and attack damage." msgstr "Promoveer de schilddrager kampioeninfanterie naar Zilveren Schilden, met meer gezondheid en grotere aanvalskracht." #: simulation/data/technologies/soldier_attack_melee_01.json msgid "Side Arms" msgstr "Zijwapens" #: simulation/data/technologies/soldier_attack_melee_01.json msgid "Pugio" msgstr "Pugio" #: simulation/data/technologies/soldier_attack_melee_01.json msgid "" "Often, a soldier would carry a secondary weapon in addition to his primary " "weapon of choice, to be drawn when the primary weapon has failed or been " "broken." msgstr "Vaak had een soldaat een tweede wapen bij zich, naast zijn wapen van eerste keuze, zodat hij dat kon gebruiken als zijn eerste wapen faalde of kapot was." #: simulation/data/technologies/soldier_attack_melee_01.json msgid "Xiphos" msgstr "Xiphos" #: simulation/data/technologies/soldier_attack_melee_01.json #: simulation/data/technologies/soldier_attack_melee_02.json msgid "Soldiers +15% melee attack damage." msgstr "Soldaten +15% schade bij mêlee aanval." #: simulation/data/technologies/soldier_attack_melee_02.json msgid "Iron Weapons" msgstr "IJzeren wapens" #: simulation/data/technologies/soldier_attack_melee_02.json msgid "Using iron instead of bronze gave weapons additional power." msgstr "Het gebruik van ijzer in plaats van brons maakte de wapens sterker." #: simulation/data/technologies/soldier_attack_melee_03.json msgid "Carburization" msgstr "Carbonisatie" #: simulation/data/technologies/soldier_attack_melee_03.json msgid "" "By adding a small amount of carbon during the iron smelting process, a " "stronger material, steel, can be forged." msgstr "Door een kleine hoeveelheid koolstof toe te voegen tijdens het ijzer smelten kan staal, een sterker materiaal, worden gesmeed." #: simulation/data/technologies/soldier_attack_melee_03.json msgid "Soldiers +20% melee attack damage." msgstr "Soldaten +20% schade bij mêlee aanval." #: simulation/data/technologies/soldier_attack_melee_03_variant.json msgid "Steel Working" msgstr "Staalwerken" #: simulation/data/technologies/soldier_attack_melee_03_variant.json msgid "Wootz Steel" msgstr "Wootzstaal" #: simulation/data/technologies/soldier_attack_melee_03_variant.json msgid "Toledo Steel" msgstr "Toledo-staal" #: simulation/data/technologies/soldier_attack_melee_03_variant.json msgid "" "Secret steel working techniques give sword blades distinctive and beautiful " "markings. Not only that, but the steel's hardness is unparalleled." msgstr "Geheime staalbewerkingstechnieken geeft het blad van het zwaard aparte en prachtige markeringen. Daarnaast is de hardheid van het stalen blad ongeëvenaard." #: simulation/data/technologies/soldier_attack_melee_03_variant.json msgid "" "Soldiers +20% melee attack damage. Swordsmen get an additional +20% bonus." msgstr "Soldaten +20% schade bij mêlee aanval. Voor zwaardvechters +20% extra." #: simulation/data/technologies/soldier_attack_ranged_01.json msgid "Improved Fletching" msgstr "Betere veren" #: simulation/data/technologies/soldier_attack_ranged_01.json msgid "" "Improving the fletching of arrows increases their stability and speed, and " "thus their penetration." msgstr "Door veren beter vast te maken verbetert de stabiliteit en snelheid van pijlen, en daarmee het doordringend vermogen." #: simulation/data/technologies/soldier_attack_ranged_01.json #: simulation/data/technologies/soldier_attack_ranged_02.json msgid "Soldiers +15% ranged attack damage." msgstr "Soldaten +15% schade bij afstandsaanval." #: simulation/data/technologies/soldier_attack_ranged_02.json msgid "Iron Arrowheads" msgstr "IJzeren pijlpunten" #: simulation/data/technologies/soldier_attack_ranged_02.json msgid "Projectile points made of iron enable missiles to penetrate deeper." msgstr "Met ijzeren punten aan projectielen drongen deze dieper door." #: simulation/data/technologies/soldier_attack_ranged_03.json msgid "Trilobate Arrowheads" msgstr "Drievoudige pijlpunten" #: simulation/data/technologies/soldier_attack_ranged_03.json msgid "Arrowheads with three lobes instead of two inflict larger wounds." msgstr "Pijlpunten met drie snijkanten in plaats van twee brengen zwaardere wonden toe." #: simulation/data/technologies/soldier_attack_ranged_03.json msgid "Soldiers +20% ranged attack damage." msgstr "Soldaten +20% schade bij afstandsaanval." #: simulation/data/technologies/soldier_ranged_experience.json msgid "Ranged Soldiers +25% promotion experience." msgstr "Afstandssoldaten promoveren met +25% ervaring." #: simulation/data/technologies/soldier_resistance_hack_01.json msgid "Quilted Body Armor" msgstr "Gewatteerd harnas" #: simulation/data/technologies/soldier_resistance_hack_01.json msgid "Body armor made from quilted wool, linen, cotton, or leather." msgstr "Harnas gemaakt van gewatteerde wol, linnen, katoen of leer." #: simulation/data/technologies/soldier_resistance_hack_01.json msgid "Spolas" msgstr "Spolas" #: simulation/data/technologies/soldier_resistance_hack_01.json #: simulation/data/technologies/soldier_resistance_hack_02.json msgid "Soldiers +1 hack resistance." msgstr "Soldaten +1 slagweerstand." #: simulation/data/technologies/soldier_resistance_hack_02.json msgid "Laminated Linen Body Armor" msgstr "Gelamineerd linnen pantser" #: simulation/data/technologies/soldier_resistance_hack_02.json msgid "Body armor made from laminated linen." msgstr "Harnas gemaakt van gelaagd linnen." #: simulation/data/technologies/soldier_resistance_hack_02.json msgid "Linothōrax" msgstr "Linothōrax" #: simulation/data/technologies/soldier_resistance_hack_03.json msgid "Mail Body Armor" msgstr "Maliënkolder" #: simulation/data/technologies/soldier_resistance_hack_03.json msgid "Body armor made of small metal rings linked together." msgstr "Harnas gemaakt van kleine, met elkaar verbonden metalen ringen." #: simulation/data/technologies/soldier_resistance_hack_03.json msgid "Soldiers +2 hack resistance." msgstr "Soldaten +2 slagweerstand." #: simulation/data/technologies/soldier_resistance_pierce_01.json msgid "Wooden Shield" msgstr "Houten schild" #: simulation/data/technologies/soldier_resistance_pierce_01.json msgid "" "Wooden shields are heavier but much better able to resist projectiles and " "blows than wicker-frame shields." msgstr "Houten schilden zijn zwaarder maar veel beter bestand tegen projectielen en klappen dan schilden van gevlochten riet." #: simulation/data/technologies/soldier_resistance_pierce_01.json #: simulation/data/technologies/soldier_resistance_pierce_02.json msgid "Soldiers +1 pierce resistance." msgstr "Soldaten +1 steekweerstand." #: simulation/data/technologies/soldier_resistance_pierce_02.json msgid "Metal Rim" msgstr "Metalen rand" #: simulation/data/technologies/soldier_resistance_pierce_02.json msgid "Strengthen shields with a metal rim or spine." msgstr "Versterk schilden met een metalen rand of rug." #: simulation/data/technologies/soldier_resistance_pierce_03.json msgid "Improved Shield Alloys" msgstr "Verbeterde schild legeringen" #: simulation/data/technologies/soldier_resistance_pierce_03.json msgid "Strengthen shields further with stronger metal alloys." msgstr "Versterk schilden extra door sterkere metaallegeringen." #: simulation/data/technologies/soldier_resistance_pierce_03.json msgid "Soldiers +2 pierce resistance." msgstr "Soldaten +2 steekweerstand." #: simulation/data/technologies/spy_counter.json msgid "Counterintelligence" msgstr "Contraspionage" #: simulation/data/technologies/spy_counter.json msgid "Recruit a network of informants to watch over your people." msgstr "Huur een netwerk van informanten om over uw volk te waken." #: simulation/data/technologies/spy_counter.json msgid "Make your units 50% more expensive to bribe." msgstr "Maak uw eenheden 50% duurder voor omkoperij." #: simulation/data/technologies/stable_batch_training.json msgid "" "Decreases training time of cavalry if they are trained in batches or squadrons. Large batches will benefit more than small batches.\n" "In mathematical terms: The training time of one batch gets divided by `batchSize^0.1`." msgstr "Verkort de rekruteringstijd van cavalerie wanneer ze in groepen of compagnieën gerekruteerd worden. Grote groepen hebben hier meer voordeel van dan kleine.\nIn wiskundige termen: de rekruteringstijd van een groep wordt gedeeld door `batchSize^0.1`." #: simulation/data/technologies/stable_batch_training.json msgid "Decrease batch training time of units trained in Stables." msgstr "Maakt de rekruteringstijd van groepen eenheden in Stallen korter." #: simulation/data/technologies/subterranean_aqueducts.json msgid "Subterranean Aqueducts" msgstr "Ondergrondse aquaducten" #: simulation/data/technologies/subterranean_aqueducts.json msgid "Kārēz" msgstr "Kārēz" #: simulation/data/technologies/subterranean_aqueducts.json msgid "" "Qanāt or Kārēz, a network of underground aqueducts connected to the yakhchal" " ice house." msgstr "Qanāt, of Kārēz, een netwerk van ondergrondse aquaducten verbonden met de yakhchal ijskelder." #: simulation/data/technologies/subterranean_aqueducts.json msgid "Ice House +1 trickle food rate per second." msgstr "IJskelder +1 voedselstroom per seconde." #: simulation/data/technologies/tower_crenellations.json msgid "Crenellations" msgstr "Kantelen" #: simulation/data/technologies/tower_crenellations.json msgid "" "Crenellations on the battlements allow soldiers wider range of fire in " "defending a keep." msgstr "Kantelen op de gebouwen zorgen er voor dat soldaten verder kunnen vuren bij de verdediging." #: simulation/data/technologies/tower_crenellations.json msgid "Sentry and Stone Towers +40% more arrows per garrisoned Soldier." msgstr "Uitkijk- en stenen torens vuren +40% meer pijlen af per gelegerde soldaat." #: simulation/data/technologies/tower_health.json msgid "Sturdy Foundations" msgstr "Stevige fundamenten" #: simulation/data/technologies/tower_health.json msgid "Reinforce the foundations in preparation of an attack." msgstr "Versterk de fundamenten ter voorbereiding op een aanval." #: simulation/data/technologies/tower_health.json msgid "Towers +25% health." msgstr "Torens +25% sterkte." #: simulation/data/technologies/tower_murderholes.json msgid "Murder Holes" msgstr "Moordgaten" #: simulation/data/technologies/tower_murderholes.json msgid "Murder holes allow hitting enemies at the foot of the tower." msgstr "Moordgaten laten toe vijanden aan te vallen aan de voet van de toren." #: simulation/data/technologies/tower_murderholes.json msgid "Sentry and Stone Towers have 0 minimum attack range." msgstr "Uitkijk- en stenen torens hebben een minimaal aanvalsbereik van 0." #: simulation/data/technologies/tower_range.json msgid "Arrow Shooters" msgstr "Boogschutters" #: simulation/data/technologies/tower_range.json msgid "Arrow shooters increase the maximum range of the fire arrows." msgstr "Boogschutters doen de maximum afstand van de vuurpijlen toenemen." #: simulation/data/technologies/tower_range.json msgid "Sentry and Stone Towers +8 attack range." msgstr "Uitkijk- en stenen torens +8 aanvalsbereik." #: simulation/data/technologies/tower_watch.json msgid "Sentries" msgstr "Schutters" #: simulation/data/technologies/tower_watch.json msgid "Shàobīng" msgstr "Shàobīng" #: simulation/data/technologies/tower_watch.json msgid "Vigiles" msgstr "Vigiles" #: simulation/data/technologies/tower_watch.json msgid "A night's watch increases vigilance." msgstr "Een nachtwacht verhoogt de alertheid." #: simulation/data/technologies/tower_watch.json msgid "Sentry and Stone Towers +1 default arrow count." msgstr "Uitkijk- en stenen torens +1 standaard pijlen." #: simulation/data/technologies/tower_watch.json msgid "Nyktophylakes" msgstr "Nyktophylakes" #: simulation/data/technologies/trade_commercial_treaty.json msgid "Commercial Treaty" msgstr "Commercieel verdrag" #: simulation/data/technologies/trade_commercial_treaty.json msgid "Improve the international trading profit." msgstr "Verhoog de internationale handelswinst." #: simulation/data/technologies/trade_commercial_treaty.json msgid "Traders +10% trade profit between allies." msgstr "Handel met geallieerden +10% winst." #: simulation/data/technologies/trade_gain_01.json msgid "Handicraft" msgstr "Handvaardigheid" #: simulation/data/technologies/trade_gain_01.json #: simulation/data/technologies/trade_gain_02.json msgid "The progress in handicraft improves the trading profit." msgstr "De vooruitgang in handvaardigheid verhoogt uw handelswinst." #: simulation/data/technologies/trade_gain_01.json #: simulation/data/technologies/trade_gain_02.json msgid "Traders +15% trade gain." msgstr "Handelaren +15% winst." #: simulation/data/technologies/trade_gain_02.json msgid "Advanced Handicraft" msgstr "Geavanceerde Handvaardigheid" #: simulation/data/technologies/trader_health.json msgid "Trade Caravan" msgstr "Handelskaravaan" #: simulation/data/technologies/trader_health.json msgid "Traders traveling together in caravans are less vulnerable." msgstr "Handelaren die gezamenlijk in karavanen reizen zijn minder kwetsbaar." #: simulation/data/technologies/trader_health.json msgid "Land Traders +50% health." msgstr "Handelaren te land +50% gezondheid." #: simulation/data/technologies/traditional_army_sele.json msgid "Traditional Army" msgstr "Traditioneel leger" #: simulation/data/technologies/traditional_army_sele.json msgid "The Macedonian-style core of the Seleucid army." msgstr "Het Seleucidische leger naar Macedonische stijl." #: simulation/data/technologies/traditional_army_sele.json msgid "Unlock the Champion Infantry Pikeman." msgstr "Activeer de kampioen infanterie piekeniers." #: simulation/data/technologies/tyrtean_paeans.json msgid "Tyrtean Paeans" msgstr "Tyrtean Paeans" #: simulation/data/technologies/tyrtean_paeans.json msgid "" "Paeans were battle hymns that were sung by the Hoplites when they charged " "the enemy lines. One of the first known Paeans was composed by Tirteus, a " "warrior poet of Sparta, during the First Messenian War." msgstr "Paeans waren gevechtshymnes die door hoplieten werden gezongen als ze de vijandelijke linies aanvielen. Een van de oudst bekende Paeans was gecomponeerd door Tirteus, een oorlogsdichter van Sparta, tijdens de Eerste Messeniaanse Oorlog." #: simulation/data/technologies/tyrtean_paeans.json msgid "Champion Hoplites +10% movement speed." msgstr "Kampioen Hoplieten +10% snelheid." #: simulation/data/technologies/unit_advanced.json msgid "" "Advanced and Elite units +20% training time, +25% health, +0.7 capture " "attack strength, +20% loot, and −30% gather speed; Healers +5 healing " "strength and +3 healing range; Melee units +1 resistance and +20% attack " "damage; Ranged units −20% spread." msgstr "Geavanceerde en elite eenheden +20% rekruteringstijd, +25% gezondheid, +0.7 veroveringskracht, +20% buit en −30% verzamelsnelheid; helers +5 genezingskracht en +3 genezingsbereik; mêlee eenheden +1 weerstand en +20% aanvalsschade; afstandseenheden −20% spreiding." #: simulation/data/technologies/unit_elite.json msgid "" "Elite units +20% training time, +25% health, +0.8 capture attack strength, " "+20% loot, and −30% gather speed; Healers +5 healing strength and +3 healing" " range; Melee units +1 resistance and +20% attack damage; Ranged units −20% " "spread." msgstr "Elite eenheden +20% rekruteringstijd, +25% gezondheid, +0.8 veroveringskracht, +20% buit en −30% verzamelsnelheid; helers +5 genezingskracht en +3 genezingsbereik; mêlee eenheden +1 weerstand en +20% aanvalsschade; afstandseenheden −20% spreiding." #: simulation/data/technologies/unlock_champion_cavalry.json msgid "Unlock Champion Cavalry" msgstr "Activeer de Kampioen cavalerie" #: simulation/data/technologies/unlock_champion_cavalry.json msgid "Unlock Champion Cavalry at the Stable." msgstr "Activeer de cavalerie kampioenen in de stallen." #: simulation/data/technologies/unlock_champion_cavalry.json #: simulation/data/technologies/unlock_champion_chariots.json #: simulation/data/technologies/unlock_champion_infantry.json msgid "" "Guard units (Champions) are professionals who wield the best weapons and " "have the best training." msgstr "Wachters (kampioenen) zijn professionele vechters met de beste wapens en de beste training." #: simulation/data/technologies/unlock_champion_chariots.json msgid "Unlock Champion Chariots" msgstr "Activeer Kampioen strijdwagens" #: simulation/data/technologies/unlock_champion_chariots.json msgid "Unlock Champion Chariots at the Stable." msgstr "Activeer de Kampioen strijdwagens in de stallen." #: simulation/data/technologies/unlock_champion_infantry.json msgid "Unlock Champion Infantry" msgstr "Activeer de infanterie kampioenen" #: simulation/data/technologies/unlock_champion_infantry.json msgid "Regio Cohors" msgstr "Regio Cohors" #: simulation/data/technologies/unlock_champion_infantry.json msgid "Unlock Champions Infantry at the Barracks." msgstr "Activeer de infanterie kampioenen in de kazerne." #: simulation/data/technologies/unlock_champion_infantry.json msgid "Agēma" msgstr "Agēma" #: simulation/data/technologies/unlock_females_house.json msgid "Fertility Festival" msgstr "Vruchtbaarheidsfeest" #: simulation/data/technologies/unlock_females_house.json msgid "Bona Dea" msgstr "Bona Dea" #: simulation/data/technologies/unlock_females_house.json msgid "A festival attended by women-only, to celebrate female fertility." msgstr "Een festival dat enkel door vrouwen bijgewoond wordt, om de vrouwelijke vruchtbaarheid te vieren." #: simulation/data/technologies/unlock_females_house.json msgid "Unlock the ability to train women from houses." msgstr "Activeer de mogelijkheid om vrouwen te rekruteren van alle huizen." #: simulation/data/technologies/unlock_females_house.json msgid "Thesmophoria" msgstr "Thesmophorië" #: simulation/data/technologies/unlock_neodamodes.json msgid "Unlock Neodamodes" msgstr "Geef Neodamodes vrij" #: simulation/data/technologies/unlock_neodamodes.json msgid "" "In ancient Sparta, the Helots who were freed by the state in reward for " "military service were known as Neodamodes." msgstr "In het oude Sparta stonden de Heloten die als beloning voor militaire dienst waren vrijgemaakt, bekend als Neodamodes. " #: simulation/data/technologies/unlock_neodamodes.json msgid "Unlock the ability to train Spearman Neodamodes at the Barracks." msgstr "Ontgrendel de mogelijkheid om Neodamodes Speervechters te rekruteren in de Kazerne." #: simulation/data/technologies/unlock_shared_dropsites.json msgid "Diaspora" msgstr "Diaspora" #: simulation/data/technologies/unlock_shared_dropsites.json msgid "" "The extension of trade leads to the permanent establishment of storekeepers " "and their families in foreign countries, allowing them to exploit the wealth" " of these countries." msgstr "De uitbreiding van handel zorgde voor permanente vestiging van koopmannen en hun families in het buitenland. Dit liet hen toe de rijkdommen van deze landen te exploiteren." #: simulation/data/technologies/unlock_shared_dropsites.json msgid "Requires three Traders" msgstr "Vereist drie handelaren" #: simulation/data/technologies/unlock_shared_dropsites.json msgid "Allows using allied dropsites." msgstr "Gebruik de pakhuizen van geallieerde spelers." #: simulation/data/technologies/unlock_shared_los.json msgid "Cartography" msgstr "Cartografie" #: simulation/data/technologies/unlock_shared_los.json msgid "" "By means of trading and travelling people explored beyond the boundaries of " "their lands and drew maps of it in order to share and memorize their " "discoveries." msgstr "Door te handelen en te reizen ontdekten de mensen de wereld achter de grenzen van hun land. Ze tekenden kaarten om ze te delen en om hun ontdekkingen niet te vergeten." #: simulation/data/technologies/unlock_shared_los.json msgid "" "See what your allies see, browse their summary and check their resources and" " population count in the top panel." msgstr "Zie wat uw alliantie ziet, blader door hun samenvatting en bekijk hun grondstoffen en bevolkingslimiet in het bovenpaneel." #: simulation/data/technologies/unlock_spies.json msgid "Espionage" msgstr "Spionage" #: simulation/data/technologies/unlock_spies.json msgid "" "Merchants' first goal was trading, but they also gathered information about " "the countries they crossed." msgstr "Handelaren waren voornamelijk bezig met handel drijven, maar ze verzamelden ook informatie over de landen die ze doorkruisten." #: simulation/data/technologies/unlock_spies.json msgid "" "Allows bribing the units of other players in order to share their vision." msgstr "Staat toe de eenheden van andere spelers om te kopen om hun inzicht te delen." #: simulation/data/technologies/upgrade_rank_advanced_mercenary.json msgid "Expertise In War" msgstr "Oorlogservaring" #: simulation/data/technologies/upgrade_rank_advanced_mercenary.json msgid "Hire professional mercenaries to fight in your army." msgstr "Huur professionele huurlingen om in uw leger te vechten." #: simulation/data/technologies/upgrade_rank_advanced_mercenary.json msgid "Mercenaries start at Advanced rank." msgstr "Huurlingen beginnen met gevorderde rang." #: simulation/data/technologies/warship_arrow_attack.json msgid "Naval Oxybeles" msgstr "Scheeps Oxybeles" #: simulation/data/technologies/warship_arrow_attack.json msgid "Mounting bolt shooters onto ships helped give added firepower." msgstr "Plaatsing van ballistas op schepen doet de vuurkracht toenemen." #: simulation/data/technologies/warship_arrow_attack.json msgid "Arrow Ships +10 crush attack damage and +10% attack range." msgstr "Boogschutterschepen +10 verpletter schade en +10% aanvalsbereik." #: simulation/data/technologies/warship_fireship_attack.json msgid "Burning Pitch" msgstr "Brandend pek" #: simulation/data/technologies/warship_fireship_attack.json msgid "" "Pitch can be made from petroleum, coal tar, or pine tar. It can be used to " "help seal the hulls of boats as well as assist in igniting enemy ships." msgstr "Pek kan gemaakt worden van petroleum, teer, of boomhars. Het kan zowel worden gebruikt om scheepsrompen waterdicht te maken als om vijandelijke schepen in brand te steken." #: simulation/data/technologies/warship_fireship_attack.json msgid "Unlocked in City Phase. Requires “Naval Construction.”" msgstr "Beschikbaar in Grootstadsfase. Vereist “Verbeterde Bouwwijze”." #: simulation/data/technologies/warship_fireship_attack.json msgid "Fire Ships +25% health and +25% attack damage." msgstr "Vuurschepen +25% kracht en +25% aanvalsschade." #: simulation/data/technologies/warship_health.json msgid "Undergirding Cables" msgstr "Kiel spankabels" #: simulation/data/technologies/warship_health.json msgid "The hypozomata brace the structure of a ship." msgstr "De hypozomata verstevigt de structuur van een schip." #: simulation/data/technologies/warship_health.json msgid "Unlocked in City Phase. Requires “Ship Cladding.”" msgstr "Beschikbaar in Grootstadsfase. Vereist “Scheepsbeplating”." #: simulation/data/technologies/warship_health.json msgid "Arrow Ships and Ramming Ships +25% health." msgstr "Boogschutter- en Ramschepen +25% kracht." #: simulation/data/technologies/warship_health.json msgid "Hypozomata" msgstr "Hypozomata" #: simulation/data/technologies/warship_ramming_attack.json msgid "Bronze Ram" msgstr "Bronzen Ram" #: simulation/data/technologies/warship_ramming_attack.json msgid "A bronze beak at the prow of the ship, used for ramming enemy ships." msgstr "Een bronzen bek , bevestigd aan de boeg van het schip, bedoeld om vijandelijke schepen te rammen." #: simulation/data/technologies/warship_ramming_attack.json msgid "Unlocked in City Phase. Requires “Flanking Maneuvers.”" msgstr "Beschikbaar in Grootstadsfase. Vereist “Flankaanval”." #: simulation/data/technologies/warship_ramming_attack.json msgid "Ramming Ships +30% attack damage." msgstr "Ramschepen +30% aanvalsschade." #: simulation/data/technologies/warship_ramming_attack.json msgid "Embolon" msgstr "Embolon" #: simulation/data/technologies/warship_ramming_speed.json msgid "Flanking Maneuvers" msgstr "Flankaanval" #: simulation/data/technologies/warship_ramming_speed.json msgid "" "The flanking maneuver was attempted in order to position the ship for a " "successful ram. To pull this off in the chaos of a sea battle, a ship's crew" " needed to be highly trained and well-motivated." msgstr "De flankaanval beoogt het schip in positie te brengen voor een succesvolle rampoging. Om dit voor elkaar te krijgen in de chaos van een zeeslag moest de bemanning goed getraind en gemotiveerd zijn." #: simulation/data/technologies/warship_ramming_speed.json msgid "Ramming Ships +25% speed and acceleration. Unlocks “Bronze Rams.”" msgstr "Ramschepen +25% snelheid en versnelling. Maakt “Bronzen Ram” mogelijk." #: simulation/data/technologies/warship_ramming_speed.json msgid "Periplous" msgstr "Periplous" #: simulation/data/technologies/warship_ranged_attack.json msgid "Flaming Projectiles" msgstr "Brandende projectielen" #: simulation/data/technologies/warship_ranged_attack.json msgid "" "Flaming munitions were very useful against wooden targets such as ships." msgstr "Brandende munitie was bijzonder effectief tegen houten doelwitten zoals schepen." #: simulation/data/technologies/warship_ranged_attack.json msgid "Unlocked in City Phase. Requires “Naval Ballistae.”" msgstr "Beschikbaar in Grootstadsfase. Vereist “Scheepsballistas”." #: simulation/data/technologies/warship_ranged_attack.json msgid "Ranged Warships +10% attack damage." msgstr "Afstands Oorlogsschepen +10% aanvalsschade." #: simulation/data/technologies/warship_resistance.json msgid "Ship Cladding" msgstr "Scheepsbeplating" #: simulation/data/technologies/warship_resistance.json msgid "Armor for the flanks of a warship." msgstr "Bepantsering voor de zijkanten van een oorlogsschip." #: simulation/data/technologies/warship_resistance.json msgid "" "Warships +1 pierce and crush armor. Unlocks “Undergirding Cables” for some " "civilizations." msgstr "Oorlogsschepen +1 doorboor en verpletter weerstand. Maakt “Kiel spankabels” voor sommige beschavingen mogelijk." #: simulation/data/technologies/warship_siege_attack.json msgid "Naval Ballistae" msgstr "Scheepsballistas" #: simulation/data/technologies/warship_siege_attack.json msgid "Mounting stronger catapults onto ships helped give added firepower." msgstr "Plaatsing van zwaardere katapulten op schepen doet de vuurkracht toenemen." #: simulation/data/technologies/warship_siege_attack.json msgid "Siege Ships +20% attack range and vision range." msgstr "Belegeringsschepen +20% aanvals- en zichtbereik." #: simulation/data/technologies/wonder_population_cap.json msgid "Glorious Expansion" msgstr "Glorieuze Expansie" #: simulation/data/technologies/wonder_population_cap.json msgid "The wonder attracts many more people to your civilization." msgstr "Het wonder trekt meer mensen naar uw beschaving." #: simulation/data/technologies/wonder_population_cap.json msgid "" "Enable the “Glorious Expansion” aura: +20% maximum population limit per " "Wonder owned." msgstr "Activeer de Glorieuze Expansie: +20% maximale bevolkingslimiet per wonder." #: simulation/data/technologies/wonder_population_cap.json msgid "Peristasis" msgstr "Peristasis"